#selling caravan
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thisisntreaver · 6 months ago
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Thinking about how Sparrow has a found family outside of their hero friends.
The Bower Lake camp is their family. When you start the game if you loiter you can hear people wish you a happy birthday, they immediately believe in you while people outside of it couldn't care less about you. The people captured by Thag know you, if you take too long to let them out the woman goes "You wouldn't do this to us, would you Sparrow?"
Sparrow isn't alone, they're angry and hurt over Rose, but they are loved, and the people of the camp see them as one of their own.
Like yes, Hammer Garth and Reaver understand them on a level the dwellers can't. They understand Sparrows hurt and trauma, Hammer and Sparrow see the most important person die in front of them, Garth and Sprrow experience the spire, and Reaver connects to those darker parts of them.
But at the same time the dwellers understand a part of them those three can't. They raised them, they saw them through the injuries Lucien left, and tried their hardest to fill as much of the hole left behind from Roses death. They're part of why Sparrow maintains the ability to be positive, and funny because that is far from Theresas list of things Sparrow needs to be. Sparrow dances and plays the lute, and you can't convince me that they would be doing those things without the positive influence of the camps inhabitants.
In Sparrow Theresa saw the key to getting the Spire, Lucien saw a road block, but the dwellers saw a child, and fully embraced and loved them. Gave them as much as the possibly could, and kept a home open for them always should they wish to use it.
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faunandfloraas · 5 months ago
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im gonna be so honest, good chunk of the reason i want to go is because it's lee knows bday the day before.... p much a concert bday......
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swimminghologramfestival · 3 months ago
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Explore the sitemap for OZ RV Trader to easily navigate our range of RVs and find the perfect recreational vehicle for your needs.
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bethrnoora · 1 year ago
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the one (1) skyrim mod I currently have that adds khajiit child npcs to the caravans includes one particular kitten who studies magic and dresses in the jester outfit and I am. obsessed with him.
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stalebagels · 1 year ago
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I recently have been playing Rimworld a lot and so I made a colony and based all of them on the Strike Force. It is a miracle they've survived as long as they have. Here's some of the stuff that's happened since the birth of this clusterfuck because I can't resist sharing it;
(long wall of text below that'll make more sense if you've played the game lol - could be funny out of context though)
- Jon has gotten mauled by mad animals at least fifteen times including by; a rabbit, a pack of nine yorkies, an ibex, and three wolves. Has lost his left eye to an arctic wolf and gotten the plague twice. Has also been shot numerous times and had a lightning strike set both his bedroom and himself on fire. He is a danger magnet and every time I turn around he's downed again. Tamed a rat called Lumpy and a bunch of Megascarabs. Incapable of socializing and honestly same. Saved a muffalo that got struck by lightning and was abandoned by it's trade caravan. Yes he's our animal guy.
- Stephen keeps getting food poisoning and vomiting everywhere - literally the only colonist to get food poisoning four times over in a short period. Got shot once and had his left lung collapse entirely (he's still alive though). Like Jon, a bit of a misfortune magnet but I can leave him unattended for at least a few minutes until he gets food poisoning again. He's also constantly on the verge of starvation. He's primarily the one we use to recruit prisoners aside from Seth.
- Kimmel got his left thumb shot off at some point. The resident chef that for some reason has a rivalry with a child they rescued from the three arctic wolves that took Jon's eyeball and the newest colonist they rescued from the nine crazy yorkies. Considered changing the 7-year-old's name from Maverick to Matt Damon. Unclear if he's the one causing the food poisoning incidents but it seems unlikely.
- Fallon is useless on most counts. Can't do hauling, never cleans, incapable of violence, and his room is a disaster. Someone else has to clean up after him most of the time but hey at least he's teaching that kid we rescued about naughty words. Ironically one of the only ones who hasn't been horribly injured at some point. He does help with cooking sometimes and I would not be surprised at all if it's his fault Stephen's always sick.
- Conan is the other one who hasn't been horrifically injured as of yet. Spends a lot of time researching and is the go-to guy for when traders or visitors come around. Once told Fallon at a binge party that the world would be a better place without him out of absolutely nowhere despite having a friendly relationship and it was the funniest thing I've ever seen. Best friends with a colony recruit named Buckley and now they're our two fastest builders. Makes up for the fact that he's incapable of violence.
- Craig is our marksman and has also unfortunately been maimed by several animals but somehow not as many times as Jon has. He's usually out front during raids because he got his hands on an assault rifle. Has gotten a Yeoman title from some kingdom because he sheltered a lady being chased by a crazy rabbit (not the same one that put Jon in the hospital) so now he has a psylink ability and has to meditate a lot. Probably one of the most productive members because he can pretty much do a little of everything.
- John hasn't been injured either, he's also technically our doctor because he has the highest medical skill out of everyone. This poor guy has had to rescue everyone so many times I don't blame him for being constantly on the verge of a mental break. When Conan is unavailable he's the second go-to for trading and interacting with visitors. He really hated a guy called Robert Thompson that we had to take in for 21 days as part of a quest that didn't work or anything and kept getting injured/sick so John had to take care of him most of the time. This poor guy is the sole reason they're all still alive. The colony child Maverick loves him.
- Seth has the second highest medical skill out of them all so he helps John out with the hospital a lot. He's also great at recruiting prisoners, and so when we have them he's our second warden along with Stephen. He's also "physically appealing" and people are predisposed to liking him so that probably helps with the recruiting thing. He also for some reason has a high shooting skill and after that Robert Thompson quest he got his hands on a mini gun and now he's our most dangerous fighter. Once when he was in the hospital recovering from a raid a power conduit exploded and set his hospital bed on fire.
On a positive note, Jon and Stephen got married and they're all still alive as of right now! Jon did die once to a mechanoid in one hit and I got so upset I reloaded the game shhhh
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perenlop · 1 year ago
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mlp nextgen dynamic currently in my brain is that trixie and starlight are divorcebians who keep getting back together even though starlight is clearly pining for sunburst and trixie is just projecting her unresolved gay crush on twilight onto starlight and doesn't realize it yet. unfortunately they have a kid.
this is very much up to change though because i don't know what starlight is doing in my personal au at all
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wandercr · 7 months ago
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things found in eliana's inventory:
plasma rifle + microfusion cells (sometimes substituted with a combat shotgun/shotgun shells, especially early in-game)
laser pistol + energy cells, as a back-up weapon (10mm pistol in early game)
combat knife, sometimes kept tucked into her boot
stimpacks, bandages, antiseptic/alcohol, a needle for stitches and suture thread, when she can find it
as many nuka colas as she can carry because baby girl got that caffeine addiction
a nuka cola quantum or two to sell to sierra petrovita
pre-war money, cigarettes, scrap metal, sensor modules, fission batteries -- any bits and bobs she can sell to merchants around the wasteland
brotherhood of steel holotags; her mother's wedding band is on the same chain
a book or two + flashlight for nighttime reading
boxed foods: blamco mac n cheese, yumyum deviled eggs, etc. -- she never develops much of a taste for wasteland food she prepares herself
aqua pura (post-project purity activation, otherwise just water of some kind)
rad-x and rad-away to help with her sensitivity to radiation after activating the purifier
other important items (mostly found in her megaton home)
bb gun and pellets (she lets maggie creel and harden simms practice their shooting with it)
photograph of she and her dad from her 10th birthday
a tattered bible (sometimes kept on her person)
a teddy bear (he looked lonely)
a small collection of mostly readable books
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oldster2 · 2 years ago
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justdiptych · 1 year ago
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There's a scene in Fallout: New Vegas that I find really interesting in how it uses skill checks in dialogue. A merchant company, the Crimson Caravan, want to buy out one of their rivals, Cassidy Caravans, and they hire the player character to negotiate the deal. The player has likely already met the rival company's owner, Rose of Sharon Cassidy, by this point - in fact, it's entirely possible that she suggested they ask the Crimson Caravan for work in the first place.
Cass is propping up the bar at a truck stop on the border near the game's opening area. She's heard that her caravan has been destroyed in her absence - her employees killed and their wagons burned in an attack on the road - but she can't investigate because of a bureaucratic hold-up. The man in charge of the border post, Ranger Jackson, has halted all commercial traffic across the border because of dangers on the roads - wild animals, bandits, and enemy soldiers - that the authorities are struggling to get under control.
When the player brings the Crimson Caravan's offer to Cass, she refuses on principle. Her business may have effectively been destroyed, but she's too proud and too stubborn to sell her surname for any number of messes of pottage. Convincing her requires that the player employs one of either their Speech or Barter skills - there are two options for each, requiring either moderate or high investments of skill points. Skill and Barter are the game's two Charisma-based skills, and it's not uncommon for them to appear side-by-side like this, but here, they diverge in application.
The easier Speech option is simple - the player just reminds Cass that, if she sells the business, she won't be commercial traffic anymore, so she'll be able to get across the border. She's itching to get on the road again, so this convinces her. (She will ask the player to help Jackson clear the roads for the benefit of her fellow merchants, but this is a very simple quest that they likely already completed hours ago.)
The more challenging Speech check is to tell Cass that there's no way her business can survive, so it's her duty to do the merciful thing - shoot it in the head, bury it, and move on with her life. This, naturally, brings her close to socking the player in the jaw, but she sees the truth in it. She's been holding onto the forlorn hope that there might be something left to save, but she really has lost everything. This bypasses Jackson's quest - she just wants to walk out and not look back.
The Barter options approach things differently - from the Speech options, and from each other. The more challenging one involves making some sport of the offer, challenging Cass to a drinking contest. The player has to supply the booze, and they run the risk of getting embarrassingly drunk if their Endurance stat is too low, but, either way, this will impress Cass enough that she'll sign the contract.
The easier Barter option, though, is, I think, the most interesting. It requires the player to sweeten the deal with their own money - a not insubstantial amount of it, in fact. Cass is still hesitant, though, which allows the player to make a very interesting point. With the money from the Crimson Caravan plus the player's contribution, she'd have enough to restart her business - buy new animals and equipment, hire a new crew, start trading again.
Further, the player can point out that the Crimson Caravan are unlikely to continue using the 'Cassidy Caravans' name after buying it. They're only buying her out to try to monopolise local trade, after all. If they don't use the name, they'll forfeit their rights to it - meaning that Cass can, as she puts it, take their money, give them nothing, and go back to running her business as if the attack never happened.
Cass, naturally, accepts this offer, though she's staggered that the player is so willing to sell out their employers to help her like this. (The player needn't feel any moral misgivings about doing so. A little investigation reveals that the attack on Cass's business was actually engineered by the Crimson Caravan themselves, in collusion with a crime family, in a conspiracy to wipe out their competition.)
I think this entire interaction represents how well New Vegas uses skill checks. Barter, in RPGs, is often a very barebones skill. Its use is letting the player earn more and spend less - as part of an equation determining shop prices, or in dialogue options that boil down to asking for money. It's not uncommon for Speech to be the skill of the peaceful, benevolent diplomat, while Barter is for common mercenaries.
Here, though, the Barter options actually cost more than their Speech equivalents. The player ends up out of pocket for a sizable chunk of change or at least a lot of booze. Instead, the Barter skill represents the character's understanding of common business practices and relevant laws. It allows them to convince Cass to accept a deal by finding a loophole that benefits her more than if she refused.
The equivalent Speech options, meanwhile, are effectively free, but do involve making Cass feel that little bit worse. They emphasise what she's lost, how trapped she is by her circumstances, and convince her to give up and let the Crimson Caravan win. In the long run, this doesn't make a real difference - once she leaves the outpost, she and the player can discover the conspiracy and get their revenge either way - but I think the choice does let the player say something about their character.
Part of the brilliance of this game is how little details, like Cass being stuck at the outpost, tie into other details all across the story. Caravan traffic is halted, in part, because deathclaws have nested near the roads to the north. They've nested there because the local quarry has ceased operations - the noise caused by the digging and blasting had previously scared them off.
The quarry closed down because escaped convicts raided it and stole the workers' stash of mining explosives. The convicts escaped because the government was using them for forced labour on the railroads, and foolishly entrusted them with enough dynamite to stage an uprising, seize control of the prison, and turn it into a fortress and a base of operations for banditry.
Similarly, the threads of Cass's story spread outwards, ultimately affecting the entire future of New California. When she learns that the Crimson Caravan and their allies killed her friends, Cass is furious. She wants to march over there and beat the snot out of the people responsible. The player can convince her to instead settle things legally - get proof of their crimes, pass them on to Ranger Jackson, and hope the justice system gets revenge for her.
If Cass does things her way, the criminals pay with their lives, but their bosses end up better off for it. With their regional execs murdered, the trading companies can claim that the government isn't doing enough to protect them - so, they don't have to support the government's interests, either. They withdraw trade, demand special treatment, and end up making their shortfall everyone's problem.
If the legal option is pursued, though, the evidence becomes blackmail material. The government has the trading companies over a barrel, and that lets them pass stricter trade laws. Given the choice of accepting regulation or facing criminal investigation, the crooked execs choose to stay out of jail. Those responsible for the murders technically avoid justice, but their hopes of a monopoly are dashed - and their superiors are unlikely to be pleased with them having hurt long-term profits so badly.
Cass's story is political and economical all the way through. It's about the influence of wealth on government, and the fundamental injustices of the carceral system. It's about revenge, and reform, and how to hit people where it hurts - their bottom line. And it's about how, sometimes, skills in an RPG aren't about making numbers go up - they're about how a character understands the world around them, and how they can apply that understanding to help someone out of a jam, or help reshape the trade lines of a whole nation.
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malcolmrei · 2 years ago
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#OpenHouses #Caravan 🏠🤎#StriversRow #Harlem #NewYorkCity #HarlemWorld 🌎 #DreamWork makes the #TeamWork @thomasbrooklynbroker @brooklynpoppins @boulevardrealproperties @gmcgsell1 : : : Malcolm from #Breuckelen @compass 😉🏠🤎 License Associate #RealEstate #Broker🗽#Buying #Selling #Leasing #Investing #USMCVet #PrattGrad #KappaMan Τελειωοις (at Strivers’ Row) https://www.instagram.com/p/CnnIGjTPG82/?igshid=NGJjMDIxMWI=
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dazed-and-confused23 · 8 months ago
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Dear Hearts and Gentle People
Summary: You don't expect to see the ghoul you fucked two weeks ago passed out in the sand close to a caravan trail. You stop and decide to help.
Pairings: The Ghoul | Cooper Howard x Female Reader
Continuation -> HERE
*this ghoul has taken me by the reins and will not let go. So I hope you enjoy some fluff and a continuation of Quickie.
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Considering that your profession is that of a wondering trader, you have all sorts of goodies for sale at all times. That included the drug that all ghouls coveted, the liquid miracle that kept them from going feral. You didn't know what it was made from or how it was made, but they sold for good caps, so you kept them handy.
And it was fortunate that you did so when you find the ghoul that you'd had sex with not two weeks ago passed out on the side of the dirt trail. You cautiously approach, gun at the read in case he'd already lost himself and gone off the deep end. You nudge him with the toe of your boot.
"Hey, Uh- Cooper, right? You okay down there?" You ask, and a groan of displeasure is your answer. You sigh heavily and crouch, placing both hands on his side so that you can roll him over to his back. The ghoul blinks up at you slowly, and you wonder how long he's been here.
Cooper licks his dry lips, searching this smoothskin's face, and his lips pull up in a tired smirk when he realizes that it's you who found him. Huh. What were the odds.
"Well," He croaks, voice low and weak, "Aren't you a sight for sore eyes."
You huff at him and take in his disgruntled appearance, the ghoul dried out and baked in the high sun. This weak, Cooper must have been here for at least a full day. You were impressed that he was still alive.
"We should really stop meeting like this," you quip and sling you backpack around you. You shift through the pockets until you find the metal case you keep the chems you sell inside. The ghoul watches you with interest, cracked lips twisted in a pleased smirk.
"Right pocket," He gruffed out, and you understood her meant his inhaler. You fished it out and loaded the drug in, then pressed the mouthpiece to his lips before pressing down the plunger. Cooper greedily sucked it down, and a shot of energy blazed through his system, allowing the ghoul to push himself up after a moment.
You stood and stepped back to give him room, watching with interest as Cooper dusted himself off and fixed his hat back on his bald head. He clears his throat when he turns to you, a curious look in his pretty eyes.
"What do I owe you?" He asks. The ghoul isn't fond of being in debt to people, even the ones he likes.
You shrug, though a mischievous smile lingers on your lips, and you hand over two extra vials of the drug that the ghoul obviously needs. It wouldn't be that big of a hit to your profits.
"Let's just say it's on the house," you say and wink at Cooper, who laughs and closes the distance between the two of you. His hand finds your jaw, cradling it in his calloused palm.
"Then allow me to pay you for any future transactions, Darlin'," Coop rumbled and then tugged you in for a much needed kiss.
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reythenerdypisces · 10 months ago
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things that I overlooked in PJO the first time / small, funny things I noticed during my reread
Part 1: The Lightning Thief
All I could think of was that the teacher's must've found the illegal stash of candy I'd been selling out of my dorm room. oh he was one of those guys
"I believe that was question 38 on your final exam..." He [Chiron] looked at me as if he actually expected me to remember question 38. once a teacher always a teacher
A strange fire burned in my stomach. The weirdest thing was: it wasn't fear. It was anticipation. The desire for revenge. We got a hint of dark Percy in book 1
I'd been afraid he [Luke] might resent me for getting so much attention the last few days. But here he was giving me a magic gift... It made me blush almost as much as Annabeth. tell me again this boy did not have a crush on Luke
The game ended when I tossed the apple toward Grover and it got too close to his mouth. In one mega goat bite, our Hacky Sack disappeared - core, stem, and all. Grover blushed. He tried to apologise, but Annabeth and I were too busy cracking up. I love moments of them being able to just be kids
She [Annabeth] loved reading so much, I'd forgotten she was dyslexic, too. I think the fandom forgets this too
Annabeth muttered to me, "Circus caravan?" "Always have a strategy, right?" Percy is so smart and so good at thinking on his feet, I'm tired of the fandom treating him like he's dumb
I was feeling satisfied after the burger, and a little sleepy, and I figured the least I could do was try to make small talk with our hostess. He's so sweet. Even if the host was Medusa
"I hate Australia! Naming that ridiculous animal after me [Echidna]." As someone currently living in Australia, this cracked me up.
I whistled. "You have evil thoughts for a goat." "Why, thank you." I love Grover and Percy and their friendship, very under appreciated
"I'm Crusty," he said, with a tartar-yellow smile. I resisted the urge to say, Yes you are. he's hilarious
A steely look of anger flared in my mother's eyes, and I thought, just maybe, I was leaving her in good hands after all. Her own. I also love Sally Jackson
that's all, I'll be back for sea of monsters :)
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swimminghologramfestival · 28 days ago
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Learn how to sell your caravan with a custom fit-out. Tips on value, marketing, and finding the right buyer for a successful sale.
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bulkbrit · 7 months ago
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I’m supposed to be cleaning and clearing the caravan for selling but all I want to do is sit in front of the TV and gorge.
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Scales say I’m maintaining at 330. No gains this week BUT no losses either. Is that what’s called a balanced diet?
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fabeong · 3 months ago
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BRB everyone I’m busy crying over Esteban Ocon again:
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For context this was this article, written after his Hungary 2021 win and talking about his background, his parents selling their home, living in the caravan, the year as Mercedes reserve and more I??? Give me a minute I am in Tears here
No fucking wonder he throws himself into every race with such dedication when you know how much he had to fight through just to even get to F1? You can really tell what an impact it’s had on him too, this is just one of many reasons I’ll always be a fan <3
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dailyadventureprompts · 9 months ago
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Adventure: The Big Ambitions of Baron Bittly
Monsters from the primal expanse of the Drovidiin Wilds have been appearing without warning in the kingdom's heartland, somehow teleported hundreds of miles to rampage through towns and cities. After more than one skirmish with the beats, your party has ventured to the bordertown of Thimblewell on the edge of the wilds, seeking answers.
Adventure Hooks:
Though the party have heard whisperings of the beast attacks before, their firsthand exposure to the phenomenon comes when they hear screams and cries coming from the town's fancy playhouse. An acid spitting drake has somehow found its way inside the building during the middle of the performance and its rampage threatens to bring the house down.
Tasked with tracking down a crew of bandits that've been plundering local caravans, the party's raid of the outlaw's encampment is thrown into chaos when one of their targets breaks open an innocuous crate, pulls out a glowing glass canister and smashes it in the middle of the melee: unleashing a beast in a burst of blue light into an already chaotic final battle.
The party find a strange tension when they arrive in the town of Thimblewell. Though the settlement has a long history of being beset by monsters from the primeval wilderness it borders, there've been no attacks for the past several years and no one seems to want to talk about why. Eventually a disgruntled former guardsman points them in the direction of the local landholder, an amateur mage with a reputation for conducting strange experiments. He fails to mention that said mage has a defence system built into his manse, and that he's been expecting the party's arrival for some time.
Background: Irnett Bittley was never a mage of large talent, both because he was unable to summon up the showy displays of elemental mastery that would have earned him a living as a court wizard, and because his self important streak made him too proud to ever suffer suffer through an apprenticeship. He was a great mage, destined for great things, and the fact that others couldn't see that was their failing.
Tired of being challenged or denied by people who genuinely knew better, Bittley picked up stakes and went to the boonies seeking to find a pond small enough to consider him a big fish. He found it in Thimblewell, a little town sorely in need of a handymage, and he could have been happy and well liked there if the need to be great wasn't etched on his soul. Thimblewell had a monster problem, and while Bittley was no battlecaster he did have a knack for bindings and containment spells. If he managed to catch a monster by supprise while it was distracted by the local millitia he could shrink it down and hold it in stasis, effectively defeating the monster by kicking the can indefinitely down the road.
The townsfolk heaped praised upon him for his heroics, only to have their goodwill spat right back in their faces as Bittley started asking for increasingly steep "donations" to keep his enchantments in place, all but threatening to release the beasts again if his impromptu tax wasn't paid. Fast forward a couple of decades and Baron Bittley has become rich enough to buy himself a title and become Thimblewell's defacto ruler.
Still not content to be a backwoods landbarron, Bittley's latest scheme is to sell his stockpile of captured beasts one by one to unscrupulous individuals who are in need of a good monster: thieves in need of a distraction, poachers and collectors trafficking in rare specimens, nobles who'd prefer an untraceable and indiscriminate means of assassination. This enterprise is making Bittley even more rich, but with success comes paranoia, and we all know how dangerous a paranoid mage can be.
Challenges & Complications:
1: The drake was intended as a means of assassination, targeted at a countess and her heir attending the playhouse's performance in one of the box seats. As the party runs in to save the screaming commoners, they'll potentially be diverted by the countess's guards, intending to save their employer's life before anyone else's. Saving the noble might earn them a rich reward at the cost of many lives, but choosing to look after the common people will earn them the ire of the acid-scarred heir, who watched them save the rabble while his flesh burned and his mother was crushed to death under rubble.
2: After the party have defeated the bandits, they'll find three more of those arcane canisters left in the box, each containing its own miniaturized monster waiting to be unleashed. The caravan the bandits robbed was smuggling these beasts to a buyer with dangerous aims, meaning the caravan's owners now have good reason to want the party silenced. Do the party report their findings? Extort those who hired them at the cost of a knife in the back? Or do they just take their offbrand pokeballs and run, dreaming of the chaos they can cause.
3: Baron Bittley knows the party is coming for him thanks to his spies in town, he also knows he could never hope to take them in a fair fight. Thankfully he’s got access to magic, so he doesn’t need to fight fair, allowing them into his home only to catch them in a trap that will shrink them down to a few inches tall, whereafter it’s a simple matter of mage-handing them over into the basement bound dowry chest/prison he’s made for all those in town who’ve dissented to his rule over the years.
Thankfully the tiny townsfolk have been working on a jailbreak for some time now, having painstakingly sawed their way out of the box while their inattentive overlord’s been distracted domineering the world outside. The greatest hurdle to their escape has been the wild landscape of the junk fulled manor basement, filled with various pests that’ve become arcanely mutated from the leakage from the mage’s lab on the floor above. The party will need to engage in some borrowers esque traversal across the basement, up through the walls, and into the lab if they have any hope of reversing their predicament.
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