OOC: Plots! Who's interested?
May. 10th, 2012 10:26 amSo one of the wonders of an open-world game like FO3 is how many options there are for further plotting once the canon is over. I'll eventually get around to running through Point Lookout, once I've figured out how to best make it not grossly offensive, but for now I've got a bunch of other potential plots on tap. Have a look, see if you're interested:
Super Mutant Mayhem - Fawkes and Teresa have undertaken the destruction of Vault 87 for the Brotherhood. There will be no new supermutants after this. There are still a good few on the surface, though, and they're going to get more and more desperate. Anyone who wants plain old no-holds-barred combat with horrific parodies of the human species, whether in the ruins of Washington DC or in some prewar church (for some reason virtually every prewar church in the game's been taken over by mutants), let me know. Rating: PG-13 to R; violence against sapient nonhuman organics, dismemberment, gore.
RobCo Resurrection – Ellen is working with the tech plans that Robo gave her to get the old RobCo factory back to work. She's reasonably sure the facility itself can be resurrected once she's replaced most of the circuits hit by the original War's EMP and then gets enough power flowing. Unfortunately, to get the power flowing she's going to have to build a wind farm, and in order to get that built, she's going to have to get the Brotherhood Outcasts to back off. They're really not happy with the idea of an outsider resurrecting technology from before the War, and they don't accept Elder Lyons' having admitted her to the Brotherhood as valid. If this thing is going to happen, they're going to have to be dealt with one way or another- and then the work is going to have to take place. Rating: G to PG; language, possible violence against humans. We already have Wing lined up for this, but if anyone else is interested, let me know.
Tenpenny Tower - Not the same as the in-game quest. The RobCo facility is within easy sight- and easy rifle range- of Tenpenny Tower, a building owned and operated by the richest man in the Wasteland. Alistair Tenpenny originally wanted Megaton removed from the map for being a blight and an eyesore on the landscape. He also offered a bounty on Ellen's head for thwarting him. It's not likely that he's going to take the factory work lying down; he's going to want to know what's going on, and may start causing trouble if he can't get in on it. Also, he's got an enemy in the form of an extremely bitter ghoul who's been denied living space in his building; what annoys Tenpenny may be of interest to Roy Phillips and his followers… Rating: PG-13. Probable language and racism, possible violence against humans (ghoulified or non) and/or incurably mindless feral ghouls.
Evergreen Mills – Raiders crept up on Megaton by night a while ago and stole three of Ellen's cattle. She managed to get two back alive, but she's mildly disturbed by the raiders having come from the west. Usually they attack from the north or the southeast. She'd like to investigate what's going on to the west, but she's not likely to get away from her current responsibilities for long enough to do it herself. Finding out what's going on with the raiders and putting a stop to it would make things a good deal easier. Rating: PG-13 to R; violence against humans and possible nonhuman organics out the yin-yang.
The Signal – One of Ellen's other projects being accomplished with help from Robo and Karkat involves building a radio signal tower to reach a vessel in low Earth orbit. There are humans on board the ship, along with a number of aliens- and quite a lot of other things on board the ship as well. There may be a need for outside assistance in dealing with the ship's contents and fate… Rating: PG. Possible (if unlikely) violence; possible disturbing biological experimentation.
Rock Creek Caverns – Many moons ago Ellen saved a couple of Wastelanders from a Deathclaw after their ammo ran out. One of them gave her a map of somewhere called the Mirelurk King's Treasure Chambers in return. She's never bothered looking the place up, but a lot of the work she's been doing lately is on the expensive side, so when she ran across the map while tidying her sleeping quarters she thought it might be worth a look. PG-13; violence against non-sapient nonhumans. This is basically a dungeon crawl with radiation thrown in.
The Armory- One of the exits to Rock Creek Caverns happens to be in an extremely inconvenient place, in that it's within line-of-sight of a bunch of prewar robots still running on shoot-to-kill orders. The area isn't especially accessible overland thanks to a number of wrecked highways and railroad bridges, but the building the robots are guarding is still… well, moderately intact. It's a pre-War National Guard Armory and it is chock full of destructive ordnance ripe for the taking. It's, uh, also full of robots that, as we said, have shoot-to-kill orders. PG-13; violence against robots, some of which have human brains. Another dungeon crawl, but with shooting and hacking opportunities.
Super Mutant Mayhem - Fawkes and Teresa have undertaken the destruction of Vault 87 for the Brotherhood. There will be no new supermutants after this. There are still a good few on the surface, though, and they're going to get more and more desperate. Anyone who wants plain old no-holds-barred combat with horrific parodies of the human species, whether in the ruins of Washington DC or in some prewar church (for some reason virtually every prewar church in the game's been taken over by mutants), let me know. Rating: PG-13 to R; violence against sapient nonhuman organics, dismemberment, gore.
RobCo Resurrection – Ellen is working with the tech plans that Robo gave her to get the old RobCo factory back to work. She's reasonably sure the facility itself can be resurrected once she's replaced most of the circuits hit by the original War's EMP and then gets enough power flowing. Unfortunately, to get the power flowing she's going to have to build a wind farm, and in order to get that built, she's going to have to get the Brotherhood Outcasts to back off. They're really not happy with the idea of an outsider resurrecting technology from before the War, and they don't accept Elder Lyons' having admitted her to the Brotherhood as valid. If this thing is going to happen, they're going to have to be dealt with one way or another- and then the work is going to have to take place. Rating: G to PG; language, possible violence against humans. We already have Wing lined up for this, but if anyone else is interested, let me know.
Tenpenny Tower - Not the same as the in-game quest. The RobCo facility is within easy sight- and easy rifle range- of Tenpenny Tower, a building owned and operated by the richest man in the Wasteland. Alistair Tenpenny originally wanted Megaton removed from the map for being a blight and an eyesore on the landscape. He also offered a bounty on Ellen's head for thwarting him. It's not likely that he's going to take the factory work lying down; he's going to want to know what's going on, and may start causing trouble if he can't get in on it. Also, he's got an enemy in the form of an extremely bitter ghoul who's been denied living space in his building; what annoys Tenpenny may be of interest to Roy Phillips and his followers… Rating: PG-13. Probable language and racism, possible violence against humans (ghoulified or non) and/or incurably mindless feral ghouls.
Evergreen Mills – Raiders crept up on Megaton by night a while ago and stole three of Ellen's cattle. She managed to get two back alive, but she's mildly disturbed by the raiders having come from the west. Usually they attack from the north or the southeast. She'd like to investigate what's going on to the west, but she's not likely to get away from her current responsibilities for long enough to do it herself. Finding out what's going on with the raiders and putting a stop to it would make things a good deal easier. Rating: PG-13 to R; violence against humans and possible nonhuman organics out the yin-yang.
The Signal – One of Ellen's other projects being accomplished with help from Robo and Karkat involves building a radio signal tower to reach a vessel in low Earth orbit. There are humans on board the ship, along with a number of aliens- and quite a lot of other things on board the ship as well. There may be a need for outside assistance in dealing with the ship's contents and fate… Rating: PG. Possible (if unlikely) violence; possible disturbing biological experimentation.
Rock Creek Caverns – Many moons ago Ellen saved a couple of Wastelanders from a Deathclaw after their ammo ran out. One of them gave her a map of somewhere called the Mirelurk King's Treasure Chambers in return. She's never bothered looking the place up, but a lot of the work she's been doing lately is on the expensive side, so when she ran across the map while tidying her sleeping quarters she thought it might be worth a look. PG-13; violence against non-sapient nonhumans. This is basically a dungeon crawl with radiation thrown in.
The Armory- One of the exits to Rock Creek Caverns happens to be in an extremely inconvenient place, in that it's within line-of-sight of a bunch of prewar robots still running on shoot-to-kill orders. The area isn't especially accessible overland thanks to a number of wrecked highways and railroad bridges, but the building the robots are guarding is still… well, moderately intact. It's a pre-War National Guard Armory and it is chock full of destructive ordnance ripe for the taking. It's, uh, also full of robots that, as we said, have shoot-to-kill orders. PG-13; violence against robots, some of which have human brains. Another dungeon crawl, but with shooting and hacking opportunities.