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Dantrag
So here we are, folks.

I vote Capital Wasteland as the setting, simply because I prefer it to the New Vegas setting. It just has more of a dismal feel to it in my opinion.

I guess for those less knowledgeable of the game, we could choose some other city in the States and make up the setting as we go, but that does get a little difficult sometimes.

As far as roles in the group goes, here's a few ideas:

Scout
Sniper (sniper could have a spotter, I guess)
Doctor
Repairman/Scientist (we could split this into 2 roles if necessary)
Demolitions expert
Heavy gunner
Scavenger
Diplomat (think barter/speech skills. basically the business/social savvy one of the group)
Survivalist (the ultimate outdoorsman)
Brute (melee/hand-to-hand expert)

EDIT: added grif's suggestions, changed 'thief' to 'scavenger' per urienashtram's advice.
ureniashtram


I agree with the setting of the Capitol. Its more ... real, IMHO. For the classes, I think the thief should be changed with 'Scrounger' or 'Scavenger'. Retains its thiefly personalities but is also a major help on looting ruined buildings. For contributions on roles, Dantrag spoke it all. Wait, no. We need a GM to move the plot. I'll explain later.

For the plot, I'm not so burnt out. Playing Red Dead Redemption for four straight hours, the game gave me an idea. We could be an infamous posse running from the Regulators after commiting a botched mission. The man who hired our help could've framed us! We're on the run, our supplies are low and generally, things are FUBAR. We need caps and we need it now. This is where the GM comes along.

He/She could, like, 'The (insert name of the group here), resting on Megaton, contemplated on the grimness of their situation. But Smithson Smith, the old man always sitting on the darkened corner of Gob's Saloon, was to be their light on this dark tunnel. He had caps and he knows how to spend it. BY HIRING MERCENARIES TO DEAL WITH THE PROBLEM OF RAIDERS.' etc etc.

The GM's role would be to suggest things(thus moving the plot) THROUGH NARRATIONS.
Ahrenil
Having a GM could work, though i'd not want to be it. The problem I see with it is that it means some person has to take a real back seat role in the story and not really get to participate as much beyond support and side characters who will come and go fairly quickly.

I also came up with a plotline the other night that I'd like to share.
We're a group of survivors/soldiers/whatever and we come across a piece of tech with an unknown symbol on it. I was imagining this could be through trade if we were just survivors or maybe we find it on an raider or whatever. We do some research into it and find out that it's a new symbol from the old European Coalition. Realising that this means not only are there other survivors in the world, beyond Vault Tech's reach, but they are both flourishing and have a means of relatively safe travel across the ocean. So we have to go track down whoever the tech belonged to (I imagine it'd be like a European pip-boy) which leads us on a nice tour of the capital wastes, following the person's footsteps, getting captured once or twice. Eventually we find him and I imagine we find a big twist about Europe, like it's ridiculously militaristic and imperial or mostly ghoul populated, perhaps it's ruled by a new Roman Empire which has enslaved ridiculous amounts of the population. Whatever, we have to make a choice about whether to re-establish links, or go destroy the boat the man came across on so no one can go reveal that America has survived to them.

I preferred us being a group of survivors just trying to live in the wastes as that allows us a bit more conflict with the other groups. The Brotherhood want to capture us to take the tech and study it, and the enclance want to get to the traveler first in the hopes of using Europe as a way to regain dominion over the wastes etc etc.

Just an idea anyway. As far as the roles we need filled go i'm happy with them, except I agree that the Thief should probably be more of a Looter, someone good at picking out the good stuff we need from a ruin. It seems like they could be combined with the Scout/Recon thing as well though, a person good at getting in and out of places and finding their way around obstacles.
grif11
Well Ive seen a bit of the capital wastes, but I'll be relying on wiki's. please correct me if im wrong on something. Just an idea, but here are some classes I thought up:

Survivalist (or would this be scout?)
Brute(Melee, unarmed guy)

also, we could go to town and have:
Pilot

Yes, a guy who can drive and maintain vehicles (Trucks, quads, ships). just thought it would save us having to do huge walks everywhere.

Also, apart from us four, who else is going to join?
Dantrag
See the first post for class edits.

I think the repairman could easily double as the vehicle person, if we choose to include such things. (the only operable vehicles I've seen in fallout were the vertibirds and the one boat) If he knows how they work, I'm sure he'd know how to drive them.

I came up with a plot idea, sort of based on a combo of unrienashtram's and Ahrenil's ideas.

The group is hired by a seemingly decent guy. The job is to visit a small settlement and provide protection (from raiders, or muties, or radscorpions. It doesn't matter, because the job is a fake anyway). So we get to this settlement, only to find everyone dead, with obvious signs of fighting. We find what clues we can, and decide to stay in the ruined settlement for the night before reporting back to our client.

There's an ambush, and regulators swarm us, blaming us for the crime. (We can escape at this point, and depending on our characters we could spare all regulators or not. OR we could be captured and escape later. Doesn't really matter.)

After that, we try to get contracts, but the only ones available are pretty shady. (this could be a source of contention among our group if we have some seedy characters) So, strapped for cash, we realize we have to clear our names somehow. It becomes a game of trying to figure out what REALLY happened at this settlement, who killed all the people, and what our 'client' had to do with it. All while avoiding regulators and the typical wasteland hazards.

The only things left to flesh out would be why we were framed. And Ahrenil may have come up with that.

The settlement was in possession of a piece of tech. Something very valuable and very important. Our 'client' could be the one that got it, or he could simply be working for the real baddie. We have to find out what the tech was, what it does, and then decide if we keep it to ourselves, give it to some sort of 'rightful owner', or sell it for the quick caps.

If you like the plot, think of what the tech could be. If not, oh well.
Ahrenil
I'd suggest our client isn't the one framing us if they already have whatever we were sent for, what it could be is some form of power struggle inside a shadowy organisation.

But yeah I like that plot line, the tech could be some experimental weapon produced from near the end of the war, or perhaps to give us more of an option for using it for good it could be an experimental power generator, capable to producing large amounts of fairly clean and renewable energy.
Dantrag
I was kinda thinking that the client hired us with the specific purpose of tying us to the crime. Whatever name he gave us wouldn't necessarily be the real one, even if he is the one in possession of the tech. (So his real crew got there just before us, so that by the time the regulators show up, they seem to catch us red-handed.)

I guess the tech could be some sort of giant energy cell, capable of ridiculous laser destruction, or as you say, renewable energy. Just need a name for it.
jack cloudy
I cal dibs on the techguy. I'll probably use Jonathan again, though with the crazy toned down a lot. As much fun as it is to roleplay a guy who's gone cuckoo and whose best friend is a refrigerator on wheels, he's not exactly stable enough to work in a team.

Anyhow, as for the mysterious techbit. Fallout is a salvage-based postapocalyptic society, right? Then what if the mcguffin isn't a pre-war artefact, but something new instead? For example, a chemical battery might not be able to compete with a still functioning atomic fuelcell, but being able to massproduce them in a simple smithy without collecting parts from a scrapheap would be revolutionary. Quantity has a quality of its own after all.

Of course, the real goal here would be to get your hands on the plans/inventor.
grif11
OK, If were calling dibs, Im taking the sniper! (guessing thats long range, silent killing)

Naming this artifact. I'll put forward a couple names:

Matter-Sphere
Nexus VII
Dantrag
QUOTE(grif11 @ Jun 6 2011, 05:35 PM) *

OK, If were calling dibs, Im taking the sniper! (guessing thats long range, silent killing)

Naming this artifact. I'll put forward a couple names:

Matter-Sphere
Nexus VII


Rough! I was gonna reuse my sniper character. Back to the drawing board. (It's impossible to argue with dibs, after all laugh.gif ) My next choices would be Scout or Survivalist or Scavenger. (Hmm...in hindsight these are all kind of the same) but seeing as how a doctor would be pretty crucial, if nobody else wants to take that role I may decide to.

Anyway, I like the name Matter-Sphere. Sounds very fallout-ish.

Other To-do's:

1. Pick our starting point (I was thinking that we start out on the road to the settlement. We can kind of fill in the past on our way to the settlement.)

2. Figure out a name for our little band of mercs

3. Create those characters.

4. pick a GM? (or no? I'm not sure what we're doing with that idea)
ureniashtram
Heavy Weaponry... DIBS DIBS DIBS!!!! If somebody else wants the Heavy Weaponry guy.. I guess we could make room for TWO. Otherwise, sorry.

name for our mercs:

The Apostles of (the) Bullets
Architects of Anarchy
Freedom Poopers
Priests Of War
The Mercs With Mouths


.... I suck at naming organizations, yes? As for the GM, do have.. Don't have. I'm really neutral at that matter, so I'm comfortable with both choices. I agree that we start on the road to the settlement. Though what and where settlement, we need to decide. I was thinking that that settlement could be a pre-made one. Makes it easier, y'know. Big Town, Arefu, the place where two idiots fight while wearing costumes...

What about the Character sheet? I'll create one now so we don't have to wait for someone to make it in a later time, but feel free to ignore it if you object.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Name:
Gender:
Age:
Race:
Appearance:
Skills:
Weapons:
History and Background:
grif11
If you desperatly want the sniper class, I'll take scout.

the char sheet looks good, in my opinion!
Dantrag
QUOTE(grif11 @ Jun 7 2011, 01:44 PM) *

If you desperatly want the sniper class, I'll take scout.


No worries, sniper is yours. I'm working on something new for scout. (Anyone have a problem with sort of combining scout/survivalist/scavenger? It just seems to me they'd have similar skill sets. Sneak, lockpick, some outdoor skills, and some proficiency with a weapon. besides, we only have 5 players. I doubt we will need all of the slots.)

Character sheet looks good to me too.

other merc name ideas:
The Vagrants
Wastehounds
Red Roamers
The Guardians

I'll try to think of more if these don't strike a fancy. I'm not really picky.
jack cloudy
Hmm, well since we are a small gang, I'd advise against overly pretentious or generic names. The Guardians for example is a name fit for a huge organization or epic level heroes. But for some random dudes with guns, it's less suited. Either they would be one among hundreds of groups called 'the guardians', or someone more suited comes and takes the name.

Maybe we should make one character the 'leader' (or at least the guy who negotiates for the jobs), and then name the rest of the pack along the lines of:
X's henchmen
The associates of X
X and the rest of his gang
X's trouble solving agency

And I think the sheet looks decent enough. We might want to coördinate the history segment together, at least the later parts.
Ahrenil
I agree about the name of the group, if we have a certain base somewhere it'd probably be best to name it after that. Something like Crow Ridge Associates or something similar. And yeah, we could probably through the diplomat in as the leader of the gang, just give him a decent rifle as well.

Character sheet looks good, I agree that the scout should also take over the scavenger roles as well.

So far we have the Scout, Sniper, Tech and Heavy weapons taken. Unless someone else wants to take over the role of leader i'll go for that, maybe make them decent with explosives as well to fill that gap.
Dantrag
The name is really not that important. I say we just go with ____'s Company like jack said. Just name it after Ahrenil's character once it's made.

We have so far:

jack cloudy - Tech

griff11 - Sniper

Dantrag - Scout

urienashtram - Heavy Gunner

Ahrenil - Diplomat/Demolitions (Also the leader of the group, I believe)

I guess as far as coordinating the histories, Ahrenil can figure out the founding of the group, and then we can all kind of write up how our individual characters happened to join up? Or maybe post 'rough draft' character sheets here and make the histories work with each other before making a character thread.
grif11
Alright then, here's my rough draft

________________________________________________________________________________


Name:Raymond Will

Gender:Male

Age:45

Race:Caucasian

Appearance:wears the NCR Ranger Combat armor, with a 1st recon beret and authority glasses. Once had dark brown hair, but is turning grey, and is starting to show a few wrinkles, especially around his "Scope eye".

Skills: Small guns (high)
Melee weapons (Medium)
Sneak (Medium)
Repair (Low)
Explosives (low)

Weapons: A sniper Rifle with Carbon Fibre parts and Night scope.
A silenced .22 pistol
some frag grenades

History and background: Raymond grew up in a small town called Novac, learning the sniper trade from a young age. When his mentor died, He joined the NCR and after 20 years of service, retired for the life of a peace keeper at the age of 34. Once he finished his biography, he set for the central wasteland, hoping to find more work elsewhere. After a year of serving the citizens of Megaton, he enlisted for coldshort's company at the age of 40, wishing to still be of use until he meets his mentor again. Known as the "Grandpa" of the group, but his skills are still sharp.
________________________________________________________________________________


I added wiki pages for new vegas stuff, just to be clear.

Also, if you think the history is a bit short, its because I don't want to give anything away for unshelled bullet readers.
Ahrenil
Name: Laura Coldshort

Gender:Female

Age:32

Race:Caucasian

Appearance: Shoulder length brown hair tied back into a short pony tail, she has pale skin and blue eyes. Her left arm is marked with a myriad of burns and small scars from an explosion in her childhood, though she's covered in small marks from general life in the wastes. She's built small, though that's not to be mistaken for weak, as almost all of it is muscle. She wears simple close fitting clothes, earthy brown in colour and made of resistant cloth. It doesn't offer any protection against bullets or knives, but it keeps her safe from the harsh terrain of the wastelands. She does however, wear a large pair of black military boots, thick soled with steel plates in soles. On the back of the boots in tiny lettering is the phrase "These boots were made for stompin'"

Skills:Barter High
Speechraft High
Demolitions medium
Small arms low

Weapons: She carries a magnum holstered at her hip, though she almost never remembers to load it. She carries with her a large selection of explosives, from grenades on belts across her chest to a satchel of demolition charges, she carries the basics of explosive production as well, in the forms of the various powders and volatile chemicals required, and has been known to jury rig almost anything to go boom.

History and Background: Laura grew up in a small mining town, providing precious coal to the local towns around it. Her parents were in charge of the explosives used for opening new tunnels, and Laura quickly grew into the trade. It was on a routine charge set that the town was attacked by raiders, being deep in the tunnels Laura was spared the initial assault, and after realising that fighting was her only escape, she booby trapped the labyrinth of mining tunnels she called home. For a week the raiders tried to flush her out, losing men and women with each doorway, tunnel and cave they searched. Eventually they cut their losses and ran. After spending some time to bury her family and friends in the mines, blowing the entrance closed with what little explosives she had, Laura left. She soon took shelter in an abandoned fort, driving off the local mole rats that inhabited it, and took herself to training from the instruction manuals that survived. Several years later, and with a stock of home made explosives, she began to ply her trade as a mercenary for hire, and eventually took on help, forming the mercenary company known as "Coldshort's Company".

Well theres my little bit, everyone happy?
ureniashtram



Name: Alexei Koslovich Morgov

Gender: Male

Age: 34

Race: Ghoul (Russian)

Appearance: Like any other ghoul, except for the fact that he's seven foot tall, weighs three hundred pounds of pure muscle and overall an intimidating figure. He wears a grey trenchcoat, rolled up at the sleeves, over his army-green combat armor. Tied to his torso are several ammo drums for his weapon (see below). Black fingerless gloves on his hands, leather elbows pads, a worn combat helmet and a gas mask to cover up his skinless face.

Skills: Big Guns=High
Melee=High
Unarmed=Medium
Small Guns=Low

Weapons: RPD with a foregrip and a laser sight (inspired by my main weapon in CoD, what can I say).
History and Background:

A soldier when he wielded his first handgun at the age of seven, Alexei was a born warrior through and through. He spent his teenage years as an apprentice to a retired Regulator, learning from him the ways of the gun. His heritage was both a blessing and curse: he could not properly wield an assault due to his large hands, but the Regulator introduced him to the Bigger Guns to counter that. He held his first LMG when he was 17 and completed his first mission by clearing the Fairfax Ruins of its raider infestation. Thinking that his work was done, the Regulator gave Alexei his trench-coat and armor, to signify that the training was complete. Alexei left the very next day, eager to do some real 'stuff'.

He killed a group of raiders when he saw them preparing to attack a skeleton settlement, Arefu. From there on, he took on raiders and petty gangs, silencing several camps and the occasional building. The major crisis in his life occured when he received word that his mentor was abducted by the wretched Talon Company. A full frontal assault on Fort Bannister was beyond even for him, so he opted for the sneaky approach. He killed a merc and took his armor. He changed into that and entered the Fort, the inhabbitants clearly impressed at the 'fresh meat'.

He met Commander Jabsco and his cover was blown the instant he saw him. Chaos ensued at the underground bellie of the Fort, and some mercs mistook the gunfight as clashes of egos. They joined in. While the mercs was busy killing each other, Alexei took flight and searched for his mentor and friend. He found him in a boiler room full of radioactive barrels, hung from the wrist and battered to death.

Alexei fell to his knees and stared in disbelief at the dead Regulator for hours on end, not caring that the radiation was slowly killing him. When a hour passed, he left the room, left the Fort as changed man; literally.

He returned to Arefu and the villagers turned him down cruelly, claiming that the hero that saved them was not a monster. He told them grimly that heroes are just 'killers with a conscience'.

He wandered from town to town, until he found himself staring at the gates of Megaton. He found work as a deputy under Lucas Simms and for several years that stayed that way, until a gray middle-aged man in a strange armor came. He had heard of the NCR of course, the only known existing goverment in the Wasteland, but didn't lend a careful ear to it. The man joined the security of Megaton for awhile, until he joined a small-time mercenary group by the name of Coldshort's Company.

At first he didn't even think about joining. He had his hands full with maintaining the security of the main entrance to Megaton. Then he begun to think. With his newly gained 'immortality', were his skills really meant for guarding an already secured fort? Or to wander the wastes, fighting the good fight with comrades? He already knew the answer.

He joined and readied his LMG for the battles ahead.
Dantrag
Name: Keara

Gender: Female

Age: 23

Race: Caucasian

Appearance: Long black hair, dim grey eyes, and a thin, wiry body (likely from heavy chem use). Wears an old pair of jeans and a faded grey t shirt.

Skills:
Energy Weapons
Sneak
Lockpick
Survival

Weapons: Laser Rifle, Plasma pistol, switchblade.

History and Background:
Keara is both the youngest and newest member of the group. She was recruited a year ago after being caught trying to steal from Coldshort's crew. Instead of punishing her, Laura made her an offer she couldn't refuse.

Keara has a long criminal history, considering her age. Not too long ago, she was employed as a caravan guard for a man named Doc Hoff, who dealt in chems. A hopeless jet addict, Keara couldn't resist stealing her own employer's merchandise. She was not only fired, but stripped of everything she owned and left for dead. It wasn't long before the Regulators heard of her deeds, so she stayed out in the wastes, slowly trying to regain her place in the world.

It was not long after this that she happened across Coldshort's Company. She had no caps, no clothes, and no weapons, so she decided to try her luck robbing them while they rested. Laura caught her, and instead of turning her in to the Regulators, suggested that she pay off her debts by working with the mercs as a scout.

She got no pay at first, as penance for her attempted theft, but now she is on the 'payroll', and has obtained some new equipment.

Keara is probably the least 'honorable' member of the group, and is known to be very opportunistic. She is still on the run from the Regulators (which she has kept secret from the rest of the group), she has problems with authority (with the exception of Laura, who she feels indebted to), and is highly dependent on chems. Her best friend is her dog, Lucky, a black lab that has tagged along with her since her early teens.
ureniashtram


So .. Only the Cloudy Jack remains, yes? Or do we have to wait for other members of Chorrol to join?
jack cloudy
Give me a moment, I've been working on John for three hours. These things take time. tongue.gif

Name: Jonathan Guntherson
Gender: Male
Age: 39
Role: Mechanic/techguy
Race: Caucasian

Appearance:
Jonathan is a somewhat short man with a thin frame. black hair mixed with grey struggles to cover his skull and fight the encroaching baldness. He also has a thin moustache and a long goatee. Other than his physical attributes, Jonathan is characterized by his tathered and stained labcoat, the toolbelt around his waist and the pair of glasses he always wears. His glasses used to have actual lenses, but they broke at some point and he’s never found a suitable replacement.

Skills:
Repair (high)
Improvised construction (basically, for coming up with new ways to attach things to other things.)
Small arms (Very Low)
Eyesight (poor at long distances)

Weapons:
A heavily modified stapler.
Cons: Next to real weapons it hits like a big mosquito, is useless against even reasonably thick clothing and it can barely go out beyond stonethrowing range and even there its accuracy is lousy. Pros: lots and lots of ammo.
.32 pistol, just one bullet left, usually stored in an inside pocket of his labcoat

History:
Jonathan was born in a village which was located next to a prewar industrial sector. While the factories had been silenced due to lack of raw materials, replacement parts and a lack of a market, the machinery proved to be a treasure trove for the postwar scavengers. Growing up amongst his peers, Jonathan learned what parts were salvageable, how to built crazy mechanisms out of random scrap and how to avoid getting his head cracked by an ancient steel press. Unfortunately, his own gang of scavengers weren’t the only ones interested in the plant as rival groups both from within the settlement and outside all tried to stake their claim. As a result, over the years the village shriveled till only a handful of survivors were left.

Not willing to stay and die for a lost cause, Jonathan simply gathered the few possessions he could carry, bid farewell to his contraptions and left. His travels led him to Megaton, where his skills as a mechanic were well appreciated. Still, he never quite liked the town and over the two decades he spent there he became increasingly bored. Not enough opportunity to get new toys to fix, as he’d always say. So when he heard of the small mercenary gang that was looking for some more hands, he joined up. In his mind, Coldshort’s Company offered the opportunity to find new mechanisms to tinker with and while anyone could shoot a gun, if no one was around to maintain them, they wouldn’t be shooting for long.






OK, please tell me if I missed anything.
ureniashtram

Three hours he says! You're one of the lucky ones! Alexei cost me nearly a day!

So, the remaining thing to do now is how to make history between our characters, yes? This is a firm and hard nut to crack.

OK, since Raymond, Alexei and Jonathan joined the group in Megaton, I vote that the three are 'friends', atleast known to each other. On other matters, I am burnt out.

We need to pool our knowledge to combat this threat! Coldshort's Company, unite!

(ahem)
Ahrenil
Well, Laura will likely have hired based on need, so i'd see it as she'd have hired Raymond first, and then once their equipment was getting worse she'd have asked if he knew of any good mechanics, which would have lead to Jacob being hired, and maybe Alexei at the same time if she needed the fire power.

You don't have to necesarilly be friends, Megatons not the smallest place, you might have known each other for reputation rather than personally.

Laura's gonna attempt to have remained a little distanced from the group, people die and she needs to be tough some times to keep people in check, but she runs a fairly utilitarian gang, everyone gets their fair share of the loot from a job, and she's hired everyone so she trusts them (Especially the longer standing members)

Keara will likely be a bit of a different matter, she's both new and shown herself to be liable to steal before. Laura will likely be a bit tougher on her and keeping an eye on her, though attempting to remain fair.

One good way we can work out our character's relationships would be to come up with an old "Job". That way we can see how everyone works, who'd get on with who, and it gives the characters in the actual story something to refer back to, gives them a bit of history.

Yes/No/Maybe/Lobster?
grif11
QUOTE(Ahrenil @ Jun 10 2011, 07:00 PM) *


One good way we can work out our character's relationships would be to come up with an old "Job". That way we can see how everyone works, who'd get on with who, and it gives the characters in the actual story something to refer back to, gives them a bit of history.

Yes/No/Maybe/Lobster?


I say yes, though I do enjoy lobster biggrin.gif

How about coldshort's company is hired to clear out an abandoned vault that has recently been occupied by raiders, who have been attacking caravans on a nearby road.
ureniashtram

Lobster? Why YES, I'd vote for lobster! I say aye on grif's idea, but think that it would take time. So why not the Springvale Elementary school?
grif11
If my memory is correct, thats the building infested with loads of bugs. huzzah. kvleft.gif

Sure, sounds fine to me, but we need to think of a reason WHY we've been hired to do this. Just a suggestion, but maybe it's because a scavenger has heard of an abandoned safe deep in the building, but isn't tough enough to clear all the bugs out on his own. So, he comes to coldshort's company for help.
Dantrag
Here's the deal with Springvale (at least in the game). Raiders are camped out there, and begin a project to dig a tunnel from the school's basement to Vault 101 using captured slaves to do the work. They dig into a lair of giant ants, and have to lock down the basement of the school in order to keep their hideout from being overrun.

Since most of Coldshort's crew is from Megaton, and Springvale is nearby, perhaps Lucas Simms hired them to get rid of the troublesome raiders? Anyway, here's an idea to start with:

Keara goes ahead, figures out the general layout of the spot. Raymond keeps an eye on her from a distance. Keara returns to the rest of the group, tells them what she knows, and they make their plan.

They enter the school on the demolished side (the whole side of the building is torn away) with Alexei's RPD keeping the majority of raiders off them. Raymond's rifle helps out a lot too, as he watches from a distant hill.

They work their way to the basement, where Laura rigs some charges (in front of the barricade keeping the ants out). They make the quickest exit possible, and when they're at a safe distance, Laura hits the detonator. The explosion not only kills some raiders, but it frees the ants to take care of the rest.

(The only problem for me was finding something for Jonathan to do. Perhaps he worked with Laura to design the charges?)



ureniashtram

Nice one, man! I'm ready when you are, homeboys.
jack cloudy
Well, the materials for the actual explosives can't be his expertise cause that should be our demolitionexpert's stuff. He could work with the detonator though. Perhaps making something that can be held in one hand, with a reeling spool that extends the wire linking detonator to explosive as you walk? Triggering the detonation would also cut off the used length of wire at the detonator's side so you can move right away for those time-sensitive situations.

Add in a way to replace the spool of wire when it gets too short and some simple clamps to tie it to the explosive in moments and yeah, I think that works.
grif11
so everyone gets to run around shooting stuff while raymond sits in a bush? how unfair!

Jokes, the plan sounds great, and Raymond isn't the most athletic person, so sitting (or kneeling, laying) down is where he likes to fight.
minque
Gah! I was actually thinking of joining this one, now it seems that violence still is very important? According to the charachters presented, everyone have got guns or weapon of some kind!
So I don't know.....
grif11
Well, if you want, you could roleplay as a doctor, since were lacking that role.

I'm guessing that as the story progresses, were going to have some fallouts (Pardon the pun) and maybe a few Hug_emoticon.gif moments.
Ahrenil
Well the way I saw seeing it, we're a mercenary group but we're not infact going to be seeing much combat. It seemed to be more of a trial of spirit for our group as they're captured, interogated, and generally framed for what they didn't do. I know Laura probably won't handle being blamed for the deaths of innocents very well, she's liable to flip out. I wasn't planning on actually getting much fighting done.
minque
Ok...I can do the Doctor thingy....I'll dig up a nice charachter though! tomorrow night because it's late here now
Dantrag
it'd be awesome if you joined, minque! Rping here just isn't the same without you.

If you get that character up pretty soon, it would likely be feasible to squeeze you in without a hitch. If not, your character could be waiting in Megaton for us to return, perhaps?

As far as other things go...

How is this going to go down? I'm thinking Laura and Keara go in and find nothing but a warehouse full of dead settlers. So we call the others in, and we search for the matter-sphere (is that what we decided to call it?). While we look, Regulators show up (Keara will likely abandon the crew at this point, thinking they are after her specifically) and blame Coldshort's Company for the misdeed. This route assumes that minque's character is with ours already.

If minque's character is waiting in Megaton, we could search for the matter-sphere, and after we don't find it, go back to Megaton to report, only to have the regulators waiting for us. (keara would probably stay outside, wondering what was taking everyone so long)

Are we planning on being captured or not?
Dantrag
One more thing:

as far as character interactions goes, maybe we just need to slow the plot a little now and then and take time for campfire moments and the like. It should be easy, once we get through this settlement/regulator trouble.

also, we could make little things count more on that note. Like when two people get paired up to do something (ie - right now it's Jonathan and Alexei/Keara and Laura) they can chat it up some, learn more about the characters, etc.

I guess Raymond is the lone wolf in this example, but the idea stands.

EDIT: double post apologies.
Ahrenil
What I was thinking is similar, we go in, find dead settlers and the item gone, as we try and high tail it outta there the Regulators arrive and we get carted off to a cell somewhere. If Minque's character is one who stays at camp maybe they hit there first, and that's how they knew where to find us?

As far as being in the cells was concerned I saw us as being split up into pairs and seperately interrogated. Trying to have us give each other in for a shorter sentence or freedom. Trying to get us to mistrust each other and such, could give us some good interplay between the characters in the cells as they try to figure out if ones giving the other up, or how the others are faring.
Lord Revan
Are more participants still welcome? I only just got back from a couple of trips out of town.
grif11
I don't see why not, but were starting to run out of class choices, so pick fast!
minque
QUOTE(Dantrag @ Jun 15 2011, 05:44 AM) *

it'd be awesome if you joined, minque! Rping here just isn't the same without you.

If you get that character up pretty soon, it would likely be feasible to squeeze you in without a hitch. If not, your character could be waiting in Megaton for us to return, perhaps?


Awww thanks Danny! You know I love to RP and I think that it's great when you're in as well, you and I have a "long story" in RP-ing right?

I think I'll wait for ya in Megaton! I will try to get my lady Doc up aASAP, but you know how it is! Hmm I think I'll dig up Lexie from the last fallout RP...yup That's how it's gonna be
ureniashtram

So since things have started to roll... Who votes on being captured? I do, simply for the sake of character development and do not, in any way possible to the human mind, seek to satisfy my sadistic tendencies by having Alexei endure the Water Cure. Or should I say Irra. Water Cure.
jack cloudy
Capture is fine with me. I mean sure, I have no clue on what Jon would do when interogated or something but meh, I'll improvise. However, the two new characters are waiting in Megaton right? We might want to wait with the capture till we get back to Megaton. Keara (having stayed outside), can then figure out what happened to the rest of the gang and enlist the aid of our new friends on getting everyone out.

Oh, and while I'm posting here. What should Jonathan see? I was thinking of him spotting a dead body, unless everyone was rounded up in the warehouse before being executed.
Lord Revan
I'm satisfied with Damon for the moment. He's currently in Megaton if that's the plan.
ureniashtram

Dead body, I guess.
jack cloudy
Yeah, I think I'll do the dead body. The way I see it, sooner we get the spark that starts the fire, sooner we get the real plot started.

That said, I'm gonna wait till tomorrow before posting.
grif11
its going to be about another week before my internets back on, so if someone would take over for me until then, that would be great!

P.S - the only reason I can post this is because I joined the library and got one hour free. yeah, its already almost finished.
Dantrag
yea, i may be without internet for a couple days too (starting friday). I'm moving to a new place, so it might take a day or two before I get the internet running there.
grif11
OK, back in the saddle.

People, I thought one of the reasons we made this RP was because the others were basically dead. Its happening again!

I understand how everyone has hectic lives, but we've got to find a way to MAKE time, or else were back to square one with nothing but the ideas we WERE going to use, except we never got to that point. Right now being captured feels a long way away when we post so slowly
Dantrag
so I still don't have internet, but I still have online homework, so I've been stopping by coffee shops with free wi-fi to get it done. So...expect some activity, but I'll likely only be on once every day or two.

should have intarwebz this coming week though.

EDIT: went ahead and sped things up a bit by spotting the regulators. the capture will happen grif, don't worry!
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