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
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Post by ShockHelix on Dec 29, 2012 4:35:34 GMT -5
This is a guide for giving descriptions of the playable races here at the Fallout portion of The Nexus. If you're unfamiliar with the differing races of the Fallout universe, we recommend reading over this so you can get a general understanding of the races of other characters yours may interact with. Alternatively, this is a good place to start forming ideas for an overview of your character, as race will usually be a greatly influencing factor for most characters personality. Now then, onto the descriptions. Humans: A race I'm sure you are all familiar with, humans are just as they are in our world although many show genetic mutations like sixth toes. A small proportion of Humanity also appear to be showing signs of evolving an immunity to the physical effects of Radiation, although will still develop mental illnesses in the presence of prolonged radiation somewhat similar to Feral Ghouls. Cyborg: While not strictly a distinct race, Cyborgs are Human beings that have been modified through technological means to (usually) benefit them in some way. Be it increased motor functions, memory or perceptional awareness. It should be noted that Cyborgs are somewhat prohibited, and an excellent character history and description (and explaination) of all cybernetic enhancements must be given before moderators can approve them. Dwarf: While I feel inclined to list this here, note that this is not some fantasy race. Dwarves were in Fallout and Fallout 2, but are only different from sufferers of various forms of restricted growth in today's world in that their shortened stature is caused by radiation rather then genetics. Keep this in mind in case the urge to play one possess you. 'Radiation Mutation Dwarfism' doesn't typically cause the physical anomalies and disadvantages seen in 'Classical Genetic Dwarfism'. While Fallout's Dwarves may be short in stature like those in the real world, they lack the weak musculature and are in fact perfectly proportioned 'small' Humans - similar to many 'Fantasy' Dwarf tropes. However, they are still socially disadvantaged and often killed at birth or during childhood. Ghouls: Ghouls are a necrotic form of humans that are victims of heavy radiation poisoning over time or in a singular large dosage. This results in severe decay of the skin, but strangely grants them a large increase to their individual lifetime. Another interesting mutation is that ghouls are not only unharmed by the effects of radiation, but are actual slowly healed by it and the energy it grants them means they can survive indefinitely without food or water. Some Ghouls have been alive since the Great War, but continued irradiation of the Human populace continues to create new Ghouls yearly - which has stopped the form from going extinct, as Ghouls are infertile. Most Ghouls eventually succumb to brain degredation and body deformaties that turn them Feral - little more than beasts - there are still a large number who retain their intelligence and seek to live amongst Humans as non-Ferals. Beastlords: A human sub-species, this race originally formed when a group of cannibalistic tribals underwent a mutation that gave them slight psychic control over wildlife. While nearly all of the tribe was slain, a few managed to survive, repopulating the Mid-Regions to a certain extent. They are most prevalent in the Wyoming, Texas, and Dakota regions, though few know their abilities and even fewer know how to use them. Psyker: Either through evolution, mutation, or FEV experimentation, a Psyker is a person who has some form of psychic mutation. This is most commonly seen in telepathic or future sight abilities. While there is precedent for pyrokinesis and the like, this race is extremely restricted. You'll first need to demonstrate your ability as an RPer on the site, then gain approval from both Administrators and the Fallout moderators. This can be used for both Meta-RPing and Mary Sue characters, so for the most part, don't even bother asking. Super Mutant: Super mutants are mutated humans, products of infection by the Forced Evolutionary Virus (FEV). They are much taller, bulkier and muscular than pure strain humans, have (mostly) green, gray, or yellowish skin, are immune to disease and radiation, and are gifted with superhuman strength and endurance. Although they are completely sterile, the rapid regeneration of their cells caused by FEV makes them virtually biologically immortal (but not immune to death from injury). Due to their strength, endurance and the social stigma surrounding them we require you to have a good character profile, a well written history, and an additional Administrator approval. There are three known strains of FEV, with differing results on Human Physiology: - FEV-Strain Mariposa:
The original experimental strain of FEV. Mariposa-born (or West Coast Super Mutants) are largely Green in colour (although turn blue/grey when exposed to Stealth Field Radiation).
- First Generation Mariposa Mutants are highly intelligent, 'perfect', examples of Super Mutants although the prototypical nature of their creation and the experiments they suffered have caused many of them irrepairable body damage that they attempt to cover up with cybernetic enhancements (the lucky ones) or strips of leather and peg-legs. First Generation Mutants are (relatively) less restricted than other Mutants, although a great profile will still be needed.
- Second Generation Mariposa Mutants are the reslt of the Enclave's use of manual labour to carelessly dig for FEV sources in the Mariposa Ruins. These imperfect Super Mutants suffered from radiation exposure before turning, which cause them great mental strain and result in angrier, more primitive, actions. Second Generation Mutants are highly restricted, due to their strength and relatively primitive behaviour (they chase Brahmin).
- Nightkin are a unique strain of mostly First Generation Mutants that have been over-exposed to radiation from Stealth Generation Fields in Stealth Boys. These blue-skinned Mutants suffer increasing psychosis as they use Stealth Boys, and become paranoid, manic and often obsessed with finding more Stealth Boys. Recently, a cure has been found for Nightkin psychosis, and a refuge has been established to help treat these sick Mutants in the quiet mountains of the Mojave. Nightkin are highly restricted, due to their rarity and psychosis if untreated.
- FEV-Strain 87:
Known as East Coast, or Yellow, Super Mutants. Humans under the effect of FEV-Strain 87 (a strain that was spread across the East Coast from DC to New York in pre-war research centers) show bestial and highly primitive behaviour. Interestingly FEV-Strain 87 Mutants do not stop growing, and older Mutants grow to simply enormous sizes (and lose even more higher brain functions). Barely able to talk, East Coast Mutants are highly restricted due to the nature of their condition and the relative difficulty of one learning how to and remaining rage-free. - FEV-Strain Institute:
A Strain unique to the Commonwealth Wasteland and the areas around it, the Green skinned 'Commonwealth Mutants' seem to show a delicate balance between the prototype FEV-Strain Mariposa and the experimental FEV-Strain 87. While they can speak relatively well, read, write and remain somewhat calm they are still stricken with an unexplained rage at the slightest of things. Constantly in the back of their minds Commonwealth Mutants battle with their own anger, those without strong wills fail and give in to their insational thirst for violence. The life of a Commonwealth Mutant, even if they maintain control over their ferocity, is however doomed as like FEV-Strain 87 Mutants they do not stop growing. So called Behemoths are little more than animals, unable to communicate and barely able to live alongside fellow Mutants. Commonwealth mutants are (relatively) less restricted in the Commonwealth Wasteland, although are still highly restricted outside of this location. Synthetic Lifeforms, Synths or Androids: With the advent of Synthetic Lifeforms (otherwise known as Synths or Androids) in the Institute a new form of 'robotic' Human has stepped foot on the Wasteland. Confined largely to the Commonwealth and entirely to the East Coast, Synths comes in three generations: - Gen 1 Synths are 'skinless' robotic frames that act as little more than more humanoid and functional Protectrons, these are 100% restricted.
- Gen 2 Synths are covered in a plastic plating 'skin' and represent the epitome of non-organic robotics. Gen 2 Synths are used as soldiers by the Institute, and later (more advanced) models show remarkable levels of sentience to the point of being fully self aware. Gen 2 Synths are highly restricted, and it will take a great character sheet to get one through submission.
- Gen 3 Synths are the Synths that appear, and function, exactly like Humans. Constructed one bone at a time, with organs and muscles grown instead of built they appear exactly like Humans. They need to eat, drink and sleep to survive and can blend in seemlessly with Human populations. Their one telltale characteristic lies deep within their brains, a small chip that commands Synths to obey the Institute. Gen 3 Synths are used as Sleeper Agents for the Institute, and as an experimental labour force in the Institute itself. Their advanced robotics and organic bodies seems to have given Gen 3 Synths complete sentience and free will, although they are shackled by the Institute technology in their brains. Runaway Synths are not uncommon, and a group called the Railroad swears to help these Synths begin lives as Humans - and avoid the Gen 3 Synths working for the Synth Retention Bureaux known as Coursers that chase down, retrieve or execute rogue Synths. Gen 3 Synths are a restricted race in the Commonwealth, and highly restricted in the areas around it. They will require a well thought out and impressive character sheet to pass. Expect delays.
Non-Synth Robots or Artificial Intelligence: Whether a Robo-Brain or a self-aware Mr. Handy or Assaultron all of these types of character are strictly restricted. Protectrons, Eyebots, Robot Dogs and Sentry Bots are all 100% restricted for Player Characters. You'll need an excellent character history, a well written profile, and an additional Administrator approval in addition to the two moderator approvals. Intelligent Deathclaw: Deathclaws are a large, agile and strong species of mutant Jackson's Chameleon created through genetic engineering, with the addition of DNA of various other species. However, due to mutation, they have lost their color-changing ability. Through Enclave testing, some were made to be intelligent, and can speak the English language. If you want to play a Deathclaw, you're bang out of luck. Recent rule changes (05/3/15) have seen this race banned as a playable character and only acceptable as NPCs (and not companions). Zetans, or 'Aliens': While technically a canonical race in the Fallout universe, this race is 100% restricted. So don't bother asking. If you would like to RP as an Zetan however, feel free to visit our Freeform section of the Nexus.
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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
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Post by ShockHelix on Dec 29, 2012 4:34:30 GMT -5
In this guide, you will find a general overview of all the robots in the Fallout universe. As most of these are not unique to one certain area, they will not be divided as such, and you are safe to assume that most are present in every area of the wasteland. Auto Doc - An Auto-Doc (abbreviation of "Automatic Doctor") is a miracle of pre-War medical technology - a device capable of performing even the most complex medical procedures without qualified medical personnel. Even for a talented physician, these are invaluable aids. Early models were retroactively upgraded with new software and functionality introduced in later Auto-Docs before the Great War and as such, even Mark I devices are commonly able to perform complex surgeries just as well as the Mark IX and Sink models. Known Variants - - Mark I - The first model in the Auto-Doc line features four autonomous arms (mounted with a surgery light, a combination scalpel/syringe, tongs and a multipurpose "hand") attached to a boxy central unit with a CRT control panel attached to its side. Although models of this type are capable of performing even implant installation, they are commonly considered to be obsolete and ancient, in part due to it incorporating proprietary technology, not compatible with later models, making maintenance a pain.
- Mark III - Visually identical to the Mark I model, it is more popular and widespread and parts of it are fully interchangeable between different units. It includes a separate diagnostic module that's prone to burning out after prolonged use.
- Mark IX - A fully stationary automatic doctor, it is made up of a ventilated cylindrical chamber with automated surgical tools mounted in the ceiling and a CRT control panel mounted on the side. When in use, blue lights circle along the top and bottom of the device. Visually, it strongly resembles a Pulowski Preservation shelter.
Automated Turrets - Automatic, unmanned machine guns which are capable of sensing and attacking targets that are hostile to the faction or organization to which they belong. Technical experts can hack the turrets with the use of terminals, giving the user the ability to change the targeting parameters. Some are more dangerous then others, with standard turrets shooting regular bullets. Others instead fire lasers, or even plasma, and in rare cases one can find missile turrets. Behemoth - The behemoth is the largest and most dangerous of the robots used by the Calculator, the mad cyborg from Vault 0. Currently, the only known Behemoth's are deactivated and under the stewardship of the Midwestern Brotherhood of Steel, though it is possible they are located in other areas. They use .50 cal Gatling Guns to mow down their targets, though they are a bit slow to turn. Cyberdog - Cyberdogs, also called cyberhounds, are dogs with at least a mechanical part and an organic part. Their physical and mental abilities have been modified robotically and cybernetically, creating a kind of canine-robot hybrids. Known Variants - - Cyberdog - The cyberdog is a non-militarized version of the police/military cyberdog. It was most likely used for companionship rather than combat, as it relies on its speed and bite strength alone for defense.
- Military Cyberdog - The military cyberdog has a sonic bark used as a weapon, and can knock down opponents with its melee attack. They also appear to have the ability to self heal/repair themselves, similar to the MKII Securitrons.
- Police Cyberdog - A slightly weaker variety of the military cyberdog, police cyberdogs seem to have small energy cells which can be taken on their death. They can be distinguished from military cyberdogs by their unique black and white paint, as well as the red and blue reflective patches on their backs.
Eyebot - Commonly, an eyebot is a hovering propaganda-spewing reconnaissance and surveillance robot with whip-like radio antennas resembling long "whiskers" pointing to its back, and loudspeakers in the front. They have since been re-purposed by those who have found them, outfitted with the abilities to provide medical treatment, repair mechanical devices and robots, serve as a means of making ammunition, and even be used as explosive devices or tunneling equipment. A remarkably diverse frame. Loadlifter - The loadlifter has very strong and dangerous in close-combat, using two long metal forks previously used for heavy lifting. However, due to its low speed and lack of mobility due to having treads instead of legs, it can be easily avoided and dealt with from a distance. Loadlifters can often be found in a deactivated state in warehouses or factories. Activated Loadlifters can be found working alongside Factory Protectrons fulfilling some century long automated task... Back and forth... Mister Gutsy - Mister Gutsy is the third most dangerous robot used by the Pre-War U.S. Military, trailing behind sentry bots and Assaultrons. Gutsy models are armed with a plasma gun, roughly equivalent to a plasma pistol, for long-range combat. At close-range, the robot relies on its flamethrower or plasma thrower. This affords the Gutsy decent protection against both ranged and melee targets, a feature lacking in any other robot save the civilian Mister Handy. Additionally, due to their hover mechanism, Gutsy units do not set off the proximity fuses on mines. Mister Handy - Mister Handy, or their sister line of robot the feminine Misses Nanny, are utility robots created as part of a joint project between General Atomics International and RobCo Industries. Although they were designed as general-chore automatons, they are quite capable of defending themselves with their flamethrower and buzzsaw, but nowhere near as combat efficient as the military variant "Mister Gutsy". Mister Handies, above all other non-partially-organic Robots bar true A.I like the Zax models, seem to be the most capable model to achieve sentience or self awareness. These self aware models, while still restricted by their programming, seem to be the result of 200 years without continuous maintenance and a buildup of stored memory. Memories that create emotions and even nostalgia in some models. Protectron - Created by the RobCo corporation, protectron robots were designed (as their name suggests) for protection, although they were later sold for use in a variet of other fields as well. Typically used in office-type settings, their secondary programming is modular, making them useful as greeters, ticket collectors, bartenders, celebrity or historical figure impersonators, even sexual partners and medical aid robots. In terms of combat, protectrons are heavily armoured and, while slow, are perfectly capable of exterminating any unprepared threat. Robo-Scorpion - The robo-scorpion is a special security robot produced by the Big Mountain research company to serve as robotic guardians for the Big Mountain Research and Development Center. They have a scorpion form with a yellow body, two red pincers, and a red tail. The other parts are green. There are no known Robo-Scorpions outside of the Big M.T. facility. Walking Eye/"Chinese Drone"-style Robots - Originally developed by the Chinese as spying devices, they were later outfitted as smart anti-tank and personnel mines that would seek targets in a programmed area. Later, Big M.T. would go on to improve the drone's capabilities (labeling them "Walking Eyes") for subterfuge and survaillence. It is unknown how many Walking Eyes were ever produced and made it into the hands of the U.S. Military. Robobrain - Robobrains or "Brain Bots" are a multipurpose, highly customisable, form of robots. Their memories and programs are stored inside an organic or partially organic brain, contained in a domed shell atop a (highly variable "they can fly - they can roll - they can walk") chassis. They are considered intuitively superior to most robots, as human brains allow them a wider range of responses and functions. Their hands can operate most tools and weapons usable by humans. Indeed they are capable of self aware thought, and Robobrains have been used by some pre-war philanthropists to conserve their conscious into the future. Scurry Robot - Like many smaller robots, Scurry robots can be seen in a variety of locations. They patrol most open ground in robot-controlled areas. They have the ability to hide under the dirt and pop out at unsuspecting victims and almost always appear in groups. Due to relying almost exclusively on ambush tactics, they prefer to attack up close and do not possess any ranged attacks. Securitron - The PDQ-88b Securitron (also named the RobCo security model 2060- is a private security robot created and mass-produced by House Industries with the help of RobCo Industries, and privately and on a much smaller scale by the Big MT research company, who were primarily attempting to improve the original. Sentry Bot - Sentry bots (military serial numbers SB-XXXX) are security robots made before the Great War with the express purpose of participating in the heaviest of firefights during the war. Where the Mister Gutsy is a hovering platform with modest armor plating and the protectron was originally designed for protecting civilian premises, the sentry bot is a powerhouse, equipped with sturdy armor plating, powerful weapons integrated into its chassis and high mobility thanks to wheels mounted on its three legs. Often called the "Siege Breaker", Sentry Bots are equipped with miniguns or gatling lasers in one "Arm" and multi-fire Rocket Launchers in the other "Arm". Truly capable of wreaking havoc, Sentry Bots should never be fought without massively superior firepower. Due to the amount of energy expended by their weapons systems, Sentry Bots will regularly pause mid-combat to vent excess heat. This makes them somewhat vulnerable to taking fire on their exposed fusion core - although the window of opportunity lasts but seconds. Soldiers to the end, even when defeated a Sentry Bot will explode with nuclear fury at critical levels. Assaultrons - Constructed by RobCo, Assaultrons were sold to the U.S. Military as the "Future of Warfare". Aimed to replaced organics as frontline combatants after the devestating losses in the Anchorage Offensive, Assaultrons were highly sophisticated, highly capable killing machines. These feminine robots were built with a passion for violence that radiates deep into their personality modules. Assaultrons are strangely self-aware and deeply mistrustful of the world, even their handlers. Many models were sold into the U.S. Military, but most remain crated and deactivated in military installations. It takes somebody with a real knack for military hardware and robotics to get one up and running again, although when they do... Well... Nothing is worse than a robot woman scorned. All models of Assaultron are equipped with a dramatically violent and deadly "Eye Cannon" that fires a laser beam capable of melting sheet metal. The beam itself requires a long period to charge, and has a long downtime once fired, so avoid at all costs before engaging with the foe. Most Assaultrons lack other ranged weapons, but are not afraid to get in close for combat. Some models are actually equipped with sword-like appendages instead of hands and are incredibly dangerous. Some Assaultrons are even equipped with stealth field generators, these particular models may rival even Sentry Bots for 'most dangerous robot'. Synths - Developed post-war by the Commonwealth's Institute, Synths are designed to be robotic human helpers capable of doing everything a Human could do and more. Their original purpose was to help preserve humanity in the wake of nuclear annihilation. While that purpose still rings true, many believe the Institute has gone too far with its robotic 'slaves' and fear the fact that the body of scientists has begun to use them as a private army. Synths come in three known generations, each progressively becoming more adaptable, intelligent and formidable. Known Generations of Synths: - Gen 1 Synth:
The first Synths to walk the Wasteland, Gen 1 Synths are a very outdated model. Remaining Gen 1 Synths are used entirely for manual labour, although due to recent developments in the Commonwealth it isn't uncommon to see Institute war parties with a couple of Gen 1 members, wielding their characteristic Institute Pistols. Gen 1 Synths are easilly distinguishable by the fact that they lack a plastic or synthetic skin and look like metallic skeletons with exposed "organs". They are very much an early prototype model, lacking even a hint of self awareness.
- Gen 2 Synth:
Second Generation Synths are far more advanced than Generation 2 Synths. Indeed the latest models of Generation 2 Synths (before the Generation 3 program started) were entirely capable of sentience and self awareness. Most Gen 2s however seem to lack this capability of thought, although there still remain signs of the potential locked behind their hardcoded programming. Second Generation synths are noticeable for the plastic 'skin' plates that cover their body. With faces capable of expression and often seen wearing clothing or armour, Gen 2 Synths are very much the embodiment of the Institute's original goal of "Furthering Humanity with Robotics".
- Gen 3 Synth:
The final generation of Synths, Generation Three, are the epitome of robotics. Built from synthetically produced organic parts - constructed bone by bone, muscle by muscle and with real internal organs that could give a Wastelander a run for their money. Completely indistinguishable from Humans Gen 3 synths represent the final stage of Humanoid robotics. The only way to tell if a person is a Synth is to dig deep into their brain, where a control chip is located. Due to the inclusion of an artificially grown Human brain, Gen 3 Synths are entirely capable of self aware thought and sentience. This has caused much trouble for the Commonwealth and the Institute, as Synths that no longer wish to serve their masters will make escape attempts. A special sub-sect of Gen 3 Synths are Coursers. Built to be stronger, faster and better than even the fittest Humans. Coursers are rarely seen, but mostly this is because those who see them are often dead mere seconds later. Characterised by their black armoured outfits and equipped with top-of-the-line weapons and field generation technology, Coursers strike fear into the hearts of man and machine alike.
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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
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Post by ShockHelix on Dec 29, 2012 4:32:58 GMT -5
When it comes to the Wasteland, there isn't a shortage of things that might want to eat you. But luckily for you, I'm going to write down a big list of them, and maybe you can learn something to avoid that fate. Maybe you can even learn enough to eat one yourself!
We'll start below with Animals, then move on to the weirder things in the Wasteland and finally end off with things that were once Human! Now don't forget, the only thing in this guide are things that are still alive and kicking! No matter what people say, Wanamingo are dead as a door knob and we ain't gonna add them into a guide now are we!?
First though, lets quickly summarise what you can find in all the various regions! Creature : | East Coast : | West Coast : | Mid-Regions: | Canada : | Battras: | -------- | -------- | -------- | Present. | Behemoths: | -------- | -------- | Present. | Present. | Bighorners: | -------- | Present. | Present. | -------- | Bloatflies: | Present. | Present. | Present. | Present. | Bloodbugs: | Present. | Present. | Present. | -------- | Brahmin: | Present. | Present. | Present. | -------- | Cats: | Present. | Present. | Present. | Present. | Cazadors: | -------- | Present. | Present. | -------- | Coatl: | -------- | -------- | -------- | Present. | Coyotes: | Present. | Present. | Present. | Present. | Deathclaws: | Present. | Present. | Present. | -------- | Deathjaws: | Present. | -------- | Present. | -------- | Dogs: | Present. | Present. | Present. | Present. | Fire Ants: | Present. | Present. | Present. | -------- | Geckos: | -------- | Present. | Present. | -------- | Giant Ants: | Present. | Present. | Present. | Present. | Giant Catfish: | Present. | -------- | Present. | -------- | Giant Mantis: | -------- | Present. | Present. | -------- | Giant Rats: | Present. | Present. | Present. | Present. | Hellcupines: | -------- | -------- | Present. | -------- | Horned Kangaroos: | -------- | Extinct. | Present. | -------- | Iguanas: | Present. | Present. | Present. | -------- | Creature : | East Coast : | West Coast : | Mid-Regions: | Canada : | Killphins: | Present. | Present. | -------- | Present. | Komodos: | -------- | -------- | Present. | -------- | Leapers: | -------- | -------- | -------- | Present. | Mirelurks: | Present. | Present. | Present. | Present. | Mole Rats: | Present. | Present. | Present. | Present. | Moots: | -------- | -------- | -------- | Present. | Mutant Hound: | Present. | Present. | Present. | Extinct. | Mutant Mantis Shrimp: | -------- | Present. | Present. | -------- | Night Stalkers: | -------- | Present. | Present. | -------- | Radroaches: | Present. | Present. | Present. | Present. | Radscorpions: | Present. | Present. | Present. | -------- | Radstags: | Present. | Present. | Present. | Present. | Ravens: | Present. | Present. | Present. | Present. | Squirrels: | Present. | Present. | Present. | Present. | Stalkers: | -------- | Extinct. | Present. | Present. | Wolves (Hell Hounds): | -------- | Extinct. | Present. | Present. | Yao Guai: | Present. | Present. | Present. | -------- | Yeti: | -------- | -------- | -------- | Present. | Xi'Fang: | Present. | Present. | Present. | Extinct. | Centaurs: | Present. | Present. | Present. | Extinct. | Spore Plants: | -------- | Present. | Present. | -------- | Feral Ghouls: | Present. | Present. | Present. | Present. | Creature : | East Coast : | West Coast : | Mid-Regions: | Canada : | Ghost People: | -------- | Present. | -------- | -------- | Lobotomites: | -------- | Present. | -------- | -------- | Marked Men: | -------- | Present. | Present. | -------- | Spore Carriers: | -------- | Present. | Present. | -------- | Super Mutants: | Present. | Present. | Present. | Extinct. | Swamp Folk: | Present. | -------- | Present. | -------- | Trogs: | Present. | -------- | -------- | -------- | Tunnelers: | -------- | Present. | Present. | -------- |
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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
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Post by ShockHelix on Dec 29, 2012 4:28:46 GMT -5
The purpose of this guide is give our users a general idea of the terrain and environments of Post Apocalyptica, to provide an easier description of areas in character, and to paint a more solid mental image of the area the characters are traversing. This of course is made obvious by most of the video games, but for the untraveled areas, or the site-sanctioned additions, this should help you all out a bit.
Below is a general overview of the major faction territory lines across North America. Note that this map includes the locations and major factions from the User Added Areas.
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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
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Post by ShockHelix on Dec 29, 2012 4:19:40 GMT -5
East Coast Active Factions The Atom Cats - - Atom Cats Garage, The Commonwealth
Brotherhood of Steel, East Coast Chapter - - The Citadel, Capital Wasteland.
- Adams Air Force Base, Capital Wasteland
- Jefferson Memorial, Capital Wasteland.
- Arlington Library, Capital Wasteland.
- Fort Independence, Capital Wasteland.
- VSS Facility, Capital Wasteland.
- Pilgrim's Landing, Point Lookout.
- Cambridge Police Station, The Commonwealth.
- National Guard Training Yard, The Commonwealth.
- Nordhagen Beach, The Commonwealth.
Brotherhood Outcasts - - National Guard Depot, Capital Wasteland - Pride Outcasts.
- Outcast HQ, The Commonwealth - Danse's Outcasts.
- Recon Bunker Theta, The Commonwealth - Danse's Outcasts
Children of Atom - - Temple of Atom, Capital Wasteland
- Crater of Atom, The Commonwealth
- Kingsport Lighthouse, The Commonwealth
Enclave - The Family - - Meresti Metro Station, Capital Wasteland.
- Arefu, Capital Wasteland.
The Forged - - Saugus Ironworks, The Commonwealth.
- Dunwich Borers Quarry, The Commonwealth.
- Hub City Auto Wreckers, The Commonwealth.
- Finch Farm, The Commonwealth.
The Gunners - - Quincy, The Commonwealth
- Gunner's Plaza, The Commonwealth
The Institute - - The Institute of Technology, The Commonwealth
The Minutemen - - The Castle, The Commonwealth
- Red Rocket Outpost, The Commonwealth
- Outpost Zimonja, The Commonwealth
- The Slog Outpost, The Commonwealth
- Egret Tours Marina, The Commonwealth
The Pitt - - Pittsburgh, Pennsylvania.
The Raiders of Libertalia - - Libertalia, The Commonwealth
The Railroad - - Old North HQ, The Commonwealth
- 'Mercer Safehouse', Hangman's Alley, The Commonwealth
Red's Raiders - - Federal Ration Stockpile, The Commonwealth
Regulators - - Regulator HQ, Capital Wasteland.
Reilly's Rangers - - Ranger Compound, Capital Wasteland.
Super Mutants - - DC Metro, Capital Wasteland
- Unknown, The Commonwealth
Talon Company - - Crow's Nest, Capital Wasteland.
- Tenpenny Tower, Capital Wasteland
Treeminders - - Oasis, Capital Wasteland.
Winter's Gang - - Combat Zone, The Commonwealth
- Longneck Lukowski's Cannery, The Commonwealth
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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
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Post by ShockHelix on Dec 29, 2012 4:17:59 GMT -5
This is the template for creating your own Fallout Faction for use on our boards. We recommend you first taking a look at the Active Factions, to get an idea of what places are already taken when choosing a location for your faction. Next, do not start a faction as very large or powerful. While you can grow your numbers and holdings overtime through in character roleplay, your faction should not start off being able to wipe out other factions. And don't ever expect your faction will be able to battle a group like the Brotherhood of Steel, the Enclave, Caesar's Legion, or the NCR head on. These are canon factions, so obviously we must put stipulations in place to maintain canon. They are the largest for a reason, after all. Lastly, each faction must have at least one (1) approved character as a member. Creating factions in tandem with characters is okay. And just like characters, you'll need at least two (2) approvals before you can bring your faction into play. Now then, onto the requirements.
General Information Name: (Your faction's name.) Type of Faction: (What type of faction is it? Militaristic, Raider, Security, etc.) Faction Leader: (Overlord, Commander, President, etc. Whoever the leader of your faction is. Active Characters: (Any approved characters in your faction, and a link to their page. If there are multiple characters for your faction that you've created, we encourage you to make a 'Faction Characters' submission in the character applications instead of one for each individual participant.) Other Notable Figures: (Any other named members of your faction.) Goals: (Any specific goals your faction might have, things they want to accomplish, or their purpose for existing, if any.) Beliefs: (Any religious or unordinary beliefs your faction has a group. This could be such as a religion they've invented, an honor system, or a certain method they punish criminals.) Allegiances: (Any allies your faction has obtained, or other factions they would not attack unless forced.) Enemies: (Factions this faction is in open conflict with, and would attack on sight, as well as groups who have negative views of your faction.) Assets Headquarters: (Where you faction bases their operations from, if anywhere.) Locations: (Any other holdings you faction has.) Armaments: (Any common weapons your faction uses, such as rifles, grenades, and ammo types. Armor and Uniform: (Any standard armor your faction uses, and whatever is considered their uniform if anything. Vehicles: (Any vehicles your faction might have. If none, list as N/A.) Technology: (Any technology your faction has acquired, such as the ability to reproduce weaponry or armor.) Other: (Anything else your faction has under it's control, such as trade routes, civilian towns, or food production.) Numbers: (The approximate number of members your faction has.) History (The most important part of your faction, their history. This should include how they came to be, how they got their followers, and anything special they've acquired. If they have goals, list them here as well.)
If you'd like, you can also add things to this template, but the above portions are required. Ideas of things you can add a logo, pictures of the factions holdings and equipment, maps of their territory, their ranking system, etc. Feel free to add as much as you want, but make sure to meet the minimum requirements. Here is the code, easy to copy, for the above basic template with no additions.
[center][b][u][font size="5"]General Information[/font][/u][/b][/center]
[b]Name:[/b]
[b]Type of Faction:[/b]
[b]Faction Leader:[/b]
[b]Active Characters:[/b]
[b]Other Notable Figures:[/b]
[b]Goals:[/b]
[b]Beliefs:[/b]
[b]Allegiances:[/b]
[b]Enemies:[/b]
[center][b][u][font size="5"]Assets[/font][/u][/b][/center]
[b]Headquarters:[/b] (
[b]Locations:[/b]
[b]Armaments:[/b]
[b]Armor and Uniform:[/b]
[b]Vehicles:[/b]
[b]Technology:[/b]
[b]Other:[/b]
[b]Numbers:[/b]
[center][b][u][font size="5"]History[/font][/u][/b][/center]
(Your factions history goes here.)
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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
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Post by ShockHelix on Dec 18, 2012 14:49:49 GMT -5
The purpose of this guide is to assist you in picking skills for your character. These portions are to serve as a quick reference to what your character is best at, and has a natural aptitude for. This does not mean however that your character cannot be good at more things then the skills listed here. For those of you familiar with the Fallout universe, these are basically the Tag skills simplified.
So to show what your character is best at and has a natural affinity for, pick no more then three (3) of the following skills.
Craftsmanship: Your character has a natural understanding of how things fit together. This is used for repairing objects, crafting new objects, and understanding how objects work.
Energy Weaponry: Your character is familiar with weapons that use Energy as a power source. This includes knowledge such as identifying the weapons, maintenance and repair, and skill in using this type of weaponry.
Explosives: Your character is familiar with things that go BOOM. They know how to use, disarm, create, and identify explosive objects.
Firearms: Your character is familiar with regular firearms. This includes knowledge such as maintenance, repair, modification, and accuracy with these weapons.
Hand to Hand: Your character knows how to fight both while unarmed and with melee weapons.
Science: Your character understands the specifics of Science. This portrays their ability to create chems, apply medicine, create and repair technology, and invent new things.
Subterfuge: Your character is good at the arts of stealth. This includes hacking, lock picking, moving about unnoticed and unheard, identifying and disarming traps, and stealing from others.
Survival: This represents how familiar your character is with dealing with the wasteland. This includes identifying plants, finding ways to survive in harsh climates, knowing weak spots of wildlife, and getting the most out of scavenged objects.
February 17th, 2016, Edit: Due to the nature of the overhauled rules, guides, and general information, this breakdown of information is no longer necessary, and as such has been moved to where you see it now - The archives.
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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
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Post by ShockHelix on Dec 13, 2012 19:53:50 GMT -5
If you would like to roleplay in the Fallout portion of The Nexus, you will first need to create a character using the Character Template you find below. Make sure you read over the description of each section of the template before submitting your character to the Character Submissions portion of the board. Below you will find a detailed Character Template. At the bottom of the post, you will find a code box. Simply copy the code inside, then paste it into a new thread titled with your characters name posted under the Character Submissions portion of the Fallout Character Creation Board. Now, on to the templates! If you would like to roleplay in the West Virginia [2102] section of the site, you must include [2102] at the beginning of the subject title of your character submission. This will lock that character for exclusive use in the [2102] section, see the guide on Fallout 76 and the West Virginia [2102] section for more information on the character restrictions this imposes.
Optional: Place an image of your character here. General Information Character Name: (Your character's full name, middle name included if they have one.) Nickname(s): (Your characters nickname, if they have any. If not, just put N/A.) Race: (Is your character a human, a ghoul, or something else? Your character's race goes here. Please note that some races are restricted due to their inherent power. You can find a list of the playable races in the VDSG Catalog - Intelligent Races. ) Sex: (Is your character a male or female? Keep it realistic, (for example, a robot doesn't have a gender.) This is specifically for their biological sex, not what gender they identify as (Such as Curie identifying as female.) If your character does identify as something besides their biological sex, include that in your character's personality.) Age: (How old is your character? If they have a birthday, put that here as well. Please note that the current year is set to be 2290, so make sure any dates you include here (or in your history) add up correctly.) Birthplace: (What area was your character born in. A vault? A settlement? A raider outpost? List it here.) Physical Appearance Height: (How tall is your character. Keep it realistic for your race.) Weight: (How much does your character weigh? Keep it realistic for your race. (This excludes equipment.)) Eye Color: (Eye Color. Keep it realistic for your race.) Hair Color: (Your characters Hair Color, if applicable. Put N/A if your character does not have hair. ) Hair Style: (If applicable. Put N/A if your character does not have hair.) Facial Hair: (Does your character have facial hair? If so, what does it look like. Put Shaven if your character shaves their facial hair, or put N/A if your character has no hair.) Skin Color: (Color of your characters skin. Keep this realistic for your race.) Build: (How is your character built physically? Good examples of this are thin, very thin, lithe, average, husky, muscular, thickset, and bulky.) Distinguishing Features: (Any other notable features on your character. Tattoos, Scars, Mutations, Decaying Flesh, etc. For those with technical implications, such as cybernetic implants, synth attributes, or just a prosthetic, you may list those here as well.) Abilities & Equipment Profession: (What your character does for a living. Do they scavenge supplies, raid the helpless, or work as a soldier.) Skills and Abilities: (What things are your character good at. These can be anything from being trained in the proper use of power armor to farming, weapon maintenance to cooking, or subterfuge to singing. Remember that just like real life, all skills take time and effort, and the more things a character is good at that the less specialized they will be in their singular skills.} Apparel: (Any article of clothing your character owns, from Cowboy Hats to Power Armor to Naughty Nightwear. If your character has a place of residence, specify what they take with them on journey's, if they take any.) Weaponry: (Any weapons your character carries, from a pocket knife to a Fat Man. Like apparel, be sure to specify what they carry regularly. While a Brotherhood Paladin may have twenty firearms, even in power armor they are still limited to carrying a certain amount, and the rounds required for a minigun are going to leave them little in the way of extra carrying capacity.) Other Possessions: (Any other random items your character carries around, like a backpack, canned food, or medical supplies. Feel free to also list specific items contained in the characters residence, if they have one.) Personal Information Affiliation: (If your character is part of a faction, list that here. If it's a user created faction, please include a URL to that faction here. Character's belonging to a faction must be approved in tandem with the faction they belong too unless that character has been made after the factions creation.) Residence: (Where does your character live? Do they have a house, rent a room at a settlement, or are they just a wanderer? If they are affiliated with a faction, likely they live with that faction and have designated quarters at one of the factions holdings.) Religious Belief: (Does your character have a religion? Please remember that most established religions did not survive the Great War, and typical religions consist of things like the Church of Atom or the Church of All. If they don't believe in a higher power, you can put atheist, and if they just don't care you can list this as agnostic.) Sexual Preference: (Your character's sexual preference.) Companions: (Does your character travel or spend time with any major companions? If your character is dating, engaged, or married, give personal information about that person here or it will be assumed your character is single. In addition, if your character travels with more then four other individuals that aren't player characters, we'd ask that you make a faction submission, that way you can list the Player-Made NPC's that your character spends time with. Lastly, non-human characters such as dogs or robots fit here as well. If listing a companion, please include important information such as their appearance, abilities, possessions, and personal details.) Personality: (What your characters personality is like. If you are having difficulties with this, I would recommend using this personality test. Answering the questions as though your character was answering should give you a good idea what to write here in an appropriate form for Fallout. Also include any psychological disorders and differences your character might have.) History Put your characters history here. This should be AT LEAST three good paragraphs giving a brief description of your characters past. Anything 'unique' in your characters profile should be detailed here, such as why they are a ghoul, how they got that scar above their left eye, or where they got that fancy plasma rifle at. Typically, we ask that you cover the general stages of their lives with extra detail to special events. A good outline for this would be: - Family and Birth
- Childhood
- Young Adulthood
- Adulthood
Again be sure to pay special attention to the events specific to your characters life. No two individuals grow up the same, and it is important to give a character a 'life of their own' so to speak, to make them more believable and enjoyable. Lastly, remember that you can come back and edit this form at a later date based on happenings while using the character. When editing a form, be sure to add a notification to the bottom of the sheet listing the time and date of the edit. When a sheet is modified, proboards system states when the last edit occurred, and if a change is made after character approval without a notification, we may suspend your use of the character until we can re-approve it! Characters are always growing and changing, so we encourage you to make these changes so if you join a different story with the character, people will be able to see what state your character is currently in. To keep things simple, we've put a 'Changelog' on the bottom of the sheet where you can detail the edits you make, and it should look like this.
Changelog - March 15th, 2016, 7:30 PM CST: Updated the Character Sheet. OR 03/15/16, 1930 CST: Updated the Character Sheet. Using this method will ensure that there's no confusion on what you changed, even if it's just a simple edit.
[center]Optional: Place an image of your character here.[/center]
[center][b][u][font size="5"]General Information[/font][/u][/b][/center]
[b]Character Name:[/b]
[b]Nickname(s):[/b]
[b]Race:[/b]
[b]Sex:[/b]
[b]Age:[/b]
[b]Birthplace:[/b]
[center][b][u][font size="5"]Physical Appearance[/font][/u][/b][/center]
[b]Height:[/b]
[b]Weight:[/b]
[b]Eye Color:[/b]
[b]Hair Color:[/b]
[b]Hair Style:[/b]
[b]Facial Hair:[/b]
[b]Skin Color:[/b]
[b]Build:[/b]
[b]Distinguishing Features:[/b]
[center][b][u][font size="5"]Abilities & Equipment[/font][/u][/b][/center]
[b]Profession:[/b]
[b]Skills and Abilities:[/b]
[b]Apparel:[/b]
[b]Weaponry:[/b]
[b]Other Possessions:[/b]
[center][b][u][font size="5"]Personal Information[/font][/u][/b][/center]
[b]Affiliation:[/b]
[b]Residence:[/b]
[b]Religious Belief:[/b]
[b]Sexual Preference:[/b]
[b]Companions:[/b]
[b]Personality:[/b]
[center][b][u][font size="5"]History[/font][/u][/b][/center]
Put your characters history here.
[hr]
Changelog -
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