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    1. AtomicItalian 10 yrs ago

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OOC IS UP BITCHES

http://www.roleplayerguild.com/topics/45836/posts/ooc

OOC
Name: Carter Castillo

Age: 36

Appearance:

Race: Human

Skills: Survival, Barter, Guns

Perks:

1) Cowboy--For some reason, when using repeaters, revolvers, dynamite, axes, knives or single barrelled shotguns, he’s more accurate.

2) Caravan Legend--As Castillo is well known among the caravan community, other caravaneers are more likely to respond positively to him. His perception raises when leading a caravan, aiding him in navigation and identification of watering holes, small settlements, etc.

Equipment:

1) Firebrand-- A modified cowboy repeater, with added scope for long range scouting/engagements.

2) .44 Magnum Revolver (utilizing heavy frame upgrade)

3) Tomahawk + boot knife (utility more than weapon)

4) The Bag-- A Brahmin hide backpack, where Castillo keeps basic medical supplies, a bottle of whiskey, canteens, compass, and any items picked up on the road.

Bio:

Castillo was born to a caravaneer family from The Hub, spending most of this young life riding with his parents around New California, selling merchandise where they could to support their meager house outside the Hub’s center.
Eventually, Castillo’s father began taking contracts further from home, sending him as far north as Arroyo and as far southeast as New Vegas. While the elder Castillo was away, the teenage Carter picked up the family’s local routes, earning him a degree of renown in the New California region.

As his personal wealth grew, and his father’s influence over him diminished, he began spending more of his time throwing caps at the casinos of New Reno, making and losing fortunes in the same night.

The more he played, the more he drank. The more he drank, the more he shot up. The more he shot up, the less desirable company he kept.

On one of the least sober nights of his life, Carter found himself on the nasty end of some Wright family revolvers outside the Cat’s Paw following a misunderstanding with a thug’s girlfriend. Barely able to stand, Carter had all but resigned himself to his bullet ridden fate, when a screaming man emerged from an alley, firing a pistol into the assembled group of Wright goons.

Dispatching the group quickly, the screaming gunman collapsed, mumbling to himself about “geckos in suits” and “who the hell would give them guns?”. Carter helped move the man to a more secure place, away from any prying eyes that could report the incident to the Wright family proper.

This would begin Carter’s relationship with Duke Phillips, a drug riddled, borderline psychopath and gambling addict--and Carter’s new best friend. Together, they became notorious in New Reno, making casino watch lists and earning the ire of tourists and gangsters alike.

Castillo fell into a routine--blow through caps, take a few weeks to run caravans, return to New Reno, blow through caps. As he and Mr. Duke (Phillips’ preferred title) tore through the wastes, Carter’s relationships with his parents began to strain beyond repair. As more of his caps went to the casino, fewer and fewer went home to his aging parents.

After several confrontations and a fist fight with his father, Castillo eventually cut ties with his family business, and launched the Carter Castillo Company, or C3 Caravans.

Months after the fight, Carter’s mother came down with a rare, old world illness. His father, harboring an enormous resentment for his son, refused to send word of the illness. Instead, acting on old caravan rumors, he set off to find a pre-war medicine warehouse in the southern regions of old Tijuana.

As the Tijuana area had been one of the most thoroughly poisoned during the war, (due to it’s proximity to San Diego), there were only rumors of safe paths through the massively irradiated ruins. Knowing the rumored stash to be his wife’s only chance, the elder Castillo lead a small caravan of courageous adventurers into the irradiated south past the abandoned town of Dayglow. He never returned.

A month following his father’s disappearance, Castillo’s mother began to worry, sending a courier to New Reno to alert him to her condition. Castillo, a drunk, but still his mother’s child, rushed back to the Hub to tend to his mother. There, after learning of his father’s dangerous voyage, Castillo struck out with a second caravan to aid his father. His mother pleaded with him to stay and keep her company during her final days, but Carter could not accept his mother’s inevitable death.

Carter’s caravaning and survival skills survived his benders, and he successfully navigated the dead zone of Tijuana...but not before finding his father.

While navigating a narrow crest of safe land situated between a series of bomb craters, Carter noticed the trails he followed from the Hub had come to an end. In their place was evidence of a Brahmin sliding into a highly radiated bomb crater--and his father’s body marking the spot where he, and the Brahmin, died.

Castillo could see his father, but not recover the body. He was broken, but knew he had to finish his journey to save at least one parent.

Castillo completed the impossible task, recovering the medicine, rescuing the remainder of his father’s caravan, and returning through the dead zone with minimal losses.

He was an instant celebrity among the caravan companies, having been the only known caravaneer to complete the journey past Dayglow and into the irradiated hellhole of old Tijuana. Castillo was indifferent to the notoriety. He simply wanted to get back to the Hub and heal his mother.

Carter returned to the Hub to find a gravestone outside his family home.

She died the night after he left for old Tijuana.

Rather than sending him back to the bottle and needle, the horrific guilt Carter felt for leaving his mother to die alone sobered him. He took refuge not in vice now, but in work, using his fame to accept dangerous, far reaching caravan contracts--the ones he wasn’t likely to return from.

But he always did.

It was during this time he had a fallout with Mr. Duke, which resulted in a gunfight, leaving the both wounded and embittered. Few know the actual cause of the clash.

His final contract, in 2295, saw him lead a team of researchers and archaeologists from the town of Independence, a small settlement in the Mojave desert, to investigate the legendary lost city of Black Rock in the northern Nevada deserts.

It is unknown precisely what happened on this journey. All that any wastelander knows is that several months after the expedition set out, Castillo was found wandering the desert, with no trace of the caravan, or any equipment save what he carried on his person.

Now, one year later, Castillo has retired from caravan life, and is back to drowning his guilt and self loathing in New Reno casinos. Borrowing money from every gangster in town, and paying none back, local bosses have arranged for Castillo to have a final desert trek--to Golgotha.


Hey all and welcome to FALLOUT: The Long Haul.

This is not Fallout New Vegas .5. This is not a story of settlers, or wanderers. It is the story of an expedition. If you are ready to write, love Fallout, and are ready to explore areas of the Wastes never before explored, read on.

Fifteen years following the Second Battle of Hoover Dam, Mr. House rules over the prosperous city of New Vegas, with the combined forces of the NCR and his Securitrons pushing Caesar’s Legion far beyond the banks of the Colorado River. With a firm grip on his upgraded Securitron army, House is too formidable a foe for the NCR to attempt to remove, forcing an uneasy peace between the factions.

After Mr. House revealed his hand at the Second Battle of Hoover Dam, a young entrepreneur, based in The Hub, sought a partnership with the elusive dictator. The wealthy young man, Sherrington Tenpenny, along with brilliant engineer Hayley Carter, reverse engineered a lost technology of the pre-war world.

Thought lost to “ancient” entities like Mr. House, Tenpenny uncovered a series of underground magnetic rails which once linked the east and west coasts, stopping in large cities along the way. These rails used Mag-Lev technology to send high speed hover trolleys across the nation, making a cross country trip no more than a 2 day endeavor.

After the Great War, the various powerstations (located in major cities along the trolley’s routes) that generated the magnetic fields necessary to move the trolleys were scavenged for parts, lost to destruction, or simply fell into disrepair. The necessary energy, a patent protected fusion core owned by the LevTram coach company, was never recreated, and soon the memory of the cross country transit system was lost to the memories of the few ghouls old enough to remember a time before the bombs fell.

Until now.

Hayley Carter, using Tenpenny’s funds, has reverse engineered the fusion core, and the two, together with the security backing of Mr. House, plan on resurrecting the LevTram Lines.

Quick cross country travel will bring drove to New Vegas--furthering House’s empire and further lining his pockets, as well as increasing his influence over the recovering wastes.

It will bring the current caravan companies to their knees, giving Tenpenny an insurmountable edge in the shipping and transit industries, growing his wealth exponentially.

Before they can see their dreams come to fruition, there is a final obstacle standing in their way: the powerstations must be revived.

That is where you come in.

Personal messengers, encrypted Pip-Boy frequencies, and special radio broadcasts have been made across the wastelands from The Hub to New Vegas, calling for any and all adventurers willing to ride the trolley from one side of the country to the other, aiding Hayley Carter as she repairs and revives the trolley system.

For those who make it across and return to New Vegas? The ultimate prize--total freedom. A penthouse room at whichever Vegas casino they choose, and a monthly salary more than what any man or woman could spend in that time.

The catch?

The wastes are full of those who would never see the trolley live again. Raiders, tribals, dangerous fauna, “concerned” caravan company mercenaries, and if they don’t stop you, the Brotherhood of Steel may have a certain aversion to such technology being in the hands of Mr. House and Tenpenny.

Will you answer the call? Will you ride the rails, and stick out the hardships for The Long Haul?

***

Here’s the run down on this RP--

You can play essentially whatever characters you want, so long as they aren’t awful Mary/Marty Sues and they aren’t Godmodders.

Also, this RP will ALWAYS BE RECRUITING AND OPEN TO NEW PLAYERS. Since we’ll be visiting a variety of cities and smaller destinations along the way, there are always new points for entry.

Here’s the biggest thing: I need you guys.

We’ll be going to a variety of cities across the nation. Bethesda/Obsidian spend months to years of time researching and coming up with creative ways of taking their locations and making them really feel “Fallout”-y. I can’t do it alone. I need you guys to bring the creativity to the table to help make these cities different from one another. You have creative freedom here, and I’d love to see what we can create together.

Here is a (preliminary) map of the lines. We'll be deciding as a group which line to take on our quest.



Green Line: LA (The Hub), Las Vegas (New Vegas), New Reno, Portland, Seattle, Spokane, Billings, Fargo, Minneapolis, Madison, Milwaukee, Chicago, Detroit, Cleveland, Pittsburgh, Philadelphia, New York City

Blue Line: LA (The Hub), Las Vegas (New Vegas), Salt Lake City, Denver, Lincoln, Omaha, Kansas City, St. Louis, Cincinnati, Columbus, Philadelphia, Washington, DC (Capital Wastes)

Red Line: LA (The Hub), Las Vegas (New Vegas), Phoenix, Albuquerque, Dallas, San Antonio, Houston, New Orleans, Memphis, Atlanta, Charleston, Savannah, Jacksonville, Orlando, Miami

Rules for signups--

1) Included photos must be actual photos or realistic illustrations. No cartoonish/anime photos, please.

2) As this is an ADVANCED CASUAL game, I’ll be expecting adherence to grammatical rules, proper punctuation, etc.

3) While your posts don’t necessarily need to be long, they need to advance your story in some way. No throw away reaction posts or anything like that. If you’re planning on having a long line of dialog with someone, try to PM them and work out the dialog before you post so we don’t have a run of 8 posts with a half paragraph of dialog in each.

4) No godmodding, mary sues, etc. General role play stuff. You know the stuff.

5) After your OOC post, your first IN GAME post should conclude with you having been approached/found out about the recruiting of the team in New Vegas, and your character finding their way to the Penthouse Suite of the Lucky 38. Make sure their credentials are checked at the door. I’d like to get rolling (floating?) as quickly as possible, and this will save us a few days worth of people wandering to the 38.

I think that’s it for now. Don’t be dicks? Yeah, don’t be dicks. Otherwise, lets get to telling a story.

Sign Ups:

Name:

Age:

Appearance: (realistic photos/animations)

Race: Human, Ghoul, Super Mutant, Lakelurk

Skills: Barter, Energy Weapons, Explosives, Melee, Guns, Lockpick, Medicine, Repair, Science, Speech, Survival, Sneak, Unarmed (If you want to include SPECIAL, do it here. I’m not including it as necessary cause it doesn’t really matter for an RP)

***LIMIT 2 PRIMARY SKILLS, 1 SECONDARY SKILL***

Perks: Pick 2. They can be canon Fallout perks, or they can be made up. Just make sure the made up ones are realistic.

Equipment: Weapons, armor, clothes, etc. Go ahead, be creative. Limit on one long gun/large melee weapon, one pistol type, a small melee weapon (axe, knife) and a REASONABLE amount of carry items.

Bio:
Yeah btw thanks for this not being a generic "all soldiers are heroes" type of game. I like the idea of exploring the darker side of the military. Not to say the TCMP is necessarily up to no good, but any organization full of humans, be it government, religion, or otherwise, is bound to have some bad apples.
Sounds good. I suppose if you guys don't want to interact with the main group, that is ok, but keep in mind if you're an east coast central character, nothing in the story will likely be relevant to you for quite some time.
Thrilled to see the interest. OOC should be up by tonight/tomorrow for sure.
Thanks for sharing that, I got a good laugh from a couple of those stories. Especially the Lincoln memorial.
Wayne said
Badass killing machines are overrated, I'll say that much.As this is going to be my first Advanced game, I'd like to provide some further thought. As nice and juicy as 3+ paragraph posts are, I find that Advanced standards shouldn't really be dictated by length of material as they should by the amount of dedication and effort both the GM and players are putting in to the RP. I can definitely put in 2-3 paragraphs no problem on average, but when it involves interaction between PCs, I end up having to make collab posts on Piratepad just so I can reach the 3+ paragraph limit that folks normally expect in Advanced. And collab posts can be hard to set up because then I have to put everyone's time schedules into account.


I hear you 100%.

Dialog is tricky, and yeah sometimes you're not going to hit that mark when trying to write up that conversation--I'm totally cool with that. I am much more concerned with the quality of writing and the creativity put into the characters than I am with length or even frequency. I'd rather have someone who can consistently put out good material once every other day than someone who puts out 4 crap posts a day.

So no worries there, I'm not going to be busting any balls.

Any way, between both boards there seems to be a good amount of interest, so I'll start working on an OOC.
Thanks tech! Once we get a couple of details down I should be able to put up an OOC for you guys.
Yes! I actually meant to include Phoenix in the updated list I was making last night but I got distracted.

Also, I love your character's idea. Nice to see something a little more gritty than just "super ex soldier killer dude"

Just a heads up--I posted this game over at Casual too. I'm hoping between the boards we can create a good cast. I'm being very selective with who I allow to join from casual, and will not compromise the integrity of the writing for the sake of numbers. I just know there are a good group of writers there who can hang at the advanced level, but they stick to the casual board because it's more active.
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