Post by Da Pwny on Mar 3, 2011 13:57:33 GMT -5
War....
War never changes....
Since the dawn of human history, when the book of Genesis describes Cain taking the life of his brother Abel, war has been the driving force behind many of mankind's decisions, squabbling over many things; some of which are major, others... benign. It was the promise of freedom that drove man to begin the American Revolution. It was the lack of resources that drove the Japanese to attack Pearl Harbor, when the United States cut off the oil supply to their nation. And it was the combination of a lack of oil and the actions of the former United States of America that lead to the Great War - two hours of nuclear bombardment that annihilated human civilization and raked the world of her natural resources, forever poisoning the land, water, and air with the effects of radioactive fallout.
But humanity survived. Some, whom took shelter within the Vaults, were spared the aftermath on the outside, only to face the atrocities within. Others took shelter within naturally-formed caves, or took their chances in the ruined aftermath of the near-total destruction. The world had changed, and many new challenges came with these changes, the super mutants and feral ghouls being only the tip of the proverbial iceberg. However, all is not lost, and many tales have spread throughout the land of great deeds done in the name of good - and evil.
In the year 2162, the Vault Dweller defeated The Master, greatly reducing the super mutant threat and bringing a relative peace to the Wasteland. In 2242, rumors of large plumes of smoke and ash deep into the Pacific were reported, and the activities caused by the remnants of America's pseudo-government, whom called themselves 'The Enclave', ceased in the Western sectors of the Wasteland. Again, in 2278, the activities of the Enclave were diminished, and rumors of truly clean water have been rumored across the Wastes, which previously could only be found in small amounts found within bottled water that had survived the nuclear apocalypse.
Now, the year is 2307, and the former Commonwealth of Texas, which has since become the Lone Star Confederate (LSC for short) after the Great War wiped the slate clean, has built up enough forces to begin moving outward. Comprised of a loosely-aligned assembly made up of the upper half of the former state of Texas & most of Oklahoma, as well as some influence spreading south, and into parts closest to the two from the former states of Louisiana, Arkansas, Kansas, Colorado and the south-eastern sector of New Mexico, the LSC has been building forces ever since its establishment in 2145, namely centered around the former Vault 120, one of several 'control Vaults' in existence which was centered in New Austin, just outside of Old Austin, which was ravaged by the nuclear holocaust that the Great War brought with it.
Although not far from the warpath of Caesar's Legion, the Lone Star Confederate has quietly grown, taking to the Wasteland to gather in refugees and supplies alike; nevertheless shares its own set of problems, including being near to the epicenter of the New Plague, which wiped the cities of Denver (now simply known as Dog Town) and Boulder, Colorado off the map, as well as the pot-marked groups of Banditos coming up from Mexico - most notably the Conquistadors, a mass raiding band comprised of countless fractured tribes brought together beneath a single banner, which has been tearing its way through Central America and Mexico for the last half a century, and now sets its eyes upon the North.
It is here where our story begins, in the city of New Austin. Much like the rest of the Wasteland, New Austin is a vast departure from its former glory, but nevertheless it is a vast improvement over much of what is left in the world. As a Citizen safely behind the ten-foot-high walls of concrete, steel, and bodies that surround the city, you are expected to follow the laws and guidelines given by the Founders. Simple enough for most under the usual circumstances; as a third generation of New Austin Citizens are raised, there seems to be no reason for the situation to shift drastically. However, the post-apocalyptic Wasteland is never truly settled, and danger is forever at your doorstep, whether you know it or not.
Life in New Austin is about to change... forever.
War never changes....
Since the dawn of human history, when the book of Genesis describes Cain taking the life of his brother Abel, war has been the driving force behind many of mankind's decisions, squabbling over many things; some of which are major, others... benign. It was the promise of freedom that drove man to begin the American Revolution. It was the lack of resources that drove the Japanese to attack Pearl Harbor, when the United States cut off the oil supply to their nation. And it was the combination of a lack of oil and the actions of the former United States of America that lead to the Great War - two hours of nuclear bombardment that annihilated human civilization and raked the world of her natural resources, forever poisoning the land, water, and air with the effects of radioactive fallout.
But humanity survived. Some, whom took shelter within the Vaults, were spared the aftermath on the outside, only to face the atrocities within. Others took shelter within naturally-formed caves, or took their chances in the ruined aftermath of the near-total destruction. The world had changed, and many new challenges came with these changes, the super mutants and feral ghouls being only the tip of the proverbial iceberg. However, all is not lost, and many tales have spread throughout the land of great deeds done in the name of good - and evil.
In the year 2162, the Vault Dweller defeated The Master, greatly reducing the super mutant threat and bringing a relative peace to the Wasteland. In 2242, rumors of large plumes of smoke and ash deep into the Pacific were reported, and the activities caused by the remnants of America's pseudo-government, whom called themselves 'The Enclave', ceased in the Western sectors of the Wasteland. Again, in 2278, the activities of the Enclave were diminished, and rumors of truly clean water have been rumored across the Wastes, which previously could only be found in small amounts found within bottled water that had survived the nuclear apocalypse.
Now, the year is 2307, and the former Commonwealth of Texas, which has since become the Lone Star Confederate (LSC for short) after the Great War wiped the slate clean, has built up enough forces to begin moving outward. Comprised of a loosely-aligned assembly made up of the upper half of the former state of Texas & most of Oklahoma, as well as some influence spreading south, and into parts closest to the two from the former states of Louisiana, Arkansas, Kansas, Colorado and the south-eastern sector of New Mexico, the LSC has been building forces ever since its establishment in 2145, namely centered around the former Vault 120, one of several 'control Vaults' in existence which was centered in New Austin, just outside of Old Austin, which was ravaged by the nuclear holocaust that the Great War brought with it.
Although not far from the warpath of Caesar's Legion, the Lone Star Confederate has quietly grown, taking to the Wasteland to gather in refugees and supplies alike; nevertheless shares its own set of problems, including being near to the epicenter of the New Plague, which wiped the cities of Denver (now simply known as Dog Town) and Boulder, Colorado off the map, as well as the pot-marked groups of Banditos coming up from Mexico - most notably the Conquistadors, a mass raiding band comprised of countless fractured tribes brought together beneath a single banner, which has been tearing its way through Central America and Mexico for the last half a century, and now sets its eyes upon the North.
It is here where our story begins, in the city of New Austin. Much like the rest of the Wasteland, New Austin is a vast departure from its former glory, but nevertheless it is a vast improvement over much of what is left in the world. As a Citizen safely behind the ten-foot-high walls of concrete, steel, and bodies that surround the city, you are expected to follow the laws and guidelines given by the Founders. Simple enough for most under the usual circumstances; as a third generation of New Austin Citizens are raised, there seems to be no reason for the situation to shift drastically. However, the post-apocalyptic Wasteland is never truly settled, and danger is forever at your doorstep, whether you know it or not.
Life in New Austin is about to change... forever.
Okay, so it ain't exactly Ron Perlman, but it's my first attempt... gimme a break ^-^;;
Basically, everyone starts in New Austin, located almost exactly where Austin is today though maybe a bit off to one side nearer to where Vault 120 is; I'll try to get a map to show the territory that is going to be used sometime soon, but the above description should be good enough for that.
Now, about the characters... you all have to be human to start with >.<!! Sorry, but Ghouls or Super mutants generally aren't welcomed with open arms in most places. That doesn't mean we won't pick up some along the way, one of us gets severe radiation poisoning, or someone falls in a vat of nasty ooze crap, but we'll be normal humans, please ( and yes, that means no psykers! except maybe an NPC here or there... but otherwise no! and magic-related stuff is a definite no-no D< ).
Concerning weapons/armor/items... keep in mind that Stimpaks (the main healing item in all the Fallout games) are not unlimited, meaning that you'll likely want to keep them around for life-threatening emergency purposes only. As well, starting equipment should be WEAK! No one starts off with a pistol that fires off 20 rounds a second and hits for massive damage, and perfect-conditioned Power Armor. That's not how it works; while you might find that sort of stuff, it won't be until late, late, LATE in the RP. Please OKAY with me anything that you might want... I only ask this because someone might try to grab a gatling gun as their starting weapon, and then complain when I don't allow them to keep it.
For starters, your armor will likely be light (if it has any sort of stopping value at all; most hats and/or dusters don't stop bullets very effectively), you get a cheap, easily-broken weapon, and supplies are minimal. Even if you've had some time out in the Wastes, you aren't likely to find much of anything good. Keep this in mind.
Same goes for skills; start out small, and work your way up. Each character should have a profession of some sort (such as Merchant, Mercenary, etc; remember, even Merchants are heavily-armed in this world ^-^!), and a weapon proficiency (Rifles, Melee, Unarmed, or Small Guns, for starters; no Energy Weapons, Big Guns, etc. until later). This doesn't mean that you cannot use other weapons; it just says that you're better with 'x' weapon than you are with what you're going for - and will
Anyhow, if I think of something else, I'll try to post it when I do. Character template is below, and the finished product should be placed in the Fallout Character Profiles thread, linking back here ^-^ Any questions/comments/death-threats? If the last one, please send them hand-written on aged papyrus, using a #3 calligraphy feather, double-spaced, written in triplicate, and signed by the President of Pointless Acts of Sheer Boredom. Twice.
: : Character Template : :
NOTE: This represents the minimal information necessary to apply; having less than this will see to that you are not allowed to play, but having more is (almost) always better ^-^
Name:
Age:
Gender:
Born: <NOTE: add this if you were not born in New Austin. include a name of some place... just try to make it realistic. doesn't have to be a city, as many are born in the 'tribes' that roam the Wastelands, or settled in certain areas and such.>
Appearance:
Attitude:
Skills: <NOTE: Skills are just that: these denote what you're good at. pick up to three skills for use in the RP, such as Survival, Lockpicking, Leadership, etc. explain briefly what each skill is, if you feel the necessity to do so; not needed, but can help with some vaguer ones. you may be given some more to use later, maybe, but it depends, so don't count on it...>
Traits: <NOTE: Traits are in-born things about you that are a part of you; maybe you are fanatical on the offensive, but tend to be terrible at preventing damage, or you have great aim at the cost of attack speed. pick two, and they cannot be opposites or they'll cancel each other's benefits out. you will have the choice to add one or two more later, but for now just choose two. remember, traits have negative side effects as well, not just positive ones!>
Perks: <Perks are bonuses that simply give good stuff; there's nothing bad about having a Perk! Like Traits, you only get two of these, and they cannot counter-act with a Traits's negative abilities. Maybe you're naturally adept at using one-handed weapons, or you can run a little faster or carry more. use your imagination!>
Background/History:
Weapons: <NOTE: remember: you can only use one of three weapons, and to start none of them are going to be very strong, nor ver durable.>
Clothing/Armor: <NOTE: ditto here. clothing selections are broken down into top/bottom or Overall, shoes/boots, hat/helmet, gloves, & eyewear.>
Items/Etc. Equipment: <NOTE: again, don't go crazy with this. if you wouldn't want to carry around a woodchuck carcass everywhere you went, then don't make your character carry it either! although backpacks are standard equipment, keep in mind that you carry everything, unless you own a Brahman, or someone else to carry it for you - neither of which are things that you are going to be starting with.>
NOTE: This represents the minimal information necessary to apply; having less than this will see to that you are not allowed to play, but having more is (almost) always better ^-^
Name:
Age:
Gender:
Born: <NOTE: add this if you were not born in New Austin. include a name of some place... just try to make it realistic. doesn't have to be a city, as many are born in the 'tribes' that roam the Wastelands, or settled in certain areas and such.>
Appearance:
Attitude:
Skills: <NOTE: Skills are just that: these denote what you're good at. pick up to three skills for use in the RP, such as Survival, Lockpicking, Leadership, etc. explain briefly what each skill is, if you feel the necessity to do so; not needed, but can help with some vaguer ones. you may be given some more to use later, maybe, but it depends, so don't count on it...>
Traits: <NOTE: Traits are in-born things about you that are a part of you; maybe you are fanatical on the offensive, but tend to be terrible at preventing damage, or you have great aim at the cost of attack speed. pick two, and they cannot be opposites or they'll cancel each other's benefits out. you will have the choice to add one or two more later, but for now just choose two. remember, traits have negative side effects as well, not just positive ones!>
Perks: <Perks are bonuses that simply give good stuff; there's nothing bad about having a Perk! Like Traits, you only get two of these, and they cannot counter-act with a Traits's negative abilities. Maybe you're naturally adept at using one-handed weapons, or you can run a little faster or carry more. use your imagination!>
Background/History:
Weapons: <NOTE: remember: you can only use one of three weapons, and to start none of them are going to be very strong, nor ver durable.>
Clothing/Armor: <NOTE: ditto here. clothing selections are broken down into top/bottom or Overall, shoes/boots, hat/helmet, gloves, & eyewear.>
Items/Etc. Equipment: <NOTE: again, don't go crazy with this. if you wouldn't want to carry around a woodchuck carcass everywhere you went, then don't make your character carry it either! although backpacks are standard equipment, keep in mind that you carry everything, unless you own a Brahman, or someone else to carry it for you - neither of which are things that you are going to be starting with.>