Post by ThreeDawg on Dec 28, 2015 18:36:01 GMT -5
The Current Year, Post Fallout 4, is 2290. We are setting all of our Fallout RP sections 3 years after the end of Fallout 4. There'll be periodic releases of up-to-date 'Current Status' guides for each section of the Wasteland on this thread, starting with our old favourite: The Capital Wasteland (and the areas associated with Fallout 3 DLC).
As the world of Fallout expends, and with it changes to the way things run in the games, we're going to move away from older 'mechanics' (like how Power Armour works) and embrace the new set of mechanics presented in Fallout 4 and 76.
{
Power Armour:
Power Armour is now found in Frame format, and can stand by itself. While Power Armour Frames can be found in damaged and unpowered states throughout the Wasteland (usually by Military Checkpoints or pre-war installations) it requires Fusion Cores to power it. The Frame itself doesn't provide much protection, but does provide increased strength and durability during intensive manual labour. Power Armour itself has also become far more customiseable (if you have the right mechanical expertise and equipment at your disposal) allowing for mis-matched sets of lower quality armour salvaged from spare parts and metal scrap. Using Power Armour is taxing on a Fusion Core, and using one in a combat situation can deplete the core within a day. While Fusion Cores can still be found powering entire buildings, removing them can be a challenge and storing them is even more dangerous. Typically a base must be maintained with which to store and maintain the Power Armour while keeping a stockpile of Fusion Cores aside; difficult work. Typically only larger factions can pull off using Power Armour in any capacity greater than as a defensive tool, which itself requires extensive technical knowledge most Wasters lack.
T-45, the ancient workhorse of the Power Armour world, was largely replaced by the time of the Great War. Old suits, of which there were many, found their final resting place in Military Warehouses along the Western and Eastern Coast of the U.S. Most of these sets have been hoarded by the Brotherhood of Steel and other technologically minded factions over the years. A nuber of these old suits were also requisitioned by Vault Tech, who used them in a select few Vault experiments - complete with unique paint job.
T-51 was by far the most common piece of Power Armour hardware deployed by the United States Military before the bombs dropped. Many were being used leading up to and on the day of the Great War by Riot Control Soldiers up and down the United States, Canada and even Mexico.
T-60 sets were the cream of the crop for Pre-War Military Assets, and most of them were maintained near their manufacturing plants on the East Coast. A large selection of T-60s fell into the hands of the Brotherhood inside The Citadel, although a few sets can still be found in the basements of Military Installations.
X-01 and its experimental - varients were developed after the Great War, and as such are extremely rare outside of those who manufactured them. These suits are by far the most protective and advanced sets of Power Armour in the United States - surpassing even the T-60 model it was based off. Most suits on the Western Coast are in hte hands of the Brotherhood of the NCR, who make efforts to disassemble them into their frames to make them look far less threatening. On the East Coast the Brotherhood have done the same, but it isn't unheard of to find a suit of X-01 hidden in hiding spots by Enclave Remnants - or on the backs of said soldiers. Shooting at you, with plasma.
Vertibirds:
Vertibirds come in three varients, Transport "VB-03", Attack "VB-01" and Gunship "VB-02".
The larger VB-03 Transport varient has six 'legs' and was largely used by the Enclave in their assault on the Western Coast. A rarity in the Wasteland, most of these vehicles are still owned by the Enclave who fly them or the Brotherhood who stole them.
The most common Vertibird one can find littering the Wasteland in rubbled wrecks are the 'four legged' VB-01 'Attack' Vertibirds. The first of their kind and the most commonly utilised by the U.S. military leading up the Great War. Large numbers of these vehicles have found their way into the hands of the Eastern Brotherhood of Steel, who regularly repair and even rebuild them at Adams Airforce Base. Other large technological groups like the Gunners of the Commonwealth can make use of these vehicles, but their rather large power consumption limits these groups to only having a handful of servicable Vertibirds.
Finally there is the 'three legged' VB-02 Gunship model, originally intended to provide more cover and carrying capacity for transportation than the VB-01 model. With an enclosed section for soldiers like the VB-03 which followed it but more fire power, it can easilly be seen as a moderate between the VB-01s and teh VB-03s. Largely the VB-02s replaced the VB-01s in the Enclave's arsenal, and as such it was these technological plans that fell into the hands of the Brotherhood of steel on the West Coast who went on to begin manufacturing them before losing said capability (and many of the Vertibirds) to the BoS-NCR war. Most of the Vertibirds used by the Enclave today are still VB-02s, and many of them were pilfered from Adams Airforce Base by the Eastern BoS who use them mostly for long-range reconnaissance missions.
Power Weapons:
While found throughout the Wasteland relatively common, 'power weapons' like Missile Launchers, Flamers, Miniguns and (the much rarer) Gatling Lasers and Fatman Launchers are not viable to use by most people outside of Power Armoured suits. Very heavy, it isn't feasible to quickly carry them long distances for regular Wasters. Like power armor, their ammo also is quite rare, and you aren't any more likely to find a mini nuke then you are a fat man. So even if you do get a limited use out of it when first located, it's still unlikely that you'll be able to keep the weapon maintained, full of ammo, and not be completely exhausted while carrying it. As such most people who find such weapons tend to either hoard them for defensive purposes (like Raider Storngholds) or sell them on to more technologically capable factions (like the Brotherhood, NCR or the Gunners) like any other salvage for a pretty sum of caps.
Radiation:
In sites of heavy nuclear activity, particularly around exploded military stockpiles, the scars left from the Great War have yet to subside. These "Glowing" areas (like the Commonwealth's Glowing Sea, DC's Vault 87 Crater or Nevada's Divide) remain permenantly irradiated and are highly inhospitable and mutative to unadapted lifeforms, like the standard Human. Following adverse storm patterns, these locations can often give off "Radiation Storms" that crackle with ferocious green 'lightning' (radioactive bursts in the clouds that layer the area beneath them with harmful radiation) and often bring irradiated, corrosive, rainfall. It is highly recommended to seek shelter during these Radiation Storms, which occur quite frequently (almost bi-weekly) in areas around these radiation hotspots (like the Commonwealth and the Capital Wasteland).
Food Supplies:
Food. Everybody needs it, everybody but Ghouls at least. Ghouls have the unique adaptation of not requiring any food or water for (as far as we know) up to 200 years. So long as they frequent radioactive sources, Ghouls can even remain in this emaciated state without feeling the negative effects of lacking energy input!
But normal folks, even Super Mutants, require regular hearty meals to keep themselves going. While some people turn to eating others, or even drinking blood, to sate their appetite most folk choose to eat... Well food. After 200 years salvagble food supplies are very unappetizing, while they're edible (thanks to the fact that they're mostly synthetic) they taste worse than Radroach meat and are becoming ever increasingly hard to find as successive generations of Wasters consume them all. Hunting is a major player in finding food supplies, be it trapping small critters like Mutant Squirrels, Iguana or birds to hunting bigger prey like Molerat, Feral Dog (or regular Dog, most people don't discriminate when hungry) or Radstags: people will hunt and consume almost anything. In the West, great herds of hundreds of Brahmin are ranched by 'Barons' that feed the NCR. Folk in the Mid-West and down South farm Brahmin too, but also big horned beasts called... Big Horners... Which survive better in higher altitude regions than Brahmin do. Out in the East, most people farm Brahmin for their milk, with very few communities having large enough herds for meat production (most notably Arefu in the Capital Wasteland).
Fishing is a common way of supplementing your food supplies in coastal, estuarine or freshwater regions. Granted, it's not a healthy way of finding food as unpurified water still hold radiation from the Great War. This higher level of radiation not only poses a direct threat to fishermen, but also breeds big and nasty species of critters like Killphins, Giant Man-Eating Catfish, Deathjaws and ornery Mirelurks - of - various - types. But if you can master the elements and the critters, you can make a decent (if short lived) living on the bounty of the waters.
Some communities have, and continue to, experimented with farming Crab-form or Horseshoe-form "Regular" or Lobster-form "Hunter" Mirelurks. Mirelurks, as a prey species to some unknown oceanic behemoth, lay clutches of 6 eggs at a time. Like terrestrial chickens (thought extinct) they lay 'duds' in these clutches that are perfectly edible and lack embryonic growth - the perfect food supply. Unfortunately, roughly half of the eggs contain the vicious hatchling of Mirelurks which can quite easilly bite off a finger or down an unsuspecting Waster in a swarm (or worse, call out for mummy). These Hatchlings are, however, edible as are sub-adult "Softshell" Mirelurks and the meatier parts of the hardier adult Mirelurks. While Crab-form Mirelurk Queens produce the most eggs, keeping one of these giant creatures captive would be a feat for even the Enclave. Turtle-form and Fish-form Kings are edible too, but far too intelligent and deadly to catch let alone keep as they are usually surrounded by a hive of Crab and/or Lobster-form Mirelurks.
As for agriculture, in heavilly irradiated landscapes and desert Wastelands like those along the West Coast farmers have to grow carrots, melons, gourds, potatoes, pears and apples in special purified enclosures (it makes them clean, but expensive to run). On both Coasts of the United States, and in between, corn is the staple food crop. It seems relatively immune to the mutative effects of radiation, even though it comes with an unhealthy dose for Humans.
Tatos (Potato x Tomato mutant hyrbrids), Razorgrain (Wheat) and mutant Carrots, Melons and Gourds exist along the East Coast and regions where there wasn't any massive radiation exposure. While they could in theory grow in NCR land, they'd have to get there. Wild, they couldn't - due to the irradiated dustbowl in the middle of the country and trade has only managed to move these vegetables to the fringes of Caeser's Legion - who are experimenting with farming these crops. Razorgrain in particular is a staple food crop in these regions, where it can be ground into sour-tasting flour and processed into pastas (like noodles) or unleavened breads for stockpiling through harsher seasons. The Brotherhood with their vertibirds have flown samples of Razorgrain, Mutant Carrots, Melons, Gourd and Tatos from the Commonwealth to the Capital Wasteland. These new crops have been taken up by the local farming settlements to increase crop harvest and diet diversity at the behest of the Brotherhood. This is only made possible in the Central Potomac thanks to Project Purity and the positive affects of green haven that is the Oasis Spread.
Punga fruit, which seems to be a random mutation of a fruit bareing coastal swamp plant common to the East Coast, can be found in those few refugia of swampland. Probably these fruits have been carried along the coast by mutated seabirds (another delicacy, if you can catch them). Domesticated varients of Punga fruit, which are known to actually soak up radiation from the body as they pass through, have been developed and exported by the tribals of Point Lookout for decades. They have even found their way into the storehouses of the Brotherhood of Steel - who seek to unlock the growth of these fuits. A Brotherhood outpost in Point Lookout has had marginal success with farming Refined Punga Fruit - much to the anger of the natives.
Beverages:
In most places Wasters have to deal with just drinking plain old dirty, irradiated, water. The epitome of Settlements aim to start pumping and purifying its own supply of clean water, which can be done by hand with chemical sachets in small quantities or in industrial purifiers (or if you're the Brotherhood, with a giant machine that can purify the Potomac). Thankfully there still seems to be a plentiful supply of the addictive Nuka Cola and its main competitor Sunset Sarsaparilla (Largely on the West Coast and in Canada). Special varients of Nuka Cola, like Nuka Cherry, Nuka Victory (with Orange), Nuka Quartz (with Lemon), Nuka 'Classic' (with Passion Fruit, finally!) and the very rare Nuka Quantum (with pomegranite and radioactive Strontoum Isotopes!) and the even rarer (as it is only being produced Post-War in a top-secret location in the Capital Wasteland) Nuka Clear (which tastes like Nuka Cola, but it's clear!). Regional drinks like the Gwinnett line of alcoholic drinks (The Commonwealth) are in high supply in their native regions too. Apart from that, Wasters can always drink many of the other 'standard' variaties of alcoholic beverages that survived the war, or make their own moonshine with... Unhealthy ingredients and outcomes.
Mechanical Changes:
}Power Armour:
Power Armour is now found in Frame format, and can stand by itself. While Power Armour Frames can be found in damaged and unpowered states throughout the Wasteland (usually by Military Checkpoints or pre-war installations) it requires Fusion Cores to power it. The Frame itself doesn't provide much protection, but does provide increased strength and durability during intensive manual labour. Power Armour itself has also become far more customiseable (if you have the right mechanical expertise and equipment at your disposal) allowing for mis-matched sets of lower quality armour salvaged from spare parts and metal scrap. Using Power Armour is taxing on a Fusion Core, and using one in a combat situation can deplete the core within a day. While Fusion Cores can still be found powering entire buildings, removing them can be a challenge and storing them is even more dangerous. Typically a base must be maintained with which to store and maintain the Power Armour while keeping a stockpile of Fusion Cores aside; difficult work. Typically only larger factions can pull off using Power Armour in any capacity greater than as a defensive tool, which itself requires extensive technical knowledge most Wasters lack.
T-45, the ancient workhorse of the Power Armour world, was largely replaced by the time of the Great War. Old suits, of which there were many, found their final resting place in Military Warehouses along the Western and Eastern Coast of the U.S. Most of these sets have been hoarded by the Brotherhood of Steel and other technologically minded factions over the years. A nuber of these old suits were also requisitioned by Vault Tech, who used them in a select few Vault experiments - complete with unique paint job.
T-51 was by far the most common piece of Power Armour hardware deployed by the United States Military before the bombs dropped. Many were being used leading up to and on the day of the Great War by Riot Control Soldiers up and down the United States, Canada and even Mexico.
T-60 sets were the cream of the crop for Pre-War Military Assets, and most of them were maintained near their manufacturing plants on the East Coast. A large selection of T-60s fell into the hands of the Brotherhood inside The Citadel, although a few sets can still be found in the basements of Military Installations.
X-01 and its experimental - varients were developed after the Great War, and as such are extremely rare outside of those who manufactured them. These suits are by far the most protective and advanced sets of Power Armour in the United States - surpassing even the T-60 model it was based off. Most suits on the Western Coast are in hte hands of the Brotherhood of the NCR, who make efforts to disassemble them into their frames to make them look far less threatening. On the East Coast the Brotherhood have done the same, but it isn't unheard of to find a suit of X-01 hidden in hiding spots by Enclave Remnants - or on the backs of said soldiers. Shooting at you, with plasma.
Vertibirds:
Vertibirds come in three varients, Transport "VB-03", Attack "VB-01" and Gunship "VB-02".
The larger VB-03 Transport varient has six 'legs' and was largely used by the Enclave in their assault on the Western Coast. A rarity in the Wasteland, most of these vehicles are still owned by the Enclave who fly them or the Brotherhood who stole them.
The most common Vertibird one can find littering the Wasteland in rubbled wrecks are the 'four legged' VB-01 'Attack' Vertibirds. The first of their kind and the most commonly utilised by the U.S. military leading up the Great War. Large numbers of these vehicles have found their way into the hands of the Eastern Brotherhood of Steel, who regularly repair and even rebuild them at Adams Airforce Base. Other large technological groups like the Gunners of the Commonwealth can make use of these vehicles, but their rather large power consumption limits these groups to only having a handful of servicable Vertibirds.
Finally there is the 'three legged' VB-02 Gunship model, originally intended to provide more cover and carrying capacity for transportation than the VB-01 model. With an enclosed section for soldiers like the VB-03 which followed it but more fire power, it can easilly be seen as a moderate between the VB-01s and teh VB-03s. Largely the VB-02s replaced the VB-01s in the Enclave's arsenal, and as such it was these technological plans that fell into the hands of the Brotherhood of steel on the West Coast who went on to begin manufacturing them before losing said capability (and many of the Vertibirds) to the BoS-NCR war. Most of the Vertibirds used by the Enclave today are still VB-02s, and many of them were pilfered from Adams Airforce Base by the Eastern BoS who use them mostly for long-range reconnaissance missions.
Power Weapons:
While found throughout the Wasteland relatively common, 'power weapons' like Missile Launchers, Flamers, Miniguns and (the much rarer) Gatling Lasers and Fatman Launchers are not viable to use by most people outside of Power Armoured suits. Very heavy, it isn't feasible to quickly carry them long distances for regular Wasters. Like power armor, their ammo also is quite rare, and you aren't any more likely to find a mini nuke then you are a fat man. So even if you do get a limited use out of it when first located, it's still unlikely that you'll be able to keep the weapon maintained, full of ammo, and not be completely exhausted while carrying it. As such most people who find such weapons tend to either hoard them for defensive purposes (like Raider Storngholds) or sell them on to more technologically capable factions (like the Brotherhood, NCR or the Gunners) like any other salvage for a pretty sum of caps.
Radiation:
In sites of heavy nuclear activity, particularly around exploded military stockpiles, the scars left from the Great War have yet to subside. These "Glowing" areas (like the Commonwealth's Glowing Sea, DC's Vault 87 Crater or Nevada's Divide) remain permenantly irradiated and are highly inhospitable and mutative to unadapted lifeforms, like the standard Human. Following adverse storm patterns, these locations can often give off "Radiation Storms" that crackle with ferocious green 'lightning' (radioactive bursts in the clouds that layer the area beneath them with harmful radiation) and often bring irradiated, corrosive, rainfall. It is highly recommended to seek shelter during these Radiation Storms, which occur quite frequently (almost bi-weekly) in areas around these radiation hotspots (like the Commonwealth and the Capital Wasteland).
Food Supplies:
Food. Everybody needs it, everybody but Ghouls at least. Ghouls have the unique adaptation of not requiring any food or water for (as far as we know) up to 200 years. So long as they frequent radioactive sources, Ghouls can even remain in this emaciated state without feeling the negative effects of lacking energy input!
But normal folks, even Super Mutants, require regular hearty meals to keep themselves going. While some people turn to eating others, or even drinking blood, to sate their appetite most folk choose to eat... Well food. After 200 years salvagble food supplies are very unappetizing, while they're edible (thanks to the fact that they're mostly synthetic) they taste worse than Radroach meat and are becoming ever increasingly hard to find as successive generations of Wasters consume them all. Hunting is a major player in finding food supplies, be it trapping small critters like Mutant Squirrels, Iguana or birds to hunting bigger prey like Molerat, Feral Dog (or regular Dog, most people don't discriminate when hungry) or Radstags: people will hunt and consume almost anything. In the West, great herds of hundreds of Brahmin are ranched by 'Barons' that feed the NCR. Folk in the Mid-West and down South farm Brahmin too, but also big horned beasts called... Big Horners... Which survive better in higher altitude regions than Brahmin do. Out in the East, most people farm Brahmin for their milk, with very few communities having large enough herds for meat production (most notably Arefu in the Capital Wasteland).
Fishing is a common way of supplementing your food supplies in coastal, estuarine or freshwater regions. Granted, it's not a healthy way of finding food as unpurified water still hold radiation from the Great War. This higher level of radiation not only poses a direct threat to fishermen, but also breeds big and nasty species of critters like Killphins, Giant Man-Eating Catfish, Deathjaws and ornery Mirelurks - of - various - types. But if you can master the elements and the critters, you can make a decent (if short lived) living on the bounty of the waters.
Some communities have, and continue to, experimented with farming Crab-form or Horseshoe-form "Regular" or Lobster-form "Hunter" Mirelurks. Mirelurks, as a prey species to some unknown oceanic behemoth, lay clutches of 6 eggs at a time. Like terrestrial chickens (thought extinct) they lay 'duds' in these clutches that are perfectly edible and lack embryonic growth - the perfect food supply. Unfortunately, roughly half of the eggs contain the vicious hatchling of Mirelurks which can quite easilly bite off a finger or down an unsuspecting Waster in a swarm (or worse, call out for mummy). These Hatchlings are, however, edible as are sub-adult "Softshell" Mirelurks and the meatier parts of the hardier adult Mirelurks. While Crab-form Mirelurk Queens produce the most eggs, keeping one of these giant creatures captive would be a feat for even the Enclave. Turtle-form and Fish-form Kings are edible too, but far too intelligent and deadly to catch let alone keep as they are usually surrounded by a hive of Crab and/or Lobster-form Mirelurks.
As for agriculture, in heavilly irradiated landscapes and desert Wastelands like those along the West Coast farmers have to grow carrots, melons, gourds, potatoes, pears and apples in special purified enclosures (it makes them clean, but expensive to run). On both Coasts of the United States, and in between, corn is the staple food crop. It seems relatively immune to the mutative effects of radiation, even though it comes with an unhealthy dose for Humans.
Tatos (Potato x Tomato mutant hyrbrids), Razorgrain (Wheat) and mutant Carrots, Melons and Gourds exist along the East Coast and regions where there wasn't any massive radiation exposure. While they could in theory grow in NCR land, they'd have to get there. Wild, they couldn't - due to the irradiated dustbowl in the middle of the country and trade has only managed to move these vegetables to the fringes of Caeser's Legion - who are experimenting with farming these crops. Razorgrain in particular is a staple food crop in these regions, where it can be ground into sour-tasting flour and processed into pastas (like noodles) or unleavened breads for stockpiling through harsher seasons. The Brotherhood with their vertibirds have flown samples of Razorgrain, Mutant Carrots, Melons, Gourd and Tatos from the Commonwealth to the Capital Wasteland. These new crops have been taken up by the local farming settlements to increase crop harvest and diet diversity at the behest of the Brotherhood. This is only made possible in the Central Potomac thanks to Project Purity and the positive affects of green haven that is the Oasis Spread.
Punga fruit, which seems to be a random mutation of a fruit bareing coastal swamp plant common to the East Coast, can be found in those few refugia of swampland. Probably these fruits have been carried along the coast by mutated seabirds (another delicacy, if you can catch them). Domesticated varients of Punga fruit, which are known to actually soak up radiation from the body as they pass through, have been developed and exported by the tribals of Point Lookout for decades. They have even found their way into the storehouses of the Brotherhood of Steel - who seek to unlock the growth of these fuits. A Brotherhood outpost in Point Lookout has had marginal success with farming Refined Punga Fruit - much to the anger of the natives.
Beverages:
In most places Wasters have to deal with just drinking plain old dirty, irradiated, water. The epitome of Settlements aim to start pumping and purifying its own supply of clean water, which can be done by hand with chemical sachets in small quantities or in industrial purifiers (or if you're the Brotherhood, with a giant machine that can purify the Potomac). Thankfully there still seems to be a plentiful supply of the addictive Nuka Cola and its main competitor Sunset Sarsaparilla (Largely on the West Coast and in Canada). Special varients of Nuka Cola, like Nuka Cherry, Nuka Victory (with Orange), Nuka Quartz (with Lemon), Nuka 'Classic' (with Passion Fruit, finally!) and the very rare Nuka Quantum (with pomegranite and radioactive Strontoum Isotopes!) and the even rarer (as it is only being produced Post-War in a top-secret location in the Capital Wasteland) Nuka Clear (which tastes like Nuka Cola, but it's clear!). Regional drinks like the Gwinnett line of alcoholic drinks (The Commonwealth) are in high supply in their native regions too. Apart from that, Wasters can always drink many of the other 'standard' variaties of alcoholic beverages that survived the war, or make their own moonshine with... Unhealthy ingredients and outcomes.