@Ordure I've decided to make a character who is a part of the Guild of Voodoo. Now, from what I understand they are the New Orleans version of the Institute. With those who go forth and seek knowledge and bring it back to their compound, are they dressed as nomadic, shamanistic people or are they clothed in technologically advanced outfits?
It's just my opinion, but I'm airing towards the side of them dressing as nomads with their 'magical' abilities. It keeps things about them a secret technology wise. Their appearance would be a trademark that they do come from the Guild. Otherwise, when they're in the compound, they can dress in Institute style or keep their nomadic outfit going. Just a thought. Feel free too write this off and say this is stupid xD!
@Halcyon The Guild of Voodoo tend to dress in very nomadic "witchdoctor-esque" clothes, allowing the people to treat them with a sense of reverence and wonder - the garb usually includes hints of bones, primarily skulls, working as masks, shoulders, etc. The organization pretty much drops the whole magic guise in their compound, due to it mainly serving as a research center for technology.
APPEARANCE - Steeple stands at 6'2, with narrow shoulders and a muscle bound physique, wrapped in scar flecked, milky white skin. On top of his head he has a coarse rug of hay yellow hair, short at the back and on the sides but long on top, combed to the right. He has a narrow head with a well defined, angular jaw and thin lips that always appear to be pursed; on the right side of his neck, he has tattooed the cog shape of a vault door with 121 at its center, just under which he had his Vault ID number tattooed in. Over top his body, he wears the remains of a vault suit, the trouser and belt parts mostly intact but the top, torso covering area, significantly tattered; so he ties that portion around his waist, with the knotted sleeves dangling from his belt buckle, substituting the missing torso clothing, he wears a vault 121 t-shirt, wit the numbers boldly printed in yellow on the back. Stuffed into the back of his trousers, he has a blued .32 revolver and at his left he has a combat knife. However Steeple is no average guy, his entire left side is ghoulified, pale, thin skin draped over wasted, mottled muscle; the skin is slightly translucent and torn in some places, it doesn't appear to be fully attached to the flesh below, leaving areas that are loose and pliable and easy to tear off, hence the reason he has flappy patches of torn skin revealing angry, red muscle.
PERSONALITY - Steeple is a cocky and headstrong young man, who believes he can take on the world and whatever armor it is wearing. He often makes brash decisions and often comes out holding the short straw, but he bounces back just as fast and might just succeed the next time. He takes offense quickly and is often ready with a comeback, having studied you prior to a conversation, he may not always succeed but bless the boy, he plans. Though he is questionable in terms of how he perceives himself and others, he understand that when it comes down to business, he can’t slip up, saving mistakes for his personal endeavors and not when it comes to money. During jobs, he is often serious and highly irritable, wanting everything to go exactly as planned under threat of storming off and brooding. He is a gambling man, often taking risks by accepting impossible jobs and betting on impossible odds because he “had a feeling” and often against people who are much more powerful than himself. Though he would look like the person who would disrespect you in an instant, he has decent manners to those he feels deserving of them but not for those he has issues with. Apart from that, he knows how to have a good time, being a great person to be around when he's in a good mood.
FACTION - None Affiliated (Leans towards The Order)
BIOGRAPHY - Chase was born in vault 121, one of the few vaults that were actually meant to save people, from the onset of his life it seemed that he was going grow up, live and die in the vault. If the mandatory tattoo on his neck wasn't enough evidence, he didn't know what was. But other then that life was normal, or as normal as life in a subterranean fallout shelter could be. Though at 10, his life started taking a turn for the worst; on his tenth birthday he wasn't presented with a PipBoy as others had been, there were none left in stock, instead he was given a pen and a book and was sent off to begin with his first vault responsibilities completely and utterly miserable.
Just read the new stuff you put up about the Order and French Revolution. Awesome stuff man, it all sounds like how I'd genuinely imagine Fallout: New Orleans the video game to be like lol. Just wanted to let you know your doin a badass job on the factions & New Orleans vibe-really diggin the nods to french history itself also. Its just fun stuff to read man.
Are the brotherhood of steel going to play no part in this? No distant virtabird or rumors of heavily armored people navigating through the bayou on gun boats?
I'm planning on playing the leaders, but keeping them open as NPCs, so you don't have to wait thirty minutes for a response if you're talking to one or want to move along a plotline, as long as they're in character.
I'm thinking of running an infiltrator character, if that'd be alright @Ordure? However I was wondering whether giving him a Chinese Stealthsuit was out of the question or not?
I'm thinking of running an infiltrator character, if that'd be alright @Ordure? However I was wondering whether giving him a Chinese Stealthsuit was out of the question or not?
A Chinese Stealth Suit would be okay; as long as it's not overused, it's just fine.
1) I take it any Fallout Weapons are valid? So I can have an Anti-Materiel Rifle from NV, then a Tri-Beam with reflex sight from Fallout 4? 2) How difficult will it be to find ammo of various types? Are we talking Boston levels of easy, or more like the mod Fallout Dust? 3) Kind of underpinning both of those what are the limits regarding equipment and the like?
1) I take it any Fallout Weapons are valid? So I can have an Anti-Materiel Rifle from NV, then a Tri-Beam with reflex sight from Fallout 4? 2) How difficult will it be to find ammo of various types? Are we talking Boston levels of easy, or more like the mod Fallout Dust? 3) Kind of underpinning both of those what are the limits regarding equipment and the like?
1) The anti-material rifle is a little too overpowered, due to it being high-medium level, and I want to keep most characters around a general beginning status and slowly mix in more powerful weapons over time. A tri-beam is fine.
2) In a safer place, like a town/district, ammo is barely prevalent due to the lack of armed citizens, the only prevailing ammo type being fusion cells, due to the soldiers armed with laser rifles.
In the outer regions outside of districts, however, ammo is very common, due to the heavy civil strife in New Orleans, but is usually dangerous to find considering it's out of an area.
The Glowing Bog is pretty much littered with powerful and rare weapons and even the highly rare and legendary power armor, but the place is a death trap, so it's best not to go there unless you've thoroughly prepared yourself..
3) My limit is pretty much as long as it's not particularly overpowered and makes sense. A Flamer and Minigun are weigh too heavy for one person to be carrying, their ammo types are far too rare to be relied on, and the weapons themselves are very difficult to find. A gauss rifle would be difficult to find, too.
Also, no automatic power-armored characters is my current rule; I want to make power armor a rarer commodity, unlike how common it was in more important areas such as the Capital Wasteland or the Commonwealth.
Okay I'm thinking the Tri-Beam is his mid range weapon, but I'd still like to give him something long range if that'd be alright? Maybe a Laser Sniper? That way he can rely on a steady stream of ammunition and what not, and won't have to carry two different types.
I take it that we could buy ammo though, the civilised areas might not have it lying around but surely there'd be arms merchants?
I want to try and avoid power armour so that's fine by me, nearly all of my game characters have been power armoured tanks. I want to try something new with this character.
Okay I'm thinking the Tri-Beam is his mid range weapon, but I'd still like to give him something long range if that'd be alright? Maybe a Laser Sniper? That way he can rely on a steady stream of ammunition and what not, and won't have to carry two different types.
I take it that we could buy ammo though, the civilised areas might not have it lying around but surely there'd be arms merchants?
I want to try and avoid power armour so that's fine by me, nearly all of my game characters have been power armoured tanks. I want to try something new with this character.
A laser sniper would be fine, so that's perfect.
The ammo merchants in districts are common, but most place their ammo at exorbitant prices - but with a little charisma, they can be persuaded, however. Ammo caravans are also common on the roads between districts, traveling with Brahmin, and tend to sell their ammo at lower prices at the risk of being completely illegal.