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Hidden 10 yrs ago Post by Jinxlynx
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Jinxlynx The System / in the Glitch

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Hidden 10 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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Hidden 10 yrs ago 10 yrs ago Post by ShadowGuardian
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ShadowGuardian Ever Watchful. Ever Close.

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So this is how I plan to keep track of things, what'd you think?

Quests and Progress Tracker




Active Main Quests


They Went That-A-Way!

  • Locating Victor and asking him for more information on how he found you, will reveal that the unknown stranger who ran at you for help was a courier for the Mojave Express.
  • Speaking to Trudy at the Prospector Saloon will reveal that the mysterious man in the pin-striped suit came through Goodsprings with some Great Khans, and that they were discussing shady business, involving the exchange of money and the acquisition of something from someone.


Speaking to Victor and Trudy will send the group in the direction of Primm, where they will seek out more information from Johnson Nash at the Vikki and Vance Casino regarding the stranger.

Active Optional Quests


Back In the Saddle

  • Locate Sunny Smiles at the Prospector Saloon.
  • Shoot some bottles out the back of the Saloon, under Sunny's guidance.
  • Kill the Geckos at the Goodsprings Source (See map), with Sunny's assistance.


Sunny will show the player/s how to use their weapons and how to survive in the wild. Completion yields one modification for the Varmint rifle for all active participants.

Inactive Optional Quests


Run Goodsprings, Run

  • Locate Joe Cobb leaning up against a small house at the southeastern edge of Goodsprings. He will ask the players to kill Ringo, a Crimson Caravan merchant who has fled to Goodsprings to escape the Powder Gangers.
  • Follow the marker to the Goodsprings gas station and kill Ringo, then return to Joe
  • Forcibly take, or steal, supplies from Chet (trader) and Doc Mitchell, and return the goods to Joe Cobb.
  • Help Joe and his Powder Ganger comrades attack and take over Goodsprings.


Participating players receive .44 magnum revolvers, and become friendly with the Powder Gangers but vilified by Goodsprings.

Ghost Town Gunfight

  • Head up to the gas station, to the right of Mitchell's house. Ringo will challenge you when you enter, but talking to him will give the option to offer your help dealing with Joe Cobb.
  • Once the players accept to help Ringo, the Powder Gangers launch their attack on the town.
  • The players must fight off the attack, and kill Joe Cobb.


Players become vilified by the Powder Gangers, but become revered by Goodsprings. Buying more outlandish items from Chet will be allowed.
Hidden 10 yrs ago Post by Athinar
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Athinar Big Stupid. Veteran from Oldguild.

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I like it!
Hidden 10 yrs ago Post by Pathfinder
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Question, could we later get nonstandard items in the RP? Like a guitar, because we need that morale and 209 years on this planet would be justification enough to have an excuse as to why Croak can play.
Hidden 10 yrs ago 10 yrs ago Post by ShadowGuardian
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Question, could we later get nonstandard items in the RP? Like a guitar, because we need that morale and 209 years on this planet would be justification enough to have an excuse as to why Croak can play.


Of course. I'm getting to that actually.

Players will be allowed to find things at will, really. However, what they find might annoy others, you know, if they keep finding loads of cool stuff in some radiated ruins. Doing the quests will get you around this, by throwing you things your way.

But yah, I'm adding a section on this as we speak.

I'll also be overhauling the character creation bit, to allow for Misc Items (such as a guitar!) and for Pip-Boys, because I know how much everyone loves them.
Hidden 10 yrs ago Post by ShadowGuardian
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Alrighty'o then, I think I'm just about ready to launch the OOC.

But before I do, does anyone think I've missed something? As in, is there something I need to clarify more? Something I've just outright forgotten to mention? Any problems you might see?

I'd rather get it all ironed out before launch, rather than find myself patching it up as we go.
Hidden 10 yrs ago Post by Pathfinder
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What is the selling system like? If we were to all get a varmint rifle mod from the quest, some of us wouldn't be able to use it or wouldn't want to. Do you have a system for people of different charisma/barter levels to do the selling thing?
Hidden 10 yrs ago Post by FancyTomato
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I mentioned this before, but you didn't reply, so I guess you didn't see this, but will we be allowed to use items from the DLCs at all?
Hidden 10 yrs ago Post by Lord Wyron
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Gonna fix up my CS a little bit, edit a couple things and add the updated sections :)
Hidden 10 yrs ago 10 yrs ago Post by ShadowGuardian
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What is the selling system like? If we were to all get a varmint rifle mod from the quest, some of us wouldn't be able to use it or wouldn't want to. Do you have a system for people of different charisma/barter levels to do the selling thing?


Well, I've made this RP light of the mechanics because I don't know about you, but I can't be bothered with all that.

So when it comes to the buying and selling of things, we could do it one of two ways. A player asks me if the trader has a certain item, and in which case, I'd boot up the game and go and see, and report back with the costs. The second and easier method would be just to keep it freeform, within reason.

Now, characters with barter and high charisma, are naturally going to be able to argue their way into better bargains, or maybe even access items the trader aint selling to anyone else.

The bottom line with the above method, is just to not take the piss.

In any case, I'm sure we'll be fine.

EDIT: Mmmmmm, ya got me thinking about this whole buying/selling thing now. Thinking of a way to have it function, maybe if I just put up a list of the trader's goods for each area we go to? With associated costs?

Selling is a little different though, because I'd have to find out the sell price of each individual item the characters are carrying.

Bear with me.

I mentioned this before, but you didn't reply, so I guess you didn't see this, but will we be allowed to use items from the DLCs at all?


My bad. Of course, I imagine if the RP goes that far (hahahahaa), we'll even visit the DLC places in question.
Hidden 10 yrs ago Post by ShadowGuardian
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And here's something else, if you guys would be happier.

We could do away with the whole S.P.E.C.I.A.L and skills thing, and just make the character creation process as freeform as any other RP.

If you think that'd be better, then I'm fine with it. Was just trying to give the RP a little more Fallout flavour.
Hidden 10 yrs ago Post by DocTachyon
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Personally, I like the use of SPECIAL.
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Hidden 10 yrs ago Post by Jinxlynx
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Jinxlynx The System / in the Glitch

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Personally, I like the use of SPECIAL.


I agree with doc, I am a heavy D&D player so I like seeing the stats of each character right on the page.
Hidden 10 yrs ago Post by Viscerous
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Personally, I like the use of SPECIAL.


That. But I'm fine with it if others dont want it. I could steal the CS from my other fallout rp. Or I could make a nice cs. By the way, how mature will this be?
Hidden 10 yrs ago Post by Lord Wyron
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Ok, CS finished editing
Hidden 10 yrs ago Post by Pathfinder
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All right, I'm done.
Hidden 10 yrs ago Post by Kitsune
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Kitsune

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Now we just gotta wait for you to be able to make the ooc >.<
Hidden 10 yrs ago Post by Lord Wyron
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Out of curiosity, will all our characters have the opportunity to receive a Pip-Boy? o.o Because I highly doubt Doc Mitchell has enough to pass around to everybody and I also doubt every one of our characters came from a Vault XD
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Hidden 10 yrs ago Post by Pathfinder
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Ok, made some edits to Croak. Basic stuff, but I did change Unarmed to explosives.
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