FALLOUT: Old World Scars - Character import

Kafe

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Members of Nebulous still wandering the wastelands of the forums, I have a creative opportunity for you!


For those who track my map thread in creative, I've been posting for the last year regarding my Mod project 'Fallout: Old World Scars', it's essentially a complete game replacement in Fallout 4, with it's own worldspace, campaign, quests, factions and characters.

In this case it's the characters I'd like to extend to you all!

With every faction and character bespoke to the mod and setting, there are a lot of characters to create, and while there will be plenty of generic faction NPCs, the more named characters I can get in to hook into quests the better!

Nebulous has had many fascinating characters in it's lifetime, and I would like to get some brought into the world of Fallout. So if a fun character idea comes to mind, or you would like to bring back an old character in a new world, this should make for a fun opportunity!

I'm open to the range of characters, from old characters from your times in HL2RP, WW3RP & QZRP, or your own original fallout characters, I'd love to do a little collaboration and get some characters into the world.

Feel free to write as little as you like, or go as in-depth as a old school character bio, all I would ask is for a few key details.

Character Name:
Assigned Faction:
(If tech Hunters, assigned Company:
Physical details:
Character summary (Lore, personality, ect. any amount of details):


To Help contextualise character writing, here are a few key lore details about the mod's setting​

The Mod is set in Canada
on the northern coast of Lake superior, your closest pre-war cities are Toronto, Thunder bay & Ottawa in Canada, and Minneapolis, Milwaukee, Chicago & Detroit in the US.

The mod is roughly set in the year range of 2180-2220
(not fully locked in), between Fallout 1 and Fallout 2

Tactics is not considered canon
but take what you wish from it if it's useful.

character factions​

I've left a small list of each faction with a short summary of their history and personality.

The Hunters

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Descendants of pre-war soldiers, military families, alongside loose drifters and wastelanders who joined their ranks post-war. The Hunters live in-hand with the natural elements of the valley, they have a strong principle of mutual aid and community, working together to both maintain the health of the Valley and support each others needs. They are protective of their home territory, and generally dismissive of 'tourists' (outside visitors)

These members are predominantly human & ghoul, with other rare exceptions.
If you have a cool idea for your character's home, like a treehouse or other makeshift homestead, feel free to suggest it and I'll look to include it!

The Annexed Sons
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Descendants of pre-war Canadian rebel elements, they were a coalition of trained soldiers, hastily formed militias and angry civilians turned partisans. after the great war they fled into the wilderness, and their descendants carry their armour, weapon and mission. even if their original cause is somewhat lost to time, they are hostile to outside elements, and the pre-war ghouls that still man the old military base in the centre of the valley.

In the valley these days, many of it's members don their ancestors old ghillie suits, and lurk the forest from dusk and dawn, looking for outsiders to ambush and carry away, where they are then fed to their collection of tamed Yao Guai

These members are predominantly human, alongside a number of the master's old super mutants, who were pre-war POWs and political prisoners of the Annexed Son's cause.

The Bastion (pre-war soldiers)
Formerly 'Base Superior', the Soldiers stationed here were veterans from quelling riots and resistance during the Canadian annexation, and now remained as a standing army to crush any further insurgencies along the border, major cities and resource pipelines. After the war the fortress became their prison.

After years of enduring radiation from the bombs, and later from their base's nuclear reactor malfunctioning, the remaining soldiers have turned ghoul, and are locked into over a century of guarding their old fortress, protecting the pre-war military stockpile, and themselves from what they believe are survivors of the outside world keen to get revenge for the world the ghouls were part of destroying.

Bastion's ghouls are well equipped with the best training and weapons, organised, fortified and highly paranoid. outside communication is rare, and an outsider entering their walls was unheard of, until the beginning of 'The Drifter's story in the campaign.

These members are exclusively Ghoul, but sentient robots are also welcome (Protectrons, gutsys, assaultrons)

Chicago Tech Hunters
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Chicago's tech Hunter groups are a loosely organised collection of different companies, while they've co-operated with settlers and traders, they've transformed a corner of chicago from a post-war ruin, into a thriving commercial hub, recovering and selling technology and precious resources of the ruined city, and feeding back in the supplies and manpower to start forming a new major power in the wasteland.

on the brink of becoming a post-war hub for new science, invention and innovation, they are at risk of destruction thanks to a war breaking out with a resurfacing enclave cell, their superior technology is only held back by the organisation and manpower of the tech hunters.

The tech hunter companies have sent many of their members north, to attempt to crack the pre-war military base and recover the limitless supply of weapons, vertiberds and tanks from within, damning the impact on the valley and it's people.

These members are a wide range of races, Human, ghoul, mutant, robot. it's open to most humanoid character types. but they must belong to a company.

Radium Tech (Major)
most militarised and aggressive, but also holds the largest R&D group.

Steele Demolition & salvage (Major)
More politically savvy, their focus is often on barter and negotiations, either gaining local allies, or working to turn local forces against eachother

The fission sons (Minor)
Specialised, all ghoul tech hunters. going feral is a matter of when, not if with their contracts all in radiation hotspots

Theo's Crew (Minor)
handful of members, one of the few remaining examples of small scale, independent tech hunting teams in Chicago

Custom companies (Minor)
create your own!

The Steel Trail Nomads
86b0fab62ed4c128f68d828989aa6090855c06e5.jpg
A famous Nomadic tribe in the northern US wasteland, they travel across the continent in their restored locomotives, travelling along the pre-war train tracks and repairing the routes as they go. they're a community with a single united purpose that unveils the world to them over their lifetimes.
many of the members born into the tribe have a religious affinity with this mission, whereas those who join later in life tend to have a more utilitarian or romantic view of the journey. either way, those willing to help are often welcome aboard.

If membership is not your thing, the steel trail often recruits mercenaries, so if you just want to be associated for a short time, or pay for your ticket, then you can get access to one of the fastest means of travelling the wasteland short of owning your own vehicle or vertibird.

The Steel trail are predominantly Human. with rare exceptions due to how members are acquired.

Settlers/ Independents
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wanderers, farmers, settlers, mercenaries, if you don't want to belong to a set faction then this is a good one to take. in the mod you may be found in random encounters, wandering the world or simple living in the one neutral settlement.

No limits to the character type, human, robot, creature. (dog & bird whitelist returns)

I hope it offers a fun challenge and I hope I get the chance to add some custom characters in!
if you have any lore or faction questions, please feel free to ask, while details of events in the campaign are not gonna be discussed, I'm happy to detail anything related to faction lore.
 
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Tinbe

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You have my respect for undertaking such a big endeavor. If my scribbling is of any use, then please, apply it to your project at your leisure.

Old Dog is the epithet for a ghoul wanderer (Independent going by OP vernacular) of sorts. He's most known for his marksmanship as well as the persistence to track his prey for miles without a pause. Some rumors lend an air of supernatural to this enigmatic figure, with tall tales of raider camps being taken out overnight without as much as a single noise. Not an easy man to find, it is possible that he will seek you out instead - hopefully in good, rather than bad.

There are layers of knowledge surrounding the man that depend heavily on his trust, but there are others who know shockingly plenty about what the Old Dog used to be. Few would recognize him from looks alone, and he's not in the habit of introducing himself unless absolutely necessary. To most, he's just one more ghoul walking the wasteland.

Appearancewise he is... well, a ghoul, of an unassuming height and build. He's probably wearing rags of a typical wanderer as to blend in, perhaps with something to cover some of his face. SIlenced sniper rifle of some variety would probably be his primary, with maybe a silenced pistol for a sidearm if need be. You could give him some quirks in attire to make him stand out a bit from generic NPCs if need be.
I'm not sure how feasible it is, but if you have the luxury of more customized outfits, then him having stealth armor mostly covered-up by typical wastelander clothes would work well. No helmet I imagine, unless he's encouraged to fully suit up for something. Understandable if this is beyond the scope of the mod though. Can't imagine it being remotely easy to make - or worth the effort, if the writing doesn't strike a chord with you.
Initial interactions will prove he has accumulated knowledge like many pre-war ghouls, but his view of the Old Canada or even Northern America as a whole seems to lack that personal attachment or bitterness others of his kind would have about the bygone era. Given that he does not truly divulge about his past, it's hard to see just what kind of a person he was before the bombs fell.

Still, he is interested in exploration and learning more. Something about keeping his brain active to avoid becoming feral. Besides, sniping and sneaking are an artform that needs to be constantly honed, so enabling this behavior is a sure way to get in his good graces. Giving him something else to be passionate about probably wouldn't hurt, though. Can be kind of gloomy otherwise.
Whether through trust with Old Dog or rather unique sources, you may eventually find that he used to be Lieutenant Du Cheng of Crimson Dragoons, a contingent of Chinese special forces. After the takeover of Anchorage, it was his platoon that was tasked with infiltrating deep into Canada and assisting local partisans against the US forces that had sought to annex their land. They promoted particularly destructive forms of insurgency that led to other resistance cells referring to their foreign-sponsored compatriots as dogs of war.

Ultimately the nuclear apocalypse threw all plans into disrepair. The platoon quickly succumbed to radiation poisoning, with some becoming ghoulified of both feral and fully sentient variety. Any goodwill with the locals was lost in these tough years, and the platoon slowly whittled down to its last member, Du Cheng, whom went into hiding and fell into obscurity over the following decades.
The Annexed Sons hold a conflicted view of Old Dog, as they suspect him to be the rumored sole survivor of the Crimson Dragoons. Some would like to recruit him as a trainer for their troops. Others want nothing more than to bury him in a ditch somewhere. On his own, it is unlikely he'll ever interact with them, but maybe a charismatic person can help him get welcomed among their ranks.

The Bastion, however, remembers. Some of their members have had encounters with Du Cheng and recognize Old Dog as his new alias. There are drafts for a bounty, but his elusiveness combined with the Bastion's reclusiveness means they're not actively hunting him down. A skilled person might capture him and bring him over to be executed, or perhaps the Chinese survivor and American remnants can be made to bury the hatchet.

The Hunters and Chicago Tech Hunters are likely more ambivalent about the Old Dog, only regarding him as a long-in-the-tooth survivalist ghoul, which might see him as useful on a case-by-case basis. Individuals might recognize more to him than meets the eye, but the public opinion is largely indifferent - after all, pre-war ghouls are not too rare, and it is not unusual for some to dislike talking about their past.

The Steel Trail might catch Old Dog's interest, if he feels like he should get a change in scenery - whether to broaden his horizons or to escape from potential pursuers. However, given their preference for "normal" humans, he'd need encouragement to stow aboard or to be allowed in as a mercenary.

If the Enclave's coming around, however? He'd be heck of a good help against them.
Suffice to say, given his peculiar background, he can be a bit of a pessimist. Serving his nation with pride and distinction only for it all to crash down in a nuclear fire. Sent into a foreign land to cause its many peoples to fight amongst themselves. He simply lives day-to-day without a grand purpose in life.

There's no nationalist zeal left in him, but perhaps his lingering sense of justice can be encouraged to help the fellow wastelanders in a more meaningful way than occasionally shooting raiders. Still, there are enough people that have a bone to pick with him that he'd need to deal with those problem vectors first to avoid getting shot in the back. Who knows, if there are others of Chinese descent, he could become a pillar of their community.
Hopefully the information here is balanced enough in its, well, informativeness. I wanted to give him a robust background and baseline mindset without locking his actual use too much into something specific. Trader, companion, quest NPC or maybe just a corpse in a ditch somewhere, whatever works for you!
 
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Kafe

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You have my respect for undertaking such a big endeavor. If my scribbling is of any use, then please, apply it to your project at your leisure.

Old Dog is the epithet for a ghoul wanderer (Independent going by OP vernacular) of sorts. He's most known for his marksmanship as well as the persistence to track his prey for miles without a pause. Some rumors lend an air of supernatural to this enigmatic figure, with tall tales of raider camps being taken out overnight without as much as a single noise. Not an easy man to find, it is possible that he will seek you out instead - hopefully in good, rather than bad.

There are layers of knowledge surrounding the man that depend heavily on his trust, but there are others who know shockingly plenty about what the Old Dog used to be. Few would recognize him from looks alone, and he's not in the habit of introducing himself unless absolutely necessary. To most, he's just one more ghoul walking the wasteland.

Appearancewise he is... well, a ghoul, of an unassuming height and build. He's probably wearing rags of a typical wanderer as to blend in, perhaps with something to cover some of his face. SIlenced sniper rifle of some variety would probably be his primary, with maybe a silenced pistol for a sidearm if need be. You could give him some quirks in attire to make him stand out a bit from generic NPCs if need be.
I'm not sure how feasible it is, but if you have the luxury of more customized outfits, then him having stealth armor mostly covered-up by typical wastelander clothes would work well. No helmet I imagine, unless he's encouraged to fully suit up for something. Understandable if this is beyond the scope of the mod though. Can't imagine it being remotely easy to make - or worth the effort, if the writing doesn't strike a chord with you.
Initial interactions will prove he has accumulated knowledge like many pre-war ghouls, but his view of the Old Canada or even Northern America as a whole seems to lack that personal attachment or bitterness others of his kind would have about the bygone era. Given that he does not truly divulge about his past, it's hard to see just what kind of a person he was before the bombs fell.

Still, he is interested in exploration and learning more. Something about keeping his brain active to avoid becoming feral. Besides, sniping and sneaking are an artform that needs to be constantly honed, so enabling this behavior is a sure way to get in his good graces. Giving him something else to be passionate about probably wouldn't hurt, though. Can be kind of gloomy otherwise.
Whether through trust with Old Dog or rather unique sources, you may eventually find that he used to be Lieutenant Du Cheng of Crimson Dragoons, a contingent of Chinese special forces. After the takeover of Anchorage, it was his platoon that was tasked with infiltrating deep into Canada and assisting local partisans against the US forces that had sought to annex their land. They promoted particularly destructive forms of insurgency that led to other resistance cells referring to their foreign-sponsored compatriots as dogs of war.

Ultimately the nuclear apocalypse threw all plans into disrepair. The platoon quickly succumbed to radiation poisoning, with some becoming ghoulified of both feral and fully sentient variety. Any goodwill with the locals was lost in these tough years, and the platoon slowly whittled down to its last member, Du Cheng, whom went into hiding and fell into obscurity over the following decades.
The Annexed Sons hold a conflicted view of Old Dog, as they suspect him to be the rumored sole survivor of the Crimson Dragoons. Some would like to recruit him as a trainer for their troops. Others want nothing more than to bury him in a ditch somewhere. On his own, it is unlikely he'll ever interact with them, but maybe a charismatic person can help him get welcomed among their ranks.

The Bastion, however, remembers. Some of their members have had encounters with Du Cheng and recognize Old Dog as his new alias. There are drafts for a bounty, but his elusiveness combined with the Bastion's reclusiveness means they're not actively hunting him down. A skilled person might capture him and bring him over to be executed, or perhaps the Chinese survivor and American remnants can be made to bury the hatchet.

The Hunters and Chicago Tech Hunters are likely more ambivalent about the Old Dog, only regarding him as a long-in-the-tooth survivalist ghoul, which might see him as useful on a case-by-case basis. Individuals might recognize more to him than meets the eye, but the public opinion is largely indifferent - after all, pre-war ghouls are not too rare, and it is not unusual for some to dislike talking about their past.

The Steel Trail might catch Old Dog's interest, if he feels like he should get a change in scenery - whether to broaden his horizons or to escape from potential pursuers. However, given their preference for "normal" humans, he'd need encouragement to stow aboard or to be allowed in as a mercenary.

If the Enclave's coming around, however? He'd be heck of a good help against them.
Suffice to say, given his peculiar background, he can be a bit of a pessimist. Serving his nation with pride and distinction only for it all to crash down in a nuclear fire. Sent into a foreign land to cause its many peoples to fight amongst themselves. He simply lives day-to-day without a grand purpose in life.

There's no nationalist zeal left in him, but perhaps his lingering sense of justice can be encouraged to help the fellow wastelanders in a more meaningful way than occasionally shooting raiders. Still, there are enough people that have a bone to pick with him that he'd need to deal with those problem vectors first to avoid getting shot in the back. Who knows, if there are others of Chinese descent, he could become a pillar of their community.
Hopefully the information here is balanced enough in its, well, informativeness. I wanted to give him a robust background and baseline mindset without locking his actual use too much into something specific. Trader, companion, quest NPC or maybe just a corpse in a ditch somewhere, whatever works for you!
Okay so I'm in love with Old Dog
 
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PepicWalrus

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Came up with this character if I ever played as a PC for a fallout ttrpg instead of DM.


Dash Rennington: Why you might of heard of me from my radio dramas! I travel the wasteland recording my adventures and sending them back to GNN for dramatization.

He's a Charisma based adventurer who uses his silver tongue and heavily put on transatlantic accent. Some how always finding himself in some unbelievable shenanigans. Typically alongside some other ragtag band. Although listening to his radio dramas you'd think he was the one doing most of the work. Perhaps there's a little embellishing on his part..


Appearance wise he goes for the fill gumshoe look. White shirt, folded sleeves, suspenders and tie. Rocking a modified pipboy and a kit full of blank holotapes he uses to recollect his adventures.
 
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Kafe

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Came up with this character if I ever played as a PC for a fallout ttrpg instead of DM.


Dash Rennington: Why you might of heard of me from my radio dramas! I travel the wasteland recording my adventures and sending them back to GNN for dramatization.

He's a Charisma based adventurer who uses his silver tongue and heavily put on transatlantic accent. Some how always finding himself in some unbelievable shenanigans. Typically alongside some other ragtag band. Although listening to his radio dramas you'd think he was the one doing most of the work. Perhaps there's a little embellishing on his part..


Appearance wise he goes for the fill gumshoe look. White shirt, folded sleeves, suspenders and tie. Rocking a modified pipboy and a kit full of blank holotapes he uses to recollect his adventures.
This'll go well with my plans for a ingame radio, a new herbert daring dashwood
 
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Erkor

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Character Name: Sgt. Isidore Reeves
Assigned Faction:
The Hunters
Physical details:

Super Mutant
Character summary (Lore, personality, ect. any amount of details):


Isidore Reeves is an unfortunate “vault-born”. Born in 2128, Reeves had no prior contact with the outside world. His life in Vault 17 was relatively short, as the Master’s Army discovered and invaded the vault in 2155. Taken into custody and “dipped”, Isidore ceased being a vault-dwelling nimrod that day and painfully took on the characteristics of a super mutant.

Fast-tracked into military and tactical training, Isidore was made a Sergeant of the Master’s Army and assigned a band of lesser-minded “average” mutants to command. Militarily, Reeves’s exploits under the Master — whom he eventually, albeit with some struggle, grew devoutly loyal to — were largely composed of body-snatching raids into the badlands. Not all of these caravan raids were successful — one of his earliest commands yielded a fatal casualty on his own side.

By 2162, Isidore was stationed on the west end of the Boneyard and made a sergeant major. Although the call to mobilize towards the Cathedral was made, the massive urban sprawl prohibited particularly fast troop movements. Isidore was a first-hand witness — among many — to the mushroom cloud erupting from the Cathedral.

Much like other once-warriors of the Unity, Isidore took to drifting the wasteland. Although still militant in his beliefs at first, the lynchpin of Isidiore’s beliefs was the notion that the FEV’s application was, all things considered, a net positive for human existence. Of course there were issues associated with the change, but he was under the belief (until the Unity’s dissolution) that they were fixable.

The earlier decades of Isidore’s drifting were bloody and violent, partially so due to the established intolerance against mutants — especially in the wake of the Unity. Amidst a particularly dangerous standoff involving members of the Brotherhood of Steel, Isidore’s right leg was severely mangled. Despite that, he came out as the sole survivor — although the leg wounds never fully healed even with his intrinsic healing factor. Although most of the damage was done to muscle tissue, tendons were damaged and scarred in more than a few places.

More than once, Isidore took to solitary lifestyles over the course of the next century. With only distant contact to the NCR, Isidore was frequently harassed by scout patrols. Ultimately, the fate of his burgeoning Brahmin farm was that of failure, and by 2177, he began to migrate northward towards Washington State and, ultimately, Canada.

Although his presence was met with severe apprehension to say the least, Isidore eventually managed to integrate with a group of ranchers far, far away from the NCR's influence. Of course, the first thing he did in relative peace was corral together a herd of Brahmin. Unlike his previous attempt(s) at ranching, this one seemed to stick.

————————————————————————————————————————————————————————————

Isidore suffers a limp, and rarely ventures far away from his ramshackle homestead amidst strangers. Many scars of battle have left him generally sedentary, but he won't hesitate to defend his land if it comes to it.

Isidore is somewhat of a curmudgeon, and has occasional flights of philosophy with regards to his unnatural existence. He might or might not have taken up a friendship with one of the locals but I'd imagine a green giant with an upper lip brace is a bit of an outsider even to ghouls who have never been in (New) California.

His weapons of choice tend to be energy weapons; think laser rifles particularly. His memory from the Unity das are a little foggy by this point, but he has the outlook of someone who's genuinely believed in the Master's plan. He probably empathizes with ghouls now.

As a prime normal, he has superior intellect for a super mutant. He's not super-intelligent but he's about as smart as any non-mutant—military training and a few years of drifting notwithstanding. He has a severe apprehension of the Brotherhood of Steel, should they become relevant in any manner, and sincerely despises the NCR.

I have this much backstory for this character because he was a prospective FalloutRP whitelist character and that demanded I write a bunch of history. My interest in the server didn't pan out so I have a bunch of text with nothing to show for it. also make him gay maybe that would be cool (unironically)
 
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Kafe

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I'm super pleased with these already!
All characters have been imported into my Planning document, and I'll look to get in-game NPCs of them in soon as well!

@Tinbe I'd like to bookmark in 'Old Dog' as a potential companion, would do well to provide a annexed sons aligned character, plus they've got a fuck ton of potential in-world conflicts we could see play out. I'm gonna chat with my art buddy and see what they might look like in a 2D illustration.

@PepicWalrus I can see Rennington having a goofy lil radio drama broadcast by the tech hunters, and I've got some ideas for a quest, perhaps having all of his old guards dead and you helping him finish his next big story. hearing the dramatization of it over the radio later.

and @Erkor the super mutant will be a lil tricky to feed into the Hunters officially, but I've got no opposition to having a cool lil brahmin ranch of sorts out in the valley for your super mutant to be running that gets him decently close with them!
we can also feed in a nice quest and refer to him being gay as well. nothing stopping us!
there might be some timeline adjustments to be made with your character if we stick to this year-range, depends on how much the NCR has been around and how aggressive they've been in pushing super mutants out.
 
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Erkor

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there might be some timeline adjustments to be made with your character if we stick to this year-range, depends on how much the NCR has been around and how aggressive they've been in pushing super mutants out.
valid

officially, iirc, the NCR has laws against mutant persecution, but everyone hates super mutants so much that people just mistreat them anywas in the very few cases they do try to integrate into NCR society (mean sonofabitch comes to mind)

the timeline of this characte was deep into the 2200s and involved going deeper into the mojave and eventually towards illinois but do what you desire with this seedling now
 
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Tinbe

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@Tinbe I'd like to bookmark in 'Old Dog' as a potential companion, would do well to provide a annexed sons aligned character, plus they've got a fuck ton of potential in-world conflicts we could see play out. I'm gonna chat with my art buddy and see what they might look like in a 2D illustration.
I'm honored to hear that! He'd definitely have an interesting dynamic with Annexed Sons, given he was a foreign agitator that only aided the first Canadian insurgents because it helped destabilize USA in its war against China. Could see people within that faction both liking (since he did provide help) and disliking him (since it was all just in service of the Great War). Plenty to influence his views on autonomy/independence and national identity with his perspective as an outsider stranded far from home.
 
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Vaher

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Didn't know something so cool was lingering in the dead husk of the Nebulous forums
I'll chalk up an idea in the coming days
 
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Kafe

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Didn't know something so cool was lingering in the dead husk of the Nebulous forums
I'll chalk up an idea in the coming days
Hell yeah!
all my updates have been hiding in the same map thread I've used for the last 10 years
perhaps I should give it it's own thread.
 
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'77 East

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two questions while I chew on a concept:

1) could areas (small, urban like a 3-level basement if anything - not like whole valleys or something insane) be created for these character ideas?

2) how scarce is power armour likely to be for this mod? is it something the player is expected only to discover when trying to bust into the bastion's HQ / fight the tech hunters?
 

Kafe

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two questions while I chew on a concept:

1) could areas (small, urban like a 3-level basement if anything - not like whole valleys or something insane) be created for these character ideas?

2) how scarce is power armour likely to be for this mod? is it something the player is expected only to discover when trying to bust into the bastion's HQ / fight the tech hunters?
1) I'm happy to build unique spaces, there is a chunk or urban development planned for the world which serves as a relative neutral zone (but tech hunter protected), otherwise if you want a cool structure away from that, feel free to pitch it and we can figure something out!

2) Scarcer than fallout 4, you won't find free standing suits in the world just for taking, but there will be some within the pre-war military outposts, worn/ stored by tech hunters and bastion ghouls, and the potential to acquire bare frames as well. power armour training will be required as well.

Your characters are free to have power armour, the only limitation is no full sets of X0-1, as it's planned for there to only be one complete suit of X0-1, which will be in parts scattered around which you can then assemble yourself into a full set, your character could have a piece of the armour though if you fancy.
 

'77 East

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Your characters are free to have power armour, the only limitation is no full sets of X0-1, as it's planned for there to only be one complete suit of X0-1, which will be in parts scattered around which you can then assemble yourself into a full set, your character could have a piece of the armour though if you fancy.
Have you decided on where/if the X0-1 set would be tied to anything beyond a part hunt? Might work well with this idea I have.
 

Kafe

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Have you decided on where/if the X0-1 set would be tied to anything beyond a part hunt? Might work well with this idea I have.
right now it's more vague, with the idea it will be on certain NPCs or found locked away, so you've got plenty of room to play with for your idea!
 
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'77 East

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Okay, here's my pitch.

The X0-1 was never intended to be in Canada; this specific suit was transferred to a semi-rural continuity of local government bunker (Municipal Emergency Government Headquarters) due to the still-ongoing riots & insurgency preventing it's transport to the actual testing grounds in Alaska. So, like all good things, it was immediately locked down and forgotten about right before the nuclear exchange came knocking.

Now it's sealed in said aforementioned COG bunker due to the (supposed to be temporary) caretaker staff deciding to rifle through things looking for food to avoid starving to death, triggering the automated security system & forcing the survivors to flee with whatever they could cart off as the whole place locked up behind them, hence why a good sum of the parts are in local hands.

How this works could be anything from pre-war shipping manifests to barely functioning trackers on the containers/areas holding them. Maybe some guesswork / detective sleuthing to finding the NPC's who plundered the remaining parts. Regardless, the PC is put in a choice of doing the moral thing (helping people in exchange for their part, buying it from them, w/e) or being a bastard (stealing it, killing for it, etc). It's a small wasteland and word gets around.

Entrance: A shabby house with a reasonably overgrown lawn and ruined fence. Excluding a basement beneath the structure, the only other point of access is an weed-covered escape hatch that can be pried open via skills checks or the hidden key for it obtained.

Level 1: Decontamination room leading to a central lobby, from there, a small gym, medical area and barracks. Each room needs codes or some kind of check, but anything beyond this level is code locked.

Level 2: Living quarters for the installation commander (think somewhere for the PC to decorate), kitchen, conference room, water purification & library.

Level 3: Armory (with most of the weapons either ruined or gone), the suit locked deep in the depths. Bunker power plant & brig are also here.

Just a concept, ideally the more desirable areas loot-wise are lower levels, necessitating the above to be unlocked first, also means the PC doesn't need to get most of the codes just to have somewhere to live if they want to take breaks between opening the place up.


Which brings me to the character tie-in.

Eric McNichols is a wandering tinkerer who uncovered the location of the MEGH through old documentation, and has set up a temporary camp inside what was once the decontamination room. Finding him there starts the player's sidequest of unlocking the place up and reclaiming the suit, he'll give the first code (starting the sidequest properly) if the player brings him some food & water to restock his encampment.

McNichols is not actually McNichols.

Shocker.

The real one died in a skirmish with the Annexed Sons, the imposter merely swapped clothes & belongings before deserting the group outright. He wants to honor the dead man by achieving his goal (although he doesn't yet know why McNichols was desperate to find it.)

As a former member who deserted in disgust at the practice of Yao Gaui feeding (among other things), he'll be a lot more helpful to a PC who doesn't resort to savagery / wanton murder while hunting down codes & parts. Once the suit's nearly complete and the armoury opened, 'McNichols' will discover that the real one wanted the suit to slaughter a whole band of raiders that had been causing problems in neighbouring states. If the PC hadn't been going crazy, he'll turn the suit over to them and declare that it's time he made good on leaving the place - most likely either joining up with the Steel Trail or just walking offscreen into parts unknown.

I had some other things but it's a bit more personality-based and honestly this is enough of a concept by itself.
 

Kafe

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Came up with this character if I ever played as a PC for a fallout ttrpg instead of DM.


Dash Rennington: Why you might of heard of me from my radio dramas! I travel the wasteland recording my adventures and sending them back to GNN for dramatization.

He's a Charisma based adventurer who uses his silver tongue and heavily put on transatlantic accent. Some how always finding himself in some unbelievable shenanigans. Typically alongside some other ragtag band. Although listening to his radio dramas you'd think he was the one doing most of the work. Perhaps there's a little embellishing on his part..


Appearance wise he goes for the fill gumshoe look. White shirt, folded sleeves, suspenders and tie. Rocking a modified pipboy and a kit full of blank holotapes he uses to recollect his adventures.
Initial setup for Dash Rennington
D3C6F0FCB0D0A3F860CF3BACEE38AF98E534F476

Bad idle animation, but fortunately got some good vanilla cosmetics for this from the good neighbour mobsters, not fully accurate but I'm curious how much my 3d artist would charge to add a tie and roll up some sleeves to this look.
 
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