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Post by The Lost Traveler on Sept 19, 2013 17:14:26 GMT -5
I like the telefrags, bringing in some of the original myths behind Montauk into the rp. As for the super mutants, well, you just have to have FEV and supermutants, now don't you? I wonder though, do they have the healing and regeneration from radiation as well? If they do, and they are still as strong as supermutants and can sneak, that would make them hella strong.
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Post by GuardsGhost on Sept 20, 2013 13:12:48 GMT -5
Love the ideas personally. TLT came up with an idea for mutated horses for the Riverhead Tribals, to give them a bit of an edge. Obviously, we'll need to figure out how that'd work, considering horses are herbivores.
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Post by Zenios on Sept 20, 2013 13:21:46 GMT -5
Well, it's entirely possible that they just... mutated into carnivorous killing machines, isn't it?
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Post by GuardsGhost on Sept 20, 2013 13:25:00 GMT -5
I like the way you think Zen.
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Post by The Lost Traveler on Sept 20, 2013 13:25:01 GMT -5
I also thought of Cats, which I got the a okay to add to the thread. Cats: Just like with the domesticated dogs set on the west side suburbs of Long Island, this particular breed of cats mutated and evolved to lose most of it's fur, developing a hardened exoskeleton of skin around the barebones and muscles. They have also be come several sizes larger than their pre-war predecessors, and use their claws and now sharper fangs to hunt. Tribals, such as the Riverhead Tribals, go out to hunt the solidary beasts as a rite of passage, often taking their tails (one of the few places that still has fur) and fashioning it as either a belt, bracer or choker as a trophy.
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Post by GuardsGhost on Sept 21, 2013 11:34:13 GMT -5
Those cats are scary. Really scary. Like, wow.
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Post by The Lost Traveler on Sept 21, 2013 12:26:42 GMT -5
Sad to say, I can't take the credit for drawing them. Found the pic on deviantart, but I think it matches the feel nicely.
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Post by GuardsGhost on Sept 21, 2013 14:43:25 GMT -5
Also, we got a -No- from Immortal on the Horses.
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Post by The Lost Traveler on Sept 21, 2013 15:35:51 GMT -5
That's a shame. So, any other ideas about why the Riverhead Tribals are different from the other tribals that fell under the Guards banner?
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Post by GuardsGhost on Sept 21, 2013 15:50:53 GMT -5
One comes to mind. The Riverhead tribals use wardogs, none of the other tribes did. Also, they probably conquered a few surrounding tribes...so...maybe! Insteado f Riverhead Tribals...The Riverhead Confederacy?
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Post by The Lost Traveler on Sept 21, 2013 16:55:58 GMT -5
In that case, just calling them the Riverheads might be easier.
Speaking of which, the other thing that the Riverheads have that the other tribals don't is the town - Riverhead. Perhaps along with conquering other tribes, thereby bolstering their numbers, they've also heavily fortified their main headquarters - Riverhead. Granted, since they're tribals they're probably nomadic but if there's some sort of law, religious or otherwise, that makes sure at least one tribe is there for a whole month and there's at least twelve tribes in the Riverhead than the town would be defended year round.
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Post by GuardsGhost on Sept 21, 2013 17:14:29 GMT -5
Yeah! That'd be how they've been giving the Guards trouble. Sending the individual tribes via a council to attack the Guards.
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Post by The Lost Traveler on Sept 21, 2013 17:54:32 GMT -5
So, it'll be a cycle system. One month of relative rest in Riverhead, one month of war against the Guards and the rest of the time they'll just be scraping by. How about have them be made of a Council of Twelve, the twelve chieftains of each tribe given supposed "equality" but the Riverhead tribe (the one who did the conquering in the first place) more or less stays in Riverhead and the surrounding areas (which, we'll say, is the best supplied and protected area in the tribal lands) and has the final call in the Council. And the reason why they don't let the rest of the tribes come and settle on their lands is both because it would sap up it's resources quickly and because if there was any tribe who stuck around too much in the village they could threaten to take over the whole system.
How does that sound?
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Post by GuardsGhost on Sept 21, 2013 17:57:45 GMT -5
Sounds good to me
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Post by The Lost Traveler on Sept 21, 2013 18:15:04 GMT -5
Okay. I have something to run by you.
It deals with the Flanders Bay pirates. So, I was wondering, how exactly do they manage to avoid the Mirelurks both to the shores of the Peconic Island and then back from it, when the noise of a gunfight would probably have caught their attention?
I think you know where I'm going with this: Stealthboys.
It would make sense. They can cross the sea of scrap metal rafts painted blue, avoid any Mirelurks that might be swimming underneath, hit the fishing village take what they can get, load up, and then escape back into the Bay as the islanders deal with the Mirelurks who were drawn to the scene.
The only problem with this is with supplies - how do they get that many stealth boys? I thought of two possibilities. One, like the Nightstalkers from Jacobstown, a few of them could bite or break it open and drink the fluids, and then it would be passed down genetically. This would make them perpetually invisible, it would also make them batshit insane - so much so they may not even be able to consciously think about pirating.
The second option is that they either create Stealthboys or found out how to modify them so that a single one lasts a long while and can be used multiple times. For this, perhaps the leader of the pirates is actually a scientist, either ex-Enclave, Vault-tec (if he's a ghoul or something) or Project. And the reason why they band together around him is because he's able to grant power in the form of the Stealthboys and as a consequence of the constant stealthboy use they are crazy (no avoiding that) and worship him like a godking. So he would be the sane brains of the operation, while all the others are completely batshit.
And to think, all of that came to me while eating dinner.
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