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Author Topic: Fallout - Wanderers of the Wasteland - Rival Mercs ( We have room for one more )  (Read 14597 times)

Criptfeind

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #30 on: March 27, 2011, 01:01:08 pm »

explain how a high ranking enclave officer would be sent to a random vault with NO equipment whatsoever and i'll be willing to loose her equipment.

Because you are not a high ranking enclave officer you are a nomad, or one a vault dweller

This is why your games don't last long dude, you're a nazi when it comes to GM'ing, I made a character and you just say LOLNOPE U CANT BE THAT. learn what the word improv means. I give this one two days MAX
Tots man. He said that in the start.
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Terenos

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #31 on: March 27, 2011, 01:02:06 pm »

Now now, calm down. I'm sure its a power level concern. Lets be frank, we're level 1, so having awesome gear, proly not gonna happen unless we get lucky.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Karl Marx

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #32 on: March 27, 2011, 01:02:26 pm »

Dwarf, if you didn't figure it out by now, i'm out.

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A commodity appears at first sight an extremely obvious, trivial thing. But its analysis brings out that it is a very strange thing, abounding in metaphysical subtleties and theological niceties.

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adwarf

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #33 on: March 27, 2011, 01:03:44 pm »

Ok bye. I thought I was pretty clear in stating that you would choose who's side you are on as it goes.
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ShadowZane

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #34 on: March 27, 2011, 01:05:08 pm »

Uhm..so am I in or not? Also yeah, having items which are pretty awesome at start is shit^^
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"Never discuss with an idiot,
first he brings you down to his niveau and then he beats you there cause of his experience"

adwarf

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #35 on: March 27, 2011, 01:05:27 pm »

Shadow you are in, so you can go ahead and post your actions.
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Bdthemag

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #36 on: March 27, 2011, 01:05:59 pm »

Don't worry about Karl Marx, he always ragequits when things don't go his way in forum games.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
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Criptfeind

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #37 on: March 27, 2011, 01:06:19 pm »

Dwarf, if you didn't figure it out by now, i'm out.



Really wont be missed.
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adwarf

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #38 on: March 27, 2011, 01:10:08 pm »

Also each door has you guys name on it. In  these doors are some equipment for you which is set at the start according to your class. Once you leave though all equipment you find will be rolled for unless it is part of the main storyline, or a reward from a quest..
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ShadowZane

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #39 on: March 27, 2011, 01:13:06 pm »

Take the equipment which is there for me, reload the weapon if there is any and then slowly move through the building with the others, always weapon up and ready to shoot.
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"Never discuss with an idiot,
first he brings you down to his niveau and then he beats you there cause of his experience"

Ahra

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #40 on: March 27, 2011, 01:31:29 pm »

i leave for a snack and karl ragequits beacause he cant be an enclave officer in the beginning? weird.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Bdthemag

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #41 on: March 27, 2011, 01:38:22 pm »

i leave for a snack and karl ragequits beacause he cant be an enclave officer in the beginning? weird.
He did that in one of the last forum games I was in with him, anyways back on topic.
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

Terenos

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #42 on: March 27, 2011, 01:39:26 pm »

Altered my turn slightly to make use of new information.
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But despite what you've been told, I once had a soul. Left somewhere behind...

Ahra

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #43 on: March 27, 2011, 01:40:00 pm »

yeah only open the door with my name
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

adwarf

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Re: Fallout - Wanderers of the Wasteland: The War Begins - Turn 0 ( Full )
« Reply #44 on: March 27, 2011, 01:41:22 pm »

You gather around, and quickly greet each other, and exchange names. Now that you guys know each other you run to the doors, and find that each one has one of your names on it, and that your stuff is in there. You quickly switch to your doors and go in.

Fuzz goes into his room, and searches through it finding alot of useful stuff. He finds a bow ( 1d3 ), 50 wooden arrows ( + 0 ), a set of rough leather armor ( 1d3 defense ), 5 MREs, 5 Bottles of Water, and an Eyebot !!

Bd searches his and finds all the stuff a medic would every need for awhile that is. He finds a 9mm Pistol ( 1d6 ) , 4 9mm Clips ( 14 bullets +0 ), 15 weak stimpaks ( 1d8 healing ), a Medicine Bobble head ( +1 to healing ),  a medic combat suit ( 1d4 defense ), 5 MREs, and 5 Bottles of Water.

The Weasel then thoroughly searches his room, and finds some useful stuff for the art of thievery. He finds a Combat Knife ( 1d4 ), 10 Bobbypins, 5 Throwing Knives ( 1d3 ), a set of black clothes ( 1d1 defense ), 5 MREs, and 5 Bottles of water.

Aaron searches his room, and finds a couple of useful things. He finds a BAR Mk. III ( 1d10 ), 10 5.56 Mags ( 25 Bullets each ), a combat suit ( 1d5 ), 5 MREs, and 5 Bottle of Water.

Sean marched into his room, and grabs all the stuff in there. He finds a 9mm Pistol ( 1d6 ), 8 9mm Clips ( 14 bullets +0 ), a set of leasther armor ( 1d3 defense ), 5 Radios, 5 MREs, and 5 Bottles of Water. 

Spoiler: FuzzyZergling (click to show/hide)

Spoiler: Bdthemag (click to show/hide)

Spoiler: Terenos (click to show/hide)

Spoiler: Ahra (click to show/hide)

Spoiler: ShadowZane (click to show/hide)

You have four turns before the caverns collapse.


Quests -
Get Out Alive !!!

Objective -
Get out of the Vault in five turns.

Reward:
100 Xp each.
[/quote]
« Last Edit: March 27, 2011, 02:00:59 pm by adwarf »
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