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An Important Message from your Friends at Vault-Tec!



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Endgame

:D
Joined
Apr 21, 2005
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35
Highly trained Vault-Tec personall have been working around the clock to bring you yet another exciting new Vault-Tec product, direct from us to you! Available for direct access via your Vault-Tec Pip-Boy 3000, we are proud to present: The Vault Access User-Driven Literary Terminal Simulation, or V.A.U.L.T.Sim. A viscereal, realistic depiction of wasteland life designed to build on the successful V.A.T.S. Wasteland simulation. Need a way to fill those long hours in the Vault, waiting for the day when you can do your part to rebuild our proud country? Why not keep the great art of literature alive, by participating in the V.A.U.L.T.Sim? Enjoy the V.A.U.L.T.Sim, and have a great day, from your friends at Vault-Tec!

This message has been brought to you by Vault-Tec, building a better future, today. The V.A.U.L.T.Sim and all related products are registered trademarks of the Vault-Tec Corperation, all rights reserved.



Foreword
War. War never changes. 200 Years ago, war destroyed us, yet still, we learnt nothing.

The situation in the Capital Wasteland, boardering on all-out war between the Brotherhood and Enclave, was stabalised with the help of the Lone Wanderer, a 19-year old originating from Vault 101. With the Wanderer's help, the Brotherhood was able to activate their superweapon, a relic of war past: the Dreadnought robot, Liberty Prime. With Prime their spearhead, the Brotherhood led a series of successful assaults on the Enclave, most notably the destruction of their Raven Rock command centre, effectivly crippling communication between Enclave forces on the entire east coast. In the weeks to come, the Brotherhood would ruthlessly hunt the remaining Enclave forces, leaderless and directionless, easily wiping out the isolated pockets of resistance. Despite the ill-fated attack on an Enclave-controlled communications relay which resulted in the destruction of Liberty Prime, the Brotherhood continued their assault, destroying the last large contingent of Enclave forces along with their base, a pre-war mobile siege crawler, again with the assistance of the Lone Wanderer.

However, the Enclave was not finished yet, and, using the still-broadcasting Enclave Radio to relay coded messages, a former field commander, and tactical adept has begun to rally their scattered troops, creating the Enclave Remnant. Relying on hit-and-run and geruilla tactics, the Remnant proceeded to carry out a masterful series of co-ordinated raids on minor Brotherhood positions, capturing large reserves of much-needed supplies.

Now capable of fielding his superiorly-equipped force, the Remnant's mysterious commander made use of their advantages to their best, using his troops more advanced gear to ensure victory in even-numbered battles against the Brotherhood, Raiders, and Talon Company.

However, all of a sudden, their attacks stopped, and all Remnant forces simply vanished. Rumour is they found something, something important, but the Brotherhood hasn't a clue as to what it could be, or it's wherabouts.



About this Roleplay
You may be any character, from any persuasion of wasteland life you so choose. The only exception is this: You cannot be a part of the Enclave Remnant. You may, however, be a member of the original Enclave, but the Remnant and original are treated, during the course of this RP, as seperate factions, much like the Brotherhood and Outcasts. My intent is to create a gritty, realistic adaption of the Fallout world. You will scavenge, you will raid, you will fight, and most importantly, you will struggle for survival.



The G.O.A.T.

Name:
Age:
Gender:

Appearance:

(Images and screenshots are acceptable)

Personality:
History:

Skills:

Traits and Perks:

Media:



Rules
1. You are not an all-powerful lone wanderer with 10 in all your SPECIAL stats and all skills at 100. Your character will have their strengths, and in turn, their weaknesses.
2. You are not a tank. Unless you're wearing power armour, in which case you are, but the point is, be realistic about damage. A Frag Grenade's going to kill you if it explodes right next to you, to say nothing of those dastardly Mini-Nukes. You will be relying on your wits, tactics, and teamwork to make it through this RP alive.
3. Correct spelling and grammar is essential. I'll be more then leniant if I can see you're making an effort, but blatently illiterate posts will be ignored, and their authors asked to leave the RP.
4. This is the world of Fallout. This is a dark, dirty, and violent place. There will be excessive gore. There will be swearing. There may even be allusion to mild sexual acts, though graphic depiction of such acts is not permitted. If you are uncomfortable or offended by any of these things, click the 'back' button.
5. You do not own your own personal armoury stocked with a near-limitless supply of weapons and ammo. You may carry no more then three weapons at any one time. You should not have any immensly powerful weapons at the start. This RP is about survival, and you'll have to scavenge gear and armour to stay alive. All weapons and armour will break eventually. I'm relying on your judgement to determine what is and isn't appropriate in terms of your inventory. Rare weapons and armour are RARE. Including mini-nukes. ESPECIALLY MINI NUKES.
6. You may assemble your own armour, weapon, item, ect from any combination of wasteland junk and existing weapons and items. T51-b's might be rare as hell, but I'm not going to begrudge you finding a rusty shoulderpad from one and adding it to your leather armour.
7. Romance is permitted, and encouraged, though in the wasteland, such stories often end tragically.



Fallout 3 - The Vault, the Fallout wiki - Fallout, Fallout 2, Fallout 3, Fallout: New Vegas and more
Contains a wealth of information for those who havn't yet played or finished the games, or just to learn a bit of the backstory behind the game.
 
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