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7 days ago
Current Can't believe that I actually got an RP close to its endgame, btw...
4 likes
28 days ago
Noble Arms is now either four years old, or three years and eleven months. The third thread had lasted for more than one year.
1 like
2 mos ago
New Interest Check, everybody!
2 mos ago
My Roleplay, Noble Arms: The ASEAN War, will reach its 4th year in June or July. It's been a long journey.
1 like
2 mos ago
Despite its massive flaws, my RP, Noble Arms: The ASEAN War, is still one of the longest ongoing RPs in RPGuild - It turns 4 years old in July and the current thread itself is more than a year old.
5 likes

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Most Recent Posts

@Rex, Squee, I can already tell I'm going to like it.
Nipton

Nipton had not been subjected to mass murder in this alternate universe; although Vulpes Inculta would certainly prefer it if the town of thieves and whores had been subjected to his planned 'lottery'. Instead, he had to be content with the mayor being burnt alive, the Powder Gangers being decapitated, and the NCR soldiers peacefully strangled when it turned out they knew nothing of importance, before being dumped into a mass grave. Now, servants of the Artificer King Actus, client of the New Legion, had been sent to the town to turn it into a deathrap for the inevitable NCR counterattack, preparing state-of-the-art defenses, including land mines, bear traps, and spiked pits, with the town's populace watching on as they were turned into human shields.

When those profilgates came, the New Legion would be ready...

Jeffery Wagner - Camp McCarran

Jeffery Wagner would receive orders from the higher-ups through a coded letter, who, to other eyes, would read like a set of average poetry - not too bad, not too good - but to someone who possessed the Cabal's codes, would tell a rather...different message.

Nipton has been occupied by the Legion, who seek to set a trap for a presumed NCR counterattack. Disappoint them; there are any number of expendable assets. And by that, he was to hire or trick mercenaries, gangs that would otherwise be the enemy of the NCR, or even some of Mr. House's more ambitious goons to attack Nipton and get themselves killed. This would also keep the NCR and the Cabal's name out of it, a bonus.

Paradise 'Par' Rapids

Paradise 'Par' Rapids was looking for a thief. Not because anything of his' was stolen or because he felt the need to punish someone for something, but because he needed a thief's services. Why? Because he'd been chasing rumors of his company, the Crimson Caravan, doing unsavory stuff that might get the head brought down by the NCR higher-ups should word get back to them. Said rumors, if true, might bring him up the ranks again, which in turn, would help him steer the Crimsons down the 'right' path once more.

So, he had used his contacts among the Kings to search for someone who might help him, someone who knew how to be discreet, not excessively bloody, and finally, knew the meaning of consistency; not loyalty, but consistency.

And so he would wait, wait for anyone who wanted to take up his offer...

((This 'plot hook' can be followed by any PC/Major NPC with SPECIAL stats who isn't already taking another job))

The Muted Man - Vegas Strip

With the various Couriers sent to get the Platinum Chip dead, the Muted Man, Mr. House's most capable servant in this alternate universe, now had a new job; find out what became of the chip, and get it back, by any means possible. His contacts at Goodsprings would already be hearing reports that a person matching Benny's description had been seen at the scene, with more confirmation to be had at Primm, where one of his agents had destroyed a nest of those damn Powder Gangers and acquired information from Deputy Beagle - wait, just Beagle now that Primm Slimm had become sheriff.

Should he move now, or should he wait for more evidence? On the one hand, every moment the Platinum Chip was lost meant a continued NCR presence. On the other hand, the evidence was hazy, still hazy...

Elsewhere in the Wasteland

There is a spike in the number of Feral Ghouls, and various figures have offered a reward for their heads, or in one case, a 'live sample'.

Joshua Graham, who in this universe, had remained the Malpais Legate, was offering good caps and purified water for each Ghoul head, as well as the good graces of the Legion. Surprsingly even for this relatively less sexist alternate Legion, female adventurers were offered the job as well.

NCR Commander Boone, whose wife and child were still alive in this universe, had issued a similar offer, basically Ghoul heads for caps, purified water, and of course, a favor from the NCR in the future.

And finally, Jason Bright of the Bright Brotherhood had sent a message to the effect that those who captured a live ghoul for him would receive...his or her weight in Energy Cells! This would be useful for those who used Energy Weapons and them alone, though...

((Anyone can take up these plot hooks if they're not already doing something else))

@chiru@Hopeless@ClocktowerEchos@Wernher@chiru@thegreenleafe@APRoll201984@Vulkan
IC will be soon.
Bumping for after Thanksgiving.
Bumping for after Thanksgiving.
Sample CS/My GMPC:

Name: Paradise 'Par' Rapids

Age: 19

Looks:


Personality: Par looks like someone motivated to make a quick buck, and most of the time, that much is true. He likes bottlecaps/water whatever you can pay him, and is often out for the most profitable trade deals. He also likes sex (dude or gal, it doesn't really matter), and isn't above using it to gain an advantage. But, underneath it all, there is a dedicated, somewhat idealistic person who genuinely believes in the power of free and fair - emphasis on fair - trade and genuinely honest living, a power that, he believes, can rebuild civilization in a better form.

Faction
S.P.E.C.I.A.L= (45 Points spread wisely. Cannot go over 10 on any one stat)
Strength: 4
Perception: 5
Endurance: 4
Charisma: 9
Intelligence: 10
Agility: 7
Luck: 6 (+1 from Intense Training, so 7)

Backstory: Born in NCR Territory to two members of the Crimson Caravan, Arthur and Miranda Rapids, Par was taught how to pursue the family business from an early age. Intelligent, precocious, and good with technology, Par was also handsome and, although not strong, was fast and decently lucky, allowing him to charm many people into giving him a fair and favorable deal. Nevertheless, he remained under the shadow of his parents until he turned sixteen, when he, along with some bodyguards, were allowed to strike out on their own, towards the Mojave and New Vegas. There, Par was confident he'd make his fortune and find adventure.

The Mojave would prove a harsh teacher, however, as Par, after a string of successful deals, would then be tricked into gambling away most of his money in New Vegas itself, leaving him without his wares, without anything to pay his bodyguards, and barely avoiding slavery or death. He did keep the clothes on his back, a set of mechanical tools, some food and a stimpack, and more importantly, his skills with technology were still in his head. And finally, he avoided getting fired, despite enduring intolerable public humiliation from the higher-ups in the Crimson Caravan's local HQ. He still had enough to plan for a comeback, and he was going to do it the honest way...at least at first.

First, going to the lower city, he found a member of the Kings and paid him to act as a bodyguard for a stimpack. Then, noticing that the Kings' gangster had an ill-maintained pistol, he offered to repair it as an alternate payment instead of the stimpack. The gangster agreed, but threatened to knife Par if he did anything, and when Par actually followed through on the bargain, making the pistol work good as new, the gangster was amazed enough to offer to guard Par for all of his time in the lower city. After that, the boy went to the Old Mormon Fort and the Followers of the Apocalypse, where, after some reluctance from the latter, he was allowed to do more work for them, as well as pursue their archives for more knowledge.

When the chance came to get back in the Crimson Caravan's good graces a year later, Par took it with open arms. This chance was rescuing a caravan stranded outside an old Vault, Vault 91, whose experiment was that its inhabitants each had some phobia or another, some of which were inherited. Over time, when Vault 91 opened, its people were half-ready to get outside and out of the tight and cramped spaces of the complex, while the other half were afraid of the things outside. Both sides were in civil war with each other, and had taken the Crimson Caravan's convoy prisoner just for passing through. And so, Par saw his chance.

Successfully talking both sides in the civil war through their differences, the boy, just a few weeks shy of 18, managed to not only secure the release of the caravaneers, but also Vault 91 and any settlements span off from it as a trading partner, winning immense profit from the Crimson Caravan Company, and regaining their trust. He also got, as his greatest gift from Vault 91, a solar-electric powered car. Yes, a bonafide car that can carry a small amount of goods, had a security system that prevented others from using it, and, after some jury-rigging, even a couple of sentry guns each to its hood and rear to fire at any intruders, making it a Technical.

And so, a year or two on after that, life was good...

Weapon choice: Sniper Rifle, Carbine, Pistol, Knife.

Perks (Add only three):

-Confirmed Bachelor
-Lady Killer
-Intense Training

'Tagged' Skills (the skills you are strongest in; add only three unless you take a 'Weak' Skill, see below):

-Speech
-Science
-Repair
-Guns

All other skills are assumed to be average unless you want to take a 'Weak Skill'.

'Weak' Skills (the skills you are weakest in, add only if you want more 'Tagged' Skills):

-Unarmed

Any other info not included in the above:
Sample CS/My GMPC:

Name: Paradise 'Par' Rapids

Age: 19

Looks:


Personality: Par looks like someone motivated to make a quick buck, and most of the time, that much is true. He likes bottlecaps/water whatever you can pay him, and is often out for the most profitable trade deals. He also likes sex (dude or gal, it doesn't really matter), and isn't above using it to gain an advantage. But, underneath it all, there is a dedicated, somewhat idealistic person who genuinely believes in the power of free and fair - emphasis on fair - trade and genuinely honest living, a power that, he believes, can rebuild civilization in a better form.

Faction
S.P.E.C.I.A.L= (45 Points spread wisely. Cannot go over 10 on any one stat)
Strength: 4
Perception: 5
Endurance: 4
Charisma: 9
Intelligence: 10
Agility: 7
Luck: 6 (+1 from Intense Training, so 7)

Backstory: Born in NCR Territory to two members of the Crimson Caravan, Arthur and Miranda Rapids, Par was taught how to pursue the family business from an early age. Intelligent, precocious, and good with technology, Par was also handsome and, although not strong, was fast and decently lucky, allowing him to charm many people into giving him a fair and favorable deal. Nevertheless, he remained under the shadow of his parents until he turned sixteen, when he, along with some bodyguards, were allowed to strike out on their own, towards the Mojave and New Vegas. There, Par was confident he'd make his fortune and find adventure.

The Mojave would prove a harsh teacher, however, as Par, after a string of successful deals, would then be tricked into gambling away most of his money in New Vegas itself, leaving him without his wares, without anything to pay his bodyguards, and barely avoiding slavery or death. He did keep the clothes on his back, a set of mechanical tools, some food and a stimpack, and more importantly, his skills with technology were still in his head. And finally, he avoided getting fired, despite enduring intolerable public humiliation from the higher-ups in the Crimson Caravan's local HQ. He still had enough to plan for a comeback, and he was going to do it the honest way...at least at first.

First, going to the lower city, he found a member of the Kings and paid him to act as a bodyguard for a stimpack. Then, noticing that the Kings' gangster had an ill-maintained pistol, he offered to repair it as an alternate payment instead of the stimpack. The gangster agreed, but threatened to knife Par if he did anything, and when Par actually followed through on the bargain, making the pistol work good as new, the gangster was amazed enough to offer to guard Par for all of his time in the lower city. After that, the boy went to the Old Mormon Fort and the Followers of the Apocalypse, where, after some reluctance from the latter, he was allowed to do more work for them, as well as pursue their archives for more knowledge.

When the chance came to get back in the Crimson Caravan's good graces a year later, Par took it with open arms. This chance was rescuing a caravan stranded outside an old Vault, Vault 91, whose experiment was that its inhabitants each had some phobia or another, some of which were inherited. Over time, when Vault 91 opened, its people were half-ready to get outside and out of the tight and cramped spaces of the complex, while the other half were afraid of the things outside. Both sides were in civil war with each other, and had taken the Crimson Caravan's convoy prisoner just for passing through. And so, Par saw his chance.

Successfully talking both sides in the civil war through their differences, the boy, just a few weeks shy of 18, managed to not only secure the release of the caravaneers, but also Vault 91 and any settlements span off from it as a trading partner, winning immense profit from the Crimson Caravan Company, and regaining their trust. He also got, as his greatest gift from Vault 91, a solar-electric powered car. Yes, a bonafide car that can carry a small amount of goods, had a security system that prevented others from using it, and, after some jury-rigging, even a couple of sentry guns each to its hood and rear to fire at any intruders, making it a Technical.

And so, a year or two on after that, life was good...

Weapon choice: Sniper Rifle, Carbine, Pistol, Knife.

Perks (Add only three):

-Confirmed Bachelor
-Lady Killer
-Intense Training

'Tagged' Skills (the skills you are strongest in; add only three unless you take a 'Weak' Skill, see below):

-Speech
-Science
-Repair
-Guns

All other skills are assumed to be average unless you want to take a 'Weak Skill'.

'Weak' Skills (the skills you are weakest in, add only if you want more 'Tagged' Skills):

-Unarmed

Any other info not included in the above:
@Wernher, I like Carmen. Whoever you choose between her and Bern, I'll accept.
@thegreenleafe, your character isn't on the Characters tab yet?
@Hopeless, Accepted; post on Characters Tab.
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