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Wasteland Legend CYOA

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Mar 2nd, 2015
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  1. You are a wasteland legend at the beginning of your adventure. You start with $5,000
  2.  
  3.  
  4. Classes:
  5. Companion limits apply to permanent companions. For example, choosing Raider would not prevent you from eventually becoming the leader of a gang.
  6.  
  7. Road Warrior:
  8. Behind the wheel, you are unstoppable. If it has wheels, you can drive it. You have extremely good luck in finding fuel.
  9. -Companion Limit: 2
  10. -Free Vehicle
  11.  
  12. The Ranger:
  13. Your a legendary gunslinger and survivalist, known for taking down legendary outlaws or lawmen. You have notoriously fast hands, and your aim with a big iron is unmatched.
  14. -Companion Limit: 1
  15. -Free Big Iron
  16.  
  17. Lone Wanderer:
  18. Yours is a solitary path, but you’ve developed your skills enough to not rely on anybody. You never stay in one place for long, and you can never form strong relationships.
  19. -Companion Limit: 1 (Animal Only)
  20.  
  21. Chosen One:
  22. Born amongst savages, you have grown up attuned to the spirits of the earth. You are skilled with melee weaponry, and you are an exceptional survivalist. However, you are uneducated. You have been sent out by your tribe to conquer some great evil.
  23. -Companion Limit: 2
  24. -Free Melee Weapon
  25.  
  26. Caravanner:
  27. You were born in a relatively safe environment, but you’ve always wanted to explore the world. You became a caravanner. You are quite charming and have a head for business. Maybe you can work your way up the latter…
  28. -Companion Limit: No limit
  29. -Gain $xxx
  30.  
  31. Raider:
  32. You grew up an urchin in the Republic, but you ran away before they could draft you. You joined up with some bandits. They taught you how to shoot. They also got you into drugs.
  33. -Companion Limit: 3
  34. -Drugs/Alcohol Perk Free
  35.  
  36. Perks:
  37. Choose Four
  38.  
  39. Drugs/Alcohol
  40. The first time you take this perk, you gain 6 months’ worth of any 4 kinds of drugs or alcohol. Taking this perk a second time gives you means to manufacture these four substances.
  41.  
  42.  
  43.  
  44.  
  45.  
  46. Weapons:
  47. Keep in mind the scarcity of ammunition.
  48.  
  49. Pistols:
  50.  
  51. Cowboy Revolver ($30):
  52. Holds 6 shots. Quite powerful, but has moderate recoil. It is best at a short range.
  53.  
  54. .44 Magnum(:
  55. The largest handgun you'll find, the .44 packs incredible power, but also intense recoil. Best at short range.
  56.  
  57. Big Iron (Req The Ranger class):
  58. This large and powerful revolver is surprisingly accurate. This is your specialty gun, and you know how to use it expertly.
  59.  
  60. 9mm Pistol:
  61. Holds 12 rounds per clip. Not incredibly powerful. Moderate range. Can be augmented.
  62.  
  63. 10mm Pistol:
  64. Holds 12 rounds per clip. Moderately powerful and moderate range.
  65.  
  66. Machine Pistol:
  67. Fast-shooting ammo guzzler. Semi and full auto can be switched. Most effective at short range.
  68.  
  69. Assault Rifles:
  70.  
  71. AK-47:
  72. Easy to maintain, but still very deadly. Can switch between semi and full auto.
  73.  
  74. M16:
  75. 3-round burst. Still easy to maintain, but more accurate than the AK-47 and slightly more powerful.
  76.  
  77. FN FAL:
  78. Semi-Automatic. Extremely accurate with limited recoil.
  79.  
  80. LMGs:
  81.  
  82. Tommy Gun:
  83. Holds massive amounts of ammo, but spits them out very quickly. Somewhat accurate.
  84.  
  85. M249:
  86. Very heavy, belt-fed, and powerfu. Inaccurate when handheld, somewhat accurate when mounted.
  87.  
  88. Uzi:
  89. Somewhat light. Holds little ammunition. Inaccurate. Can be augmented.
  90.  
  91. Shotguns:
  92.  
  93. Sawn-Off:
  94. Very short ranged with high spread, but easily concealed. Holds two shells.
  95.  
  96. Double Barrel:
  97. Longer effective range than most shotguns and with less spread. Holds two shells.
  98.  
  99. Pump Action:
  100. Extremely powerful at short ranges. Holds up to 6 shells.
  101.  
  102. Jackhammer:
  103. Fully-automatic shotgun. Guzzles ammunition. Great for close-quarters combat.
  104.  
  105. Heavy Weapons:
  106.  
  107. Minigun:
  108. Fastest firing weapon. Needs to be mounted unless used by Mutt. It'll be difficult to find sufficient ammunition.
  109.  
  110. Flamethrower:
  111. Shoots flames up to 15 meters away, but you have a 5 gallon tank of gas on your back. Can be filled with gas.
  112.  
  113. Unconventional Weapons:
  114.  
  115. Bow:
  116. You get a bow, a quiver, and 15 arrows.
  117.  
  118. Crossbow:
  119. You get a crossbow, a bolt pack, and 15 bolts.
  120.  
  121. Throwing Knives:
  122. 6 throwing knives.
  123.  
  124. Sledgehammer:
  125. Strong but heavy. Good for crushing bones.
  126.  
  127. Sword:
  128. Comes with a sheath. Any type of sword. Needs to be sharpened regularly.
  129.  
  130. Chainsaw:
  131. Uses fuel. Heavy and may need repairs now and again.
  132.  
  133. Scoped Rifles:
  134.  
  135. Sniper Rifle:
  136. 10x magnified scope. Powerful and accurate. Semi-Auto. Can be augmented.
  137.  
  138. Anti-Material Rifle:
  139. Stronger than the Sniper Rifle, but with more recoil. Bolt action. Ammo is somewhat rare.
  140.  
  141. Railgun:
  142. Most powerful shot of any gun. Incredibly heavy. Intense recoil. Needs to be reloaded after every shot. Ammo is very rare.
  143.  
  144. Augments:
  145.  
  146. For guns that can say they can be augmented.
  147.  
  148. Silencer:
  149. Turns a loud boom into a soft click.
  150.  
  151. Extended Clip:
  152. Doubles ammo capacity.
  153.  
  154. Advanced Scope:
  155. An adjustable scope. 4x-20x magnification.
  156.  
  157. Companions:
  158.  
  159. Niner:
  160. Age: 27
  161. An old friend, Niner is a drug-addicted, fun-loving ex-raider who just wants to get the most out of life that he can before he goes. He constantly uses all manner of drugs, but he is always willing to share. He can also bring in extra income drug dealing, if you’re willing to make the stops.
  162. -Comes with a free motorcycle
  163.  
  164. Jericho:
  165. Age: 45
  166. A foul mouthed, veteran raider, Jericho has long put his villainous past behind him. He’s abrasive and sadistic, but he’s also willing to teach you what he knows, and he has contacts in certain circles. He may be old, but that just means he’s experienced. He hates the Federation.
  167.  
  168. Russell:
  169. Age: 36
  170. Russell is a partially-disfigured bounty hunter. He’s great at what he does, and he’s impressed by your skills. He’ll follow you, as long as it’s worth his time. He doesn’t like talking about his past. He’ll warm up to you eventually.
  171.  
  172. Willow:
  173. Age: 23
  174. Willow was born in the Federation, but that doesn’t mean she always agrees with it. She wanted to go on an adventure her entire life, so she left to become a caravanner. The caravan she was travelling with was sacked, but she managed to escape. She loves to have fun.
  175.  
  176. Aleksandr:
  177. Age: 33
  178. Born in a Russian community, Dmitri still has an accent. He joined the Federation army for a while, where he quickly rose to the top of the sniper corps. He doesn’t talk much, but he’s an excellent spotter and a deadly sharpshooter. He has a special sniper he named Victoria.
  179.  
  180. Kayla the Scalper
  181. Age: 31
  182. Although she was initially born a tribal, her tribe was taken by slavers when she was 14 years old. Eventually, one of her captors fell in love with her and freed her. She joined the slavers. She’s been through a lot of trauma and is a bit crazy, but she’s deadly in close combat.
  183.  
  184. Nahimana the Shaman:
  185. Age: 39
  186. Nahimana is the last survivor of his tribe. He was the sole survivor of his people, who were massacred by his brother Lox. He is very wise and disciplined, and he claims to be in-tune with the spirits. He fears nothing, for the spirits will guide him.
  187.  
  188. Lox the Cursed:
  189. Age: 46
  190. Once a revered tribal shaman, once he began to show signs of mutation, his tribe labeled him “Accursed One” and banished him from his home. Bitter, he turned to the dark spirits for guidance. He spent 10 years training before he returned to slaughter those who abandoned him.
  191.  
  192. Quatzl:
  193. Age: 20
  194. Although not very intelligent, Quatzl was the greatest warrior in his tribe. He set out on his four-year journey to explore the world, an initiation rite into manhood, and met you on his travels. He doesn’t talk much, but he has great brute strength.
  195.  
  196. Dr. Hassgard:
  197. Age: 50
  198. He’s seen plenty in his day. He can be a little creepy or morbid at times, but when it comes to wasteland field medics, there’s no one better. He has decent survival skills, too. He knows his way around a pistol, but don’t expect him to be a gunslinger.
  199.  
  200. Hunter the Savage:
  201. Age: 53
  202. Hunter is technically 53, but he doesn’t really age anymore. He’s been mutated since he was 20. His only companion is his dog, Gruff. He isn’t used to being accepted and may be a bit cynical at first, but if you manage to form a bond, his loyalty will be unmatched. He is a skilled tracker and mechanic.
  203.  
  204. Demetrius:
  205. Age: 49
  206. Takes 2 Companion Slots. A veteran from a soldier group older than the Republic, Demetrius is an excellent combatant. He has one of the last working sets of power armor, and he knows how to keep it in shape. He never had a son, so he’s looking for someone to pass down his skills to.
  207.  
  208. The Burned Man:
  209. Age: Unknown
  210. The Burned Man is a mysterious fellow. You found him hanging from a noose, but he must have been up there for at least a few hours. He refuses to talk about his past, but tribals seem to hate him and he has some connection to the Legion. He has extreme violent tendencies.
  211.  
  212. Crazy Karl:
  213. Age: 38
  214. Karl has had a troubled past, but he doesn't like to think about that. Rather than mourn his family in any traditional sense, he has turned his focus to butchering those responsible for his family's death: raiders. One of his hands is missing, but it has been replaced with a chainsaw.
  215.  
  216. Dr. Kavorkian:
  217. Age: 43
  218. True doctors are hard to come by in this day and age, but Dr. Kavorkian is prolific in Old World medicine and can even perform surgery. Born in an underground society, he was sheltered from the horrors of the wastes for most of his life. As a result, he despises mutants and sees them as nothing more than potential test subjects.
  219.  
  220. Mad Mutt the Mutant:
  221. Age: Unknown
  222. It is rare a mutant keeps his or her intelligence and sanity through the mutation process, and Mutt is no exception. He hardly says more than one word. However, his brute strength is unmatched, and he is loyal to whoever holds his leash. Luckily, that would be you...
  223.  
  224. Miri Man-Huntress:
  225. Age: 34
  226. Miri spent four terms in the Republic army, always preferring to stand on the front lines. She's been promoted time and time again, but she decided that she can do more good on her own. So long as yours is a righteous cause, she'll follow you to the ends of the earth. She is well-respected in the Republic.
  227.  
  228. Lonesome Drifter:
  229. Age: 48
  230. Howdy, stranger. This warm drifter cares little for worldly desires. All he needs is his hat, his revolver, and his guitar. He has excellent survival skills, charm, and a voice like Johnny Cash with guitar skills to match. He ain't no stranger to shootin', neither. He's seen a lot in his day, and has many a tale to tell. He likes to sing of your adventures together in ballads.
  231.  
  232. Marco:
  233. Age: 57
  234. Takes 2 companion slots. A notorious outlaw, Marco has been called the devil himself. He has the highest bounty in the wasteland, and he is hated and feared by most everybody. He's in his old age now, but his skills haven't dulled a bit. He's willing to show you a thing or two.
  235.  
  236. Skeeter:
  237. Age: 30
  238. This ill-mannered hick comes from the Deep South. He may smell bad and spit wherever he pleases, but he is one hell of a salesman. He could sell a piece of scrap metal as armor. He has a seemingly endless supply of chewing tobacco and knows how to make great moonshine, should you scavenge for the apparatus.
  239.  
  240. Animal:
  241. You gain an animal of your choice to be your companion. Can be a monkey, a dog, a cat, a horse, or a donkey of any age.
  242.  
  243. Vehicles:
  244. Fuel is rare and expensive. Comes with a full tank and enough to fill it again once.
  245.  
  246. Cordoba ($2,000):
  247. Cordobas are lightly armed and armoured muscle cars. Their limited resilience makes them well-suited to fast strikes than sustained combat. They are popular with raiders, as their speed lets them choose their fights and run from tough opponents or unexpected reinforcements.
  248. Seats: 1 Driver, 1 Gunner, 1 Passenger
  249.  
  250. Mule ($1,700):
  251. Light trucks have changed little in generations. The Mule and its derivatives are usually seen in or near fixed settlements. They move heavy loads, and when space is available, they also carry passengers. They are not well protected.
  252. Seats: 3 in Cab + Storage Area
  253.  
  254. Troika ($1,000):
  255. These rugged motor trikes see widespread use throughout the Wastelands due to their simplicity, long range and low fuel consumption. They are easily adapted for combat. These vehicles lack the armour needed for extended firefights, but are useful for reconnaissance, skirmishing and light support
  256. Seats: 1 Driver, 1 Gunner
  257.  
  258. Auroch ($2,500):
  259. The Auroch is an eight-wheeled multipurpose vehicle. It is very popular among traders and explorers as it can carry large payloads at high speeds, even over bad terrain. It is well-armored. It is a gas guzzler.
  260. Seats: 1 Driver, 8 Passengers
  261.  
  262. Interceptor ($1,750):
  263. This sturdy car has a powerful engine and surprising durability. Replacement parts can be found almost anywhere. Doesn’t take too much gas, either. If you’re good to her, this baby will take you where you need to go in one piece.
  264. Seats: 1 Driver, 3 Passengers
  265.  
  266. Motorcycle ($750):
  267. Just a regular motorcycle. Fast and maneuverable, but not at all well-defended and with no mounted weapons. It does not take much fuel to drive and is efficient for one or two people traveling alone.
  268. Seats: 1 Passenger, 1 Driver
  269.  
  270. RV ($1,000):
  271. She's sturdy and full of amenities: bunk beds, a master bed, a bathroom, a small kitchen, and a dining area. You may need to fix her up now and then to keep her on the road, but you love her and she'll love you.
  272. Seats: 1 Driver, 8 Passengers
  273.  
  274. Cart ($250):
  275. This may seem outdated, but when others are struggling to find fuel, you'll be carrying on. Requires a donkey or horse.
  276. Seats: 1 Driver, 5 Passengers OR 1 Passenger + Cargo Space
  277.  
  278. Factions:
  279. These are the factions of this world. You do NOT need to choose one, this is for world information only.
  280.  
  281. Republic:
  282. A corrupt bureaucracy that far over-extends its reach, the Republic is by far the most “civilized” group. Many outside the Republic despise them for their hypocrisy and “Big Stick Policy” of negotiation.
  283.  
  284. Legion of the Damned:
  285. Tired of profligates abusing them, many tribes decided to ban together. Their soldiers are well-disciplined and tough. They are known for their cruelty, but theirs is the safest land for friends of the Legion. Raiders tend to avoid Legion territory. Drugs and alcohol are strictly forbidden.
  286.  
  287. Bartertown:
  288. An independent hub for trade, Bartertown is essentially a giant marketplace. They have very little in the way of laws, but nearly everybody here is packing heat. Disputes are settled in the area known as Thunderdome: two men enter, one man leaves.
  289.  
  290. Sanctuary:
  291. Hidden behind some mountains sits a settlement made exclusively of mutants. In this place, they are free from the judgement and bigotry they face in the outside world. They don't take too kindly to normals, unless you have a mutated friend willing to vouch for you.
  292.  
  293. Den:
  294. Many call this place "the Devil's playground" because it is a den of vice and sin. Whorehouses, casinos, and nightclubs line the streets. Gangs and mobsters constantly conflict. To top it all off, this is the home of the Slaver's Guild main headquarters.
  295.  
  296. Slaver's Guild:
  297. Slavery is a moderately accepted practice in the wasteland, but that's mostly because people wouldn't really have a choice anyways. The Slaver's Guild has bases throughout the wasteland, even in some Republic cities. Slavers are marked with a tattoo on their foreheads.
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