Pat
Three Thousand Club
The below formats are optional. What I actually want is for you to put thought into the people and groups you make. Just make sure there's nothing left unsaid, because I'm not letting you tack much onto your applications after the roleplay actually starts.
Each vault can comfortably preoccupy your dwellers should they continually maintain the fallout shelter for twenty years. They'll have everything they need to run a functional society, and enough steel tools and basic materials to get started on the surface rebuilding what was lost two decades ago. You, as overseer, have exactly two thousand points to spend.
Unskilled Laborers: 1 each.
Skilled Laborers: 2 each.
Vault Security Officers: 5 each.
Specialists: 10 each.
Automatons: 20 each.
Chems: 50 per unit.
Rations: 50.
Facilities
Water Chip: 50 per unit (prone to failure).
Water Purifier: 200 (reliable).
Hyperfood: 100 (low quality).
Hydroponics: 200 (high quality).
Nuclear Reactor: 200.
ZAX Supercomputer: 300.
Garden of Eden Creation Kit (MK I): 100.
Garden of Eden Creation Kit (MK II) 500.
Construction and Assembly Mobile Platforms: 300.
Factions
Give me your vault number, what the dwellers of your vault are like and how they got in there, what happened to them since the Great War up to the present day, and the layout of their vault if you think that matters. You also have to spend the above points in some way. You can come to me to suggest additional things to spend points on. If you want, describe how their vault security officers may be different from those of other vaults, and I'll edit their price accordingly.
Your character's name, their background, why they were elected to overseer, if they happen to know other player characters from their time in Vault-Tec University together, how they've handled being overseer for the last two decades. To liven things up, I'm having S.P.E.C.I.A.L. statistics be the result of dice rolls. If you get a one in any S.P.E.C.I.A.L. statistic, you must reroll until you get at least a two. If they have any possessions that are notable, mention those too.
Each vault can comfortably preoccupy your dwellers should they continually maintain the fallout shelter for twenty years. They'll have everything they need to run a functional society, and enough steel tools and basic materials to get started on the surface rebuilding what was lost two decades ago. You, as overseer, have exactly two thousand points to spend.
Dwellers
Unskilled Laborers: 1 each.
Skilled Laborers: 2 each.
Vault Security Officers: 5 each.
Specialists: 10 each.
Automatons: 20 each.
Supplies
Chems: 50 per unit.
Rations: 50.
Facilities
Water Chip: 50 per unit (prone to failure).
Water Purifier: 200 (reliable).
Hyperfood: 100 (low quality).
Hydroponics: 200 (high quality).
Nuclear Reactor: 200.
ZAX Supercomputer: 300.
Equipment
Garden of Eden Creation Kit (MK I): 100.
Garden of Eden Creation Kit (MK II) 500.
Construction and Assembly Mobile Platforms: 300.
Factions
Give me your vault number, what the dwellers of your vault are like and how they got in there, what happened to them since the Great War up to the present day, and the layout of their vault if you think that matters. You also have to spend the above points in some way. You can come to me to suggest additional things to spend points on. If you want, describe how their vault security officers may be different from those of other vaults, and I'll edit their price accordingly.
Characters
Your character's name, their background, why they were elected to overseer, if they happen to know other player characters from their time in Vault-Tec University together, how they've handled being overseer for the last two decades. To liven things up, I'm having S.P.E.C.I.A.L. statistics be the result of dice rolls. If you get a one in any S.P.E.C.I.A.L. statistic, you must reroll until you get at least a two. If they have any possessions that are notable, mention those too.