ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 27, 2013 18:30:50 GMT -5
San 'Shyuum (Perfidia vermis) A.K.A. Prophet [Restricted] Overlay:San 'Shyuum (Latin Perfidia vermis), also known as Prophets, are a mammal-like species who are the leadership caste within the Covenant and one of the more mysterious member races of the hegemony. Prophets appear to exert complete control over religious and political affairs, fulfilling the role of religious and political leaders. Prophets enforce a misguided theology based on the false belief that firing the Halo Array will start the Great Journey transcending them into a God-like status. Although physically frail compared to other Covenant species, they wield absolute power over the Covenant, making them more dangerous than most. Anatomy and Physiology:While little is known of the San 'Shyuum homeworld, it is known that its gravity was quite lower than Earth's. Because of this, and their status of political figureheads who perform little physical work, most Prophets are physically frail creatures, preferring to move around using anti-gravity technology. A life of physical inactivity leaves most if not all Prophets withered and weak. Each Prophet has distinct, often fur-covered lobes of skin hanging underneath their chin similar to a beard, known as "wattles". Prophets of greater age, for example the High Prophet of Mercy, have skin lobes on either side of their heads reminiscent of ears; despite this resemblance, the San 'Shyuum actually receive sound at the back of the head. Prophets have three digits on each hand, and are usually found wearing ornamental pieces that may also double as life support systems. These head-pieces bear a holographic representation of a Halo (indicating that the Covenant have known about the Halo rings for much longer than originally thought), but each is uniquely shaped and highly ornamental. However Prophet Councilors have been seen wearing more functional robes that lack any ornamentation whatsoever. These Prophets have a lower status and, as a result, wear simple robes and can be found on the seating above the Council Chamber. Prophets also seem to have parts of their brain showing through absences of skin on their heads, while skin is still there, it may be possible that they evolved to allow their brain to grow to such a size that the skin is there simply to hold it in place. The lifespan of a Prophet appears to be extensive, largely through the development of technologies to increase it. Such a process began in about 1552. The San 'Shyuum have put considerable effort into the increase of lifespan of their own species, as more than a quarter of their population are now super-bicentenarians. Approximate Population:After the destruction of High Charity, nearly half of the race of the Prophets was killed, as High Charity had been their new 'home world.' Since the second 're-seeding,' their population is estimated to be approximately 750 million.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 27, 2013 18:30:23 GMT -5
Jiralhanae (Servus ferox) A.K.A. Brutes Overlay:The Jiralhanae (Latin, Servus ferox), also known as Brutes, are the newest members of the Covenant. They are a large, bipedal, ape-like species from Doisac. The Jiralhanae were the the second Covenant species encountered by the Humans, after the Kig-Yar raid on the freighter 'This Way Up'. They were first encountered by the Harvest colonial militia. The Brutes have a profound hatred of the Sangheili, unmatched by any other feud within the Covenant, fired by the Jiralhanae's natural aggressive nature and the Sangheili's attitudes of superiority. The Jiralhanae have been part of the Covenant since before the destruction of the UNSC agricultural colony on Harvest, and were always feared by the Sangheili for their monomaniacal behavior. The Jiralhanaes' plans to seize power over the Sangheili began with their alliance with the High Prophet of Truth during the Battle of Harvest and continued to gain headway until the eventual splitting of the Covenant. They eventually took the role of the Prophets' Honor Guards from the Sangheili after the Sangheili failed to prevent the assassination of the High Prophet of Regret by the Master Chief, finally culminating with the Jiralhanae replacing the Sangheili as the leaders of the Covenant Military. They are rated a Native Tier 4/Adopted Tier 2 species by the Forerunner Technological Achievement Tier scale. Anatomy and Physiology:Brutes are physically imposing enemies to face in combat. Standing at approximately 8 feet tall, they not only tower over their human opponents, but the majority of their Covenant allies, with only Hunters standing taller. They have thick, gray skin that is extremely resilient to damage. They are covered in thick, shaggy fur that offers further protection. It covers most of the body except for the head and the shoulder blades. However, Brutes also have what looks like scales on their arms, though this is because of their very thick skin. Brutes exhibit two coloration's: brown and gray. It is most common that the older a Brute is, the less brown his skin will contain. Brutes have mixed red-and-blue blood which at first glance looks completely red. Brutes resemble a cross between an ape and a rhino, being taller and more muscular in the torso and limbs than a human. Heavily muscled and possessing an animalistic brutality and strength, Brutes can rely on close combat to defeat their enemies, even more so than their Elite counterparts. However, their great strength may in fact be simply relative, due to the species' evolution on a world with twice the gravity of Delta Halo, Earth, and other planets and structures with one G. Featuring characteristics simian, ursine, and alien, their appearance fits their human given name. Brutes have digits on each hand including opposable thumbs. As such they can make use of a variety of weapons both of Covenant and human design. Their feet have only two digits. They also typically have a red tongue. When it comes to ranged conflict Brutes show a tendency to use large, rapid firing, often powerful weapons. This may be indicative of their mentality and an extension of their brutal nature. The many spikes and serrated edges that adorn their race's weapons, vehicles and armor further exhibit this. . Brutes are not as mentally slow as they may appear, and are often fairly cunning tacticians. As such they can pilot vehicles & ships and command both land based & fleet encounters with strategic competence, albeit lacking in artistic flair. They also have a higher vocabulary than other members of the Covenant apart from Elites and Prophets. Brutes are known to descend into a highly aggressive berserk killing-rage when all their pack mates have been killed. Their incredible physical strength coupled with a dogged self determination to kill their target makes a berserk Brute a force to be reckoned with, powerful enough even to kill Hunters. Also, when berserking, they will not hesitate to attack an enemy, even if the target is in a vehicle, such as a Ghost, they will attack the vehicle head on or attempt to force the enemy out. Before Jiralhanae reach full maturity, they naturally release pheromones. Other Jiralhanae can smell these pheromones and tell how others are feeling by the scent. When they do reach maturity, they learn to control the releases of their pheromones andcan stop them all together if they wish. Approximate Population:Before the Doisac civil war, the approximate population was around 23 billion. Despite the largescale war on their homeworld, efforts of the Covenant Remnants have managed to keep the population growing.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 27, 2013 18:30:01 GMT -5
Sangheili (Macto cognatus) A.K.A. Elites Overlay:The Sangheili, (Latin Macto cognatus) are a saurian species of fierce, proud, strong, agile and intelligent warriors and skilled combat tacticians. Sangheili are named after their home planet, Sanghelios. Known to Humans as Elites, due to their adeptness and skill in combat, the Sangheili formed the military backbone of the Covenant for almost the entirety of its existence. They had a very strong rivalry with the Brutes, which finally became open hatred during the Great Schism, and the conclusion of the Human-Covenant War. Originally a founding member of the unified conglomerate of races known as the Covenant, they later led the Covenant breakaway faction known as the Covenant Separatists, who sided with the humans against their former allies, due to the fact that the Prophet of Truth and the Prophet of Mercy had ordered the genocide of the entire Sangheili race. This was established after the assassination of the Prophet of Regret at the hands of the "Demon". It was the Sangheili who were ultimately held responsible for the Prophet of Regret's death, and were seen as "unfit" to continue to guard the Prophets. The Prophets sought to achieve this through the use of the other Covenant races, primarily the Brutes. The aftermath of the Great Schism formed the bedrock of the Covenant's ultimate collapse. Anatomy and Physiology:Sangheili are muscular and at least a foot taller than a SPARTAN-II. Their jaws are quadruple-hinged, with an upper jaw and four mandible-like lips. With few exceptions, these mandibles are generally shown with six teeth each; many sources also depict an additional large fang on the tips of each mandible. Anywhere from eight to ten broader teeth have been observed mounted on the central jaw structure. Sangheili smell with the use of two nostrils, each a little in front and below the eye socket. Given their predatory nature, a Sangheili's sense of smell is very developed. Their hands are tetradactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement possibly allows them to run very quickly and jump large distances. Their superior agility may also be attributed to their homeworld's higher gravity; the additional strength required to move normally in a high-gravity environment would likely cause them to be more powerful in lower gravity situations. They also appear to have a double set of pectoral muscles, which contribute to their incredible strength. Sangheili have at least two hearts which circulate indigo-colored blood through their veins; the coloration is most likely caused by bimetallic hemoglobin, possibly cobalt-iron, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. Though there are many theories on the subject, the chemical formula(e) of Sangheili hemoglobin is still unknown. They breathe oxygen, and their homeworld has a nitrogen-oxygen atmosphere, similar to Earth's. Male Sangheili have grayish-brown skin, which looks spotted or scaly, and the majority of Sangheili have either dark blue, black, or brown eyes, although there are a few exceptions. Sangheili have laterally-positioned eyes with slit-shaped pupils, large irises, and horizontal eyelids. Approximate Population:Before the Great Schism, the population of the Sangheili was estimated to be around 8.135 billion, however, it has grown to about 26 billion since the ceasefire.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 27, 2013 18:29:35 GMT -5
Humans (Homo sapiens sapiens) A.K.A. Reclaimers Overlay:Human beings or humans or man (Latin: Homo sapiens sapiens) are a sentient species within the Genus Homo and part of the primate family. They were the second (after the Forerunners) sentient species to develop advanced methods of living on their home planet of Earth, fossil records date Human existence at about 200,000 years. They are currently rated a Tier 2 species on the Forerunner Technological Achievement system. Anatomy and Physiology:Humans are mammals, and closely related to other dominant apes on the planet Earth, meaning that they are warm blooded and give birth to live offspring, and nourish their offspring with milk. They have five fingers, one being an opposable thumb. Their circulatory system is closed and consists of one heart and a network of blood vessels and red blood due to the iron based hemoglobin of humans, as well as two lungs which breathe mainly a nitrogen-oxygen based atmosphere. Their eyes have more pinpointed pupils, and additionally have a poor sense of hearing and smell. They are omnivorous, meaning that they will eat both meats and plants, as well as consume high calcium foods, such as the milk of other animals, in great quantities. They have a large calcium deposit, as well as a more developed bone structure for protecting organs, allowing them to be a perfect target for the Flood. Muscle-wise, they are leaner and possess less muscle matter, though physical conditioning can still negate this somewhat as even a standard UNSC marine can be witnessed flipping a turned over vehicle, and with the right enhancements and equipment, overcome their physical disadvantages to an even further extent as demonstrated by the SPARTANs. If in extreme distress, humans can tap into hidden reserves of energy, giving them drastically increased strength. This response is known as "Fight or Flight". Approximate Population:It is known that in the 22nd century, Earth was deemed overpopulated, jump-starting the colonization programs of the time. After twenty seven years of war with the genocidal Covenant, the human race was supposedly brought to the brink of extinction, reduced to approximately only 200 million. Since the war however, A.I. estimations show the human population is somewhere near 12 billion, thanks to modern medical technology and renewed colonization efforts.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 27, 2013 3:55:12 GMT -5
Here at Nexus, we continue to strive at providing every RPer with their preferred genre and fictional universe, with as much dedication to each theme as any other site. However, we know that we can't fulfill every impulse our members have, and as such we've accounted for that with a Freeform board. Here, our members can play out nearly any scenario they can conceive. Since we can't give each individual idea the attention we might like, instead below you can find the guidelines to using the Freeform boards, as well as the specific rules for roleplaying there. #1 - Starting a ThreadBefore you start a thread for a Freeform roleplay, there are a couple things you need to consider and accomplish. The first is of course what theme you want it to be. Most likely, you've already considered this, and know what you want to play out. The next step is making a planning thread. Name it something that makes it easily identifiable, and even through in a [Fantasy] or [Science Fiction] tag at the front of the name so people know what genre it's going to be in. Next, give a little bit of detail about the storyline. Speaking from experience, a Freeform roleplay will be more successful when there's a clear purpose going on. Try not to make everything revolve around one character you control. We understand it's fun to be the world-saving protagonist, but other people are going to have characters with wants and goals as well. You're more likely to draw attention with an equal opportunity roleplay theme, though I won't say it's required. Either way, make sure you let everyone know how it's going to work, and the basic plans you have for it. If you're unsure about these things, that's okay too! It is a story planning thread after all. Let other people pitch their own ideas. Once you've got that down, it's onto the next step. #2 - Creating the CharactersFor the important recurring characters, it's most likely people are going to want a quick way to review who their dealing with so they can gauge their own characters reactions, and vice versa. Since we don't have a board dedicated to approving Freeform characters, the panning thread will work just as well! People wishing to join your RP should post up a character sheet of your choosing. If you don't feel like making one, then feel free to encourage them to use one of the sheets we already have here at Nexus, with whatever minor tweaks are necessary. Alternatively, you could not require people to have a character sheet, but things can get messy and hard to remember that way. Lastly, take note that you'll be the one approving the characters, not our staff. It's your idea, your plot, and you'll know better then anyone what will fit best in the story. If you have certain restrictions you'd like, please make those clear in the thread before people start creating their own characters. #3 - Freeform RoleplayOnce you've got everything worked out, you're clear to make the pilot post for your thread. We encourage you to stick to the rules of posting order, going in rotation, and only skipping after the standard allotted time. If you have a certain speed you would like the thread to move at, make sure you make that clear. As for the roleplay itself, try to include everyone that's joined you. If you're someone who's joined the Idea Starter, make sure you don't start taking things off track. It's a good idea to continue using the planning thread for this stage, as OOC posts in the IC thread can detract and derail the plot and cause people to lose interest. Respect the leader of the thread, and do your best to let them steer the story. Lastly, while not forbidden entirely, try to avoid God-Moding. Obviously, if you're roleplaying as Gods, this could be rather difficult, but before taking unavoidable actions, make sure you let the affected parties give you the O-K. It wouldn't turn out well if you just beheaded the secret leader of the evil group your band of merry adventurers was out to kill, and you completely de-rail the leader's plotlines. Lastly, if you find you've joined a thread, and for some reason or another you feel as though you're being mistreated or if you've simply lost interest, don't take it out on the leader of the thread. Furthermore, as a thread leader, don't attack people for leaving your thread, or for people just flat-out not joining. Just because you find an idea appealing doesn't mean others will, and sometimes people are just too busy with other thread they're involved in to join another they'll have to actually learn about. #4 - Follow the Rules!As far as the basics are concerned, the Freeform board is still a part of the Nexus. As such, we expect you to adhere to the Forum Rules just as you would on any other board. Just because we don't directly control the themes of the Freeform does not lessen the severity of breaking the rules of the Nexus.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 12, 2013 18:36:36 GMT -5
Nexus has a dedicated discord server, whose off-topic channel is located on the main page of the site. The following are the rules any users of the discord are expected to adhere by.
Rule #1 - Terms of Service Just like Proboards, Discord has its own terms of service. As such, do not under any conditions violate the discord TOS. Any user found in violation of Discord TOS will be dealt with based on precedent set by Discord.
Rule #2 - Decency As expected on the forum, users of the Discord are expected to be kind and friendly to fellow members. Any emotions stemming from IC actions should be kept IC. Profanity is permitted, due to the mature nature of the settings involved, however do not use it in a hateful manner to other members.
Rule #3 - Permitted Content Personal Views can be discussed, however any discussions of these types should be kept to a respectful, reasonable discussion. This includes discussions on philosophy, religion, politics, and other heavy-opinion based context. If choosing to discuss such a topic, disagreements that fall under name-calling, ad hominem, or response to tone are not allowed (in the concept of Graham's Hierarchy of Disagreement.) In addition, IC topics concerning the realistic state of the settings and events pertaining to them is allowed.
Rule #4 - Image/Video Links. Discord allows the upload/link of images and video. Any content of this type falls under the same general rules as the rest of the nexus, discord TOS, and the permitted content.
Failure to adhere to the rules of the discord will result in a ban from the discord and potentially one from the forum as well, at the discretion of the administrators and moderators.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 2, 2013 11:44:17 GMT -5
Important Events, Post Human-Covenant War: - 2553 - Thel'Vadam returns to Earth. A monument is erected in the Kenyan Savannah to mark the end of the Human-Covenant War, and in remembrance of those who gave their lives in the war effort. John-117 is listed as M.I.A. Thel'Vadam and the remaining Separatist forces depart for Sanghelios, in fear that it may have been attacked after the Great Schism.
- 2553 - Recognizing the potential threat of war at any moment, ONI initiates the SPARTAN-IV program. Surviving SPARTANs are invited to join the program. MJOLNIR GEN2 begins its development to equip the new SPARTANs.
- March, 2553 - ONI, using a civilian named Evan Phillips, secretly incites civil war on Sanghelios. ONI's goal is to destabilize the Sangheili society. The UNSC Infinity assists Thel'Vadam in defeating the rebel forces and drives them into hiding.
- 2557 - The UNSC Infinity departs for exploration and colonization. It arrives at the planet Requiem.
- 2557 - The Didact escapes from Requiem, and after acquiring The Composer, begins to use the device on planet Earth. Through the efforts of John-117 and the sacrifice of the A.I. Cortana, the Didact is stopped and Earth is saved, though the city of New Phoenix is destroyed in the battle.
- February, 2558 - The UNSC Infinity returns to Requiem to combat the Storm and remaining Prometheans. Dr. Catherine Halsey, now branded as a War Criminal, is also taken aboard the Infinity for her unparalleled knowledge of Forerunner technology. In order to hinder the Storm Covenant, Halsey causes events to have herself captured, her machinations allowing her to prevent the Storm from acquiring a key from the Librarian meant only for the Reclaimers. Misinformed, the Spartans are tasked with eliminating Halsey, and she loses her left arm during the attack, before being whisked away by the Storm Covenant, and then vowing revenge against ONI for ordering her demise. Unbeknownst to Halsey, the Storm Covenant traps the UNSC Infinity in Requiem's Gravitational field, as the Installation is set on a crash course orbit with the local star. Through the efforts of Team Majestic, led by Commander Sarah Palmer, and Team Crimson, the Infinity's most trusted squad, the UNSC Infinity breaks free from the gravitational field and escapes in the moments before Requiem is torn asunder by the star.
- 2570 - With the disappointment of Spartan effectiveness in the encounters with the Prometheans, and expecting inevitable war, ONI improves the SPARTAN Program once more, designating the new program as the SPARTAN V Program. Recruits are taken from children and trained in the old fashion of the SPARTAN II program. To keep from encountering another scandal, only volunteers are accepted.
- 2575 - Through the study of Forerunner technology, and the humans own advancements, AI's become far more common. Using a technique of imprinting with the use of human brains through organ harvesting, both their effectiveness and lifespan is greatly improved. As the intake of information between AI's vary, the UNSC recommends a discontinued use of AI's after twenty years, though most SPARTANs prefer to keep them throughout the extent of their service.
- 2577 - ONI, utilizing the reclaimed research of the war criminal Catherine Halsey, begin manufacturing of a far more superior generation of MJOLNIR armour, GEN3. The armour keeps the modularity of GEN2, while vastly increasing the effectiveness, durability and range of functions.
- 2579 - The previously glassed human stronghold of Reach has been completely terraformed, as have numerous other once-destroyed worlds, and humans have once again begun to repopulate the stars. With technology received from their Sangheili allies, and the disarray of covenant forces, the human race is building itself back up into a prominent force.
- 2585 - The Smaller UNSC colonies, in a repetition of history rebel against the UNSC, forming a new Insurrectionist movement.
- 2590 - The Sangheili captures an aged Evan Philips, learning of ONI's treachery in fueling their civil war. Public outrage is massive, on both sides of the alliance. Rebellious Sangheili factions are fueled with anti-UNSC hate causing them to splinter away from the newly named Sanghelios Concordat who, following the UNSC's decommission of the disgraced ONI, decided to stick with their 'innocent' Human allies.
- 2590 - ONI having been decommissioned by HIGHCOM has become a rogue asset, gathering the Human Insurrectionist forces under their banner of a pro-Human, anti-Sangheili agenda. Using their 'liberated' assets and a long list of insurrectionist backers ONI has managed to recreate many projects they aided in creating during their time with the UNSC. Most notably, this has brought Insurrectionist 'SPARTANs' onto the field.
- 2599 - The Covenant, while expanding in their exile, discover Installation 07. The Halo Ring is completely overrun with flood life forms. With such a large infestation, they cannot land without risk of flood expansion. Arrogant as ever, the Prophets send a message throughout the stars, threatening to burn the heretics in cleansing flame.
- 2607 - The Museum of Humanity is erected, depicting the most important sections of human history from prehistoric times til the Battle of Earth.
- 2608 - The remaining Prometheans of Requiem, lost without their charge to defend or to guide them, set out in search of the next protocol on their list: locate the next Forerunner or Construct higher than themselves to receive further orders. Having a map of the Halo arrays allowed them to "re-discover" installation 02, one currently unknown to today's galactic forces. The Prometheans found what they were looking for - a Monitor. This Monitor, driven rampant by the length of time and loneliness of his stay on the Installation, had already succumbed to the fear brought by having his "weapon", his Installation, disarmed. The Prometheans brought evidence with them, recordings of their war with the UNSC and their skirmishes with Covenant and Sangheili forces. This Monitor, seeing the clear disregard for Forerunner constructs represented by these "Reclaimers" and the lesser interlopers finally broke his protocols. He established himself as a new Didact. A ruler of his new found Promethean army with their data store of possibly millions of Promethean A.I., backed by his already substantial Sentinel construction facilities, in a crusade against all "sufficiently evolved" life in the galaxy. For fear of his own existence and that they would release the Parasite...
- 2611 - Preparing for war, Brutes begin training new soldiers called Demon Hunters, in an effort to match and destroy the UNSC's SPARTANs. Their increased training is coupled with advances in powered armour capable of combating the advanced SPARTAN technology.
- 2615 - With the increase in SPARTAN effectiveness, and the emergence of the Brutes elite warriors, the Demon Hunters, Sangheili create a specialized group of soldiers of their own. Taking ideals from the Arbiters, a new group called the Ordinators. Sangheili scientists, finally free of the limitations of the Prophets, have also been working on more advanced technology, culminating in the highly advanced Ordinator's Armour and its ability to 'teleport' short distances by utilizing miniature slip-space technology.
- 2635 - Promethean forces, using vessels manufactured on Installation 02, begin simultaneous assaults on fringe colonies of the UNSC, Covenant and the Sanghelios Concordat. Their purpose is clear, genocide of all 'sufficiently evolved' races. Their master and origin is unknown to the other factions, for the Monitor fears his Installation would be lost and their manufacturing facilities destroyed. Various Promethean outposts have been established on those worlds that used to house Forerunners, excavating and bringing the ancient installations back on line appears to be another of their goals.
- 2648 - A peace talk of several of the rare Prophets, high-ranking UNSC officials and Sangheili Shipmasters takes place in a custom-built space station over the ruins of the planet Joyous Exultation, a planet which fell during the Great Schism when it was destroyed by a NOVA Bomb. The peace talks progress sourly with the Prophets looking set to abandon them at any moment, when everything goes from bad to worse. As if in a repeat of past events an explosion rips the combined fleets apart, destroying what was left of the planet they were orbiting. The explosion seemed to be centered on the space station itself, the culprits unknown. This was the case until ONI, now leading Insurrectionist forces, reveals to the Covenant that the bomb was of UNSC origin. This revelation, although far from the truth, causes all progress with peace to evaporate as the Covenant begin another full-scale war against the combined UNSC and Sanghelios Concordat forces. The Insurrectionist bombing of the space station instigated a war on the scale unseen since the Human-Covenant war of over a hundred years prior, one which pits each of the Milky Way's major factions and alliances against each other.
- 2650 - War looms over the Milky Way. The bombing of the peace talks over the Joyous Exultation has sparked a war between the Covenant and the UNSC/Sanghelios Concordat alliances that threatens to eclipse their true foe, the returned Promethean forces continue to attack fringe colonies as if testing for weaknesses in the defenses of the major factions. To top it all off, Insurrectionist forces of both Covenant and Human in origin are slowly undermining the hold that the major factions have on their outer colonies. The galaxy is on the brink of collapse. This, is where it all begins.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 2, 2013 11:37:31 GMT -5
Important Events, Pre/During Human-Covenant War: - 100,000 B.C.E. - The Forerunners fired the Halo Rings, killing all sentient life within three radii of the galactic center. Homo Sapiens began their migration out of the continent of Africa on Earth.
- 852 B.C.E. - The War between the San'Shyuum and the Sangheili comes to an end, with their new alliance being dubbed 'The Covenant.'
- 784 B.C.E - During one of the first Ages of Conversion Covenant forces discover the planet Te and with it the Lekgolo. They discover that many of the Lekgolo worm colonies have literally devoured Forerunner artifacts and installations.The Lekgolo initially prove difficult to defeat however the Covenant are able to ally with and tame the useful Lekgolo.
- 1112 - The Yanme'e are incorporated into The Covenant as a slave race.
- 1342 - The Covenant discover the Kig-Yar. Although the Kig-Yar initially attempt to resist absorption into the alliance they quickly recognize that they are facing a superior force and submit, taking on the roles of explorers and traders (and often thieves and smugglers.)
- 2080 - Humans settle on Luna, Mars, the Jovian Moons, and asteroids.
- 2142 - In early 2142 the Covenant discover the Unggoy homeworld, Balaho. The Unggoy surrender almost immediately in the imposing presence of the Sangheili and are incorporated into the Covenant.
- 2163 - The United Nations Space Command was established to eliminate the various Rebel organizations in the Sol System.
- 2170 - A Unified Earth Government is formed in the wake of the conflicts of the 2160s. Now, the victors were forced to deal with a less obvious but equally serious threat: overpopulation and a massive military that had no enemy to fight. In the post-war period there were massive population surges and the overpopulation, coupled with the destruction and famine bred by the Rain Forest Wars, threatened to destabilize the economy.
- 2291 - A group of researchers headed by Tobias Shaw and Wallace Fujikawa secretly developed the Shaw-Fujikawa Slipspace Drive, a practical means of propelling spacecraft across vast interstellar distances. This new engine allowed ships to tunnel into "the Slipstream" (also called "Slipspace")
- 2310 - The Earth government unveils the first in a line of colony ships; given conditions on Earth are deteriorating in the face of overpopulation, hitching a ride out to a colony becomes a highly attractive option. only the best-qualified citizens and soldiers are allowed to colonize "nearby" worlds. This is the birth of the Inner Colonies, the elite of colonies.
- 2313 - The construction of the Quito Space Tether is completed. The first Space Elevator is born.
- 2321 - The ORION Project is first initiated. Poor results determine the Office of Naval Intelligence to temporarily put the project on hold.
- 2390 - The colonization of the Inner Colonies is fully underway. There are 210 Human-occupied worlds in various stages of terraforming, and the population burden across human-controlled space is largely stabilized.
- 2462 - The Unggoy Rebellion occurs. After much conflict in the Covenant, an Arbiter is sent in to end the rebellion.
- 2468 - The planet of Harvest is established as the 17th Human colony, the UNSC Skinblandir transporting the first colonists.
- 2490 - Human space encompasses more than 800 worlds throughout the Orion Arm of the Milky Way Galaxy (ranging from fairly well-tamed planetary strongholds to tiny hinterland settlements). Outward expansion continued, and the Inner Colonies become a political and economic stronghold, though they rely heavily on raw materials supplied by the Outer Colonies. During this period, the planet Reach (orbiting Epsilon Eridani, right on Earth's metaphorical doorstep) becomes the UNSC's primary Naval yard and training academy. Reach is a major producer of warships and colony vessels, as well as a training ground for covert operatives and Special Forces.
- 2491 - The Orion Project is initiated, the Spartan-I Program operating under its auspices, and the planet of Onyx is discovered and recommended for colonization.
- 2492 - The Covenant stumbles upon Doisac, the Jiralhanae homeworld. The Jiralhanae were just beginning to recover after warring themselves back into a pre-industrial state, and were quickly forced into submission by the Covenant's superior forces, making them the final species absorbed into the alliance.
- 2494 - March 2nd: Three UNSC Destroyers confront the insurgent-controlled UNSC Callisto in the 26 Draconis System at the culmination of the Callisto Incident. It is effectively the beginning of the Insurrection.
- 2496 - The Eridanus Insurrection is defeated by UNSC forces at the cost of four destroyers. Still, this is considered a monumental victory for the rebels, as most of their forces were still active.
- 2506 - Project ORION, the original SPARTAN project - the first attempt by the Colonial Military Administration to create and train teams of super-soldiers for covert military operations in the Outer Colonies - is deactivated. Though the Spartans are effective, their abilities fall short of original expectations, and they are far too expensive to develop.
- 2511 - A report is made on Forerunner artifacts found during routine excavations in an area designated Zone 67 on Onyx. First known Human findings of something from an Alien culture.
- 2517 - The SPARTAN-II Project is initiated, led by Dr. Catherine Halsey. Seventy-five children are conscripted into the SPARTAN II program, and are led in training by Chief Petty Officer Franklin Medndez.
- 2524 - Horn of Plenty's navigation box is retrieved by Covenant forces and its contents are analyzed by the Huragok Lighter Than Some. Lighter Than Some finds the vessel's point of origin. The Covenant ship, Minor Transgression, heads off to obtain more spoils.
- 2525 - The Covenant ship Minor Transgression attacks another human ship (the Bulk Discount), said human ship having the Walk of Shame in support and hosting not only Staff Sergeant Avery Junior Johnson and Byrne but also an arsenal of weapons. The aliens are repelled (though Johnson receives a fractured skull) and the ship destroyed, though Dadab and Lighter Than Some are able to escape in a escape pod after making a report on the relics they've found. On February 23rd Harvest is evacuated, with over 20,000 civilian deaths and marking the start of the Human-Covenant War. Afterwards, The Covenant show they have been studying humans for quite some time, and UNSC ships are placed on full alert for Covenant Vessels.
- 2531 - The SPARTAN-III Program is initiated. The UNSC Spirit of Fire makes first known contact with the Flood.
- 2535 - Most Outer Colonies have been destroyed. The Cole Protocol is established by military order.
- 2536 - Covenant Forces begin invading the Inner Colonies.
- 2547 - ONI Section Two goes public with the SPARTAN-II Program. The SPARTAN-III Program, however, remains confidential.
- 2552 - The Planet of Reach falls, a group of SPARTANs and Dr. Catherine Halsey is trapped on the Shield World of Onyx, and John-117, Staff Sergeant Avery Junior Johnson, and Captain Jacob Keyes do battle with the Covenant on the Halo ring Installation 04. John-117 and Johnson destroy the ring, and return to Earth. Covenant forces begin their assault on Earth, and the Great Schism begins with the discovery of the truth about the Halo Rings. Miranda Keyes, Johnson, John-117, and Thel'Vadam follow The Prophet of Truth to The Ark, killing Truth and bringing an end to the Human-Covenant War. Mirandaa dn Johnson lost their lives in the conflict, and though John-117, Cortana, and Thel'Vadam escaped, the aft section of the Forward Unto Dawn broke off, leaving Cortana and John-117 drifting toward an unknown planet.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Mar 2, 2013 11:33:30 GMT -5
The Spartan V The basic concept for the SPARTAN program has been around since the late 22nd century when the first bioengineering protocols were developed for interplanetary war. Since the establishment of these protocols humans have been using performance enhancing equipment and augmentations to make them stronger and faster than previously thought possible. These super soldiers have been deployed numerous times throughout human conflict, leading up to and during the Human-Covenant war. The SPARTAN program first arose as a brilliant plan to enhance normal human soldiers into powerfully augmented special operations commandos. Initially the three separate programs were humanity's various attempts to create the perfect soldiers, in order to patrol the colonies, protect civilian and government populations, crush uprisings in their infancy and ensure others didn't rise up as a result. The SPARTAN soldiers of the UNSC are named after the ancient Spartans of Greece, specifically during the time of the Persian invasion led by Xerxes I. The wars between invading Persians and defending Greeks would be known as the Greco-Persian Wars, lasting from 499-448 B.C. During this war, the famous Battle of Thermopylae occurred. 300 Spartan soldiers leading 2,000 other Greeks, postponed a force of approximately 1 million Persian warriors. All of the Spartans were eventually killed, but they successfully slaughtered 20,000 Persians, allowing Greece precious time to prepare defenses. Catherine Halsey had three reasons to choose SPARTAN, rather than many other suggested code names. She believed the story of Thermopylae continued to be well-known and cherished throughout the 26th century. Coincidentally, the project was originally funded for 300 applicants. The Spartans' fierce reputation resulted from their legendary training, which began at the age of 6. Dr. Halsey planned to recreate a training system similar to the Spartans' in order to create the ultimate warrior. Spartan culture was based primarily off of warfare, destroying newborns unable to meet strength and fitness requirements. Although considered barbaric during the modern era, Dr. Halsey arranged similar demands.
Throughout the Human-Covenant War and the Promethean Wars, a total of four Spartan programs were enacted. The first, originally named the Orion Project, and later renamed as the first Spartan Program. Though the Spartans were effective; their abilities fell short of the scientists' hopes, and they cost far too much to develop and field - in 2506 the project was deactivated and the soldiers were reassigned to various special operation units. In the years following the deactivation of the ORION Project in 2506 the reduced effectiveness of small special forces combating the insurrectionists becomes a serious concern for the UNSC. As the Insurrectionist attacks become more effective and the military's responses heavier; the need for a large-scale military engagement becomes ever-more apparent. The SPARTAN-II project is conceived by Dr. Catherine Halsey of ONI's Section 3 as the successor to the original ORION project and the best possible solution to end the conflict with the Insurrectionists. In 2517 the project begins, although viewed as unethical and marred by controversy, the program produces excellent results - SPARTAN-II soldiers proved to be the most effective weapon in the battle against insurgents. At the outbreak of the Human-Covenant war in 2525 the SPARTAN-IIs are outfitted with the most advanced mechanized armor in human history to help better defend against the alien menace. While the war with the Covenant Empire continues to progress, leaving the insurrection effectively cut off, the SPARTAN-IIs continue to engage Insurrectionist factions who remain significant enough a threat to require SPARTAN-II activity. The SPARTAN-IIs continued to perform their missions effectively, successfully killing off Rebel leaders, and engaging Covenant forces - continuing a seemingly endless series of battles both in the ongoing war against the Covenant, and in the interests of the UNSC. As the Human-Covenant war progresses and casualties mount exponentially, ONI activates another program that is even more morally questionable than the SPARTAN-II program. Spearheaded by a prominent opposition to Halsey's SPARTAN-II program, Colonel James Ackerson, establishes the SPARTAN-III Program using the previous program as a proof of concept. Designed to be produced more quickly, at a lower cost, and with a lower life expectancy, the SPARTAN-III program is intended for extremely high risk operations conducted in the highest level of secrecy. The SPARTAN-III candidates are once again children, this time taken from orphanages as a result of the loss of their home and family from the Covenant invasion - the S-III candidates are taken to the planet Onyx and are under the leadership of Lieutenant Commander Kurt Ambrose. Throughout the Human-Covenant war three companies of SPARTAN-IIIs are trained, deployed and killed. The first company of S-IIIs Alpha Company is successful in destroying Covenant and Rebel forces during the battles of Mamore, New Constantinople and in the Bonanza Asteroid Belt - their last mission Operation: PROMETHEUS in 2537 is deemed a success, however all of the Spartans of Alpha Company are killed in action. Several teams of SPARTAN-IIIs survived the Battle of Onyx and were trapped in the Shield World with the other remaining SPARTAN-II survivors. With the advance of Covenant Forces, the SPARTAN-III Program ultimately was brought to a halt, with resources, training fields, and numbers too few to continue. The SPARTAN-IV Program was initiated by Admiral Margaret O. Parangosky after the Human-Covenant war. Instead of kidnapping young children to serve as SPARTANs, the IVs are volunteers from different branches of the military. Some are stationed near the UNSC Infinity in the Oort Cloud. Unlike other SPArTAN units, SPARTAN-IV's were their own branch within the UNSC. They served a pivotal role in the coming Promethean Wars, though ultimately their effectiveness was far less then hoped. Though some soldiers lived up to the name of a SPARTAN, they were as a whole deemed to be little better then glorified soldiers with fancy armor, lacking the training and discipline of the original SPARTAN-II's. While the SPARTAN-IV program was continued for many years, even during the peace time following the Promethean Wars, all SPARTAN-IV's were eventually retired as the culmination of hundreds years of work finally presented itself. The SPARTAN-V Program was a slow but steady response to the ineffectiveness of SPARTAN-IV's, especially with the obvious superiority of John-117, a SPARTAN-II, without whom the Promethean Wars would've no doubt ended in the extinction of the Human race. With the advancements in technology and biochemistry, SPARTAN-V's returned to the original practice of only recruiting children, though only on a volunteer basis, either by the child themselves, or their parent or guardian. While many frowned on this, the success and regard now in full sight of the public, many found induction into the new SPARTAN-V program to be a great honor for an individual and their family. With the proper augmentations, better armor, and the ability to create more and better AI's, the SPARTAN-V program was and is the most successful program since the SPARTAN-II's, without many of the original drawbacks presented by the original programs.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 28, 2013 18:22:56 GMT -5
When exactly after the start of the apocalypse would this take place. A week? a month? a year? That's going to be important for how much food is still good, how many hordes of zombies have formed, and how much equipment our survivors will have. Also, I would personally request we put some kind of limit on the starting equipment we have (as I'd also prefer if it were just after the zombie outbreak had runs its course) since it'll give us more to work with. Personally, I'd be content to only start with the things I'd have IRL, though it's up to you Steel how we want to work equipment and the timeline. Just some suggestions
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 19, 2013 19:30:32 GMT -5
As I'm sure you all know, the Fallout universe is famous for its Vaul-Tec Vaults. As there is a limited number of these vaults, it's important that we don't re-use the names so as to keep site wide canon in tact and consistent. Based on what we know for certain, there were 122 Vaults built for the Vault experiment that were announced to the public. In addition to these, there are a number of private vault tech vaults that were not publicly announced, bunkers that for all purposes served as vaults, and general military installations that worked as vaults as well. Furthermore, it is important to note that of the 122 original vaults, only seventeen of them were control vaults. This means that these vaults were designed as vault tech advertised, with no experiments being conducted. Of all the vaults, these are the most likely to have survived until today. Another important thing to note when considering vault use is the total number of vault's created. While there are mentions of vaults created in Canada, for purposes here we will assume that those do not include the original 122 Vaults. In the existing canon, we see that the coastal states appear to have a large number of vaults present. If vaults were placed by an average, then most states would only have two to three. As we've already seen that this isn't the case, it should be assumed that states had vaults established based on their total population. Since there doesn't seem to be a solid pattern to the vault numbering system aside from possibly the order they started construction, we find no help there. Because of this, it's important to make sure we don't overpopulate a state with vaults. Because of this, we'll also need to keep a tally of what vaults exist in what states. As an example, most states will only have a single vault, such as Hawaii or Oklahoma, while Alaska likely had none due to America not reclaiming the state until 2077. Note: Of the 17 Control vaults, 4 of them have been named so far. Vault-Tec Vaults Alabama - Total Vaults: 0 of 1 Other:? Alaska - Total Vaults: 0 of 0 Other:? - Due to the United States not retaking Alaska until 2077, Vault-Tec did not have time to build any vaults in Alaska.
Arizona - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Arkansas - Total Vaults: 0 of 1 Other:? California - Total Vaults: 3 of 5 Other: 3 - Vault 12: In order to study the effects of radiation on the selected population, the vault door was designed not to close properly. This is the Necropolis vault and a large population of ghouls was the result.
- Vault 13: Intended to stay closed for 200 years as a study of prolonged isolation, the broken water chip forced Overseer Jacoren to improvise and use the Vault Dweller as a pawn. Later study of the Vault 13 records by the Enclave led them to their current plan to end the war.
- Vault 15: Intended to stay closed for 50 years and include people of radically diverse ideologies. Gathered from what Aradesh says in Fallout, he has quite a bit of multicultural flavoring to his speech. The birthplace of three raider groups and Shady Sands (later to become the NCR).
- Unknown Vault
- Unknown Vault
- Other - Vault 13 Original Location: Located in Northern California north of Vault 13 and 15, this was the construction site of Vault 13 until it the construction was relocated elsewhere.
- Other - Los Angeles Demonstration Vault: The Vault-Tec demonstration vault. It was not part of the experiment, and was the Master's vault under the Cathedral
- Other - Lost Hills Bunker: Located in Southern California, it was unoccupied during the Great War, and was later occupied by the Brotherhood of Steel, becoming their headquarters on the West Coast.
Colorado - Total Vaults: 1 of 2 Other:1 - Vault 29: No one in this vault was over the age of 15 when they entered. Parents were intentionally redirected to other vaults. Harold is believed to have come from this vault as are founders of The Sorrows tribe of Zion Valley. It is located in Colorado, and is currently abandoned.
- Unknown Vault
- Other - Vault 0: A special vault designed to "monitor and control" other vaults, maintain the geniuses of the pre-War United States in cryogenic stasis and improve the future Wasteland conditions with a robot army. Though a Vault Tech Vault, Vault 0 was not one of the 122 publicly announced vaults.
Connecticut - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Delaware - Total Vaults: 0 of 1 Other:? Florida - Total Vaults: 0 of 5 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
Georgia - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
Hawaii - Total Vaults: 0 of 1 Other:? Idaho - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Illinois - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
Indiana - Total Vaults: 0 of 1 Other:? Iowa - Total Vaults: 0 of 1 Other:? Kansas - Total Vaults: 0 of 1 Other:? Kentucky - Total Vaults: 0 of 1 Other:? Louisiana - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Maine - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
Maryland - Total Vaults: 7 of 7 Other:? - Vault 76: This vault was designed as a control group for the vault experiment. Like Vault 3 and Vault 8, it was intended to open and re-colonize the surface after 20 years. Vault 76 was unveiled by Vault-Tec in 2076 in celebration of the United States' tercentenary.
- Vault 87: A Forced Evolutionary Virus research and testing facility. It is the source of Super Mutants in the Capital Wasteland, where it is located.
- Vault 92: Populated largely by renowned musicians, this vault was a test bed for a white noise-based system for implanting combat-oriented posthypnotic suggestions.
- Vault 101: Evaluation of performance of an omnipotent, dictatorial overseer in a closed community. This vault was intended to never open. It is located in the Capital Wasteland, and is currently occupied by its original inhabitants, who are led by Amata Almodovor as their overseer.
- Vault 106: Psychoactive drugs were released into the air filtration system 10 days after the door was sealed. It is located in the Capital Wasteland, and is currently inhabited by several insane residents. Anyone entering the vault will immediately begin to suffer hallucinogenic effects from the drug, in addition to their vision appearing as if tinted with purple.
- Vault 108: The vault houses a cloning lab and all (surviving) residents are clones of one man called Gary. It is located in the Capital Wasteland.
- Vault 112: Home of the Tranquility Lane virtual reality simulator. It is located in the Capital Wasteland, and is currently abandoned, though the Robobrains keep it well maintained despite its total lack of inhabitants.
- Other - Raven Rock: This bunker was meant to house the highest ranking military personnel, and was outfitted with a ZAX unit. Unoccupied during the war, it later became the headquarters for Enclave actions in the Capital Wasteland when the ZAX unit became self aware and contacted the Enclave. It was destroyed by the Lone Wanderer after convincing President Eden to self-destruct the base.
Massachusetts - Total Vaults: 5 of 5 Other:? - Vault 75: Excluding vault staff, all residents were under the age of 18 at the time of vault activation; parents were quietly separated from their children and later executed by vault security. The experiment was to cultivate genetic samples from the strongest and brightest of the children when they turned eighteen. The experiment went well for several generations, but the archives were destroyed and most if not all of the progress made was lost when some of the children learned of the experiment and used their extensive training to take over the vault and escape into the wasteland.
- Vault 81: Intended to develop a single cure for all human diseases through testing on unaware human subjects. The vault had two sections: the residents lived in one section, while Vault-Tec scientists secretly observed them and worked in the other. Unexpectedly, the original overseer disabled the equipment the scientists were to use to expose the residents to diseases. As of 2287, the vault's residents are alive and well, and regularly trade with the outside world.
- Vault 95: Populated solely with drug addicts, with the exception of a single vault-tec employee under cover. The vault residents would elect an overseer regularly and hold therapy sessions as part of a rehab program. Five years after the vault was sealed, a hidden stash of drugs was unlocked. Within a few days, all of the vault residents but one fell back into addiction or killed each other.
- Vault 111: Tested the long-term effects of cryogenic suspension on unaware individuals. The vault's staff were assigned to observe the residents and protect the vault for 180 days. Dwindling supplies drove the security personnel to mutiny against the scientists and leave. 210 years after activation, the vault's deteriorating cryogenic systems malfunctioned, killing all but one of the residents.
- Vault 115: Intended to test the stress of living in impoverished, disenfranchised conditions by those previously accustomed to extreme wealth and power. Residents were to be exclusively politicians and Boston's wealthy elite, with the exception of the overseer. Construction was never completed.
Michigan - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Minnesota - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Mississippi - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Missouri - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Montana - Total Vaults: 2 of 2 Other:? - Vault 23: One of the Vault-Tec vaults in Montana, it has opened at some point, and articles from the vault have went into circulation amongst traders. Its current leadership and status are unknown.
- Vault 35: Vault 35 is a control Vault that had no experiment. Its residents are cowards afraid of the outside world, and the Overseer is Valerie Fawkes. It is located in Flathead Country, Montana.
Nebraska - Total Vaults: 0 of 1 Other:? Nevada - Vaults: 7 of 7 Other:? - Vault 3: A control vault designed to open after 20 years, but kept closed longer due to the wishes of the vault inhabitants. However, an unplanned water leak forced the occupants to open in hopes of trading with the outside. Unfortunately, all of the vault's residents were massacred by a group of raiders known as the Fiends shortly after they opened the vault door.
- Vault 8: A control vault, intended to open and recolonize the surface after 10 years and is equipped with a GECK. Vault City is the result.
- Vault 11: This vault was a social experiment testing human nature - most specifically the ability to sacrifice oneself for others, and the ability to place ideals above one's own life.
- Vault 19: The vault was segregated into two groups, Red and Blue. The groups lived in separate sections of the vault and the inhabitants may have been chosen due to pre-existing paranoia.The vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants. It is currently overrun by fire geckos.
- Vault 21: This vault's purpose was gambling, reinforced by having only compulsive gamblers admitted as vault residents, and with all conflicts within the vault to be resolved through gambling. It is one of the few non-control vaults that didn't end in failure. When opened, its residents successfully integrated into the societies around them, and the lower levels of the vault were collapsed by Robert House.
- Vault 22: Apparently a vault designed to develop advanced agricultural technologies. Successful experiments were executed, creating strains of plants that could grow under artificial light. However, an experiment on pest control involving a genetically-manufactured spore annihilated or transformed the vault's inhabitants.
- Vault 34: The armory was overstocked with weapons and ammunition and not provided with a lock. The Boomers, the weapon-crazy inhabitants of Nellis Air Force Base, descend from the inhabitants of this vault. It is located in the Mojave Wasteland, and is infested with Ghouls, the lower levels containing the weapons cache flooded without anyone to activate the pump to remove the water.
- Other - Hidden Valley Bunker: Unoccupied during the war, with most of the military forces away fighting the Chinese. It was taken up by the Brotherhood of Steel, its functions restored and made as the headquarters for the Mojave Chapter.
New Hampshire - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
New Jersey - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
New Mexico - Total Vaults: 0 of 1 Other:? New York - Total Vaults: 3 of 7 Other:? - Vault 44: A vault intended for use by the workers and bosses of the Nuka-Cola Corporation, it's secret purpose was to see how the inhabitants would react to having nothing to drink but Nuka Cola (and heavily treated, absolutely disgusting tasting water, if one sneaks the odd drink from say a shower, sink, or toilet.) Sick of the Nuka Cola, the vault opened to begin trading with outsiders for other things to drink. It is currently occupied by the original inhabitants, and is located in New York.
- Vault 54: Located in New York, Vault 54 was filled with only the best and brightest of modern society. The Vault was however designed to open earlier then most other vaults, to see if the adage 'Brain over Brawn' was viable. Feral Ghouls swarmed the vault when it opened, forcing out the residents, and is currently occupied by a large presence of feral ghouls.
- Vault 66: Built underneath the St. Luke Episcopal Church in East Hampton, NY. The entrance to the Vault was in the basement of the Home Sweet Home Museum just across the street on 18 James Lane. The original purpose of the vault was to gather together people that claimed to have supernatural abilities, and study them to see if there was any validity to such claims. Now, the vault house a dark secret, and is home to the Lost Ones, a group of insane, cult like worshipers of what they call the 'Lost Traveler.'
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
North Carolina - Total Vaults: 3 of 4 Other:? - Vault 118: Located in the southern portion of North Carolina, it was inhabited by 'Ideal American Families,' as a part of the Vault Experiment. It was also equipped with a special radio broadcaster, as well as a portion meant to resemble an outdoor park. The current overseer is Franklin Bout, who broadcasts T.A.R. radio under the pseudonym John Hancock.
- Vault 119:Located somewhere in North Carolina, not much is known about this vault.
- Vault 121:Located somewhere in North Carolina, not much is known about this vault.
North Dakota - Total Vaults: 0 of 1 Other:? Ohio - Total Vaults: 0 of 1 Other:? Oklahoma - Total Vaults: 0 of 1 Other:? Oregon - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
Pennsylvania - Total Vaults: 0 of 5 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Other - Gettysburg Bunker: A military bunker that decided to remain closed until contacted by the American Government, it was attacked by Super Mutants from the West Tek facilities in Pennsylvania. It is currently abandoned, its supplies ransacked, with heavy damage to its interior.
Rhode Island - Total Vaults: 0 of 1 Other:? South Carolina - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
South Dakota - Total Vaults: 0 of 1 Other:? Tennessee - Total Vaults: 0 of 1 Other:? Texas - Total Vaults: 1 of 6 Other:? - Vault 39: The Vault's original purpose in the Vault experiment is unknown. Due to Reese's experiments with the G.E.C.K., it now basically houses a jungle, with huge mutated plants and plant walls, hostile to all other life forms.
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
- Unknown Vault
Utah - Total Vaults: 1 of 2 Other:? - Vault 70 - All jumpsuit extruders fail after 6 months. Most of the inhabitants were Mormons. The city of New Canaan was founded by the vault dwellers after they left the vault. It is located in Salt Lake City, Utah, and is the location of the city New Jerusalem.
- Unknown Vault
Vermont - Total Vaults: 0 of 1 Other:? Virginia - Total Vaults: 0 of 3 Other:? - Unknown Vault
- Unknown Vault
- Unknown Vault
Washington - Total Vaults: 1 of 2 Other:? - Vault 6: The vault's original purpose in the Vault Experiment was that it allowed small doses of radiation to leak into the vault once a day, resulting in the population turning into an aggressive pack of extremely irradiated feral ghouls.
- Unknown Vault
West Virginia - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Wisconsin - Total Vaults: 0 of 1 Other:? - Unknown Vault
- Unknown Vault
Wyoming - Total Vaults: 0 of 2 Other:? - Unknown Vault
- Unknown Vault
Unknown Vaults- - Vault 1 - An unnamed vault that a US Army soldier named Corporal Armstrong escorts the player character to, with Frank the Underseer running the facility until the overseer arrives. This vault is located in either Michigan, Minnesota, Illinois, Indiana, or Wisconsin.
- Vault 2 - Unknown
- Vault 4 - Unknown
- Vault 5 - Unknown
- Vault 7 - Unknown
- Vault 9 - Unknown
- Vault 10 - Unknown
- Vault 14 - Unknown
- Vault 16 - Unknown
- Vault 17 - The vault was raided in 2154 and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants. It is unknown what this vault's experiment was, or if it was one of the seventeen control vaults. It is expected this vault is somewhere in the west coast or mid-regions, since it is mentioned in Fallout: New Vegas.
- Vault 18 - Unknown
- Vault 20 - Unknown
- Vault 24 - Unknown
- Vault 25 - Unknown
- Vault 26 - Unknown
- Vault 27 - Its location unknown, as part of the Vault experiment, this vault would be deliberately overcrowded. 2000 people would be assigned to enter, double the total sustainable amount.
- Vault 28 - Unknown
- Vault 30 - Unknown
- Vault 31 - Unknown
- Vault 32 - Unknown
- Vault 33 - Unknown
- Vault 36 - The food extruders were designed to produce only a thin, watery gruel. Its location is unknown.
- Vault 37 - Unknown
- Vault 38 - Unknown
- Vault 40 - Unknown
- Vault 41 - Unknown
- Vault 42 - As part of the Vault experiment, no light bulbs of more than 40 watts were provided. The location of this vault is unknown, as is its current state.
- Vault 43 - Only 20 men, 10 women and one panther entered this vault. Any other vault defects are unknown. Its location is unknown, as is its current state.
- Vault 45 - Unknown
- Vault 46 - Unknown
- Vault 47 - Unknown
- Vault 48 - Unknown
- Vault 49 - Unknown
- Vault 50 - Unknown
- Vault 51 - Unknown
- Vault 52 - Unknown
- Vault 53 - Most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants unduly.
- Vault 55 - As part of the Vault experiment, all entertainment tapes were removed. Sociologists predicted it would last longer than Vault 56. It is likely that the inhabitants would eventually go mad being stuck in the vault with no entertainment. The location of this vault is unknown.
- Vault 56 - As part of the Vault experiment, all entertainment tapes were removed except those of one particularly bad comic actor. Sociologists predicted failure before Vault 55. The location of this vault is unknown.
- Vault 57 - Unknown
- Vault 58 - Unknown
- Vault 59 - Unknown
- Vault 60 - Unknown
- Vault 61 - Unknown
- Vault 62 - Unknown
- Vault 63 - Unknown
- Vault 64 - Unknown
- Vault 65 - Unknown
- Vault 67 - Unknown
- Vault 68 - As part of the Vault experiment, of the one thousand people who entered, one was a woman and the rest were men. The location and status of this vault are unknown.
- Vault 69 - Vault 69 is one of the vaults created by Vault-Tec and part of the Vault experiment. It is populated by 1 man and 999 women.
- Vault 71 - Unknown
- Vault 72 - Unknown
- Vault 73 - Unknown
- Vault 74 - Unknown
- Vault 77 - Populated by one man and a crate full of puppets. When the bombs fell, only one resident was permitted entrance before the bombs fell, besides the scientists performing the study, whose presence was kept hidden from the man. It is unknown what precisely took place, though eventually the vault was opened and the man escaped into the wasteland with a holodisk of his time there. As for the fate of the vault, it is unknown what happened after, though the vault is located somewhere near the Capital Wasteland or the Pitt.
- Vault 78 - Unknown
- Vault 79 - Unknown
- Vault 80 - Unknown
- Vault 82 - Unknown
- Vault 83 - Unknown
- Vault 84 - Unknown
- Vault 85 - Unknown
- Vault 86 - Unknown
- Vault 88 - Unknown
- Vault 89 - Unknown
- Vault 90 - Unknown
- Vault 91 - Unknown
- Vault 93 - Unknown
- Vault 94 - Unknown
- Vault 96 - Unknown
- Vault 97 - Unknown
- Vault 98 - Unknown
- Vault 99 - Unknown
- Vault 100 - Unknown
- Vault 102 - Unknown
- Vault 103 - Unknown
- Vault 104 - Unknown
- Vault 105 - Unknown
- Vault 107 - Unknown
- Vault 109 - Unknown
- Vault 110 - Unknown
- Vault 113 - Unknown
- Vault 115 - Unknown
- Vault 116 - Unknown
- Vault 117 - Unknown
- Vault 120 - Unknown
- Vault 122 - Unknown
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 17, 2013 2:35:25 GMT -5
For those of you unfamiliar with a Mary-Sue (Gary-Stu for the male counterpart,) they are a character who are overly perfect. They are often nearly invincible, with skills bordering on the extreme or even impossible. More often then not, a Mary-Sue is an author's projection of themselves into their world of fiction. And in this fiction everybody loves the character. That is, except the readers. To avoid the scorn and avoidance other users here on the Nexus, we ask that you steer clear of creating such characters. We understand even the most seasoned of writers can sometimes make this form of character by accident, so here's a little checklist to help you ensure you don't stumble down Mary-Sue's path.
1. Know Your Canon - Here at the Nexus, this is one of the reasons we put so much emphasis on canon. Knowing the limits, actions, and scenarios presented in the universe of your character will be partaking in can greatly help reduce the likelihood of your creation of a Mary-Sue. That's what the guides here are for after all. Make use of them.
2. Avoid Canon Characters - While some canon characters have vague pasts that are easily manipulated, most Mary-Sues are in some way related to an already present Canon Character. These things bring about difficulties for the readers and other roleplayers to believe. How does this character whom we know so much about from a game or book, suddenly have a close sibling that they somehow never managed to mention up until this point? Make your own story for your characters past, and you'll find them greatly improved and far more believable.
3. We're Only Human. . . - . . . and so is your character. Try giving your character some human flaws. A weakness of some sort, some things they dislike, some people that dislike them. Often people mistake flaws for something that does not truly affect their character in a negative way. It's important to remember that everyone's mind works fairly similarly. Just as you have fears and doubts, so does your character. Even the worlds greatest villain has their own goals, their own problems, their own worries.
4. Center of the Universe? - Not likely. The heroes we come to love are one in a million, but even they aren't always the center of attention. You're playing with other people who have characters with goals of their own. Let them take the spotlight or play the hero some times. This is especially important when your character joins a thread started by a different user.
5. Everyone Has Their Own Opinions - Take a look at the story behind the theme you're roleplaying in. Does the protagonist always have perfect agreements with every person they interact with? Conflict breeds interesting story. Even the most powerful of protagonists fail every once in a while.
6. "It Ain't all Sunshine and Rainbows Kid" - When you're roleplaying your character, don't make everything easy for them. If things are difficult for you working your day job, going to school, or talking to that cute girl/boy that sits across from you, how difficult do you think life would be having to watch over your back for stray bullets or a wild animal, wondering if you'll still have food on the morrow. Everyone builds up a tolerance to these things, but even the most battle-hardened veterans can succumb to nightmares at night, or worse. Furthermore, learning new things is hard and takes time. Nobody learned Calculus or Martial Arts in a day, your character shouldn't either. Every day is a battle, just like real life.
7. Beware of Romance - Mary-Sues have a tendency of falling in love with whatever character the author likes most. While romance is perfectly okay, double check yourself to ensure that your character is the one infatuated, not yourself.
8. There's no I in Team - Don't hog all the glory for your character alone. Unless they did something completely by themselves, that NPC that sacrificed their life so your character could escape deserves just as much glory, and the respect of your character, which brings us to. . .
9. Take your Time - Most Mary-Sues rush through things, speeding from place to place, barely having any time to delve into their deeper emotions, mourn for the ones they've lost, or gain close relationships. Move slowly, and ease into the amazing things your character can accomplish. The pyramids weren't built in a day, and you can choose whether or not your character lives to see the sun rise.
10. You are NOT your character - Probably the most common mistake made by roleplayers, you and your character are two different people. It usually helps writers to make this distinction by giving their character a different personality form their own. No two people are completely alike, so give your character a bit more distinction. Separate them from yourself. If that's the way you want to do things, you might as well just make yourself into the character. When you base a characters decisions on something other then the exact course of action you would take, things get a lot more interesting. After all, we can all admit that if we lived the life in which we'd roleplay, we wouldn't be roleplaying it in the first place.
If you have any more questions or would like more info on how to avoid Mary-Sues, or even improve your writing style, you can contact me through PM or by dropping by the chat channel and quizzing away to your hearts content.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 17, 2013 0:35:56 GMT -5
What is Godmoding?
Godmoding is a term used in role-playing games to describe negative behaviors of players. The term originates from "God mode," found in many video games, which after entering a console command gives a player invincibility, unlimited lives, money, ammunition, or similar unlimited power. It is basically no more then a form of cheating.
Specific Types of Godmoding
1) Invincibility Creating a character so powerful and invulnerable that it cannot take any damage, be incapacitated or hindered, lose a fight, feel pain etc.
2) Dictating other players' responses Swinging a punch and telling the other player that they are down, that they are unconscious, cut, dead or whatever.
3) Impossibility Drawing a knife when your hands are tied. Pulling a bow out of your rectum when you're on the ground and hogtied (I wish I were making this up). Drawing a bow out of your rectum at all, come to that. Being held by the hair and with a knife at your throat but whizzing round and slapping your captive and disarming them.
4) Plot Changing Taking the plot to asinine turns purely to avoid your character having to suffer a misfortune too weak for your manly fictitious self. Being shot at and deflecting the arrow with a penny on a string so that it flies back towards the shooter. Again, I wish I were making this up.
5) Omnipotency This is when a character knows things that he or she shouldn't know. Though not as bad as the other forms, this is sometimes done on accident, due to a character's creator having read the information, and mistakenly assuming that his or her character would know this. Knowing another character's name that you have never met, knowing where a trap is you have not yet discovered, or traveling to a secret hide out you've never heard of are all forms of Omnipotency.
6) Anything that is used to let one character force the plot and does not enable the story to be a properly collaborative effort with plausibility.
Passive Godmoding
Godmoding can occur when a player describes an event or a series of events his or her character has taken against another character or interactive object, most often with the purpose of rescinding negative effects previously encountered or granting some other effect inconsistent with an objective view of the narrative. For example, a character may be afflicted with a disease only curable by rare ingredients, yet another character is "lucky" enough to find these ingredients in ten minutes. Godmoding is thus often used like a "Get Out of Jail Free card" when things don't go the way a player wants, rather than working with previously unfolded events.
It is also used to describe the act of creating or playing with an invincible character or using "perfect" equipment (such as unbreakable armor), or possessing limitless power, etc. Some players will create a brand new character, and that character is automatically gifted with skills, and nearly impossible to take on right from the start. In many cases, this happens when a newer character goes against an established one: the newer player may roleplay his or her character as if it were equal in power and rank to the more experienced one.
Active Godmoding
Godmoding can also refer to the case where a player definitively describes the outcome of their own actions against another character or interactive object. For example, if player A states, "A strikes B and B takes damage", they could be considered to be godmoding. Another example of this might be where a character is facing multiple enemies, and they redirect one foe's attack onto another. For example, Player A states, "B misses A completely, and strikes C instead." Similarly, controlling characters that belong to someone else is also a form of godmoding.
Player A: Character A throws a punch at Character B. Player B: Character B dodges the attack, grabs Character A and throws him out of a stained glass window. Character A flies at Character B, who warps behind him and slashes Character A in the back.
Powermoding And/Or Autoing
Godmoding can be sub-divided into two similar categories commonly found within different areas of Play-By-Post Role-playing Games, which usually revolve around areas of external roleplay as in such diverse sites that range from Myspace to Youtube and to IMVU and so on. Although godmoding is often used to describe unfair rules within the realm of role-play, there are proper names for such things. Autoing: The act of making decisions and/or actions for the target of your roleplay. Example: U dye now *kils u an waches blod shot from ur arm*. Acts such as this are highly dishonorable and possibly the worst form of godmoding that can be acted upon.
Powermoding: The act of constant regeneration and/or dodging of attacks and actions. This is commonly found in battle-situation role-plays. Classifications such as these are usually only used by the more experienced roleplayers, usually to be only used after a certain level of experienced is reach. Acts such as this are not entirely dishonorable, for they are hard to notice, however this classification usually halts the storyline from advancing any further, making the story both unfair and simply 'not fun.' Example: After being struck by the blade aiming for his jugular 'name of preference' would immediately use his anti-matter shield to regenerate within a matter of seconds. This would repeat throughout the storyline halting it completely.
Just Say No
It's annoying, anti-social, counterproductive and makes you look stupid. Nobody thinks the godmoder is strong, hard, cool or intelligent. We think you have no consideration, no understanding of roleplay and no intelligence whatsoever. We understand that occasionally even the best role-player can make mistakes, but usually godmoding does nothing but hinder enjoyable roleplay. Don't do it.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 14, 2013 1:39:06 GMT -5
There ya are Steel. Fixed your name and invoked your moderator status. Don't forget to add your avatar and such.
|
|
ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
|
Post by ShockHelix on Feb 11, 2013 21:32:02 GMT -5
Yellowstone National Park The once beautiful mountainous area has turned into a deadly habitat. Located in the northwestern corner of Wyoming, the park was able to escape most of the radiation problems presented in The Great War. The closest city to be struck with a nuclear missile was Helena, the capital of Montana, some 200 miles north of the park. The nearby town of Jackson, approximately 30 miles south of the southern entrance to Yellowstone was hit by some smaller bombs, still leading to mutations in some of the local wildlife. So, why is the place so dangerous you ask? Terrain, Weather, and Geographical Info:After the bombs fell, Yellowstone suffered a very different apocalyptic experience. In fact, for the first few years after the Great War, the parks greatest problem was anarchy, what with the downfall of the rest of the world. And then, in 2084, disaster struck. To have expected the tectonic plates of the earth to have been unaffected by such widespread bombing was naive indeed, and finally the Earths readjustment opened the Caldera in Yellowstone. As ash spewed from the volcano, the once beautiful park was torn asunder. However, the volcano didn't stop. As the earth rearranged itself, everything within a fifty mile radius was affected. Underground sulfuric pools spread throughout the surrounding area, making it's way to the surface in weaker areas, such as soft soil and cities. The fumes from these pools are constant, creating a noxious environment lethal to humans. Giant caverns were ripped into the underground, tunnels stretching for miles beneath the surface, allowing access to the very core of the volcano. The ground itself was literally scorched and turned into rock. And then, the ash fell. What should have taken millenia, occurred in only a matter of seconds, as the combined heat and volcanic ash petrified what was left of the parks trees. And then the ash continued to fall. And fall. And fall. As it still does today. Combined with the gases released by the volcano, the ash all but blots out the sun, creating a hazy sky tinged with red and brown. Pyroclastic rock, formerly known as Tephra, covers most of the ashen mountainside. Finally, and arguably most dangers, is the chance of acidic rain. The acidic rain in Yellowstone is much different then what would have been called acidic rain before the Great War. Composed of concentrated sulfuric acid, this rain can literally melt through a humans flesh, and due to the atmosphere can come at almost any moment without any forewarning. A few pictures to paint you a better mental picture:Scorched earth and ever burning pools of fire.Craggy, scorched ground of the Behemoth Badlands.The ash and smoke filled sky that permanently fills the Yellowstone air.A hunter cloaked in the ash covered forests of Yellowstone, amidst the scorched trees and smoke filled air.With all the problems presented by the caldera, the surviving residents had no choice but to find ways to combat them. With the ground liable to give way at any moment, dropping you into a pit of boiling sulfuric acid that would dissolve your flesh straight off the bone, people found a way to detect the pools. Using the same design as a Geiger Counter, and in some cases converting them, people created heat sensors that would go off when the area around them became to hot. With the lack of direct sunlight, the scorched earth, and the horrible atmosphere, people needed food and had no way of growing it. To combat this, hunting parties are a major industry in Yellowstone, as well as Scavenger parties that search the nearby obliterated town of Jackson. With the sulfuric gas in the air, not to mention the extremely humid atmosphere, guns are not only likely to jam, misfire, and backfire, but are even likely to ignite the air surrounding oneself. This has led the inhabitants of Yellowstone to instead use rather a large assortment of more medieval weaponry, such as swords, clubs, bows, spears, and shields. Using the petrified wood, the pyroclastic rock, metals, and in rare cases even diamonds located within the extensive caves, the inhabitants of Yellowstone have done a fine job of arming themselves and waging senseless war on one another. Lastly, because of the lack of nuclear activity in Yellowstone, with a combination of passed down knowledge and recovered micro fusion cells, many vehicles in the areas still work, though mostly used are ATV's and Snowmobiles in the area, both of which do very well on the ash covered ground. With the need for weapons, certain inhabitants took to becoming craftsman, using various materials and tools to create whatever was asked of them. The craftsmen business is possibly one of the most lucrative businesses found in Yellowstone, and for the right number of caps and the right amount of materials, a skilled craftsmen can make you a large assortment of weapons. Yellowstone Area Map, Appr. 4000 Sq. Miles - Rock Forest: Rock forest is rightly named, as it is the largest area of petrified wood in the Yellowstone area. Used as a harvest site for scavengers, it is the location of the main supply of petrified wood used for the the entire of Yellowstone.
- Stonewood: A small encampment located in a mountainous section of the Yellowstone area, it is the headquarters of "Loxley's Bandits." The camp is situated on the top of a small cliff, giving somewhat of an overview, though actually identifying an enemy is difficult because of the fog. At the very least, it gives a height advantage, and it is situated with many petrified trees and pyroclastic rock in the area.
- Hell's Canyon: This valley between two mountains has been named for it's large amount of sulfuric pools, which are constantly aflame because of the caldera. The area surrounding it is rich in metals and pyroclastic rock, but few travel to it due to the danger presented.
- Fire Falls: A lava vent for the volcano, lava flows directly from the vent over a cliff and into the Burning river. It is sometimes used as an execution site for "The Horsemen's" victims, and is worshiped by the Flame Seekers.
- Burning River: Nothing more then lavaflow, it's source originating from Fire Falls, it continues downhill until it reaches it's end, a small, nigh inaccessible cave where it is assumed to flow back directly into the volcano.
- Flame Seekers Headquarters: A series of makeshift buildings created with petrified wood and pyroclastic rock, it is home to the "Flame Seekers." The buildings are made around a large geyser that erupts every so often, and one of the park's non-acidic hot springs, which the inhabitants use to bathe. Perhaps the most impressive feature of the small town is the wall of pyroclastic rock created around it's perimeter.
- Devil's Peak: Though the ascent upward is riddled with the "eternal flames" of sulfuric pools, the actual peak, above the clouds, is covered with snow and un-petrified trees. Due to it's cold climate, Yeti's inhabit it, as do many Bighorn Sheep. This makes it one of the main hunting grounds found in Yellowstone, despite it's distance from many towns.
- Horseman Headquarters: The main base of The Horseman, it is the second most developed city in the Yellowstone area, and is under protection of the "Horsemen," though many individuals that do not answer to them live in the town as well. Made out of an old camp ground, it consists of many cabins, some houses, and many trailers, with an old park ranger compound housing the "Horseman" soldiers.
- The Hellhole: A direct opening to a section of the Caldera, if you fall off the edge here, you will not return. The Flame Seekers will sometimes journey to the giant hole, and will sacrifice a victim to appease their "god."
- Fisherman's Pier: An old wharf used before the Great War to fish, it holds largely the same purpose now, though the boiling water is dangerous to humans, and will burn those who come into contact with it. Using steel wire, it is possible to catch some of the mutated fish here, though the fish is as difficult to cook as it is to catch.
- Devil's Pass: The easiest entrance to Devil's Peak, it follows a winding path up most of the mountain, with only a slight risk of running into a sulfuric pool.
- Firestone: A small settlement away from the Caldera, it was once a small town before the Great War. Now, it does trade with New Yellowstone and sends hunting parties into the Behemoth Badlands. Lastly, it's inhabitants not only capture, but train animals, some of them mutating much like the Beastlords in other areas.
- Ashen Barrens: A plain of scarred terrain, the surrounding hillsides are the main hunting ground for Bighorn sheep.
- Sulfur Springs: Home to the old "Old Faithful," exhibit, the area is arguably one of the, if not most, dangerous areas in Yellowstone. The geysers and sulfuric pools in this area are frequent and unmerciful.
- Behemoth Badlands: A huge plain of barren, ash covered earth, it is home to the herds of mutated bison so frequently hunted and captured by the residents of Yellowstone.
- Grand Teton: No more then the remains of Grand Teton national park, it is occasionally raided for supplies, but is mostly used as a resting stop for scavengers headed to Jackson. There are rumors of things higher in the mountains, and it is sometimes used by parents as a "boogeyman" to scare their children, stating that if they don't behave the will send them into the mountains and to the "Teton Terrorizer."
- Jackson Cathedral: Used as a way-point and rest-stop for scavengers moving between New Yellowstone and Jackson, the large church also happens to be only a mile away from the start of the sulfuric pools in the town of Jackson.
- Jackson: Once a huge hub for trade between pre-war Canada and the West Coast that boomed after the annexation of Canada, the town was hit by a smaller bomb during the Great War. Many of the town's buildings are unfinished and empty, though others are ripe with the plethora of trading goods that stopped here. More importantly, the effects of the Caldera stretch all the way to the town, leaving "eternal" flames and sulfuric pools littered throughout the town. Groups of scavengers often make their way through the town, and most of the rooftops now have walkways amongst them, laid down by scavengers over the years. Alternatively, some will utilize the metro system to make their way throughout the town, despite the higher risk. To enter the town without a Gas Mask is suicide, as is firing a gun.
- New Yellowstone: The largest and most civilized settlement in Yellowstone, the town is home to the best craftsmen, repairmen, and also runs trade caravans to Firestone, the Flame Seekers, and the Horsemen. Once the largest stop for tourists, as well as a pre-war campground, the town has even constructed more buildings out of scrap metal from Jackson, and even has it's own water system and water filtration system, much like that of Megaton, but with less radiation. It has large walls constructed from petrified wood, even more impressive then those at the Flame Seekers headquarters, and has it's own military. Guards are posted throughout the city, and depending on the situation, instigators of violence have been known to be shot on sight, though the guards generally allow situations to resolve themselves. A non-acidic hotspring is located nearby, which has water pumped into the city for warm baths.
Yellowstone Factions New Yellowstone Rangers: The New Yellowstone Town Guard was established in order to protect the city from raiders and keep the peace within the city. A man named Andrew Jackson currently heads the Guard, the position passed down to him by his father. His second in command is Jennifer Black, an Ex-Horseman and skilled mechanic, who is skilled in repairing the Power Armor and trains recruits. They use T-42c Power Armor, Military Assault Rifles, Ranger Rifles, and an Assortment of Melee weaponry and non-firearm ranged weapons. Though their numbers are at least a hundred, only twenty of the guards are on duty at a time, staying in groups of five when patrolling outside the walls and groups of two inside the walls. Though the Power Armor itself is enough to identify the guards, they have taken old park ranger badges that they pin on themselves. The Horsemen: What started out as a religious fanatical group who believed it's original four leaders to have been the "Four Horsemen of the Apocalypse," such ideas are no longer accepted, and it instead serves as somewhat of a vigilante organization. In the event that they "help" someone, they expect immediate payment. Failure to pay them for their services usually ends in bloodshed. Their ranking consists of four titles, each of which are related to the old myth of the horsemen, and the colors of the horses. "White Rider" is the title held by Danny Franklin, it's current leader. "Black Rider, Red Rider, and Green Rider," are the ranks held by other members from highest to lowest. They allow outsiders to stay in their encampment, though to break the "laws" of the camp or refuse a request of a Horseman is punishable by death. Though they have no actual symbol, they are usually identifiable by their vehicles. They use ATV's and Snowmobiles, painted in the same color of their rank. They also do not issue any standard weaponry, and instead leave the weapons of choice up to the individual. They number in the hundreds, and patrol the main roads in groups of three riders. Loxley's Bandits: A more recent group that has formed in response to the Horsemen's demands for payment, they are led by a "Robin Hood," a man obsessed with the stories of the man who fought tyranny and oppression. Though only about twenty in numbers, they make up for their lack of numbers by using guerrilla warfare and hiding in the ash. They wear porcupine hide cloaks and use compound bows and wear strange bird masks that cover the gas masks. Flame Seekers: A group of religious fanatics who worship the Yellowstone Caldera as a god, they periodically hold rituals in which they offer one of their older members who are ready to "ascend." They are not hostile towards any, though they do carry an assortment of weapons for their own defense. They have no leader as well, as all members of the group are considered equals. The lack of a leader may instead be attributed to the sacrifices, as it would be very difficult for a member to stay around long enough to gain control. Because of the sacrifices, usually older members will tend to leave rather then die, and instead go on a "mission," to recruit people from other towns.
|
|