I just decided to make a Fallout RP anyway, instead of an original universe. Maybe I'll return to that at a later date.
The Windy City- Welcome to ChicagoSituated on the border of Lake Michigan, Chigago was the third largest city in the USA before the Great War devastated the country. A huge hub of commerce and industry, the city was also the home of an expanding number of military bases in the years approaching 2077, due to its proximity to the annexed and unstable Canada.
Now, the city is a ruin. A mere fraction of its pre-war glory, the city was targeted by hundreds of Chinese nuclear weapons during the two hours of the Great War, and reduced to a skeleton of ash and rubble. The great skyscrapers and towers that once dominated the city skyline have fallen, with the exception of the amazingly intact Sears Tower, which still continues to be the defining landmark of the remaining city.
The safest places remaining are the suburban areas. This is where you will begin your story, and this is where you are most likely to stay alive. The further you push into the city, the more likely you are to run into a pocket of radiation, a pack of ghouls or a gang of raiders. But you aren't expecting to find any goodies in the outer areas of the city, are you?
Places Of InterestLake MichiganOn the border of the city, Lake Michigan is incredibly irradiated. Radioactive waste and ooze seeps into the city daily, and deadly Mirelurks infest the shores. This area is best avoided.
Vault 94Designed as part of the Vault Experiment, Vault 94 was purposely fitted with a contaminated reactor, which slowly seeped trace amounts of radiation into the corridors of the supposed safe haven. The residents were unable to detect this due to the incorrect software on their Pipboys and mainframe, so even after they had all become ghoulified, they were clueless as to why. Some chose to leave the Vault, and went on to found the few pockets of civilisation left in the city, while others chose to remain, eventually turning feral. Now, the Vault is a ravaged deathtrap, flooded with radiation, mutated creatures and dead ends. Many of the Feral Ghouls nesting in the Vault spill out across the cityscape during the day, providing no end of trouble for adventurers.
CheadNamed after a partially destroyed street sign on its main road, Chead is a sizeable settlement populated mainly by drifters with no other place to go. The majority of the town is made up of surviving suburban houses and streets, and it expands across five roads, surrounded by a makeshift defensive wall. There is some trade with the outside, and the settlement is mostly a safe place to settle down in, although Raider attacks are sometimes a problem. Due to limited space however, no more settlers are allowed to take up residence in Chead, although travellers will be allowed to visit in daylight hours if they agree to disarm. A group of mercs known as the Slashers are based here.
BellevueSituated in the pre-war Bellevue Hotel and adjacent plaza, Bellevue is smaller and less stable than Chead. Originally formed by some wandering Ghouls from Vault 94 but now occupied by a mixture of humans and ghouls, this tiny settlement is about as close as travellers can get to the Skyline before they enter the point of no return. Travellers are accepted, and may take refuge and trade, provided they have the right stuff to trade with. Due to its proximity to the more dangerous part of town however, there is no guarantee of safety in Bellevue, as the town is threatened by Raiders, Ghouls and critters every day.
The SkylineThe most mysterious part of town, the Skyline has no laws, no civilisation and no escapees. When people enter the Skyline, they do not return. Although there are plenty of dangers across all the ruins of Chicago, the Skyline is by far the most dangerous. It is the location of the Sears Tower, a huge skyscraper that has somehow managed to survive the Great War relatively intact. A thick smog still surrounds the area, and feral ghouls and animals use it as their hunting ground. Savage raiders often congregate here, and they shoot anything that isn't them on sight. Most mysterious are a group simply known as the Reapers. Rarely seen outside of the Skyline, they are said to be great hulking shining men with twisted and distorted faces, with glowing orange eyes and advanced weaponry. None who they encounter are ever seen again.
Enemy GuideDogsWhile they are not as common as in cities like Denver, wild dogs still roam the ruins of Chicago, particularly in the suburban areas. Many of them are dangerous if antagonised.
RaidersThe most numerous human enemies, Raiders are psychotic, chem-addled cannibalistic murderers. They will shoot on sight, and will keep firing until they die or flee. Watfh out, as some are well equipped from military bases.
Radscorpions and Yao GuaiThe most notable of the mutated animals in the ruins, some of the smaller predators such as Mole Rats pale in comparison to these opponents. Radscorpions have a tough exoskeleton and carry a deadly venom, and Yao Guai are lightning fast and capable of ripping a limb off in one swipe of their claws.
Deathclaws and CentaursNobody is truly sure as to how these two abominations of nature arrived in the Windy City, but that's not first on your concern list. Centaurs are horribly disfigured and misshapen mutants, but provide little danger to a well-equipped adventurer. Deathclaws are huge clawed monstrosities that will charge at inhuman speeds at any living thing they see, and rip it to pieces soon after.
ReapersBy far the most mysterious danger in the Skyline, the Reapers have never been glimpsed up close, due to their habit of killing or capturing any sentient beings they see. Witnesses claim they are large bulky men with twisted faces and metallic skin. Some even claim that they have seen Reapers of a glowing green colour, similar to that of Glowing One ghouls.
Character SheetName (should be fairly obvious, any first, second or nicknames you may have):
Gender (M/F will be fine):
Race (human or ghoul. Ghouls are unaffected by faint levels of radiation, but receive two less SPECIAL points):
Physical appearance (A general summary of what your character looks like):
SPECIAL (see the SPECIAL guide in notes):
Tag skills (The three skills you excel in. See notes):
Traits (Up to two. See notes):
Background (if you want your character to have one):
Motive (why your character is here):
Starting Equipment (no more than three weapons and one bit of body apparel.):
Supplies (up to 10lbs in weighted aid, and up to 5 weightless chems):
NotesThe SPECIAL systemThe seven SPECIAL categories are Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. Each category begins at one. Humans have 33 points to spread between them, and Ghouls have only 31 due to their decrepit bodies. Your choice of SPECIALS will affect how your character performs in different situations. For more information, click
here.
Tag SkillsNOTE: All skills used are from the recent Fallout: New Vegas adaption, meaning that Doctor has been replaced with Medicine, Outdoorsman has been replaced with Survival, Throwing and Traps are incorporated into Explosives and Melee Weapons, and Big Guns are placed in Guns, Energy Weapons or Explosives category depending on their method of damage.
It is assumed that your character will have basic skills in all areas (with more talents in some, depending on your SPECIAL). However, there will be three areas that they excel in. These can be picked as your tag skills, and they will affect how you survive, and what use you will be to others. For your own good, it is recommended that you select at least one combat-related tag. Peaceful people don't last long in the ruins. For more information and a list of skills, click
here.
TraitsTo add some variety to the game and avoid the issues of levelled perks, I have decided to allow players to select up to two traits from any Fallout game to their character. This is entirely optional, as every trait has disadvantages as well as advantages. These can be used for character depth, or to give yourself a bit of a boost in a certain area. For more information and a list of traits, click
here.
Further Notes-I am the DM. You will acknowledge that, and trust me to keep the story going.
-Chicago has actually been mentioned in Fallout Tactics: Brotherhood Of Steel. As the game is considered non-canonical however, I've built up this city from scratch.
-Your character's personality should come out in the roleplay, but you can begin to build on it with background, motive, SPECIAL, Tag skills and traits.
-A motive is important. There has to be a reason for your character to be in such a dangerous place, and providing one will help everyone story-wise.
-Be reasonable with your equipment choices. A character with a Minigun, Thermic Lance, Experimental MIRV and T51b Power Armour is over the top. A character with Metal Armour, an R91 Assault Rifle, Hatchet and Frag Grenades is more reasonable. Bear in mind that ammo will be an issue, so the overpowered weapons would be difficult to fire anyway.
-Put "Bonk! Atomic Bomb" in your post if you bothered to read everything.
-This is a fun RP, mainly focused on a nice story and character progression rather than dice rolls and serious decisions. Don't expect any calculations and number crunching.
-You can choose to join up with other players to achieve your motive, or go it alone. There will be plenty of player interaction involved.
-Remember, your primary goal is survival. Do everything you can to make sure you stay hydrated, energised, rad-free and armed at all times.
Okay, that should do for now. Have fun!
Last edited by
Veck on Tue Dec 28, 2010 10:22 am, edited 1 time in total.