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  • Fallout Tactics Kansas City
    카테고리 없음 2020. 1. 23. 00:32
    Fallout Tactics Kansas City
    1. Fallout Tactics Kansas City Missouri
    2. Fallout Tactics Kansas City Game

    Fallout: Kansas City-Opening.In a voice with a mild Cantonese accent.War, war never changes.From the moment man could think, they thought of war. They wrote of war, they perfected war. Sun Tzu wrote that warfare was deception, that in the end, cunning strategy could do much, but that numbers told. That war had a logic, that war could be waged, and that any state that wished to survive needed to know the Art.

    Kansas City Mission data Objectives Technical Kansas City is the ninth or tenth mission in Fallout Tactics. Kansas City Mission data Objectives Technical Kansas City is the ninth or tenth mission in Fallout Tactics. Games Movies TV Video. Explore Wikis. The mission in Kansas City involves defending a town of ghouls from an impending Super Mutant invasion while simultaneously finding and eliminating the Super Mutant commanders. Appearances edit edit source Kansas City appears only in Fallout Tactics. Kansas City is a location in Fallout Tactics, which can be reached from Bunker Gamma. It was a Gammorin's Army base upon the remains of Kansas City, Missouri/Kansas. It also composed of another ghoul town in its center, independent of the Gammorin's.

    Eventually man declared it a science, and studied it in great halls.But it is people that make war, not war that makes people. The violence inherent in our species continued, and grew and grew. Communism, capitalism, democracy, none of these truly offered an end to war.Dwindling resources and a desperate need to strengthen their own people led China to challenge the great American Empire at its height, and the world paid the price, as it was bathed in nuclear fire.

    Some say that America died long before the first bomb hit, but it was not one bomb, but many. The world was engulfed in nuclear fire, and for a while all was dark.Perhaps this would have been the end of war at last, but humanity survived, in great vaults, and in the corners of the world that had not been hit quite so hard. And each person who survived tried to struggle with the death of the old ideologies, tried to survive as best they could. Most failed, many others were mutated by radiation, or reduced to savagery.But humanity survived, it recovered, it grew.

    It changed, it adapted. It fought against nonexistence.A hundred flowers bloomed, a hundred schools of thought contended, and the way they contended was not peaceful debate, but war and repression.It was a world in conflict, a world that struggled forward, ever forward. Far to the South, robots sacrificed men on stone tables in New Aztecha, to the West, an overextended democratic Empire prepared at once to fight against a legion calling back to the ancient past.

    And in the east? Peace had at last begun to reign, in some small regions, and the waters of the Potomoc River ran clean.

    And far to the north, the Mountie Lords of Toronto fought against an invasion of mutated bears with the help of the Twelve Nations.But where this story begins is in the heartland of what was once America, and is now a wasteland. Where a people are divided against themselves, where chaos has crystallized as might once have seemed impossible, into real governments, with real principles. And bloody ones that brook no other flowers to share in their sun.The old world has ended, but humanity lingers onward.And war?War never changes.Vote for Origin! The next vote will be for Archetypes, name, and gender. You choose from the archetypes available by Origin, basically.The RebelBorn under the authoriatiran rule of the Housing Authority, the largest government in the Kansas City wasteland, you rebelled against the rules, you committed crimes of both housing, thought, and many other ones, and yet you lived, safe and unjailed, to tell the tale.

    Now, running away north of the river, you seek a new, freer home, or even the downfall of the tyranny of the HA.Archetypes: Tinker, Scholar, Soldier, Spy.The SurvivorThere are many small communities in the Kansas City Wasteland, ranging from a single family to dozens and dozens of people, all fiercely independent from the major powers. Not long ago, you were part of one such group. Now you are the last survivor. But vengeance and a new life await in River Market, and you will survive.

    You will thrive.Archetypes: The Ghoul, The Gunsmith, The Scavanger, The Parent, The TraderThe SaboteurFrom the west you come, on a mission of anything but mercy. A lost chance for glory, or power, or perhaps even the life of those you care for. But perhaps it is also a hope for a new life, or for your own sort of revenge. The orders: learn of the Kansas City wasteland. And then.and then comes the hard part. One thing at a time: first you must make it to the city alive, and ready to learn and act.Archetypes: Brutal General, Conniving Politican, Night Rider, Corporate Executive.The 'Manchurian Agent'To the east is your home, but you have begun the journey of a thousand miles with the first steps.

    The Directorate and the people it represents have decided to know about their neighbors. Are they amiable to trade, will they be friends and allies, or are they monsters or chaotic enemies to be fought against or even conquered?

    Just what are they, and can they be trusted? You will be the first of your kind in Kansas City in centuries. For the honor of your Ancestors, and the good of the People, you must not fail.Archetypes: Diplomat, Warrior, Merchant-Adventurer, Scout. The rebel.

    The Survivor The Saboteur. The 'Manchurian Agent.' .A/N: Consider this a test of sorts. Name: James CourageGender: MaleOrientation: StraightOrigin: The RebelArchetype: The SoldierFame: 3(Rings a Bell)Fame Notes: Negative against slavers and Arrowheads, positive with basically everyone else. If introduced as General Courage, might cause problems with southerners.Wounds: 8/8SPECIAL:Strength 6Perception: 7Endurance: 8Charisma: 4Intelligence: 7Agility: 7Luck: 5Skill:Barter 5 ('So. )Guns: 78 (“.”)Unarmed: 15Energy Weapons: 5Explosives: 10 (“Boom.”)Melee: 20 (.smashing sound.)Medicine: 15 ('I can help.'

    )Stealth: 35 ('Be quiet. )Repair: 25Survival: 40 ('You learn. Or you don't.' )Speech: 20 'Okay.' Perks:Quickdraw (Agility 6, Guns 50): When not ambushed, gain a +2 bonus in the first round of combat, representing getting off the first shot, one way or another.Tactical Brilliance (Custom): Intelligence +2, Charisma +1 in areas involving tactics and warfare, and a greater understanding of squad tactics.Of the Authority (HA Background): You are used to being around other people and having an ordered life. Name: Used SuitDescription: Always a dapper look, it's all but required in some social circumstances. JC still has not figured out ties, however.Effect: Must be worn to get into certain events.

    +1 among some circles for some social rolls.Name: Baseball CapDescription: Besides keeping the sun out of your eyes, perhaps it matters in other ways. It's hard to know for sure, of course.Effect:???-1 Shirt, dyed.-1 pair of jeans.-1 Pair of coveralls.-1 set of Twine.-1 Photograph of a man.-1 Set of Bear Treats.Film Reel: Incriminating proof, at least in theory, of a terrible conspiracy!Name: Housing Authority Elite Combat Gear (Average Condition)Description: Drab, grey leather armor with drab, slightly less grey plates over vital areas. One size fits all!

    Now in improved, and yet still very bland, form!Armor Rating: +4Armor Perks: +2 to any Sneak rolls to blend in with Housing Authority groups. Perfect: Some Soldiers are more Equal than Others - +4 to all Speech rolls involving Housing Authority citizensCondition: 5/3/ 2/2/1Name: ShankDescription: Surprisingly deadly.Wounds: 1Range: MeleeWeapon Perks: Shank!-When attacking someone from Stealth, deal two Wounds instead of one on a successful attack.Name: Little GunDescription: Well, it’s quite small, but it’s pretty and accurate. Not a lot of damage, but eh.Wounds: 1, but no Endurance roll for wounds received.Accuracy: +2Silvy's RingDescription: Beautiful, and no doubt incredibly valuable. Though selling it off will make Zelde never speak to JC again.Effect: +1 to Speech rolls while wearing, +2 if the person is told whose ring it was, and cares.A Book On DeathclawsActive Quests!:Name: Grabbin’ GunsDescription: Cherie likes guns, and she has a particular gun she had her eye on that was sold off, and then stolen by a slave girl who ran into the no-man’s land. Hopefully the slave girl is okay and in good shape, because JC wants to save her as well.Current Objective: Find the Slave GirlReward: Donations towards the Growing School, Cherie relationship , Lois relationship + ( if the Slave girl is successfully saved)Room To GrowDescription: There needs to be somewhere safe that the further experiments of the growing school and their Aeroponics.

    Someone that can be driven or bought out in a way that satisfies their morality, satisfies what works.Reward:???, further expansion of the Growing SchoolName: The Main IngredientsDescription: VV has one ingredient she needs, from one Vault. JC needs to reach them, talk to them, and find a way to get said ingredient traded to her.Objectives: First, reach the VaultReward: The reward of any job well doneName: The Legends of Zelde, Part 1: Vault WalkerDescription: Go into a Vault, a real Vault, and see what you can see.Objectives: Find a VaultReward: More stories!Completed Quests:Hearts AflameDescription: Having successfully saved Chastity, the situation is resolved for now. But the split between All Hearts and the Outcasts remains, and the Founder is not likely to tolerate his defeat for long.-Reward: 3 days food, +4 Speech, radio parts, rifle ammo. Name: Guarding A Useless BodyDescription: Archie is a slaver’s son, an unpleasant man, and seems to have a death wish.

    James Courage’s job is to make sure he survives to get home and be a disappointment to his family. It’s going to be a harder job than it looks.Reward: Saintists-Bishop’s Gate becomes Friendly.​The Dented King!Description: The bad guys are arrested, at least sorta, the day is saved, and JC was along for the ride but also helped out at a few parts.Reward: 250 Bottlecaps, Access to the Shindig, High Quality Radio Parts,???Workers Untie!Description: The workers have united, and after a strike, ALEW is triumphant! Who knows how things will change? Perhaps if JC visits later, there might be more problems, or more to see about how things went. Either way, he’s done well!Reward: Repair +5, High Quality Radio Parts (x1), High Quality Cigarettes (x1).Northward Bound!

    Pt 1.Description: Having met someone who can give him his answers, JC has embarked on a new Quest. A new challenge.-Reward: The same one for any job well done.A Growing ConfederacyDescription: JC has finally delivered the letters. Now all is, if not well, a little better.-Reward: Free room at the Growing School. Growing School moves from Friends to Allies, which is actually a huge deal.Name: Hijacked!Goal: Get your just desserts!Rewards: Ten thousand caps, and some energy weapons! Mechanics: You are SPECIAL!All people have these seven stats. You know them, you might love them from Fallout, and I decided to, more or less, keep them.

    There are a few differences, though. First, high scores and low scores are pretty uncommon. Someone with an Agility of 8 isn’t. “Pretty good, but better pump stats for that good build” they’re, you know, amazing.

    Most people have stats between 3 and 7 for everything, with even a 7 being notable.More detail on how this works will be explained in, “You are Skillful, but Challenged” but each point of a Stat adds to the bonus to dice rolls. Thus, for actions that require rolling and relate to Intelligence, an Intelligence 7 is a +7.Characters will not have a selection screen where you assign values, but keep this in mind. Also, keep in mind that many skills are no longer governed by one skill, but by many.

    Drawing quick would be agility, while sniping might be Perception, and knowing the various makes and models might be Intelligence. Welcome to MAD, brothers and sisters, enjoy your stay.Strength: Your ability to lift things, to carry things, to fight and hit others with your full power. Those who have a Strength of 4 are a little wimpy, those with a Strength of 3 are more like children, and those with a Strength of 7 are trained and highly powerful athletes. Super Mutants often have a strength of 9 or 10 by default, and can even increase it beyond that with special Super Mutant only Perks. Some weapons have requirements to effectively use, though even someone below the Strength requirement can use it, just with a warning of ‘watch out for falling flat on your ass.’Perception: The perfect skill for Scavengers, this helps you notice things, aim at distant or hard to see targets, and set up or discover traps that are placed in hard to reach locations. Snipers, those who hunt for loot, and merely people who pay attention all might have high Perception.

    A high Perception can allow you to use a non-melee weapon outside of its range-band, hitting someone with a shotgun blast at long range that does at least something despite the spread, or winging someone with a pistol from approximately forever away.Endurance: Endurance covers how long you can keep on going, running and fighting past your physical and mental limits. Thus, it governs both non-mechanical things like how much licking you can take and keep on ticking, but it also governs the mechanical system of ‘Wounds”. More will be said when I make it in “You are Combative” but Wounds=Endurance, and thus a low Endurance means you go down far easier in a fight.Charisma: The ability to convince others to do the work you’d rather not do.

    Charisma both functions in rolls, and has a non-mechanical narrative element. I will not be constantly rolling ‘talk to people’ checks with every conversation, but a low charisma character will be assumed to generally struggle with socialization, while a high-charisma character does well, and when it does come time to Speech checks, or just convincingly laying out the scientific evidence.Intelligence: How smart you are! There are many checks that use Intelligence, though it does not govern Skill points in any way, and having it low is a real problem, one that can definitely come back to bite you. Intelligence is used with many of the skills at one point or another, if only for background information.Agility: How fast you can run. How fast your fingers move. Hiding and shooting and running, all of the necessary skills for surviving in the wasteland.

    Agility also matters for complex but physical tasks, and it’s the fast hand that wins.Luck: Life can seem random sometimes, can’t it? You search a house that’s been looted ten times over, and find a gun that they forgot to take. You trip and a sniper shot misses you. People with a high luck find that the narrative and random events go their way, and whenever it’s down to a coin toss, Luck comes in.

    Meanwhile, low luck means the world slams a door in your face, and the lower the luck, the harder the slamming. It does not, however, affect the results of skill-based dice rolls, at least not without special Perks. Mechanics You are Skillful, but ChallengedSkills are very important in the world of Fallout. But as part of the general turn towards not having you max out everything in order to be any good, and thus Skills work like so. I’ll be listing what they are in a moment, but 25 is a talented amateur, which is often all that’s needed. Fifty is professional, skilled enough to do it for a living in a world where most people don’t have the time to get that good at all that much.

    Seventy-five is expert, one of the leaders of the field, and 100 is one in a million, in a world where the population has gone down enough for that to be a meaningful statement.Skills affect dice rolls, and add to them. Each skill, which goes from 1 to 100, grants a bonus of +1 for every five points invested in it. Thus, someone with Skill 100 has +20 to all rolls involving it, on top of all of the other advantages. But what is all of this about?I’m glad you asked.

    When you roll for a challenge, you roll a certain formula.Dice+Stat bonus+Skill Bonus+/- any situation bonuses or penalties=Roll.You have a DC that you must meet, and if you succeed over it by enough, you can even make a certain task easier or faster. Trying to repair a rifle? Get high enough above what you need and you can do it faster.What dice you roll depends on your skill level, and here is a handy chart.0: Cannot roll, must take stat-3.

    That is to say, a person with Intelligence 7, Science 0 cannot, unless they have other bonuses, succeed in even a 'Science DC 5' action.1-10: Rolls a d5, -1 to stat when determining things, rolling a 1 subtracts 2 from the total.11-24: Rolls a d10, 1s are -1s.25: d10s, 10s roll again1, 1s do nothing (other than being a low roll.)50: May reroll 1s once, start unlocking special tricks.75: May roll again with both 10s AND 9s.100: Always reroll 1s, other special bonuses/etc gained to represent the capstone.1 Rule, you may not roll higher than the totality of your natural bonuses. Thus, if you have Skill 50, Stat 8, that's +18, so if you roll a 10, and then a 9, that's only actually 18, for a total of 36.which is still pretty impressive, mind!Every task has a DC, and that DC can range from ‘5’, for anyone with any experience can do it, all the way up to 50+, which is legendarily hard. Most things, however, fall somewhere between 10 and 30.Thus a character with Intelligence 8, Science 50 would roll d10+18, meaning that with luck, they could possibly roll as high as 36, well above most challenges you face in the wasteland.Combat is more complicated, but does function with the same basic system, in the sense that you roll relevant stat+skill, but there’s Armor, and Wounds, and I need to build a functional Cover system, and figure out how ‘aiming at the head’ even works. That’s going to have to wait a little bit.But what are the skills?Guns: How well you can shoot ‘em up. Covering all forms of guns from pistols, to rifles, to bigger, more dangerous sorts of guns, though a rocket launcher might be a little much. Guns are a vital skill in the Wasteland, because Energy Weapons, while amazing, are rare and usually held by the powerful and the lucky, and few others.

    Thus guns, which are far more plentiful, make the staple of most combat.Energy Weapons: Powerful things, Energy Weapons can chew up cover, often can have startlingly long ranges because they don’t obey gravity’s dumb laws, and can go through most of the basic armor that the wasteland has. On the other hand, it takes Science and Repair to constantly maintain them, it’s very difficult to make new ones and too difficult for comfort to make ammo for it, all of which means that both the gun and the ammo can set you back a pretty penny. But the look on someone’s face when you come after them with a laser shotgun? Absolutely priceless.Unarmed: In close quarters or in a pinch, being able to hurt someone with nothing more than your bare hands, or a powered glove, can be really, really cool. And also quite useful, considering few people have you check your fists at the door before entering the bar.

    Higher levels of Unarmed can allow you to unlock Perks that represent special fighting styles. More will be explained about Perks later, in “You are Perky” but just to note, Perks are a lot less common and meant as spice rather than sauce.Melee Weapons: For when you want to hit someone in the face with a super Sledge until they are super-sludge. There’s not much to say. Stab a guy in the kidneys and then tend to die, and melee weapons have a place. That place isn’t running at a gun with a rifle screaming, but that doesn’t change the fact that when someone gets the jump on you, there’s often not room or time for a firearm.Drive: Now here’s a skill very few people have.

    A few people up in the Confederacy, some here and there, and of course, those damn Jayhawks have a ‘Aerial Drive’ of sorts. But most people? Cars and public transportation went extinct at the end of the world, and for the most part on foot or on the back of the Brahmin are how you move. But if you do have a car, or a bike, you can get a lot of places, really fast, if you’re good and lucky.Explosives: Talk about that big boom. Whether it’s disarming mines or arming them, mixing up molotovs in the basement or setting up a network of traps to blow your enemy to kindgom come.or using grenades.Medicine: Doctor, doctor, can you please help me deal with radiation injuries and make sure that this cut doesn’t go septic and kill me? In the grim griminess of the Wasteland, the ability to treat wounds and deal with the sick is always useful.

    Fallout Tactics Kansas City

    As is the ability to mix up drugs as well. Both helpful and.not so much.Stealth: More than just hiding, it also can involve blending in, and can help you guess where others might hide. Sneak up on your enemies and kill them, or avoid a fight entirely. It also covers the ability to disguise yourself.Larceny: The ability to pick locks, pick pockets,and burgle cats (not that cats exist anymore). The good criminal is stealthy and larcenous, so that they can steal anything and everything.

    Who needs keys, anyways?Science: Your understanding of technology, including vehicles, energy weapons, physics, biology, and a whole host of other subjects. You can often get Perks that specialize your knowledge further, though some of that will be covered by common sense.

    It, combined with Repair, is needed to maintain Energy Weapons.Repair: In the wasteland, everything breaks. Pipes, guns, machines, and people. But the last one is medicine. Having around someone who can repair weapons is really, really important, and even if someone doesn’t have the knack, they have to know people who do. You can’t survive in the wasteland on your own, at least not without a lot of luck.Speech: How to win friends and influence enemies. Talk to someone to convince them of things they’d normally never do, but just remember, there is a limit.

    You cannot make someone do the possible, and even the most silver of tongues cannot help if the other person refuses to listen.Barter: It’s a tough world out there. World ends, and you still have to pay a fee. Everything runs on bottlecaps that doesn’t run on friendship or force, and without bartering skill, you’re left paying what the merchants will charge you. Hagging is an art, and one that anyone who survives long enough learns at least a bit of.Survival: Make yourself at home. Know the animals and how to flee them, know the best places to scavenge food and know how to make tripwires and bear traps for your foes. If you want to live out on your own, you must survive any way you can, and that’s where this skill comes in.

    Click to expand. Click to shrink.I wouldn't be sure.

    But, I'm not going to give big details, but I could give little blurbs. Each Archetype is planned, when I write them directly, to have their own personality, exemplified by a starting quote from them and background details, but I'll try to focus on the functional for these particular blurbs.Survivor Blurbs:Gunsmith: Obviously, the name is self-explanatory to some extent, but one fact about weapons is that they all have Conditions. Maintaining weapons and equipment, let alone improving them, takes time and work. It's an Archetype centered around this work, with a secondary focus and knowledge of, well, guns itself.Ghoul: The Ghoul is a former mercenary who settled down, only to get unsettled.

    Fallout Tactics Kansas City Missouri

    They have a lot of military skill, but are a complete failure at people skills. They're a sniper and a trap-maker. As a downside, they're old enough that it's harder to teach them new tricks, they've seen it all. What they start with will be more settled.Scavenger: Searching for things is hard, finding things is harder. Fast, spritely, and very, very lucky, if not exactly the strongest combatant.Parent: An all-around option, with slight variations based on gender, unlike other Archetypes.

    The major element that makes them different is that you come with a companion/sidekick, namely your child. They have their own skills and abilities, which can help you, but you also need to protect them, care for them, etc, etc.Trader: The Trader in this case is a somewhat more gnarly option than, say, the Executive.

    This is a person who buys cheap and sells dear, who has to travel throughout a harsh wasteland without making too many enemies. They'd start out with more resources than most of the other options, and contacts they could use, but they'd be somewhat weak in combat, relative to what some Archetypes can do.

    Rebel Blurbs:Tinker: A more repair-focused and also scientific version of the Gunsmith, whose knowledge extents to systems as well as just the individual weapons. Not the best social skills, and their beef with the Authority has to do with technical failings. Not very good in a fight. But pretty good with explosives.Scholar: A teacher, whose best skill is Speech.

    Has a broad knowledge base, skill-wise and a perk that lets them translate some of their book-knowledge into actual application, granting a bonus that represents, 'I read it in a book.' Soldier: A quiet, dedicated soldier pushed too far by the failure of the Housing Authority to actually live up to their promises. But not much of a talker. Very lethal.Spy: Unlike the other spy-like Archetypes, this one is more modern-ish. In the sense that their work tended to involve infiltration, and using contacts. Being the secret police for the Housing Authority, in other words. Thus, Stealth is decent but not amazing, but social skills are impressive, and there's a little bit in the way of, for instance, 'bugs' and 'wires' and the like.

    Contents.Background Before the, Kansas City was a major nuclear launch site. Although the city was hit by the bombs, the silo staff survived, but were turned into ghouls and formed a town in the center of the ruined city called. Before 2197, the ghouls formed a peaceful community and a cult, worshiping the only nuclear bomb left intact in the silo, which they called '. Became the first leader and bishop of Gravestone, in charge of both religious and civil affairs.

    Fallout Tactics Kansas City Game

    Around, established a base in Kansas City, and tried to assault Gravestone in order to get the atomic bomb worshiped by the ghouls. The ghouls hide in their cathedral, where 'Plutonius' was held. A few weeks later, the actual leader and bishop of Gravestone asked the to protect them against Gammorin's Army.The Eastern Brotherhood of Steel eventually came to help, they armed the ghouls and acolytes of the cathedral and they killed most of the attacking mutants. This squad was commanded by the, who managed not only to protect the place, but also launched a retaliation attack on the super mutant base in Kansas City, killing their three commanders in the process and securing the area. In exchange for their aid the Eastern Brotherhood of Steel demanded the ghouls give them Plutonius, which was later used to blast the vault door off.Layout.

    Fallout Tactics Kansas City
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