OOC Chapter 3 Lone Wanderers

welsh

Junkmaster
Ok, since we are about to wrap up Chapter 2 and start Chapter 3, what are you guys thinking about what Chapter 3 will be about?

I am thinking this is about the trip from Tabis to Grey Cliffs and the continuation of Caleb's quest to rescue the Blades, as well as the rest of our quest to figure out what the conspiracy is about.

Perhaps start in Tabis and move on? Join a caravan?
 
I was thinking a quick trip back into Tabis to take stock and resupply as far a possible then see about transportation to Grey Cliffs. Joining a caravan would seem to be the simplest and most realistic answer given the fallout setting.

Time on the wagon would be a good opportunity for interesting conversations and inter-character developement (also Gabriel needs time to heal - broken rib and all. The stims will only help him for a while)
 
HORSES

What do you folks think of horses? I am considering a development that involves horses that come up from South America. Or is this too way out?
 
Funny, I was just thinking of this same dilemma. We can't have brahmin as our sole means of transportation.

Personally, I'd advocate the inclusion of horses based on two reasons: 1) other domestic animals, such as the dog, have survived and 2) walking can get pretty strenuous.

I wonder why this issue has come up until now. Possibly because the group hasn't traveled that far and the Fallout games never mention horses. But I'd have it so that horses come up seldomly or are only still around in a particular region (South America, like Welsh said) to account for the overlooking on the horse deal.
 
I would have no trouble with horses. The only reason I can think of to explain them not appearing is that the artists did not want to deal with drawing the horses and that a lone wanderer 'walking' through the wastes was deemed a more powerful mental image for use in the game.

Also, I think Interplay did not want Fallout ot end up completely cowboyified (i think that is unavoidable to a certain extent - lawlessness, people carrying guns, similar level of architecture, economy - hell, post-apocalyptic America has to turn into the new wild west, so it is written.)

So, Horses are a cool idea.
 
cha[t 3

Ok, horses then.

I have a couple of ideas for side quests in Chap 3 that might lead to the introduction of horses in a way similar to the actual introduction of horses to North America.

While chap 3 should be about the trip from Tabis to Grey Hills, I think it worthwhile to develop the story along the way. I figure the distance should be at least a month maybe two. This would also give us some geographical range to Fang's world.
 
For new folks

I have PM'd a few people who were interested in joining earlier, but decided to wait until we started Chapt 3. I guess it only fair to point out some guidelines.

Basically the posts on this tend to be longer than other Role Plays. Think of this more as a cooperative novel rather than a pen and pencil role playing. That said, writers should try to remain consistent with prior posts, and there is a fair amount of PMing and use of the OCC board to keep the story going. Personally I think of this as exercise in writing and have said it's really just "fucking around" but the writers tend to take it a bit seriously and they write because they like to write.

That said we encourage people to post. Main character tend to survive, NPCs come and go. There are a lot of NPCs and you are more than welcome to play them. Be kind and don't kill the other writers main character. There is a thread below on Main characters.

Please post regularly. If you don't post for 5 days your character risks being killed off. It hasn't happened yet, but it could.

The world is based on Fang's world, but its changing. It is a Falloutesque world outside of California and probably somewhere between Fallout 1 and Fallout 2. Some creatures are the same- raiders, ghouls, deathclaws. Others have not made an appearance, and some are new. Few vehicles, no real BOS presence (It's not tactics). The world is filled with small towns were people try to get by and factions usually operating in secret, that have their own agendas.

For those interested in joining, please read Chap 1 (which is archived) and Chapt 2 (which is here). If its too much to read or you don't have time, please ask for an update and a summary. Despite all the violence and bloodshed, its a fairly freindly thread.

So please feel free to join.
 
fang'sworld

This is a repost- But-
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.

Grey Cliffs have recently become a major destination for the group featured in Lone Wanderers. For reasons unclear the "conspiracy' or the Four Horsemen, have sent a group of captured Blades to Grey Cliffs as a display. There is something afoot in Grey Cliffs that seems to have significant importance for the rest of Fang's world.

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.

Update- A faction of the Slayers is called the Nightblades. This is a group of highly trained assassins. Fewer in number and less armored that the Slayers main group, the Nightblades are lethal hand-to-hand fighters.

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.
 
Horses

On Horses-

No offence folks, but I would like to keep all current horses in North America dead for now. I have a plan about introducing horses soon, but to introduce them prematurely might screw up a lot of what's come before and a lot of what is to come.

Horses are coming, but not yet, ok?
 
Starting Chapter 3

I am of the feeling that Chapter 3 should start with either Reaper or Gunslinger, as these two have the biggest two issues going.

Gabriel has to make sense of his mission, and Caleb needs to figure out whether he goes now or waits.

I am also thinking about subplots. Any suggestions? New characters, let us know if you need a way to bring your characters in.
 
Given that we have pretty much decided that the 'team' will return to Tabis to resupply and rest up for second, then try to get to Grey Cliffs, I think we should let new (potential) players suggest things before Gunslinger or I launch into the actual narrative.

If the new guys want to post some ideas about joining up or PM some of us with suggestions or even ask for ideas from us, that will give us an path we need to walk to allow the new blodd inboard - I would hate to start writing and pass right by a good place for one of the new people to join.

So I suggest we hold off while we wait and pool ideas for the next step.
 
I've already started writing the beginning of Chapter Three but I will hold off posting it if new players would like to join.
 
Starting

Great, Gunslinger. Post away.

My feel on this is that new characters should join when the feel there is an opportunity in the story to join. Ideally there should be openings early.

What I would prefer to avoid is too many characters having simultaneous stories that have little connection with the overall plot. That's difficult considering that the plot is yet unmade and still developing.

We will need a post from Reapoer soon, because his character will have to make a choice. Slayer Command will become impatient if their assassin doesn't perform. Gunslinger also has a problem to respond to and needs to chose between go or wait. So it makes sense that you two start.

Probably there will be a caravan route. I am thinking that the recruitment for a caravan going to Grey Cliffs might be an opportunity for new characters. Then there is the travel there (a fairly long trip) so we will have a chance to meet during the long trip.

As for return to Tabis, actually we are in Tabis. Once the survivors got past the gate, they are within city walls. If the new chapter starts right after the escape, then the members will have to rest and recup. But if we wait a week before starting, then we can assume that the characters will have rested.
 
welsh said:
Jim (figure about two days in the desert plus the day of arrival) is 0-1 (one day away from departure).

Yeah, you're right, I was planning to meet with Conner once the story of the rest continues to the point when the caravan is about to set out...
 
Issues

I just received a message from gunslinger and have asked that he post his thoughts on this.

There are a couple of issues that we need to figure out.

I think we can all agree that this is not set in the California of Fallout but that it is post-apocalyptic that borrows heavily from the Fallout universe. The question is how much and are we mucking it up.

(1) The most direct issue concerns my recent post on the FEV virus. Although we have not raised this issue before, I have to help explain the ghouls but it also explains the deathclaws. I am not sure if this is inconsistent with earlier post or not. I'd like to here your thoughts.

My response is that I think it important that we remain consistent with the history of fallout because this is a fallout story. I have posted on the Fallout discussion threads on issues of ghouls, deathclaws, how many survivors, the FEV virus, etc. The reason was because I wanted to check myself and be consistent. It's been interesting.

However, maybe we should drop it. There are problems either way.

(2) Weapons. The feeling is that we've gone a bit high tech. Jeeva's plasma rifle, Lucille being a Gauss minigun, even Nana's gauss pistol. Now we have plasma pistols and will probably get even more high tech. This could be a problem.

Personally I agree with this. Too many high tech weapons is an imbalance. The ones we've seen make sense but we need to curtail what comes. Either drop them or restrain them.

My feeling is this- (1) high tech for NPCs only. Even then it has to make sense. Its better for the bad guys to be better equipped than the good guys. Good guys with high tech- best to be short on ammo and have a good backup.

(2) I am willing to go one step further and stay true to Fallout 1- generic weapons only. However, I think this might cramp the style of some of you. So lets here it.

(3) Folks, let use the OCC board more. That's what its there for.

Gunslinger, your thoughts?
 
FEV, though its a stretch, is impossible to remove at this point. It's like the day before a Hitchcock movie is released and its discovered that one of the actors who is supposed to be dead can be seen breathing. People will say, "Hey, that's not right." but there's little to be done.

The Forced Evolutionary Virus will probably stay. In actuality, FEV will probably add flavor to characters. Welsh insinuated the FEV did something to Ibis, that maybe his prophetic visions are an indirect side affect to exposure. I guess its still around, because the ghouls are still around. I don't think ghouls have the ability to reproduce thanks to that whole sterilty issue so "new" ghouls, like Grim, are probably a result of a freak accident or the FEV. Deathclaws reproduce (they lay eggs) so the FEV probably doesn't have an affect any more on them.

As for the weapons issue: I'm a big stickler on that. It seems that the "uber" weapons had been introduced by Atredeis when he first had Skik wield a "micro-wave" weapon. Then there is the Gauss Minigun which, in itself, does not exist in either real world or Fallout world terms. Now, Jeeva has a plasma rifle (but I assume the cells have run out) and just about every ghoul packs energy weapons.

Folks, try to stay away from the temptation to equip your characters with "uber" weapons. In a post-apocalyptical world, you're not going to work down the neighborhood grocer, casually pick up a Turbo Plasma Rifle and a few energy cells. The battle of the Fortress necessitated the demand of heavy weapons. The appearance of these weapons were reasonable. For instance, Bear is a gun shop owner and will naturally carry a rare piece of machinery. The ghouls, being alot smarter than the townies, probably have the benefit of energy weapons since they can recharge their cells at The Reactor.

But "commoners" like Nana, for instance, packing a Gauss pistol? I'd rather not. Not every bloke is going to have a "new-tech" firearm that's able to utilize magnetic energy to fling shards of metal at enemies.

In the future, try to stick with the classical weapons traditionally started off with in the Fallout games. Or even use mass-produced weapons that the army will probably stockpile. Caleb, for instance, packs Peacemakers and were probably liberated off museums. Gabriel packs Sig Sauers, which are open to civilians and police force alike. The cobbled together weapons, like Grim's lost handgun that can attach a buttplate and a silencer made of washers, are always welcome. And the "generic" weapons, like the hunting rifle Rogue uses never goes wrong. Basically, think of what someone wandering the wasteland will be able to pick up.

Examples:
Uzi - this is primarily falling into the flavor of Fallout. Cheap, easy to maintain and carring 45. caliber rounds. Lethal for a handgun-sized machinegun.
World War Two Weapons - mass produced, still in use today in fact. Including Thompsons, Stens, Garands, Mausers, BARs, Schmeisers (or MP-40's).
Handguns - including simple firearms such as the Colt M1911 or highly popularized trend guns like the Desert Eagle. Revolvers of all make and breed are acceptable, being the standardized police arm until the late 80's.
Kalashnikovs - known as "AK's". Easy and dependable, the first true assault rifle made in 1947. Manufactured in many nations. There's bound to be a few in a post-apocalyptic world.

I read up too much on firearms but you don't have to be terribly specific. A "shotgun" works in place over a Remington 870 and a "submachine gun" works in place for a Mac-10. If not, just PM if your unsure. Reaper did just that in Chapter Two, I gave him a simple suggestion, and he decided on a Thompson all by himself.
 
I agree with you about the "uber" weapons, furthermore, about what you said about ammo, this is what I posted in the character thread:
His personal favorite is a Gauss pistol, when he can get ammo for it that is. He also carries a Mauser with him, something he picked up during his travels.

So I already pointed out the fact that he's low on ammo. The Mauser I took from FO1, it's like Gizmo's.
 
Hiya guys

I'm sorry I wasn't able to get into the last chapter, but I'm so bogged down between school work and work (I only get about a half hour a night to read/write) so I would've done a sloppy half-assed job anyway.

The thing is just too damn long to read in my half an hour, and you guys are writing as fast as I can read. If I can skip reading chapter 2 I can probably get into 3, that is if you still want me around, like I said I'm not sure I can offer enough time to make it worthwhile.

Under normal circumstances I'd make a print out of the rpg and read it in lunch breaks/on train journeys but I'm not sure my printer would have that much ink :D

Anyways, choice is yours. If not I can write something to tie off the loose end my character has caused.
 
Howdy Fang. It is really up to you. Only try it if you can handle it - at first I felt a tad overwhelmed. I was enthusiasic but surprised at the speed of replies and I had trouble keeping up. Now I adapted and check the boards frquently and try to reply quickly. It can be hard to handle, so, if you can manage, join up. If not, then it may be wiser to bow out - I don't want to push you (that would be wrong. I only joined in Chapter 2, so it would disrespectful. I'm just agreeing with what you said.


TO the firearms issue. I agree with Gunslinger. I introduced Bear with some 'uber' weapon because we were dealing with deathclaw and I thought a big guy with a big gun would help make survival of our characters more realistic.

Caleb is kitted out like a cowboy, as Gunslinger said, that is perfectly acceptable. Gabriel uses very well maintained weapons, Berettas became US army standard issue in the late 80s - so the Slayers, who are probably using old US Army bunkers as bases, would have large stockpiles. Gabe's SiG Sauer P226 would be slightly rarer but only because it was more expensive (it was available to the public but its price would have limited its appeal) - it was higher quality firearm, developed later than the Beretta and provides the same capacity, uses the same calibre but is more powerful. As Gunslinger said, they were used by Police (though not standard issue - that was also the Beretta, which was more easily mass produced) and the FBI, which did eventually adopt the SiG Sauer as the standard issue weapon, though I am unsure as to the whether you used the P226 (Gabriel's choice - it is bigger and holds more rounds, and the built in baffle-silencer helps in his line of work) or the P228.

It doesn't really matter - I just used to be a gun nut when I was a bit younger. They still interest me but I am not called psycho gun boy by people anymore which is a good sign, or maybe they're just afraid of me. Oh well. Hope I don't bore you with weapon babble

All of the weapons Gunslinger suggested sound fine by me. They are all mass produced and easy to obtain - AK 47 is mass produced though finding it in the Continental US might be a problem. The abundence of them Fallout Tactics surprised e - I suppose they could be confiscated weapons from terrorists around the world (maybe even Vietnam) that have been stockpiled.

Ah the old Thompson - I had PMed Gunslinger about my choice of weapon for the fort scene. I had already assumed there would not be great weapons but that didn't bother me - I prefer using goood quality but smaller firearms, pistols mainly, I'm not a lover of miniguns etc. I had watched Saving Private Ryan recently and the Tommy gunb appealed because it delivered a lot of firepower at close range, with better penetration than a shotgun. Thirty .45 slugs hitting target in a few seconds - that's gonna hurt. I didn't want Gabriel to start Sniping - that would make him too good at everything, if you know what I mean. He is the best Hand to hand man in the group and if grabbed a rifle and started plugging deathclaw in the eyes at ranger it would over balance in and make him udercombat boy. He can probably handle a rifle quite well, he would have to if he used to be a Slayer infantryman, but he is more comfortable fighting up close.

About the FEV, I have no problem with the ghoul element but I thought the whole idea of Deathclaws were they are not mutants. They were genetically engineered before the war and were kept in pens in bunkers, awaiting the ground war that never happened, and they eventually broke out and made their own nests out in the world. a) I'm pretty sure that is actually stated somewhere in te games b) it explains why they are not sterile and the mutants and ghouls are.

Is FEV responsible for the various animal mutation in Fallout or are they the result of radiation (I know that now everyone always says radiation doesn't do that but Fallout was based on 50s sci-fi and everyone knows that in fiction, radiation always mutates things) - I would not have a problem stumbling across a community of mutant people who were deformed rather than made extra old or powerful. I mean I don't completely buy the idea that the only survivors were in vaults. Where did all the tribals come from - some may suggest that they are vault descendents who came out early (The people of Arroyo are descended from ex vaultdwellers, I suppose but that means all those punks we met in Fallout, every human being, originally comes from a vault or their parents did or their parents etc)


By the way, has anyone read the Deathlands series written by James Axler, although the first book was published under the name Jack Adrian (maybe he was testing the waters and didn't want to use his real name). They are the best post-apocalyptic stories I have read. They are not quite Fallout but they have some excellent apsects of the post-nuclear war idea that might fit well into our own story.
 
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