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#aradesh fo1
psychojetcocktail · 2 months
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Stupid whiteboard stuff from last night with my friend :P
LOTS more under the cut vv
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calder · 6 months
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aradesh illustration
wow
.....potentially ahistoric to have him hangin out with a Ranger while founding the ncr
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maybe shes doin a quest
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papakhan · 2 years
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thinking a lot about the cut fo1 random encounter with a dying "lone khan raider" who you would have been able to meet if you let the mutants destroy shady sands (he says it was the nightkin)
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The idea that nightkin “cloakthemselves in night” rather than turn invisable and can also kind of hypnonise you? create illusions? Also this dying raider saying he wants to avenge the dead of the village he and his friends raid is making me feel a certain way
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“you have my word as a Khan” :’‘(
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I really like this as a way old Khans said goodbye to eachother, kinda like how Aradesh says “may the water you find not shine at you in the dark.” I think old wasteland proverbs are super slept on.
I also like how Papa Khan 120 years later still says “farewell brother” to you if youre idolised by the Khans
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rautavaara · 5 years
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misc fallout drawings., again
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lesvegas · 4 years
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Hey if your melee is like 70+ early on in fo1 (you should tag it instead of small guns if you wanna do melee) then the spear (easy to find early on, Aradesh in Shady Sands gives you one or you can buy it from him sooner) kills most things in like 2-3 thrusts. You're welcome.
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sights-on-the-scifi · 5 years
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Forgotten characters of Fallout.
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The first fallout is a legendary role playing experience and hosted a diverse cast of memorable characters no one really thinks or talks about since many who play Fallout 3, NV and 4 have never played FO1.
So here they are!
Three preset characters you can choose outside of manual customisation, with their own individual backstories, professions, talents, strengths and weaknesses.
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Albert is a charismatic leader of a small, vocal minority of the Vault population that is considering life on the outside world. Dedicated to the role of a negotiator, he is often able to communicate efficiently between different parties. His professed occupation is closest to what was once known as a "lawyer." Albert is often able to convince others that his ideas are correct.
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Natalia is the grandchild of a Russian diplomat who worked at the Soviet Consulate in Los Angeles. She is a talented acrobat, with excellent coordination and reflexes. She is extremely intelligent and resourceful. Her only difficulty as a young child was understanding personal property laws. Natalia is very interested in leaving the vault and curious to explore the outside world.
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"Stone" to his friends, Maxwell is the largest person currently living in Vault 13. He is known for his physical strength and stamina. He would make the ideal volunteer due to his tremendous size and strength. It is unfortunate that his intelligence was affected after birth when the labor bot dropped him on his head. He doesn't care that he might have to leave the vault.
Pivotal plot characters of Fallout 1
Jacoren: Overseer of Vault 13.
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John Maxson: Leader of the brotherhood of steel.
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Vree: Head scribe of the brotherhood of steel.
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Tandi: Daughter of Aradesh the leader of Shady Sands.
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Harold: A ghoul/FEV mutant resident of the hub.
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The Master: Mastermind, creator and leader of the super mutant army.
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There is even more and you should all seriously play the first game to experience these wonderful characters. Its a adventure worth having!
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treecore · 6 years
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Aradesh in fo1: shady sands is a peaceful place we don’t want to get involved with the outside
Me:
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calder · 1 month
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mayor aradesh
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calder · 1 year
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Jesse H. (he/him) — Today at 4:28 PM Anyway my point is, don't get too hung up on canon. Pay attention to themes, motifs, and messages. Your example of "Replacing Aradesh's ancestor with Joe Random" is specifically an example where you're altering the theme and message because it's replacing a character who represents the values of a community formed out of diversity with a character who removes that theme and instead goes back to the normalized assumptions of implicit culture.
fo1/modiphius dev jesse heinig. king. oh wait theres more
"Canon" is one of those areas that is useful structurally for a writer or game designer but, for a piece of fiction, ultimately gives way when you're confronted with recontextualizing the material. By this I mean, as a gamer, having a notion of "canonicity" can be useful if you do something like, say, making a character who is ostensibly from New Reno, and then you want to explain to someone the power structure in that city, or at least who's in charge; having some baseline shared idea of the correct answer becomes important. But "canon" has to give way to recontextualization and adaptation when you want to remain true to the themes and messages of your fiction, as our understanding of how these intersect with our real experiences changes.
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