Author Topic: Fallout V.Hello, Dave.  (Read 12998 times)

a pabst firing minigun effectively slides out of my ass. it's time to get a move on.
i hop over the wall to talk to the american guards by the border gate and of course shoot a deer with my beer gatling gun before i get all the way over there.
the man in the tuxedo is now resting by a tree.

Marcus and his men load up and take the two hour trip to the Island. They land on the island's airstrip, finding that many of the already few inhabitants have left and gone back to the mainland. 162 people remain, most of them in the residential area. Part of this residential area, mostly near the ferry docks, has been looted.

The dockyards are mostly deserted save a couple fishing vessels, recreational boats and a single ferry.

A temporary base is established at the airfield. A proper base is looked in to, perhaps at Fort Holmes, but for now isn't feasible.

6 local police forces are the only peacekeepers that remain, who tell them that a small band of looters is hiding in the high forests in the north of the island. The heaviest arms they have are handguns at best. Marcus elects to pursue them.

Oh here's a map.
« Last Edit: May 03, 2015, 08:18:28 PM by CypherX »

Hmm. If Deathclaws weren't experimented on by the Enclave, then Could I just be a regular deathclaw that eventualy gains someone (Possibly one of the other people roleplaying here. Idea from the baby Deathclaw Follower mod; AKA Mr. Cuddlesworth.)

why don't you just be a normal person

why don't you just be a normal person

I find humans to be... Too boring at times. Plus, I've wanted to be a Deathclaw in my travels in the fallout games for years. Badass motherforgeters they are. Well balanced though, being giant armored mutants with Swords for claws.) Plus, if I were a deathclaw, I'd abide by rules and act more like a Dog, investigate then Attack (If Provoked or sense a threat.) Thus giving SOME intelligence, but not falling into the Intelligent Deathclaws from Fo2, which don't exist in this universe.

Deathclaws are loving amazing.

Deathclaws are extremely difficult to kill, and being one creates an unfair advantage. Sorry.

a pabst firing minigun effectively slides out of my ass. it's time to get a move on.
i hop over the wall to talk to the american guards by the border gate and of course shoot a deer with my beer gatling gun before i get all the way over there.
the man in the tuxedo is now resting by a tree.

that's going a bit too far

Marcus and his men load up and take the two hour trip to the Island. They land on the island's airstrip, finding that many of the already few inhabitants have left and gone back to the mainland. 162 people remain, most of them in the residential area. Part of this residential area, mostly near the ferry docks, has been looted.

The dockyards are mostly deserted save a couple fishing vessels, recreational boats and a single ferry.

A temporary base is established at the airfield. A proper base is looked in to, perhaps at Fort Holmes, but for now isn't feasible.

6 local police forces are the only peacekeepers that remain, who tell them that a small band of looters is hiding in the high forests in the north of the island. The heaviest arms they have are handguns at best. Marcus elects to pursue them.

Oh here's a map.

Your men agree with your position on looking for the looters.

Name: Shane Cranston
Ethnicity: American
Age: 22
Physical characteristics: Full head of curly hair, almost jewfro-like, in decent physical condition, white man
Bio/description: A mostly lazy kid who lived in Virginia was an unproductive member of society has a newfound love for his country. As they say, "You never knew what you had until it's gone."
Allegiance (can be blank):The good ol' US of A (not so united  any more)
Location:North Dakota

Marcus and his men split into teams of 3, combing the forests slowly. The westernmost teams spots the looters near the bottom of the slope down towards Maniboajo Bay. The rest of the men converge on this point and surround them, using the trees and brush as cover. Marcus speaks through a megaphone and orders them to drop their weapons and put their hands on their heads, as they are surrounded.

Could I somehow nerf it? like lighter scales or something?

I seriously dislike being human all the time.

(Litteraly. 99.99% of roleplays, anywhere is just humans, humans humans.)

I'd honestly nerf the deathclaw if I get to play as it.

But seriously, the only time I'd be human in a roleplay is if it's forced upon me.

Other creatures I'd Rp as if I can't be a deathclaw overall:
Some Radscorpion.
A NukaLurk (Mirelurk Varient)
Komodo Dragon (They exist. Check the wiki for fallout 2)
Mutant Crocodile (The picture on the right side. Cut enemy (Possibly) for fallout tactics 2)
Night Stalker

Those are my other options besides a (to me) boring human.

Could I somehow nerf it? like lighter scales or something?

I seriously dislike being human all the time.

(Litteraly. 99.99% of roleplays, anywhere is just humans, humans humans.)

I'd honestly nerf the deathclaw if I get to play as it.

But seriously, the only time I'd be human in a roleplay is if it's forced upon me.

Other creatures I'd Rp as if I can't be a deathclaw overall:
Some Radscorpion.
A NukaLurk (Mirelurk Varient)
Komodo Dragon (They exist. Check the wiki for fallout 2)
Mutant Crocodile (The picture on the right side. Cut enemy (Possibly) for fallout tactics 2)
Night Stalker

Those are my other options besides a (to me) boring human.

Humans only.

Marcus and his men split into teams of 3, combing the forests slowly. The westernmost teams spots the looters near the bottom of the slope down towards Maniboajo Bay. The rest of the men converge on this point and surround them, using the trees and brush as cover. Marcus speaks through a megaphone and orders them to drop their weapons and put their hands on their heads, as they are surrounded.

None of them surrender. One opens fire, and the others follow. You and your men dispatch them quickly. Your men appear unharmed, at least.

what about the swedish orphans

None of them surrender. One opens fire, and the others follow. You and your men dispatch them quickly. Your men appear unharmed, at least.

A shame. Marcus collects his men and checks the bodies of the dead. Most of them appear to be tourists. They were sitting on quite the horde of supplies, mostly from the shops near the dockyard. Ammo and useful materials are scavenged, and everything not immediately vital is given back to the residents. Marcus informs the police captain of the development.

The airfield has a high power radio, and one of the men modifies it to be able to communicate with Camp Grayling. Marcus reports his current status to Albourgh, and then takes his men to mainland Mackinaw to secure the National Guard armory. Mackinaw, too, is significantly depopulated, with many people leaving to independent Traverse City or Saudi aid centers.

Upon arriving they notice that it is deserted. Marcus uses the keycard to open the armory and then takes the weapons and ammunition there. On the way they meet a local police officer who joins up with them. He is well respected throughout the community and knows the surrounding land and people well.

I wake up in a tent. Military gear and three other men, my fireteam, are inside the tent. We've awoken to the sound of an alarm.

that's going a bit too far
ok just quote post without the pabst cannon then :(

i hop over the wall to talk to the american guards by the border gate.
the man in the tuxedo is now resting by a tree.

They tell you to hurry up with your mission. Apparently, intelligence suggests the Koreans are planning an attack.

A shame. Marcus collects his men and checks the bodies of the dead. Most of them appear to be tourists. They were sitting on quite the horde of supplies, mostly from the shops near the dockyard. Ammo and useful materials are scavenged, and everything not immediately vital is given back to the residents. Marcus informs the police captain of the development.

The airfield has a high power radio, and one of the men modifies it to be able to communicate with Camp Grayling. Marcus reports his current status to Albourgh, and then takes his men to mainland Mackinaw to secure the National Guard armory. Mackinaw, too, is significantly depopulated, with many people leaving to independent Traverse City or Saudi aid centers.

Upon arriving they notice that it is deserted. Marcus uses the keycard to open the armory and then takes the weapons and ammunition there. On the way they meet a local police officer who joins up with them. He is well respected throughout the community and knows the surrounding land and people well.

Camp Grayling applauds you on your progress.

The police officer points out ideal positions for fortification.

I wake up in a tent. Military gear and three other men, my fireteam, are inside the tent. We've awoken to the sound of an alarm.

You remember being a member of North Dakota's national guard. You are in the Fraine barracks, Bismarck.

You and your squad exit the tent immediately, and the alarm turns off soon after. You are informed by your superiors that it was a training exercise, and that your squad did well.