Hmm, maybe have some sort of reminder, like a note pad or say, hitting yourself with a rubber band that says "Stay in character" every one in awhile
Hmm, maybe have some sort of reminder, like a note pad or say, hitting yourself with a rubber band that says "Stay in character" every one in awhile
With all the spooky locations in Fallout 4 (Witch Museum, Pickman Gallery, Dunwich Borers, Parson Asylum, Mirelurk Shrine ect) has anybody got any ideas for a spooky creepy roleplay build?
With all the spooky locations in Fallout 4 (Witch Museum, Pickman Gallery, Dunwich Borers, Parson Asylum, Mirelurk Shrine ect) has anybody got any ideas for a spooky creepy roleplay build?
Hmmmmm. I'm not sure exactly how you could make a perfect spooky build, but I can see it involving Kremvh's Tooth. Or perhaps a paranormal detective that has to investigate these things?
Hmmmmm. I'm not sure exactly how you could make a perfect spooky build, but I can see it involving Kremvh's Tooth. Or perhaps a paranormal detective that has to investigate these things?
I like this idea! I had a character in the works a while back who was to be descendent of either Lovecraft himself, one of the characters in his stories, or the Dunwich family. He grew up surrounded by occult literature in his decrepit, ancestral home, and it was his fascination with the unknowable forces in the world that inspired him to search for artifacts and other pieces of arcana. In terms of personality, he is naive and awkward, having spent most of his years in relative isolation and in the company of obscure literature. Likewise, his combat skills leave something to be desired, so he would most likely rely on a hired gun while on his expeditions. Perhaps once he reaches the apex of his development, he will open a museum to display his collection of relics.
If that doesn't seem appealing, then just make a Hackdirt/Innsmouth settlement at Kingsport Lighthouse or Murkwater.
I like this idea! I had a character in the works a while back who was to be descendent of either Lovecraft himself, one of the characters in his stories, or the Dunwich family. He grew up surrounded by occult literature in his decrepit, ancestral home, and it was his fascination with the unknowable forces in the world that inspired him to search for artifacts and other pieces of arcana. In terms of personality, he is naive and awkward, having spent most of his years in relative isolation and in the company of obscure literature. Likewise, his combat skills leave something to be desired, so he would most likely rely on a hired gun while on his expeditions. Perhaps once he reaches the apex of his development, he will open a museum to display his collection of relics.
If that doesn't seem appealing, then just make a Hackdirt/Innsmouth settlement at Kingsport Lighthouse or Murkwater.
Hey guys! We all know the Sole Survivor is like a genius MacGyver when it comes to constructing post-apocalyptic makeshift machines and structures, for example basic generators, water purifiers, turrets, power-lines, perfectly square concrete foundations, laser weapon or power armor modifications. Furthermore, investing in perks immediately boosts their capabilities regarding innovation.
My question is: If they had no idea about how to screw two things together, from whom could they learn to do so? And I would like to leave Sturges out of this, because he is a rather obvious choice.
On my current character, I would like to make "pilgrimages" for every (more difficult) object or perk and learn how to craft them.
Right know I have a few in mind, like Sheng for basic Water Purifier, I need someone else for the higher level purifier. Doctors or chem cooks can work for crafting chems.
Please check out the list below, and if you can name at least one NPC for any of these (but the more the better), please do reply, I would really appreciate it.
- Generator: basic and higher level
- Electronics in general
- Water Purifier: Higher level
- Turrets
- Constructing buildings (Especially concrete foundation and concrete walls now that the WWorkshop is out)
- Modifying Armors and Weapons
- Crafting Explosives
- Skinning and butchering animals, and also maybe the biology /Edit: ... and ecology/ of the post-apocalyptic world
- Also it's a bit out of the line, but I also need "trainers" for Intelligence, Charisma and Perception, I think S-A-E only needs physical activity or can't be learned, and Luck is luck.
AND some things that are possible with mods:
- Creating gold and silver bars, meaning that it must be more complex than smelting 10 gold watches in a pot
- Brewing different types of alcohol
- Crafting Ammo, Weapons, Armor from scratch (raw materials).
Whoah, I didn't expect it to be this long, hope you guys don't mind.
Million thanks for every input!
Hey guys! We all know the Sole Survivor is like a genius MacGyver when it comes to constructing post-apocalyptic makeshift machines and structures, for example basic generators, water purifiers, turrets, power-lines, perfectly square concrete foundations, laser weapon or power armor modifications. Furthermore, investing in perks immediately boosts their capabilities regarding innovation.
My question is: If they had no idea about how to screw two things together, from whom could they learn to do so? And I would like to leave Sturges out of this, because he is a rather obvious choice.
On my current character, I would like to make "pilgrimages" for every (more difficult) object or perk and learn how to craft them.
Right know I have a few in mind, like Sheng for basic Water Purifier, I need someone else for the higher level purifier. Doctors or chem cooks can work for crafting chems.
Please check out the list below, and if you can name at least one NPC for any of these (but the more the better), please do reply, I would really appreciate it.
- Generator: basic and higher level
- Electronics in general
- Water Purifier: Higher level
- Turrets
- Constructing buildings (Especially concrete foundation and concrete walls now that the WWorkshop is out)
- Modifying Armors and Weapons
- Crafting Explosives
- Skinning and butchering animals, and also maybe the biology /Edit: ... and ecology/ of the post-apocalyptic world
- Also it's a bit out of the line, but I also need "trainers" for Intelligence, Charisma and Perception, I think S-A-E only needs physical activity or can't be learned, and Luck is luck.
AND some things that are possible with mods:
- Creating gold and silver bars, meaning that it must be more complex than smelting 10 gold watches in a pot
- Brewing different types of alcohol
- Crafting Ammo, Weapons, Armor from scratch (raw materials).
Whoah, I didn't expect it to be this long, hope you guys don't mind.
Million thanks for every input!
My character accidently became like this and I rolled with it. He started off with the Railroad, after the final mission for them had been completed I began doing the radiant quests that they offer. One of them brought me to Dunwich Borers... Needless to say he left a different person and his mind shattered. This allowed me to change the character up quite a bit. Using Kremvh's Tooth (becoming melee oriented) and increased drug usage (to quite the voices OR to better hear the voices). He began to kill more frivoulously until he ventured to Far Harbor. After drinking from Atom's Spring he found the voice, the Mother. He then gave himself unto the church, becoming their most fanatical believer and began to spread the good word of Atom across the wasteland, purging nonbelievers.
The best part about this character is that none of this was planned. None. Zero. Zip. And he remains one of my, if not the my most, favorite character.
Dunwich Borers is extremely useful as a late-game tool to justify a change of personality or character. Maybe your character's murderous rampage and sins across the wasteland finally caught up to him. Maybe radiation fried his brain a bit. Maybe he is beginning to lose his mind from living in this new world. Those who walk into Dunwich do not return the same as before...
My character accidently became like this and I rolled with it. He started off with the Railroad, after the final mission for them had been completed I began doing the radiant quests that they offer. One of them brought me to Dunwich Borers... Needless to say he left a different person and his mind shattered. This allowed me to change the character up quite a bit. Using Kremvh's Tooth (becoming melee oriented) and increased drug usage (to quite the voices OR to better hear the voices). He began to kill more frivoulously until he ventured to Far Harbor. After drinking from Atom's Spring he found the voice, the Mother. He then gave himself unto the church, becoming their most fanatical believer and began to spread the good word of Atom across the wasteland, purging nonbelievers.
The best part about this character is that none of this was planned. None. Zero. Zip. And he remains one of my, if not the my most, favorite character.
Dunwich Borers is extremely useful as a late-game tool to justify a change of personality or character. Maybe your character's murderous rampage and sins across the wasteland finally caught up to him. Maybe radiation fried his brain a bit. Maybe he is beginning to lose his mind from living in this new world. Those who walk into Dunwich do not return the same as before...
Just joined this group and am in need of help. I need to get a better undertsanding of Goodneighbor and its ideals. If there's any info that can be provided or a thread with info that I could be pointed to then that would be great. Thanks!
Just joined this group and am in need of help. I need to get a better undertsanding of Goodneighbor and its ideals. If there's any info that can be provided or a thread with info that I could be pointed to then that would be great. Thanks!