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:
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:
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.
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.