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> Fallout 3 RP, Anyone up for some fun in the wasteland?
Colonel Mustard
post Mar 21 2009, 08:54 PM
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From: The darkest pit of your soul. Hi there!



I had this idea a short while ago after playing the brilliant Reilly's Rangers quest and was wandering if anybody would be interested in doing a FO3 RP with me. My idea was that we play a bunch of mercenaries sent on a contract to either retrieve some kind of valuable artefact or to eliminate a target, but basically to go on a mutie blasting, raider killing, feral fragging trip around the capital wasteland, getting into a whole bunch of mishaps involving said nasties along the way.

So, anybody interested?
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Dantrag
post Mar 21 2009, 09:15 PM
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yes. Fallout 3 rules.


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Colonel Mustard
post Mar 22 2009, 08:37 AM
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Excellent. I had the following ideas for character roles in the squad as well:

Leader (me)
Heavy weaponry guy
Scout/recon specialist
Medic
Explosives/demolitions specialist
Sniper
Mechanic
A robot (possibly)
And, of course, the rookie

You could try a ghoul if you wanted, and maybe a super mutant at a push, but you'd have to think up a good reason as to why a mutie wouldn't kill the mercs.

This post has been edited by The Bean: Mar 22 2009, 10:21 AM
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Bolzmania
post Mar 22 2009, 05:54 PM
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I'm not intrested but shouldn't you have someone who could convince people? A guy with high speechcraft skill.


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Badda-Tish
post Mar 22 2009, 06:07 PM
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i´m interested. i wanna be the heavy weaponry guy


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jack cloudy
post Mar 22 2009, 07:05 PM
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I'm interested, but I don't know much about the Fallout universe. I mean, I do have the game but it always crashed after clicking 'new game'. sad.gif

That said, I'll try a reinstall tomorrow together with an unofficial patch I downloaded from fallout nexus. Maybe it will work, maybe it won't.

Anyway, looking at the role-list, I call dibs on the mechanic. Preferably the near insane overengineering guy. You know, the kind of guy who ducttapes an improvised rocket-engine to a rowboat to make it faster. As opposed to...learning how to row.


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Colonel Mustard
post Mar 22 2009, 07:45 PM
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Jack, I love that idea.

Anyhoos, here's the character sheet:

Name:
Age:
Role:

Equipment:
Weapons(s):
Skills:

Appearance:
Race:

History:

Let your imaginations run free!

Oh, and no equipment that's too powerful like Plasma Rifles, Gatling Lasers or Power Armour, because that would be silly.

This post has been edited by The Bean: Mar 22 2009, 08:29 PM
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Colonel Mustard
post Mar 22 2009, 08:27 PM
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And to get the ball rolling, here's character based on my own FO3 character (though admittedly without the power armour, because that would be silly).

Name: Sam Gorrose
Age: 31
Role: Team leader and price negotiator

Equipment: Pip-Boy 2500, combat armour, large leather greatcoat and sunglasses (he has to take them off in the dark, however as otherwise he falls over an awful lot).
Weapons(s): Combat Shotgun, .44 Magnum
Skills: Small guns, speech

Appearance: Tall and chunky, with scruffy blonde hair and a goatee. Also has tanned skin.
Race: South American

History: Sam's father was one of the Regulators, and as such was practically born with a gun in his hands. While he was bought up with a strong sense of justice, as Sam got older he often locked horns with Sonora Cruz over just how far they operated-she wanted to continue to hunt bounties, while Sam wanted larger operations against Raider encampments and other such places. After one argument too many, Sam took his shotgun and magnum and left, never to return.

Realising that he could put his skills with weaponry to good use as a hired gun, Sam began to work as a mercenary, eliminating targets or retrieving important or rare equipment. After he had established a network of allies and contacts and obtained plenty of caps, Sam eventually founded Flying Bullet Company, his own band of mercenaries. They aren't the best, but they'll do dirty jobs and they'll get them done well or die trying.

He just hopes he isn't one of those who dies trying.

This post has been edited by The Bean: Mar 22 2009, 08:29 PM
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jack cloudy
post Mar 22 2009, 09:34 PM
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Ah bean, could you please explain to me the functions of the pip-boy? That way I have an idea of what it does in case I can't get the game to run.

Edit: I see. Well, since I figure that I can check my own inventory without one here, I won't take one of my own. At least not right off the bat.

Anyway, here's mine. I'll update the missing bits later. Also, please tell me if he's too uber equipmentwise.

Name: Jonathan Guntherson
Age: 43
Role: Mechanic (Or in his words: Inventor of Extraordinary Brilliance!)

Equipment: A toolkit containing a hammer, (the small, one-handed version) a wrench, screwdriver,nails, small magnet on extendable pole (30 centimetres is the maximum length), screws. Five rolls of ducttape (30 metres of ducttape on each), a canteen filled with some crude oil.

Stuff that is not considered part of the toolkit: A labcoat that used to be white but is now a charred and tattered thing covered in stains of questionable chemicals. A pair of glasses with the glass missing. (so it's only the frame) A stainless steel watch that doesn't work and never moves passed 14:05. And don't forget the cowboy hat.
Weapons(s): .38 pistol, no ammo, carried in a holster at his hip and usually covered by the labcoat. (Not that the lack of bullets matters as Jonathan's shooting is horrible) Any other weapon is basically a part of the toolkit. (wrenches hurt!)
Skills: Building stuff. Taking apart stuff. Thinking he's a master gunslinger!

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.
Race: European

History:
Jonathan grew up in a village that was built right next to a Nuclear power plant that had been spared by the great war. However, general lack of maintenance combined with folks collecting shiny items from the complex machinery had caused the reactor to break down and start leaking radioactive materials, although a full meltdown was miraculously averted. The higher than average amounts of radiation has caused a large number of complications in the populace. In Jonathan's case, his brain has been damaged which makes him mentally somewhat unstable.

Regardless, Jonathan picked up his fellows love for taking apart old devices and trying to figure out how they worked. When there wasn't anything interesting left to salvage in his opinion, he simply left. A lack of money made him join up with the flying bullets where he took up the role of mechanic, charged with fixing everything that wasn't a firearm or an explosive (can't be trusted around those), or hilariously often, break things when he gets one of his bouts of mad scientist behaviour.

This post has been edited by jack cloudy: Mar 24 2009, 11:51 PM


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Colonel Mustard
post Mar 22 2009, 09:40 PM
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Your Pip-boy is Fallout 3's equivalent to Oblivion's inventory-there's a map on it, a list of notes you pick up, an inventory with weapons, medicines and other things such as ammo and even the ability to tune into the various radio stations that you can hear in the wasteland. It's basically a wrist mounted PDA, and if you look up Fallout 3 on wikipedia I'm pretty sure you can get a screenshot of it.
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jack cloudy
post Mar 23 2009, 12:15 PM
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Alright, I installed fallout, updated to the latest patch, tried installing new graphics drivers, followed a tweak guide, nosed around on forums.

The result? Nothing except the repeated message that Intel sucks. And just to add insult to injury, an online system check revealed that I have everything way above the minimum specs including the only problem piece, the graphics card.

And even that one has like two to three times the minimum. For example, Pixel shader? I need 2.0 and I can do 4.0. Also, 285 mb and I have over 700. (Don't remember what that was for...ram?) But somewhere there is something in Intel graphics cards that just refuses to work.

Anyway, it seems I can't update drivers because the one I use now is custom made. (Nonsense, I got mine fresh out of the factory and standard everything.)

So that leaves me in a bit of a pinch. I guess I'll try to join in anyway and get all my info off of the fallout wiki. Which reminds me, I still haven't come up with a history for Jonathan.


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Colonel Mustard
post Mar 23 2009, 07:43 PM
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Hmm. My only advice on that is to go to the shop you bought it from and try and get your money back. Or perhaps you could try getting a replacement copy and seeing if that works?

Anyway, try The Vault. It has plenty of information on what you can get there, but of course, playing the game is usually the best way to get the information you need.

This post has been edited by The Bean: Mar 23 2009, 07:44 PM
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Colonel Mustard
post Mar 23 2009, 07:43 PM
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Damn, double posted that. Sorry.

This post has been edited by The Bean: Mar 23 2009, 07:44 PM
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seerauna
post Mar 23 2009, 10:22 PM
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I would like to play but (unfortunately) the only part I've seen of Fallout 3 is my friend's guide, which sucks because it does look interesting. Any ideas on how I could join and still not have the game (can't afford it)?


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Olen
post Mar 23 2009, 10:45 PM
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Hmmm interesting. I'm interested, I really like the feel of the fallout universe.

For those without the game (or unable to run it) this place has some details: http://fallout.wikia.com/wiki/Fallout_3

I'm not to fussed which character I go, explosives are most my thing probably but if someone else wants that I'm not fussed.


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Dantrag
post Mar 24 2009, 07:58 PM
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Name: Karelia AKA 'Eyes'

Age: 23

Role: Sniper

Equipment: her weapons are a sniper rifle, a 10mm pistol, and a switchblade. She's usually got jet, mentats, and cigarettes on her (if not, there are problems) as well as Fancy Lads Snack Cakes.

Skills: small guns, sneak

Appearance: Karelia is of average height and is a little too thin, probably due to heavy jet use. She has long black hair and ice cold blue eyes. She wears a pair of old ragged jeans, brahmin skin boots, and a faded black t shirt

Race: European

History: Karelia was born in a settlement near Springvale, but doesn't remember much about it. By the time she was five years old, raiders pillaged the place and Karelia was the only survivor. She was taken in by the raider gang where she did whatever labor she was told to do at the hideout for a few years. The violence and evil she witnessed from day to day nearly drove her mad at first, but with time and chems, she became accustomed to the raider lifestyle. Soon Karelia found that she had a natural affinity for guns. She was a crack shot and could generally fix anything that fired bullets. She was out on raiding parties by the time she was fourteen, and her place as a sniper in the gang was solidified.

On one such raiding party, Karelia abandoned her gang and left them to die at the hands of Regulators. She could have helped them from a distance (that was her job, in fact) but she chose to simply walk away and live her own life. Her plan didn't work out as expected; she was captured by the Regulators and was forced to live with them for a time. The Regulators treated her well enough, but she was still their captive; nobody trusted or even liked her. When Sam left the Regulators to create the Flying Bullets Company, he helped her escape, so she's been tagging along ever since.

Karelia may seem insane to some. She doesn't do so well in social situations, she's addicted to Jet and Mentats, her sense of humor is distasteful, and extreme violence seems to amuse more than bother her.

This post has been edited by Dantrag: Mar 25 2009, 03:30 AM


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Badda-Tish
post Mar 24 2009, 09:21 PM
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I have my character posted in the character thread instead




This post has been edited by Badda-Tish: Apr 4 2009, 08:44 PM


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Colonel Mustard
post Mar 24 2009, 09:35 PM
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A good bio, but a slight fluff issue-how could Gunnar's father move from Sweden to America when there are no planes or boats to cross the Atlantic with?

Anyway, what have we got so far? We have the leader (me), the sniper (Dantrag), the mechanic (Jack) and the heavy weaponry specialist (Badda). So we need a medic, a scout, a robot, a rookie and a demolitions expert. Anybody interested?
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jack cloudy
post Mar 24 2009, 11:39 PM
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Well, we could roll scout and robot into one, at least till we can get a real scout out on the field. I mean, building a robot sounds like it would be right up Jonathan's alley. Although, it wouldn't be a good scout, what with the constant breaking down and questionable upgrades. And it would be more like one of those remote controlled toys than a machine that can think for itself.

The medic...I don't think I can play one. My knowledge of the healing arts is pretty much zero and we can't use magic here to handwave our way around things.

For demolitions expert, Olen expressed interest in explosives, so maybe we should ask him if he's willing to roll up a character.

Then for the rookie, I don't know if he/she's really necessary.

PS: I think you misunderstood the problem with Gunner. The ones that crossed the ocean's where his forefathers, not his actual father. So the whole thing probably happened before the world got nuked. wink.gif

This post has been edited by jack cloudy: Mar 24 2009, 11:41 PM


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Colonel Mustard
post Mar 25 2009, 12:03 AM
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Ah yes, so they did...

Anyway, the scout-bot idea does sound like a good one-perhaps a cannibalised Mr Handy or Mr Gutsy.

As for the medic, if push comes to shove I could try him as well-after all, Stimpacks fit the bill for healing spells and I've learnt some battlefield first aid at my school's army cadets, so I know what to do, say, if one of our teammates was hit by a bullet.
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