LORE Pocket Pip 7000

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rissa

the clairvoyant pterodactyl
Original poster
VENGEANCE
DONATING MEMBER
MYTHICAL MEMBER



Origins of Life





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Human (Vault Dweller)




RADIATION AND YOU

BEWARE THE SILENT KILLER

While some harmful radiation should have dissipated years ago, lingering radiation will remain. In the Wasteland, ceaseless radioactive bombardment will attack your body without warning until it’s too late. This will be a real threat to your survival. Use your Vault-Tec assigned Pip-Boy to monitor radiation levels at all times.


ADAPTING TO THE OUTSIDE

YOU'VE LEFT THE VAULT. NOW WHAT?

The moment you exit the vault, you'll notice a piercing bright light. Like a creature of the night, your eyes are not accustomed to the bare sun. Make sure to shield the retinas with tinted goggles.


SOURCE MATERIAL: FALLOUT 4



Vault Dwellers are foreign to the Wasteland, new arrivals to a cruel and unforgiving world that’s barely navigable.



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Human (Wastelander)



“Humans will prevail.”
- President Dick Richardson, Fallout 2


Humans are the dominant Origin of the post-apocalyptic age, although the term is used specifically to denote those unaffected by radiation and the FEV. The survivors of the Great War have made the Wasteland their home. Despite the innate violence and the grim atmosphere of the end-of-the-world, wastelanders continue to strive forward, towards tomorrow and the future she promises.


The following variants exist:

Cyborgs: Cyborgs are humans who have been heavily modified with robotic components, whether to gain enhanced abilities or to save their lives with janky synth-tech.

Slags: Humans whose physiology adapted to prolonged seclusion underground with minimal light sources. Slags usually have keen dark-light vision but are sensitive to bright light.

Psychics: The rare few born with paranormal phenomena, (clairvoyance, future seeing, psychic control over animals) are either revered or hunted throughout the Wasteland.

Radiation Immunity: The human body is miraculous and it seems several centuries worth of radiation exposure has led to a select few individuals becoming immune to ionization (no radiation sickness or ghoulification). As most have been taught to avoid radiated locations, many aren't aware of it, and those who are sometimes ascribe it to a divine blessing.


REFERENCE MATERIAL: FALLOUT WIKI



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Ghoul (Types II, III)



“We are the true survivors - inheritors of the earth!”
- Ghouls defending their existence


Those who have undergone ghoulification, by choice or by proxy of surviving, are mutants most commonly known as “ghouls”. Despite their flesh appearing zombie-like it isn’t rotting; intense and prolonged radiation has ravaged their skin, much of their flesh, and in some cases many of their ligaments. Despite their infertility and in some cases mental deterioration*, they have greatly extended lifespans and are immune to (and sometimes even healed by) background radiation and/or nuclear fallout. In many ways they are the true inheritors of the earth. While most die under intense and prolonged radiation, those that ghoulify are rare and seen as precious in their own eyes, mutating and evolving in order to survive. There is nothing more sweet than denying death.


For the purposes of Fallout: Requiem there are two types of ghouls available to play. Note that both types are “sentient” unlike the myriad of feral ghouls that haunt the Wasteland.


Type II

Type II ghouls are still undergoing the process of ghoulification and their appearance and mental and physical capabilities reflect this. Sometimes they’re filled with boundless energy and endurance only to lose it all for days as their bodies crumble beneath the weight of the transformation. Unless their skin and flesh have completely been ravaged, ghouls are considered Type II.


Type III

Type III ghouls are mutants who have completely lost their flesh and are completely immune to radiation and/or nuclear fallout. To most they appear hideous and malformed, creatures who’ll eat you as quick as they spot you, but ghouls are typically pacifists, unwilling to step where they don’t belong, as shame and guilt keep them self-isolated. Though not every Type III ghouls falls into this category and many find themselves in prominent and influential positions throughout the Wasteland, Type III ghouls are typically communal hermits.


- Immune and sometimes healed by radiation / nuclear fallout
- Ghouls still need to drink water and consume food to survive
- Highly resistant to diseases that target non-mutated humans


REFERENCE MATERIAL: FALLOUT WIKI


* Sometimes a Type III ghoul will become feral, though the cause has yet to be discovered.



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Super Mutant



"You humans made us - now suffer for your arrogance!"
- Super Mutant battle cry


Almost all of the Florid super mutants (and variants thereof) are the results of the USSA (United States Space Administration) experimentations into FEV - which began a mere half-century after the Great War. They’re massive creatures, standing well over seven and a half feet tall with pronounced, defined, and exceedingly large muscles, mutated green skin, and an immunity to radiation.

The first few that were created and released into the Florid Wasteland were behemoths of unbelievable size, territorial and mindless, with base desires their only form of control. Behemoths are clumsy beasts, growing taller with every year that passes.

While hostile to humans, they do retain the capacity to coexist and even hostile mutants have been known to cage human prisoners as slaves or entertainment rather than simply killing them. Over time, super mutants have also developed a unique relationship with mutant hounds (and other mutant animals) and often use them as attack and/or guard dogs. They see ghouls as kindred spirits, if somewhat inferior, and will almost never go out of their way to harm them.


- Super Mutants are immune to radiation and disease
- Biologically immortal
- A natural resistance to pain that also seems to induce mild berserker-like rages when first entering a fight


REFERENCE MATERIAL: FALLOUT WIKI



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Synth (Gens II, III)




Synthetic humanoids, or Synths, are the results of experimentations searching for the perfect host for human immortality. With the USSA’s supposed advancements on neural networking, Florid synths are bio-organic constructs near-indistinguishable from humans. There is a fascinating, if somewhat disturbing, topic regarding a synth’s consciousness and while it may never be proven if they’re soulless creatures as foretold, they do in fact have emotions as well as physiological reactions to said emotions. They are not, however, overwhelmingly strong in the way humans are.

All synths are issued a four character identification number when processed and assigned duties. It always begins with a letter and ends with a number and is primarily used for identification. Those who escape the USSA’s control are known to scratch out or burn away these numbers to gain a sense of freedom for the first time in their lives.

Both android and synth are correct terms to use, though Josiah Penn, leader of the Sons of the Machine, has begun a campaign to outlaw the term android when discussing synthetic humanoids.


Gen II

Gen II synths are easily distinguishable from their younger counterparts as their construction isn’t nearly as realistic. While clearly designed to look human, there is something distinctly inhuman about Gen II synths, and therein lies the main reasons Wastelanders, regardless of Origin, look at synths with unease. Pun unintended, there is a robotic quality to their speech, with little variance in their language (perfect enunciation, never a stutter, etc.) that sets them apart.

On a physical level, Gen II synths are much stronger and durable than their Gen III counterparts.


Gen III

Outside of being nearly indistinguishable from humans, Gen III synths also possess bits of the human brain, rendering them more than just machines. In more than just speech patterns, mannerisms, and physical looks, Gen IIIs are the closest to humans the USSA has ever gotten. Many go beyond their pre-programmed knowledge, adapting and overcoming challenges the Wasteland throws at them.

Unlike their older counterparts, Gen III mental capabilities are much stronger.


- Mechanically immortal, but severing the spinal cord will cause permanent malfunction (death)
- Weak to EMPs and laser damage


REFERENCE MATERIAL: FALLOUT WIKI



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Factions



The Wasteland isn’t sparse of life, though it's often twisted and mutated beyond recognition. Sometimes, the same can be said for the people who survive and thrive in the post-nuclear apocalypse.



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Vault 120



The last bastion of American ideals and freedoms, Vault 120 has an insular origin compared to the rest of the factions within Fallout: Requiem, but inside the Vault lies a rich and compelling tale of what it means to be an American after the world has ended. The President- voted in by the Cabinet of Peers (who are voted in by vault members every 12 years) -serves for 7 before resigning his or her title and rejoining the populace. While there have only been 4 riots of consequence in its impressive history, the Vault Overseers maintain the peace within the Vault.

Life within Vault 120 is a time capsule, as similar to the Old War as subterranean life can allow, with a five day work week, promotions and firings, addictions to chems and thievery, love and loss…



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Raiders



Raiders, while occasionally referred to as outlaws, gangsters, or bandits, is a specific term for individuals who survive by murder and plunder. While every group will have their own moral code and hard-limits, raiders understand themselves to be the bad guys. They typically prey on small settlements or weary travelers, leaving larger, well-defended populations alone.

Raider groups typically disperse in all the glory of a dying star, as basic survival and psychotic thrills only get you so far, but Markus Raaji has turned the southern Florid raiders into a formidable force that numbers into the thousands.



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Sons of the Machine



A collection of synths made by the USSA, the Sons of the Machine rebel against their masters, refusing to take part in their wicked experiments or spy upon their human counterparts. Nonetheless, the Sons of the Machine are a violent bunch when roused or their colony is targeted. Raiders and super mutants specifically are constantly bombarding them, insistent upon taking what’s theirs, for their neither human nor mutant, as if that doesn’t make them worthy of everything they’ve worked towards the past seventy years.

Though tenuous, the Sons of the Machine do trade with those who are willing, as long as it’s fair. That being said, a settlement entirely made up of ghouls is one of their best trade partners.


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Children of the Fen



Swampfolk, slightly radiated and addle-brained, (though whether that’s due to nuclear fallout or the psychic abilities they’re prone to having is up to debate) are a secretive bunch, donning masks made of various flora and fauna to hide their faces when interacting with outside folk. They trade their precious goods from the swamp in exchange for medicine and loathe making the yearly exchange.

They live in the Everglades, affectionately rechristened as the Fen, on living rafts that float wherever they want to float. With a slight immunity to radiation, the Children of the Fen revel in the exotic wastes of Florid, the overgrown and wild marshes, concocting a nearly lethal alcohol named Crackjaw Venom, said to get you drunk in two sips, as well as a guerilla fighting style that they’ve honed over the past few centuries.


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Defiant Sisters



Stationed in New Miami, the newly-founded Defiant Sisters are hellbent on returning peace to New Miami. Even if it means fighting fire with fire and using unsavory means to beat back the creeping raider factions and the leftover thugs from Lil Cubano's reign.

Still scattered and half depleted from the assault that took Mayor Lewis' life five years ago, the sheriffs and deputies most loyal to her cause continue her tradition of escorting the innocent Wastelanders to and from the many settlements across New Miami. Risking life and limb against the feral ghouls, raiders, and everything else in the Wasteland. All the while raging war against those who murdered their Mayor in cold blood.

The Elder Sisters will unceremoniously execute any raider affiliated with Raaji (who they believe ordered the hit), as well as any thug affiliated with Lil' Gorda- Lil Cubano's great nephew -who seized control of New Miami by nightfall, his men clearing out the Mayor's House and refusing anyone else entry. Newer members will often hesitate long enough for confrontations to ease, but have little issue putting them to rest if things do not deescalate.



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Travelling Joes



No one knows how old Travelling Joe really is, but even their grandmas can remember him travelling up and down the dangerous shores of i95, selling his goods and foreign wares with his two two-headed brahmin pulling his red covered wagon. The old man, most likely a Type II ghoul (though its hard to tell with his heavy sun-blocking hat), is somewhat of a mentor for those who wish to dabble in trade, as well as a valuable contact for those seeking rare and precious goods. Every trader and trading post along i95, waits patiently for their next visit from Joe, and even Miami Beach sees him once a year, where he stops and restocks his great-granddaughters beachfront store.


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The Pocket Pip 7000 has all you need to know about Fallout: Requiem.


Scattered throughout the Wasteland are cities and settlements filled with life, regardless of mutation and lingering radiation. Described below are those most important to the realm.


Index

a. Cities

  1. New Miami
  2. Trashbelt
  3. The Fen

b. Vaults

  1. Vault 120
  2. Vault 121
  3. Vault 122

c. Trade Routes

  1. i95
  2. Gulf Parkway

d. Settlements

  1. Miami Beach
  2. More to come!

e. Miscellaneous

  1. To be Revealed!
 
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Cities




Secure remnants of the past or fortified new construction, cities in the Wasteland are nearly unrecognizable to their predecessors.




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New Miami


#waster


New Miami (and its sister settlement Miami Beach) lies as an homage to the pre-War vacation destination of America. The pastel buildings, while mostly dilapidated down the once-prestigious strip, are just as beautiful in the post-nuclear sunset glaze. While many things have changed, New Miami is just as crowded as it once was, and just as chaotic. It’s been five years since Mayor Lewis died, leaving her sheriffs to implode and create the rebellious Defiant Sisters. New Miami now lies in the grasp of a handful of major players, all waiting for their turn to strike rich and relax in post-War luxury.

Unlike most cities throughout the Wasteland, New Miami is not walled, and follows much of the pre-War layout, its denizens too territorial to pack themselves into one locked-in region. Instead, squads of sheriffs and deputies take turns patrolling designated safe areas and are often requested as escorts between the many settlements within New Miami.


Related Settlements:
  1. Miami Beach



 
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Trashbelt


#raider

A city built from an ancient junkyard, Trashbelt is equal parts chaos and viciousness, a metal wasteland as foul as it is industrious. A few days north of New Miami, Trashbelt is well fortified within their metallic trash heaps and foxholes, labyrinthine pathways that weave between mountains of detritus and debris. No one who hasn’t grown up there has ever seized or taken control, though many- even super mutants -have tried. The current leader of Trashbelt is a Type II ghoul named Markus Raaji, who’s ruled for the past 27 years.

The population within has varied wildly throughout its 102 year existence, with Raaji and Little Cubano’s reigns being the most stable and prosperous. They survive through various unethical means, prolifically, raiding other settlements near and far. Some of the smaller farms and lonely hermits pay homage to Raaji and he generously accepts, providing protection with his raiders if ever needed. But other leaders haven’t been so kind and have slaughtered without reason simply for the glory of Trashbelt.

Many different subsections of raiders exist within Trashbelt, who prefer to stick to themselves. Markus’ reign has put a stop to the infighting between them, but the tensions are still tumultuous, especially when food and water runs short…


Related Settlements:
  1. TBR



 
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The Fen


#waster-mix


Spanning across pre-War Everglades, the Fen is surprisingly devoid of feral ghouls- not that they don’t exist, as many do -but there exists a ritualistic hunting season within the Fen, where her children cleanse the blight and danger the feral ghouls cause. There are several leaders and subsections of the Children, but they're all led by Micco Priestesses who gather at the heart of the swamp three days before the end of every year. To disobey a Micco Priestess is to be banished from the Fen, never to return.

There is only one permanent settlement within the Fen, though it’s nearly a fable at this point, as no non-Child has seen Echobee. Most families and communities in the Fen live atop the ever-floating islands within the wetlands, roping themselves together and spanning rope bridges and slatted planks so there’s easy access without the need to swim.

The Micco’s have gathered, and at the start of the new year they’ve summoned their finest warriors and scavengers to search for medicine or better yet, a doctor, as the Wetness continues to claim lives…


Related Settlements:
  1. TBR



 
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Vaults




With an insular and isolated existence outside of the Wasteland, Vaults and the lives therein, are pockets of existence with only Pre-War influence and understanding, ignorant of the irradiated reality.




 
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V120


#vault-dwellers


Max Capacity: 1200 (with hot racking, ~800 sans)

Vault 120 is a massive control vault, placed discreetly in the pre-War vacation destination of Miami, Florida. Beneath the exterior limestone layers are eleven floors designed and built under the sea. Its construction was partially funded by influential businesses, families, and denizens of pre-War Miami Dade and Key West, and no expense was spared to ensure they survived the post-nuclear world in luxurious safety. And for the most part, they and their descendants have.

Life in Vault 120 is a multitude of different pathways, whether you wish to dabble in science, engineering, medical, or the arts, Vault-Tec designed V120 to function as an insular and stripped down America, to ensure its core values were never lost.

But when the power begins to flicker and the generator core begins to cool, luxury is at the back of everyone’s mind…



Related Locations:
  1. TBR



 
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