Night of the Dead-OOC

Post » Fri May 13, 2011 5:14 pm

I know you didn't create the mutant, and I'm not chastising you for that. I do think that creating alien/leech beings out of thin air without reason is crossing the line though. Adding that kind of detail can actually change the entire focus of the RP though.

And I do agree with you when you say that we should have a say in what the story will shape up to be. However, if you have something that your character can't control, but you'd like to change, then you need to take it up with Josh or Francois. Yes, this is a zombie styled RP, and in the realm of Fallout and FEV, almost anything is possible. But just because you can, doesn't mean you should.

So for now, please stick with what Josh and Francois are giving to you, you'll have your super-mutated FEV mutants soon enough, so don't you worry.


Sounds Good. And someone make another post!
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Greg Swan
 
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Post » Fri May 13, 2011 5:21 pm

Ok, I am sorry. I didn't create the mutant in the first place. I don't believe adding a zombie-like hybrid could send the RP of track to much. I believe us players should have a decent say in what occurs to the mutants.

No need to be a rain on your fun parade, but you know that making a hybrid of something from Super mutant and a zombie is a no no, which is exactly on what that was. I think we should, of course, stick to was Josh and Francois gives us.
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Britney Lopez
 
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Post » Fri May 13, 2011 9:13 am

No need to be a rain on your fun parade, but you know that making a hybrid of something from Super mutant and a zombie is a no no, which is exactly on what that was. I think we should, of course, stick to was Josh and Francois gives us.


Ant1ive didn't say it was a hybrid between a super mutant and a zombie. In my post I meant that it was just a mutation due to the FEV infecting further regions of the DNA. Lets end this and get back to using our time on the posts.
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Gaelle Courant
 
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Post » Fri May 13, 2011 7:24 pm

But look at the picture he so generously provided us.
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Ray
 
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Post » Fri May 13, 2011 4:10 pm

Doesn't look like a super mutant to me. Just a massively mutated man. Enough of this though; we need to reserve these spots for more important things.
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Alyesha Neufeld
 
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Post » Fri May 13, 2011 9:22 am

@Happy

So why is your character creating strange FEV creatures?
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Josee Leach
 
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Post » Fri May 13, 2011 5:15 pm

What's so important or safe about the house?
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Gemma Woods Illustration
 
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Post » Fri May 13, 2011 4:22 pm

If you think the house is safe you're thinking wrong... I'd say there are at least 400 Zed by now. Overall I'd say there will end up being about 850. Along with 50 or so overall survivors, that'll be by nightfall.
Just thought I'd let you know.. Safest place to be would be where there are the least amount of people, I tell you this for someone to pick up and run with it...
This RP isn't mainly about combat, it's about survival; which includes combat. But fighting forever is not gonna work.

Is anyone interested in knowing the Zed's weaknesses and strengths for RP purposes? Or why I'm calling them Zed? XD
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Verity Hurding
 
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Post » Fri May 13, 2011 8:18 am

Yes do tell about their weakness and why your calling them Zed.
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Lexy Corpsey
 
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Post » Fri May 13, 2011 7:36 pm

I call them Zed because I'm an Aussie and I like to show that I say 'zed' instead of 'zee'. Zombies start with zed so.. Yup.. It's just my nickname for them.

Their weaknesses: Pretty hard to think of at first, but they're generally weaker than most humans 'health-wise'. They can take less shots and die due to their bodies being less intact. Fire works well. Aiming for the head doesn't make a difference, aim for the chest with a powerful enough rifle and it's the same result.

Strengths: They're hella fast and physically strong. This is because of the FEV in their bodies, they can lift up cars if pushed, so don't screw with them. Keen sense of smell, great resistance to pain.

In essence.. We don't want to fight more than about 20 of these at one time. That would=death. We need to either find a cure, get out or turn into Zed ourselves... That choice will be pushed upon throughout the RP by choices you make. So don't do anything ridiculous kay? Heroics won't work in a Zombie Apocalypse. You attract a horde and I'm running the other way.
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Len swann
 
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Post » Fri May 13, 2011 6:30 pm

Hey guys, I've been allowed in to the rp and ok'ed this with Francois so here's my sheet. I figure at this stage it's better if I enter the rp as a traveler not a resident. I'll post an opening shortly in the IC thread.

Name: Peter Fitzgerald
six: Male
Age: 27
Occupation: Arms Dealer

Physical Appearance [Including clothing/Armour]: Standing at 6 foot Peter is built like an ox, strong and just as quick. The years of switching jobs has taken a toll on his body, scars cover most of it and the rest is just covered in tattoos. Though you’ll never see them as he wears long cargo pants, big black army boots, and an armoured vest with a long trench coat. He also owns a wide brim hat along with the get up, he looks somewhat like a modern day cowboy.

Skills: Peter knows his way around a gun, everything from assembling them and creating ammo to using them in the heat of battle.

Disadvantages: Along the lines Peter had dealt with some unsavoury types, one of which gave him a scar to remember, he was knee capped by a former associate making his right leg vulnerable in an attack. A knock or a bump there could really throw a spanner in the works. Peter also has the disadvantage of diving into battle head on, he’s not the calculating type so he likes to go in guns blazing, hence the many scars.

Arsenal: Grenades wrapped around his chest, a lever action shot gun slung over his shoulder and a M-16 rifle in the hand, ready for action.

Psychological background: Peter is a man of the moment, planning has never really gone his way and he does perform his best under pressure. So because of this Pete was never good at following orders or helping the team out but in the heat of battle he acted like a juggernaut, taking down multiple enemies within seconds. Battle can go one of two ways a crushing victory or defeat never in-between.

Bio: Pete had never had a tough life; he was always the tallest and the biggest. He even used to pick on kids older than him. As he grew, he became only tougher and meaner, joining a few mercenary groups here and there but always on the move. His only passion in life was his guns, he could disassemble then reassemble a firearm in less than a minute and he didn’t even have to know what kind of weapon it was. So naturally the ability to wield a firearm was second nature.

This of course made him highly sort after by various groups and organizations, he was even offered to join the brotherhood at one stage, although they never would have admitted it after he declined. Peter was never quite sure why he didn’t settle down; he just enjoyed traveling around with only himself to rely on. Eventually Peter decided he would capitalise on his skills with weapons and he became an arms dealer, he already had the traveling nature and the arms business was one of high stakes and high earnings.

One day while traveling through a town, Peter heard of a community virtually untouched by war but at the same time, poorly armed. If Peter could convince them that their demise was imminent he could get a good deal and a whole pile of money. So he made his way to the town, not knowing of the terrible events that were about to unfold.
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Cassie Boyle
 
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Post » Fri May 13, 2011 2:54 pm

Just to make sure none of you think it's not true, I did accept Aussie into the RP. I wouldn't have accepted him unless I knew he was good, and he is. So thar.

Also, I'm glad he posted... Cause' now I'm not double posting! I have a proposition to make to you, to help decide how the RP works:

We have 2 choices:

1: We can just do a hack 'n' slash straightforward RP. Have a few mental episodes and rush through towards either glorious death or a minor victory.. Followed by glorious death. [Most probably, victory is a small chance]

2: We can take it slow, set up a base of operations and recruit people to our group, build up and clear out the city block by block. This way we'd get more people, probably save more people and have a higher chance of success... BUT, it will take longer, and it might not be for everyone.

I want to take choice 2 personally, but not everyone's into that. So it's up to you guys, what do you want to do?

Either way, I also want to bring in specialisations. We need a few people to take different roles in our group... Examples as follows:

Leader: We need a leader, full stop. Without leadership we will fail, we need someone charismatic enough to lead with the balls to back it up. Someone needs to volunteer for this, if no one does... We can go leaderless. But it might not end well.

Doctor: This is obvious. Injuries now would mean infection, infection=your dead. I can take the place of a minor doctor, but we might need another survivor to help my character. He's only gone through one term of med school, with a minor in psychology.

Soldier: Bread and butter, if you don't choose a spec, then you're a soldier. Simple... Well, it's just a name, doesn't mean you get a uniform or anything.

Scout: Someone who's good at surviving who can run ahead and check for Zed, see if we're gonna get ourselves killed or not. Take a path that's easier perhaps.

Scavenger: Even if we take the quick route, we need someone who's good at finding supplies. We can't live off the food that my character stuffed in his bag or food you have in your houses alone. We need to survive. We aren't machines.

These are mainly ideas, I want your opinions guys! Give them to me. Like it or not?
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JAY
 
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Post » Fri May 13, 2011 10:21 am

I like the idea of fleshing out the Rp with us setting up some sort of base and trying to save as many as we can. I don't think my character is built for anything else but a soldier. I do how ever think he may be able to help with arming the survivors.
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W E I R D
 
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Post » Fri May 13, 2011 2:45 pm

I say 2 is fine...but we will have to stay inside during the night. Scavenge during the day.
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Micah Judaeah
 
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Post » Fri May 13, 2011 1:00 pm

My thoughts exactly Reidster. We haven't seen night yet... And when we do.. I think a lot of people will agree with 2. A quick rush isn't smart.

Amazing post Aussie. Loved it. Amazing entrance. Now we just have to find you. XD Should we follow the smell of gunpowder and trails of destruction?
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Cayal
 
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Post » Fri May 13, 2011 2:59 pm

I'd like to vote for option 2!

That is... When my character kinda finds you bunch of bloody sobs.
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Brian Newman
 
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Post » Fri May 13, 2011 5:37 am

Head towards... Okay.

Shout out to all of you!

Everyone should head towards the apartment complex near the middle of the rebuilt part of town. It's a good enough place as any. Aussie can stumble across it. Everyone else could head there in hopes of seeing others. There we'll decide whether or not to go suicidal or 'rebuild'.
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Mr. Allen
 
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Post » Fri May 13, 2011 11:27 am

Right, so quick question:

Are we sticking with the alien/leech idea? Or is this one special case we won't ever find again
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Laura Tempel
 
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Post » Fri May 13, 2011 5:23 pm

I think the leech idea could stick, but not very often. If we go with Option 2 there will be a lot of organising etc... But battles will be harsh. We will also have NPC's on our side. Suicidal choice is.. Well. Quick and fun. But all non-combat characters WILL die, there's no question on that.
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Jah Allen
 
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Post » Fri May 13, 2011 4:39 pm

I think now's a good time to point out that sometimes we think that we have a bottomless pocket full of weapon ammunition (I'm guilty of it too :sweat: ). Based on how much lead you all are pumping into that beast, and the fact that most of you didn't have time to fully equip, I'd think it's safe to say you're going to need ammunition QUICKLY.
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Yvonne
 
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Post » Fri May 13, 2011 10:47 am

I think now's a good time to point out that sometimes we think that we have a bottomless pocket full of weapon ammunition (I'm guilty of it too :sweat: ). Based on how much lead you all are pumping into that beast, and the fact that most of you didn't have time to fully equip, I'd think it's safe to say you're going to need ammunition QUICKLY.

You sir, just got brownie points.
He makes a good point, considering everyone's pumping lead like it means nothing at the moment... I'd say we're not gonna last long. Time to settle down perhaps?
Everyone's said Option 2 so far.. I think it's the more fun choice personally. It means everyone can do what they're good at.
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Suzie Dalziel
 
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Post » Fri May 13, 2011 9:43 am

I would like to be the leader! And I want to go with option 2.
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Ashley Tamen
 
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Post » Fri May 13, 2011 3:00 pm

I think you'd be better as the group field doctor Josh, you're deff' qualified for that. None of your skills really pertain to leadership. It's like putting me up as a Leader, as easy as that would be.. He's a sit-at-home look you over psychological and amature doctor.
So sorry Josh, I think we need a diff' leader. <.<
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Laura Elizabeth
 
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Post » Fri May 13, 2011 7:51 pm

I think he has the skills to be a leader, he is a Doctor but remember his past, John was a mercenary who worked for and with anybody so he has a lot of experience leading and working in groups. Even though he is a Doctor now he has ended more life's then he has saved :P But if you want me to be the Doctor I guess I can do it. I am after all the most qualified person for that job.
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Love iz not
 
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Post » Fri May 13, 2011 9:11 am

I'm talking Field Doctor, you'd be going out on the raids for food and zombie-killing and survivor-hunting. Keeping people alive, whether that be through shooting Zed or cauterizing a festering cut. I'm just thinking someone who's directly built to be a leader in the long run should be. Your guy seems to be like he's winding down from the killing.
Although, if no one else jumps forward you're the leader. You're definitely better than no one.

P.S: There are a lot more specialisations you could be, just throw me ideas. If you want to be the supplier who makes sure people get all their armour and weapons... Go ahead. XD Just tell me etc.
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Richus Dude
 
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