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SirFoxworth — Fallout NYC larry the Valetron

Published: 2020-03-11 22:16:49 +0000 UTC; Views: 306; Favourites: 8; Downloads: 1
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Description
  • Name: Larry
  • Level: 1
  • Age: 314
  • Birthday: august 10th 2073
  • Gender: he identifies as male.
  • Species: robot
  • Race/Ethnicity/Nationality: protectron 
  • Voice: Hellooo.i.am.larry,how.are.you
  • Height: 5ft
  • Weight: 180lb
  • Likes: Scrap!
  • Dislikes: people taking his hat, people who think robots aren’t people, scammers
  • Hobbies: collecting clean scrap, listening to pre-war holotapes of radio shows
  • Extra: he tends to help get materials for the heights
  • hes a slow talker which may help people understand him or get bored of him
    he walks slowly
  • his hat it always clean
  • he is connect to a terminal in his shop in case he may need a reboot due to his old programming pops up
  • Faction/Settlement: The Heights
  • Job: Merchant and scavenger

History: before the war he was made to do a Advance tech project for hotels across america, he was assigned to be a valetron for the Plaza hotel in New York, when the bombs dropped he was locked in the hotel for a long time while his fellow robots started to go crazy and murdered all the guest. when the doors to the hotel open he got out and wandered around to find an area with survivors until he stumbled upon the Marjorie Hotel where he was given functions to become a merchant and scavenger


Personality:
Hardworking: he works super hard to stay at the Marjorie by being a merchant and scavenging items in the wastes
optimistic: he has been programmed to be always on the bright side
loyal: he is loyal to the faction and will provide discount to members of the faction hes in
busy: he is always busy with scavenging and selling his stock
Big-thinking: after being reprogrammed he seem to put a lot of though at what materials
Determined: he is Determined to get lots of scrap to sell
Faulty: his old programming may pop up a few times that will causing him to request people stuff, thinking he was stolen or think a customer is a guest needing a room
Messy: his store is a mess, his reason? he wasn't programmed for cleaning
Hoarder: he takes more junk then he can carry and sometimes it makes him more slower

Perks: 

  • commando: auto laser hand
  • Hacker: can't be locked out of terminals
  • scrapper(2): pre-war data banks help find more materials in junk
  • Faction Perk: Armour

Faction Benefits/Setbacks:

  • Location Benefits:
    • Access to tailors and clothing for every shape and size
    • Well defended
    • Plenty of crafting supplies
  • Location Neutral:
    • Higher buying and selling prices
    • Random (critical) judgement specifically on clothes and appearance. (mostly from the richer half of the population)
    • The High Society leaning people tend to be snobby, and the High Fashion leaning people tend to be eccentric
    • Lots of stairs. So many stairs
    • First impressions usually based on looks and clothing
  • Location Setbacks:
    • Occasionally things get tense between the Experimental and the High Society
    • Often Targeted (raiders, super mutants, etc)
  • Character Benefits:
    • 50 or higher Speech (Speech goes no lower than 50)
    • Armorer Perk by default
  • Character Neutral:
    • Usually have more flamboyant or extravagant Hats
    • Tend to form opinions (even if unwanted) on clothing
  • Character Setbacks:
    • Tend to lose a sense of normal fashion in the wasteland.

Species Benefits/Setbacks:

  • Benefits:
    • Does not take radiation damage
    • Strong to melee
  • Neutral:
    • Can not reproduce
    • No need for sleep, food, or bladder relief (not optional)
    • Does not age
    • May have contradictory programming
    •  
  • Setbacks:
    • Weak to energy damage
    • Weak to Ballistic damage
    • Can not swim or be exposed to water, unless specifically waterproofed
    • May need frequent tune-ups
    • Often not treated well

Weapon:

  • Primary: robo fist (20 melee damage)
  • Secondary: Automatic laser hand (20 energy damage)
  • Thrown: none

SPECIAL

  • Strength: 8
  • Perception:8
  • Endurance: 6
  • Charisma: 6
  • Intelligence: 10
  • Agility: 6
  • Luck: 6

Carry Weight: 200

Health Points: 150

Action Points: 150

Resistances: immune to radiation

Skill Set: 

  • Big Guns: 25
  • Small Guns: 25
  • Energy Weapons: 75+
  • Throwing: 1
  • Traps: 1
  • Explosives: 1
  • Melee Weapons: 25
  • Unarmed: 75+
  • Medicine: 50
  • Lockpick: 1
  • Repair: 50+
  • Science: 50
  • Sneak: 1
  • Steal: 1
  • Survival: 25
  • Barter: 75+
  • Gambling: 15
  • Speech: 50
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