War… War never changes. The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower. In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth. In 2077, the storm of world war had come again. In two brief hours, most of the planet was reduced to cinders. And from the ashes of nuclear devastation, a new civilization would struggle to arise. Unlike the remains of Nevada and Utah, The Texas Commonwealth found itself stricken hard by the toils of apocalyptic life. From the broken remnants of the Master’s army to the survivors of Cesar’s Legion following their loss at Hoover Dam; the commonwealth stood as a middle ground for history to find its second wind. These remnants of days gone would find that the territory here was never kind. Brutal storms yielding tornados of radioactive debris still tear their way across the wastes, leaving little room for respite. It is here that wayward nomads battle over what little resources salt the earth and where survivors tell tales of legends left behind from a forgotten civilization. One such tale speaks of the Edwards Aquifer. An underground reservoir of water that once supported the needs of the entire commonwealth in the days before the bombs fell. But legends cannot sate thirst and the pursuers of them often find themselves at the mercy of the Wasteland. Welcome to San Antonio... Rules and other things to keep in mind: - Abide by the rules of Iwaku - If you God Mod, I will toss you into a wood chipper. - On the same topic of God Modding, This game will run with a very large focus on the scarcity of resources. While this is a free form play by post style RPG, I will be keeping an eye to make sure that ammo, food, water and other needed conveniences are hard to come by. What I don't want is people pissing ammo away without some sense of consequence. I will be letting you dictate what you do with your equipment and how you manage it, but if you're not running out of things, breaking things, or making mentions about the reaction of your body to the effects of no water/no food/too much radiation, I will message you about it. Keep in mind we're supposed to be struggling in a world sustained on trash left behind after atomic war. Be adaptable, it will keep you alive. - On average, a human being will die after a week without water. The more active they are or the hotter it is, the shorter this span is. When excessively dehydrated the first thing that will go is your vision (Faded images, Hallucinating and eventual blindness) - On average, a human being can survive just over a month without food. This is not a comfortable process and will effect your ability to function. - If you have questions about firearms, I've collected a little bit of knowledge on the topic over the years and am more than willing to share. - If you have questions about something else besides firearms, that's cool too. I'm a message away. - Collaborative Storytelling means we are all telling a story. Just because I have a kickass plot in mind doesn't mean I can't adapt it for a direction you all want to go. This is ya'll shindig, I'm just laying the groundwork. - Try not to feed Shamu. Character sheet: Because I'm running a fallout game, I want it to have the same kind of feel. So we're gonna try something Falloutish. Name: Nickname or Real name or some combo there of. Appearance: A description of what you look like. Feel free to add a picture too if you like. Race: Human - Humans are most common throughout the wasteland and as a result do not usually find themselves victim of racial profiling. They can operate most to all weapon systems and have no problems using armor. Ghoul - ( http://fallout.wikia.com/wiki/Ghoul ) Ghouls or necrotic post-humans are decrepit, rotting, zombie-like mutants They are victims of heavy radiation poisoning which results in their skin decaying and, paradoxically, greatly extends their individual lifetime. It's not unheard of for a ghoul to have been around from before the war. While they have no problems using armor and weapon systems they are often victims of extreme discrimination. On the bright side they are almost immune to the effects of Radiation as a result of their condition. 1st Generation Super Mutant - ( http://fallout.wikia.com/wiki/Super_mutant ) Left over remnants of the Master's army, these mutants were the first batch of people effected by the FEV virus. Unlike mutants created in later batches, these specimens were untainted by residual radiation prior to their transformation. As a result they have managed to retain most of their mental facilities sans occasional psychological problems. Like the ghoul the lifetime of the Super mutant is greatly extended. Unlike the ghoul, Super mutants can not use armor and have problems with smaller weapons like pistols that have not been modified to fit their frame. Super mutants are looked at much more negatively than ghouls due to the violent nature of their kin. As a result they are often shot on sight. Backstory: Everyone in the party will begin the game in a slaver compound. Overview here where you're from, what factions (if any) you have ties to and how you managed to find yourself in this mess. S.P.E.C.I.A.L: I couldn't do a fallout game without this, It's kind of Iconic. While this will be a freeform game, this should help give a feel of borders to the things your character can and can't do. It'll also give a comparable figure to other players. The numbers are nothing more than rough outlines and success of action will not be determined by them once the game starts. That said, if you set yourself with a Strength of 3 and roleplay yourself beating a super mutant in an arm wrestling match, I'm going to message you. Determining S.P.E.C.I.A.L. : Just like the game, start out with five points in every stat. You have five free points that can be plugged in as you see fit. Points can be removed from the original five and moved to other attributes. You can not go over 10 or under 1. Tag skills: The things your character is especially crafty at. Pick 4 from the list below. Doesn't mean you can't use other stuff, just means you're not good at it. Combat Skills: -Small Guns: Pistols, Rifles, Shotguns etc -Big Guns: Mini guns, flamers, Bazookas, etc - Energy Weapons: Lazer pistols, Plasma Rifles, Pulse rifles, - Throwing: Grenades, Throwing knives, Rocks, Slings, Bows (It's not really throwing but we'll toss it in the same category) Etc - Melee Weapons: Hammers, Swords, Axes, Bushhooks, etc - Unarmed: Powerfists, brass knuckles, spiked knuckles, boxing gloves, your fists etc. Active Skills: - First aid (Stopping bleeding, setting bones, diagnosing basic illness, the science tag is needed for more complicated medical procedures) - Security (Lockpicking, safecracking, etc) - Repair (fix cars, fix guns, makethe VCR stop blinking 12:00) - Science (Create drug compounds, Create gunpowder, purify water through chemical compounds, computer work, etc) - Sneak - Traps Passive Skills: - Barter - Gambling - Outdoorsmen (Think Bear Grylls) - Pilot (Bikes, cars, Riding creatures, boats, etc.) - Speech Example: Name: Sue McLene Appearance: A man in his early 40s just beginning to grey from his years in the wasteland. Sue often looks like a wandering merchant from the stockpiles of what some people would consider junk carried with him. Often dressed in an old field jacket riddled with holes and dusty as all hell, and a flat brim hat sun bleached from years in the radioactive sun. On the right chest pocket of his field jacket is the embroidered word "YALE" Miss matched tatters of clothing hold together the rest of his wardrobe all stitched together to give it some semblance of form. Race: Human Backstory: Sue came into this world from the belly of a mother strung out of her mind on jet. Catching a spot of bad luck, the wasteland junky managed to find herself on the business end of a band of raiders making their way through the conneticut landscape. While managing to survive, the woman was raped and left for dead among the remains of her camp. Wandering the wastes, the mother managed to stumble across an order of wastelanders held up in the Beinecke Rare Book Library of the ruins of Yale University. The order, calling themselves the Albertian Order of Lebowitz, had made a home of the building, collecting and preserving the recorded literature held within as if they were some manner of divine providence. Taking her in, the order provided medical attention and food. When Sue was born, Mother McLean was so drugged she couldn't tell the sky from the ground. Not really understanding that the child was a boy, she named him Sue. A name that man has never quite managed to live down. After being born, Sue had already started to show symptoms of jet addiction from his time within his mother. While lady McLean never managed to kick her addiction, Sue was helped through the withdrawals. While still the Son of Lady McLean, the Order did most of his raising. Brought up in a library the man was taught to read from a young age, learning quickly the value of books in a broken world. When he was old enough, Sue began to tag along with the prospectors of the order in their treks through the university's ruins. What couldn't be brought back, was read and later transcribed from the best of a prospector's memory. If a memorized work was found in the future, corrections would be made to the document as many times as was needed. This pattern continued for several years and Sue continued on to specialize in the knowledge and comprehension of military field manuals. Eventually, Lady McLean's addiction managed to catch the better of her one evening with a particularly potent strain of jet. Suffering an overdose, Sue never woke up. While never particularly close to the woman due to the nature of her addiction, ties of blood aren't easily shed. Sue began to find the halls of the Library suffocating beneath the weight of the woman's memory. Taking enough supplies to make the trek, the scribe told his family of his intentions and traveled south. While his original goal was to move down into DC and attempt to locate The Library of Congress, he found the area far to dangerous to really support his prospecting. Seeing no reason to travel back, he started southwest. Four years of wandering the wastes passed beneath his feet, wandering from town to town selling salvage and making what caps he could repairing old equipment. After crossing into the Texas commonwealth, the scribe was cornered by a band of slavers within the ruins of an old newspaper building. Beaten, Bound and shackled, Sue was carried back to their camp. S: 5 P: 9 E: 6 C: 4 I: 7 A: 5 L: 4 Tag skills: Small Guns - Specializing from both military FMs left behind from the Chinese american war as well as years of gunsmithing repairs on firearms, Sue has learned his way around most pistols and rifles. Outdoorsman - Both from years of spending time out in the wastes as well as well as preserving records of field manuals, Sue can recite the Ranger's Handbook almost by heart. Traps - While a decent shot, McLean has managed to stay alive as long as he has because he fights dirty. Not one for direct combat, the man is used to making his enemies play by his rules. Repair - Between scores of technical manuals and years of practice, Sue has managed to turn jury rigging into an art form. Sheet metal as his canvas and duct tape as the paint of which he composes his wonders. "Have some damned respect, There are people out there who spent their entire lives composing these and you're content using them for kindling and shit paper."