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dlausactor6373

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Everything posted by dlausactor6373

  1. By now, everyone's probably heard of the game "Five Nights at Freddy's". It's practically taken the online community by storm since it was first released, with a sequel already set to come out in 2015. I think the scenario presented would make a good fit for a quest mod for Fallout: New Vegas--a seemingly abandoned and decrepit restaurant with a dark secret... As you get closer to Freeside, the quest starts when your PipBoy picks up what sounds like a radio advertisement for a restaurant called Freddy Fazbear's Pizza, claiming it's "a magical place for kids and grown-ups alike" and "where fantasy and fun come to life". Perhaps this pre-war restaurant might have some valuable items or artifacts to salvage for the hungry prospector... The first quest, "Help Wanted", tells you to go to Freddy Fazbear's Pizza to see what you can scavenge. But, once you get inside, things take a turn for the worst... https://www.youtube.com/watch?v=Fwr7DD2f_NY The second quest, "Are You Ready For Freddy", begins when you discover that after you get inside the restaurant you are now trapped! The doors to the outside have locked by some unknown means, and you have to find a way out! Perhaps the security office might have some kind of electronic locking mechanism to release the doors... You pass through the dining hall and take note of the three animatronic puppets on the stage--Bonnie Bunny, Chica Chick, and Freddy Fazbear himself... As soon as you enter the security office and it hits 12 AM, a phone starts ringing and the third and main quest begins--"Five Nights at Freddy's"! https://www.youtube.com/watch?v=Mq_0AScdgLM The game plays as you would expect for "Five Nights at Freddy's"--keep an eye on the cameras to make sure the haunted animatronics don't get too close, close the doors when necessary, don't waste your power, survive from 12 AM until 6 AM for five nights. Oh, and keep an eye on Pirate Cove! During the day you can explore the restaurant and perhaps unlock new tidbits of lore as each day progresses, but once it hits midnight you have to get back into the security office to endure another night of Hell! You are rewarded for your troubles with 120 caps and the key to the front door, but you can stay for a sixth night to get some "overtime". If the animatronics catch you or if you run out of power and don't make it to 6 AM before Freddy's jingle is up, it's an instant death. Some rules to enhance the experience: --Don't run. --Don't yell. --Don't scream. --Don't poop on floor. --Stay close to mom. --Don't touch Freddy. --Don't hit. --Leave before dark. --Leave companions behind. --No tgm. --Play with the lights off. --Turn the volume up. --Use headphones. http://media.desura.com/cache/images/games/1/31/30118/crop_720x480/screen08.png
  2. How about Kefka from Final Fantasy 6? I'm thinking a two-tier boss battle, with the first part being Normal Kefka and the second part being God Kefka. I can even get in touch with the cosplayer CJ Collins to provide some custom taunts, such as Kefka's recognizable laugh, or his ever-awesome quote before you fight his god form: "Life... dreams... hope... Where do they come from, and where do they go? Such meaningless things! I'll destroy them all!!!" http://fc00.deviantart.net/fs50/f/2009/314/3/0/Kefka_ID_by_Kefka_Fans.pnghttp://images.wikia.com/villains/images/c/ce/Kefka_God.png
  3. Mr. Tenpenny's got a new painting in his tower. http://www.glogster.com/media/4/30/45/3/30450378.png No one knows where it came from, but ever since its arrival there have been strange happenings around the tower--hallucinations, disappearances, even murders from time to time, and an odd little girl calling herself Bernkastel, who's usually seen hanging out near the painting, and sometimes even talking to it. The residents--whether they'd currently be ghouls or humans--are concerned, and believe that this Bernkastel has something to do with these weird happenings. Long story short, they want her gone. Now. And they want you to make it happen. But what should be a simple task of booting out an unwanted guest quickly turns into an investigation into the origins of the mysterious painting, when Bernkastel offers to leave in exchange for any information on Tenpenny's terminal pertaining to someone called Beatrice. You learn of Tenpenny's obsession with the painting, the woman in the painting, and its former owners, the wealthy--and deceased--Ushiromiya family of Rokkenjima, Japan. But instead of subsiding after Bernkastel takes the information and leaves, the hauntings only get worse. As the body count rises, you decide to solve the mystery of Beatrice for yourself, but doing so may lead you into a world you never knew existed. Witches? Magic? None of that crap can possibly exist. Right? Your search for the truth will take you from the depths of Tenpenny Tower, across the Capital Wasteland, to the island of Rokkenjima, and even back through time itself to the year 1986, where you will seek help from the actual members of the Ushiromiya family to unravel the mystery surrounding the return of the Golden Witch. Survive through this twisted game, and you'll come face to face with Beatrice herself!
  4. So, you completed your business with the Family in the "Blood Ties" quest in Fallout 3, but don't you wish that there were actual vampires in the game? Don't you wish you could be Embraced into one of the thirteen vampire clans and experience how they cope with life in the Wasteland? Don't you wish you could hide from the sunlight feed on the children of man to satiate the Beast living inside of you as a victim of Caine's curse? I sure do. In Fallout: Masquerade, the player would be able to live the unlife of the Kindred of the Capital Wasteland as one of thirteen types of vampires with different features and disciplines associated with each clan. Clans Ventrue: The politicians and nobles of the Kindred. The Ventrue gain a significant boost in Speech and Barter--thanks to their Presence discipline--as well as the ability to Dominate people during conversations and bend them to their will. However, excessive use of Dominate will not only decrease your vitae, but also slightly decrease your Speech skill as you slowly become accustomed to using Dominate to get what you want. The Ventrue also gain a Defense boost, thanks to their Fortitude discipline. Tremere: The sorcerers and magic-users. Tremere command the discipline of Thaumaturgy, which encompasses blood magic and other sorcerous arts. Toreador: The lovers of art and beauty. Toreador gain a boost in Speech, but can also use the Celerity discipline to gain extra speed and finesse at the cost of expending vitae. Nosferatu: The deformed and hideous. Because of their monstrous appearance, the Nosferatu rely on Stealth and very rarely--if ever--show themselves. They are also masters of gathering information, meaning you'll also gain a boost in the areas of Lockpick and Science. In the Wasteland, Nosferatu are often mistaken for Ghouls, so you'll have no trouble fitting in with them. Despite that, you're still ugly as sin, so your Speech and Barter skills will take a huge hit. Some people might even run from you or attack you if they see you. Nosferatu also come with enhanced strength, and the ability to control the Beast inside other creatures--including humans--by use of the Animalism discipline. Nosferatu can also turn completely invisible by using Obfuscate. Malkavian: The crazed, the insane, and my personal favorite. Malkavians have an incurable insanity that differs with each individual Kindred. This insanity does, however, grant them insight into things that would normally be hidden from normal people. Listen closely to those little voices in your head--they could be telling you a secret about someone you're talking to, or where to find a more powerful weapon. Malkavians can also project their insanity onto others by use of the Dementia discipline. Gangrel: The wild and untamed. Gangrel are closer to the vampire's animalistic nature. They prefer the comfort of the wilderness over the urban life. Gangrel are fierce warriors, and gain a significant boost in Unarmed and Melee combat. The Gangrel can bring out the Beast within by use of the Protean discipline. Gangrel can also shapeshift into a wolf or bat. Brujah: The rebellious. The Brujah are individualistic and outspoken, and social change is close to their undead hearts. They possess skill in Melee and Small, Big, or Energy Weapons. They also possess enhanced strength. Tzimisce: The fleshcrafters. Dracula's clan. The Tzimisce are artists of the flesh, twisting and molding it into their masterpieces. Some Tzimisce have slight deformities, but not as detracting from their appearance as the Nosferatu. Their strange way of looking into people's souls is what saves the Speech skill from taking a dive. Tzimisce believe they are the rightful rulers of this planet, and that humans and Kindred alike should be their servants and slaves. The most famous member of this clan--and possibly the most famous Kindred in existence--is none other than Count Vlad Tepes Dracula, the thin-blood who gained untold power through the diablerization of his sire, Lambach Ruthven, and his grandsire, Tabak, and became the sworn enemy of the heroic Belmont family of vampire hunters. Dracula is rumored to have had a half-vampire son, though nothing is known about him except that he goes by the nickname "Alucard". Lasombra: The shadows. The magisters. The Lasombra are the true leaders of the Sabbat faction, and believe in survival of the fittest. They possess skill in Stealth and Lockpick, and command the Obtenebration discipline, which lets them control shadow magic. Giovanni: The necromancers. The Giovanni embrace solely within the Giovanni family, and are descended from the old Cappadocian clan. You will not be able to be Embraced by a Giovanni, but you may encounter them. Giovanni are gifted with the powers of Necromancy, which gives them command over the dead. Assamite: The assassins. The Assamite gain skill in Stealth, as well as Lockpick, Science, and Small Guns. They also possess Quietus, a discipline that weakens their target. Followers of Set: Not much is known about this clan. They possess Serpentis, a discipline that gives them a venomous touch and can even allow them to transform into snakes. Ravnos: The tempters and avengers. The Ravnos are the rarest clan, and possess Chimeristry, a discipline based around sense-based illusions. Choose your side in the never-ending Jihad as a member of one of three factions, or share no allegiance at all. Factions Camarilla: The Camarilla are the peacekeepers of the Kindred. They make sure that all Kindred uphold their laws and follow the Masquerade, and they won't hesitate to make an example of those who don't. Anarchs: The Anarchs are opposed to the strict laws of the Camarilla, but still believe in following the Masquerade. Sabbat: The Sabbat are the enemies of the Camarilla and the Anarchs. They believe that humans exist only as slaves, and don't care about violating the Masquerade. Features In this mod, you would be able to: Help Jeanette Voerman, a Malkavian, build a new Asylum nightclub in the Capital Wasteland. Violate the Masquerade and face off against skilled vampire hunters that come after you. Aid Tremere mage Tanya Stoviaka in discovering the secrets of the Daywalker Bracelet. Fight the remnants of the Kuei-Jin from the far east. Team up with the half-blood prince Alucard to prevent his father's return. Assist Bertram Tung, a Nosferatu, in getting some valuable information on the Enclave. Fight against the forces of the Sabbat. Or the Camarilla. Your choice. Face off against the ruthless Society of Leopold, a group solely dedicated to the eradication of vampires. Help Anarch leader Nines Rodriguez get the Camarilla presence out of D. C. Help Tremere regent Maximillion Strauss keep the rebellious Anarchs at bay. Turn people into your devoted servants through blood bonds by making them drink your blood. Embrace and sire your own childe. Discover an insidious plot to create artificial vampires. And much more...
  5. Here's a reasonable plot for the mod: In the year 2038, 30 years after the Uroboros incident and the apparent death of Albert Wesker, the Umbrella Corporation was restarted by the descendents of Marcus, Spencer, Birkin, and other former Umbrella researchers. Umbrella soon rose again as the world's leading pharmaceutical company. Working with government officials, Umbrella helped establish a community to replace Raccoon City. With unlimited funding and the creation of their new AI computer system, Albert, Umbrella was able to establish New Raccoon City in 2068. 9 years later, the Apocolypse hit. New Raccoon City recieved less damage than most other cities, but it still lay in ruin. Fortunately, before the bombs fell, the heads of Umbrella were able to evacuate their equipment and employees to a special vault created for them, Vault 138. It is here that Umbrella continued its research, and its genetic experiments. The player is asked by an official of Umbrella to come to Vault 138 and assist Umbrella in its experiments. It is during the player's visit to Vault 138 that the T-Virus escapes once again and the entire vault is massacred. When the player escapes the vault, he finds that the virus has escaped into the city and the people are being turned into zombies and other sinister products of Umbrella's secret experiments involving the T-Virus, G-Virus, Los Plagas, and Uroboros. The player will also discover the secret agenda of his AI companion and his worst enemy, Albert, who is being powered by the salvaged brain of Albert Wesker and is secretly creating a new body for himself through human cloning. Familiar experiments could make an appearence, like Tyrant and Nemesis, and you could also put in some new experiments.
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