Avatar of Genni
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    1. Genni 10 yrs ago

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7 yrs ago
Current We are such stuff as dreams are made on; and our little life Is rounded with a sleep.
9 yrs ago
Round and round and round we go...

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What preferences would people have for their character roles?

So far I was thinking of including Road Warriors (combat drivers, Nitro Boost ability), War Boys (melee fighters, Fury ability), Blackfingers (mechanics/engineers, Tinkerer ability), Longlookers (scouts and surveyors, Lookout ability), Speakers (diplomats and traders, Silvertongue ability) and Leadslingers (snipers and gunslingers, Scope ability.)

Each character would get to choose two roles, making their own combined class with separate bonuses for each.

For instance, the Road Warriors would have the Nitro Boost ability, which would allow them to outrun pursuers or ram targets, while Blackfingers would have the Tinkerer ability, which would let them customise equipment and gear. Having a combination of the two would allow a player to be able to maintain and customise their own vehicle without having to meet up with another Blackfinger to get work done, as well as having a significant bonus when in vehicular combat.



How complicated would people prefer the gameplay to be?

I’m planning on having random events get in the way of the party’s attempts to survive the Wastelands, but would people want me to keep track of every resource they’ll be needing (food, water, fuel, ammunition, etc.) or would you prefer characters automatically have whatever they need so you can all just go raiding?

Would you prefer more narrative-based action without RNG-based combat and social interactions, or more stat and attribute heavy character sheets which would put limits on what your character can succeed in?

CS Link


Location: School bus --> Dorm 2, room 302

With eyelids drooping Temper let the rest of the crowd file off the bus ahead of her before finally lifting herself out of her seat. The long journey from home was really beginning to weigh heavily on her and the young girl was a little confused when told dinner would be at seven, especially since her wrist watch already showed the time as well passed nine.

After a moment Temper slapped herself on the forehead before reaching into her satchel, pulling out her alarm clock. With a grin she saw there was quite a while to wait before the meal and so instead of slipping into thinking time she instead lined up to fetch her luggage from the bus storage compartment along with the rest of the students.

When she finally had her bags Temper made her way upto her room, but as she opened the door she saw a young man crouched in front of the TV fiddling with a selection of game consoles and other peripheral equipment.

"Oh, sorry," She quickly said, shifting her bags on her shoulder as she backed out and checked the room number, doing a double take as she realised that this was the right room after all. Stepping back inside Temper made her way over to the bed closest to the window a little nervously, dumping her luggage on it as she eyed up her roommate.

"Err," she muttered, unsure of what to say next, “So... looks like we’re sharing the room, huh?” Temper wished she could just slip out for a while, but this was one of those occasions where pausing time just wouldn’t help.


@olcharlieboi
Any room on your colony for a young latina whose been made into the spokesperson for the workers' union?

Her motivations would be split between convincing the 'custodial' staff to maintain the basic life support systems while at the same time managing the health and safety implications of working under such conditions.

What I have in mind here is both simple and complicated at once. Basically the group will take on the roles of a group of wanderers arriving in a new area of the Wastelands, looking to establish themselves and survive as long as they can. Starting with practically nothing over time the players will salvage, scavenge and otherwise acquire the materials they need to grow their settlement and fight off other groups.

There will be rough classes, including the Road Warriors (drivers skilled in vehicle combat), War Dogs (melee fighters) and Blackfingers (mechanics/engineers), along with a selection of vehicles. Players will start with either a motorcycle or light frame vehicle (a buggy or trike) and can obtain better vehicles by performing special missions to find heavier frames and body parts, over time building up their perfect deathroller while at the same time managing their resources to keep their wheels on the road.

At the same time the group will work together to build their encampment, starting with a small hidden hideaway and building up to a fully fortified stronghold. Upgrading the base can be done either by gathering materials and constructing new buildings and fortifications, or by scouting and invading Pre-Fall structures whose heavier construction or location gives them a defensive advantage.

Gear, weapons and equipment can either be looted or crafted, with the team working together to obtain parts to slowly upgrade their loadouts to improve themselves. Character development will be entirely based on what goodies they have, and making a character toughter or stronger will be down to obtaining better armour and weapons, and obtaining even a small boost will be the reward for performing missions.

The technology level of the world will be 'rustpunk', with most things being either recovered modern era tech or repurposed salvaged items used in a way not originally intended. No advanced technology or high-tech items, with things like mobile phones, computers and satellites having ceased functioning during The Fall.

To put all that into simple terms:
  • Start with almost nothing.
  • Find scrap.
  • Build vehicles and gear.
  • Gather resources.
  • Build a home.
  • Survive as long as you can.

The specifiuc details of the world will be open to discussion before the game begins, with the actual gameplay mechanics being developed by me as GM during that time to fit the specific scenario.

Hopefully this will work as a collaborative effort, with my role as GM to determine how difficult proposed things would be to do in the given setting rather than simply refusing them altogether. Having said that, anyone trying to build spaceship, energy weapons and fully aware AIs will find a lot of their time wasted.

Tagged as '18+' due to the adult nature of the ravaging warbands raping and murdering their way across the world. The players can choose to join in on this, or try to keep themselves safely away from such madness.

Possible starting points:
  • A wandering band of survivors finally reach a new area after struggling their way across The Big Nothing, with the last of their supplies running low.
  • Residents of a bunker break the seal on their generational home and head for the surface as their resources run dry and are faced with the horrors of the World Above.
  • An invading warlord's War Rig and accompanying army have been wiped out, and now the remnants have to recover their strength before getting their revenge.
  • After a vicious storm the crew of a naval vessel are shipwrecked in a strange land, with no knowledge of how to get back out to sea.
@NecroKnight Any word on encounters Isabel and her robobrains may have had after they started their trek across Boston? Or shall we give them a couple of days picking through the rubble first?

What I have in mind here is both simple and complicated at once. Basically the group will take on the roles of a group of wanderers arriving in a new area of the Wastelands, looking to establish themselves and survive as long as they can. Starting with practically nothing over time the players will salvage, scavenge and otherwise acquire the materials they need to grow their settlement and fight off other groups.

There will be rough classes, including the Road Warriors (drivers skilled in vehicle combat), War Dogs (melee fighters) and Blackfingers (mechanics/engineers), along with a selection of vehicles. Players will start with either a motorcycle or light frame vehicle (a buggy or trike) and can obtain better vehicles by performing special missions to find heavier frames and body parts, over time building up their perfect deathroller while at the same time managing their resources to keep their wheels on the road.

At the same time the group will work together to build their encampment, starting with a small hidden hideaway and building up to a fully fortified stronghold. Upgrading the base can be done either by gathering materials and constructing new buildings and fortifications, or by scouting and invading Pre-Fall structures whose heavier construction or location gives them a defensive advantage.

Gear, weapons and equipment can either be looted or crafted, with the team working together to obtain parts to slowly upgrade their loadouts to improve themselves. Character development will be entirely based on what goodies they have, and making a character toughter or stronger will be down to obtaining better armour and weapons, and obtaining even a small boost will be the reward for performing missions.

The technology level of the world will be 'rustpunk', with most things being either recovered modern era tech or repurposed salvaged items used in a way not originally intended. No advanced technology or high-tech items, with things like mobile phones, computers and satellites having ceased functioning during The Fall.

To put all that into simple terms:
  • Start with almost nothing.
  • Find scrap.
  • Build vehicles and gear.
  • Gather resources.
  • Build a home.
  • Survive as long as you can.

The specifiuc details of the world will be open to discussion before the game begins, with the actual gameplay mechanics being developed by me as GM during that time to fit the specific scenario.

Hopefully this will work as a collaborative effort, with my role as GM to determine how difficult proposed things would be to do in the given setting rather than simply refusing them altogether. Having said that, anyone trying to build spaceship, energy weapons and fully aware AIs will find a lot of their time wasted.

Tagged as '18+' due to the adult nature of the ravaging warbands raping and murdering their way across the world. The players can choose to join in on this, or try to keep themselves safely away from such madness.

Possible starting points:
  • A wandering band of survivors finally reach a new area after struggling their way across The Big Nothing, with the last of their supplies running low.
  • Residents of a bunker break the seal on their generational home and head for the surface as their resources run dry and are faced with the horrors of the World Above.
  • An invading warlord's War Rig and accompanying army have been wiped out, and now the remnants have to recover their strength before getting their revenge.
  • After a vicious storm the crew of a naval vessel are shipwrecked in a strange land, with no knowledge of how to get back out to sea.
Since Goodneighbor is expanding and has armed Triggermen outside - how would the reaction be?

That depends on the Triggermen.

If they saw an armoured figure accompanied by heavily armed robots and decided to open fire on them, the Robobrains would attempt to wipe them out to keep Isabel safe. If the Triggermen decided they weren't being paid enough for this shit and bugged out, the Robobrains would ignore them.

Just being armed wouldn't automatically be seen as an aggressive action, but if one of them stepped up to Isabel and pointed a gun in her face, that would be met with lethal force.
So I am wondering, if persay - any civilian they run into would they be gunned down before the Mechanist?


Only if they drew guns on her, or acted in a similarly aggressive manner.

The problem with forcing a confrontation at this point though would be that Isabel would likely just head straight back home to start running diagonstics on the Robobrains, rather than interacting with other players at all. She's still under the delusion that her actions are correct, and without something happening extremely outside of that preconception she'd likely find a way to justify what happened within the framework of that delusion.
Do the Mechanist' robots act as they usually do? Namely shoot anything on sight, if she is around them or not?

The ones with her are on 'bodyguard' mode, and so will only engage targets who attempt to harm the Mechanist directly.

Other robots she's built are on 'combat patrol' mode and seek out and destroy anyone they consider to be hostile, which given the faulty logic of the Robobrain supervisors is anyone who isn't the Mechanist.

Given that she has to work her way through central Boston to get to Scollay Square, right through the middle of the Supermutant settlements, it's likely to take a couple of days in-game before Isabel arrives in Goodneighbour. She's not going to be too subtle about her approach though, so any faction monitoring the area will likely find out about her movements.
Sorry for the delay, for some reason the system unsubbed me from this RP. :?
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