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by Cainesland » Fri Sep 16, 2016 4:04 pm

by Ameige » Fri Sep 16, 2016 5:09 pm
Ormata wrote:Question.
How prevalent are vehicles / the equipment necessary to repair and use them? I mean, like...cars (Not of nuclear design, that is).

by Alouite » Fri Sep 16, 2016 5:11 pm

by Ameige » Fri Sep 16, 2016 5:18 pm
Cainesland wrote:Ameige wrote:So in regards to the latest poll about the fallout 4 background. Are we referencing the actual game or did NAR make up something to use to make an excuse to involve the commonwealth?
I ask cause I just got my computer working again today so I haven't had time to go through everything and read all that has been going on since my absence a few weeks ago.
The game. So any history or information introduced with fallout 4 is rendered non-canon by the vote.

by Alouite » Fri Sep 16, 2016 5:51 pm
Ameige wrote:Cainesland wrote:
The game. So any history or information introduced with fallout 4 is rendered non-canon by the vote.
Crud. I was hoping to use that knowledge to have my ghoul character visit some of the vaults and nuka-world.
Dang.
So what now? Is the commonwealth off limits or are we just going to wing it in terms of lore there or... what?

by Ameige » Fri Sep 16, 2016 5:59 pm
Alouite wrote:Ameige wrote:
Crud. I was hoping to use that knowledge to have my ghoul character visit some of the vaults and nuka-world.
Dang.
So what now? Is the commonwealth off limits or are we just going to wing it in terms of lore there or... what?
It will be rewritten. I will post about it in the IC when it becomes open for RPing and thereby open it up.


by Alouite » Fri Sep 16, 2016 6:05 pm
Ameige wrote:Alouite wrote:
It will be rewritten. I will post about it in the IC when it becomes open for RPing and thereby open it up.
with the commonwealth, are we going to be continuing the rp's sanction of keeping everything real life sized instead of the crummy 1/3 size of everything that the games have? Cause that would be considerably helpful with spectacle island.
Also, thanks. I'll be waiting for it to pop up.
by Cainesland » Fri Sep 16, 2016 6:09 pm
Ameige wrote:Alouite wrote:
It will be rewritten. I will post about it in the IC when it becomes open for RPing and thereby open it up.
with the commonwealth, are we going to be continuing the rp's sanction of keeping everything real life sized instead of the crummy 1/3 size of everything that the games have? Cause that would be considerably helpful with spectacle island.
Also, thanks. I'll be waiting for it to pop up.

by Ameige » Fri Sep 16, 2016 6:12 pm

by Ameige » Fri Sep 16, 2016 6:15 pm
Cainesland wrote:Ameige wrote:
with the commonwealth, are we going to be continuing the rp's sanction of keeping everything real life sized instead of the crummy 1/3 size of everything that the games have? Cause that would be considerably helpful with spectacle island.
Also, thanks. I'll be waiting for it to pop up.
We can be virtually guaranteed that the institute will be there and synths will too as that was introduced in fallout 3 not 4. The brotherhood airship will not be back either.

by Alinora » Fri Sep 16, 2016 6:17 pm
Ameige wrote:Cainesland wrote:
We can be virtually guaranteed that the institute will be there and synths will too as that was introduced in fallout 3 not 4. The brotherhood airship will not be back either.
yeah you really got to either play fallout 4 or watch youtube videos of people playing it.
You'll get a kick out of the fallout 3 institute reference there.
But yeah the brotherhood didn't show up till fallout 4 which I believe was 10 or 15 years after fallout 3 so yes,
having them there before they are supposed to would be silly.

by Ameige » Fri Sep 16, 2016 6:25 pm
Alinora wrote:Ameige wrote:
yeah you really got to either play fallout 4 or watch youtube videos of people playing it.
You'll get a kick out of the fallout 3 institute reference there.
But yeah the brotherhood didn't show up till fallout 4 which I believe was 10 or 15 years after fallout 3 so yes,
having them there before they are supposed to would be silly.
They showed up in 2287, so 10 years after Fallout 3.
by Cainesland » Fri Sep 16, 2016 8:09 pm

40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)
Strength: 6
Perception: 4
Endurance: 5
Charisma: 7
Intelligence: 7
Agility: 4
Luck: 7
by Cainesland » Fri Sep 16, 2016 8:10 pm
Alouite wrote:Would you be so kind as to bump your app Cainesland?

by Ameige » Fri Sep 16, 2016 8:52 pm
by Cainesland » Fri Sep 16, 2016 9:03 pm
Ameige wrote:Love your new character app Cainesland. Would be interested to see what would happen if this Russian guy ever ran into Taliyn.
After all her back story is that she is from parents with German and Russian ancestry. A German and a Russian that were in America for political reasons, joined up after the bombs dropped, next thing you know 200+ years later, Taliyn exists.
If we ever decide to allow Alaska into the rp, your idea of the soviets trying to re-take Alaska would be an interesting debacle to deal with now that there is probably little if any army left up there to fight them off.
China only wanted Alaska for it's oil so unless oil becomes an issue for them again in the near future, I cant imagine they will bother to attack it again, and given all the bombs dropping there I cant imagine many machines requiring oil such as cars or factories are still up and running, or that much of a military is left there to attack anything at this point.
But Russia... that is a big lot of empty space with very few big cities.
They could possibly still be going or at least revolutioned and starting new as something else 200+ years later.

by Ormata » Fri Sep 16, 2016 9:19 pm
Strength: 2
Perception: 4
Endurance: 3
Charisma: 9
Intelligence: 10
Agility: 3
Luck: 9

by Ameige » Fri Sep 16, 2016 9:23 pm
Cainesland wrote:Ameige wrote:Love your new character app Cainesland. Would be interested to see what would happen if this Russian guy ever ran into Taliyn.
After all her back story is that she is from parents with German and Russian ancestry. A German and a Russian that were in America for political reasons, joined up after the bombs dropped, next thing you know 200+ years later, Taliyn exists.
If we ever decide to allow Alaska into the rp, your idea of the soviets trying to re-take Alaska would be an interesting debacle to deal with now that there is probably little if any army left up there to fight them off.
China only wanted Alaska for it's oil so unless oil becomes an issue for them again in the near future, I cant imagine they will bother to attack it again, and given all the bombs dropping there I cant imagine many machines requiring oil such as cars or factories are still up and running, or that much of a military is left there to attack anything at this point.
But Russia... that is a big lot of empty space with very few big cities.
They could possibly still be going or at least revolutioned and starting new as something else 200+ years later.
Thank you, Amiege.![]()
I would find it pretty cool if a metro 2033 thing to be going on, at least in European Russia. Such as where the subways are bomb shelters and the people live in them and every station is a different civilization or grouped together by ideology.

by Ameige » Fri Sep 16, 2016 9:37 pm
by Cainesland » Sat Sep 17, 2016 12:27 pm
Ormata wrote:Bumping my Application.
Name: Erik Zaleski
Age: 54
Gender: Male
Appearance: An aging man, General Zaleski is of slight build. His muscles have long-since atrophied, and he must use a cane to walk. His hair, brown, has since began to bald heavily, and his moustache becoming rather decrepit in recent years. He uses reading glasses as well, as his eyes have become rather cloudy.
Political Alignment: Portland Republic
Strength: 2
Perception: 4
Endurance: 3
Charisma: 9
Intelligence: 10
Agility: 3
Luck: 9
Skills:
Well-Versed: He has read Napoleon, the teachings of Rommel, and the Art of War. As such, his knowledge on tactics is very, very good. In addition to this, he has read on the Tachankas of earlier periods, in addition to tanks.
Bulldog: Whatever physical faults the man might have, he is relentless. In his eyes, strength lies in digging in, persevering where others cannot. In that measure, he is a strong advocate of the Maginot doctrine, as it were.
Diplomat: While his tactics have not been used in some time, if at all, he has become extremely skilled, albeit skills without use, in the art of negotiation. He brings an abrupt sense of honesty, and is quick-witted enough to spot a bad deal.
Technical: As a former Engineer, Zaleski has great knowledge in that field, knowing how to break something apart and put it back together again. He, in his younger years, spent a long time looking at the Vertibird, the designs and the like, which had been a part of the Vault’s systems.
Weaknesses:
Crippled: Due to instances in his youth, Zaleski is crippled. He cannot run, and can only maintain a hobbled walk. In addition to this, he cannot bend his left leg entirely.
Weak: As a young man, and indeed now, Zaleski was weak in stature due to long stints in the hospital. He cannot lift heavy objects, in any capacity, though luckily, in his position, he does not have to.
Weapons:.32 Pistol, .45 Auto SMG
Other Items: He doesn’t carry much, on his person. An engraved lighter, a pack of cigarettes, and perhaps a chocolate or two. He’s known to like those.
Bio Born into the Vault, as a young man Zaleski did as most young, intelligent men did; he became an Engineer. While a prestigious reader, the man was extremely interested in the machinery of the Vault, and of the Pre-War world. He quickly learnt the machinations of a machine gun, Power Armor, and the Vertibird, along with technology that came far before. He was so interested, in fact, that he volunteered to discover why the Vault’s generators were not working at full capacity, and as a result, now walks with a limp.
After this accident, and several more, left him permanently incapable of performing the physical duties one would expect of an Engineer, such as moving about, handling tools, and fixing things, Zaleski went into politics, or rather, the Vault’s equivalent. He was greatly useful in administration, acting with supreme knowledge of the affairs within 93, and became close with the old General. The man would, later, pass his sword onto Zaleski, who has since lead with less religious fervor against the natives and with just as much skill. It was his decision to open the Vault and establish the community, with the intent of bringing ties with the native peoples and repopulating, as it were, with fresh genes. His mild acceptance of the natives has, to his dismay, not been shared with the rest of the Republic.
[****Keep For Tracking****]

by Ormata » Sat Sep 17, 2016 1:18 pm
Cainesland wrote:Ormata wrote:Bumping my Application.
Name: Erik Zaleski
Age: 54
Gender: Male
Appearance: An aging man, General Zaleski is of slight build. His muscles have long-since atrophied, and he must use a cane to walk. His hair, brown, has since began to bald heavily, and his moustache becoming rather decrepit in recent years. He uses reading glasses as well, as his eyes have become rather cloudy.
Political Alignment: Portland Republic
Strength: 2
Perception: 4
Endurance: 3
Charisma: 9
Intelligence: 10
Agility: 3
Luck: 9
Skills:
Well-Versed: He has read Napoleon, the teachings of Rommel, and the Art of War. As such, his knowledge on tactics is very, very good. In addition to this, he has read on the Tachankas of earlier periods, in addition to tanks.
Bulldog: Whatever physical faults the man might have, he is relentless. In his eyes, strength lies in digging in, persevering where others cannot. In that measure, he is a strong advocate of the Maginot doctrine, as it were.
Diplomat: While his tactics have not been used in some time, if at all, he has become extremely skilled, albeit skills without use, in the art of negotiation. He brings an abrupt sense of honesty, and is quick-witted enough to spot a bad deal.
Technical: As a former Engineer, Zaleski has great knowledge in that field, knowing how to break something apart and put it back together again. He, in his younger years, spent a long time looking at the Vertibird, the designs and the like, which had been a part of the Vault’s systems.
Weaknesses:
Crippled: Due to instances in his youth, Zaleski is crippled. He cannot run, and can only maintain a hobbled walk. In addition to this, he cannot bend his left leg entirely.
Weak: As a young man, and indeed now, Zaleski was weak in stature due to long stints in the hospital. He cannot lift heavy objects, in any capacity, though luckily, in his position, he does not have to.
Weapons:.32 Pistol, .45 Auto SMG
Other Items: He doesn’t carry much, on his person. An engraved lighter, a pack of cigarettes, and perhaps a chocolate or two. He’s known to like those.
Bio Born into the Vault, as a young man Zaleski did as most young, intelligent men did; he became an Engineer. While a prestigious reader, the man was extremely interested in the machinery of the Vault, and of the Pre-War world. He quickly learnt the machinations of a machine gun, Power Armor, and the Vertibird, along with technology that came far before. He was so interested, in fact, that he volunteered to discover why the Vault’s generators were not working at full capacity, and as a result, now walks with a limp.
After this accident, and several more, left him permanently incapable of performing the physical duties one would expect of an Engineer, such as moving about, handling tools, and fixing things, Zaleski went into politics, or rather, the Vault’s equivalent. He was greatly useful in administration, acting with supreme knowledge of the affairs within 93, and became close with the old General. The man would, later, pass his sword onto Zaleski, who has since lead with less religious fervor against the natives and with just as much skill. It was his decision to open the Vault and establish the community, with the intent of bringing ties with the native peoples and repopulating, as it were, with fresh genes. His mild acceptance of the natives has, to his dismay, not been shared with the rest of the Republic.
[****Keep For Tracking****]
Was his vault populated by military men or was there a reason why power armour and vertibirds something he could learn about there? I can see machine guns though. Unless it was mainly theory as vaults didn't have power armour or vertibirds.

by Ameige » Sat Sep 17, 2016 2:12 pm
Alouite wrote:Ameige wrote:
with the commonwealth, are we going to be continuing the rp's sanction of keeping everything real life sized instead of the crummy 1/3 size of everything that the games have? Cause that would be considerably helpful with spectacle island.
Also, thanks. I'll be waiting for it to pop up.
It wouldn't work any other way so yes, after all if we scaled down now we'd have to shrink Boston on google maps and I have no idea how I'd do that. So yeah, everything stays scaled to IRL size.
by Commonwealth of Hank the Cat » Sat Sep 17, 2016 5:08 pm
by Pacific Brotherhood of Steel » Sat Sep 17, 2016 6:01 pm
Commonwealth of Hank the Cat wrote:Some jerk-dick added a few troll areas on the map. Alouite, can you give me editing powers? I want to update and give more detail to the Thunder Bay Enclave.
by Commonwealth of Hank the Cat » Sat Sep 17, 2016 6:13 pm
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