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ooc Fallout Equestria: Endeavor


Defender of Tomorrow

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@@Steel Accord

 

Wow, I'm pretty late to the party today (Damn timezones :eww: ) but that is a great character! :pinkie:

 

A zebra as well, so multiculturalism! :yay:

 

I'll tell you right now, Crackshot (My OC) has had a bit of a history with a zebra :ooh:

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Heres a link to what I have now. You'll have to change anything I havent added yourself and I don't really understand the unicorn magic statistics so you'll have to add those if you want those in your sheet.

 

https://docs.google.com/document/d/1a53hcmIZj5Yh4pzYUTq2ZTeeN4ptAf-BaNS56q6-0Rc/edit?usp=sharing

 

I still need to add in ezekiel, but I'm going to call it quits for now. Steel accord, you can add in your own character if you want to, otherwise I will do it myself later.


On a side, note, Greshken has a DT of 41 now... Nothing but very powerful rifles can harm him now. I'm going to make sure he becomes as tanky as possible so he can eat all the damage while you guys take everyone out XD

 

Extra health perk, perhaps a custom minotaur perk 'taunt' that forces every enemy in the area to attack him, but gives him 20% DR for a while. I dont know, but the possiblities are endless :D

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Strength: 4 HP: 115

Perception: 6 Poison/Rad resist: 9

Endurance: 5 Spell potency: 3

Charisma: 3 Strain: 72

Intelligence: 9 Versatility: 5

Agility: 6 Action points: 83

Luck: 7 initiative: 13

speed: 17yards (15 Ap)

Heals 2 per hour resting / Gain 14 skills points (15 on even) levels

 

Tag skills- Science, Energy Weapons, Mechanics

 

Traits- Good natured: Mechanics, medicine, science, survival, speech +5

Weapons -5

Trigger Discipline: Firearms/energy weapons +10 (+2 Ap per attack)

 

(Base of skill is associated SPECIAL x2 + luck .5 rounded down)

 

Skill Points 120/120

Barter- 30

Battle saddles- 13

Explosives- 18

Firearms- 55

Lockpicking- 15

Magical energy weapons- 67

Mechanics- 63

Medicine- 27

Melee- 6

Science- 55

Sneak- 40

Speech- 16

Survival- 18

Unarmed- 8

 

Perks: Arcanotech Knack- +5 science/energy weapons

Extra special- +1 intelligence

Gun Nut(2)- +10 firearms/mechanics

First in class- +5 Science/Medicine

Buck rogers- Magical energy weapons +1d10 damage

Gunslinger- 10% chance to hit with mouth/magically held gun

 

Items:

Light armor (primarily leather with vital located power armor scraps)

.44 caliber magnum

Scoped long range energy rifle (Recharger Rifle)

ammunition

Goggles (worn on head at all times)

Radio (received from passing raiders)

 

there's my updated character sheet for the current level

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