OOC Chapter 3 Lone Wanderers

Dude, this is what I mean. You have no clue with what the story is about or where it's going.

Seriously, if you want to start a role play, knock yourself out.

If you want to join this one, make sure you know what's going on first.

You have jumped into the middle of a story. While the story is ongoing and will move past this chapter. Right now, either you are part of the story or you're not. If you are part of the story, know what's going on. If not, start a new role play.

Oh and your spelling is bad. I mean really freaking bad. Is English your first language? Please try to fix it and use words rather than numbers and try the spell check.

I would highly suggest that you look at either Gunslinger or Roguehex's recent posts. This is the kind of writing you should be providing here, that's whay you should be trying to write. Please fix what you have posted.

I am sorry if this is being a pain in the ass but you should strive to fit in. What you are providing here isn't working.
 
To whomever asked, yes, I am Maverick from KCP.

Back on topic, now. I can say I've read over the summaries and part of chapter three, and I can safely say that I'm utterly confused. I do wish to join this roleplay.

A question, first, that should help me understand better. Where is the group currently headed and why? I caught the name Grey Cliffs several times, but wish to be clear on that before I create a character.
 
Well actually this has more to do with Chapter 2. The summaries are supposed to be helpful but perhaps they are just too confusing.

Anyway, some of the badguys- the League of the Four Horsemen and their allies, the Slayers, are laying siege to Grey Cliffs, for reasons yet unknown, but trust me, there is a good reason for this. Defending Grey Cliffs are the Blades. The caravan is heading to Grey Cliffs to deliver supplies, although most of the people on the caravan are not yet aware of that.

The reason why the League and the Slayers are allied and why they are trying to conquer Grey Cliffs is because there is something there that will make the coming battle against the Others easier.

The LEague has been the big baddy since Chapter 1. They are the ones behind the plot to cut off Tabis and the other towns, to arm the raiders, to seize power in "Fangs World". Why? Well, its open territory and easy to conquer. More importantly, the other bad guys, the Others, are coming up from the South via Mexico. The League knows that eventually they will have to face the Others, and it would be better to do it in Texas then in their backyard. Why the Others are going North is a mystery yet unknown.

Among our party is Gabriel. Gabriel is a member of the Slayer's assassination group. He's been given the job to kill the primary Blade in our story, Caleb. However, Gabriel has some serious misgivings and the Slayers are not sure if he's on their side or on ours. Neither do we, actually.

The primary Blade, Caleb, is trying to get to Grey Cliffs on his own with Jeeva in tow. WHy? Well, in chapter 1 we learn that there is a Blade encampment outside of the town of Tabis and that the badguys want to whack it. We try to save the Blades, but don't succeed. However Caleb discovered that many of the leaders had been taken captive and are being sent to Grey Cliffs to serve as a display. Caleb was supposed to get the weapon caravan to Grey Cliffs, but he never got the orders. When Caleb found out what happened he buried what dead he could and returned to Tabis to bring together his allies from Chapt 1.

Chapt 2 was basically the regathering of that group and the addition of Gabriel. But it was also a long series of fights as the group undermined an effort of slavers to mess things up in Tabis and ended with a big fight in a suburb surrounded by deathclaws. A long battle ensued between good guys, slavers and deathclaws eventually leading to an alliance between slavers and good guys against death claws. Two of those slavers are still with us. Jeeva, who travels with Caleb as part of a life debt, and Talon, Jeeva's #2 guy who is trying to find his old boss.

Chapt 3- Caleb is impatient to get to his colleagues and splits town, followed by Jeeva. They eventually meet up and although they don't like each other, they settle into an uneasy alliance. The rest of us decide to go after Caleb another way, by hooking up to a caravan. But we are delayed, in part because someone gave Grim some ghoul blood and now his body has to adapt. After Grim recovers we join the caravan and off we go. Along the way we picked up Jim (Jacin), Gruug (Smar) Syphon (Syphon), Pipboy (Sander) and other characters- Virgil, Buffy, Blade and now Marine and possibly your own character as well as some NPCs, such as Nat, Ibis, Cerberus, Reed, Hook, Conner, the mutant mafia and a few others. The caravan is a series of encounters (kind of like it is in Fallout 1 and 2) SOme of us have died along the way, fighting creatures (Trogs) or plague.

Recently we have left a university we "discovered" and which provided the plague cure that saved most of the caravan. We have picked up new characters after the University got toasted by unknown forces (The LEague).

While this has been going on we have learned a bit more about the League and the Others.

As for playing. Characters come and go. THe general rule of post every day or at least once every five days or you can be killed has been loosely applied. Blade for instance has been killed of- plague. NPCs have died- Reed and Hook and half the caravan. Buffy is still with us, but it was close.

It's a bit confusing, but stick with it and ask any questions you might have.

The chapter is almost finished. We have only one major encounter left (plus this coming battle) and then Chapt 4.

Did that help?
 
Maverick said:
Back on topic, now. I can say I've read over the summaries and part of chapter three, and I can safely say that I'm utterly confused. I do wish to join this roleplay.

Welsh and I will update the Chapter 3 summary once this chapter is finished.

For now, Maverick, post a summary of your character in the character's thread. Get the okay from either welsh or me before you post in the In Character thread. Welsh will probably find a way to implement you into the caravan's story since Caleb and Jeeva are soloing it out.

And welcome to the Roleplaying board.
 
*Nods*

That was indeed quite helpful.

One last question, then I'm off the create a concept for my character.

I'm just making sure, but the caravan you are currently on is actually going to Grey Falls, correct?

If so, I think I'll make my character a Blade, living in Grey Falls.
 
In answer to that, yes. The caravan is on route to Grey Cliffs although there have been some small distractions along the way we should eventually get there.

I think according to Welsh and correct me if i'm wrong, there is only one mayjor encounter left before we arrive at Grey Cliffs.

Hope that answers your question and welcome to Lone Wanderers!

Ciaos
 
Good, good.

Maybe I can incorperate my character as a the sole survivor of a group of Blades trying to escape Grey Cliffs to get a message out for help.

Or not...
 
The Blade situation is sorta "on the fritz" right now, Maverick. Being a Blade is acceptable but he can't be a Blade survivor from the camp at Tabis. Reason is because all the survivors have been captured and because it'll conflict with the plot I'm thinking of for Chapter 4.

However, you *can* be a Blade in the Blade camp at Grey Cliffs. There's currently a few greenhorn Blades that haven't been fully inititiated yet. But nothing much is happening at Grey Cliffs. An attack is soon to be staged against the League's outpost but that is all. If you're going to be a Blade, then you might have to wait awhile for some action.

Then, as an alternative, there's a few other organizations that Fang, the original starter of Lone Wanderers, came up with. They were all really innovative. I think they're somewhere around in this board. They weren't all used yet (only the Blades, Border Patrol, and the Slayers) but there are a few good ones left. Welsh, can you perhaps dig that up?
 
Right o, this is a slight view of the world designed by Fang which can also be found on the old boards of the forum and also i think theres quite a lot about it in the OOC thread in chapter 2 where i found this.

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.

Hope that helps some...
 
THere is also a discussion of Fangs world at the beginning of this OCC post.

Ok, immediate things we need to straighten out.
(1) Smar, how many mutants have joined the group now? THere is you, sarge, and at least two others yes?
(2) What kinds of weapons should the caravan be carrying?
(3) Who is the spy?
 
Well I would figure that this battle we are about to fight will be over by Friday, then there is the next big encounter which should happen next week, and then we are off to Grey Cliffs. I would guess that Chapt 3 will end within the next three weeks if not sooner. I hope so.

But then we might take a break for a little bit to collect our energies for Chapt 4. Unless Gunslinger starts up Chapt 4. So we shall see. I would say Chapt 4 should start in about a month.
 
welsh said:
OCC- Ok Gunslinger, this weapons are really meant for Grey Cliffs, so I would like to hear about what you think the caravan should be carrying.

Ho-hum, good question, welsh. I'm rewriting the Blade raid on the League's camp (I'd already had it written out but now I'm including some stuff about Kino). In that raid to rescue the Elders, the Blades are going to pickup some of their enemy's own weapons.

Currently, at Grey Cliffs, the Blades have a few M-60's (a total of perhaps eight after the raid) and three mortar tubes with mortars. The hills around Grey Cliffs are filled with trenches and caltrops (twisted bits of metal scattered on the ground). Plus they've got a recoilless rifle with potentially unlimited rounds (since the smith has found a way to manufacture them). The Blades' primary armament is the M1 Garand rifle. When Kino ambushed the caravan carrying Joaquin, the surviving Elder from the Tabis camp, he picked up a few boxes of .30-06 ammunition but most of it will be spread thinly between forty men.

With the M-60's covering the steep hill leading to the town and the mortars and recoilless rifle able to fire down at the base of the hill, any assailants will have a hard time. However, realisticly speaking, if the League retaliates, they're bound to have heavy weapons.

I imagine that the Blades can handle themselves. The only problem is that they're most likely to run out of .30-06 for the Garands and 7.62 for the M-60's. And remember, the Blades may not have paid Reed that much for their shipment; they're nomads who don't generally deal in currency or associate with towns. So the bulk of the shipment should be ammunition with perhaps a few automated weapons (I suggest the Uzi, which is widely popular among security forces and special service men). A few of the anti-tank mines that Gabriel recognized would be good, or better yet anti-personnel since most of the mercenaries and slavers aren't armored.

Other than that, it's primarily your call.
 
Does the convoy reach grey clifts b4 the attack ? If so, there could be 1 or 2 M2 machine guns with DU rounds. Those would do a great deal of dammage.
 
Once again PsychoSniper, try to keep in proportions of the story's integrity! Right now, you're making Marine (or Giles, whatever you want to call him) more like a deus ex machina: an unlikely and improbable character with godlike powers (compared to everyone else) who just appears from out of the fucking blue to save everyone and resolve the plot heroically.

I'm not really digging your "endothermally skeletal plate grafts" or your internal stimpack. This is the last bit that broke the horse's back!

Listen here, I've gone absolutely bugshit and berserk over what you are doing to this story! I haven't been this more frustrated about Lone Wanderers since Fang originally left us hanging high and dry! All you really had to do was change your character, which is that simple. I've asked you to make changes but all you've done is to reduce to amount of ammo you're carrying (oh, to a mere five hundred rounds!) and make your power armor damaged.

Problems thus far with your character:
1) He's a marine when there are no marines in this world.
2) He's got power armor when power armor is extremely rare.
3) He's apparently from the past and that just doesn't fit because this isn't Dr. Strangelove.
4) He's got an out-of-setting weapon with too much ammo which doesn't fit because the modern world has been reduced of its weaponry.
5) Now he's got endothermic armor and internal stimpacks.

But the main problem, I think, is that you're a bad writer. I'm not Hemingway but I'm sixteen years old and I've got more talent then most my age. Now, if you were just a bad writer, that wouldn't have been such a big deal! I'm sure that the others and myself would have been able to help you there. But your problem is that you don't want to read. You've either completely ignored my posts about the problems with your character or you've slightly ammended him (oh, now he's only got endothermic armor instead of power armor and he's still got a P-90, but only five hundred rounds, which makes it all better! ::rolls eyes:: ). I've suggested that you read Lone Wanderers, not just the summaries, in order to get a better feeling for the world. But apparently, you haven't. Okay, Lone Wanderers isn't a world teeming with technology and doo-dads. It's after a post-nuclear war, for God's sake! And the group in Lone Wanderers aren't demigods; Grim's been shot up to shit, Caleb's taken a bullet to his shoulder twice, etc. But you've obviously haven't grasped the vibe of Lone Wanderers. I mean, you suggested that the group conveniently find a forgotten army base and duke it out with a couple of guys in power armor! If you knew something about the story, you'd know how absurd that is!

*Big sigh*. I asked you to previously reform your character. I see no reason why a character from your rather bleak fan fiction should make his way into something that others have spent such a long time writing. Marine might belong in some other RPG, possibly Welsh's new one, but he sticks out like a sore thumb in Lone Wanderers.

So, here's what I'm asking, and please listen carefully: make your character into a man with weaknesses as well as strengths. You've already ditched the power armor, which is all well and good. Can you do more?

Finally, I'm sorry to all the other RPG players, I'm obviously upset about the way Lone Wanderers is getting butchered. I've put so much good writing into this piece, I'm endeared to it. I'm sure Welsh and RogueHex must feel the same way. This may seem haughty, but it isn't. It's only caustic because I've put up with alot from PS. I know something right now, though: I'm never going to work in a cooperative novel as a professional if this is how it's going to be.
 
Just wait and see Gunslinger.

As anyone who has gone to Sierra Army Depot and removed the solder from Bie Med Gel might remember, theres a fatal side effect. I plan to have my characther have that happening to him, but much slower. He will wind up leaving the group for a time, seeking out an old base with supplies to repair him. He'll lose his sumdermal armour there. The stimpack was a 1 use thing. Theres about 2 be a battle aginst power armoured people. most of the P90 ammo will be used there. Maybe all of it.


As far as no marines, you must not have beat FO2, what were among frank horrigans final words ??? Semper Fi
 
Oh for fucks sake, I know I havn't been with this rp long, and I have bended the rules quite a bit, but do you see gruug toting fucking tank guns, gatling lasers and such? No. Look, I'm only 14 and all, but come on, that guy at the sierra army depot died after 5 seconds max, and you are thinking of your guy making a month long journey with over 500 rounds and a weapon that'd kill a community? I'm sorely tempted to have gruug and his 3 mutants kill you, only thing restraining is probably Gunslinger and Welsh. Please, you need some drastic changes to your character to make him fit in. Better yet, make a NORMAL character, not some gung ho super frank horrigan modded fuck, allright?
 
Smar, as I have said in my assistance post, I'm working on steping my characther down from a superman. He's gona lose EVERYTHING real soon. He'll have to leave the group to go on a quest to reverse the problem.


And remember, the Bio med gel used on that Sierra solder was experimental, my characther got a more refined version, but the dying problem is only delayed.
 
I don't give a flying rat f@#$! The first words that spring into mind: You don't know how to roleplay obviously, this is not a bloody fan fic, this is a COOPERATIVE roleplay, your character needs to die quick smart, so you can go take over or make a NORMAL fucking character. Just letting my temper and fingers fly, and congratulations, you are the first one to make me lose my temper, hope you get a swift kick up the ass on a hot summers day and have your orifices congeal and your extremities fall off!
 
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