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| Paper Fallout Topic: Everything Edition; good god | |
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| Tweet Topic Started: Jul 22 2013, 10:10 PM (1,412 Views) | |
| Atticus | Jul 22 2013, 10:10 PM Post #1 |
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RECENTLY ADDED (9/11/14): -updated the NPC section and alphabetized it RECENTLY ADDED (9/9/14): -moved all of the old past recently added entries into a spoiler directly underneath of this, as they're growing a bit numerous -replaced the old maps with the complete versions -moved the maps back into the original topic, changed the "traveling note" to the current RNG system we use -organized the locations in this topic better, changed to the icon name system we're using now -added the "incomplete" TGG locations from before, and all of the new locations -deleted the blanks topic as its purpose has been fulfilled -merged the two topics again, but organized it a lot better in my opinion -updated the version of the items post we had here -added all quests up to this point as well as a bestiary of the enemies fought up to now -added the Koopolis shop lists, updated Slade's Emporium PAST RECENTLY ADDED ENTRIES RECENTLY ADDED (4/28/14): -changed topic title -removed the maps from this post and put it in the new topic -shifted a lot of the stuff we update more regularly from this topic to a new topic for convenience sake. Mechanics and the other stuff's still in here, though RECENTLY ADDED (4/14/14): -Sorted Berfer's finished locations into the others, and removed his now vacant section under Incomplete. -Added all NPCs to the NPC section that have been named to this point. Hopefully we will add them as we make them from here on out. -Deleted "General Ideas" of the second post, because all of it was either basic/obvious, from when he first started planning Paper Fallout, and what was important ended up being moved into the Mechanics anyways. RECENTLY ADDED (9/11/13): -Reorganized the living shite out o' this place to better resemble the Game Manual. -We need to add a list o' Quests in progress fer reference, and finish our fecking locations finally. -Also a list o' NPCs so far with basic descriptions would be helpful too. -After that we'll be fully caught up and can just add things in incrementally, like we should've been doing. -We should really use this more often and update it. It's been a ghost town with us doing updates constantly. -Added RNG fer us to use. RECENTLY ADDED (8/08/13): Changed the locations section a lot. -Categorized both settlements and places to be explored by their pip-boy icons -Changed TGG new section to INCOMPLETE and split it for both you and me. Moved the locations from that one post into your section. -Added Blocked Mine to my section Deleted unnecessary posts after moving their needed contents to other posts. Changed the map a bit. -Changed Alvin's Market to Supply Mart as well as Under to Ragnarok -Changed some locations' icons. -Added Wildfire (E1) -Added Blocked Mine (B5) -Added Shiver City (D1) Added separate post for Companions Split Creatures and NPC section Added a section for Quests that are started or in-progress. Added the two starting Quests so far. Locations -Added Cheeps' Pond description -Added Mushroom Farms description NPCs -Added two guard NPCs for Glitz's End -Added two guard NPCs plus a sniper for Koopolis RECENTLY ADDED (7/30/13): Petalsprings description Colony of Rust description Hooked Bone Keep description Bowser's Castle description Shiver City Ruins description Added to shinobi Temple description RECENTLY ADDED (7/29/13): Added a shit ton to the map. Added Warthog Oinks to Creature section. (one of my best ideas for this yet) Added new section in Locations called TGGNEW. This is a temporary place to keep the list of places I haven't expanded on yet and will eventually be morphed into the normal location list. Moved quests section to its own post, because it'll need it in time. Also, added a section for Trouble Centers. I figure we'll only do them as we write, but it doesn't hurt to have a section ready. Also, we should probably stick to only the major settlements (identified by a city icon on map) Added TGG NEW locations: -Red Cave -Justin's Fortress -Warthog Oink Farm -Koopolis Graveyard -Atticus' Trail -Atticus' Tent -Atticus' Hope -Atticus' Sorrow -Charred Horizon Added quests: -Fate of Atticus -The Charred Horizon -Glitz's End Entry Trial (was the Off-Putting Cave quest, but I changed and bettered it) Added the item section and put in everybody's starting stuff with a few additional things. Added Justin's Fortress to the map and list. Added a bunch of items to the Items section. Added Dimentio RE. RECENTLY ADDED (7/26/13): Added ton's o' locations. Added new civilizations. Added New Quests. Added new perk information. Added lots o' random events. Reorganized topic fer convenience. Added radio stations. Added Mysterious Stranger and Ammo rules to General Ideas. RECENTLY ADDED (7/25/13): Added new post fer a change log because this is easier. Berfer left comments on the current map. Experience threshold system fer leveling proposed in template. Added Karma system notes. RECENTLY ADDED (7/24/13): Added some basic character stats Added starting V.A.T.S. badge Added Bowser Legion faction framework Added more detail to Gonzales and Koopinator Glitzville factions Added critical hits to general ideas Added BADGES section and V.A.T.S. Edited the template a bit to accommodate race choices. Added ideas for species traits Added rest of species stats Added the Enclave Syndicate Added the Shy Brotherhood Added Sons of Bowser (Bowser Legion) Added Mysterious Stranger and Radio Stations to General Ideas section Added RE Section Finished species traits Added a few starting locations Added a map RECENTLY ADDED (7/23/2013): Added recently added section because it's convenient Added a part for badges to the template Added two new communities to the location section (the Glitzville one, and one resembling Megaton which I haven't really put much thought into yet) Added "The Horde" to the factions section. They're the ones in Glitzville. I think it'd be neat to have a separate faction for each civilization. At least for right now anyways. Added Ghouls and Super Mutants to Creatures and NPCs section PAPER FALLOUT: EVERYTHING The Map: Empty version: ![]() Complete version: ![]() The River is called The Kolorado River as its formal Pre-War name, and The Stream of Tears as its post-apocalyptic name. RNG: http://www.random.org/ Traveling note: When Traveling, an RNG will be used to determine what happens to you. AT DAY: It is set at 0-100. 1-40 will result in nothing happening and you just walking. 41-70 will result in a random battle. 70-95 will result in an RE. 96-100 will result in a rare RE. AT NIGHT: 1-20 will result in nothing happening, 21-70 will result in a random battle, and the RE odds stay the same. The original Paper Fallouts for reference Original Paper Fallout Second Paper Fallout Paper Fallout IAS featuring Atticus Paper Fallout quest by me Edited by Khan, Sep 25 2014, 03:37 PM.
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| Atticus | Jul 24 2013, 02:22 PM Post #2 |
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MAIN WASTELAND CAVES Cave Blocked Mine (B5, cave) -Initially inaccessible, but can be opened with suitable explosives. -The Sons will reward any player that manages to open the mine, and then clear out the Whacka Tunneler infestation within. Upon clearing it out, the Sons will send slaves to begin mining and harvesting all the precious metals contained within for new weapons, armors, buildings, etc. -Alternatively, when Faction War begins, the mine may become taken over by a different faction if they begin to move into the territory of the Sons successfully. -Perhaps unique pickaxe weapon within. Gaunt Bend (B3) -dark, winding, confusing mining tunnels lit by ethereal blue torches -Boo enemies and feral ghouls/ Glowing Ones in the beginning, then tougher Dark Boos further in, then a boss Atomic Boo -Not recommended for lower levels -200 rounds of ammo can be looted total from three corpses, along with Jet, booze, a Life Shroom, Chuckcola Cola, 40 coins, two plasma grenades, a ripper, and The Rambo Gun (Unique assault rifle) -leads to Chomps' Grove SUBLEVEL: Chomps' Grove -Small, comparatively lush and vegetated, area walled-in by cliffs -five Deathchomps in the area at once -loot from a dead prospector wearing M-51b Mushkorp Power armor, including 500 rounds of ammo, The R.Y.N.O. 5 (unique minigun), a power fist, an Ultra Shroom, a Jammin' Jelly, and 200 coins, and a Chuckola Cola Quantum. Hazy Maze Way (E1, linked to Dim Well) -A tunnel system that allows for easier access to the Shiver Mountain Range. -Secret Entrance tunnel to Dim Well. -Snifits and Tunnelers inside. Lizard's Den (B1) -Swarming with Gecko Yoshis. There are numerous scavenger bodies to loot and fungus to take. -At the very bottom of the cave is a gigantic mutated Yellow Gecko Yoshi boss to battle. After the battle, a sentient Gecko Yoshi emerges and thanks you for freeing him from his less intelligent brothers. Mushroom Pass (A1, cave) -cave that is the only accessible path between A1 and A2. -the cave is completely dark and it is swarming with Feral Ghouls -the cave gradually descends and is ground level by the time you make it to A2. Or vice versa if traveling towards A1. -a non feral but frankly insane ghoul is the one leading the Feral Ghouls. He blocks the way out (which way depends on where the wanderer enters). (QUEST) Off-Putting Cave (4F) -In a bluff near the outside of the Rogueport Vault. -Home to Cannibals who lay a trap (Quest) -Dimly lit by fungi, ceiling cracks; no creatures, just an entrance hallway and a medium-big chamber at the end. -Can loot strange meat, some Jet, and the Sweeny (unique Butcher Knife) Rat Nest (E4) -community of Squeaks, hidden away in a dim lit cave -the leader bitterly comments that the name was forced upon them -quests involving restoring or helping the Squeaks out, or quests involving discriminating or perhaps even wiping them out. (QUEST) Red Cave (A5, cave) -swarming with Chomps. -There is various loot to be found throughout the caves while killing Chomps as well as Cave Shrooms and Rad Shrooms growing here and there. -Past all the normal Chomps, there is a moderate sized chamber in which an Injured Deathchomp dwells. Killing it will allow you to a skeleton with a unique hammer named Bourgeoisie Basher as well as a journal of a communist leader. In addition, there is a Koopolis guard corpse you can bring back to the guards by the Koopolis Graveyard who wanted you to thin out the numbers of the Chomps for a reward. Shell Pass (A6, cave) -winding pass that is the only accessible path between A6 and A5 -the path is unstable and is teeming with random but hostile wildlife. -perhaps include the bodies of some who failed to make it as well as journals or death notes -inhabited by a madman armed with explosives as a reference to this guy. (QUEST) Wattlight (D4) -caves with Watt as the mascot like how Lamplight had that mole as the mascot -was a settlement of children of all species, but was wiped out (possibly Deathchomp den?) CITIES City Colony of Rust (F6) -City located in a beached Bowser Battleship on the ocean shore. -Contains usual city amenities, along with an extensive armory and laboratory. -Robot patrols and volunteer guards; some Sons of Bowser ties. -Can attempt to get the ship sea-worthy again (Quest) -Can attempt to active ship's guns (Quest) Glitz's End (between 3F and 4F, north to Rogueport Vault) -a community housed within Glitzville -crashed north of Rogueport Vault -there's obviously an arena there -home base to The Horde Kindling (1A) -a community housed within a ruined but still mostly intact library -west to Toadtown Vault -The settlers don't know how to read, the Shy Brotherhood does; the settlers named the community. -Tomes and other valuable books inside. The Kingdom of Specters (D2) -Town full of bored Boos, including Malik and King Boo presiding over them. -Duplighost stole King Boo's crown, they want it found (Quest). -Malik wants to start a haunted house tourist attraction to occupy the boos' free time (Quest). -The Boos want materials from the Forever Forest to manufacture Boo Sheets to sell again (Quest). -The Boos want to open trade relations with two of the three big settlements (Quest). Koopolis (6A) -a community resembling Cantebury Commons. -east to Bowser's Vault -Mostly inhabited by Sons of Bowser and traders from The Kindred and Rogueport. -Two vigilantes, The Fuzzinator and The Automaton will combat each other in the streets to the chagrin of the residents and the Sons of Bowser (Quest). -Unique trade items not sold anywhere else. -Has a broken train line to Rogueport Vegas. -Relatively cheap player housing. Tempest (map center) -Medum-sized neutral settlement near the Rogueport border but in the Mushroom Kingdom. -Contains a large, unexploded blue shell in the middle of the town. -The Church of the Blue worships the blue shell and claims it talks to them. -Contains a bar, an inn, a modest shop, houses, and the church. Wildfire (E1, town) -one of the largest mountains in the area. The peak of this mountain is entirely aflame. Home to a faction called the Setters. The faction lives within various caves in the mountain. They see fire CAMPS Encampment Atticus' Tent (C1, ruins) -The tent left behind by Atticus is still standing, but the exterior is swarming with Gecko Yoshis. Once the Geckos are defeated, the character will be able to enter the tent. -Within the tent, there is another bunch of loot spread around as well as another recording. There is a body in the corner covered with a sheet. Lifting the sheet will reveal that it is a female toad, and she has been dead for far longer than Atticus has been out in the wastes. Crossroad (B4) -a road from the east stretching west -along the sides are those that the Sons of Bowser have crucified -they put these ones farther out from Koopolis as a warning to any and all that venture further into their territory -traveling characters can hear the stories of those damned to die here, those that still have the energy to talk, that is -potential anti SoB quest involving freeing or at least giving peace to those suffering here? or a pro-SoB quest, involving your character rounding up those that are deemed to be crucified (QUEST) -Possibly free a Broken Chain guy or a NMR/Vegas guy (QUEST), or torture or somehow get him to reveal secrets. -Flute player fer the SoB who is a Squeek that betrayed Rast Facebook Conversation: Maybe we could say that they were traveling through SoB territory, and the SoBs came across them and found drugs and whatnot among their inventory. While they actually belonged to Rast's friend, we could have Rast's friend betray Rast by saying they were his... hm... -dead bodies all around to be looted, but attracts wildlife -Dr. X like sadistic SoB priest that seems to give victims sympathy but really when is a screwed up monster when he brings people back to his shack. -some SoB guards stand by, to watch over the road in general as well as make sure none free the crucified Forsaken Camp (A6, small settlement) -Small camp of Super Mutants. -The majority wish to either strike a deal with the Sons of Bowser to get them to stop attacking them, or to simply move somewhere else that's more tolerant of mutants. However, one mutant wishes to abandon all civilities and join the mutants up at the Incursion Hub. (QUEST) -There is one mutant there that acts as a merchant, selling some heavy weapons. Ghouls' Rest (F4, small settlement) -Camp of ghouls. -Led and protected by Ben Vakk. A frequent target of the bigot members of the Horde. -Ben Vakk can be recruited as a companion, but a few quests must be done first. -Ben Vakk will request wanderers to investigate and try to stop the bigots up at Glitz's End harrassing the ghouls, either through violence or diplomatic means. However, the wanderers can flip sides and choose to help the bigots. (QUEST) -Ben Vakk will only become a companion if the wanderer can find someone of equal ability to protect the camp. (QUEST) -A ghoul merchant sells a small variety of irradiated goods there. -Various other ghouls live there and may have small tasks here and there to ask of a smoothskin. Grog (E3) -Trailer park where drugs and moonshine is made en masse, everybody there is constantly drugged. -Quests to deliver/distribute/open new drug markets, possible to legitimize business with caravans. -Fond of disco dancing. -Breaking Bad references? Incursion Hub (E6) -Home of the Mutant Army, based in Flurrie's old house and the surrounding forest, including much of the Great Tree. -Turn people they capture into mutants using an agent retrieved from the nearby jungle vault. -a few Punies and Jabbis are hiding out from the mutants. -Will usually be aggressive, unless wearing an outfit like the cultists who choose to join them wear. -The Lord resides in the Great Tree, The Lieutenant resides in Flurrie's House. -The Lord can be convinced to commit suicide with great speech, and The Lieutenant can be convinced to attempt a coup of The Lord (Quests). -The Lord can offer players an opportunity to kill The Forsaken, or convince them to come back (Quest). -If not messed with and left under The Lord, they become more of a threat later on; but under The Lieutenant their growth is stagnant and they become peaceful over time. -Eld will be here, wandering around amid the mutants and recruit able for those of Good-Neutral Karma. Koopolis Camp (A5, camp) -Was a Sons camp. I think you actually had it wiped out by something without my asking but whatever. -The camp will be reformed some time after a character goes there and potentially clears it out. Madman's Abode (1A) -Messy scrap metal home with a toad similar to No-Bark lives there. -From time to time, the No-Bark toad will give each visitor to his home a random item that may or may not be complete junk. Or, he could give them something upon the lines of a death ray. Who knows? -Also from time to time, he may make a reference to other places in the wasteland or factions. -Can give No-Bark the evil tomes in various Quests (Quest). Marauder's Catch (C2) -Formerly Goomba Village, now home to a band of Raiders known as The Marauders, who roam the Mushroom Kingdom and part of Rogueport. -Clubbas and Bandits mostly, but can offer work to anyone. -Led by a Clubba, who is at least partially intelligent. His right-hand man is a Bandit. -Sort of like the Great Khans mixed with the Powder Gangers. They have pretty good weaponry, but are organized sort of like a tribe. Hate the NMR; may have ties to Sons of Bowser. -Can join in raiding parties if joined, which requires aiding them somehow. (Quest) -Can either be forced to relocate, wiped out, convinced to back off, convinced to join with a bigger faction, or left alone (Quests). -Unique Weapon: Marauding Mallet- Two-handed spiked hammer with a battle axe on the other end. Sacred Grove (B3) -Home to the Unending Caretakers in the center of the Forever Forest. -Can be found randomly at first. -Contains rest bed and shaman to give tomes to. -Can kill, strengthen, or leave alone a tree fused with Tubba Blubba (Quest). FACTORIES Factory Bullet Bill's Factory(6A) -the company "Bullet Bill's" obviously produced weapons for Bowser before the war. -its halls are cluttered with debris. -CEO terminal can be accessed fer a brief history before the war, can hack into the intact weapon vault if skilled. -swarming with Feral Ghouls (most likely Koopas and maybe some Goombas) -Ammo and a few damaged weapons able to be looted, along with some booze in the break room, cigarettes, and a few mines. -Intact Weapon Vault (Requires lockpick, explosives, or hacking) containing 100-150 rounds of ammo per player, two pistols, a shotgun, 50 coins, and a Bill's Favorite (Unique Grenade Launcher) -there are actual Bullet Bill cannons inside in the warehouse section and if you clear a way to them, the residents of Koopolis will reward you and later on, the city's borders will be armed with them (Quest) Chuckola Cola Factory (C2) -Over where Flowery Fields used to be, polluting the area. -Surrounding countryside barren and toxic from industrial waste and radiation. -Full o' lootable Chuckola Cola and a few Chuckola Cola Quantums. -Patrols both inside and outside by Mr. Gutsies, a few insane Mr. Handies, and Robo-Brains/Sentries on the inside. -Vault that requires lockpick or explosives containing a bunch of toys made with poisonous paint along with a set of M-48d Chuckola Themed Power Armor (Unique) -Vault guarded by a robot named Chucklehuck who looks like Bipolar Bot and functions like Festus. Can be fought, but will retreat behind an impenetrable forcefield if beaten. -Terminals detailing shady and disgusting business practices fer Chuckola Cola towards the public and rival in Bowser's kingdom, also formulas fer the soda. -Flamers lootable in Chuckola Cola mixing room off machinery. -Can arrange fer caravans to Rogueport and Toadtown to restock them with Chuckola Cola.(Quest) Firewater Factory (B6) -Factory that makes Bowser's Official Soft Drink: Firewater Soda. -Publicly, they were rivals of Chuckola Cola, which was more popular, but they were really owned by the same group of Piantas. -Can loot tons of Firewater Soda. -Can potentially clear out the factory so that either Piantas can reclaim it or the Sons of Bowser, making the product more available in more areas (Quest). -Filled with Robots and Feral Ghouls, maybe something else. -Can find a secret recipe for a soda not put into production before the war; can then give it to a businessman somewhere and he starts up his own soda chain. (Quest) Mushcorp (B1) -factory/headquarters of Mushcorp, a Mushroom Kingdom company that was responsible for various inventions and items now strewn across the Wastelands. -inhabited by raiders perhaps Torque Co. (F3) -Holographs of Torque are around the facility. Speaking recorded pre-war messages. Include grumbling about Luigi. -Armed with so many fucking robots it's ridiculous. -Tons of loot because of how dangerous it is. -Torque recovered Crump's robot and made it more Liberty Prime like. Can be requested by the Don in Rogueport Vegas, the Shy Brotherhood, and the NMR to clear the way to it. Sons of Bowser will request you to destroy it. (QUEST) -Possible location of the securitron vault as well as Torque's final resting place (I figured it'd be fitting that he would want to rest with his creations)? (QUEST) LANDMARKS Landmark Ant Hill (A2, ruins) -giant Ant colony. Do we have a Mario equivalent of Ants? Suppose we could just have normal gigantic Ants. Atticus' Sorrow (D4, ruins) -On a hill northeast to Tempest stands a lone charred tree. Beneath it now lays a grave with a wooden marker. Next to the grave lays the next recording. In addition, there is a unique assault rifle lying by it as well. The Lone Wanderer's rifle. -The Charred Horizon can be seen easily when looking east. Blood Knot (C3 and C4) -bloodied battleground between NMR and Sons of Bowser Charred Horizon (D5, ruins) -A familiar landscape. The hilly area is charred and irradiated. It is said that it had suffered a direct blast from the bombs. But in addition, the area is a popular battlefield. Corpses and the impact of numerous grenade blasts decorate the blackened hills. There is nothing but death here. The Crystal Palace (E1) -Buried under an avalanche of snow that destroyed the walls and gate. -Requires two stones to enter, one light blue stone shaped like a cross (in a Koopolis shop) and one dark red one shaped like a perfect sphere (in the Forever Forest). -Full o' puzzles, traps, mirrors, and Duplighosts and Swoopulas; rooms switch with each other. -Can find Crystal Shards worth lots o' coins within in various rooms. -In the bottom room there can be a book and The Frost Sphere (Blue Bend o' the Rainbow), can read from the book and summon an apparition of Rand Fenrir as a boss. -Can use the Palantir once if found to reveal several locations o' interest, or other players, before not responding to that player. -In the throne room, The Crystal Scepter (Unique Melee Weapon) will be leaning on the throne. The Crystal King's Crown will be present but unlootable. -Can take the Blue Bend as loot, in addition to the evil spell book Gref'Narek (Quest). Fallen Sky (D5) -Crashed meteor crater guarded by a strange alien lifeform that's super tough but uses no technology. More like a Species 8472 or Xenomorph. -Radio signal? -Meteor ore can be taken to a forge to make either a weapon type, or armor. Given to factions potentially? -Dead Gary clones and prospectors. Fields of Waste (B2) -Formerly Flowery Fields, but now a cesspool of radiation and industrial waste. -Hazardous crossing, need special gear or safe passage. -Fight Slow-Mutant-like creatures? Centaurs? Corrupted Daisies, Puffs, and Lakitus? -Robed Person of indefinite species can serve as a guide for coins. Maybe he's a a boatman on a small barge that rides through the waste? -fills up majority of the square's empty parts. The Forever Forest (B3) -medium sized forest of dark, foreboding trees full of green fuzzies, cazador Zingers, and piranha plants. -the paths seem to loop, change, and go on forever if you don't know where ye're going, or if ye cannot find hints. -Trees kept alive by the Caretakers and forest spirits. -Occasionally dead prospector corpses can be found with loot. Irradiated Hellhole (D3) -store built of trash cans -wherever we put it, it absolutely HAS to be in the center of a whirling death storm of monsters, creatures, or robots. -Potentially put it in a highly irradiated area surrounded with the previously mentioned death storm of creatures and such, and at the center will be Chet who will sell you Chet's junk supplies. Note: where Chet's store, illogically, there will be no rads. And Chet will have a free service of giving player characters rides back to outside of the crater in a trash can. Chet of course, is rad proof. Scrapton (D3) -appears to be nothing but a gigantic ball of scrap metal on the horizon -it's the combination of Scrapyard and Megaton from FO3, but there's only three people living there. -Super mutant Clubba mechanic, who speaks in basically nothing but grunts (Hurrr), but is uncharacteristically kind for a Clubba/Super Mutant, and helps with lifting and shifting scrap around -Rude Shy Guy mechanic, that will literally repair and make anything with his beloved scrap. -Uncharacteristic Pianta, that takes care of the business side of their scrap business. He is not shady, sly, nor rude. -the residents of Egggleam despise Scrapton and wish to see it be done away with entirely, but the three residents of Scrapton only wish peace with them. Can become an ally either of Ragnarok of Egggleam during their conflict. (QUEST) The Shimmering Plains (A4) -Formerly Dry Dry Desert, this wide area has completely turned into pure glass, where it got its name. -Highly irradiated. -People traveling through the first time will get delirious from the heat and see a mirage of an oasis, but awaken after running over to it and seeing that it was only an irradiated cesspool. -Treasure caches around in mildly hidden places, dead bodies from prospectors and travelers with loot. -If joined with or joining The Kindred, they will give a safe route through. -If a player inside gets lost, then they'll pass out and wake up as a prisoner of The Kindred. Summit of Wrath (Smite) (C1) -Shooting star summit where a small group of cultists want to use chanting and a pentagram thingy to bring down the stars' wrath on the wastelanders, deeming them rats that're unfit to live and that should've died in the fire. -Based in the old house up there. No stars are shooting on the summit anymore. -Quest to assist their rituals or try to convince them to stop. Maybe have something else happen later due to the rituals, possibly causing wrath to rain on the cultists instead. Waluigi Appreciation River Infrastructure Overhead [WARIO] (D3) -only bridge left standing that provides a safe crossing over the river, other than the railroad crossing -Mines? Raiders? Mutants? Should be rather dangerous at least initially. Gives Rogueport players a bit of an initial geography barrier, in the same vein as Mushroom Kingdom and Bowser Kingdom players, what with Mushroom and Shell pass. -When faction warfare breaks out, potentially a quest to destroy the bridge or take the bridge in the name of a certain faction? You could of course also obviously defend the bridge, if you were siding with Rogueport. MILITARY Military Abandoned Shy Brotherhood Bunker (A4) -Surrounded by lots of landmines and Scorpions that don't trigger the mines -three ghoul inhabitants wearing damaged combat armor using laser pistols -two pop-up Laser turrets near entrance -Mostly cleaned out by retreating shy Brotherhood -Loot two POW Blocks, 20 rounds of ammo, a grenade, some booze, and the ghouls' equipment Fort Hammer (D5) -A Bowser-style fort with unexploded ICBM's in its silos. Contains several buildings, and a sealed armory. -Statue of a Hammer Bro. in the center who was a war hero or somefin. -Forts Fire and Boomerang were destroyed. Haven (B6) -Followers of Hippocrates HQ -In one of Bowser's abandoned forts on the border of his territory. -Contains an extensive lab, inn, and stock of medical supplies. -Can arrange fer caravans of medicine to be sent out (Quest). -Can donate or turn in items of interest to the followers. -Defended by volunteer guards. Hooked Bone Keep (F5) -Home to slavers who attack travelers and the surrounding area to sell to wealthy patrons and the Sons of Bowser. -Based in Hooktail's old castle, using the dungeons as pens. -Squeezes protection money out o' the nearby Petalsprings. -Players can either kill the slavers, or help them enslave Petalsprings and turn it into a toll station, with NMR squads helping the town (Quest). -Boned (unique melee weapon club) can be found at the keep's top where Hooktail was. Justin's Fortress (F3, fortress) -a huge building protected by a scrap metal wall with laser turrets to keep out those who would seek to try and enter. -the gate of the wall is completely impenetrable. -Later in the game, it will open up to Vault Dwellers... Mushroom Correctional Institution (C2) -pre-war prison, once held a thriving community, but is disbanded by the time a player character finds it. -it is "haunted" by a still living Duplighost that actually was a bit of an FEV experiment, which enhanced its form taking abilities and gave it the ability to read minds (this enables it to use its shapeshifting powers even more efficiently to fuck with the player characters) -while the community is gone, there is a lone survivor that was abandoned by the others named Lloyd (when the player character finds him, he is staring at a rat on his pillow, considering eating it to keep himself alive. Obviously, the door of the cell he is in is locked and he doesn't have the key, just like Lloyd in The Stand). He is initially distrustful of the player character, thinking it is actually the Duplighost. But upon releasing him after obtaining the key, Lloyd becomes a bit more trustful of the player, and will help the player fight the Duplighost. -Lloyd may be a companion, depending on how the player character treated him, and if he saved him. (and if he survived the Duplighost fight, of course) -After defeating the Duplighost, you can either spare him or kill him. Either way, the Duplighost will not trick people wandering through the area around the prison anymore. Also, if you have knowledge of The Specter Kingdom and do spare him, then you can possibly convince him to go there. -various loot scattered throughout the prison left behind by the prison community Outpost Luigi (B2) -NMR Outpost, where there's a small garrison of troops and supplies. -Relays information back to Toadtown and sends out patrols. -Bitter officers and soliders, angry at not being able to make a difference due to a corrupt bureaucracy and democracy. Overwatch (E1) -Enclave's HQ high up in the Shiver Mountains, with only a few entrances to the surface; mostly underground. -Has observatory where most of the land can be seen. -Stocked full of power armor, energy weapons, ronots, turrets, and enemies that can use them. -The Pianta leaders have a lavish living area in the bottom level, featuring a state of a Pianta wearing a suit holding up a globe. -Enclave radio can be turned off or left on. -Player house here if a member of Enclave. Para-Field (C6) -Airfield base formerly owned by Bowser's forces. Group inside similar to Boomers called Landlock, who are descendants of winged bowser baddies but now lack their wings. -Some residents have tried eating irradiated mushrooms in attempt to mutate wings out, with horrific results. -Can be helped to get wings from Vault 6 or through Genetic Mutating Pianta TFE encountered. -Can be helped to get an airship from SMB3 working in late game. Possibly crashes. -Launched out of a giant cannon to help travel? -Solar panels, library/museum on bowser military stuff? -Unique Armor: Wax Wings- Scrap metal armor with wax wings on the back that allow for limited gliding across the ground. MONUMENTS Monument Miskagloom University (E4) -An abandoned college with only one large administration building left standing, along with a statue out front of a Toad dressed in fancy clothes with the words: "Out of light, into darkness" and "A small sacrifice for knowledge" inscribed on its base. -Contains a Forbidden Library full of books referencing horrors of all kinds, both scientific and arcane. - Some of these books could sell or be traded for a lot, to the right people... (Quest) - As people walk through the halls, they see flashbacks of Pre-War times just as the bombs went off, along with silhouettes of people moving across the walls. -Overrun by Feral Ghouls. -Logs can be found on various computers telling of how a previous prospector had searched the university for Gref'Narek, an evil tome, but it had disappeared. Later on, the prospector becomes a ghoul. -Mostly miscellanious loot, along with the books. -In the basement of the university is a somehow candle lit altar with a severed head on it and a book in a bowl of blood, the Xaoslogos (Quest). Behind the altar is a large mirror that pulls at the sanity of those who look into it too long, and in that room there is whispering unintelligible words in the back of the player's mind. Shinobi Temple (D1) -Home to the Ninji Order -Shop sells katanas, throwing stars, and such. -Has an inn; can get mountain guides here. -Leader can want players to do odd jobs fer his respect or to join, if a Ninji. -Can want the player either to go kill a Yeti that's roaming the mountains or to investigate Shiver City's ruins as special jobs. Underling Ossuary (B6) -Arlington Cemetery fer the celebrated Underlings in Bowser's old army -Lots of graves with funny epitaphs and a few mausoleums containing loot. -Can engage in exhuming if in possession of a shovel. -Old Goomba grave-keeper that believes there's a treasure hidden somewhere in the cemetery (Quest). -Maybe a Tome here? -Fight some Dry Bones? -If here at night, ghosts o' dead soldiers appear and give cryptic hints or advice. Some Boos too perhaps. -Crematorium Worthless (C2) -A huge museum built by Toadsworth's order to detail the Mushroom Kingdom's vast history, which is reference to other games, Paper Mario, and anything else we want to throw in. -Gift shop and giant Toadsworth statue. -Has half-built sections with pipes and rebar sticking out, and open expanses. -Home to a psychotic hunter robot who stalks the people who enter the building, setting traps or trying to snipe them. -Lots of exhibits, and such to cat-and-mouse in. OFFICES Office Frankly Science (E3) -Laboratory that has mad scientist experiments going on inside it. -Diseases, bioweapons, and a superweapon. -SCP references and such. -Experiment logs. Mushroom Express Building (F3) -Home to the Mushroom Express Couriers and a small item shop. -Contains only random items to be stolen. -Courier Quests can be started here by anybody. -Rast is out front. Rogueport Institute of Space Exploration (F6) -Headquarters of Rogueport's Space Program. Have one dysfunctional yet still salvageable rocket left. The rest can be destroyed or ruined, or even have been ripped apart by various early wasteland looters and scavengers. -This will be the starting location for the Shroob/X-Naut expansion, and it will be triggered with some scientists moving into the area and trying to get the still intact rocket to work. They will actually be ex-Enclave scientists on the run, but will obviously not tell this to any player characters going to investigate. -Otherwise, there will be a decent amount of lab and science equipment that you can loot from the building itself, but you will also have to worry about various wildlife that have gotten into the building, as well as perhaps a few automated security measures such as a turret or a robot too. Facebook conversation Did we ever perhaps discuss one of the Kingdoms having something like a space program, or something along those lines? I think only the Enclave or Rogueport would work with that. I mean, given the fact that we gave the Mario universe nukes, it seems only likely Hm... The Don being Mr. House and all. Well, I'm just thinking, we could actually perhaps use such a location whenever we decide to do the Shroob/X-Naut thing That could work. We could have a rocket launch facility hidden in a valley or somefin near Rogueport. Seems cooler to have a wasteland rocket, rather than just the teleporter that was in the Rogueport sewers that went to the moon base Well, if we're going to put it in Rogueport's area, then we should probably add it to the ideas topic or... somewhere. Add it to the list. Hm... let me look at the map I guess we could potentially place it somewhere in either the northwestern or northeastern corners of the map/Rogueport's sides. *side Obviously, it'd be one of the locations we'd hide from the "public" map Zending Offices (F5) -pre-war office building, was previously owned by Rogueport Vegas' Mr. Rogue -loot (COFFEE MUGS, FUCK YEAH) -backstory that can be investigated about Mr. Rogue Edited by Atticus, Sep 11 2014, 03:40 PM.
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| Khan | Jul 24 2013, 09:46 PM Post #3 |
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MAIN WASTELAND, PART TWO SETTLEMENTS Settlement Crimson Claw (F6) - https://www.fanfiction.net/s/7593009/21/The-Sun-Over-The-Charred-Horizon -Instan T. is the leader of the Crimson Claw, a busy and successful caravan group he formed after mercy killing his friend Goombert. -Their true headquarters is up in Rogueport, but the camp here in the main wasteland is rather large itself. The leader of the main wasteland camp is a not so shady and surprisingly honest Pianta. -The various caravans of the Crimson Claw that can be seen wandering through the wastes usually return here after a trip to some community, and then goes back out. Dark Marsh (F2) -Small, archaic town surrounded by swamp and connected to the water via dock. -Home to deformed Mirelurk-Toad hybrids and Lakelurks. -Players can investigate the strange inhabitants living there (Quest). -Fish Fryer (Unique laser pistol), gun loot, basic melee weapons. -Not aggressive, except to resistance; turn people who wander in into the hybrids with a curse to please the squid "God" in the lake. -Only normal town inhabitant is a salesman who runs a general store, and appears to be oblivious to the other residents. -Drunken Toad wandering around outskirts warning people to stay away. Downsville (E2) -An apartment building full of depressed and suicidal people. -Delusional old man who claims he used to be a big hero. Makes references to video games, has quest to retrieve his old equipment, where he ventures out with you on one last mission only to get killed by raiders or animals or somefin. -Susan Ashworth and Mitzi Hunt-esque people, want help finding a killer in their midst as quest. -Escaped slave girl is there that is now middle aged and a dominatrix, can be convinced to join Broken Chain. -Writer there that constantly drinks and has episodes where he randomly shoots a shotgun, wants to be given inspiration and you can tell him of past adventures in exchange for stuff. -Mr. Frown is there, being frowny and doing either screwed up or creepy stuff in his apartment. -There's a guy there that is trying to sell happy pills that are really depressants to keep business up. Eden (E5) -A relatively prosperous suburb from Rogueport Vegas that has been cut off abit due to the train malfunction. Where Poshley Heights used to be. -A throw away town if people activate Blaine, will turn into Hades, our equivalent o' Camp Searchlight. -----The players will be granted a choice between choosing Big Blaine (Eden will be gassed) and Little Blaine (Eden will be saved) to become the dominant personality. Following this, the personality not chosen will activate the train's internal defenses (some robots and turrets), and following the battle, either Eden will be gassed or saved. Regardless of which, the wasteland will have its own active train. However, maybe at some later point have Eden still be gassed although maybe give the option of saving the (at least a portion of) NPCs somehow. (QUEST) -Only miscellanious loot, will have more detailed loot when it becomes Hades. -Mostly just has fancy houses, but also features a food vendor, an inn, and a museum. IF GASSED Hades -The alter-ego of Eden, after it gets irradiated and gassed by Blaine. -Full o' feral ghouls, glowing ones, a few insane robots, insane ghouls, and scorpions. -Styx Shotgun (unique shotgun), lots of chems and booze. -Holy Hand grenades in the Sanctum's back, full o' Dark Boos and with a Crystal Star replica that can be sold. Egggleam Tower (D3) -Tenpenny Tower except dominated by Yoshis and a few other wealthy individuals that hate the ghouls of Ragnarok and everywhere else for being eyesores. -Owner of the Tower is a highly wealthy Yoshi named George Gleamegg, that claims to hail from the Waffle Kingdom and whose source of wealth is unknown. -One of the residents of the tower is suspicious of the owner's wealth, and would like help in investigating it (Quest). -Conflict between the Ghouls of Ragnarok and the patrons, with various results (Quest). -Mr. Gleamegg could request you to blow up Tempest so he can have a light show and make an example of the town as a power play (Quest). -There could be a Sons of Bowser spy who wants to make a deal with Gleamegg to provide support for them (Quest). -A member of The Kindred could want a tower patron dead for committing vile acts on peaceful denizens of the waste (Quest). -A shop of some sort containing expensive badges, and luxurious player housing. -A Vault full of gold bars and coins hidden underneath, but heavily protected and highly secured. -The place has turret defenses, is gated, and has robot sentries. There are also terminals for all of those. Elpus (C5) -Novac type community, with a sign that used to say "Help us" but eventually the h fell off. Enigma (E5) -Small collection of shacks around three red ? blocks, put there by passing Magikoopas as a prank. -Residents fear them and try to stop anybody from pressing them due to apocalypse prophecy. -Two blocks are harmless and have items in them, one causes a sequence like the plagues in Oblivion for Sheogorath. Gus (F1) -community of tribal Craws, that treat Gus as a deity. -popular attacking spot by the residents of Darkmarsh and Horror's Corner. Poor Craws. Hell Shell (C3) -moderately sized community of Koopas, that is split between those wishing to rejoin the Sons of Bowser, and others wishing to help out the NMR. -will either become an NMR or Sons of Bowser civilization, however, may be able to convince them to become independent and join Rogueport's side -is housed in some pre-war buildings Horror's Corner (F1) -Houses the a surviving cult of Magikoopas. They were the ones who caused the insanity of Mynos, and have created trouble for the entire wasteland for years. In Lead We Trust (E4) -Large gun store, with a very large supply of both weapons and armor to sell. Also, has some caravans, but not as much as the Crimson Claw. So what IWWT doesn't have in transportation and expansion, it has in its inventory. They often feud and contest with the Crimson Claw. -There are four leaders of IWWT. There is a Hammer Bro who particularly deals in melee weaponry, a Clubba that deals in heavy weaponry, a Pyro Guy who deals in explosives, and a Toad that deals in guns ranging from BB guns, to pistols, to assault rifles. Lunatic's Folly (B5) -No-Shell lives here. It's creepily covered with mannequins, bobbleheads, and the sort. -Used to be a bank. -No-Shell, mirroring No-Bark, has a pet Deathchomp too, only his name is Itchy rather than Scratchy. -No-Shell has a bit of a resentment against No-Bark and will occasionally hire wanderers to carry rude messages to his fellow madman. -Will ask characters to try and find his shell. He doesn't intend to start wearing it again, but he'd like to have it back. No-Shell claims that it is haunted, which actually sounds less insane because the shell begins to appear at random locations in the wasteland at random times, and seems to cover large distances in short amounts of time. To actually get the shell back, wastelanders will have to battle the angry Dark Boo who refuses to surrender it, because he loves going around with it and randomly hitting people with it. After all, the shell has floaty powers too because of ghost bullshit. (QUEST) -Will take all sorts of junk items and give something else in exchange Mushroom Farms (B1, small settlement) -A small settlement of farmers -The only thing that can grow there are Dried Shrooms, which are terrible as well as irradiated -The farmers will request Vault Dwellers to thin out the numbers of the Geckos from the Lizards' Den. (QUEST) -If a Vault Dweller comes across a GECK, they can activate it there and restore the fertility of the farm. (QUEST) Peach's Vigil (A3) -Seemingly strange community of Toads. -It's actually an Andale sort of community. Petalsprings (F5) -Small community on a main road that acts as a rest stop fer caravans from or to Rogueport Vegas. -Has an independent town doctor, meager general store, bar, and warthog oink pens. -Pays protection money to slavers at Hooked Bone Keep. -Can eliminate the slavers to allow more traffic to come to the town, or enslave the entire town to turn it into a toll station fer the road (Quest) Ragnarok (E3, town) -underworld equivalent, rival of Egggleam Tower Port Toil (F6) -Docks and Shipyards full of down-on-their-luck salty characters, street urchins, and filth. -Prostitutes and pimps harrass anyone with money. -People getting teeth pulled to sell them. -Mothballed fleet that can potentially be used somehow, if just for the deck guns or depth charges or somefin. -Captain Jack/Captain Edward Kenway characters. References to Kraken/Glubbermouth. -Bobbery memorial. Republic of Ed (D6) -A forlorn, ratty set of two small buildings gated in; ruled by an egotistical Goomba named Ed. -Other inhabitants include Ed's many children and concubines of various species, and a few Merc guards and one Mister Handy or somefin. -Can become a citizen by filling out a humorous questionnaire similar to the G.O.A.T. -If a citizen, can perform "Ed's Important Matters of the State", which are tasks and fetch quests that Ed is too lazy to do himself (Quest chain). -Can try to convince Ed to back down and act more reasonably, get him to come down harder on his subjects, or cause an insurrection ending with Ed's execution, a duel with him, or his exile (Quest). Shadis (F2) -a community of Piantas -all Piantas are in conflicts with each other, unwilling to trust each other. -players can get involved, but will rapidly find that each Pianta is corrupt in one way or another. The conflicts of the Piantas will be mostly non-violent, but all these will eventually lead to rising tensions. Violence can be sparked among all of them, one of the Piantas can be thrown under the bus to unite the rest of them, or, they can try to unite them, but this is much harder. (QUEST) Smiley Town (E2) -a small collection of pre-war buildings -community of insane wastelanders who assure passerbys that the bombs never dropped, and cling to an imitation of pre-war habits -often attacked by raiders and other wasteland creatures, can have such an attack be going on when someone first approaches. -they will buy pre-war dealies at a much higher price than most other vendors -Mr. Smiles is there, being creepy and doing shenanigans. -Another shady drug dealer with depressants that are supposed to get the residents back to normal, but are really uppers. Connected to the one in Downsville. - -there's a flagpole at the center of the town, and the town leader can ask wastelanders to find a replacement flag. Can give a Bowser flag or a Mushroom Kingdom flag. Will give a reputation boost for whichever flag you give them. There will be some who oppose Bowser and those that oppose Mushroom Kingdom. As an alternate route, you could take whichever flag you quested for, and burn it in front of them for mass amount of evil karma, as this will break down their illusion of civilization and basically... well, start killing each other. Civilization, hooray! (QUEST) Toad Depot (A3) -hardware store that is brimming with supplies and gear -Shy Guy community is located within, but they are extremely hostile and untrusting of others -The Shy Guy in charge of the community is absolutely ruthless, about as far as to throw a person that he once cut one of his arms off for betraying him and his community, and then pushing him off of a roof. Obviously, the community is a dictatorship. Warthog Oink Farm (C1, small settlement) -farm where Warthog Oinks are raised. -The price of a grown Warthog Oink is extremely high, and you must have a saddle. -May later be able to be upgraded to include Deathchomps. (QUEST) -The owner of the farm will request the character to investigate Alvin's Mart. After all, working power is extremely rare in the wasteland. He would have done it, but he is no longer the exploring type. (QUEST) Bandit's Hideaway (D4) -small settlement of Bandits -Bandy Andy was the original settler of this town after the Glitzville days were brought to an end Wasteland Circus (A2) -Decently sized Circus community of all species. Fortune teller, various other attractions. Perhaps a house of mirrors dungeon. Maybe a gypsie that offers players drugs that cause them to start tripping and go on a spiritual journey, like in Honest Hearts when you drink some tea and then fight a flaming Yao Guai. Waste's End (F6) -wastelander bar Whomp Quarry (B4) -A quarry with Whomps and Thwomps as mascots. -Peaceful super mutant town is there. -Mining equipment, lots of saws and stuff. -Mutants make statues with their strength to help ward off intruders. TOWN RUINS Town Ruins Atticus' Hope (D2, ruins) -The next stash and recording is left behind in a ruined settlement to the southeast of Vault 6. But before reaching it, a battle with the abominations from the Vault takes place. -More various loot is found, as well as the next recording. Atticus' Trail (B1, ruins) -a lone ruined home north of Toadtown Vault. The house is marked by having a knife inserted into the front door. However, there is an armed frag mine right in front of it. -The ruined home's interior is infested with Radpunies, and a unique Chomp mini-boss which guards the room Atticus temporarily rested in during his journey. The fight with Chompmeat is both unavoidable and unable to be prevented. -When the character beats Chompmeat, the dog will flee past the character, out of the home, and into the wastes. -The room that was being guarded contains a couple of weapons, tools, and some food left behind by Atticus. The first recording of the quest of Atticus is found. -There's other random miscellaneous items to be determined throughout the house, as well as the meat from the Radpunies. Boo's Mansion (B3) -boo's mansion Dim Well (E2) -very small set of houses, all arranged in a circular formation. The houses themselves are basically sticks, and they're entirely picked clean of any loot. At the center between all these houses, is a well, for which the small community was named. -there is a scavenger that sits against the well during the day, who is actually a guard for the Thieves' Guild, which dwells underneath at the bottom of the well. -The guild has actually made a decent sized tunnel system with several hidden entrances in surrounding areas, of which they can use to flee if their headquarters ever comes under attack. Fuse (E4) -A playground park area with a few buildings for restrooms and former park rangers/attendants. Full of mines. -Once owned by Carson of Broken Chain before, where he lured slavers to their dooms with false reports of camps ripe for the picking. -Now is owned by Slavers and Raiders as a sort of obstacle course full of mines, where they send children in and bet on how long they last in the minefield. -Normal mines of all types, along with unique cluster banana mines of various colors and effects. Gas mines? -Carson/Broken Chain can maybe one day try to reclaim it with a quest. -Quest for slavers where you gather children and cripples/elderly/insane people to go into the minefield. -Unique Weapon: Dolly- baby head mace from TCL. Gassy Koopa (C6) -small gas station -in the building, maybe have a small food cache to be looted, as well as some low leveled wildlife to battle -scavenger/trader hanging around outside every once in a while? Goldbob Lanes (C3) -Almighty Malachi, batshit crazy toad armed to the teeth with explosives. He will also fling bowling balls at trespassers which are actually covered/filled with explosives as well. Hard Landing (F1) -Abandoned blimp wreckage. -Old Glitzville Blimp repurposed for war. Combo of Bioshock/Kirovs. Bombs, cannons, machine guns, armor, but slow moving. -Contains a terminal with a black box and coordinates to an unmarked location to be determined later. Supply cache perhaps? -obvious potential quest involving the restoration of the blimp (QUEST) Isolated Cottage (C4) -A small house with a yard/fences where a strange hermit is throwing a party that turns into a serial killing on all the guests. -Player equipment is taken and hidden somewhere in the house. -Killer stalks and tries to kill them. Koopolis Graveyard (A5, ruins) -Rather than a graveyard, it is actually a rather gigantic pit, full of the corpses of those who died nearby or within Koopolis. -Guards of Koopolis can be witnessed approaching the pit daily with one or more new bodies to dump. -The stench of death is overpowering and in addition to that, the area around the pit is slightly irradiated. However, if you actually go into the pit... well... -Regardless of the above, scavengers can be seen every once in a while plunging into the mounts of rotting corpses to obtain the things that the guards of Koopolis didn't already take. -For obvious reasons, Chomps will frequently visit the area to devour the flesh of the fallen. Will happily attack any and all who decide to interrupt their feeding time. -The first character visiting the Koopolis Graveyard will have to fight a group of Chomps along with some Koopolis Guards. Once finished, the guards will ask you to venture into the Red Cave, to the northeast. They wish for you to thin the numbers of the Chomps so the area is safer, no matter how temporary it is. But they warn you that they've seen a beast unlike normal chomps coming from the cave before in the night... (QUEST) Malice (C5) -residential area to be looted -backstory and details to likely be made up on the fly in comparison to Mario's Town Mario's Town (A1, ruins) -a town that was built after Mario's death. -there are about six or eight homes still standing that are able to be scavenged -at the center of town is a statue of Mario. In front of it is a much smaller shrine to Luigi. -Random wildlife can be encountered while passing through the town. Nihil (C2) -A hilly area with rocks and an abandoned farmhouse and barn around it, home to a nihilistic sniper. -Sniper was a former caravan guard for the NMR, but when attacked by Raiders, the NMR guards abandoned the civilians, leaving him to kill the Raiders but the civilians died anyway. -Now he doesn't believe anybody in the wasteland is worth saving, and shoots things that come by his area. Can possibly be convinced otherwise, or given some peace by questioning players on their morality. -Has a flamethrower at close range; traps line the area. Quiet Haven Hotel (F1) -If ye insist on me removing the glaring reference to Psycho, I'd be willing to change the name to something like Robert's Hotel, or Bloch's Hotel. -Numerous rooms to be explored, several with grisly/comical/dangerous scenes inside. -Possible quest like the Chinese agent one from Point Lookout, but instead, it'd be a pre-war Enclave agent? (QUEST) -Insane inhabitant in one of the rooms wearing a raincoat, and will be found dancing to Huey Lewis around a bunch of chopped up dead bodies. Possesses a unique axe named Bateman's Best Friend, also, the raincoat too is unique. Rundown Windmill (C4) -Plays this music http://www.yourepeat.com/watch/?v=3pIyfoI8Js8 constantly until shut off, if chosen to. -If the music is left on, a town in Gusty Gulch may form from drawn wanderers. -Located in Gusty Gulch's Windmill. -Inhabited by a raving, insane Toad cannibal wielding a surprisingly powerful fork that feasts on those who wander in. -Full of traps, and the surrounding area is trapped as well. -At the top of the windmill, can loot strange meat, booze, a hunting rifle, 30 rounds of ammo, and The Singing Fork (Unique Melee Weapon), Psycho. Shiver Stop (D1) -A train stop near Shiver City for Blaine. Styx Mill (C5) -A Watermill on the Kolorado River with a kind lady attending to it. -The power the mill generates power for something semi-important in a nearby area. -Lady has red glasses, gives some free food. Has a dog. Supply Mart (C1, ruins) -Has power to lure wastelanders towards the Supply Mart. -Large raider band led by a psycho named Alvin. Swan Song. -After participating in Alvin's game as well as the battle afterward, the mart can be cleared and eventually become a small community. After all, power is power. Toys for Toads (C3) -https://www.youtube.com/watch?v=mMHdE4a2qIk -Backstory: The owner will be sort of be like the toy master in that song. Cruel, cold, manipulative, and greedy. The toys he sells are largely defective, but were still highly sought after by pre-war children, and those that couldn't pay, he turned away. There will be pages that can be found throughout the toy shop that explain all this and... well, more. -sinister feel about the place, the actual store is full of misc goods (obviously toys) that can be sold off to merchants or given to collectors that like these sorts of things -secret trapdoor at the back of the store, that leads to a secret torture dungeon below the shop. There are numerous small skeletons hanging around and thrown around, left long ago to rot and linger. Pages of the Toy Master's journal down here will detail how he hated children, and how he saw them as weak pests unworthy of life. May include some of the Toy Master song's rhymes in said journal pages for emphasis. Especially the one about how he would see children standing outside of his store even in the cold, crying because they were unable to afford a toy. -Upon discovering the torture dungeon and at least a few of the journal pages within it, a very powerful Dark Boo, the ghost of the Toy Master himself, will attack the player directly. Screaming at them to get out of his "wonderland." -No more struggle of the classes! No more struggle of the masses! -It is their turn, to crash and burn! URBAN RUINS Urban Ruins Area 19 (E4) -Warehouse depot full of boxes, crates, or other things; a lot of it is mundane stuff, broken, empty. -Near the train tracks possibly. -People looking for lost Artifacts or rare things could be sent here to look. -Raiders of the Lost Ark reference? -Inhabited by Deathchomps, turrets. Inn House Hospital (E5) -An abandoned hospital with robots and ghouls in it. -Maybe connected to the mold from Mario's Town? -Lotsa medical supplies and valuable loot, connected to Haven? -Mr. Handy doctors and some Mr. Gutsies. KAPL-64 (C5) -pre-war power station -filled with junk and tools, perhaps some roaches inside, and other various wildlife surrounding it -can be requested to be cleared out by the Followers of Hippocrates at Haven. (QUEST) -escort a technician from Haven to the power station to get it back into working order, but when you arrive, a group of citizens of Elpus who are irritated at the Followers' inability to help them, demand that the power is routed back to Elpus, rather than Haven. Can result in either a gunfight, or with some charisma, peacefully decide whether Elpus or the Followers get the power, whichever group you side with giving you a high reputation boost. Can also negotiate splitting the power with high charisma, this resulting in a slightly smaller reputation boost, but for both groups. (QUEST) -blueprints left behind for a rather nasty weapon manipulating electricity, devised by a mad technician. Could have his body be still there upon first arrival. Will have to take it to an expert to actually figure out the blueprints. It's actually a list of various ideas, but only one can be chosen and be made. Melee: some melee weapon (something like the shock baton from MZ?), unarmed: power fist that electrocutes, guns: unique tesla cannon. (QUEST) -Blueprints hidden at the end of a dungeon filled with electric booby traps and robots. Koopa Crossing (B5) -A train stop near Haven for Blaine. Koop's Zoo (B4) -the zoo was named after the famed koopa explorer, Kolorado -obviously we'll have wildlife of some sort be roaming free here. Post M (A2) -unable to enter until a certain point of Cap of Mario quest RR Karts (D6) -kart dealership that was opened by the Mario Kart Lakitu -lots of scrap to be collected -rather big building, could be a raider encampment? -leader of the raider group there is a Clubba named Burnt Rubba. Perhaps have him actually be partially burned/armed with a flamer or incinerator. Rugged Radio (B4) -Located on Mt. Rugged's summit, an abandoned Old World radio station constantly playing jazz music on a loop to those in the nearby area. -http://www.yourepeat.com/watch/?v=qFqqtYHNchk -Inhabited by robots, Mr. Handies and Sentries, who still believe that the Old World is around. -Players can either turn off the radio and fight/outwit the robots, leave it running, or change it to play programming from a major faction. (Quest) -Can potentially be upgraded (Quest). -Miscellanious loot only, maybe coins and food and such, but nothing important or anything too powerful. -Includes a shack where a player can choose to live if they choose. Shiver City Ruins (middle of D1) -Ruins of Shiver City after the bombs, has only insane Bumpties (some are ghouls) squatting and feral ghouls around. -Players can find books/paper scraps/terminals hinting at The Enclave Base, and aboot the Crystal Palace. -Can activate a terminal to release a hidden cache o' supplies nearby, if perk is present. -Dr. Freezegood (Unique laser rifle that has a high chance to freeze enemies). Sparky Plant (D6) -power plant filled with creatures/robots, robo-brain keeping people away because it is a nuclear plant and has leaks. -Ghouls in one area of the plant, robots/turrets/traps in another. -Robo-Brain is trying to keep it from melting down. St. Anthony's (F2) -cathedral to the Star Spirits. Named after person who largely helped build said cathedral. -inside, it looks like nothing more than a ruined cathedral. There are several stained glass windows, several of them of course now broken, but you can tell from looking at them that they once depicted the Star Spirits -if you poke around too much or linger inside too long, a member of the group that is living underneath of the cathedral resembling The Family from FO3 (vampires) will appear and question why you're there, and depending on how you respond, will cautiously trust you or get into a firefight with you. Toybox Storage (E2) -Storage units with squatters around them, formerly run by Shy Guys. -Like the warehouse, but more wacky or random things stored there en masse. -Missions to collect things and bring them back. -Squatters open storage units up looking for treasure or supplies, and are disappointed. Vault Tec HQ (D6) -A bomb shelter beneath an office building, and beneath that is the securitron vault. Watchpost (C3) -community based in a still working clock tower, home of The Watch -mostly are snipers -the faction despises evildoers, for they're a vigilante type of faction -offers jobs to exact justice on the wicked -can be hired to bring spare parts to keep the clock tower running, or sabotage it. (QUEST) -potential site of the superweapon? VAULTS Vault Sleight (A3) -Confusing architecture with traps and puzzles, some creatures and turrets. -Sarcastic audio recordings and terminal messages from Popple and Patsy -At the end, there's only a bunch of Donkey Lamps, maybe one unique item or something -Is a bunker like area that is only accessed either by accident or by knowing how to get in. Vault 2 (C5) -the vault experiment was that vault-tec provided a single amazing piece of alien technology that could both shrink and enlargen things -the result was someone accidentally shooting a stray mutant wiggler who had dug its way into the vault -afterward, the gigantic setting was broken, leading to the Vault Dwellers shrinking themselves and taking refuge in an empty soda bottle. -after the battle against the wiggler, a wastelander can take the Bottle of Tiny Skeletons and either sell it to No-Bark or No-Shell for a worthy reward. Both will give something different, and use the bottle differently. Vault 4 (F2) -was a vault full of bob-ombs. An accident happened, and a chain reaction of explosions happened, destroying most of the vault and wiping out a lot of the residents. -there was only a single member of a species that wasn't bob-ombs. -cult of Light Red Bob-Ombs Vault 5 (E6) -Vault 22 Vault 6 (D2) -Underground somewhere. -A Vault where the staff and Overseer performed genetic experiments on the inhabitants, trying to breed supersoldiers and workers. -Filled with abominations made from crosses between species who mostly attack with claws, some can use weapons. Resemble Flood from Halo; worker abominations formless conglomerates that slide around and spit acid. -Can hack a terminal to turn on defense system to kill a few abominations. -Can loot Vault 6 Jumpsuits, pistols, batons, Abomination flesh, a Shiskabob on a dead raider near entrance, Marvin's Ray Gun (Unique Laser Pistol, in the Overseer's Office) -Full of test labs, medicial equipment, holding cells, and flickering lights. -Boss is Abomination Behemoth in a giant tank that attacks with massive strength. -Logs detailing how slowly people would go missing, and the remaining residents would get paranoid, attacking the staff and letting the abomination go free, killing everyone in the vault. -Can bring genetics equipment/data back to a faction fer their use (Quest). Vault 8 (B5) -Gary doogan vault Vault 10 (A3) -fatty vault. Once the vault door opened, the cannibals pretty much tricked them into becoming their dinners. -the only survivor is the one who was the least obese, Twig. Twig will recruit wastelanders in a potentially suicidal attack on Peach's Vigil or you could betray him to the cannibals. (QUEST) WATER Water Cheep's Pond (C6, water) -A pond with water so irradiated and polluted that it's basically pure sludge. -A Toad wanderer named Ben can be seen from time to time floating around the water facedown. Was drowned by Ben Vakks from Ghouls' Rest over a dispute as well as because there can only be one Ben. The Cheeps will explain what happened if asked about the corpse. -a small group of Cheeps can be found near the Pond, and they will plead to Vault Dwellers to kill the rad-Cheeps which are coming out of the water. (QUEST) -can report the pond to the Followers in Haven to start the Project Purity quest (QUEST) -through a quest, the water can be purified or perhaps corrupted just like Project Purity in FO3 (may request a GECK) -if purified, the Cheeps will flourish and a small settlement of Cheeps will be formed there Unholy Lake (F2) -Extremely mutated blooper dwells at the bottom, named Glubbermouth, or some sort of variant of that. Water Tower (A2, water) -Normal ordinary water tower, drained of all the water that was contained long ago. -If you find a way to get inside, you'll find a skeleton of a wastelander who had perished long ago, that had used the emptied water tower as a shelter. His journal details how some Deathchomps had discovered his hiding place. With little food or water left, but too afraid to leave the water tower, he remained in hiding stating that he'd leave when the Deathchomps would. The final journal entry reveals that the wastelander went insane, and was too afraid to go back outside again, thus starving/dying of thirst. -The wastelander has a cache of some weapons. Perhaps some sort of unique weapon. Edited by Atticus, Sep 28 2014, 03:42 PM.
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| Khan | Jul 26 2013, 10:34 PM Post #4 |
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EXPANSION LOCATIONS ROGUEPORT CITY Rogueport Vegas -Walled section of the west side of Rogueport that is relatively pristine, with lights being cast fer quite a distance a ways at night. -Has three large casino hotels within its borders run by Mr. Rogue and the two families. -Has a train station linking to Koopolis and Toadtown, but requires repair. Same with the one to Eden. (Quest) -Mr. Rogue operates mysteriously from within the Lucky 19 Casino. -Mr. Rogue's robot army controls and patrols the area. -Player housing if they can afford it. MUSHROOM KINGDOM CITY Toadtown -Large city home to the NMR, has a broken rail line to Rogueport Vegas, and a broken rail line to the former Dry, Dry Desert. -Player housing if warranted. -Relatively taken care o' a pristine under NMR care. -Lots o' military buildings, government buildings, shops, and residences. Peach's Castle -Home to the Shy Brotherhood, this fortified fortress is massive and imposing. -Contains huge stockpiles o' advanced technology and knowledge from across the wasteland, collected by the Brotherhood. -At odds with the NMR due to close borders sparking tension. -Connected to Toadtown via a castle bridge that is heavily fortified by both sides, complete with checkpoints, patrols, and fortifications. -Shy Brotherhood leadership based in their home Toy Box in the castle keep. BOWSER'S KINGDOM CITY Bowser's Castle -Home to the Sons of Bowser, who're heavily holed up and fortified. -Contains a dungeon arena gauntlet where players can work again as a gladiator. -Trades with Koopolis and sends out many patrols and raiding parties, especially to keep raiders in check near their territory. -Lots o' tents camped out in the courtyard fer slaves that behave, slaves that don't are forced to fight in the arena. Edited by Atticus, Sep 9 2014, 02:26 AM.
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| Khan | Jul 26 2013, 10:35 PM Post #5 |
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MECHANICS Character Templates: -You will update your character templates based on information at the end of your latest update. -You are responsible for updating your character template as the game goes on, if you don't then we just won't write your update. -Indicate equipped items with asterisks. -Item, Perk, Badge, and other information may be located in this topic. -If you don't have them, add sections in your template for Active Quests and Completed Quests that is spoiler'd. -Spoiler your badge, inventory, and perk lists, with your coin amount going with the inventory. -List your Karma title with a semicolon next to your morality, EX: Karma- 50 (Neutral; Vault Dweller). -Add what radio station, if any, you are currently listening to underneath your Radiation, EX: Current Radio Station: None. This is for consistency ease. -Add your level in parentheses after your XP fraction, EX: EXP- 0/10 (Level 1) -Add your Rumors and Notes in a spoiler tag. These are often helpful hints, lore, or allusions to things you may not have encountered yet. You can delete them if you wish after they become many, but if you end up needing them you're on your own. They also help the writers know what your character knows. Combat: -Combat is real time and plays out realistically. -Players state their strategy and moves in their action posts detailing briefly what they will do. -Critical hits are random attacks that do double damage, with the percentage being affected by luck. -The Mysterious Stranger will come to the aid of players in non-PVP battles very rarely, affected by luck. -All characters, when they fight unarmed, perform extremely poor without perks. -Successfully sneaking up on an enemy will always deal a critical hit. Stronger enemies are more perceptive. -Hitting body parts will do what you might expect, such as causing an enemy to drop their weapon, limp, or suffer extra damage from a headshot. Karma: Karma Information: Thresholds- Very Good= 750 to 1,000 Good= 250 to 750 Neutral= -250 to 250 Evil= -250 to -750 Very Evil= -750 to -1,000 Every Karma level comes with a title. Everyone starts out as a "Vault Dweller", and if your title changes due to Karma/Leveling, we'll let you know. People with bad karma will be treated well in Bowser's Lands, but disrespected or even feared elsewhere; people with good karma will be disrespected in Bowser's Lands. We can add these titles to people's templates. Karma Changes- Performing a minor "good" deed= +25 Performing a major "good" deed= +50 Finishing a Quest in the "good" ending (if any)= +100 to +1,000 Performing a minor "bad" action= -25 Performing a major "bad" action= -50 Finishing a Quest in the "bad" ending (if any)= -100 to -1,000 Minor good deeds could be donating/giving somefin paltry away to somebody, saying somefin nice, killing evil people, or being generally helpful and nice. Major good deeds could be refusing rewards, donating somefin worth a lot, or killing vey evil people. Minor bad actions could be engaging in cannibalism or other vices, stealing from somebody not evil, breaking into somebody who's not evil's house, killing/attacking good or neutral people, or saying mean things, or being a prick, Major bad actions could be killing very good people or engaging in a crime spree (multiple minor bad actions within a short time). Ammo/Weapon Repair: -All ranged projectile weapons use the same generic ammo type. -Basic guns like pistols and assault rifles/carbines will take one per shot, shotguns two per shot, grenade launchers/rocket launchers four per shot. -Flamethrowers can take one shot per second of firing, and so can mini guns and heavy/light machine guns. -Laser pistols can take one per shot, laser rifles two per shot, plasma pistols two per shot, and plasma rifles three per shot. -Exceptions can be made for unique variants. -All Weapons degrade as they're used. -Broken weapons cannot be used. -Weapons can be repaired by finding scrap or using similar weapons. -Every time a weapon is used, it degrades. When its condition gets to "Broken", it cannot be used. -Having your weapon hit in combat will lower its condition by the amount the attack would've dealt, excluding blocks. -More powerful weapons have less condition. -Repair may be affected by luck and perks. Update Cycles and Character Actions: -Once all characters have finished their cycles, time will progress and it'll become either day or night. -Each character will be allowed to go to two locations within the current square he finds himself in. He can go to one exploratory location, and one NPC area, whether it be a small settlement or a large scale city. -Updates are small to moderate, and each character will most likely get several of them for each cycle. -Settlements/NPC Places -The character will be allowed three major actions. -Upon the lines of, looking around, going to talk to someone, going to a trader, and what have you. -These updates should be rather small, but it can vary. -Can either choose to leave the location or stay (to wait until the next cycle's beginning) once out of actions. -If a battle begins in the town, the character's time in it may be extended a bit until the conflict is resolved. -Places to be explored -Unlike settlements, there is no determined amount of updates. -There should only be a single battle for each update, unless given tactics work for everything. -Can then proceed to a settlement/NPC place, or form a small camp within the location if safe. -Traveling -Once the character is done in the square or if he chooses to just move on, he can decide whether to head north, west, south, or east (may vary depending on where positioned on the map.) -Traveling after going to a town/NPC place as well as exploring somewhere will cause the journey to take until next cycle. Meaning, the character would be done until the cycle's start. -Traveling after only going to a town/NPC place will allow the character to make it into the next square during the same cycle. He will then be able to enter a single area in the square, whether it be a town/NPC place or an exploratory area. -May not travel to another square if greatly injured. -Characters can PM their choices in case if they want to try to keep something hidden/secret from the other players. -There is no set writer for any character, nor is there an order for updates. Deal with it. Leveling: -Every player character can level up once their XP threshold has been reached. -Each level, that XP threshold will increase by five. -You get XP from killing enemies, completing Quests, discovering locations, or pulling off special actions/unlikely feats. -Upon leveling, you will get to choose a boost to HP by five, FP by five, or BP by three. -Every two levels, you may choose a perk. -Every level comes with a title for the player's current Karma, this will be given to you upon leveling. Death: -If a player character dies, then they will lose their currently equipped items unless retrieved from their corpse in time. -Items not equipped are kept without penalty. -Dead players' ghosts are transported to Star Haven or The Underwhere depending on Karma, where they must undergo trials to escape purgatory and rejoin the living. -The trials get progressively more difficult and lengthy the more you die. So don't. -Once the trials are complete, you will reappear at the last settlement you entered, not remembering that you died. Radiation -Radiation is accumulated from irradiated areas, objects, enemies, or ingesting irradiated food or drink. This widely varies. -Radiation has levels: Very Low, Low, Moderate, High, Very High, and Dead. -If you reach "Dead", you die. So try not to. -Radiation can be removed via Items and Doctors. -The more irradiated the person is, the more debuffs to stats they receive, and they suffer movement penalties. -You can either feel radiation for a less accurate reading, or look at your Pep-Boy's Geiger Counter for a slightly more accurate one. Misc. -Lockpicking can be performed with a bobby pin. Perks, luck, and the particular lock affect chances of success, and bobby pins can break. -Various terminals can be accessed or hacked, with various consequences. All players can attempt to hack, but perks, the particular terminal, and how smart/lucky a player is will affect chances. Unsuccessfully hacked terminals lock users out. -Each faction will treat each player differently depending on their reputation with them, their charisma, and their race. We will record that as factions are found in the faction section. -Your Pep-Boy is equipped with a Geiger Counter, a Light, and a Radio Receiver. Use them as you see fit. -Addiction: all drugs and a few certain items may make the player addicted to them, making them lose a few stat points as they crave it. This can either be cured by waiting it out or going to a doctor. -Getting Drunk: Getting drunk inhibits speech, mobility, intelligence, and charisma for a while as you stumble about and vomit everywhere. -Radio Stations: Any found Radio Station you are in range of can be tuned in with a simple look at your Pep-Boy. -Sneaking/Stealing: Sneaking and Stealing depend on various factors like stealth bonuses, light, sound, Traits, perks, luck, your mark's strength, and people watching. Other than that, it is fairly self-explanatory. -Shops: Shops are usually in most civilized places you come across. -The Shop Lists can be found here, but quantities will not be included unless you visit. If an Item is slashed out on here, it is permanently out of stock. -Trouble Centers: Trouble Centers are also usually in most civilized places, and offer jobs to be done either for citizens or for a faction in exchange for profit and reputation. You can only take one job at a time. Edited by Atticus, Sep 9 2014, 02:28 AM.
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| Atticus | Aug 8 2013, 03:34 PM Post #6 |
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Administrator
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Items APPAREL Normal Bowler Hat- A fancy black hat with a curved brim, shades eyes and offers a chance to dodge headshots. Business Hat- Wide brimmed white hat with a leopard skin band that makes you feel like pimp slapping fools. Increases melee attack damage and charisma. Cannibal Tatters- Cloth and rags smeared with blood that makes you feel strangely hungry, but don't offer protection. Grants a +1 FP bonus. Clubba Berserker Armor- Heavy metal plate painted red and dark green with Sons of Bowser symbols. The forearms have razors on the outside end, the shoes have knife points, and the shoulders are Koopa skulls; identifies you as a Son, increases attack speed, heavy armor. Clubba Berserker Helm- A horned green and red helmet with a bloody red Bowser face silhouette on the front, doesn't cover the face and has room for hair to flow out the back like a mullet; identifies you as a Son, increases charisma, medium armor. Commoner's Rags- More intact and inclusive rags and cloths haphazardly put together. Grants a +3 FP bonus. Eyeglasses- Spectacles to help you see, or potentially look like a goober with blurred vision. Portable glass at its finest. Faded Pre-War Leather Jacket- Black leather jackets that make you want to headbang, but offer little protection; grants a charisma bonus in Bowser's Region. Faded Pre-War Punk Outfit- A denim vest, black shirt, and acid wash jeans marred by time, but still make you want to fight the power; grants a damage bonus to Major Faction units, but offers no protection. Filthy Pre-War Business Attire- Sharp-looking blue suit and tie. Cigar not included. Grants extra charisma if male. Gray Janitor's Cap- Filthy billed cap designed to blend into the background. May make you want a taxidermy squirrel army. Shades eyes from bright light. Headlamp (No Power)- Your third eye's out of juice, now more of a headband than a headlamp. Leather Armor- Unaffiliated and mostly intact leather armor for minor concussive or slashing protection, light armor. Metal Armor- Hard and imposing metal full plate. Do not punch. Heavy armor, has metal spikes on the shoulders and forearms. Metal Helmet- A metal closedface helmet exposing only the eye area. Helps conceal your identity, heavy armor. Ninji Boots- Padfoot shoes that grant no damage resistance, but grant an increase to speed and sneak. Plastic Eyepatch- Black plastic eye-covering with a black elastic band. Increases charisma, but lowers depth perception. Pianta Shades- Batwing shades perfect for poker. Help conceal your identity and shade your eyes. Raggedy Blanket- Protects against cold and dust, but that's about it. Grants a +2 FP bonus. Raider Scrap Armor- Metal plates with cloth stitched around them. Light armor. SOB Combat Armor- Standard issue, one size fits all red and dark green reinforced Koopatrol armor, decked out with knife point boots and Sons symbols; identifies you as a Son, heavy armor. SOB Combat Helmet- Standard issue, ones size fits all Koopatrol helmet with Sons colors and markings, has a spike on top and covers your face; identifies you as a Son, heavy armor, helps conceal your identity. SOB Leather Armor- Black hide armor that bears the Sons of Bowser markings; identifies you as a Son, grants a +2 FP bonus, light armor. SOB Studded Leather Armor- Black hide armor pocked with metal studs that offer more protection; identifies you as a Son, grants a +1 FP bonus, medium armor. Soiled Pre-War Skirt- Guaranteed to make you at least feel pretty. Frilly white skirt with high socks. Grants extra charisma if female. Underling Scrap Armor- A haphazard mixture of scrap metal and leather stitched together in an uneven way, and Sons symbols spray painted on it, given out mostly to Goombas, Bandits, and other Western species; identifies you as a Son, light armor. Underling Scrap Helmet- Scrap and leather mixed over what appears to be a bicycle helmet with Sons symbols spray painted on it; identifies you as a Son, light armor. Wanderer's Rags- Fetid rags that make you look stylishly destitute, but don't offer protection. Grants a +2 FP bonus. Welder Mask- A metal face shield that protects against bright lights, sparks, or heat; medium armor, helps conceal your identity. Worn Black Cloak- A hooded black cloth garment with a few holes in it, very inconspicuous; grants a +2 FP bonus, and helps conceal your identity. Unique/rare Bowser's Vault Jumpsuit- Protects little more than modesty, has Bowser's face on the back. Beastmaster's Codpiece- Rare in the Sons of Bowser, some soldiers are said to exert control over animals, and wear metal codpieces like this; medium armor, decreases chance of random battles with animals, increases damage to wild animals, increases agility. Beastmaster's Toga- A white cloth covering the upper body and ending in a cowl; light armor, grants a +6 FP bonus, increases agility, makes wild animals do less damage, allows control over one wild animal per battle update (depending on strength). Bright Fedora- A hot pink fedora with ponies on it that doubles your chances of getting attacked in any situation. Brown Stinky Cloak- At least a hundred years old, this thing smells horrible and offers no protection. Inscribed with a "Ray" name tag on the front, crossed out to say "Rip". Cute Gorilla Mask- A purple smiling gorilla mask with anime eyes, helps conceal your identity and intimidates enemies. Increases throwing attack damage and melee damage; light armor. Dented Pot- Unorthodox headgear that offers a little protection, and also laughs from bystanders. In heat in can fry eggs or the wearer's brain. Explorer's Hat (Headlamp)- A tan cloth hat with a chin string that has a light on the front; grants a +4 FP bonus, one additional XP point when discovering locations, and a luck bonus. Green Bandana- When equipped, every throwing weapon gets double use, all ammo can be fired twice, and weapons cannot deteriorate. Haz-Mat Suit- A bright yellow suit that protects against radiation and status ailments by a huge amount, but not against damage. Koopolis Flag Cape- A black flag with red trim featuring a Green spiked shell in the center; grants a +5 FP bonus, a speed bonus, and can reflect some ranged attacks if used properly. Kevlar Business Suit- A bulletproof business suit that's perfect for those aggressive negotiation; medium armor, but doesn't affect dexterity at all, intimidates uncivilized enemies. Rogueport Vault Jumpsuit- Protects little more than modesty, has Pianta face on the back. Toadtown Vault Jumpsuit- Protects little more than modesty, has a mushroom on the back. Mushroom Express Delivery Cap- Red and white ball cap affiliating with the Mushroom Express; can shade your eyes from bright light, but that's about it. Mushroom Express Delivery Uniform- Bright red and white delivery armor sporting a Mushroom Express affiliation; medium armor. Recycled SOB Champion Power Armor- The pinnacle of the Sons' armory leftover from a former individual who rose to be the army's champion, this repurposed Power Armor has no power source, but it is like a tank. Red, dark green, and gold, this armor is huge, weighty, but fearsome; very heavy armor, identifies you as a Son, increases radiation and status effect resistance, increases all stats, comes with a Weapon Holster, grants a +12 HP bonus, a +6 BP bonus, and a +3 FP bonus. Recycled SOB Champion Power Helmet- A red, green, and gold helmet that resembles a large metal gas mask with a spike on the top; very heavy armor, identifies you as a Son, increases radiation and status effect resistance, increases all stats, grants a +4 HP bonus, helps conceal your identity. Ring Mail- Modest chain-link armor and leather tunic that isn't too heavy, but not too protective; light armor. SOB Commandante Armor- Special armor reserved for the top Sons of Bowser Officers. Looks like the normal Koopatrol armor except bigger, badder, and meaner in every way; very heavy armor, identifies you as a Son, grants a +7 HP bonus, increases strength, increases melee damage, increases attack speed. SOB Commandante Helmet- Sons of Bowser Officer helmet, looks like a standard Koopatrol helmet except with gold trim and heavier plate; heavy armor, grants a +3 HP bonus, increases charisma, makes enemies experience Fear. Suave Toupee- Smooth slicked-back fake hair. Pretty much it. Helps conceal your identity. The Monkey Suit- A purple gorilla costume, increases agility and intimidates enemies; medium armor. Underling Commando Beret- A maroon beret with a patch of a smoking Goomba over the left side; light armor, increases charisma, increases critical hit chance, makes enemies experience Fear. Underling Commando Outfit- Oorah! This is an outfit given out to the rare Underlings are the best. It features studded leather pants, cris-crossing ammo belts, and springheel boots; medium armor, increases agility, comes with a Weapon Holster, increases sneak, grants a +5 FP bonus. Wasteland Brutalist Outfit- Dark red studded leather armor with spiked shoulders and boots, topped with a gas mask. Grants a +6 FP bonus, a strength bonus, and a charisma bonus; medium armor. Weapon Holster- When worn, allows instantaneous weapon switching and faster draws; can be equipped with any outfit. BADGES Brother's Keeper- Inspire fierce loyalty and increased effectiveness in allies with some rhetoric that lasts for an update at the cost of 2 FP; 1 BP. Careful Koopa- Brace yourself for a powerful attack, resisting damage and knockdowns with 3 FP; 2 BP. Charge- Spend 1 FP to charge up an attack for more damage, can be used multiple times in succession, multiple badges lowers the charge time; 1 BP. Confessor- Confessor- Spend 2 FP to extract information from enemies they otherwise might've kept to themselves; 4 BP. Close Call- When you reach 1-5 health, pay 2 FP to have a very high chance of an enemy's attack missing you; 1 BP. Cornered Animal- When your health gets below 20%, you can spend 6 FP to gain massive bonuses to all stats except intelligence and luck for the rest of the update; 4 BP. Dizzy Strike- Throw a whirling melee attack at an enemy that disorients and lowers accuracy for 3 FP; 2 BP. DODGE!- Spend 2 FP to perform an acrobatic dodge on one attack, avoiding or greatly reducing damage; 2 BP. Why don't you DOOOOOOOODGE?! Eye of Ra- Tap into the aether to see the unseen, allowing you to see other living things' karma levels, stealthed enemies, and the contents of containers/pockets for an update at the cost of 2 FP; 1 BP. Glorious Burden- Allows you to wear heavy armor and wield heavy weapons with no cost to dexterity, at any strength, but lowers your max FP by 10% while worn; 1 BP. Ill Wind- A cruel wind will blow over your enemies that causes random status effects at the cost of 5 FP; 3 BP. Lucky Day!- Passively grants you luck every update; 7 BP. Lucky Start- At the first update of every cycle, you will be slightly healed and find a free item of varying quality; 5 BP. Omen- Causes something unlucky to happen to your enemies in battle that affects them somehow and lowers their morale for 4 FP; 3 BP. Might of Bowser- Burn 4 FP to go into a rage and do more damage with melee and throwing weapons for a few minutes; 2 BP. Money Money- Double the amount of coins you get from enemies and lower shop prices by 10% passively; 10 BP. Piety- Passively grants better treatment from any Good Karma characters; 2 BP. Pretty Lucky!- Good fortune will shine on you for an update for 2 FP; 3 BP. Refund- Every time you use a consumable item, get back some of the coins of the selling price at the cost of 2 FP per update; 6 BP. SOB Loyalty- Passively doubles the reputation gain and makes SOB personnel treat you better; 1 BP. Sons Countermeasures- Block or dilute ranged attacks with melee or unarmed weapons for a few minutes at the cost of 2 FP; 2 BP. Stylish Strike- Flourish your melee weapon garishly and deal extra damage to an enemy with a chance to stun, costing 2 FP; 2 BP. Surprise Motherfucker!- Turn invisible and see through walls for a minute at the cost of 6 FP; 4 BP. To The Hills!- When fleeing combat, allows an extra speed and luck boost at the cost of 3 FP; 2 BP. Tough Economy- Can pay 1/3rd of total FP to get back a 1/3rd of the ammo and all the weapon condition used in an update by the wearer; 3 BP. V.A.T.S.- performs a default attack with the current weapon that had a high chance of doing critical hits and consumes 1 FP; 1 BP. Waaah! Emblem- Turns your clothes purple, makes you randomly shout Waaah, and makes you grow a jagged mustache; 1 BP. COMBO ITEMS Jury-Rigged Vacuum- Aren't you crafty? Can suck and blow things at different velocities (slow to moderate). Teddy Bear Wallet- A mutilated Teddy used to store valuables, protects against pickpockets. Tin Can of Strange Mold- A can of the foul black mold found in Mario's Town. Tin Can of Stuffing and the Radpuni Egg- A can of Teddy bear innards cushioning a Radpuni egg. CONSUMABLES Drugs Absinthe- Restores 4 HP and 2 FP. Raises damage resistance and melee attack strength. Can get you drunk if you drink too much. Beer- Liquid bread! It's good for you! Restores 2 HP and 1 FP. Can get drunk if you drink too much. Bitter Drink- A Sons of Bowser concoction alternative to Stempaks, restoring 7 HP and 3 FP.4 Buffout- Mega Mushroom pills that cause temporary muscle growth and increased melee damage, throwing weapon range and attack power, and damage resistance at the cost of intelligence, charisma, and agility. Cat Eye-Pills that allow you to see perfectly in the dark. That's it. Cigarette- A loosey. A lone cigarette to smoke for better accuracy, but more visibility. "Feelin' Fine" Syringe- Cures all status ailments and grants a boost to Charisma. Healing Powder- A Sons of Bowser speciality that restores 4 HP and 1 FP. Jet- An inhaler of shit fumes that causes intense stimulant effects, raising agility, halving FP costs, and causing anxiety. Mush-X- Slow Shrooms injected. Grants damage resistance. Pack of Cigarettes- Can be smoked to grant better accuracy, but increased visibility and bad breath. Psycho- Whatever this injection is, it makes you berserk. Lowers intelligence and charisma, but increases damage and damage resistance. Stempak- Restores 7 damage. Turbo- GOTTA GO FAST! Taking this slows time and increases agility for a few minutes. Ultra Jet- An even more powerful version of Jet that makes FP costs only 1 FP per attack, raising agility even more, but also causing even more anxiety. Vodka- Restores 4 HP and 2 FP. Makes melee attacks slightly stronger. Can get drunk if you drink too much. Wasteland Tic Tacs- Wow, such fresh breath! Increases charisma and intelligence for an update. Whiskey- Restores 4 HP and 2 FP. Grants slight damage resistance. Can get drunk if you drink too much. Food Chuckola Cola- Restores 5 HP and 3 FP, gives radiation. The Original Cola; can cause addiction, or laughter. Cleansing Tonic- Decreases radiation by one level. Dried Shroom- Restores 1 HP, gives more radiation, and makes you hate life. Firewater Soda- Restores 6 HP and 2 FP, gives radiation. Can cause addiction. Fire Yecko Meat- Raw meat that's a bit spicier than others; restores 2 HP and gives a bit of radiation. Fire Yecko Heart- KALI MA! A touch muscley cut that is almost impossible to chew; restores 1 HP and gives more radiation. Gourmet Guy's Snack Cakes- Restores 1 HP, gives a bit of radiation. Honey Syrup- Restores 5 FP Irradiated Maize- Restores 4 HP, gives more radiation. Koopa's Delight- A specialty of Koopolis; restores 6 HP and 3 FP, has two servings. Koopasta- Restores 3 HP and 1 FP, gives 2 discrete servings per plate. Koopa Tea- Restores 5 FP and cures status ailments. Mistake- Restores 1 FP, gives more radiation, and tastes like a carnie's anus Mushroom- Restores 5 HP Oink N' Beans- restores 1 HP, gives a bit of radiation. Packfuzzy Meat- Raw meat that may been fed off unfortunate Wastelanders. Restores 1 HP and gives a bit of radiation. Poshley's Canned Pasta- restores 3 HP and 2 FP, gives a bit of radiation. Purified Water- Sweet, sweet pure tasteless H2O, pretty uncommon nowadays; restores 4 FP and 1 HP. Radioactive Gum Drops- Little candies that taste with glowing taste; restores 1 HP and 2 FP. Roasted Warthog- Restores 6 HP and gives a bit of radiation. Roasted Yecko- Restores 3 HP and gives a bit of radiation. Shadis Gumbo- Delicious, spicy, exotic! Restores 8 HP and 1 FP, and doubles XP gains in the update it's used in. Spicy Soup- Restores 3 HP and 2 FP, gives a bit of radiation. Sugar Bob-ombs- Restores 3 HP, gives a bit of radiation. Strange Meat- You're not sure where this came from, that's probably for the best. Restores 2 HP, 1 FP, and gives radiation. Super Shroom- restores 10 HP Trial Stew- Restores 7 HP, 3 FP, and gives another random effect. Warthog Oink Meat- Raw meat that restores 1 HP and gives more radiation. JUNK Broken Clock- Is right twice a day; an old fashioned gear-filled device. Broken Flamethrower- The only type of truly camouflaged flamethrower. Broken Leaf Blower- Good thing there probably won't be any leaves any time soon anyways. Broken Microwave- How can you shove small animals into their reheated doom now? Broken Slave Collar- Disarmed, unfunctioning, but still good for role playing... If you know what I mean. Broken Vacuum Cleaner- Aww. No Wasteland Spring Cleaning for you. Bronze Bowser Idol- Bowser's visage immortalized in metal. Lasted longer than he did. Cardboard Box- Medium-sized plain box. Has "The Orange" written on the side. Cloth Rag- Of highly dubious origin. Deck of Cards- 54 card pick up anyone? Has a different Pre-War character on each card. Dilapidated Car Engine- Nuclear powered, hasn't worked for a long time. Dirty Magazine- Some pages are stuck together.... mysteriously. Donkey Lamp- At least you have good taste in junk. Empty Beer Bottle- Party's over. Empty Soda Bottle- An empty bottle. Like your soul after carrying this around. Fake Mustache- Handlebar upper lip toupee. Perfect for practicing your vaguely racist Italian impression. Financial Clipboard- Ancient economic scripture filled things read presumably as a punishment. Fire Yecko Teeth- Wild chompers with a red tinge. Garbage Bag- Perfect for disposing of bodies, suffocating children, or collecting cans. Gnome Magazine- All your gnome reading entertainment needs; recipes, projects, pornos, more! Hammer- Make John Henry proud. Hunk of Glass- Just a generic jagged piece of glass. Don't cut yourself. Junked T.V.- There's nothing good on anyways. Leather Strip- Piece of leather, not alone enough to make you hellbent. Lunchbox- This ain't no packed lunch. It's just a colorful metal box. Metal Gears- Metal.... gears? Small pouches of gears that are various sizes and shapes. Packfuzzy Teeth- Sharp bloodstained teeth, could have many uses. Pencil- Writing stylus. I guess, you could throw it at somebody? Pilot Light- Old oven component that cooked its owners if faulty. Pliers- Another common tool of the pre-world. Useful as a torturing device too. Poker Chip- Multi-colored pieces of plastic that are even less edible than paint chips. Pre-War Book- A relic of the past useless to those who can't read. Also an easy source of rolling paper; come in different genres. Radpuni Shell- Harder than your dignity, softer than a spear. Rawk Hawk Doll- FEEL THE RAWK! Comes with kung-fu grip. Somebody might like it. Rusted Bowl- Made from iron, not recommended for bowling. Rusted Tin Can- A can. With rust. Collect all variants! Scrapped Radio- Doesn't work, but that's why you have your Pep-Boy. Screwdriver- Every Vault Dweller gets one free for lockpicking. Not really. Has a flat head. Sewing Needle- Sharp enough to do its work, keep away from face holes and tender bits. Shovel- Sturdy, sharp metal head with wooden handle; dig your own grave and save! Spork- A useful utensil abomination combination. Made of steel. Tarnished Obsidian Necklace- Black as a junkie's eyes, and stylishly depressing. Teddy Bear- Dirty as hell, but still soft and potentially creepy as ever. Tin Can- Dirty and unmercifully empty. Toy Stick Pony- Dirty plush white horse on a weathered red and yellow pole. Turtle Wax- Can make your shell or your metals nice and shiny. Urn- Ornate ceramic jars containing Pre-War remains. Desecrating the dead is fun. Vacuum Cleaner- Portable vacuum cleaner. Sucks and blows to carry around. Waffle Iron- Do you like waffles? The toaster's abject cousin. Wrench- No respectful plumber ever goes anywhere without one. Warthog Oink Tusk- a medium sized ivory skewer. MISCELLANEOUS Brass Coin- increases luck by a small bit. Gold Doubloon- can be sold, or used as leverage. Shiny. Howard's Bloodstained Journal- Taken from a scene of two dead brothers, the pages tell of their lives in Glitz's End and in Eden. Ossuary Master Key- A key to open any lock in the Underling Ossuary. Slave Collar (Deactivated)- Functioning, head poppin' slave collar that's not locked and not in use. SOB Medallion- An obsidian-metal sigil with Bowser's face etched on one side; presented as security clearance, identifies you as a Son. Water Canteen- Standard issue belt canteen for the Mushroom Guard, can carry liquids. QUEST ITEMS 8-4 Snowglobe- A Snowglobe with ashy "snow" showing the Black Lands of Bowser; somebody might like it. Bag of Meat- A bag full to the brim of slabs of disgusting and stinking meat. You have no idea what type of creature would ever want to eat this. Bag of Moldy Breacrumbs- A small plastic sack of moldy breadcrumbs needed to not get lost in the catacombs. Blisterine- Empty blisterine bottle, dweller of Vault R. Can only be heard by Rip Cheato. Usually complains and insults Rip's intelligence. Cannibal Toad Head- Decapitated cannibal noggin taken for a bounty. Cannibal Toad Leader Head- Caked with dried blood, a noggin taken for a bounty. Courier Papers (Glitz's End)- Mushroom Express papers allowing entrance to Glitz's End for job purposes. Eggy- Broken eggshell, dweller of Vault R. Can only be heard by Rip Cheato. Is the weakest of the Vault R dwellers, but strongly speaks out against slavery. Eld's Map- Worn paper with a map to an attacked Sons of Bowser Outpost near Koopolis. Feral Ghoul Skull- A skull retrieved from a Feral Ghoul for a bounty. Glowing One Skull- A luminescent skull retrieved from a Glowing One for a bounty. Horde Note- Drunken scrawlings from a Horde member yapping about a footlocker. Howard's Ring- Plain metal ring, with Howard etched on the inside. Jack- Old plastic eyepatch, dweller of Vault R. Can only be heard by Rip Cheato. He is the only Vault R dweller that knows this is all in Rip's head, and speaks with an extremely terrible pirate accent. Koopa Skull- A skull that looked interesting. Something looks to be in the eye socket. Light Blue Cross Stone- It constantly feels cold to the touch... Mapkin- A soiled napkin with lines on it leading to an Xplanation. Very absorbent. Morton's Mark- A bronze etching of a flaming hammer striking the ground. Mysterious Holotape- Plays logs of unknown destination. Nunchukaru- Dull ninja star, dweller of Vault R. Can only be heard by Rip Cheato. Often speaks of honor, and will speak up when Rip tries to do something against it. Orange- Moldy decaying orange peel, dweller of Vault R. Can only be heard by Rip Cheato. Always late to conversations, and usually responds with only non-imaginative responses. Pre-War Tourist Guide Page #4 (Dry Dry Outpost)- Provides information, fun facts, and maps of the Dry Dry Desert region; has writing and notes written on it. Red Plumber Cap- A bugged replica novelty Mario hat. Curious... Sealed Mini-Safe- Needs a combination, force will break it; perhaps it can be cracked somehow. Stabby- Wooden sword, dweller of Vault R. Can only be heard by Rip Cheato. Commonly expresses his love of swords and various other sharp things, despite being one. Tubs- Picture of a bathtub, dweller of Vault R. Can only be heard by Rip Cheato. Is often beaten up and bullied by the other Vault R dwellers, has violent outbursts. The Wolf's Holotape- Holotape given by a Pianta in a pelt cowl, who knows what's on it? Weathered Diary- Strangely written, but very curious. USABLES Battle items Ammo- Used for all ranged weapons. Helps you kill stuff. Boo Sheet- A white cloak that allows you to make yourself invisible and transparent for a short while, but still allowing you to attack. Fire Flower- Just point and pull a lead off, and coat foes with flame. Who needs flamethrowers? Fright Mask- A mask of a necrotic Bowser, putting this on will cause Fear in enemies, possibly making them flee. Mystery?- Causes a random effect on an enemy or causes damage to your allies. POW Block- Bash this puppy open and deal some damage to all enemies touching the ground. Repel Gel- A tube of lube that makes it hard to hit the person it is applied to. Ruin Powder- Throwing this powder at enemies who inhale it causes them to attack each other in a berserk rage, while ignoring you. Spite Pouch- This powder, when inhaled by somebody, causes damage to reflect onto the people who attack them. Strange Leaf- Pulling this out of the jar it comes in causes those downwind of you to become really dizzy from fumes. Shooting Ztar- A black star that can be held up to the air to unleash a hell storm of Ztars from the ground, draining the health and strength of all enemies in a wide area and transferring it to yourself. Sleepy Sheep- Has a chance to put foes to sleep. Volt Shroom- Eating this Shroom causes enemies that touch you to receive shock damage and stun. Other Bobby Pin- Can be used to open locks, has a chance to break if unskilled. Faded Army Tent- A olive drab tent faded to look almost lime green, allows you to sleep or wait in the wastes with a lower chance of being attacked. Piranha Poison- Debilitating poison taken from jungle piranhas that can be applied to ammo or melee weapons or used in the world to cripple and waste enemies. Radpuni Egg- Can be eaten to restore 3 FP, might have other uses... Scrapped Toaster Parts- Can be used as either scrap metal or scrap electronics. Scrap Electronics- Can be used to get back into locked terminals. Different terminals require different amounts. Scrap Metal- Can be used to repair things. Tourniquet- Heals crippling injuries and stops bleeding damage. Universal Toolkit- Can be used as a bobby pin or scrap metal, but will eventually break, 3 uses; one scrap, two bobby pin. WEAPONS Melee Baseball Bat- balanced one-handed weapon; high condition. Battle Axes- Burly two-handed axe with blades on both sides of its head; low condition. Bowie Knife- Large military knife that holds its own; high condition. Bumper Sword- Scrap metal two-handed broadsword that packs a serious punch; low condition. Butcher Knife- stubby meat cleaver that can slice effectively close-up; medium condition. Meat Mallet- A one handed metal meat tenderizer. Good against flesh of all varieties ; medium condition. Ninji Blade- quick one-handed sword, very sharp; medium condition. Special Ability: Swift-Strikes- Can use the blade's finesse to an advantage, hitting with several quick, shallow slashes to stagger and damage an enemy (Costs 2 FP). Rebar Club- very slow, powerful two-handed cement club; low condition. Scimitar- A long curved one-handed sword popular with Sons infantry; medium condition. Scythe- Long two-handed weapon with a curved blade on the end; low condition. Spear- Long weapon with a simple but effective point on the end; medium condition. Sledgehammer- Two-handed blunt weapon, slow but devastating; low condition. Studded Maul- Two-handed blunt weapon, a handle with a large, long metal end covered in painful studs; low condition. Switchblade- Small, fast knife that's stealthy but not really scary or devastating; very high condition. Tennis Racket- One-handed blunt mesh hoop; very high condition. Firearms .32 Pistol- Medium caliber one-handed revolver that uses two ammo per shot; medium condition. .45 Revolver- Large high caliber one-handed six shooter that uses three ammo per shot; low condition. 9mm Pistol- balanced one-handed small arm pistol, one ammo per shot; very high condition. 9mm SMG- low caliber two-handed automatic weapon with a medium fire rate, one ammo per shot; high condition. 10mm Pistol- more powerful one-handed small arm pistol, one ammo per shot; medium condition. 10mm SMG- Medium caliber fast firing two-handed SMG that uses one ammo per shot; medium condition. Anti-Material Rifle- Heavy two-handed sniper rifle that pierces armor and uses 5 ammo per shot; low condition. Assault Carbine- fully automatic two-handed assault weapon that fires one ammo per shot; low condition. Bob-Omb Sling- A leather sling that throws three explosive mini Bob-Ombs at the cost of 3 ammo per sling; medium condition. Missile Launcher- A large two-handed explosive weapon that fires missile at the cost of 4 ammo per shot; low condition. Repeater Rifles- Semi-automatic quick-firing two-handed rifle that use two ammo per shot; high condition. Revolver- higher-powered small arm pistol with six shots, one ammo per shot; medium condition. Sawed-off Shotgun- powerful short-ranged, two-handed boomstick, uses two ammo per shot; medium condition. Sniper Rifle- Scoped two-handed semi-automatic high caliber rifle that uses 3 ammo per shot; medium condition. SOB Incinerator- Heavy two-handed flamethrower that uses two ammo per second; medium condition. Squeek Rifle- Low-caliber two-handed lever-action rifle with a medium fire rate, one ammo per shot; high condition. Tommy Gun- Medium-caliber, high capacity two-handed machine gun with a fast fire rate, one ammo per shot; low condition. Unique/Rare Firearms Backshooter- A dull-looking one-handed burst pistol that doubles bad karma gains when equipped and has quick draw, uses three ammo per shot; low condition. Special Ability: Backshot- Guaranteed critical hits and stun when literally shooting people in the back (Costs 4 FP). Black Land Revolver- A dusty pitch black one-handed high caliber revolver that seems to dim all the light that's nearby, uses three ammo per shot, and has gray wooden grips; low condition, increases critical hit chance, increases luck, quick draw. Special Ability: Dead Eye- Shoot specific parts of an enemy or their weapon to take advantage of weaknesses or disarms (Costs 4 FP). Bullet Bill Blaster- A Bullet Bill Cannon made portable, this thing is a monster that uses five ammo per shot; low condition, explosions set foes aflame, explosions cause stun. Special Ability: Guided Rounds- Turns the shots from the Blaster into homing rounds for a few minutes (Costs 4 FP). Galtling Gun- A huge heavy multi-barreled mini gun with poisonous shots and an insane fire rate, uses one ammo per shot, comes with a bayonet, doubles money drops on enemies; low condition. Special Ability: Shatterpoint- A burst of rounds from the gun explode after burrowing into the flesh, causing crippling and extra damage (Costs 5 FP). Handcannon- single shot one-handed small arm, uses five ammo per shot, powerful, inaccurate; very low condition. Special Ability: Quick Draw- Can quick draw the weapon and fire to guarantee a hit on a close enemy (costs 3 FP). Intimidating Revolver- one-handed six-shooter small arm that uses one ammo per shot, high condition. Special Ability: Fear- When pulled on sentients, they will grow more fearful or flee (costs 2 FP). Modified Airship Cannon- A huge behemoth of a cannon that is barely holdable with two hands, takes six ammo per shot and fires pretty slow; low condition, lowers enemy defenses, very high critical hit/crippling/knockdown chance. Special Ability: Barrage- Fire multiple shots in quick succession that will be pretty much unavoidable (Costs 5 FP). The Fury- A two-handed heavy flamethrower that fires white-hot flames at a rate of three ammo a second; low condition, sets foes aflame, melts armor, causes burns. Special Ability: Firestorm- Burn a circle in the ground to cause a fire cyclone for a few minutes that will incinerate all who are caught in it (Costs 6 FP). Melee Bowser's Tooth- Double-bladed two-handed flaming sword with a skeletal bony grip; low condition, sets foes aflame, increases strength. Special Ability: Ember- Makes your eyes glow red and allows you to launch two fire balls from the blades (costs 4 FP). Bungee Cord- Taut cable that can be used to whip, garrote, or trip. Cannot be used to rappel without reinforcement; medium condition. Special Ability: Lash- strike a foe's arms or legs to hinder them, leaving them open to different attacks (Costs 3 FP). Chains of the New World- A large silver chain whip with barbs on it attached to a small handle; low condition, increases agility, lowers enemy stats as the battle goes on. Special Ability: Constrict- wrap enemies in the chain for a few seconds, causing constant damage and stopping their movement (Costs 4 FP). Club of Malice- A large obsidian one-handed maul that has a small red aura emanating from it, users are said to sometimes hear whispering telling them to do bad things; low condition, enemies hit with it experience Fear, doubles bad karma gains. Special Ability: Crush- Smashes through enemy armor and pierces defenses, or cripples unarmored foes (Costs 4 FP). Crook Knife- Small stealthy hooked shank, effective at surgical strikes; high condition. Special Ability: Crookpick- Spend FP to use the knife as a bobby pin, but each failure slightly lowers weapon condition (Costs 2 FP). Cutlass- balanced one-handed pirate longsword; medium condition. Special Ability: Duelist- Can perform a special strike that pierces light armor (costs 2 FP). Dealbreaker- Extremely sharp and easily concealed dual-edged switchblade that's one-handed and quick, no downside from dual wielding, increased chance for critical hits, instantly causes bleeding; low condition. Special Ability: Sneak Stab- Get the first strike on an enemy by stabbing them multiple times in vital areas, crippling them for a few minutes and dealing a critical hit (Costs 5 FP). Invisible Backhand- A transparent studded glove that is almost impossible to detect aside from touch; low condition, smashes armor and deals concussive damage, can cripple easy. Special Ability: Pimp Backhand- Smack somebody upside their head to establish dominance, making them intimidated and more likely to agree with you (Costs 5 FP). Jr.'s Claw- A dark green dagger that has a red hilt; low condition, increases chances for critical hits, no negative effects from dual wielding, causes poison damage. Special ability: Leaping Strike- Jump at the enemy and strike for a damage bonus and high knockdown chance (Costs 3 FP). Lawbinder- A rusty one-handed metal chain whip that reflects the lawless state of the wasteland it finds itself in; high condition. Special Ability: Regulation- Can stun enemies with a cracking strike for a few seconds (Costs 2 FP). Molly- A wooden one-handed club with red inscriptions and runes carved on it; medium condition, increases luck, causes people to like you more. Special Ability: Flogging- Rapidly attack the same area of a foe in quick succession, causing bleeding damage and stun (Costs 2 FP). Mushroom Spear- Far-reaching, quick, pointy two-handed weapon that isn't too damaging; high condition. Special Ability: Trip- Can trip enemies up with a fast sweep of the legs, leaving them vulnerable (costs 2 FP). Rothshield- A red and gold metal round shield with a sharp edge and a spike on the front, one-handed, reflects some projectiles, low condition. Special Ability: Shield Throw- Boomerang your shield at an enemy and slash them with its sharp edge (Costs 4 FP). Solidarity- A two-handed silver Sons of Bowser flagpole with a sword on the bottom end; low condition, increases effectiveness of all battle allies, grants +2 HP bonus. Special Ability: Hoist- Uppercut a foe with the flag end of the pole to disorient them for a few seconds (Costs 3 FP). Toy Katana- Squeaky children's toy replica that looks almost real when sheathed. In the right hands, it can become quite powerful.... Perception is everything. Medium Condition. Special Ability: Warrior's Warning- Can call out a fierce warning to an enemy, lowering their morale and fighting spirit (costs 3 FP). Throwables Baseball- Fast sports projectile that can stagger and damage on impact. Can be retrieved; six uses. Buzzsaw Blade- a circular saw serrated blade with a hole in the center; 6 uses. C-4- High powered plastic explosives that can be thrown or planted. This'll make your enemies look like modern art. C-4 Detonator- Can't detonate C-4 remotely without this. Can be used with any C-4 you plant, but may break eventually. Dusty Hammer- A dusty thrown mallet that can knock enemies down. Can be retrieved; two uses. Frag Grenade- Military grade thrown explosives that have a five second pin. Shuriken- quick-thrown ninja star that deals damage on impact when thrown at an enemy, can be retrieved; four uses. Smoke Bomb- when detonated, creates a moderate cloud of smoke to obscure vision, one use per bomb. Stick of Dynamite- Can't forget the classics. Has a short fuse and can be thrown or planted, but has only a moderate boom. Throwing Knives- small daggers that are light enough to throw fair distances; five uses. Throwing Spears- one handed shorter wooden shafts with points on the end, can go fair distances; three uses. Tomahawks- small but powerful axes that are slower; 2 uses. Edited by Khan, Feb 21 2015, 01:03 PM.
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| Atticus | Sep 8 2014, 11:56 PM Post #7 |
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Administrator
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FACTIONS Major Factions: Sons of Bowser -Leaders are named after the Koopalings -Caesar's Legion-like group of Koopas -Occupies Koopolis near Bowser's vault -Joinable if Bandit, Goomba, Clubba, or Koopa -Home Base in Bowser's Castle -Sworn enemy of the NRM -Follows strict rules and customs based on Bowser's military doctrine, uses unconventional weapons mostly rather than firearms. -Aims to conquer all of the continent in Bowser's Legacy -Engages in slavery New Mushroom Republic -Organized Republican state in Toadtown that wants to expand out and reclaim the Mushroom Kingdom. -Home base in Toadtown -Sworn enemy of the Sons of Bowser to the East; is at odds with the Shy Brotherhood. -Joinable if any species except Koopa, Bandit, Goomba, or Clubba -Have fixed up Toadtown pretty well, and have an organized conventional military force -Elite forces are Mushrangers, hardened veterans thathunt down the Republic's enemies. -Cares fer itself, not the people already settled that are in its way -Bogged down in bureaucracy The Enclave Syndicate -originated from the shadows of Rogueport, but during the chaotic times, eventually grew to a worldwide organization -controlled Vault-Tec and the three Kingdoms from the shadows similar to the actual Enclave running America -Enclave didn't run Rogueport, but the Pianta that did was a member nonetheless -is hidden in the wasteland deep beneath the Shiver Mountain region, but there are scouts and spies everywhere from tunnel network -is ruled by a group of Pianta elites from the dark, but uses species figureheads when needed (Toad, Yoshi, and Shy Guy) -Joinable if Toad, Yoshi, Shy Guy, or Pianta. -Joinable by completing a great act that benefits them, they'll contact ye. -Fer the first part o' the game, they won't really be a big presence, only rumored aboot or seen vaguely if ye look hard enough; later on, they'll be more active. -Sold arms to all three kingdoms in an attempt to have them destroy themselves in order to cultivate the world ad its remaining inhabitants to their own liking. -Captured and killed the Mario Bros. before the war to remove the only thing keeping the peace. The Shy Brotherhood -during the time of chaos right before and after the bombs dropped, the Shy Guys rose to power in the ruins of Toadtown -base of faction at Peach's Castle, where the Toy Box is hidden in the Keep. -a group of Scribe Guys goes to the library housing Kindling to preserve the books and knowledge there -constantly arguing with the Toad settlers of Kindling who refuse to hand over the library -patrol heavily in the former Mushroom Kingdom areas, light patrols or tech/knowledge recoverers abroad. -joinable if Shy Guy or Toad, but will hire other species who catch their attention from time to time to do jobs -joining requires a great act done for the benefit of the Brotherhood similar to the actual games Minor Factions: The Horde -a tribe of relatively civilized raiders (they won't attack visitors unless provoked) -within Glitzville, running the arena -mostly made up of koopas, goombas, and clubbas with various other species here and there -Raiders are split because while one side chooses to worship "The Great Gonzales" led by a Mario look-alike, the side led by a Koopatrol obviously worships the Koopinator. -from time to time randomly raids small towns and wandering groups -Joinable via battling in an arena gauntlet, attacking a small nearby homestead alone, or bringing back a Deathchomp claw; all races can join. -Home base in Glitz's End -Great Gonzales sect pushes fer vigilantism and Koopinator sect prefers aggressive raiding. The Kindred -Ubiquitous, secret Dark Brotherhood-like group residing in the remains of Dry Dry Outpost. -Composed of every single race and ruled by representative council with a Bandit as Chancellor, values peace by any means necessary as paramount. -Assassinates targets deemed potentially harmful to regional stability, supports itself on smuggling to other settlements via hidden shipments in caravans. -Joinable if you perform a smuggling job for them, and then an assassination; available either through catching the attention of a contact in a settlement or if ye find their HQ. -Identifiable through crossed revolver insignia. -All races can join. Mutant Evolutionary Front -Tribe of warlike Super Mutants and Nightkin created from all races from the primordial goo that's present in the pools in Boggly Woods. -Raid settlements and caravans every now and again, frightened by the Caretakers and Boos. -Are trying to get into the Great Tree, but are at odds with the last few pure Punis and Jabbis living there (Quest). -Not hostile at first, though not friendly. -Based in Flurrie's dilapidated house, led by huge male Super Mutant wearing Flurrie's necklace named The Prince The Unending Caretakers -Tribe of hood-wearing Toads, Ninjis, and Goombas that live in the center of the Forever Forest, tending to the trees and protecting them from outside threats. -Possess materials needed to make Boo Sheets (Quest). -Shaman can be given tomes in exchange for items or coins (Quest). -Can grant a map fer easy passage through the Forever Forest. -A talking tree hybrid fused with Tubba Blubba is thought holy by them (Quest). The Mushroom Express -Group of couriers formed by a couple of Yoshis and Goombas in memory of the vigilant Parakoopas. -Any species can become a full-time, or part-time courier. -The jobs assigned may sometimes be simple, and sometimes they can take a strange or perhaps risky turn. The pay and rewards fluctuate as well. -They're a neutral faction. Everybody needs messengers, after all. -Rast stands near the entrance of the building playing his old lute. Followers of Hippocrates -Doctors, scientists, and philosophers that're mostly neutral and support rebuilding the wasteland and stability through science above all else. -Ties to The Kindred. -Run an inn that players can stay in fer cheap in every major settlement, along with a lab, doctor, and purveyor of medical supplies. -HQ is located on the border near Bowser's Kingdom. Ninji Order -Only Ninjis can join. -Based up in Starborn Valley, in the Shiver Mountains. -A temple o' Ninji Shinobi that live by an honor code and help those in need. -Serve as guides in the mountains. -Have ties to The Kindred and vaguely know aboot the Enclave. -Ruled by an Elder Ninji Master -Any species can impress them by performing good deeds in the Shiver Region, allowing sparring with Order members (even The Master) and the learning of advanced melee or unarmed techniques. Craw Omertas -One of the two families in Rogueport Vegas. -Swears and pays fealty to Mr. Rogue, but is secretly one day planning to rule themselves. -Runs the Sodom casino/brothel in Rogueport Vegas. -Sneaky opportunists that'll screw ye if ye let them. Bandit Chairman -One of the two families in Rogueport Vegas. -Composed of Bandits who realized that gambling was practically stealing that wasn't frowned upon. -More loyal and upfront than the Omertas, though some members have some... ambitions. -Run the Haught casino. NPCS TOADTOWN REGION KINDLING: Goomberd: Goomba guard with a beard, has the night watch. Lean: Beanish leader of the Kindling Settlers, used to be a Vault Overseer. Ran. T: Irritated toad guard, has the day watch. Terry T.: Slightly less irritated toad guard, has the day watch. Unnamed Toad Guard: Toad guard, hasn't been named, had stare offs with Rip, has night watch. MADMAN'S ABODE: No-Bark: Dirty Toad, personality basically matches THE No-Bark's. Scratch: Friendly Deathchomp, will eliminate anyone that dares harm its master, though. TOADTOWN: General McDelvin: Toad general of the NMR. TOADTOWN NEWS NETWORK: Dain T.: Overly cheery and positive Toad host. While his demeanor is of course positive, he's actually a bit of a dick. TOADTOWN VAULT: Officer Langston: Security guard that tried to talk Manning into staying. Officer Wilkins: Gossip spreading toad guard. ROGUEPORT REGION GHOULS' REST: Ben Vakk: Toad ghoul, sniper, and possible companion. GLITZ'S END: Ampu T.: Grizzled old Toad that actually survived a match against Mynos, but lost one of his arms as a result. Now often spends his time in the town's bars, talking to any that will listen. Dunnel: Bandit, Horde member, is on the side of Gonzalez. Gonzalez: One of the heads of The Horde, is a Bandit, and is the more charismatic/nonviolent one. Goombler: Goomba guard, has gate duty at day, reluctantly became guard to work off debt due to excessively betting and losing on the fights. Howard (DEAD): Purple shelled Koopa, brother of Kaz, is a deadbeat as he wastes any coins he gets his hands on by either gambling or drinking it away. Once the people he borrowed money from started becoming relentless, he got a job from Mushroom Express after being suggested to them by Kaz, but he then sold the package he was supposed to deliver for money. Is now unknowingly being chased by mercenaries hired by the Mushroom Express. Was killed by Wister after getting hired by Howard's own brother, Kaz. Joshua: Koopa guard, has gate duty at night, rather ordinary Koopa. Jubba: Large blue clubba guard, has gate duty at day, standing with gigantic club. Kaz (DEAD): Light purple shelled Koopa, is a reliable and trustworthy sort, but his name has been ruined by his brother Howard, and since then, has fallen on hard times, and no longer wishes to bail out his brother. Killed himself out of guilt for paying Wister to murder Howard. Koopinator: One of the heads of The Horde, is the more aggressive/violent one. Mynos: Chained monster, kills many of the "criminals" and to-be challengers of the arena. The Horde keeps Mynos' cannibalism (a way many of those that die in the arena to him) a secret, but it's a widespread rumor throughout Glitz's End. Pollack: Bandit guard, has gate duty at night, often steals possessions from visitors only to give them right back as they enter the town. Spoil: Goomba, wearing a fancy outfit, has a sword and a revolver, is a Horde member. Tank: Red Clubba, Horde member, is on the side of the Koopinator. INCURSION HUB: Kill Kill: Clubba mutant, gigantic, wields a Super Sledge. Talks in a bit of a frac-tured way of speak-ing. Was only capable of saying Kill (thus his name) before The Doctor began to teach him. The Doctor: Toad mutant, doctor super mutant, is a rather important mutant among the army as he's one of the few that's genuinely intelligent. Intelligence aside though, The Doctor is rather malicious/sinister. He still obeys his master, though. MUSHROOM EXPRESS: Gustavo: Squeek guard, has night duty, is a thief but Slade already knows of Gustavo's theft and is using it to his advantage. Gustavo has a bit of a rivalry with Rast as Rast hates Squeeks. Paul: Goomba running all of Mushroom Express. Postal: Mister Gutsy, WOULD YOU LIKE TO SIGN MY PETITION? Rast: Stands outside all day, playing his lute to keep away wildlife. Sometimes talks about events of the wastes and his old Paper Fallout buddies. Slade: Paul's shrewd Pianta accountant. RADIO ROGUEPORT VEGAS: Mr. Gambler: The suave Pianta host. ROGUEPORT VAULT: Gra Ling: A Ninji that was a friend of Shen Ji's father. Officer Flowers: Pianta guard. Officer Daniels: Pianta guard. The Overseer: Pianta dictator. SPECTER KINGDOM: King Boo: Aggressive leader. Malik: Calm leader. Radley: A boo. WILDFIRE: Fieri Guy: Pyro guy. BOWSER REGION BOWSER'S VAULT Fredrick: Senpai's mohawk guard, carries sledgehammer. Kodjay: Koopa gang leader, Seras' owner. Senpai: Elderly koopa who was going to buy Seras. Stompadompolus: Goomba that raised Trubba. Tony: Bandit creep who wants a turn with Seras. KOOPOLIS: Arnie (DEAD): Shy Guy, was a slave, until he snapped and made a ruckus, resulting in them detonating his collar. Brevi T.: Female Toad, seemingly cheery salesperson of Loomy Bin. Carson: Toad, old slave and was a part of Broken Chain, but eventually was captured and reenslaved by the Sons. Was beat the ever living shit out of by a Koopatrol as a result of hiding extra food Glummer gave to one of the other slaves. Drelan: Red Pianta wearing a black business suit, handles the transactions of slaves coming in and out of Koopolis. Had a slave collar temporarily forcibly put on by Seras and then was later stabbed by her, but was potentially saved by his assistant, Isabelle? Gloomry: Goomba, has gate duty at night, was locked in "The Hole" before, and isn't exactly entirely loyal to the Sons of Bowser, thus he's nice to those unused to the Sons. Is the brother of Glummer. Glummer: Gloomba, guards the Slave Pens, feels bad for the slaves and is iffy about the Sons. Is the brother of Gloomry. Gupo: Squeek, merchant, owner of Gupo's Pawn Caravan. Isabelle: Is Drelan's assistant. Potentially saved Drelan's life by finding him after Seras stabbed him? Jeff: Koopatrol, has gate duty at day. Kelly: Female Koopa, has a helmet, does the stitching for Loomy Bin, is rude to people that don't/can't afford to buy something. Lurch: Shady Koopa, member of the slaver group the Bent Blade Gang. One of several that does business in Koopolis with the Sons. Mar the Wrathful: Clubba, Decitain rank within the Sons. Rumor of him originally being a moderately intelligent Clubba that worked for the Sons but felt strongly against them, but following a rather bad case of head trauma, he supposedly became completely obedient and one of the most violent and dangerous warriors the Sons have at their disposal. Mark: Koopatrol, has gate duty at day. Morton, Koopa, strongly resembles Morton the Koopaling. Rather gigantic for a normal Koopa. Is only one of the many heads of the Sons of Bowser, and is currently the ruler of Koopolis. He is sort of like a mixture between Legate Lanius and Shao Kahn (hammer and all). Patches: Yellow Clubba, has a lot of stitches, is a member of the Bent Blade Gang and is a companion of Lurch the Shady Koopa. Was the one who was commanded to drug Seras as they dragged her through Koopolis, once again newly enslaved. Riff: Toad, gate sniper duty at night, is an Eastern Toad, thus is treated lesser than others, but is tolerated. Sholl: Koopa, has gate duty at night, has an aggressive/arrogant personality. Stockholm: Koopa, gate sniper duty at day. VOICE OF BOWSER: Commandant Koebbels: The aggressive and strongly loyal Koopa host. UNCLAIMED/UNEXPLORED/CENTER OF THE WASTES none yet GENERAL/OTHER RE/TRAVELING: Caleb Edgar (and co.) Eld Goomward Hannibal Kapp (and raider recruit named Ted T.) Manning Rat T.: Raider Toad, the ongoing antagonist of Goomward. RIP'S VAULT DWELLERS: Blisterine, empty bottle of Blisterine and is a thief Eggy, broken eggshell, is heavily anti-slavery Jack, old eyepatch that thinks himself superior to the other beings and is the only one that knows Rip has lost it. Nunchukaru, ninja star that is obsessed with honor Orange, an old decayed orange peel, was falsely imprisoned, and hates his name. Stabby, a wooden sword that hoped to one day be a real sword Tubs, picture of a bathtub that is constantly bullied and has anger problems. BESTIARY FERAL GHOULS
Ghouls advanced to the point of being nothing but violent husks. Attack with fast claws, and dangerous in large numbers; heal in radiation. -----Feral Ghouls (Goombas, weaker than other ghoul species) ANIMALS/WILDLIFE -----Rad-Chomps (Chomps long mutated due to the long lasting effects of the bombs' lovely fallout. While they are perhaps even more ferocious and berserk than normal chomps, they do have an obvious weakness. In other and far more obvious terms, aim for the flesh. But beware, they are quick, and their bites may irradiate.) -----Packfuzzies (Black Fuzzies that have been mutated by the radiation from the bombs, evolving into feral predators with larger mouths and rabid, bloodshot eyes that stalk the darker, warmer, and confined wasteland areas. They have mouths of really sharp teeth, and move fairly quick by bouncing around almost silently. They can also try to tackle their prey, or latch onto you and begin drinking your blood. Be careful, their bites may irradiate.) -----Yecko (relatively small mutated green Yoshis that are quick with their teeth, claws, and poisonous stinger tails.) -----Fire Yeckos (moderate sized mutated red Yoshis, slower, but can breathe fire. Also possess claws and sharp teeth, and spines on their backs.) NPCs -----Cannibal Toads (Toads that have a compulsive hunger for the flesh of their fellow sentients that has driven them into their own society. Their Bowie Knives can make mincemeat out of you if you're not careful. Thankfully, they're not armored in nothing but rags and don't seem to be too well organized.) -----Cannibal Toad Leader (Leader of a pack of cannibal Toads. Watch out for his butcher knife, that thing is deadly at close range. Slightly smarter and more durable than his colleagues.) FACTIONS ---Marauders Raiders of the South, they consist primarily of Clubbas, Toads, and Goombas. Specialize in quick ambushes or steamrolling attacks. -----Goombas (small, fast, but weak in strength. Usually wield ranged or long distance melee weapons. One has a 10mm Pistol and the other two have Squeek Rifles. Wearing cloth stitched around light scrap sheets.) -----Toads (average foot soldiers, wield a variety of weapons and armors. One has a .32 Revolver, and the other has throwing spears. Both are wearing similar armor as the Goombas.) -----Clubba (Marauder squad leader, big and tough but not extremely bright. Wields a large two-handed studded club and full metal armor.) ---Rejects Insane and deformed raiders of various races not even fit for The Horde. Use makeshift weapons and crazy, berserk battle tactics. -----Bandits (equipped with a large Bowie knife in each hand, is under the influence of Psycho and Vodka, wearing only tattered rags.) -----Toad (equipped with a Lead Pipe, is under the influence of Whiskey and Buffout, wearing only tattered rags.) -----Crowd Leader (a Koopa with spiked knuckles, has a Stempak, under the influence of Mush-X, Vodka, and Buffout, has a stick of dynamite.) SPECIAL/RE -----Eld (You've never seen such a creature before, and it doesn't exist in your Pep-Boy Bestiary. It seems to be a reanimated corpse fused together with two species: a Koopa and perhaps a Clubba, but not quite. It seems to have no weapons other than its claws and teeth, but those aren't exactly dull. Its intentions and capability are unknown exactly. You should think carefully about how you might deal with such an encounter.) Ghouls, both feral and non-feral (really, any species.) Super Mutants (???... though, could make all species be capable of being turned into a super mutant. Actually, that could be awesome depending if we do it well. A varied mutant army could be terrifying) Deathchomps Centaurs (could probably keep them like how they were) Ghost People (I don't really know how yet other than Shy Guys) Wild Chomps Robots (probably keep them as the same) Radpunies (radroach/punies) Bloatjabbies (bloatflies/jabbies) Geckos (irradiated yoshis) Warthog Oinks (irradiated Li'l Oinks. They've grown to a humongous size, have two heads, and tusks. Calm ones can be used to carry things, and can even be ridden if you own a saddle) Tunnelers? (If we don't bring Whacka Tunnelers back, I still kind of want to do something with Whacka) Mirelurks? Vault 34 creatures? Ants? Edited by Atticus, Sep 28 2014, 04:51 PM.
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| Atticus | Sep 8 2014, 11:56 PM Post #8 |
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QUESTS IN-PROGRESS AND COMPLETED TAKEN BY WISTER: The Exiled Vault Dwellers -Ask around about the Vault Dwellers exiled before you. COMPLETED Another Deadbeat -Go into Glitz's End, find, and subdue the debt-fleeing Koopa. -See if Howard's brother will lead you to him somehow. -Go to Howard's alleyway to rough him up, and bring his ring back to Mushroom Express. -Take Kaz up on his offer and kill Howard for him, bringing his journal to Kaz and his ring back to Mushroom Express (Optional). -You have killed Howard, and taken both his ring and journal. -You gave Kaz the journal, and he rewarded you with the Brother's Keeper badge. -Take the ring back to Mushroom Express and complete the job. -You turned in the trouble at Mushroom Express and got rewarded. TAKEN BY TRUBBA: Friends in Far Places -Find information about the desert civilization that Stompadompolus once told you about. --The Tourist Guide Page for Dry Dry Desert points towards the region now known as The Shimmering Plains, specifically a place called "Kindred's Outpost". Maybe the page or somebody else has more information about how to find it. Army of Darkness -Investigate whatever cemetery the unfortunate soul on the holotape mentioned. Something about a book...? COMPLETED Well-Pleasing Son -Clear the weapons factory of Feral Ghouls somehow for the Sons of Bowser, to gain entrance to Koopolis -Return to Koopolis and inform the Sons of Bowser that the factory appears clear and the cannons have been located. -Talk to Morton Koopa in Koopolis Keep. -Bullet Bill's now safely belongs to the Sons of Bowser. TAKEN BY JAKE: Fate of Atticus -Try and find out what became of Atticus. A Kindled Extraction -Go to the town ruins to the Northeast and retrieve either the scavenger, or at least his item. -Continue to search the town for the item, if not the scavenger. -The Scavenger was killed by Marauders. Kill and search them to see if they took the item the people of Kindling wanted. -Return to Kindling and explain what happened. Secrets of the Red Cap -You found a cap resembling Mario's in Mario's town. Something seems odd about it. -There seems to be some sort of espionage equipment in the replica Mario Cap you found in the wall safe of "Nightshade". Perhaps somebody at Kindling, or that is experience with tech should look at it. Of Wolf and Man -Give the Holotape to the guy in the Red Beret in Kindling. TAKEN BY SERAS: Unchained -Find out about the place called Broken Chain, and why that Toad wanted to go there. -Broken Chain is a society of escaped slaves that help more slaves go free. Carson might be able to give you more information if you free him and the others somehow. -Numerous other parties might be interested in information about Broken Chain... For a reward even. Just Checking In... -Investigate where Eld's Map leads. COMPLETED A Slave Obeys... -Find a way out of the slave pens. -Knock out the Koopatrol and take his armor as a disguise when he takes you back to his tent. -Find your equipment somewhere in the city. -Escape Koopolis, or lose your slave identity to them somehow. -Find some way to remove your slave collar before leaving the city. -Bribe, distract, or otherwise subdue the Pianta long enough to pick the lock to get your stuff. -Somehow get Drelan to fork over your gear. -You escaped Koopolis with your gear and a Medallion identifying you as a Son. TAKEN BY SHEN JI: Back To Your Roots -Find out about the supposed Ninji Temple located in the Shiver Mountain range. Chopping Bloc -Go to the Reject Bloc and talk to Spoil about the job for The Horde. -Enter the Reject Bloc. -Track down the thief, punish them, and retrieve the stolen maps. -Deal with the Reject Crowd, and then either fight the Beret Yoshi or agree to his offer of forging the maps. COMPLETED A Taste of Adventure -Go do something about the cannibals near Glitz's End. Starting with the nearby cave. -Deal with the Unkempt Toad somehow as you attempt to search for the cannibals. -The Cannibals have been vanquished. Return to Glitz's End with the heads and speak to the guards. -Go talk to The Boss in Glitz's End. -The Cannibals won't be bothering The Horde any time soon. TAKEN BY SAMMY: Places of Power -Across the Wasteland are places exuding power your sword can harness. Find them, and it may make your sword stronger. Secrets of the Red Cap -You found a cap resembling Mario's in Mario's town. Something seems odd about it. -There seems to be some sort of espionage equipment in the replica Mario Cap you found in the wall safe of "Nightshade". Perhaps somebody at Kindling, or that is experience with tech should look at it. Of Wolf and Man -Give the Holotape to the guy in the Red Beret in Kindling. TAKEN BY MANNING III: Family History -Find your way to the castle your grandfather guarded and ask about him. TAKEN BY CALEB T.: Loose Ends -Find Jake Robins -Find Sammy -Find Manning III -Find Atticus, and retrieve what he stole TAKEN BY ORIN: Rob The World Blind -Find information about places where there might be treasure out here. -Rast mentioned a pre-war hotel that may have some treasure in it to the West of Mushroom Express, may be worth checking out. TAKEN BY RIP: Xpectant Inspextions -Follow the Mapkin's guidance, and unearth your forgotten treasure. COMPLETED The Madman of the West -Take a bag of stinky meat to a madman living in a metal house to the north. -Watch out for hungry wildlife, especially at night. -Return to Kindling and speak to the gate guards. -You returned to Kindling and were rewarded. QUESTS TO BE DISCOVERED Fate of Atticus -Quest is started by visiting and exploring inside of Atticus' Trail. -Defeat Chompmeat, obtain the first recording and listen to it. -It will detail how he followed his father out of the Vault and what has happened since then. He will also mention that he traveled north, following his father's trail. -Go north to Atticus' tent, and kill the Geckoes guarding its entrance. -In the second recording, Atticus will mention how he found the tent with the female toad inside of it. He reveals that the girl committed suicide to escape the horrors of the wastelands by taking a large amount of buffout to overdose. He will then mention the Geckos and their den to the north and expands on his horror of seeing fellow Yoshis in such a form. His words are far full of fear, and it seems as if the wastes are already beginning to take a toll on Atticus. -He ends the recording by asking himself would he ever reach such a state as the toad? To be willing to throw everything away to escape the harshness of the wastes? Mentions that he is going northeast. -Head northeast to Atticus' Hope and battle the wandering abominations of Vault 6. Then obtain the next recording. -In the recording, Atticus reveals a lot has happened since he left that tent. He went north and discovered a settlement ran by Boos. He noted that for some reason, he felt as if one of the Boo leaders was familiar. Then after that, he moved towards the Vault and recognized a figure in the distance. He had found his father. But when he began running towards him, his father tried to warn him to stay away. Yet it was too late. The monsters were on them. Amazingly, Atticus managed to combat and push back the Vault abominations and bought both he and his father enough time to escape to the ruins. He reveals that his father escaped the Vault after stealing its GECK. He had hoped to go out into the world and use the GECK's power to create a new fertile land. The tone of Atticus is much lighter and optimistic, especially after witnessing the hell that is the surface. He had reunited with his father, and they were going to use the GECK to create a new world out of the old. He claims that once they travel away from the monsters and their vault, that they will activate the vault. Going east. -Travel east until reaching Atticus' Sorrow. Take the unique assault rifle and grab and listen to the recording. -Speaking with a voice with all emotion choked out of it, Atticus reveals that his father died during the journey east. In addition to his wounds suffered from the beasts of Vault 5, they had been stalked and chased by groups of raiders from Marauder's Catch. Their scouts had seen them leave the ruins, and reported back. Rested and agile comparing to the tired and weary yoshis, the Marauders were capable of catching up. Their assaults were relentless and brutal and Atticus called them nothing but animals. He managed to kill most of them due to becoming increasingly better with his gun, but both he and his father suffered further wounds because of the battle. His father died, and he mustered up the strength to carry him up the hill as well as find a shovel and bury him there. He ends the recording by noting that he protected the GECK from the Marauders, but he is unsure of giving life to such a corrupt world. He claims that he will wander and until the day he found a place worthy of it, he would protect and keep the GECK from greedy hands. He mentions while that was not what his father wanted, he says that the world cannot be trusted with such life when it is most likely just going to ruin it all over again. -And so, he wandered... -The quest ends. The Charred Horizon -Later in the game after The Fate of Atticus is completed, rumors will be spreading throughout the entire wasteland. The Horde, Sons of Bowser, and the Marauders are being hunted down. The rumors vary for each faction, but the most popular one involves a hooded blue yoshi claimed to have nothing but anger and pain in his eyes. -Then even later, at some point, the broadcast of Voice of Bowser is hijacked by Atticus himself. Throughout the entire wasteland, he mocks any and all raiders as well as the Sons of Bowser. He tells them to come to the Charred Horizon if they truly seek their revenge. -Whenever a character/characters go to the Charred Horizon to investigate, a battle of the ages will be waged. Comically enough, the three factions brought together with the common goal of hunting Atticus will remember their hatred towards each other, and they will begin fighting themselves as well as Atticus once he appears. -The player wastelanders present will obviously be swept up into the gigantic battle. At the end, as the final survivors of each faction's forces die, the players will finally come face to face with Atticus who will be left bloodied at the highest point of the Charred Horizon. He will be laughing. He'll comment that he didn't fully rid the world of monsters, but perhaps he had put a dent and maybe that's good enough for a single Yoshi. As his breathing begins to slow and his dying moment approaches, he will reach into his bag and bring the GECK out. -There is a split here. A player with enough charisma could have a chance of convincing Atticus to give the GECK to them, so they could take it to whichever faction they wish to aid. Otherwise, Atticus will activate the GECK right there and then on the top of the Charred Horizon, and in time, it will become its own bustling successful settlement as people flock to it because of the fertile and healed land. -Also, if a character is present who has chosen the Medicine Skill Perk, saving Atticus is an option. If saved, Atticus will live and eventually become the leader of the Charred Horizon Settlement. If someone convinces him into giving away the GECK, he will reject treatment as he would rather die than live in a world while knowing he could have created a paradise in a place where nothing but death prospered. -End reward: Lots of loot, Chompmeat as a companion, and depending on what happened, either the GECK or Charred Horizon settlement. Chomp Time -Going to the Koopolis Graveyard will trigger this quest. Battle the Chomps with the Koopolis Guards, and then head northwest to the Red Cave with the thoughts of the guard's warning stuck in your mind. -Battle through the Chomps successfully, and you will come to a larger room within the cave. Dwelling inside lies an injured Deathchomp. While it is weaker than most Deathchomps due to being injured, it is still a Deathchomp. The character can flee from the Deathchomp if he wishes to, but he will not receive the full reward as well as the loot that the Deathchomp guards. -Returning to the guard successful will getting you a decent amount of coins as a reward. If you didn't kill the Deathchomp, you can at least inform the guards of its presence. If you did kill the Deathchomp, the Koopolis Guards will be impressed and increase the coin reward as well as promising that they'll spread word of your feat to the people of Koopolis and the Sons of Bowser. If the gate of Koopolis isn't open by then, the death of the Deathchomp will be enough to open it. TROUBLE CENTERS Glitz's End
Koopolis Name: The Mercy Seat Description: A Toad found guilty of sabotaging the Sons is going to be executed. His name is Guil T. But, from what I've heard, it sounds like between the abuse the guards have been dealing him and them purposely starving him, he'd probably be lucky to survive long enough to be formally executed. He is requesting someone to come and listen to his last words. He's a bit of a... religious sort, you'd say. From day to night, he apparently just prays to the Star Spirits. I'm getting on in my years, that may be true, but... well, I just think his last words shouldn't go unheard. Come find me, if you take this Trouble... I'm an elderly koopa, red shell, and during the day, I can be found around the Commons. I'll walk with ya and show you where he's imprisoned... but that's it. I may want his last words to not go unheard, but he's still a no good Toad. ~Kollum Difficulty: Easy Reward: 20 Coins Name: The Old Raider Description: This Trouble comes straight from the Sons. There's apparently some ragtag group of Raiders way up north, causing a bit of trouble for merchants heading south towards Koopolis. They haven't become too large of a blip on the map for any official Sons to go and take care of it, though. It strikes me a bit odd that these Raiders were smart enough to stay a bit away from Koopolis yet are still ballsy enough to target Son merchants... when the Sons first arrived in the Wasteland... ah, those mindless Raiders that dared target this place directly didn't know what they were getting into. Say what you will about the Sons, but the Raider population is quite slimmer here in the East... anyways, I say you should just go up there and kill these bastards, but if you're not feeling up to it... maybe you could talk them into leaving, either through coercion or threats. Either way, these fucks are going to end up getting killed by someone... you, the Sons, or the Wasteland itself. Raiders come and go. These are just like all the rest. ~Scalp Difficulty: Hard Reward: 60 Coins Name: Pond Monsters Description: The Followers are an odd faction, you know that? For a faction that's so supportive of helping others, they sure do need a lot of help themselves. Whatever. The Trouble is as follows, you will be required to head straight north of Koopolis until you see a ruined fort. That place, nicknamed Haven by the Followers, is where you will be receiving your next instructions straight from the Followers themselves. Apparently, they've got it in their heads to try and purify the Cheep's Pond, and then eventually the Stream of Tears entirely. But everyone knows that it's basically radioactive tar. We'd just be better off ditching such hopeful fantasies and keep using the purifiers we have now (or just choke down the radioactive shit and quit bitching)... they're not the best, but they're better than the Followers' pipe dream. However... before they even get started trying to purify anything, they'll need to... deal with the wildlife, lurking in the water, which is quite nasty. Good luck. ~Marvin Difficulty: Hard Reward: 60 Coins Name: Retirement Woes Description: Early retirement is just so boring now that I'm stuck here in Koopolis. Used to be a champion of the sparring ring, but retired after nobody wanted to face me anymore. See, I only participate in deathmatches, and have no interest in some leaving your opponent alive pansy fighting. Unfortunately, my reputation precedes me and not too many people are willing to step into the ring knowing they're not stepping out. If somebody out there wants to give me a match to hold me over, meet me at the sparring ring when you're ready to die. I'm the only Ninji, so you can't miss me. If you actually end up winning, I'll have your reward money on my corpse. ~Arital Difficulty: Medium Reward: 40 Coins Name: Contraband Crackdown Description: Some of the grunts have been caught with drugs and alcohol out in the commons, and I need somebody to help me do an internal investigation on whoever is responsible for bringing this filth in here... using my sword. Meet me in the Keep antechamber so we can discuss details, away from anyone who might interfere. Ask to be taken to Decitain Arber at the front. ~Decitain Arber Difficulty: Easy Reward: 20 Coins Name: The First Kill Description: I'm tired of the other Sons making fun of me and saying I'm not fit to be a soldier. I'm not weak, I'm going to be stronger than all of them some day... But for now, I'm looking for somebody out there to help me train. I've heard of a few tough monsters out there from the traveling merchants, and if somebody could help me find and hunt them to get stronger, I'd be thankful and have a reward. Meet me near the front gate if you're interested. I'll be near the food stand. ~Goombrittle Difficulty: Medium Reward: 40 Coins Specter Kingdom Overwatch Kindling Colony of Rust Mushroom Express Name: But What About The Animals? Description: We need to deliver a bag of food specifically meant for Lil' Oinks to a farm far southwest from here. However, you'll quickly notice that Lil' Oinks aren't so little anymore if you haven't seen them before. This is a regular job for us, so if you fuck it up by losing the food or causing trouble at the farm... well, I'd just advise against it. ~Paul Difficulty: Difficult Reward: 80 Coins Name: A Group That Actually Helps People? Description: Another regular job for us as the Mushroom Express has been being business partners with the Followers of Hippocrates for a good amount of years. They help us and the wasteland, and we bring them more medical supplies. They're far southeast of here. If you fuck up our ties with the Followers, not only will you be blacklisted from taking jobs from us as well as buying from us, but we'll put a word out to some certain people who makes their living going around collectin' heads. ~Paul Difficulty: Difficult Reward: 80 Coins Name: Another Deadbeat FINISHED BY WISTER THE BANDIT Difficulty: Easy Reward: 20 Coins Name: Rusted Voyage Description: Some guy has paid us to deliver a keepsake to some Toad named Joanna to the Colony of Rust that's a good ways east of here... let's just say, you'll know when you see it. Unfortunately, this is one of those jobs in which the one requesting a delivery for some reason decides to be as vague as possible. So, it'll probably be a bit of a scavenge hunt to actually find Joanna, considering I have no description of her to offer to you. ~Paul Difficulty: Moderate Reward: 40 Coins Name: A Bunch of Nutjobs Description: Okay... I don't really have much words to describe this one. Some weird guy just randomly stumbled in yesterday, ranting and rambling about some higher power. I almost had Slade throw him out after he tried to sell us bottles of what looked like to be radioactive tar, claiming that it would purify us. Nonetheless, he had a job, and... I've definitely taken weirder jobs than this. The package he gave us was sealed, but... according to my spare geiger counter, it's apparently irradiated. It'll only really begin to effect you if you carry the damn thing for a long time, but if you do take this job, be sure to buy some Cleansing Tonic from Slade. I'll give you one to start, you know, for your own health's sake. The town this death package is going to is apparently at the center of the wasteland. Don't have a name, because I've never heard of such a town. It's apparently going to the mayor, so to make matters worse, you'll have to ask around to find out where the mayor is while this death package racks up your rads. Good luck. ~Paul Difficulty: Hard Reward: 60 Coins Name: Scrap Galore! Description: Everybody needs scrap. That's just a rule of life out here. Take this package of assorted scrap up to Glitz's End. More specifically, take it to their forge. You should find their Quartermaster there who will take it off of your hands. ~Paul Difficulty: Very easy Reward: 10 Coins Name: Twilight Tumbleweed Description: Pretty strange one here. This package is heading to a little place that used to be called Twilight Town in the pre-war days. But the problem is, there's been some pretty strange going ons I've been hearing about over in that direction. There's no telling what exactly you're going to be delivering. The package is a small ornate lock box, but the person that came and dropped it off here said that the person who it's being delivered to has the key. I won't lie, I was a bit curious about what exactly was in this damned thing... but me and Slade took a bit of a look at it and... well, I don't think even the most skilled locksmith would be able to crack it. As for who this is supposed to be going to, I was only told something rather cryptic... "The owner of the box will recognize it when he sees it." I'll admit, I'm often against these oddball sort of jobs, but the man had the money to make it worth our while. As for where Twilight Town is... go a bit west from here, and then just directly south. You'll know Twilight Town when you see it. Watch out while you're in that area... you never know what you'll stumble across in the wastes. ~Paul Difficulty: Moderate Reward: 40 Coins Name: Delivery to Paradise Description: A bit of a more normal one here... or, more normal than carrying irradiated packages and weird lockboxes to abandoned pre-war towns. Got a package of limited edition coffee mugs you have to deliver to the community over in the ruins of Poshley Heights. It's called Eden nowadays, as it's a pretty nice and safe place to live. You're probably still registering what I said before. Yeah, you'll be delivering coffee mugs. Community has to be doing good if deliveries going there aren't guns, ammo, food, but coffee mugs instead. Thinking about it, in a way, this delivery is a bit weirder than the others just because of that. To get to Eden, you'll have to go east a bit and then south. I got one of the coffee mugs out earlier and took a look at them... the side of the mug is a bit faded, but I could make out the letters "BLIN"... hm. ~Paul Difficulty: Moderate Reward: 40 Coins Edited by Khan, Nov 3 2014, 04:30 AM.
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| Atticus | Sep 8 2014, 11:56 PM Post #9 |
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PERKS Bloody Mess Oh, what a gruesome place the wastes are. From time to time, situations usually end in blood. With this perk, there'll be a whole lot more blood. In addition, you get a slight damage bonus due to causing more carnage than other wastelanders. EFFECT: Bonus gore and slight damage boost. Friend of the Night When it gets dark, things begin to get a little hairy. Enemies begin to sneak up on you, maybe you step forwards while not noticing that bear trap? But after days and days of wandering the wastes during the night, your eyes have adjusted and now you can see clear in dark areas and at night. EFFECT: Ability to see within dark areas and at night. Heave, Ho! Ever play baseball? No? Well, that was to be expected considering such a thing no longer exists. With this perk, imagine that all those grenades in your pack are instead baseballs and all those baddies you want to give them to are your friends. You'll be launching both grenades and throwing weapons with this perk. EFFECT: Bonus to grenades and throwing weapons. Hunter In such chaotic times, those with weapons usually turn to hunting as a source of food. You are a prime example of that. Whether your tactics are simply run towards your prey with the largest weapon you have available while screaming war cries or stalking them from the shadows, you have succeeded at the game of hunting. Through all this practice and training, you have grown lethal when it comes down to creatures or animals. In addition, you're capable of skinning and cutting some creatures to pieces more effectively than others would be. EFFECT: Bonus damage to creatures and animals, ability to skin and obtain meat from prey for later. CROSSOVER EFFECT: The ability to skin and obtain meat applies to prey added by "Ghastly Scavenger." STIPULATIONS: Cannot have Animal Friend. Fortune Finder Some consider themselves unlucky, but not you. On numerous occasions, you can recall reaching into a trashcan and pulling out a sack of treasure. Why, you ask? Certainly not because someone thought it was a good idea to hide treasure in garbage. With this perk, it's more likely that you'll find coins and various other valuable goodies. Sometimes in strange places. EFFECT: More likely to find more coins and riches than others. Scrounger Sure money is fine, but will it protect you? That is the motto you live by. After a span of time simply searching for what you believe matters more than mere coins, you've learned how to focus and find items more easily such as ammo, weapons, and etc... EFFECT: More likely to find more practical items than others. Stonewall After a good deal of brawls and beatings, you've gained a bit of resistance towards those who melee. Good luck to anyone who tries to stun or knock you down. Disclaimer: doesn't make koopas into actual stonewalls, but it may as well. EFFECT: Gives a resistance to being stunned and knocked down. Robotics Expert Whether it be go-go gadgets or doohickeys, you now know your way around machines in ways that would make Torque's wrench go limp. Almost. EFFECT: Do 3 extra damage to machine enemies, and can sneak up on them to shut them down. Pyromaniac Ever wonder? Hey, what if I DO want to set the world on fire? Then this perk is for you! Grab your flamers, your shiskebabs, your incendiary grenades, your molotovs, and head for the nearest unsuspecting town! Bullets? Bullets are so yesterday! Whether you're just extremely vindictive or completely psychotic to the point of dragging an atomic bomb behind you for miles and miles, this perk will always satisfy as long as you got a fiery arsenal. Light up the old dark wasteland, literally. EFFECT: The effect of fire based weapons is boosted. Chemist Science is fantastic, at least, you've always thought so. With the right tools, you're capable of creating both medicine and drugs. EFFECT: With the right materials and station, you can create marvelous things called drugs. Drunken Master How can you truly claim you're a master fighter if you fight only when sober? From straight up brawling to firing a tesla cannon, fighting is only enhanced when drunk. Hilarity and fatalities ensured. Warning, both parties are probably at risk. But screw it, you won't remember the consequences anyways. EFFECT: Fight better while drunk. Ghastly Scavenger Sure, you could tear into the flesh of other wastelanders before, but now with this brand new perk, you get bonuses for doing it! In addition, the bonuses spread over if you decide you feel like eating the flesh of a ghoul or a super mutant. Such a strange appetite you have. Understandably, if you feast in front of people, your reputation may take a hit as well as getting them to attack you... EFFECT: Gives a bonus to the atrocities you commit to curb your hunger... or gluttony. Animal Friend Bloatjabbies sing songs as you get up in the morning, Radpunies dance in your wake, animals seem to overall adore you, when you're not killing them. EFFECT: Most animal creatures will not attack you first, and some might even assist you in battle. Flowerchild You've always been a bit more active than your friends in the Vault. As a result, you've always been able to do and accomplish more. STIPULATION: Can only be picked once level 4 and beyond. EFFECT: Gives a boost of 5 FP. RANK TWO: Gives an additional boost of 5 FP. Hoarder Even while you still lived in the Vault, you obsessed over the fabled items called Badges. Their new rarity only made them even more valuable. You promised that when you stepped outside, you would find as many Badges as you could. As a result, you are able to equip more than others. STIPULATION: Can only be picked once level 4 and beyond. EFFECT: Gives a boost of 3 BP. RANK TWO: Gives an additional boost of 3 BP. Enhanced Vigor Some people were cursed with birth defects, but not you! As a matter of fact, the Vault doctors had claimed that you were perhaps one of the healthiest to be born in the Vault! STIPULATION: Can only be picked once level 4 and beyond. EFFECT: Gives a boost of 5 HP. RANK TWO: Gives an additional boost of 5 HP. SPECIAL PERKS: Note- You may only choose three SPECIAL perks per person, and you are not able to rank them up, so be sure about which ones you want before choosing them. Behemoth Power You've always been able to do things like punch through brick walls, lift up cars, and so forth. That's just always been your thing. Of course, you can't actually punch through brick walls or lift up cars, but if there was anyone close to it, it was probably you. Strength is indeed a great boon to have. EFFECT: Gives small non-firearm damage boost, better melee/unarmed fighter, and can lift up heavy things. Walking Radar Perception is a way of life, you say. You sometimes joke that you could stand on one side of the wasteland, and then be able to see a friend waving at you all the way on the other side. EFFECT: Able to see farther out to various locations while also being able to see other people and wildlife, is better at hearing people sneak up on them, gives a general boost to all senses. Built Like A Tank You are the little wastelander that could. Get shot? Jump right back up. Get stabbed? Jump right back up. Get set on fire? Stop, drop, and roll, then jump right back up. Your endurance is insanely high. EFFECT: Damage resistance boost, are able to endure various other things that other people couldn't, at least for a bit longer anyways. Words to Gold There's no problem with the diplomatic approach. No problem at all. With your better charisma, you have a better chance of talking your way out of a fight than actually surviving it! Maybe you could even talk Death out of swinging his scythe? EFFECT: You are able to talk people into both doing and not doing things. Can sometimes negotiate with merchants for a better deal. Encyclopedic Knowledge Everything there is to know, you've learned it. Well, not really, but you've damn well tried to learn everything there is to know. Guess you'll just have to keep trying, but no worries, you're an intelligent fellow. You'll crack the meaning of existence in no time with your complicated equations. EFFECT: Extra intelligence is always useful. Acrobat of Death You're pretty agile, to be sure. Sometimes, you wonder if you could just run the entire way across the wasteland. You'd just use your extra agility to hop over the mutants and the disgruntled rival factions. They'll just slow you down. EFFECT: More agile, potential chance to dodge more things. Seven Leaf Clover Carrying horseshoes, wearing your lucky undies, eating leprechauns on a spit, you've been careful to keep your juju positive, and it shows. Good things seem to happen to you more often than not, and you're perfectly fine with that. EFFECT: Gives luck. SKILL PERKS: Note- You may only choose five skill perks per person, and they can be ranked up an additional two times. Rank One: Novice, Rank Two: Intermediate, Rank Three: Master. Demolition Expert (explosives skill) EFFECT: Makes you capable of defusing mines and other explosives as well as making you more efficient with explosives in general. Grunt (guns skill) EFFECT: Makes you more efficient with guns. Jury Rigging (repair skill) EFFECT: Makes you better at repairing and building things. Iron Fist (unarmed skill) EFFECT: Makes you better at beating and smashing things. Survivalist (survival skill) EFFECT: Makes you better at cooking and gathering things. Slayer (melee skill) EFFECT: Makes you better at melee things. For Science! (science skill) EFFECT: Makes you capable of hacking things, and better at things involving science. Ninja (stealth skill) EFFECT: Makes you better at stealth. Silver Tongued Devil (speech skill) EFFECT: Makes you more charismatic. Tumbler Defeater (lockpick skill) EFFECT: Makes you more likely to successfully pick locks. Doctor (medicine skill) EFFECT: Makes you better at treating wounds and gives bonus to healing items. Salesman (barter skill) EFFECT: Gives better prices when both selling and buying items. High Tech Soldier (energy weapons skill) EFFECT: Gives you a clear understanding of energy weapons, therefore bettering your usage of them. Special: Power Armor Training- available from Shy Brotherhood and Enclave Syndicate. TRAITS Toads Average Joe/Jane: Toads are ubiquitous pretty much everywhere, and as such are treated at least civilly, if not better, by every faction; though, with their intrinsic good nature, they lose some proficiency with weapons. Clubbas Barbarous: Being so large and strong, Clubbas have a high proficiency with melee weapons, however, they also aren't very smart, and suffer when dealing with matters of the mind. Ninjis Shinobi: Ninjis have a rigorous code of honor that has trained them to be more stealthy than other races, but leaves them unfamiliar with firearms, suffering a loss of proficiency with their use. Piantas The Don's Blessing: To be Pianta is to be a smooth-talker and negotiator, and as such, they have extremely high charisma, but they hate their hands or suits dirty, and suffer when using melee weapons. Koopa Stigma Shell: A Koopa wouldn't be much without his shell, and it protects him from being stunned or knocked down during combat, but it also brands him with the hate of a good portion of the populous, who blame Bowser for the worlds' destruction. Yoshi Glowing Rations: Their species is known for eating, and this penchant has bred Yoshis to get the most out of what healing items they can find, but as a result, get affected by radiation worse. Bandit Roguish Ways: Naturally, all Bandits are highly proficient at pickpocketing and theft, but as a result, they get worse rates at shops due to their reputation. Goomba Minion Misfortune: Goombas are always taking the worst of it, and people pity their plight and offer store discounts, but even that won't relieve their terrible luck. Shy Guy Meek Scavenger: Shy Guys are master scavengers, able to repair and modify things with relative ease, but they don't get out much, and have lower charisma than others. Creep What Even ARE You?: There's just something about Creeps... people don't outright hate you, but they will absolutely want to get away from you no matter what it takes. Or at the very least, they will want to limit their time around you. RANDOM EVENTS Generic RE's: -On rare occasions (perhaps more likely if exploring an extremely dangerous dungeon), a ? Block may appear bearing more powerful/valuable random loot. (repeatable) -Wastelanders failing to disarm mines (repeatable) -Wastelanders attacking a scorpion guarding a refrigerator (repeatable) -Raiders vs. Wastelanders (repeatable) -People fighting over a water cache (repeatable) -Super Mutant Camp with Captives (repeatable) -Uncle Leo (repeatable) -Raider Initiation (repeatable) -The Bus (repeatable) -Charlieton the Traveling Salesman (repeatable) -Wandering drug dealer (repeatable) -Caravans between Civilizations (repeatable) -Faction Assassins (repeatable) -Wastelander strapped to Bomb by Raiders (repeatable) -Selling the Most Delicious Flesh of All (repeatable) -Ineffective Highwayman (repeatable) -Escaped Slaves (repeatable) -Hunters attacking wildlife, can sell meat (repeatable) -Scavenger with broken Mister Handy (repeatable) -Wandering doctor (repeatable) -Prospector dying of thirst (repeatable) Special RE's: -Shroob Crash Site (once per game) -Wandering Soda Robot Quiz (once per player) -Chet Rippo (once or twice per game) -Wastelanders discussing Enclave Eyebot (once per game) -Dead Wastelander with a broken Fat Man and one mininuke (once per game) -Wastelander chased by deathchomp, if saved a map to a location will be given (once per player) -Crashing Satellite (once per game) -Doogan "Gary" Clones (rare) -Dimentio causing trouble or maybe lending an unexpected hand (rare) RADIO STATIONS Main Faction Radios: (can all be heard everywhere) Radio Rogueport Vegas- Has a Pianta announcer who reports on Quests and factions; plays big band music. Supports Rogueport Vegas, commerce; hates the Enclave, once discovered, and people encroaching on its sovereignty. Toadtown News Network- Has a Toad announcer who reports on news; plays country and patriotic music. Supports the NMR and Rogueport Vegas; hates Sons of Bowser, Raiders, and the Enclave, once discovered. Voice of Bowser- Has a Koopa announcer who reports on news; plays metal and punk music. Supports Sons of Bowser and basically anything benefiting them, hates anything not with them. Enclave Radio- Plays Enclave propaganda and reports news favorable to them, has a Yoshi announcer as a figurehead. Can be heard after Enclave reveal, plays music from TTYD and Paper Mario 1. Secondary Radio Stations: Rugged Radio- Radio station playing jazz music on loop, can potentially be given to a faction or turned off. Can only be heard within three squares in all directions. Windy Mill Station- Radio playing at the Rundown Mill, can either be turned off or left on, but not changed. Can only be heard within one square in all directions. Edited by Atticus, Sep 12 2014, 02:33 PM.
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| Atticus | Sep 8 2014, 11:56 PM Post #10 |
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COMPANIONS Ben Vakks (found at Ghouls' Rest) -Has a sniper rifle -Personality matches to the one of Ben from Nuka Break -Drowned another Ben in Cheep's Pond Craig Christ (found at Haven) -Has a Crucifix Shotgun -Personality matches Stephen Lynch's song -Claims to be a wasteland messiah now that the Stars have abandoned them apparently. Shop Lists Koopolis Gupo's Pawn Caravan JUNK: 1x Broken Clock- 5 Coins 3x Tarnished Obsidian Necklaces- 2 Coins 1x Deck of Cards- 4 Coins 2x Rusted Bowls- 2 Coins 4x Bronze Bowser Idols- 7 Coins 6x Urns- 6 Coins 8x Shovels- 3 Coins 12x Tin Cans- 2 Coins 2x Empty Soda Bottles- 2 Coins 4x Pencils- 1 Coin 1x Pre-War Book- 7 Coins 1x Cardboard Box- 10 Coins 4x Broken Slave Collars- 3 Coins 2x Fake Mustaches- 5 Coins 1x Financial Clipboard- 2 Coins 4x Pencil- 1 Coin 1x Dirty Magazine- 4 Coins 5x Packfuzzy Teeth- 2 Coins WEAPONS: 1x Revolver (low condition)- 8 Coins 1x 9mm SMG (low condition)- 10 Coins 1x Switchblade- 8 Coins AID: 3x Packfuzzy Meat- 2 Coins 1x Oink N' Beans- 1 Coin LIMITED STOCK: 1x Might of Bowser (Badge)- 25 Coins 1x Careful Koopa (Badge)- 22 Coins 1x Eye of Ra (Badge)- 20 Coins 1x Son Countermeasures (Badge)- 28 Coins 1x Pretty Lucky! (Badge)- 27 Coins 1x Cornered Animal (Badge)- 30 Coins 1x Glorious Burden (Badge)- 23 Coins 1x SOB Loyalty (Badge)- 20 Coins 1x Pre-War Tourist Guide Page #4 (Dry Dry Outpost)- 5 Coins 1x Sealed Mini-Safe- 12 Coins 1x 8-4 Snowglobe- 10 Coins 1x Light Blue Cross Stone- 8 Coins Cuisine of the Koopa King AID: 7x Firewater Soda- 8 Coins 5x Purified Water- 12 Coins 10x Roasted Warthog- 8 Coins 25x Roasted Yecko- 4 Coins 20x Irradiated Maize- 5 Coins 4x Koopa's Delight- 15 Coins 20x Spicy Soup- 6 Coins 15x Koopa Tea- 7 Coins 4x Trial Stew- 20 Coins 99x Mistake- 1 Coin 6x Koopasta- 13 Coins Loomy Bin APPAREL- 8x Raggedy Blankets- 6 Coins 5x Commoner's Rags- 10 Coins 10x SOB Leather Armor- 26 Coins 4x SOB Studded Leather Armor- 38 Coins 3x Worn Black Cloaks- 12 Coins 2x Faded Pre-War Leather Jackets- 9 Coins 3x Faded Pre-War Punk Outfits- 8 Coins JUNK- 6x Leather Strips- 5 Coins 5x Cloth Rags- 3 Coins 4x Sewing Needles- 3 Coins LIMITED STOCK: APPAREL- 1x Explorer's Hat (Headlamp)- 36 Coins 1x Wasteland Brutalist Outfit- 58 Coins 1x Haz-Mat Suit- 35 Coins 1x Green Bandana- 200 Coins 3x Weapon Holsters- 20 Coins USABLES- 1x Faded Army Tent- 28 Coins Koopolis Blacksmith, Armory, and Storage APPAREL: 50x SOB Combat Armor- 40 Coins 50x SOB Combat Helmets- 18 Coins 25x Clubba Berserker Helms- 22 Coins 25x Clubba Berserker Armor- 46 Coins 25x Underling Scrap Armor- 18 Coins 25x Underling Scrap Helmets- 9 Coins 6x Welder Masks- 14 Coins WEAPONS: 5x Scimitars- 16 Coins 2x Scythes- 23 Coins 6x Spears- 14 Coins 20x Throwing Knives- 6 Coins 10x Tomahawks- 10 Coins 3x Sledgehammers- 8 Coins 2x Battle Axes- 16 Coins 1x Rebar Club- 20 Coins 1x Bumper Sword- 24 Coins LIMITED STOCK: WEAPONS- 1x Bowser's Tooth- 56 Coins 1x Club of Malice- 50 Coins 1x Jr.'s Claw- 40 Coins 1x Solidarity- 38 Coins 1x Chains of the New World- 46 Coins 1x Molly- 28 Coins APPAREL- 1x Underling Commando Outfit- 70 Coins 1x Underling Commando Beret- 30 Coins 1x SOB Commandante Armor- 90 Coins 1x SOB Commandante Helmet- 36 Coins 1x Beastmaster's Codpiece- 30 Coins 1x Beastmaster's Toga- 50 Coins 1x Recycled SOB Champion Power Armor- 150 Coins 1x Recycled SOB Champion Power Helmet- 70 Coins Follower Dredge's Clinic AID: 99x Dry Shrooms- 2 Coins 2x Mushrooms- 13 Coins 3x Honey Syrups- 10 Coins 10x Healing Powder- 9 Coins 6x Bitter Drinks- 15 Coins 4x Tourniquets- 4 Coins 6x Cleansing Tonics- 12 Coins 5x Wasteland Tic Tacs- 6 Coins *Doctor Services cost 10 Coins; *Making something with the lab set costs 4 Coins. Blast 'Em to Bits USABLES: 300x Ammo- 1 Coin WEAPONS: 4x .32 Pistols- 12 Coins 1x .45 Revolver (very low condition)- 30 Coins 3x 10mm SMGs- 22 Coins 2x Repeater Rifles- 17 Coins 2x SOB Incinerators- 30 Coins 1x Assault Carbine (very low condition)- 32 Coins 1x Missile Launcher (very low condition)- 31 Coins 3x Bob-Omb Slings- 19 Coins 1x Anti-Material Rifle (very low condition)- 38 Coins 2x Sniper Rifles- 27 Coins 20x Frag Grenades- 12 Coins 30x Sticks of Dynamite- 10 Coins 10x C-4- 18 Coins 3x C-4 Detonators- 2 Coins BATTLE ITEMS: 5x Fire Flowers- 16 Coins 8x POW Blocks- 12 Coins 7x Fright Masks- 8 Coins LIMITED STOCK: WEAPONS- 1x The Fury- 50 Coins 1x Black Land Revolver- 60 Coins 1x Modified Airship Cannon- 80 Coins 1x Bullet Bill Blaster- 77 Coins BATTLE ITEMS- 1x Boo Sheet- 50 Coins 2x Shooting Ztars- 66 Coins Clink's Tinkers USABLES: 10x Scrap Metal- 4 Coins 6x Scrap Electronics- 6 Coins 2x Scrapped Toaster Parts- 10 Coins 3x Bobby Pins- 4 Coins JUNK: 4x Screwdrivers- 7 Coins 2x Hammers- 12 Coins 3x Wrenches- 8 Coins 2x Broken Leaf Blowers- 16 Coins 6x Metal Gears- 9 Coins 3x Pliers- 5 Coins 2x Broken Microwaves- 18 Coins 1x Junked T.V.- 22 Coins 2x Scrapped Radios- 27 Coins 1x Dilapidated Car Engine- 30 Coins LIMITED STOCK: USABLES- 2x Universal Toolkits- 13 Coins *Repair Services cost 10 Coins to get up to max condition Slade's Emporium (Mushroom Express) WEAPONS: 1x 10mm Pistol- 15 Coins 1x Sawed-off Shotgun (very low condition)- 18 Coins 3x Baseball Bat- 8 Coins 1x Butcher Knife- 11 Coins 1x Sledgehammer- 15 Coins APPAREL: 10x Wanderer's Rags- 6 Coins 2x Mushroom Express Delivery Uniform- 15 Coins 1x Mushroom Express Delivery Cap- 6 Coins USABES: 100x Ammo- 1 Coin each 6x Scrap Metal- 5 Coins 4x Bobby Pin- 2 Coins 4x Scrap Electronics- 3 Coins AID: 20x Irradiated Maize- 3 Coins 6x Poshely's Canned Pasta- 5 Coins 4x Gourmet Guy's Snack Cakes- 2 Coins 100x Dried Shroom- 1 Coin 3x Mushroom- 8 Coins 3x Honey Syrup- 7 Coins 1x Super Shroom- 16 Coins 7x Cleansing Tonic- 10 Coins 17x Beer- 3 Coins 14x Pack of Cigarettes- 2 Coins Limited Stock: 1x Weathered Diary- 7 Coins 1x To The Hills! (Badge)- 20 Coins JUNK: 500x Rawk Hawk Dolls- 1 Coin 20x Pencil- 1 Coin for four 11x Tin Can- 1 Coin 12x Empty Soda Bottle- 2 Coins 5x Lunchbox- 3 Coins 1x Donkey Lamp- 5 Coins Shadis Tavern of the Rising Sun AID: 99x Beer- 3 Coins 25x Whiskey- 6 Coins 25x Vodka- 6 Coins 99x Packs of Cigarettes- 3 Coins 10x Absinthe- 7 Coins 8x Chuckola Cola- 8 Coins 2x Firewater Soda- 10 Coins 10x Spicy Soup- 6 Coins 10x Poshley's Canned Pasta- 6 Coins 11x Roasted Yecko- 4 Coins 99x Dried Shroom- 1 Coin 50X Cleansing Tonic- 4 Coins 10x "Feelin' Fine" Syringes- 8 Coins 7x Shadis Gumbo- 15 Coins 5x Wasteland Tic-Tacs- 18 Coins JUNK: 50x Deck of Cards- 2 Coins 1000x Poker Chips- 1 Coin for 4 LIMITED STOCK: 3x Mushroom- 10 Coins 2x Honey Syrup- 11 Coins *Consort Services cost 13 Coins and restore either HP or FP to max. Lost Wages General Goods WEAPONS: 10x Tommy Gun- 17 Coins 8x Switchblade- 12 Coins 4x Baseball Bat- 8 Coins 7x Repeater Rifle- 14 Coins 3x Squeek Rifle- 10 Coins 1x .45 Revolver (low condition)- 22 Coins USABLES: 99x Ammo- 1 Coin 20x Bobby Pin- 3 Coins 10x Scrap Metal- 5 Coins APPAREL: 25x Bowler Hat- 8 Coins 20x Business Hat- 10 Coins 30x Pianta Shades- 10 Coins 30x Commoner's Rags- 5 Coins 15x Leather Armor- 14 Coins 100x Filthy Pre-War Business Attire- 4 Coins 100x Soiled Pre-War Skirt- 4 Coins JUNK: 4x Broken Watch- 3 Coins 7x Gaudy Jewelry- 9 Coins 2x Severed Tentacle- 7 Coins 3x Cracked Mirror- 3 Coins 10x Tin Can- 2 Coins 500x Don Figurine- 2 Coins 2x Pliers- 6 Coins 8x Empty Beer Bottle- 1 Coin 50x Dirty Magazine- 5 Coins 1x Lavish Walking Cane- 10 Coins LIMITED STOCK: WEAPONS- 1x Galtling Gun- 60 Coins 1x Backshooter- 55 Coins 1x Invisible Backhand- 50 Coins 1x Rothshield- 45 Coins 1x Dealbreaker- 40 Coins APPAREL: 2x Weapon Holsters- 33 Coins 3x Kevlar Business Suit- 35 Coins 3x Suave Toupee- 20 Coins AID: 3x Psycho- 16 Coins 2x Stempaks- 18 Coins 3x Mush-X- 28 Coins 4x Jet- 20 Coins 1x Ultra Jet- 40 Coins 2x Buffout- 16 Coins 10x Cat Eye- 10 Coins 3x Turbo- 26 Coins Voodoo Pizzaman's Relics BATTLE ITEMS: 3x Fire Flowers- 20 Coins 4x Fright Masks- 14 Coins 10x Strange Leaf- 10 Coins 8x Sleepy Sheep- 8 Coins 99x Mystery?- 4 Coins BADGES: 5x Charge- 28 Coins 8x Pretty Lucky!- 22 Coins 10x Waaah! Emblem- 10 Coins 9x Omen- 30 Coins 11x Ill Wind- 30 Coins 8x Surprise Motherfucker!- 35 Coins LIMITED STOCK: APPAREL: 1x Bright Fedora- 10 Coins 1x The Monkey Suit- 40 Coins 1x Cute Gorilla Mask- 18 Coins BATTLE ITEMS- 4x Volt Shroom- 26 Coins 3x Repel Gel- 30 Coins 5x Spite Pouch- 45 Coins 1x Ruin Powder- 50 Coins BADGES- 1x Lucky Day!- 100 Coins 1x Lucky Start!- 80 Coins 1x Money Money- 150 Coins 1x Refund- 200 Coins USABLES- 10x Piranha Poison- 25 Coins Edited by Khan, Feb 21 2015, 01:00 PM.
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7:58 AM Jul 11