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Post by GuardsGhost on Sept 17, 2013 17:41:29 GMT -5
This is the thread for Fallout RP centered in the New York region of Long Island. The OP will be updated as info is collected and decisions are made. Current factions: The Guards- Descendants of National Guard and LIPD personnel who have created their own society that still flies the Old World flag of America, the Guards have taken up residence on Shelter Island, fortifying the area and using it as their base of operations. The Guards do not have civilians, instead acting as a protection force for other survivors and wastelanders, protecting settlements from Raiders and other threats. In exchange for their continued protection, the settlements provide them with pools to recruit from, and supplies such as food and water. The system has worked well so far, with Guards influence expanding across Shelter Island and onto the rest of Long Island. They've garnered enough supplies to begin patrolling outside of Shelter Island, establishing outposts on the mainland of Long Island. Standard Guard ArmorAdvanced Guards Armor, instead of horse there is a golden harp emblem on the helmet, the faded white '100' is a faded white '69'The only visible part of the Projects Complex Pre War, now, it's goneThe Project- The Project was started in the middle of World War 2 by the American Government, to prepare secret weapons to gain an edge on the enemy. Their supposed experiments and research were the target of many conspiracy theorists, but few people actually vocalized their concerns, believing that any research done was to stop the dirty Reds from taking over the American Dream. After the Nuclear Holocaust, it was assumed by the world that The Montauk Project was finished for good. But, "The fewer the facts, the stronger the opinion." Arnold H. Glasow
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Post by The Lost Traveler on Sept 18, 2013 0:20:53 GMT -5
Other concepts mentioned:
1. A Vault: Derelict and overrun by mind-controlled madmen. 2. Babylon: A city based on the ancient civilization. 3. A Viking type group (mentioned to me by another user, since I can't remember who it was - please take credit!)
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Post by Zenios on Sept 18, 2013 10:43:03 GMT -5
Pretty sure I was the one who was pitching the Viking raiders idea. They'd make for an interesting enemy, but I'm not sure how feasible improvised longboats are in the Long Island area. Call them based in a history book and good at scavenging and you've got a reason for their existence and equipment, but the logistics beyond that would be... interesting to figure out.
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Post by The Lost Traveler on Sept 18, 2013 13:13:06 GMT -5
Good point. Especially because you can't seem to do much with blasted, dead wood. To the best of my knowledge the only carved wood is in Oasis (wooden gate, chairs, and torches). Maybe they make their longboats out of scrap metal - that would be Fallouty!
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Post by GuardsGhost on Sept 18, 2013 16:48:19 GMT -5
Let's focus on the environment and two current factions first fellas.
I'm thinking post-apocalyptic Long Island would be clusters of dead suburban areas, split up by small patches of (now destroyed) woodsland. So we'd have a lot of broken roads, irradiated ponds/rivers, burnt and blackened woods and ruined houses.
However, out East (where we're working on) is more farmland and vineyards. Much less suburban towns/hamlets. I'd see a lot of irradiated wasteland out here tbh, the fallout having done most of the damage. So, what we'd see here is mostly intact buildings, lots of irradiated water.
Shelter Island itself would be heavily wooded, with small harbors/ports. Nothing big like in the city, mostly docks for people to park their private boats. What I'm thinking here is that we have a few operational ships that the Guards use to ship troops onto the Mainland, water mostly irradiated and infested with mirelurks and other nasty creatures. The woods themselves would be...well, destroyed, feral dogs/wolves roaming them along with perhaps mutated birds.
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Post by GuardsGhost on Sept 18, 2013 17:38:35 GMT -5
Also: WIP
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Post by The Lost Traveler on Sept 18, 2013 17:42:04 GMT -5
Ah. I wasn't try to jump too far ahead, just wanted a list of all current ideas floating around.
So, from the sounds of it, Long Island would have two parts - ruined suburban areas with woodlands all around, and then to the east farmlands/wasteland.
So, a couple questions.
Where would most of the post apocalyptic cities be? Would they be in the ruins of old cities, trying to rebuild them and thrive? Or would they be out east, completely new cities made out of scrap (sort of like Megaton). Also, if we use BadHarry's mutants from that mod site, and say that the Project had literally filled LI with all sorts of monsters, where will they be? Out in the east where the wasteland/farmlands are? In the dead forests and suburban areas? Or a bit in both, depending on the types of experimental mutants?
Also, and this is just clarification for me, are the Guards going to be set up on Shelter Island?
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Post by The Lost Traveler on Sept 18, 2013 19:33:32 GMT -5
So. This is the idea I got when you were telling me the history of the original Montauk scientists and the Guards.
I was thinking we can have a Raider faction around East Hampton. They sprung up shortly after the bombs fell and were raiding nearby communities for survival. The reason why those escaping scientists and Guards were wiped out was because these Raiders attacked them. Which is why the Guards turned their attention to the Raiders save the Project - thinking it was dead now. These Raiders were the primary menace against North Haven, just like the Riverhead tribals were on the other side. However, recently these Raiders have stopped attacking, because they are now dealing with the freak shows that come out of the Project.
It seems like a good intermediary faction that fills in the gaps in the stories of the main two factions.
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Post by GuardsGhost on Sept 18, 2013 20:31:11 GMT -5
I like that a lot actually. We could definitely have a sorta misc. bandit faction that's been giving them trouble, and is now fighting the Project. If someone wanted to RP as them, we could develop them more. So, here's a rough draft of factions that still need to be developed! The Flanders Bay Pirates: A group of raiders that have a rather risky, but effective strategy. They ride over to fishing villages on rafts, avoiding Mirelurks and other creatures in the Peconic bay. They land on the shore, charging in with guns and machetes, burning and looting villages and taking prisoners. The Flanders Bay Pirates relaxing in a makeshift camp, near a crashed bomberRiverhead Tribals: In the town of Riverhead and around it, the tribes have been united by one Chieftain. They are not technologically advanced, but they are determined and brave, fighting both the bay Pirates and the Guards. Misc. Bandit/Raider Gang: Some people just aren't good. After the bombs dropped, people degenerated into looting, murdering, and indulging in every vice they could. These Raiders have been terrifying the southern fork for years, though recently their activity has....died down significantly. Alright! Now that we've got a basic rough idea for Factions done, we really need to focus more on creatures and environment, though we can definitely re-visit these later. Now, first off for creatures: Feral Dogs: Does this even need to be described? Tribal Hunting Dogs: These vicious hounds genes survived a nuclear holocaust, and its descendants are used by the Riverhead Tribals as attack hounds and hunting beasts. Many a Guard has fallen from one of these tackling them while distracted. Once the dog has its prey on the ground, its razor sharp teeth do the rest. Feral Ghouls: Your run of the mill feral Ghouls, commonly found roaming in the western suburbs. They are dangerous, and rather terrifying to look at. The Guards have a strict 'shoot-first' policy regarding Ghouls, which includes sentients...shoot for the head boys! An infected GuardRed Shell Mirelurks: Long Island was always popular for its crab fishing, though not so much anymore. The crabs are striking back, giant red shells seen emerging from the water, and then crushing any who are before them with their brutal claws. Those are just a few ideas for creatures/enemies we can place.
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Post by The Lost Traveler on Sept 18, 2013 23:23:51 GMT -5
Sure. I wouldn't mind roleplaying as them or any of the factions, even one of the big two (though I think the Guards are yours, with how much time you've put into thinking about them). As for the creatures, I like having feral ghouls roaming around the suburbs out west - definitely fits. Imagine hundreds of feral ghouls living in ruins of their old towns and wandering through blasted forests - more than enough incentive to not head too far west (or for the New Yorkers not to head too far east).
But a question - what about the animals around the Project? I imagine feral dogs to be the first thing to be munched on by the freak experiments from Montauk. Couldn't we have a set of stronger creatures up by the Project that can take on the abominations coming out of the Projects toe to toe? So, not only do people in the area have to deal with whatever comes out Montauk, but also Yao Guais, Deathclaws (not invisible) or even robots like Mister Gustsies and Sentry Bots.
Edit: Speaking of robots, where the presence of the National Guard is felt the most in Fallout 3 is when there are robots nearby. Like in the National Guard Depot and the checkpoints that were set up throughout the Capitol Wasteland that have army trucks and a leveled robot nearby guarding it. Even if you do decide that the Guards themselves have robots at their disposal, there can still be some completely hostile ones out in the wasteland - having gone rouge in the years after the bombs dropped, even if they were once under the control of the National Guard.
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Post by GuardsGhost on Sept 19, 2013 0:45:20 GMT -5
Oh, by no means are those creatures the -only- creatures to be found. These are just a rough draft, and any other creatures you think would fit feel free to post them and a short description. You can even make up your own mutated versions of native long island animals.. idgaf As for Robots...that's an intriguing idea!
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Post by The Lost Traveler on Sept 19, 2013 3:20:18 GMT -5
My own mutated version of animals? Hm. I'll have to think about that.
And yeah, I figured it was definitely something that the National Guards would have.
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Post by GuardsGhost on Sept 19, 2013 13:24:49 GMT -5
Project Afflicted Bandit 'Crawler'History Pending Project Experiment 'Freak'History Pending
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Post by The Lost Traveler on Sept 19, 2013 13:46:46 GMT -5
The Crawler looks awesome. A good mix of creepy and scary. I imagine a more humanoid version of the Tunneler, crawling through the ruins of buildings by Montauk. The Freak is good as well. At first glance, it looks like just a feral ghoul but having all the exposed muscles and the long laws is a nice touch. Kinda wish I had Fallout for the PC to add all these mods.
As for the history in the rp, I think they have to been human at some point and were changed via experiments. But what were the goals? For the Freaks, a radiation type experiment might make sense, perhaps splicing the genes of a Deathclaw and human together (hence the clawed hands) and then infecting it with radiation?
As for the Crawler, I'm not sure. The clothes/appearance may be hint. Perhaps captured miners from some pre-war mine?
Edit: Actually, I just read the "Afflicted Bandit" part. I like it. Not only are they fighting and overwhelming the bandits/raiders, they're kidnapping some and doing experiments on them. Definitely adds to the whole creepy vibe.
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Post by Deleted on Sept 19, 2013 16:39:33 GMT -5
Telefrags
Telefrags are the hideous mistake of the Project's experiments with teleportation. Teleporting (or 'porting') more than one subject at a time, or accidentally teleporting a subject to the same place as another person was standing created the warped beings that the scientists christened "Telefrags." They were originally prisoners granted to the Project by the Government from Ryker's island. Nowadays, they are created by the project's automated guidance systems, from wastelands and raiders who break in looking for loot. Whilst ungainly, they attack with the ferocity of two men, and possess their endurance too. Their minds have long been destroyed by the traumatic teleportation accident, and will attack any non telefragger on sight.
Project Super Mutants
Project Super Mutants are the Project's attempt to cure or reverse the FEV virus. This is in the form of a mutagenic forum that repairs any damage done to the genetic matrix. However, the serum is only partway successful. Mutants affected lose significant weight, turn feral and start to rot in a ghoul-like manner. Although slower than most mutants, they are faster, to the point that they can even sneak up on victims.
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