OOC->Chapter 2: Lone Wanderers

Gunslinger

Mildly Dipped
OOC- This is directed to all the old memembers of Lone Wanderers: Caleb (Gunslinger), Grim (Welsh), Rogue (Roguehex), and Fang (Fang).

Its been a while and our story is still clinging desperately on a precipice. I still want to finish it. I think I've matured in my writing techniques and I can assure you guys that I can post regularly.

I guess regularly posting became a problem in our last chapter and I'd rather not see a repeat of that. If you guys don't want to continue, so be it. We'll scrap the "project". But I guess I've invested quite a lot of free time and ideas in "Lone Wanderers" and I'd hate to have it go to waste. Anyway, I do hope that our quartet fully reunites since it was getting stale with just Welsh and I posting back and forth.

And, of course, new members are always welcome. Sorry that the information thread was wiped with the phpbb conversion but the original four characters can probably fill you in.
 
Yeah , i wish i had an idea of what you are talking about, but i never noticed this one on the old forums prob because there were so many things... So i would take a long guess and say you are developing some sort of story...?
 
OOC-Wow, that was a quick reply.

Anywho, its not necessarily a "story" per se, but you know how RPGs go. Sooner or later it just develops into a concrete story with twists and turns and character developments. "Lone Wanders" Chapter One was the best writing I've done in a year and its sparked my interests.

I guess I'll have an opening started real soon. Come one, come all if your interested.
 
Well my writing skills suck , but i'll keep reading here , to see what ur(<- SEE WHAT I MEAN :oops: ) up to...
 
The first role play in a shiney new forum, i would be mad to miss this!

Well anyways, can new people join ? And if so what is it about? If chapter 1 was lost when they chaged the forums then that leaves a whole blank space to be filled...

You dont have to answer yet, I wouldnt mind joining but i have exams coming up so i wouldnt join just yet. Also on a smaller note i am sorta a newb at this i mean i have done rp before but not to any great exstent.
 
You know, I'd just wait around for the weekend to come. I'll post the opening setting on friday or saturday. Until then, stay frosty. Also, all newcomers are welcome. Not many people read chapter one of "Lone Wanderers" so it might just have to bastardized somewhat. And the fellow who made the setting, Fang, has showed up yet. I've also got exams this week so I'm kind of busy.

Until the weekend....
 
hmmm, just like to ask about the settings for character creation, i would like to create a new character but it will be a little hard as i dont know the settings of the RP. For example the world layout, different factions, good guys and bad guys and so on. I dont want to introduce a character thats background has abosolutly nothing to do with the lone wanderers world which would make introductions pretty hard, presuming you are going to keep the original settings!
 
Hey Gunslinger-

SO you want to get this started again? Ok, I'm in.

I think it might be a good idea to do two things though.
(1) that we have both an OCC post for general background and ICC post of in-setting stuff
(2) a ground rule.

I think the ground rule should be simple. The more posts the better, even if its a short post (like a line of dialogue). This way everyone knows you are still in it. If you don't post in 14 days your character may be killed off. If you are going to do this, than please commit. This seemed to work with the old post "escaped slaves" and hopefully it will work for us

I hate to do this but the pattern seems to be that a lot of people get involved early and then drop out, leaving only a few people with the job of keeping it going.

What do you think?

All newcomers welcomed.
 
My Character- Grim,

Grim is an aging "badge" a former lawman who has turned 'head hunter/ bounty hunter." Recently he has been on a quest for personal vengence after being left for dead in the wastes and is recovering from a bad case of sunburn, radiation poisoning and rad scorpion poison. While he is recuperating, it ain't pretty to look at.

Quiet, tacturn, independent, he has little trust of local officials or organizations and generally works alone. Perfers stealth and silent action to a all out brawl.

Grim wears an old hat or scarf around his head, normally a long leather duster type coat, jeans, boots, perhaps a teeshirt or button down as the weather permits. Beneath this he wears a suit of makeshift leather armor.

Weapons include a six-shooter revolver, a hunting knife, shotgun, an a home-made 10mm pistol that fires with adaptions to include a silencer, stock and scope (essentially the pistol can be transformed into rifle) and sniper's rifle.

Currently Grim is lounging in the a bar in the town of Tabis, having survived Chapter 1 and keeping a small treasure of misbegotten currency. He has yet to decide what to do with the money and is waiting to see if any old colleagues show up.
 
Glad to have you back. I accept the two terms above ^.

I think that the last chapter went so badly because there were only four of us (two of us, in fact, at one time) and the posts were being forced along. With new characters, different viewpoints came be taken in. I'd be happy with up to six characters, in fact.

But lets get the setting and everything worked out. I can't remember most of Fang's world but I guess we will have to bastardize it a bit.

Currently Caleb is wandering the deserts around Tabis, having seen the entire Blade encampment destroyed (don't know if you had a chance to read my post).

Get the OOC started on the setting and I'll be sure to contribute. And you'll definitely hear something on Caleb today.
 
the setting- Lone wanders

Dear Gunslinger-

No sorry, I missed it.

Ok, the setting and major characters -

This is loosely based on the world created by Fang from the old forum.

Essentially this is another area similar but distant for the California found in Fallout 1 and 2. The area is comprised of a number of different towns and environs and populate by a few important groups.

Tabis- Is essentially the center of trade and commerce. All major caravans come through Tabis and it probably has the largest single population. Recenlty Tabis has come through an internal political crisis involving a plot to usurp the governing counsel, supported by an alliance of raider gangs. The defeat of both was the subject of Chapter 1.

Bordertown- was the furthest town near the wastes "no man's land" Essentially a trading post that did substantial trade with fringe groups, explorers, raiders and others who preferred less "civilized areas." Bordertown received fewer caravans, was more subject to raids and was protected by the border patrol. Recently, Bordertown was seized by the raider alliance and sacked, the opening move of a plan to dominate the entire area. However, the raiders soon began to fight amongst themselves. Bordertown survives, because its people are resilient. However, the town is currently lawless and the people are hopeful that the Border patrol will return to reassert authority.

The Earthen Shores- basically a dusty messy place. Inside live raiders and other ruffians.

Major groups include-

The Laramie Trading Company- Largest trade caravan in the area. Not alone in the business but a major player, none-the-less

The Ghouls- Generally the ghouls are a fringe group in most towns, doing jobs no one else wants and being discriminated against. However the ghouls also maintain large subterranean communities where they horde remnant of civilization that would otherwise have been lost. The most well-read and intellectual of the inhabitants, the ghouls are also secretive and prefer isolation. The various ghoul communities are often linked by an intricate system of pre-war tunnels and sewars, where such systems exist.
Most interestingly the ghouls are rumored to have maintained a nuclear reactor somewhere and are said trade people for power, the people often becoming part of the ghoul community. However this is only rumors.

NOTE-Players are more than welcomed to play ghouls. Last chapter the ghouls were a major faction.

The Fraternity of the Blades- A very secret quasi-military organization that generally keeps to itself and tends to its own business. Networked throughout the area, the Blades have often been willing to partake of local politics. The internal organization and disposition of the Blades is, however, largely unknown. As compared to the Slayers, the Blades have been often more proactive and often in larger numbers. Some evidence that the Blades have a code of ethics or code of behavior.

The Slayers- Even more mysterious than the Blades, the Slayers are another quasi-military organization that generally keeps to itself. Unlike the Blades, the Slayers are generally unwilling to get involved but are more interested in pursuing their own organizational goals. Supposedly there is a Slayer base somewhere, where its hard to get into and more difficult to join. Slayers use the Pipboy and communicate amongst each other, generally but their purposes are unknown. The often use power armor and are rumored to be willing to engage in political subterfuge when it suits their purposes. Slayers usually work alone or in small groups.

As compared to both the Slayers and the Blades- both are quasi-military. The Slayers have better armor and gear but generally don't do as much. The Blades are more engaging, less quality armor. Both have their own ideas and while the Slayers and the Blades are generally on peaceful terms, the two groups don't usually work together. Most people just leave them alone, although the Blades have a better reputation than the Slayers.

The Border Patrol- While most of the towns have their own police force, the Borderpatrol generally has outposts in most of the major towns and especially in the border areas. if you could imagine the Texas Rangers back in the old Frontier days, you can imagine the Border Patrol. Good folks and a good reputation. Recently they had a bad time in Bordertown, but were instrumental in grouping the caravan leaders to break the Raider blockades.

Raiders- Oh there are a lot of them and recently they have benefitted from an unknown source of weapons and armament in exchange for cooperation (brought to them by Kroeger, a trader/politician) However, the alliance fell apart, Kroeger is missing (they think the headless corpse is his but no one can really be sure).

The Conspiracy- They are out there, but who they are or what they are really up to is also unknown. Recently they are rumored to be behind the raider alliance and the blocades, but that's just speculation. However, they are highly organized and their network is vast. Unclear what they are up to.

Major non-players-

Lets see, there were a number of many are dead. Those that are not or are must missing.

Patch- the ghoul- probably dead but you never really know with ghouls, looks can be deceiving.
Mandrake- wounded and a bad character. Mandrake is a Slayer of the most dangerous sort. A hunter and a killer, but largely independent. Think of "the Professional/Leon" or Victor the Cleaner and you got Mandrake.
Claire Mckinner, vanished (abducted by Mandrake) and probably tied in with the Conspiracy- but you never really know.

This is what figured prominently in Fang's world from Chapter 1. What will come of Chapter 2 is yet to be seen.

Hope this helps. The key here is that its a developing world and while there has been a recent upheavel. Gunslinger- you want to add anything to this?
 
Let's see:

Realism: I thought that Chapter One had a real good realistic vibe going on. Don't expect your character to be a demi-god. You're not going to rush past a blockade of raiders and not take a hit. My character, Caleb, managed to sneak past a raider base in a junkyard but only through supterfuge and taking a lot of damage.

Characters: Don't be afraid to integrate them in the story. Caleb is a Blade and Fang is a Slayer. There was one character who was a ghoul, in fact (though lets presume him dead due to the lack of posts).

Weapons: Since its realistic, don't expect every person to have a Super Laser Cannon, or some such. There *might* be seldom occasions were a piece of heavy machinery is picked up from the past, but that's very seldom. Think rustic weapons that hodgepodged and pieced together or really old weapons from the past. Something you expect to find in an abandonned gunshop, not a miltary bunker.

Posting: There were many delays in the first chapter. Please post regularly. I'm not saying that its a sold commitment buy please don't join only to leave. It puts many plot holes in the story and we might have to kill you off (of course, we'll take control of your character if your absent buy not for long).

Plot: Don't always try to immediately join up with the party. It took about maybe forty posts before all characters in Chapter One to join up. Go ahead and wander a bit and maybe make your path coincide with the groups.
 
I havnt decided upon what to do yet, but the information on Fangs (is it Fang who created the world?) world was very helpfull. I might wait a little and see how this chapetsr goes over the next couple of posts to find a way to intergrate a character, once i think of one that is!
 
Well, well, well! It appears all of our "work" wasn't entirely scrapped after all. Odin uploaded the Archived Boards (look up to the smiley Pip Boy than turn your head to the right so that your eyes are staring at the green words, "Archived Boards" :D) and you can check out chapter one of Lone Wanderers in the RPG section. It's gunna be a long read though (about maybe 80 posts) so pray myophia doesn't ruin your eyes.

Hopefully, this will give you newcomers some background info.
 
Wonderful news- Ok, here is the cut-and-paste version of Fang's World (Not quite Sophie's World, but hey, we do our best.)

OOC- This is a continuation of a thread begun by Fang but which finally reached some closure. However, this is open to both new characters who missed out in the last thread or are interested continuing their characters from the old threat.
Like the earlier chapter, it builds on the same setting with only the some variation.

Rules are simple- as per Krunc's thread- Lookin for 5 who will stay with it. Sit idle for 5 days and you can and will be killed off by who ever posts first on the fifth day.

Ok, Fang's world-

"Tabis
This is our central town, Tabis relies on it’s agricultural success in the breeding of Brahman to it’s advantage, trading for knowledge and weapons which they (along with food) proceed to stockpile. It can be dangerous to travel to this town, and as such, some caravan companies refuse to travel here, leaving Tabis inhabitants forced to wander out themselves in search of trade. As such, their caravan companies are known for their bravery and success despite extreme odds against them. Both the Border Patrol Forces and the Laramie Caravan Company have set up outposts here. Travelers coming from Tabis are hardened, veteran warriors otherwise they would be out of business already, they are always brave and the vast majority can be described as heroic. The rest of the population finds itself working either as farmers or in the orchestrating of trade agreements. Some travelers who come here can afford to ‘buy’ protection on outgoing caravans.

Additional notes- Tabis has recently been blocaded by a Raider alliance with ties to the political establishment of Tabis. The resolution of this blocade was the subject matter of chapter 1. Currently Tabis is rebuilding. A number of its leaders have been killed but the town is mending. Caravans are again operating, but are currently cooperating to break through other blocades on towns throughout the area. In addition to the above, there is a sizeable group of ghouls that have lived and operated, as a sort of "untouchable" class withing Tabis.

Gray Cliffs
Set on the edge of the ocean, the Gray Cliffs is what remains of a pre-war town somewhat expanded after the war, though many of the buildings (except those sheltered in between the cliffs themselves) are somewhat in shambles. One can find haven in Gray Cliffs and its inhabitants have good, successful lives. Many people wander in on caravans and remain for long periods of time, settling down here. With Fraternity territory to the north which can be plagued by raiders who make their way as far south as this town, travel in that direction is not particularly safe. The closest town across west is Tabis, though the route there is perilous as well, this may be another reason why so many people choose to remain here. Inhabitants are particularly sheltered from the politics of the world around. When they do choose to leave, it is usually for a short period of time.

Red Water
The town of Red Water is the most communal center of merchants and traders. It depends almost entirely on trade with outsiders and much of it is dedicated to tourism. The center of the town is ruled by the Trappers, hunters who kill animals, skin them and sell off their remains. These can be for practical use, however in places are used as currency. These two factions are constantly at war, and in occasions this makes the town uninhabitable for visitors. The conflict does not look like it will end any time soon. Merchants can be found selling almost anything in the market’s of Red Water, legal or otherwise. Prices, and the personality of the traders varies heavily. In times when the trade in Red Water is not good, many Merchants venture out to set up shop in another town. Some of the traders own a small shop or house in another town which they can travel to and stay in during these times. Trappers live in Red Water because the animal population (especially Geckos) is heavy there. They may travel off elsewhere to sell their skins, but they usually remain where the source is heaviest. There is a strong sense of unity and community bonding around the Trapper Town especially because of the ‘war’ with the Merchants. Red Water has very little caravaning trade, though those that do exist are prosperous, often used by the Trappers to ship out Skins, Red Water usually relies on business coming to it, not the other way around.

Fraternity of the Blade
The Fraternity is perhaps the most unusual of factions in the Wasteland. Every operative of the organization wears a mask of some description upon his face which is never removed. Little is known about the Fraternity except that they are heroes. Their home territory is far east on the wasteland, eventually bordering the sea. This territory (or at least its borders) can be plagued by raiders. Even without these, it is forbidden to enter this sacred territory without the permission of the Fraternity. Outsiders are never allowed into central territory, and even then, can only visit the outside territory if they escorted by a patrol. Through their territory, there are many encampments. Patrols wander between these, picking up and depositing personnel as they go. Travelers forced to enter their territory can be ‘dropped off’ at these encampments until a patrol heading outward arrives. What the secrets of the Fraternity are, and the goal of the organization are kept very secret and operatives who leave the main territory will never speak of their overall goals, (though their immediate goals are usually obvious.) The Fraternity is widely acknowledged for its heroism, and because of that nature of the organization, nobody really cares about them being so secretive.

Carba
Carba is the window into the true desolation of the north, beyond this point, the wastes are truly terrible. Vicious sand storms wreak havoc, there is no civilization or immediate source of food or water, except that sometimes there can be violent thunder storms, also there are predatory animals ready to attack. Carba is the last safe town before this. It is here that one can buy all the equipment needed to even attempt traversing this terrain. Carba is relatively isolated from the politics of the south. Many people decide to leave Carba because of its independence, although others choose to remain in this would be haven.

Border Town
This town is on the Border of the Earthen Shores, it is perhaps the most dangerous of towns what with the threat of raider attacks from the west. Not to mention the scorching heat, only the tough can bear living in Border Town, and even then, few remain for long periods of time. The Border Patrol Forces base themselves here, as does the most successful caravaning company, Laramie Trucking Corp. There is a large metallic wall several layers thick that surrounds the town. The streets are close together and very cramped in an attempt to block the sun out above, many of the buildings are empty and are up for rent by passing merchants who wish to use them as warehouses or as shops. Frequent caravans comes to Border Town as the east of the town is relatively safe. Other than the Border Patrol, there are very few people who remain in the town for a lengthy period of time. Caravaners come and go very frequently on the inbound and outgoing caravans. Border Town can be subject to heavy raiders attacks from the west, though the current Chieftain is focusing the majority of the raider’s assets elsewhere and has not had time for large raids.

Additional notes- Political changes with the Chieftain and the participation of a resident businessman/politician "Kroeger the traitor" led to fall and capture of Bordertown to local raiders. It is unclear what has happened to the town since. While it is probably that the town was sacked, it is unlikely the town itself was put to the sword. Bordertown has had a violent history, recent events are par the course.

The Earthen Shores
This large basin is a massive dried up lake west of Border Town which is no a hive of raiders and slavers who live in shanty encampments. The scorching sun blazes from above, making the basin one large hellhole. Anything goes here, there are no laws or rules to adhere to. The ruler of the Earthen Shores is he who sits upon the Iron Throne, a literal throne made out of scrap iron and steel, built high at the head of the palace. The ruler is known as a Chieftain, and he rules until he dies, one way or another. The current ruler is going through many revisions to ‘policy’ and a lot is changing. Nobody knows much about the raiders and slavers here. Many seem to be nomadic, wandering between shanty encampments, always changing home, fighting and competing amongst themselves. Others nearer the central Palace and the throne (which can also be known as the Steel Throne) are less nomadic and remain longer in the central city, and if they do leave, often return as soon as possible.

Additional notes- There is substantial evidence that either within the Earthen shore or beyond it lies a substantial resource of military armament and supply. Such supplies were recently sold, in bulk, to various raiders in turn for their alliance and services. The location of this base is unknown.

The Ghouls Reactor
The Ghouls, to the south east of the Wastes, are operating a nuclear reactor. It is optimized to the point it is spitting out power tenfold the amount needed to sustain itself, and the excess is put into ‘batteries’ and sold to outsiders. The Ghouls never contact outsiders however, they go through a local tribe which believes that they are their spirits. The Ghouls have also seemingly discovered a technique to effectively make a pure-strain human into a ghoul (which the Tribes often go along with ‘being made into spirits.’) The reactor is frequently under the threat of invasion, but as yet nobody seems to have made an attack on it.

Additional notes- The ghouls have a substantial, if largely invisible, presence throughout the Wastes. Often working in less savory occupations, ghouls are the "low" class of inhabitants. However, the ghouls have also been collectors of artifacts and the keepers of science, philosophy and lost humanities, and thus are often the most cultured and sophisticated of Wastes inhabitants. They are prone to live in large caverns beneath the surface.

The Council
The Council of the All Knowing, or the Council of Knowledge, act out of an old pew-war Vault. The Vault has taken heavy damage and was practically dead when they came across it. But from one room of computer tied up to the library network, they learnt everything that was needed to know, both about the wastes, pre-war matters and many trivialities as well as information that could be potentially useful. For one thing, they now knew how to go about fixing parts of the vault in which they were able to turn the power on in. They also created many ‘hidden rooms’ or so the rumors say. The Council is divided into the Circle of Elders and Three Orders, the third Order works with the guards patrolling the town built above and around the Vault. The other two Orders purposes are unknown, although one is seemingly dedicated to espionage as they have spies, and in some cases saboteurs all over the Wastes. Little more is known, very few who go to the Council ever come back, and those who do always fumble denying knowledge or refusing to talk about their experience.

The Bringers of Fate
This faction acts out of a large pre-war shopping mall which has been converted to their base of operation. The building has now been converted into a Library dedicated to knowledge in the form of books or pip-boy data disks. Within the faction, there are a great many sub-factions who are given areas of the Library for their own usage. Although, some shops still exist, trading in any number of essential or non-essential commodities, a Caravaning organization has been set up to trade away their excess supplies and to acquire the resources they need. The head three of each of these families is known as a Master (Mistress) and the highest among them as a Lord (Lady.) The most powerful of the families have their Lord named as a Prince (Princess) and the most powerful of all is hailed as the Sovereign, the ultimate ruler of the Library. The current Sovereign is convinced that the last remaning shops should be closed down and converted into further Libraries, at least for now, as he has his eyes set on the Ghouls’ Reactor and is desperately seeking a way to claim it as his own. Although past Sovereigns have left the library open for others to browse through, and to make purchases from the Families, the current ruler has the Library closed to all Outsiders except those he expressly allows entry. (Who are given special robes to wear, like those of the Bringers themselves but a different color.) The Library is somewhere north of the Council’s Vault, close in part to the Earthen Shores, Border Town and Red Water. They rarely ever leave the Library except on caravans, although potential operatives are said to be spread throughout the wastes as spies.

The Slayers
This faction is probably the least-known of all the factions, though anyone can picture the heavily armored grunts (or Paladins as they like to call themselves) that they send around, the faction’s motives are unknown. Their base is to the far north east of the wastes, and no one ever dares go there. Their politics work months ahead of every one else’s, and via some sort of a communication net, they are always able to keep up to date with the latest news all over the wastes and be in contact with each other and their superiors at the same time. The exact number of Paladins or other staff or their exact strengths and motives are heavily shrouded in mystery, and everything established thus far is simply guesswork.

Creating a Character in this New Setting
Don’t rush yourselves into this, just because the RP is beginning now, doesn’t mean you have to get straight on in. Waiting a little while (maybe a day or so) for an entry opportunity to open up is a great idea (although somebody needs to be introduced now.) It heavily depends on what sort of character you want to have. The inn where the story begins is full of many travelers, so that could be a way to get in. It is a communal place where groups meet up the easiest. You’ll want to think about your characters motives straight away. The most likely thing is that they have arrived on a caravan, because there are so few here perhaps some of them know each other already. Perhaps the character has been waiting here for some time to meet a group of people willing to wander out with him (for protection.) Because many of the towns and environments are enclosed, that doesn’t leave much potential. Basically, the choices you would have are a guards, traders, trappers or heroes (general wanderers.) Don’t feel confined to this though, many characters have more extreme backgrounds, think about it, see what you can come up with, feel free to explore the setting as much as you can. "

WIth the exception of additional notes, that's Fang's created world, and thanks to Fang.

Anyone intereted in chapter 2? Come on in!
 
Sure, click archived boards to the top right of the screen, go to role playing, look for lone wanderers and you should be there. It's kind of long and got wrapped up pretty quickly, but there you have it.

But don't feel compelled to follow that story. Right now it seems that we are only making a transition from one story line to another. Hopefully this will be a different tale, only a few characters are moving over and the "world" is the same.
 
Ok, that has helped. I have an idea for a character, and maybe a way to introduce him/her (I havnt decided yet) into the story. Although i would like to run this by one of you first to see what you think. I should, with any luck have this posted with in the next two days or maybe tomorrow, well with any luck that is!
 
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