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Fallout Nations RP

Last posted Aug 18, 2015 at 01:20AM EDT. Added Jun 17, 2015 at 06:08AM EDT
122 posts from 17 users

Welcome to Fallout. Where war never changes. This is a twist on the Nations RP that happen so often. Sign up is easy: simply post with a banner and choose a color. The player limit is set at eighteen, so sign up quickly.

Red
Maroon
Orange
Yellow
Brown
Dark Green
Neon Green
Turquoise
Blue
Purple
Teal
Dark Purple
Neon Pink
Light Pink
Tan
Salmon
Grey
Lavender

Vote for the starting location here. This will determine the beginning of the end, and depending on the location will affect what events you experience during the beginning of the game. You can expand further from the starting point as soon as you wish but in order to get farther, you will need to build.

The possible locations are…

The Mojave

The Capital Wasteland

The Divide

How to Play:

There are no rules to gameplay, only to PM format. Simply send me a PM titled “FalloutRP” and you're set. Nothing more, nothing less. If you need to edit your turn, simply resend your entire PM with the edits included. Only the last PM will be accounted for within the next turn. Do not title your PM “FalloutRP edit #” or “FalloutRP turn #”. It is redundant and pointless to add. There is currently no limit to how much you may send in a PM, but there may be a limit later if players start to send too much in PMs.
Gameplay, like I said, has no real rules beyond sticking to reality. Try to do whatever your heart desires and see if it works. There is no ultimate goal unless you decide there should be one. The game ends when I feel it should, hopefully getting to thirty turns.

The map is Earth (what, you think Fallout is on Mars?), and events and factions from Fallout will play out as they do in game or lore until interrupted. Example: The Brotherhood of Steel will exist and thrive unless destroyed. There will be no given time or dates aside from Turn 0, but certain events may give you hints as to which date is current (such as the Second Battle of Hoover Dam).
If it was not obvious by now, this is a Fallout RP, and therefore those who have played will have the most understanding. However, if you have any questions whatsoever on lore, events, creatures, or factions, feel free to ask me.

Do not send PMs until the game starts with Turn 0. Do not send PMs regarding building military, tech, or the likes until instructed to do so. Start with your culture and form of government only within your territory during Turn 0. I will ignore all expansion requests for Turn 0. Turns will occur roughly once per day at the beginning, taking longer as the game progresses and there is more to type about in each turn.

Good luck, and have a nice day.

Name: The Celestial Empire
Color: Teal
Banner:

The name and banner of my nation will possibly change depending upon which location wins. Is that okay? If not, I am fine staying the way I am.

Tchefuncte Bonaparte wrote:

Do you think that those of us who have never played Fallout or know anything about it will still understand what's going on enough to join or should we just wait for the next rp?

I never played a single game from the series and I'm still going in to this game like any other Nation RP.

@ Syndic
Yes, your name and Banner can change so long as you post it here.

@ Kira
I'm not discouraging anyone from joining in, though it will be much easier to understand if you have played. If not, one of the players or I can definitely fill in those gaps.

@ Elizabeth
Great! All we need from you is the name of your nation, a color, and a banner! :3

@Twisty
You mean anyone regardless of having played Fallout or not should beware of Deathclaws.

Colors (Striked Colors are Already in Use):
Red
Maroon
Orange
Yellow
Brown
Dark Green
Neon Green
Turquoise
Blue
Purple
Teal
Dark Purple
Neon Pink
Light Pink
Tan
Salmon
Grey
Lavender

I'll wait one more day before beginning Turn 0. Sign ups are due by then.

Last edited Jun 18, 2015 at 05:15AM EDT

Laud "The Bear Jew" Piestrings wrote:

@ Syndic
Yes, your name and Banner can change so long as you post it here.

@ Kira
I'm not discouraging anyone from joining in, though it will be much easier to understand if you have played. If not, one of the players or I can definitely fill in those gaps.

@ Elizabeth
Great! All we need from you is the name of your nation, a color, and a banner! :3

@Twisty
You mean anyone regardless of having played Fallout or not should beware of Deathclaws.

Colors (Striked Colors are Already in Use):
Red
Maroon
Orange
Yellow
Brown
Dark Green
Neon Green
Turquoise
Blue
Purple
Teal
Dark Purple
Neon Pink
Light Pink
Tan
Salmon
Grey
Lavender

I'll wait one more day before beginning Turn 0. Sign ups are due by then.

yeah but ppl who havent played fallout dont know how dangerous deathclaws are

also cazadores

Signups are over! Let the game begin!


Turn 0:

October 23, 2077.

The United States, at this point in time, has advanced dramatically. Military and civilians have utilized robotics for both combat and convenience, and weaponry has included both traditional firearms and newly invented energy weapons. Genetic experiments have also occurred, both locally and nationally, and blueprints of these creatures have only been drafted.

Nuclear exchanges by China, the Soviet Union, and the United States start and end. All three superpowers are utterly devastated, and their lands irradiated. Cities hit heavily on the east and west coast include major population areas and the capital. However, dwellers within the Mojave Desert are surprised to see many nuclear armaments detonated or destroyed above the skies, only a few dozen ever managing to land and even less detonating.

As settlers in the Mojave realize that armaments have been fired into the Mojave, they can only wonder what has become of the rest of the world. Many settlers band together in groups, settling within abandoned buildings, establishments, and towns, even forming societies from their positions. As they do, they can only wonder what will happen from here…


Choose a sector from this map, everyone. You may only choose one to be your starting position. Hoover Dam, Las Vegas, and the Vaults will not be starting positions to provide some sort of wild cards to the map aside from the unmarked positions. Weaponry will also not be available to you initially as you emerge from the end of the war as groups of civilians. I'll provide a quick runthrough of each, as well as the pros and cons of selecting each.

Sector I: Nellis AFB

Hearing news of the falling bombs, many military personnel fled the base along with the town. Where to, is unknown. Their worries were more than accurate when several atomic warheads landed and detonated near the base and town, leaving a radioactive pocket surrounding the base. While the current levels were not dangerous, longer exposure to the radiation may affect any living beings within…

Pros: Access to aviation technology and military technology, and self-sufficient energy.
Cons: Heavy radioactive activity may provide adverse effects if not dealt with immediately.

Sector II: Horowitz Farmstead

The area remains intact within the Mojave, yet is nonetheless abandoned by the original owner. The animals dwelling on the stead are still alive and thriving, and provide an abundant agrarian resource for new settlers that have discovered the farmstead.

Pros: Animals and crops, providing a steady source of agrarian goods, and sound structures. An area not too far from Las Vegas.
Cons: The area is relatively isolated, and the outskirts of Las Vegas are some miles away.

Sector III: Jacobstown

A ski resort and small town somewhere within the Sierra Nevada mountains.The climate is much cooler than in the lower Mojave, yet not too cold to prevent new settlers from moving in. The buildings and lodges remain intact and the only road into the town seems to be the only way in by foot or car.

Pros: Mountains surround the town, providing a great protectorate, and nearby fauna and flora can be used for resources. Mountain passes outside the town provide a route south into the canyon and national park a ways away.
Cons: Only entrance and exit by foot is through the road leading towards it. A long travel for anyone planning to explore outside the town.

Sector IV: Camp Alpha

A campground and trailer park within forests in the Sierra Nevada. At a lower altitude than Jacobstown it is not as isolated from society yet it is also not as well fortified naturally. However, settlers can find the location easy to grow crops in, and a brewery just to the east of the camp has been discovered.

Pros: An area surrounded by trees, settlers have learned the forest and can traverse better than anyone else. Fertile grounds and a brewery nearby also provide both resource and luxury.
Cons: The rather isolated location and lack of roads leading into the camp provide difficulty for exploring outside the camp.

Sector V: MacCarran International Airport

The main commercial airport of Las Vegas and Clark County, the airport was immediately evacuated due to the War. As the War ended suddenly after it began, settlers that have not evacuated have migrated here, seeing much of the infrastructure still intact. The large buildings and the airport itself, as well as the land and runways that constitute the acreage, a perfect settlerment.

Pros: Aviation technology, monorail, large buildings, and plentiful land. Fences and barriers surrounding the airport provide a great defense.
Cons: No natural resources currently. Aviation vehicles are in disrepair and require maintenance to sufficiently use.

Sector VI: Camp Bravo

A camp deeper within the desert, it provides both sanctuary and a nearby railyard so as to not be too isolated from society. However, settlers also chart a radioactive crater to the northwest and learn to avoid it.

Pros: Railyard technology, and a close source of clean water just south of the camp.
Cons: A radiation crater, while not dangerous to the camp itself, may mutate whatever wanders into it.

Sector VII: Camp Golf

While not a camp itself, Camp Golf is an abandoned golf course and country club owned once by a Mr. Robert House. Where he is, settlers have no clue. But the abandoned state of the club provides plenty of shelter for the new arrivals.

Pros: Sound structures, fertile grounds, and nearby source of water. Not too far away from Vegas by foot.
Cons: A single pipe runs through here towards the west. Destruction of this pipe will be devastating not only for local settlers, but all settlers west of Golf.

Sector VIII: Guardian Peaks

A small bluff in the middle of the desert, a small campground seems to have been established here. Settlers take advantage of this, and discover a nearby cave. However, no settler has been brave enough to explore it further…

Pros: High altitude provides for a great protectorate. Lake Mead just south of the peak is a great source of clean water.
Cons: A cave system in the peak may provide either easy traversing down the mountain to settlers should they explore, or creatures of frightening proportions.

Sector IX: Goodsprings

A small western town… well… in the western border of the Mojave. Dwellers of the town did not evacuate due to the only radio in town being broken at the time of evacuation broadcasts. However, the locals don't seem to mind as they were not stricken, and continue to live in bliss.

Pros: A town structure with a water source to the south and a stake in Highway 93.
Cons: A radioactive sinkhole lies east of Goodsprings. While not dangerous to the town itself, it may mutate whatever explores this area.

Sector X: Hidden Valley

The bunker system within Hidden Valley consists of simply one room each. Expansion within these bunkers is currently impossible but settlers are nonetheless thrilled to have escaped the warheads. They turn to expanding deeper into the bunkers…

Pros: Fortified protectorate. Gated as well. Bunkers may expand should settlers acquire excavation tools.
Cons: The area is heavily plagued by scorpions. While no present danger is obvious, the radiation in the atmosphere may prove otherwise…

Last edited Jun 19, 2015 at 01:37PM EDT

Sector XI: Forlorn Hope

A cliff side camp near the Colorado River. Settlers look down in a bit of disappointment as they spot the River so far down a canyon. Otherwise, the camp is a great position to protect itself and its inhabitants.

Pros: The cliff side provides for a great protectorate. To the south a nearby town awaits.
Cons: So close yet so far to their nearest water source, settlers must acquire climbing gear to safely get to it.

Sector XII: Camp Charlie

Settlers were surprised to note stacks of cars and trailers forming habitable structures here. Then they realized it was a scrapyard. Regardless, the metal structures were more than perfect as the settlers dwelled within the cars and the single building.

Pros: Vehicle technology. A great protectorate due to metal structures forming the settlement. To the north lies a town.
Cons: Cars lie in disrepair and ruin, requiring maintenance and training to utilize efficiently.

Sector XIII: Station Echo

A natural park station for park rangers to relax and live in, the location was abandoned. Soon after, settlers migrate into it. Lying on a bluff, the station provides a great view of the eastern lands.

Pros: Perfect sight lines east of the station. A great protectorate due to a cliff side preventing entrance anywhere but from the west.
Cons: A nearby mine. Settlers claim to hear howls in the night from nearby, surely emerging from the mines southwest of the location.

Sector XIV: Mojave Outpost

The border between Nevada and California, the border patrol post now serves as a settlement to dwellers. It provides one of the only two routes into California from the Mojave.

Pros: Lies on I-15, the only route into California in the southern Mojave.
Cons: The location is quite far from any other settlements.

Sector XV: Crashed Vertibird

During the exchange of arms, pilots of the vertibird as well as passengers crashed. Fortunately, the only major casualties were the vertibird itself and the robotics it carried. However, some of the crew were injured.

Pros: Robotic and aviation technology. A habitable vertibird provides a makeshift shelter.
Cons: Crew injuries must be tended to. Crew members will be unproductive until healed. Technology must be maintained and training is required to make use of tech.

Sector XVI: Primm

The town of Primm was nothing compared to Las Vegas, but it was enough for many tourists and settlers during the war. A great settlement and tourist trap, Primm is now known as the other Las Vegas.

Pros: The town is fortified on one side, and casinos within are habitable and powered still. The town on the other side of the overpass is calm and peaceful.
Cons: The correctional facility to the north is a concern for some settlers. While prisoners are secure, no guards are present. They worry they may break out soon.

Sector XVII: Hunter's Farm

The farm is close to a railway station, and as settlers occupy the farm and station, they find the best of both worlds. Urban development and agrarian lifestyles within their reach, but to achieve the former, they must work for it.

Pros: Agricultural and railyard technology. The latter must be maintained and training is required to properly utilize.
Cons: South of the two locations is Black Mountain, a highly irradiated area. While no danger is caused by the radiation itself, mutation may occur if the area is traversed by creatures.

Sector XVIII: Searchlight

The nearby town and airport of Searchlight is habitable, and settlers have moved in the air is clean, the town standing, and the streets calm. However, settlers make a frightening discovery in the firehouse…

Pros: Access to aviation technology. Tech must be maintained and training is required to use efficiently.
Cons: Within the firehouse, barrels of radioactive waste are discovered. Any damage to the barrels can prove fatal to the town, and must be properly disposed by settlers with hazmat suits which must be acquired.

Choose wisely, everyone, and post your selection here. If you do not choose by tomorrow I will choose one for you. Send me your PMs for the first turn (culture and form of government only), and have fun with it!

Last edited Jun 19, 2015 at 01:39PM EDT

Question: Is this game going to occur entirely on the Mojave map or will we eventually expand to the world map? And if we do expand to the world map then will the entire map be under control of the various factions or will we have to colonize the world as well? I feel like it would make more sense if the world was already under control of the various factions since we're jumping into an already inhabited world (unlike in the Nation RP where we started at the dawn of civilization).

The reason I'm asking is that my nation is essentially what remains of Canada, so I want to know if I'm still in control of a large part of Canadian territory (which would make sense in terms of history) as opposed to a bunch of Canadians showing up in the Mojave for no apparent reason.

This would also apply to other factions such as the NCR, BoS, the Enclave, and several others. It just makes more sense if already established nations would already be in control of some territory.

Last edited Jun 19, 2015 at 05:47PM EDT

@ Manhattan
The game only starts on the Mojave. You can expand as soon as possible. However, going on foot will be ineffective compared to vehicles, and you'll need to wait until technology building is allowed, which will probably be after this turn. As for the factions, most likely you'd be a splinter group. And since this is just the end of the war, most factions have not formed yet, such as the Master's Army or the Legion. In fact, most of you have chosen a faction in Fallout, so you'll not have their assistance. Rather, you are the beginning of the faction, and you have to either build up to their glory or die trying.

Turn 1:

DIPLOMACY between players should be handled by you. The only diplomacy I will keep track of is warfare and NPC diplomacy. Interactions with other players should not be sent to me. If you want to strike up an alliance, actually communicate with that player.
TECHNOLOGY will be granted to the certain number of you who chose a location with technology already based. While you will have access to it, some of you may not use it until you either maintain and reverse engineer your tech (marked in italics) or training to efficiently use it (marked in bold). Technologies can be both statuses. Technologies used when either of these statuses are present will almost certainly spell disaster for your survivors. You can either build technologies, steal technologies, or scavenge for technologies. Note that stealing technologies requires you to border another nation initially (until technology allows you to do so otherwise). Building technologies requires certain prerequisites, such as engines, electricity, and other technologies. Scavenging is the easiest way to acquire technology initially, and provides a great way to find a starting point on tech. You can only build one tech each turn and steal two techs per turn. Scavenging has no limit but there are no specific techs that can be acquired through scavenging, and it all matters on the location your nation encompasses.


CrowTheMagician
Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism
Technology: Basic First Aid Kits, Aviation Technology, Electricity

- A unique technocracy emerges, based on conditional merit, with power changing hands for the situation the Al Amarjians face .
- Al Amarja sets up a universal health care system. However, with the only medical equipment available being basic first aid kits within the airport, this system is incredibly ineffective.
- Mystery cults and secret societies emerge in Al Amarja
- Compulsory public education is established, and the mature survivors amongst the group learn of airline procedures and stewardess training.
- A tradition of masks also emerges being used for both important social events and for daily life, leading to Al Amarja to have the nickname of “The Land of Masks”.
- A constitution based on egalitarian principles is made.
- A shadowy order of thieves, assassins and saboteurs is establish to defend Al Amarja from outside threats; however, they are only armed with luggage and metal detector wands, and merely resemble angry tourists and airport security, giving no threat to outsiders whatsoever.


Twisty
New California Republic
Government: Democratic Republic
Culture: Establishment, Scouting
Technology: Basic Guns, Aviation Technology, Automobiles, Radiation Suits, Electricity

-The police station within the town is established as the main base of operations.
-Upon looting the police station, police revolvers, handguns, and pump shotguns are discovered and equipped.
-Looting the town and airport gives the NCR survivors car parts, electrical appliances, and radiation suits.
-An electoral system is set up among the group, where the leader is determined by voting for the person most qualified.
-Scouts are sent throughout Searchlight, where they find deactivated security turrets throughout the town.


Butterscotch (of Death)
Followers of the Apocalypse
Government: Socialism
Culture: Pacifism, Agriculture
Technology: Intermediate Farming Equipment, Automobiles , Electricity, Locomotives

-A pacifist movement is enacted, hoping to prevent disaster and world destruction once again.
-Farming equipment and tractors are scavenged and repaired, allowing the Followers to rapidly plant and grow crops.
-An anarchist socialist society is formed. No Gods, no masters.
-An agrarian economy is formed by the Followers.
-Scouts are sent to explore for survivors and supplies. Some stragglers are found and easily join the Followers. A cliff side hideout is also discovered, though the Followers await for further instruction whether to investigate or not.


KYFPMM
G-Land
Government: Military Oligarchy
Culture: Discipline
Technology: Automobiles, Electricity

-The land is formed in Primm, supporting military power and discipline amongst survivors. Too bad they don't have a military.

Last edited Jun 22, 2015 at 07:21AM EDT

Stalemate
The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality
Technology: Solar Array, Aviation Technology, Electricity

-The government is formed with one Prime Minister and one President. The Prime Minister is elected and handles internal affairs while the President serves for life managing external affairs.
-Radiation protocols are attempted but without radiation suits, the process is avoided. The Union must work fast or the first symptoms of rad poisoning will set in.
-The Union supports egalitarian principles and equality of all, regardless of race, gender, or orientation or belief.


Syndic
The Celestial Empire
Government: Oligarchy
Culture: Ghouls, Chineses, Taiji
Technology: Energy Weapon Blueprints, Electricity

-The faction of ghouls is led by Wu Feng, a Chinese splinter agent who emigrated from California. She leads the group with an iron fist, though due to being disconnected from her main group, leads an unarmed and small faction. However their isolation proved useful.
-The Chinese rename the city of Jacobstown Fengshi in honor of their leader.
-The Empire brings what plans for energy weapons they could with them, only bringing the blueprints. However, it allows them a chance to create weapons. They require a forge, however, to proceed.


Sergeant Arch Dornan
The Enclave
Government: Senatorial Republic
Culture: Militarism
Technology: Basic Underground Bunker, Electricity

-The Enclave is formed within Hidden Valley, praising and recreating the U.S. Federal Government's executive infrastructure.


Naschzaube Maus
The Shamans
Government: Tribal Democracy
Culture: Totems, Disney Worship
Technology: Automobiles, Electricity

-Leaders are elected by a show of hands.
-A totem pole is erected within the Camp, and Mickey Mouse ears are placed on the top of it.
-Scouts are sent to the town located north of Charlie. They return unharmed and report survivors are friendly within.


Mister Stalker
The New Confederation
Government: Republic
Culture: Nationalism, Oath
Technology: Basic Farming Equipment, Electricity

-The New Confederation is formed in Goodsprings, and a reciting of an oath is required every Monday.
-Pride for the Confederation is required among citizens.

Roarshack
Long Dick Brigade
Government: Autocracy
Culture: Research
Technology: Basic Farming Equipment, Basic Maritime Equipment, Electricity

-Technology is a prime focus of the Brigade, and it is emphasized of its importance through research.


Crimeariver
New Canadian Protectorate
Government: Militaristic Feudalism
Culture: Canadian Descent, Nobility
Technology: Intermediate Farming Equipment, Basic Guns, Electricity

-A splinter group of New Canada, the group has initially travelled well armed but due to the bombs dropping, have split off and off until the group in Horowitz is merely a fraction of what it once was, no longer in contact with the mainland.
-Scouts are sent out to look for parts and goods among the wastes.


level4outbreak
The Commonwealth
Government: Republic
Culture: Technology Advancement
Technology: Sentry Bots, Rotor Vehicle, Electricity, Advanced Energy Weapons, Basic First Aid Kits

-The crash leaves the Commonwealth hurt. Investigation of the area westward leads to a nuclear testing site.
-A prototype of an energy weapon is damaged. The weapon must be repaired in order to sufficiently use.
-Survivors are cared for within the vertibird, using first aid kits and shelter within.


Sir Arytom Expert of Nothing
Brotherhood of Steel
Government: Parliamentary Council
Culture: Old World Blues
Technology: Basic Farming Equipment, Electricity

-The Brotherhood of Steel is established in Camp Golf. Their primary concern deals with the water pipe running through the camp.
-The beliefs of the Brotherhood are based off old world principles and chivalry.


Soviet Marmalade
Boomers
Government: Tribal Despotism
Culture: Xenophobia, Agriculture
Technology: Basic Farming Equipment, Intermediate Explosives

-The Boomers settle on Guardian Peak, carrying with them heavy launchers. On the way, the dirt and dust causes the weapons to jam, and they must be cleaned and maintained in the desert mountain terrain.
-Food is grown using water from Lake Mead.

Last edited Jun 22, 2015 at 07:24AM EDT

hey guys, just wanted to say i found this neat map of all of america in fallout, as well as the influence some bigger factions had (blue = NCR, red = Legion, white= BoS), which could be useful for continuing the rp

Last edited Jun 23, 2015 at 05:12PM EDT
Skeletor-sm

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