Fallout: Japan - OOC (closed)

JadeKnight

Literotica Guru
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Sep 10, 2007
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This thread is currently under work, and the cast has been chosen.

1945 Divergence in Fallout universe
1946 Japan signs a peace treaty with United States
1950 Japan invests it's research towards underground building research and robotics.
1970 Due to the fear of a another nuclear attack, the Japanese government starts Project Safety. The construction of New Tokyo, the first of nine underground cities is started.
2000 The Tokyo Research Facility, the first of two underground research facilities, is built beneath Mt. Tsukuba, The research is geared towards advanced weapons and biomedical research.
2005 The Hiroshima Research Facility, the second underground research facility, is built beneath Mt. Hijiri. The research is geared towards construction technology and robotics.
2035 Mister Robotnik, a general maintenance and construction robot is placed on the market by Mitsubishi Motors.
2038 Construction of the fifth underground city is started. Citizens are encourged to start living in the already built cities to encourage a smooth transition in the event of another nuclear attack like Hiroshima. Work continues on already built cities to ensure they are up to date on all construction standards.
2050 Alarmed by the dwindling supply of oil imports, Japan begins searching for fuel alternatives. Two large hidden oil deposits are discovered beneath the northern island of Hokkaido.
2052 April: Troops are sent into the Middle East to aid Europe in the war against the Middle East.
December: A new virus variation of the bird flu breaks out in Kyoto.
2054 Use of Nuclear arms in the Middle East prompts the withdrawal of the remaining troops, a quarter of what had been sent. Despite efforts to contain or control the spread of the bird flu, Japan chose to isolate from the rest of the world, closing it's borders. However agents are sent all over the world to keep apprised of world affairs.
2055 Researchers at TRF attempt to create a cure for the bird flu. The first attempt to cure kills the virus, but kills the recipient a short time later.
2057 The flu virus has reduced Japan's population down to 34 million. Those who managed to survive the virus's run became sterile. A cure is discovered which kills the virus, but not the recipient.
2058 Expansion into electric and fusion-powered cars. Gas-operated vehicles are banned to conserve fuel.
2060 A new strain of the flu breaks out. However it doesn't kill it's victims, but leaves them sterile once it's course is ran.
2063 After the flu runs it's course, all but four million citizens are left sterile. Construction of the eight city is started. An effort is made to push as many into the construction as possible.
2065 Agents are able to smuggle an early prototype power armor from the United States, spurring advances in military, construction, and fusion technology.
2066 Fusion power cells are developed and used as the main power sources of the underground cities, and only in Kyoto, Tokyo, and a select few cities over the next eleven years.
2069 Three fusion-powered monorails are installed as the main mode of transportation between the cities.
2075 Sony Industries develops it's computer operating system similar to RoboCo Industries' and makes it the standard interface on all computers. Experiments are started to cure the sterilization caused to the victims of the killer flu.
2077 Construction of the final city begins. Existence of F.E.V. virus leaked to the world.
October 23: Bombs fall all over the world. The construction crews on the final city north of New Tokyo, Akita, didn't get very far along before the bombs fell. Fifty men and ten weapons were forced below with the equipment and what they had on hand for supplies. They were not able to put in an AI for oversight, but they did have one power plant in place. A society was formed in which the females were in charge, controlling the breeding for survival.

Sapporo and Hakodate, two of the northern cities, end up filled with all sterile citizens. Kagoshima, the city connected on the north side of New Tokyo, had become a retirement community in the previous years, filled mostly with the elderly. Only a tenth of the population is young enough to be able to care for the large number of elderly and keep the city working.

Of the four southern cities, Osaka is overpopulated to double capacity. Kyoto, and Hiroshima end up with only half capacity, and Okayama is just above a quarter capacity.
2079 March: Taking advantage of humanity's current predicament, aliens launch an abduction run on the city of New Tokyo City. The abduction run turns into a pitched battle between the aliens and humans, taking a major toll on city. Half the citizens are killed in the battles, during which the aliens cripple their power supply down to two power plants. In an attempt to protect the city, the AI named Nobunaga shuts down the only two connections to the rest of the city grid, cutting all communications.
April: In order to combat rationing, a scouting party is put together to explore for more sources of food and energy. With the radiation and poison levels at a inhuman level in the areas where the nuclear bombs hit, most of the party is killed just outside of Tokyo. One survives, though heavily radiated and dying. Taking matters into it's own hands so to speak, Nobunaga implements a breeding program with the fertile adolescences geared towards survival. The society is divided in a hierarchy, with the 'breeders' at the top serving Nobunaga. The rest of the city is regulated to a labor force. Those over fifty are killed and used as fertilizer for the fields. Nobunaga is revered as a god in a short time.
With communications cut off to New Tokyo, the southern cities band together to survive. A standing military is created within Kyoto, mandatory service from ages 18 to 30 for those not actively employed in essential jobs.
2085 An underground earthquake cracks Sapporo and Hakodate in multiple areas, allowing water and lava to crash in. Only a very small portion of the citizens escape, forced to wander the Japanese wasteland. Radiation and poison take their toll, mutating the humans.
2095 Nobunaga begins sending out scouting parties into the wasteland for new supplies and mapping.
3000 Due to a programming error, the AI in Kagoshima shuts down the power plants. The lack of power for heat, elevators shut down, and monorail access cut off quickly turns the city into an icy tomb.
3003 Kyoto and Osaka beginning sending out scouting parties into the Japanese wasteland.
3013 Hiroshima and Okayama open up, citizens moving out to find new homes.





Project Safety was started as an attempt to create a safe haven for a portion of the population to wait out the event of a nuclear catastrophe. Not everyone could be saved, so a calculation was created for the amount of people needed to be able to continue the existence of the human race. That came out to be 900,000 citizens by the scientists and engineers in charge of the project. Nine identical cities were designed to be formed in a I formation. Three cities would make up the top and bottom, while the remaining three cities would be nestled between like a spine. Ten miles of monorail track connects the cities to each other like an artery. The location chosen for such an endeavor was placement in the center of Nagano Prefecture.

Each city was designed to cover an area of ten square miles. The top of the city started half a mile beneath the earth's surface, extending down for two miles. Two large elevators are used at the main entryway into the city, one located in the center of the city while a second one is placed in one of the corners. Five sets of heavy reinforced doors designed to withstand a direct attack are able to close within moments guard the entryways. An A.I. Is implemented into each city, controlling everything connected to the computer system.

Five fusion power plants supply all the energy needed to power the city and then some. Water filtration systems clean and purify the water coming from various underground tunnels built to supply water. Hydrophonic farms supply the natural food supply. Each city was estimated to be able to be fully sustainable for at least 150 years. Transportation within the city was covered by foot, bicycles, or two-manned fusion-powered mopeds.

Due to a direct hit on the West Tek Research facility in the United States, the F.E.V. virus leaks into the atmosphere to combine with the large amounts of radiation relased by the mulitude of nuclear strikes around the world. As rain, snow, and other forms of moisture fall, the F.E.V. laced radiation isotopes are deposited on the Earth in various amounts. A large number of nukes hit Tokyo, Osaka, Kitayushu, Hiroshima, and Kyoto. The enormous impact of the bombs on Osaka and Kitakyushu is enough to cause that portion of the island nation to break away and sink beneath the waves. Hokkaido gets swallowed by the sea in the seisemic upheaval as a tsunami hits the west coast as far as ten miles inland. All but the hardiest of plants and animals slowly succumb to the radiation storm, slowly eating away the land. The humans, animals, and plants that are able to survive begin to show the signs of mutations two years later, many new species appear almost overnight. Twenty years later greenry is returning to Japan. Fifty years alater, only the areas directly affect by the bombs still have high levels of radiation, with small but tolerable levels throughout the land.
 
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This post isn't finished, I'll add as I (we) get more ideas.

The underground cities

All underground cities are designed to cater for 10.000 people, for 150 years if they have to close the doors.

In each city there are living quarters (quite spacious), parks, farms, small gardens, fish and algae farms, hospitals, schools, Shinto shrines in gardens and parks (living quarters for priests being part of the biggest shrine) and one Zen Buddhist temple/monastery with a park in front of it.

Underground cities north of New Tokyo:

Sapporo

Only sterile citizens.
Earthquake in 2085, only very few survivors.

40, ten women and 30 men, survived in the ‘Pocket’ -Pocket’ was the scientist’s nickname for the high-security, well-stocked (for the full 150 years) area on the top level of the city they lived in. It contained living quarters for 250 scientists, a small park, a big garden, its own small power plant, the hospital where a select few of the citizens were ‘treated’, and a secret stock of different types of robots. The Pocket seemed to be a part f the city, but by closing two double doors (which slid out off walls automatically at the start of the earthquake) it was sealed off completely.

It was said the city was only inhabited with sterile citizens, but most of these scientists had taken precautions to not produce offspring during the time they spent in Sapporo. The citizens were discouraged from traveling anywhere, also they were told there was a change their children could be fertile, or become fertile after treatment during puberty. The real goal of the government had been to study a civilization doomed to die as soon as the youngest child would die of old age.

Within a year six female and eight male scientist became fertile again because after the earthquake they stopped taking the chemical sterilizers they had chosen. Those who had taken definitive measurements of course remained sterile and the ten citizens in the hospital at the time of the earthquake of course remained sterile as well.

Their water and air supply was contaminated during the earthquake, resulting in them being exposed to radiation and an again mutated form of the FEV, both resulting in them mutating into a fertile strand of highly intelligent super-humans. Forty years after the earthquake the eldest of the third generation (two boys of ten and twelve) are already taller, stronger, more intelligent than their grandparents, their skin is deep brown, hard like bark, pliable like textile, their eyes sharper and able to process light ranges their parents’ aren’t. The second generation had in average reached puberty around eighteen; the twelve year old of the third generation showed no sign of losing his baby-teeth yet.

Instead of observing and experimenting on the citizens, now the adults of the group observed, educated (and in moderation experimented on) themselves and their children. They took a pledge to always just observe and educate ten years after the earthquake, when the first of them discussed going back to the surface.

In preparation they occupied themselves in their spare time with checking out the robots, reprogramming them if necessary, and having them explore the city outside the doors of the pocket to find a way up, and dig it if and where needed.

In the flooded part of the city only Fugu and some other fishes from the fish farms survived. Those which survived the radiation found more than enough food, especially when the robots started to dig.

Hakodate
Only sterile citizens, filled to half capacity.
Earthquake in 2085, only very few survivors.

In Hakodate there were many more hospitals than the population would ever require. Especially since the population mainly (90% of which 70% were female) consisted out off young people. The citizens were told the government wanted to study and solve the infertility problem (and the abundance of young pregnant women seemed to affirm this), the truth was the Japanese government had enormous amounts of human eggs and sperm stocked in Hakodate and used the women as host-mothers without them knowing it.

The mothers were encouraged to bring their children to daycare centers, where especially patient and protective robots took excellent care of babies and toddlers. Less patient and a bit less protective robots took care of elder children and taught basic language skills, basic writing and reading (some Kanji and Kana, the robots did better with a stylized form of the latin alphabet), basic arithmetic and history (in the form of endless streams of stories).

Most survivors of the earthquake were toddlers and young children, saved by very dedicated robots which had stumped down over whatever obstacles to get the children in their arms (three or four per "nanny" robot which means each of them carried four to five toddlers, or three to four babies for the emergency -always having one hand free to feed or caress them or to keep dangerous things (like insects) away from them- and emergency bags -filled with diapers, milk, baby-food, milk-bottles, pacifiers, wet napkins, spoons, water, napkins, diaper-rash cream and a few odds and ends like toys, teething rings, teddybears, bandaids and antiseptically creams- over their shoulders. The soothing noises of the nanny-robots had such a calming and calling effect on most young children they followed the nannies as good as they could. They in turn were followed by teacher-roborts.

On the surface the nanny robots immediately grouped and took off to the nearest mountains in the search for caves. As soon as they noted the children and teacher-robots following them, the nannies slowed down and changed direction to an old military airport.

Only very few adults made it out through the safety doors (or in the lifts) because the robots pushed them out off their way. Those that did, and survived the hot water roaring up out off the tunnels, collected whatever was carried up with the water and useful -directed by two nurse robots- before they followed the nannies and teachers.

Akita
Fifty men and ten women formed the start population.
One power plant, very limited supplies, no A.I.
Soon after they realized there are five men for every woman (about half a year after they sealed the doors (which they had to do by hand), got a hydrophone farm working, and build adequate quarters; with other words: after their survival was finally quite secure), the women take the matters in hand. By lottery the men are divided over the women and a matriarchal society is born. At first the men are only tested on their sperm quality, later (when the second generation women are adults) only the fittest and most intelligent men get a status high enough to have a change to be selected by a woman to impregnate her. Those men also form the two highest male ranks, Engineers and Defenders, the other men are “work-bees”.

Five women form The Council, five men, who have fathered at least three daughters each, are The Council’s Advisers.

Kagoshima (closest to New Tokyo)
Filled to capacity. 90 percent pensioners, 10 percent caretakers and city-service employees.

2083 The caretakers and service employees revolt. A.I. Chiharu (thousand springs) at first sides with the pensioners. Within a year the revolutionaries have succeeded in “turning” Chiharu though; now the A.I. sees the wellbeing of the younger people as her most important assignment.

3000: Due to a fault in her program, Chiharu shuts down all power plants. Most pensioners have died by then, partly of old age and sub-optimal care, partly of working too long and too hard. The rest now have to hack away parts of the city’s insulation.

New Tokyo
2079 March: Taking advantage of humanity's current predicament, aliens launch an abduction run on the city of New Tokyo City. The abduction run turns into a pitched battle between the aliens and humans, taking a major toll on city. Half the citizens are killed in the battles, during which the aliens cripple their power supply down to two power plants. In an attempt to protect the city, the AI named Nobunaga shuts down the only two connections to the rest of the city grid, cutting all communications.

April: In order to combat rationing, a scouting party is put together to explore for more sources of food and energy. With the radiation and poison levels at an inhuman level in the areas where the nuclear bombs hit, most of the party is killed just outside of Tokyo. One survives, though heavily radiated and dying. Taking matters into it's own hands Nobunaga implements a breeding program with the fertile adolescences geared towards survival. The society is divided in a hierarchy, with the 'breeders' at the top serving Nobunaga. The rest of the city is regulated to a labor force. Those over fifty are killed and used as fertilizer for the fields. Nobunaga is revered as a god in a short time.

2095 Nobunaga sends out the first special bred and trained scouts to map and find supplies.

Underground cities south of new Tokyo:
With communications cut off to New Tokyo, the southern cities band together to survive.

Kyoto
Filled to half capacity.
The very few western countries Japan still had diplomatic contacts with, got permission to relocate their embassies to Underground Kyoto.

A standing military is created within Kyoto, mandatory service from ages 18 to 30 for those not actively employed in essential jobs immediately after the alien attack on New Tokyo.

The Osaka boys become the first students (regardless of their age) of newly formed military ‘academies’.

3003 scout parties (mostly descendants of Osaka’s over-population) are sent out, only because Osaka’s Daisuke sends scouts out. Kyoto doesn’t want to see the most prospective grounds in Osaka’s hands.

Osaka
Overpopulated, double of planned.

Osaka’s A.I. Daisuke (great helper) desperately seeks to relocate the surplus citizens to Kyoto, Okayama and Hiroshima. Only after the attack on New Tokyo, Kyoto and Okayama offer to take the children between eight and fourteen. Kyoto the boys and Okayama the girls. Daisuke changes birthdates and sends out children between six and sixteen to save as many as possible. Immediately after the doors sealed, Daisuke forced most adults over 30 to have a vasectomy or sterilization. People over sixty are ‘encouraged’ to commit suicide (their rations get smaller which each year they complete). By 2090 the population is finally down to the amount the city was planned for, but supplies have dwindled.

3003 scout parties are sent out.

Okayama
Quarter capacity. The citizens are quite pleased with the situation, and only agree to take the Osaka girls to be second wives with less status than they other citizens. Also their children are second-class citizens.

3013 opening

Hiroshima
Half capacity
3013 opening


Monasteries
Several monasteries, famous and minor ones, had taken their own precautions against disasters. Some had started as early as the 1950's.

Robots

Nannies
Roughly human shaped, three or five arms. Two or three to tote babies and toddlers around, one or two to feed and caress them. Most always keep one arm free to grab any toddler doing something the nannies deem risky.

On their back is a bulge, filled with a container with milk, a smaller one with a stomach soothing tea, a container with several kinds of baby and or toddler food, always at the right temperature to serve. Their bulging stomach opens at the chest and then forms a hollow changing table. In their stomach is an assortment diapers, wet and dry wipes, sanitizing fluid, baby powder and a container with a cream against diaper rash.

In their thighs they store teething rings, baby rattles, soft toys like teddybears and soft toys with different textures.

Their chest, arms and legs are covered with a layer of soft silicone.
They have two eyes on the front of their head, one on each side, and two in the back of their head.

They almost always play a soothing singsong, they talk in a soft voice (unless an adult needs to be told off) and if they carry a child in an arm that arm automatically "does" a heartbeat: sound and soft pulsing.

They are very protective of their charges and very patient with them.

Teachers
Roughly human shaped, two legs, two arms, one head. Two eyes at the front, two at the back of their head. They are broad, their stomach and butt are flat, behind protective covers are screens on which they can show videos, or, if they choose to, the children are able to write or draw.

In their chest is a stack of napkins, tissues, bandaids, antiseptic creams, crayons, paper, puzzles, small toys. From their waist to high on their back is a bulge, filled with healthy snacks, plastic glasses, and containers with water and tea. The bulge is formed in a way young children can sit easily on it, their legs dangling over the shoulders of the teacher, a treat reserved for good students. In their right thigh more paper is stored, pencils and pens, in their left thigh is a printer.

They teach basic language skills like writing and reading (some Kanji and Kana, the robots did better with a stylized form of the latin alphabet), basic arithmetic and history (in the form of endless streams of stories).

Less protective of their charges than the nannies, they also have a bit less patience with them.

Animals

Fugu (blowfish)
A traditional and popular, albeit costy and risky Japanese dish, several fugu kinds were bred in all the fish farms in all the cities. In Sapporo and Hakodate radiation mutated the Fugu into two closely related strands:
Safugu grew to the size of a shepherd dog, learned to process oxygen out off air with their gills, evolved from just having a mildly poisonous skin to being able to slung drops at fiends with their fins or spew it at them.
Hafugu Did all the above plus learned to use their fins as feet. A fugu far away from any body of water would be a Hafugu, if it was close to water and had slightly less strong looking fins, it probably was a Sagugu. Both were deadly.

Brahmin
Friendly two-headed cow, excellent pack-animal. There aren't too many around since Japan wasn't really a milk&cheese-country.

Kobe
Un-friendly two-headed cow. One long, sharp horn on each head, twice as big as the brahmin, without any dietary restrictions. The last means they are ferocious hunters.

Godzilla
'Inspired' by the US' Deathclaw the Japanese army started to work on a similar project. Since they decided on a lizard as base, the name "Godzilla" was an obvious, maybe the only possible, choice.

Godzilla's are ferocious and very loyal fighters and doting parents.
They are close to four meters, the females a bit shorter than the males. Both are dark green with a red glow on their bellies. Their arms are quite long, they have three fingers and a thumb, retractable claws. They are capable of the pincer-grip, which allows them to use all kinds of tools, weapons included. Some Godzillas however are very keen mechanics and love to tinker with cars.
 
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Character Template:
SONY INDUSTRIES (TM) TERMLINK PROTOCOL

<-- Vault Personnel Files Accessed -->
<-- Personnel File XXX-XXXXXXAAA/XXX - Character Name -->
Location: Place of birth or origin, may also indicate faction allegiance
Status: Resident/Immigrant/Exile/Fugitive/Etc. Gives an indication for your character's current legal status
Position: Career, occupation or trade description
Tag Skills: See Fallout Wiki Skills section, each character may usually only have upto 3. For the purposes of the RP, these will be considered to be the characters main skills
S, P, E, C, I, A, L (Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.) Basic values (1-9) to show the physical attributes for your character, these are just to give an idea of your prowess in certain field as the story progresses. Please try not to powergame and give your character all 9's. One or possibly 2 9's will be fine.
Date of Birth: When you character was born or created
Family: Any relatives or relations you may have, only really important if you are associated with another participant in some way
Gender: Male/Female/Transgender/Other
Hair: What color hair your character has, if any
Eyes: Ditto for eyes
Religious Affiliation: If your character has any religious beliefs or upbringing which may affect their reactions in certain circumstances
Marital Status: Single/Married/Divorced/Widowed
Height:
Weight:
Vital Stats.: Chest-Waist-Hip measurements
Traits: See Traits section, each character may have up to 2
Sexuality: Homosexual/Heterosexual/Bisexual/Homoflexible/Heteroflexible/Asexual
An indication of the character's preferred sexual partnership
Perks: See Perks section, each character may have up to 10. If you plan on taking Power Armour, one of your Perks must be Power Armor Training, unless you just want to lug the stuff around and not use it.

Overseer's Notes:
This section can be used to give a little flavour to your character, briefly detailing their history and backstory.
<-- File Ends -->

<-- Vault Requisition Request XXX-XXXXXXAAA/XXX Date-001-->
The following items have been approved for issue to XXX-XXXXXXAAA/XXX - Character Name:
> 1 Class or faction specific piece of equipment (IE. Pip-Boy 3000 for a Vault Dweller, Power Armour for a Paladin, etc.)
> 1 Piece of clothing or armour (Power Armour would automatically fill this slot and so the line should be removed if already taken)
> 1 backpack, rucksack or other portable storage to use for inventory items as required. Containers can take any weight or size of item, per standard gameplay mechanics. However once a character is overweight, all their actions are considered to take twice as long to do, given the extra burden.
> 1 primary weapon (The list is not exhaustive so feel free to make up whatever seems appropriate for your character)
> Ammunition (Give yourself a fair amount of whatever may be required to power the primary weapon, if so needed)
> 1 Ammo replacement device (This could be a solar-generator for an energy weapon, an arrow crafting kit for a bow, a bullet press for a handgun or rifle, basically something the character could use to replenish their ammunition while at camp. Generally whatever it is should be bulky and so would be left at the camp during the day.)
> 1 secondary weapon (This would be the back-up, last resort weapon for the character, such as a knife or knuckle-dusters)
(Survival KIt)
> food rations (Feel free to choose appropriate foodstuffs based on your characters background. These won't usually be important for the story, but only included so we don't have to waste time foraging to early on.)
> Medical supplies (a small number of items which could be used to heal you early in the game, if required)

Amendment - 0Date-01
Also requested by recipient:
> This section is available for you to make requests for outlandish items, such as additional weapons, consumables or strange items which wouldn't normally be granted to your character. You'll be expected to make a case for why your character would be carrying them or have them in their possession but generally something like "It makes sense to have it" or "They took it off a dead body" would work.
<-- File Ends -->

Traits:

Built to Destroy - All weapons have an increased chance to cause a Critical Hit, but at the cost of higher maintenance.
Fast Shot - This trait increases fire rate, but does not allow making Aimed Shots.
Four Eyes - +2 Perception when wearing glasses, -1 to Base Perception
Heavy Handed - +20% damage (Melee and Unarmed only), -60% Critical damage. (Melee and Unarmed only)
Loose Cannon - Thrown weapons Throw rate (rate of fire) +30% faster, Thrown weapons have -25% range (velocity)
Small Frame - +1 Agility, +25% Damage to limbs
Trigger Discipline - +20% accuracy with guns and energy weapons, -20% fire rate with guns and energy weapons,
Claustrophobia - When outside you gain +1 to all SPECIAL stats but when indoors, you suffer -1 to all SPECIAL stats.
Early Bird - From 6AM to 12PM, you gain +2 to all SPECIAL stats but from 6PM to 6AM, you suffer -1 to all SPECIAL stats.
Hoarder - You gain +25 lbs. to your carrying capacity, but suffer a -1 to all attributes any time the weight you're carrying drop below 160 lbs.
Hot Blooded - When your health drops below 50% you deal +15% more damage (see Bugs below), but you also suffer -2 to Perception and Agility.
Logan's Loophole - Chems last twice as long and you never become addicted, but your character will die at 30.

Perks
Black Widow (female) In combat, you gain extra damage against male opponents.
Lady Killer (male) In combat, you gain extra damage against opponents of the opposite sex.
Cherchez La Femme (female) This perk gives females extra damage bonus on other female targets.
Confirmed Bachelor (male) This perk gives males extra damage bonus on other male targets.
Friend of the Night This perk causes a noticeable increase in brightness at nighttime between the hours of 8:15pm and 5:45am. The effect is not a gradual one, and its presence can be recognized by a colored tint on the world reflecting the dominant color of your surroundings (most often light blue when outdoors).
Heave Ho! With this perk, the player character's throwing velocity and range increase by 50% with all thrown weapons (melee or explosive) and Explosives weapons that fire in an arc, such as the grenade launcher or Fat Man.
Rapid Reload Rapid Reload allows you to reload all your weapons 25% faster than normal. This also has the effect of allowing you to switch ammunition types faster.
Rad Child The health regeneration kicks in when the player gains radiation sickness and becomes more powerful depending on the severity:
Minor (200 rads): +2 health per second
Advanced (400 rads): +4 health per second
Critical (600 rads): +6 health per second
Deadly (800 rads): +8 health per second
You will still die when you reach 1000 rads. This perk does not heal limbs.
Bloody Mess This perk increases the chance of dismemberment, regardless of the hit location. This can render some quests more difficult to complete, due to the necessity of precise wounds.
Demolition Expert Explosives set by this character do more damage and always detonate on time.
Fortune Finder With this perk, you will find considerably more bottle caps in containers than you normally would. On average, containers will likely have ten times the amount of caps with the perk than without it.
Lead Belly With the Lead Belly perk, 50% less radiation is taken every time you drink from an irradiated water source.
Quick Draw Quick Draw makes all of your weapon equipping and holstering 50% faster.
Scrounger You will find considerably more ammunition in containers than you normally would.
Super Slam! All unarmed and melee weapon attacks have a chance of knocking down your opponent.
Animal Friend With the first rank of this perk, animals will simply not attack the player character. With the second rank, these creatures will come to their aid in combat, but never against other animals.
Fast Metabolism More Hit Points restored with stimpaks than normal
Night Person +2 Intelligence and +2 Perception between 6:00 P.M. and 6:00 A.M.
Hit the Deck Higher Damage Threshold against explosives.
Pyromaniac Extra damage dealt with fire-based weapons
Robotics Expert Extra damage to robots; can shut down robots by sneaking up on them and deactivating.
Silent Running Running no longer factors into a successful sneak attempt.
Sniper Higher chance to hit the target's head.
Splash Damage Explosives have a larger area of effect.
Unstoppable Force x4 normal damage through enemy blocks with melee and unarmed attacks.
Adamantium Skeleton Damage taken by limbs reduced by half.
Center of Mass Higher chance of hitting and dealing extra damage when targeting the torso.
Jury Rigging Repair any item using a roughly similar item.
Light Step Floor traps or mines will not be set off.
Chem Resistant Half as likely to get addicted
Meltdown Foes killed by your Energy Weapons emit a corona of harmful energy
Computer Whiz Can make one extra attempt to hack a locked-down terminal
Infiltrator Can make one more attempt to pick a broken lock.
Paralyzing Palm Can paralyze an enemy for 30 seconds with an unarmed attack.
Solar Powered +2 Strength and health regeneration while outside, from 6:00 A.M. to 6:00 P.M
Laser Commander You do an extra damage and have a higher chance to critically hit with any laser weapon.
Slayer The speed of all your melee and unarmed attacks is increased
Nerves of Steel faster stamina regeneration
Rad Absorption -1 Rad every 20 seconds.
Drink to Last! Only the people who have almost died from thirst know how precious water is, regardless of where it is pumped from. With this perk, you can find water easier
Bonsai Through careful nurturing you have a small fruit tree growing out of your head. Fruit appears in your inventory from time to time.
Destiny Gambler Your journey ahead is full of surprises. Let the dice of destiny decide your fate.
Bright Side of Life At least those bullets hitting your body are rarely criticals...
Swing for the Fence! With the Swing for the Fence! perk, you will be able to deal slightly more damage with an unarmed or melee attack.
Where's my pants? You woke up with bags of money and caps in the middle of nowhere without your pants.
Prospector You are now officially a prospector. Thus, you get a trade discount and better repair services from traveling merchants. In addition, your barter skill increases.
Sunny and Smiling Your bright attitude during the day makes others happy. With this perk, your speech skill increases from sunrise to sunset.
Persistent Manner You have learned to stay frosty and wait for the right time to strike. This allows you to score more critical shots when you aim at an enemy who is reloading.
Tech Junkie The fun never ends when tinkering around with robots. With this perk, you are able to salvage more scrap metal from dead robots.
Field Medic You are a dedicated medic among your comrades. You may attempt to revive a fallen ally at the cost of a super-stimpak.
Shells for Shelly You are more likely to notice others with shotguns and vice versa. You loot more shotgun shells from corpses and purchase more shells from merchants.
Roach Lover Perhaps you should start washing your feet. Every day at random, groups of radroaches crawl beneath your feet.
Big League Slugger Your every swing is an out-of-park homerun. With this perk, your baseball bat deals extra damage.
First Thing First You are a careful shooter and know the first thing to do in a firefight. Before the start of combat you can shoot at an enemy's weapon with extreme accuracy. Also, you can knock out the first target with first shot.
Blind Luck (Less than 3 Perception) Your are blind but not doomed. During combat, your luck is maxed.
Fortuious Warrior (Req: +6 Strength) Fortune smiles on you because you are the bravest warrior in the wasteland. Whenever you charge forward with a melee or unarmed weapon, you have a chance to hit critically.
Mutant Hunter (Req: +6 Perception) You are a natural born hunter of the wasteland. While aiming at Supermutants your accuracy is increased.
Potato Farmer You have come to the realization that some enemies carry more explosives than others. From now on, you can loot more grenades and mines from fallen enemies.
Beanballer Your ability to throw grenades has improved. Your accuracy with grenades is improved.
No Time to Think You have learned there is simply no time to think when your life is at stake. With this perk, you reload your heavy weapon faster when your health drops below 50%.
Unexpected Happiness (Req: +7 Luck) Today could be the day! From time to time, you may uncover vast treasures in the most unexpected of places.
Chemical Engineer You can turn goo and ash into the same type of ammo that left your foe this way.
One Way or Another...and you thought all along sniper rifles were the only weapons that could score headshots. If you score a headshot when using a launcher you deal beyond fatal damage.
Doorbuster Bobby pins are nothing but girl's accessories. From now on, with only a cherry bomb, you will be able to blast doors open no matter how hard they are locked.
Ghoulficated Heart Your angelic mind shines throughout the Orient. Now Feral Ghouls show respect for your presence. With this perk, nearby feral ghouls will come to aid you in combat.
Heavy Marksmanship (Req: + 7 Perception) The chance to hit your target with your launcher weapons becomes more precise depending on how long you observe their movements.
Merciless (Req: +6 Percepetion) No one can escape from you regardless of how desperately they run. With this perk, your rifle has a higher critical hit chance against fleeing enemies while you aim down your guns scope or sights.
Sharpshooter (Req: +7 Perception) You are able to quickly calculate how a bullet will fly under current conditions. With this perk, your aim is increased when your target is farther away.
Turret Expert (Req: Robotic Expert Perk) Are you tired of using terminals to turn off pesky turrets? Well, with this perk you can deactivate and reconfigure turrets on the fly.
Heavily Trained Due to your outstanding training technique, your skill in using a broad array of heavy weapons has been improved. When you use a heavy weapon the reload speed increases whilst the gun spread decreases.
Play with Fire (Req: Pyromaniac Perk) You're the master of handling fire, especially flaming weapons. With this perk, your fire resistance is increased and extra damage dealt while using any fire based weapons.
Art of Pain (Req: +8 Endurance) You have overcome an incurable disease. Normal and critical damage you inflict increases as you become more wounded and irradiated.
Burning Sunlight (Req: Pyromaniac Perk) Burn! Burn 'em all! With this perk, your critical hits with fire weapons are more frequent and more lethal in bright daylight.
Kleptomaniac Punch Your stealing technique is quite artistic. With this perk, each punch has a chance to steal all of your opponent's equipment.
Mutual Attraction (Req: +9 Charisma) You are a fair fighter and because of this you are respected among your enemies. With this perk, some enemies that you are fighting will randomly surrender and join your side.
Greasemonkey (Req: Robotic Expert Perk) After all this time working with robots, you managed to reverse engineer the blueprints for almost every robot found in the wasteland. You can craft Deployable Robot Kits.
Cancerous Growth You have mutated so badly that you gain health over time and even regenerate broken limbs.
Special Ops. You have acquired what is left of a pre-war military device that controls an automated missile silo. Once you upload the coordinates and activate it, a devastating missile salvo will rain from the sky.
Deadly Reflection Your metal armor reflects more than just light. When you are wearing metal armor, nearby enemies with energy weapons will suffer constant shock damage. (or fire damage if the enemy is using a pyro weapon
Baptized by Fire Whenever you are on fire, you gain a Holy Grenade.
Overclocked Your energy weapons perform +10% better. In other words, laser weapons aim more accurately, plasma weapons do more damage, and pyromaniac weapons attack faster.
Heating Coil of Doom The world shall tremble before your heating coil of doom. With this perk, you can break down a toaster into a Small Energy Cell / Microfusion Cell with a potential nuclear blast.
Gene Splicer From any chemistry set, you may mix insect eggs, mutant blood, and irradiated ingredients to create hatch-ready life forms.

Hopefully this is enough of a start for getting a char setup. I know some of the perks sound outlandish, but this is all in good fun, right? Feel free to ask any questions on things.


Rank Strength Perception Endurance Charisma Intelligence Agility Luck
1 Wet Deaf Basically Misanthrope Sub-Brick Walking 13-Pitch
Noodle Bat Dead Disater Black cats
2 Beached Senile Crumbly Old Hermit Vegetable Accident Broken
Jellyfish Mole Prone Gypsy
Mirror
3 Doughy Squinting Do Not Bend Creepy Cretin Oaf Sickly
Baby Newt Undertaker Albotross
4 Lightweight Unsuspecting Handle With Peevish Knuckle Butterfingers
Trout Care Librarian Head Spillt salt
5 Average Wary Stain-Resistant Substitute Knowledgeable Coin Flip
Joe Trout Teacher Under Control
6 Barrel Alert Hardy Cheery Gifted Catlike Stacked
Chested Coyote Salesman Deck
7 Beach Big-Eyed Tough-as-nails Diplomat Smartypants Knife Lucky 7
Bully Tiger Thrower
8 Circus Monocled Flame Movie Star Know-It-All Knife Leprechaun's
Strongman Falcom Retardent Catcher Foot
9 Doomsday Sniper Bullet Proof Casanova Genius Acrobatic 21 Leaf
Pecs Hawk Marvel Clover
 
I am not sure if there is going to be any interest or not in this, but I thought I would bump it anyway. If I get enough interested, we can get this off the ground.
 
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