Thursday 13 October 2016

bounty posters misc 2

Howdy,
here's a couple of rough bounty posters from local RPG.
Folks enjoyed playing these encounters, so hopefully you'll enjoy them as well.

They're decoupages adapted from the sketches under cca3 at dA.
the robobrain sketch is by user 'octo_three"
the protectron sketch is by user "twisted_little_mind"
I believe both are now defunct accounts.
the font is "FETTECKE FETT" - the idea being it's either from a damaged typewriter, or a post-war block-writer.

Feel free to use these as prompts for your own RPG scenario, or to add weathering etc. Printing them out and roughing them up by folding them, teabag etc really makes these look like they're printed as a palimpsest over old newspaper and old-ish - a local gamer did just that, and it looked EXCELLENT!

nb: I do not own fallout or related things, these are shared for fans for fan use etc.
Bethesda or H Ellison or somebody owns fallout itself.
Support official fallout-y things, and H Ellison.

 Above: Rusty is a scrap robot from the pre-war, who's had a torturous life.
the rust (robo-arthritis) and Rusty's morals mean that Rusty now
just wants to see whats at the bottom of Boston Bay. (in a nod to Bicentennial Man).
Maybe the Tea is still there...
Rusty travels slow, even for a protectron.
Rusty's maker though will front a lot of caps to have rusty returned.
You can;
-say that you couldn't find rusty, and return a piece of rusty to the quest giver.
-defeat rusty and hand over a piece of rusty for 200 caps,
or with C 10,
-you can convince Rusty to go home and collect 3000 caps.

(Rusty is valuable for a few reasons, which the player can use to leverage against the owner;
beneath all the parts, Rusty is an ex-pre war military protectron, or a 'vet'...
The current owner is not the original owner of Rusty...
Rusty knows a few access codes and loadouts of various places.
Rusty's arm functions as a PipBoy for various locations - hence, will protect the wielder from being attacked thanks to the friendly FoF transponder)
Rusty makes for an interesting companion also.)

Above:
Nancy is a pre-war robo-brain... a secretary from before the great war,
she had a gift for organizing and working under tight deadlines or difficult situations...
she may have been an attache at Anchorage.
 She was part of a program to retain talent in the event of disaster, for continuity of service.
 over time she has become no-longer solely in control of her body...
If Nancy is not in control of her body, then... who is?

The player arrives at a settlement to find this notice.
the residents hear noises in the night, often a woman shouting or apologizing...
the residents believed it to be a deathclaw, until sending out hunting parties,
 they'd seen it for themselves.
A large robo-brain unlike others previously seen.

The town asks the player character to slay this 'beast'.

The player can;
- destroy Nancy, and bring back the brain-dome for the reward. negative karma, though increased settlement affiliation (discount to the stores at that settlement)
- using electrical or ion attacks, immobilize Nancy and have a conversation -
she will tell her side of the story,
and the player will be able to trace the signal.
The signal comes from either -
a raider settlement using Nancy to soften up targets before raiding them,
or, an unattended child in a base.
or, the institute.

Nancy is then able to be 'repaired', so she once again has control over her own body.
Nancy is then available as a player companion.
returning to the settlement where the quest is issued will lead to dialog;
nancy will speak with a settler and apologize for 'what happened earlier, she wasn't herself'.
nancy will then give the settler a potplant with a wilted plant,
or an empty vase.
-----

Thanks again to Phil, Peter and Morgan.
RPGing is fun, and you made FO:RPGing even more fun!

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