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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

CrowTheMagician wrote:

Since I'm looking up the lore of Fallout I can say that thank the gods that were not in Vaults!

Also page get.

I think at this point in history a lot of the vaults are still relatively intact. Many of the vaults went south over long periods of time so it's possible that some of the vaults in the Mojave are still inhabited by sane people.

Crimeariver wrote:

I think at this point in history a lot of the vaults are still relatively intact. Many of the vaults went south over long periods of time so it's possible that some of the vaults in the Mojave are still inhabited by sane people.

you DO know what happened inside the vaults wether they were sane or not right?

James Blunt wrote:

you DO know what happened inside the vaults wether they were sane or not right?

I know but it depends on the vault. For example, things didn't start going wrong in vault 22 (the one with the plants) for quite a while. So my point is we could potentially still make contact with some of the vault dwellers.

It's come to my attention in this thread, as well as some of the PMs, people are connecting this RP with the year Fallout: New Vegas occurred. I'll dispel that confusion. Currently, the RP is in the aftermath of the war itself, not in the year New Vegas occurs. Because of that, the Vaults in the Mojave (and the entire U.S. in general) are still sound. Examples include Vault 22's dwellers not being introduced to the spores, Vault 3's dwellers not being wiped out by Fiends yet, Vault 21 not being filled with concrete, and Vault 34 being rad free at this time. You can interact with these Vaults and either prevent disaster or cause it, depending on your morality.

Mutated creatures and abominations such as Super Mutants, Cazadores, and Deathclaws are also not present in the Mojave yet, and again, can be prevented by taking control of the facilities they were created in (such as Big Mountain). Ghouls, however, are present as they are directly caused by radiation and not experimentation. By turn 5, if none of these facilities or Vaults are encountered, the abominations and Vault experiments will occur, and will only make populating the wasteland much more difficult. However, in order to influence these facilities by then, I suggest building and repairing any tech that you can to make travel much easier.

Crimeariver wrote:

And funny enough, said god is involved in a questline which originates in Maryland, the land of all Lovecraftian stories.

Well now I know which area I would have picked if this game was set in the Capital Wasteland.

Turn 2:

NPCs have now been added into the world (though will not appear on the map until allied or attacked). NPCs may be friendly or hostile, depending on their nature as well as your nature. NPCs can be allied or conquered, and both provide their own advantages and disadvantages, so choose wisely.
PIP-BOYS have been discovered by survivor groups and added to their tech. While originally distributed by Vault-Tec, some units have been displaced and discovered by the Nations. These units function as storage management, radios, maps, news reports, medical monitors, and Geiger counters. Pip-Boys have also been discovered to report users on the activity of other Nations, Vaults, the government, and various survivor groups, serving as updates and alerts to whomever may be affected by these.


CrowTheMagician
Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism, Wasteland Justice, Avian Worship, Mercantile Economy, Artistry
Technology: Basic First Aid Kits, Aviation Technology, Electricity, Pip-Boys, Automobiles

-The radio on Pip-Boys is utilized.
-Trenches and watchtowers are made to improve defenses.
-Modern Justice system is restored in Al Amarja, renamed Wasteland Justice.
-The Crow is made the national animal of Al Amarja.
-Scouts are sent out to explore the environment around Al Amarja for supplies and survivors. They find survivors and automobile parts, bringing both back to the Airport.
-Story telling, song making and other artistic pursuits become popular.
-A mercantile economy is establish in Al Amarja, although with no partners, this economy is not too effective or necessary.


Twisty
New California Republic
Government: Democratic Republic
Culture: Establishment, Scouting, Compulsory Education, Agriculture
Technology: Basic Guns, Aviation Technology, Automobiles, Radiation Suits, Electricity, Automated Turrets, Leather Armor, Pip-Boys

-Survivors establish a base further east, creating a base dubbed Cottonwood Cove and discovering a clean water source.
-Automobiles are worked on and repaired using jury rigging.
- Barrels within the firehouse are moved to Cottonwood Cove, stored in a truck rocking over a cliff on a settlement overlooking the Cove. That seems safe, they think.
- Searchlight is fortified using barriers, and the turrets are programmed to identify friendly and hostile passerby.
- Education promoting the importance of medicine, survival, guns, repair, and science are established.
-An attempt to create armor from steel seems too complicated, and leather armor is crafted and provided to survivors.
- A farm is established near Cottonwood, providing food to survivors.
-Townsfolk still within the area and in Cottonwood, upon seeing the NCR, eagerly join the group, increasing their numbers.


Butterscotch (of Death)
Followers of the Apocalypse
Government: Socialism
Culture: Pacifism, Agriculture, Egalitarianism
Technology: Intermediate Farming Equipment, Automobiles_, Electricity, *_Locomotives*, Basic Unarmed Weapons, Mister Handy, Pip-Boys
Alerts: 'Ghoul' Racism

-The Followers send a group to REPCONN Facility. Upon entering, they tour the facility and cast their eyes upon Mister Handy models, robots created to assist in living and tasks.
-The Mister Handy robots are asked to join the Followers. While most refuse, one Mister Handy especially annoyed with giving tours eagerly leaves the facility, damning the others and the hidden Sentry Bots. The facility is noted to be avoided until the Followers can determine how to deal with the other robots.
-Territory westward is ventured and settled, establishing more farmland for the Followers.
-Two-headed bovines are encountered, and dubbed Brahmins. The Brahmin are generally the same as bovines before the war, calm and happy until tipped over. Please don't tip the Brahmin over.
-Camps are established for new settlers, migrated from the mountains and sewers.
-The Followers promote equality and open arms to all, including 'Ghouls.' Humans mutated from the radiation are now dubbed across the Mojave as such, and the newly named Ghouls blame the Followers, dubbing them enemies.
-Combat and self defense is promoted. Followers question this as they have sworn pacifism, but Unarmed weapons are crafted as a result.


KYFPMM
G-Land
Government: Military Oligarchy
Culture: Discipline, Tourism, Prostitution
Technology: Automobiles, Electricity, Basic Unarmed Weapons, Pip-Boys

-Six steps are taken into effect to improve G-Land.
-Step One: The casinos and rollercoaster are made operational. A brothel is also established and regulated by G-Land officials, funding prostitutes of both genders to join as well as maintain their health. One-fifth of the brothel profits are taxed, causing controversy amongst the prostitutes for unfair pay.
-Step Two: Tourists are priority number one for Primm, and automobiles are repaired and sent to scout for survivors.
-Step Three: Soil is found between the roller coaster and the barrier of Primm. While the land is small, it grows food, at least.
-Step Four: Education is established, educating survivors on military, discipline, and unarmed combat. Unarmed weapons are created as a result.
-Step Five: A police force armed with the unarmed weapons is formed. No laws are broken currently, and the police force seems successful in causing fear in citizens.
-Step Six: A court is established, legalizing egalitarian principles and protecting equal marriage rights and coming down hard on theft, murder, and adultery. Trials are held on the streets and guilty verdicts result in banishment. Fortunately, no one has broken such laws as of yet.
-A group of police is sent to inspect the correctional facility. Upon seeing the group, the prisoners merely smile.


Stalemate
The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality, The Draft
Technology: Solar Array, Aviation Technology, Electricity, Improv Suits, Pip-Boys
Alerts: B-29 Crash Controversy

-The Union's brightest idealists are brought together. They attempt to create weapons, but without searching for or crafting a forge, it is impossible. Instead, improvised radiation suits formed by coating clothes in a special liquid and baking them are crafted. While useful for preventing radiation poisoning, the suits are extremely stiff and difficult to walk around in.
-Scouts in these suits struggle to search the nearby tunnel. Upon doing so, irradiated humans are discovered. They question the scouts, who merely trudge on back to the base.
-The base and surrounding town are fortified and reinforced.
-The draft is enacted, and all adults are required to train for military duty. Training includes operation of malfunctioning aviation technology, and a B-29 crashing into Lake Mead kills the entire crew, causing an uproar in the Union.
-The newly granted freedom of speech to the populace is used against the government and their lack of inspection or training of aviation equipment.
-Medical professionals are hired to cater to the populace’s needs and radio operators to attempt contacting any nearby settlements.

Last edited Jun 25, 2015 at 08:35PM EDT

Syndic
The Celestial Empire
Government: Oligarchy
Culture: Ghouls, Chineses, Taiji
Technology: Basic Energy Weapons, Electricity, Forge, Pip-Boys

- Top men are assigned to examine the weapon blueprints and assigned to scavenge for parts and scrap to jury rig pieces of weapons together.
-Discovering a makeshift forge within the main lodge of Fengshi, and combine the parts to form energy weapons.
-Scavengers are sent to investigate a Vault located nearby, though the mountain inbetween proved difficult to traverse. They must either find a different route or… actually, that's all they can do.
-Caravans are armed with new energy weapons and are assigned to traverse the wasteland and acquire new weaponry.


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

-The Enclave start trying to scavenge plasma weapons for inside the bunkers. They utterly fail as the bunkers are merely holes in the ground currently.
-Passwords for the bunkers are made so no from outside the Enclave can enter the bunkers (And it's totally not 'password').
-Scouting parties are sent out to look for trading partners. The parties come across Black Mountain, highly irradiated and with the assistance of their Pip-Boys learn to stay away.


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

-A group of people is sent to a facility northwest of Charlie. Upon return, they inform the Tribe of a large facility filled with blinking lights and large, metal cylinders that spit fire.
-Scrap is collected and taken to Novac. The settlers in Novac, well-off and fine on their own, decline a trade with the tribe. However, they do propose an alliance of sorts.
-Laws are established banning murder, theft, and harm of a Shaman. Those who are guilty are referred to as "Sham Wows…" er… sorry… "Sham Mans," and banished.
-Camp Charlie is renamed the Fortress of the Anvil God.


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

-A portion of the town is sent north to guard the roads north. For what reason… who knows.
-The townsfolk try to make guns, but seeing as they look around and already have a few the process is avoided.
-The back of the bar is established as a training area, and gunmen fire upon the deadliest creature of all time; bottles.
-The water source to the south is protected and established top priority.

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

-1 Turn Missed.


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

-A party armed with pistols and rusty, worn, semi-automatic rifles are sent to scout south.
-One half of the survivors is sent to Westside, hoping to fortify it. The ruins prove difficult to do so, and the best they can maintain are small barriers.
-The other half of the survivor group is assigned farmsteading duties.
-Pip-Boys are used to transmit radio signals.


level4outbreak
The Commonwealth
Government: Republic
Culture: Technology Advancement
Technology: Sentry Bots, Rotor Vehicle, Electricity, Advanced Energy Weapons, Basic First Aid Kits, Mister Gutsy, Radiation Suits, Pip-Boys

-The Sentry Bots are repaired, and using the bots the Vertirbird is also repaired. The Tesla Beaton Prototype is repaired and utilized by the leader.
-Mister Gutsy bots are littered in the nearby vicinity, in disrepair but whole.
-The injuries to the crew are completely healed, and the survivors have never felt better.
-Upon looting the supervisor platform of the nuclear testing site, radiation suits are found. Commonwealth settlers believe these are more than sufficient but that they can also be further advanced.
-A town to the north is spotted, and when investigated, reveals a friendly neighborhood and settlers. The town is revealed to be Nipton.


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

-The Brotherhood expands outward, touching the edge of Lake Mead.
-Farming is utilized in the Brotherhood to sustain growth.


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

-1 Turn Missed.

Mojave Update: These do not count as turns. However, they will serve as pathways and routes to advantages (or misfortune). Players may or may not pay any mind to these, and I'll leave that decision to you. However, do be sure to check inbetween turn posts for these updates, as they may greatly benefit you. However, trying to attempt to interact with these updates with insufficient tech may cost you dearly rather than help you, so beware. However, should you want to do so, update your turns immediately and be sure to include the directions listed to begin each update.


PIP-BOY ALERT: A mysterious broadcast plays through the Pip-Boys of all Nations. All time in, but who knows how many listen to the strange jazz that plays on the frequency, or the warbled and random beeps that play during intermissions, morse code perhaps. It seems to be a code of some sort, easily decipherable. Danger is predicted by the dwellers of the Mojave, but maybe a bold few can discover the origins of this broadcast…

The first step to decipher the origin is to decipher the message. And listen to jazz.

Last edited Jun 27, 2015 at 01:00AM EDT

Turn 3:

CrowTheMagician
Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism, Wasteland Justice, Avian Worship, Mercantile Economy, Artistry, Tourism
Technology: Basic First Aid Kits, Aviation Technology, Electricity, Pip-Boys, Automobiles, Locomotives

-Automobiles are repaired and jury rigged to function once more, and are utilized by the survivors.
-Airplanes and passenger jets are repaired, but to play things safe, some Amarjans are trained and practice with short flights, landings, and maintenance. Training will take time, but will be well worth the effort.
-Locomotives are discovered by the Amarjans, but are in disrepair. The monorail leading to Las Vegas is especially in need of spare parts and fuel.
-Al Amarja expands eastward, taking nearby motels and complexes.
-Scouts are sent to the Followers and the Brotherhood, asking for alliance.
-Tourism is made an important aspect in Amarjan society.


Twisty
New California Republic
Government: Democratic Republic
Culture: Establishment, Scouting, Compulsory Education, Agriculture, Egalitarianism
Technology: Intermediate Guns, Aviation Technology, Automobiles, Radiation Suits, Electricity, Automated Turrets, Leather Armor, Pip-Boys, Ferries, Forge, Craft Weapons, Solar Array

-Simple boats are created, making travel across the Colorado much easier. The barrels of radioactive waste are placed aboard and shipped to the other side, placed into a small promontory within the mountains.
-Brahmin and giant, mutated mountain goats dubbed Bighorners are domesticated for clothing and produce, and a farm to the east of the NCR base in Searchlight is used for such.
-Survivors are sent to Nipton, the Commonwealth, Novac, and the Shamans for trade.
-Some NCR scouts are sent to a town north of Searchlight, Nelson.
-Workbenches, reloading benches, forges, and campfires are found in the area, and settlers use these to improve their armory, adding submachine guns and hunting rifles to their arsenal.
-Upon scavenging further, NCR personnel find ways to put more emphasis on jury rigging, and begin to craft completely new weapons. These weapons include pipe rifles, spike launchers, a flaming sword, and a dart gun that can easily paralyze a creature.
-The planes in the airport are repaired and maintained. However, in order to properly use, pilots must be trained and taught.
-A constitution is drafted and formed, establishing equality for all citizens.
-Another scouting party is sent to a solar power plant north of Novac, named Helios. The NCR find the power plant empty and occupy it.
-Pip-Boys are used to track the signal of the Mysterious Broadcast. Upon encrypting the morse code, the NCR locates the location of the broadcast to be in Big Mountain, located north of the Mojave. Whether the NCR choose to pursue further is up to them.


Butterscotch (of Death)
Followers of the Apocalypse
Government: Socialism
Culture: Pacifism, Agriculture, Egalitarianism
Technology: Intermediate Farming Equipment, Automobiles , Electricity, Locomotives , Basic Unarmed Weapons, Mister Handy, Pip-Boys, Forge, Stimpaks

-The Followers declare and agree that, while war is evil, security is still a high priority in a world of hostility.
-The ‘Ghouls’ are inquired about to reason on what they wish to be called. The ‘Ghouls’ are appalled, and insist that they are humans, no different than the completely ‘horrific’ and ‘insensitive’ Followers. The Followers apologize and identify them as humans.
-Salvage yards are created and are used to store loot and scrap from destroyed buildings and vehicles.
-Scouts are sent to Las Vegas. Upon arriving, they are shocked to find the streets empty of life. Rather, they find robots that roll on a single wheel, armed with submachine guns on their arms. The robots, while not attacking the Followers, demand that they leave until further notice. The Followers comply.
-The hideout to the southeast is occupied and settlers find it a very strategic safehouse within the wasteland.
-First aid kits are improved on, and using herbs found in the wasteland as well as syringes, Stimpaks are created.
-Followers are sent to the Vault west of their territory, Vault 19. The Vault welcomes the Followers; however, the Followers sniff something in the air… what could it be?
-Mr. Handy is tasked with decoding the Mysterious Broadcast. Mr. Handy successfully does so, and directs them to coordinates located north of the mojave. The Followers await further instructions on this matter.


KYFPMM
G-Land
Government: Military Oligarchy
Culture: Discipline, Tourism, Prostitution, Compulsory Education, Irradiated Human Population
Technology: Automobiles, Electricity, Basic Unarmed Weapons, Pip-Boys, Basic Guns

-Survivors in Primm decide to reinforce their fences and walls, and successfully raise the town’s defenses. Land to the west of the overpass is saved for development.
-A hotel, medical facility, watchtowers, research facility, and orphanage are built on the free land, prompting the growth of society.
-Families are given benefits to promote growth of citizenship and population.
-Classes for engineering and medicine are offered to all citizens.
-Taxes for all businesses are reduced to 10%, appeasing the citizens.
-Irradiated humans are accepted into society but must check in regularly at medical facilities for health concerns.
-Discrimination laws and laws preventing assault and battery are put into effect. Laws also protect against discrimination of religion or lack of religion.
-Fight clubs are established and sponsored, and controlled and fair scraps are common sights in entertainment centers within the hotels and casinos.
-Scientists are scouted and brought into the facility to assist with research.
-Survivors are sent to the Mojave Outpost, where they run into more survivors as well. They declare a truce among themselves.
-Police are sent to the correctional facility and find the prisoners still in their cells. Upon looting the area, the police find weapons to arm themselves.


Stalemate
The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality, The Draft, Social Security
Technology: Solar Array, Aviation Technology, Electricity, Improv Suits, Pip-Boys, Forge, Basic Guns

-A formal apology is issued to the population, and a memorial is erected (hue) in honor of the crew. Tension seems to ease but is still present.
-Aviation technology is repaired to full capacity, but upon their advice, engineers and technicians strongly suggest training pilots in the flight simulators first.
-Forges are crafted using scrap and salvage, and from these forges basic munitions and firearms are developed.
-Expedition forces are sent to Vault 34l however, the Overseer denies any sort of dealings with the Union. The Overseer must either be killed or quelled into allying with the Union.
-Welfare and healthcare are introduced into the Union.
-A national anthem is composed. How it sounds like, nobody knows. But it probably has trumpets.
-Pip-Boys are used to decipher the strange message from the Mysterious Broadcast, and using the coordinates pinpoint it north of the base. What they decide next is up to the Prime Minister and President.

Last edited Jun 29, 2015 at 03:12AM EDT

Syndic
The Celestial Empire
Government: Oligarchy
Culture: Ghouls, Chineses, Taiji
Technology: Basic Energy Weapons, Electricity, Forge, Pip-Boys

-The lab technicians discover their ghoulification was caused by radiation, not the FEV virus. They discover the nearest atomic blast to them is far to the east, southeast of Nellis and northeast of Bravo. However, without radiation or radioactive waste in Fengshi, the Empire cannot commence further testing.
-Scouting parties are assigned a new mission; abducting stray wastelanders or settlers. With the isolation of the town, however, only a few stray mountaineers and miners are brought back into Fengshi, and are placed under hostage, awaiting for development in research to continue.
-Energy weapons are produced en masse and stored in the main lodge of Jacobstown, as well as the cave located northwest of the town. Some caravans sell energy weapons to other towns as well, though in limited supply.
-Imperialists use the mountain passes (and extensive climbing) to reach Vault 22. They enter to find a green and lush paradise within the Vault walls. Dwellers within the Vault welcome the group of irradiated humans, although Imperialists report a racking cough from some dwellers.


Sergeant Arch Dornan
The Enclave
Government: Senatorial Republic
Culture: Militarism, Card Games
Technology: Intermediate Underground Bunker, Electricity, Pip-Boys, Metal Armor

-Excavation materials are invented, and as a result the bunkers in Hidden Valley are expanded upon to include power and basic facilities.
-Scavengers of the Enclave head into the correctional facility, running into an armed police force of G-Land. While the weapons have been looted and taken by G-Landers, the Enclave takes the armor it finds there, reinforcing it with metal pieces and quickly leaving.
-An outpost is established on the summit of Black Mountain. Even from there the Enclave survivors can shudder at the thought of the radiation hanging at the peak.
-Blackjack and Caravan are both games established to pass the time within the bunkers.


Naschzaube Maus
The Shamans
Government: Tribal Democracy
Culture: Totems, Disney Worship, Agriculture, Craftsmanship
Technology: Automobiles, Electricity, Pip-Boys, Forge, Craft Weapons, Rocket Science. Solar Arrays

-The alliance with Nipton is accepted. The two settlements begin sharing their technology with each other, giving the Shamans forges.
-Automobiles are repaired and maintained. Craft weapons are also created, making a unique weapon called a Rock-It Launcher. These lawn chairs shoot anything and everything at a speed greater than that of sound.
-The REPCONN test site to the northwest of the Anvil is settled, and the rockets and their secrets now lie in the hands of the Shamans.
-Brahmin and Bighorners are herded and domesticated for use in produce.
-Scouts are sent to Helios, where they meet with the NCR. The two occupy the facility and with it its solar arrays.


Mister Stalker
The New Confederation
Government: Republic
Culture: Nationalism, Oath
Technology: Intermediate Farming Equipment, Basic Guns, Electricity, Pip-Boys, Forge, Primitive AI

-Farming equipment is improved upon, speeding up farming and producing more crops for the Confederation.
-Farming is assigned to a majority of the town.
-Guns are also improved upon using benches and forges, making weapons fire faster and more accurately.
-The rest of the town serve as watchmen along the roads and highways leading into it.
-While trying to invent turrets, the goal is deemed impossible at this time. However, they do invent artificial intelligence using their Pip-Boy’s interface.


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

-2 Turns Missed.

Crimeariver
New Canadian Protectorate
Government: Militaristic Feudalism
Culture: Canadian Descent, Nobility
Technology: Intermediate Farming Equipment, Basic Guns, Electricity, Pip-Boys, Forge, Primitive AI

-Work continues on erecting barriers around Westside
-During the construction, a group of workers discover a large underground room with several adjoining tunnels. The space in converted into an armory and military scientists draw out designs for a manufacturer to manufacture basic guns from scrap metal and old parts.
-Forges are crafted in the sewer, which they rename the Thorn.
-A scouting party returns to Westside with several boxes of vinyl records. Most of them are too scratched to be of any use but there are several that are in good condition. A turntable is wired to a radio tower and Canuck Radio begins broadcasting across the Mojave with your friendly host, Lumberjack Lloyd, bringing you classic tunes from 6:00AM till midnight and news every hour. Most people find him crazy. And that’s why they love him.
-Scouting parties take their best gear to scavenge the Strip; however, they are stopped by the robots on wheels, and are ordered to leave immediately. The Protectorate has no choice but to do so.
-A light scouting party is sent further south where they encounter a Sunset Sarsaparilla factory. Root beer for everyone! They also meet the robot spokesman of the company, Festus, where they invent AI based off of his own.
-Military code breakers go to work decoding the mysterious broadcast. They can’t exactly say why but something about the music gives them a case of the old world blues. They discover the source is located northwest of the Mojave, but converse among themselves on what to do next.


level4outbreak
The Commonwealth
Government: Republic
Culture: Technology Advancement
Technology: Sentry Bots, Rotor Vehicle, Electricity, Advanced Energy Weapons, Basic First Aid Kits, Mister Gutsy, Hazmat Suits, Pip-Boys, Forge

-The town of Nipton joins the Commonwealth, seeing their weaponry and robots.
-Many Mister Gutsy bots are repaired and put to use, while the others are used for salvage and technology.
-Using forges in Nipton, the Commonwealth develops more copies of the Tesla Beaton, as well as other energy weapons such as Gatling lasers and Gauss rifles.
-Radiation suits are upgraded into Hazmat suits. These suits protect against all forms of radiation, gasses, and toxins. Plus, their eyes glow and they have cool hoods. (cat)
-The area around the site is explored further, until they border the NCR.


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

-1 Turn Missed.


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

-2 Turns Missed.

God damn robots coming out of nowhere taking areas that could have been useful to me. Look like this is going to be like the last game in which Al Amarja was in where I get sandwich in by other nations.

Turn 4:

Mojave

Big MT

Mojave Update: The Big Mountain Research and Development Center is discovered by a few nations near State Routes 127 and 88. Some travel by foot. Others by car. Some by locomotives. And even some by airdrop. Regardless of how they came in, there may be no way out should the explorers make one wrong step. But what horrors await them within the Big Empty? What treasures or spoils lie waiting for their acquisition? Only time and decisions will tell in this bold venture into the unknown.


CrowTheMagician

Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism, Wasteland Justice, Avian Worship, Mercantile Economy, Artistry, Welfare
Technology: Basic First Aid Kits, Aviation Technology, Electricity, Pip-Boys, Automobiles, Basic Farming Equipment, Basic Maritime Equipment, Advanced Bunker Technology, Locomotives, Auto-Docs

-Vault 3 is investigated, and upon opening the vault doors, the dwellers welcome Al Amarja pleasantly. The Amarjans claim the vault as their own, and integrate the dwellers into their society without resistance. Due to the peaceful integration, the Amarjans have access to the VaultTec blueprints of Vaults, and are capable of building their own if they choose to.
-Welfare and social security are established for the citizens.
-Scouts find parts for the monorail, and attempt to venture into Las Vegas. Unfortunately the robots now known as Securitrons stop them and order them to leave. Due to their well armed nature, the Amarjans have no choice but to comply or go to war with the robots.
-Deciphering teams of the broadcast are sent to investigate the location of the transmission. Traveling by car, they wander onto a facility from the southeast, named the Y-17 Medical Facility. There, they discover Auto-Docs, chambers that can heal damage professionally and to near perfection. The plans for these are taken for Amarjans back home.
-Agricultural efforts are started in McCarran International, the fields now growing crops to sustain the nation.
-Scouts are sent to the NCR, NCP, and Union to establish trade relations and diplomacy.
-Capitalist ideals are introduced into the mercantile economy.
-The Followers are allowed to freely traverse Amarjan land in hopes of establishing medical facilities there.


Twisty

New California Republic
Government: Democratic Republic
Culture: Establishment, Scouting, Compulsory Education, Agriculture, Egalitarianism
Technology: Intermediate Guns, Aviation Technology, Automobiles, Radiation Suits, Electricity, Automated Turrets, Metal Armor, Pip-Boys, Ferries, Forge, Craft Weapons, Solar Array, Hydropower, Mister Hamdy, Protectron, Intermediate Bunker Technology, Advanced AI, Basic Energy Weapons

-Soldiers are sent to Hoover Dam, establishing fortifications and a base of operations there.
-Upon searching Helios, the NCR discovers a deactivated turret system as well as active Protectrons and a Mister Handy unit. Both are activated and facilitated by both the NCR and Shamans.
-Leather armor is upgraded into metal armor. The dream of power armor is close as they have both the armor and radiation protection down, but the NCR still needs a power source theorized to make the suit function.
-Scouts travel to a bunker located near Nelson, occupying it. They find that the bunker has an underground passageway but scouts do not explore it for fear of danger.
-A military is established within the NCR, following Pre-War American ideals such as volunteering, ranking, loyalty, and training.
-A democracy much like Pre-War America is established, setting forth voting for a four-year President, a Vice President, and a Senate and House.
-NCR pilots are trained through short flights and simulations, and soon experienced pilots emerge and fly without trouble.
-Maintenance is run on vehicles constantly to prevent breakdown or malfunction.
-Scientists are ordered to maintain and train in properly handling solar array technology.
-Pilots airdrop soldiers into Big Mountain, landing in a location called the Think Tank. There, they take refuge within an apartment building of a sort. They first hear rambling voices and chatter, but are shocked to find no one inside. At first, they deem it spooky ghosts. But after seeing a short Securitron wander into their view, they learn that most if not all appliances within this complex are automated. The scouts are impressed but dare not venture the facility further yet.


Butterscotch (of Death)

Followers of the Apocalypse
Government: Socialism
Culture: Pacifism, Agriculture, Egalitarianism, Irradiated Human Population
Technology: Intermediate Farming Equipment, Automobiles, Electricity, Locomotives, Basic Unarmed Weapons, Mister Handy, Pip-Boys, Forge, Stimpaks, Auto-Docs, Genetic Engineering, Sentrybots

-A locomotive is sent to Big Mountain through the east tunnel. There, they quickly establish a base in the tunnel and the closest facility; the Z-14 Pepsinae DNA Splicing Lab. They observe in both fascination and horror at experimental creatures locked within cells… robotic dogs, human brains powering robotic bodies, coyotes merged with rattlesnakes, and giant tarantula hawks. The Followers acquire info on genetic engineering through this, as well as a functioning splicing machine.
-Hospitals and clinics are established to assist survivors, growing the numbers of the Followers.
-Automobiles and locomotives are repaired and put to use in caravans and transport.
-Pip-Boys are used to broadcast the Followers and their mission of securing the future of mankind. Due to this, more survivors and irradiated humans frolic to their territory in droves.
-The Followers explain the strange smell to Vault 19 dwellers, and the dwellers at first are terrified. However, with assistance from both dwellers and Followers, sulfur leaks are detected and contained underground with an explosion to caverns near the Vault, fixing the issue and bringing back fresh air into the Vault.
-A stop to the northeast of the REPCONN HQ is occupied by the Followers.
-Mister Handy returns to the HQ to disable the robot security. Successful, the Followers loot the technology and acquire new Sentrybots.


KYFPMM

G-Land
Government: Military Oligarchy
Culture: Discipline, Tourism, Prostitution, Compulsory Education, Irradiated Human Population, Welfare
Technology: Automobiles, Electricity, Basic Unarmed Weapons, Pip-Boys, Intermediate Guns, Forge, Stimpaks

-A special weapons and tactics police force is established.
-Prostitutes in the brothel are given extra money for any information they can give from visitors.
-The New Confederation is requested to form an alliance with G-Land.
-Driving schools are created on a race track south of Primm.
-Scouts are sent to trade with other nations, and to occupy a canyon to the west of Primm.
-Incentives and subsidies are given to farmers and sharecroppers.
-Digs are conducted for resources.
-Research facilities focus on beauty and health of citizens while also focusing on weaponry. They forge new weapons and Stimpaks as a result.
-The military, orphanage, facilities, and tourist attractions are all given funds from taxes to expand.
-A social security, worker's union, and labor laws are introduced to G-Land.
-Police are reinforced and are sent to the correctional facility to guard prisoners.

Stalemate

The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality, The Draft, Welfare
Technology: Solar Array, Aviation Technology, Electricity, Improv Suits, Pip-Boys, Forge, Intermediate Guns, Basic Explosives, Basic Energy Weapons

-An alliance is attempted with Vault 34. While reluctantly first, the Overseer sees the location of the Union's capital, and therefore joins their ranks. The Vault is open and dwellers are free to travel to and fro. As a result, the Union acquires some weaponry.
-Armed forces are sent to Big Mountain, and stumble upon a location called Higgs Village. There, they spot a few houses, abandoned and strangely organized, each their own way. They occupy them without haste.
-Land east of the Union is claimed and occupied.
-Energy weapons are created.


Syndic

The Celestial Empire
Government: Oligarchy
Culture: Irradiated Human Population, Chineses, Taiji
Technology: Basic Energy Weapons, Electricity, Forge, Pip-Boys
Alerts: Racking Cough

-The Empire attempts to purchase the radioactive waste from the NCR, and successfully do so in exchange for energy weapons. However, the supply is limited and few.
-The Imperialists take over Vault 22, rounding up dwellers and taking them back to Fengshi. Soon, the Vault is empty and ransacked, void of any human life. Plants continue to grow, however.
-A research center is established in the crater near Goodsprings for ghoulification. The Confederation, however, owns this land and orders the Empire to leave at once.
-A loud coughing now emits from dweller prisoners. Reports by ghoul personnel also state that some of their own have this coughing as well.


Sergeant Arch Dornan

The Enclave
Government: Senatorial Republic
Culture: Militarism, Card Games
Technology: Intermediate Bunker Technology, Electricity, Pip-Boys, Metal Armor, Forge, Basic Energy Weapons

-Energy weapons are manufactured in the bunkers.
-Outposts are established in the borderlands of the Enclave, including a stake in Quarry Junction and stakes on the Long 15.


Naschzaube Maus

The Shamans
Government: Tribal Democracy
Culture: Totems, Disney Worship, Agriculture, Craftsmanship, Technological Knowledge
Technology: Automobiles, Electricity, Pip-Boys, Forge, Craft Weapons, Rocket Science. Solar Arrays, Mister Handy, Protectrons, Hydropower

-The Shamans begin to send armored vehicles to patrol the roadways to the north and south.
-Use the programming on the Pip-Boys and any salvaged computers to have the smarter Shamans gain knowledge on programming – and thus, hacking.
-The Shamans venture to both Vault 11 and Hoover Dam. Like in Helios, the Shamans occupy the Dam at the same time as the NCR, and both share the dam. However, as they dwell into Vault 11, they find the location very serene and peaceful. Upon asking, dwellers answer that the Overseer is awaiting VaultTec's orders for their Vault, claiming that they have not heard from them since they were harbored into the Vault.
-The Shamans occupy the farms south, trying to beat the Commonwealth. As with Helios and Hoover Dam, they find themselves splitting land among themselves and another.
-The Shamans make trinkets to sell to people passing through.


Mister Stalker

The New Confederation
Government: Republic
Culture: Nationalism, Oath
Technology: Intermediate Farming Equipment, Intermediate Guns, Electricity, Pip-Boys, Forge, Primitive AI

-Three citizens are sent into the Mojave with classified orders. No one knows what they will do or who they are.
-The forge is attempted to be improved on, but how do you improve something that is already perfect? Instead, their guns are improved.
-Lookout stations are created to improve defense.

Roarshack

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

-Long Dick Johnson prides himself on polishing and shooting a gun. Therefore, he uses forges to create and maintain his nation's.


Crimeariver

New Canadian Protectorate
Government: Militaristic Feudalism
Culture: Canadian Descent, Nobility
Technology: Intermediate Farming Equipment, Intermediate Guns, Electricity, Pip-Boys, Forge, Primitive AI

-The foundry is started up and begins producing submachine guns and ammo.
-Once again, the perfect forge workset is attempted to be upgraded. But you cannot upgrade perfection, silly people. :3
-Two large parties are armed with the newly produced SMGs. The first team is sent north to the decoded coordinates along with enough food and water for the journey. The second party is sent south where they discover Vault 3. They declare that Vault 3 and its citizens are now under the control of the NCP; however, Al Amarja also has a stake in Vault 3. Tensions begin to rise between the two.
-Several farmers notice that none of the travelers heading into the mountains are returning. A small well-armed team is sent to the mountains to investigate. They don’t discover anything major but set up a checkpoint just near Ruby Hill mine where they warn travelers and traders of the mountains and turn them back if possible. Reports explain that "burned men" have been reported wandering the mountains and bringing back human prisoners. Listeners believe the zombie apocalypse has begun. Lumberjack Lloyd said so.


level4outbreak

The Commonwealth
Government: Constitutional Republic
Culture: Technology Advancement
Technology: Sentry Bots, Rotor Vehicle, Electricity, Advanced Energy Weapons, Basic First Aid Kits, Mister Gutsy, Hazmat Suits, Pip-Boys, Forge, Leather Armor

-A constitution is drafted and signed by the votes leaders.
-The area is explored and settled further, including a cave, a cave camp, a farm, and a road stop just east of a trade route.
-The NCR is offered a trading deal for resources and supplies.
-Armor is crafted and supplied to people of the Commonwealth.
-A standing army is created from volunteers and robots, armed with Tesla Cannons and energy weapons.


Sir Arytom Expert of Nothing

Brotherhood of Steel
Government: Parliamentary Council
Culture: Old World Blues
Technology: Electricity, Pip-Boys, Intermediate Farming Equipment, Protectrons, Forge

-The Brotherhood makes its way towards Las Vegas.
-Scouts are sent to salvage useful materials from Freeside, coming across an old robotics shop and finding a robot that calls itself Fisto. When asked what it meant by "please assume the position," Fisto activates his servos. The Brotherhood takes him back to Camp Golf without haste following this encounter.
-Farming is expanded upon.
-The Brotherhood accepts an alliance with Al Amarja.


Soviet Marmalade

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

-3 Turns Missed

I always knew the Brotherhood were robofuckers with all the metal they wear. Fisto will be very much at home there

Also the followers might be interested in buying the fisto software for their Mr handys . Because reasons. Enquire within

Turn 5:

Mojave

Big MT

NOTICE: There is now a word limit on PMs and actions. I am setting the word limit at 150. You may also only steal one tech and invent one tech. Stealing is only limited to nations adjacent to yours. Scavenging still has no limitations so long as it is in your boundaries.

ALERT: Abominations are now capable of being present throughout the wasteland. While none are currently present in the Mojave itself, the discovery of horrifying creatures within Big MT are reported. These creatures are different from mutated animals. Unlike mutated animals, these abominations are much harder to kill, whether they be faster, more durable, more lethal, or all of the above. These creatures include but are not limited to: Cazadores, Nightstalkers, Deathclaws, Centaurs, Marked Men, Ghosts, and Tunnelers. Unique or named abominations may also appear within the wasteland. Some abominations may be stopped before they spread, so look for information that may help you against them.


CrowTheMagician

Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism, Wasteland Justice, Avian Worship, Socialist Economy, Artistry, Welfare, Spoils, Technological Innovation
Technology: Basic First Aid Kits, Aviation Technology, Electricity, Pip-Boys, Automobiles, Basic Farming Equipment, Basic Maritime Equipment, Advanced Bunker Technology, Locomotives, Auto-Docs, Artilery
Alerts: Vault 3 Revolt

- A constitution is made to establish a republic in Al Amarja. The legislative branch is lead by bicameral legislature called the Grand Council and Judicial branch called the Supreme Tribunal. The new government is lead by both a president and chancellor along with a federal cabinet, similar to the old republic of the U.S.
-Alternative voting systems are created along with creation of a multi-party system to give wider representation in the government.
-Meritocracy emerges in Al Amarja for both civilian and for military life, promoting a spoils system of some sort.
-Ideas of individualism, freedom of speech and press, secularism and many civil rights and liberties are added into a constitution called… "The Constitution." What an original name.
-The mercantile system is completely phased out for Social Market Economy.
-Technological advancement and research become important as the arts.
-Hotels, apartments, medical facilities, factories, theaters, research facilities, orphanages, sewage and water system and schools are made to improve Al Amarja. However, Amarja has no functioning direct water line, making these innovations difficult to integrate.
-Al Amarja expands both eastward and westward.
-The deciphering teams continues on with their investigations, exploring more of Big MT and discovering Boom Town. Artillery is scavenged.
-A revolt within Vault 3 is reported, dwellers supporting Al Amarja attack the Canadian invaders. The NCP, facing casualties, places blame on Al Amarja, and the two sides are now in tense relations that may escalate into war.


Twisty

New California Republic
Government: Democratic Republic
Culture: Establishment, Scouting, Compulsory Education, Agriculture, Egalitarianism
Technology: Intermediate Guns, Aviation Technology, LAV, Radiation Suits, Electricity, Automated Turrets, Metal Armor, Pip-Boys, Ferries, Forge, Craft Weapons, Solar Array, Hydropower, Mister Hamdy, Protectron, Intermediate Bunker Technology, Advanced AI, Intermediate Energy Weapons, Securitrons, Auto-Docs
Alerts: Spore Carriers

-NCR forces take land connecting Nelson to the mainland territory.
-Unable to reach the done in the distance they spot, the NCR instead establishes a base camp to a facility north. Upon wandering and exploring, they spot hostile, "green men" covered in vegetation. The green men are only two in number, and two plants are reported hostile as well. The NCR reports that lab personnel have already been eaten by these green men.
-The NCR takes the opportunity to repair and maintain the appliances within the Sink, making a second home there.
-While scouting, the NCR finds laser weapons among Big MT personnel, who supply them with armaments they call LAERs. Why? It's just laser without an "s."
-Upon discovering the Z-9 Preservation Lab, NCR personnel spot Big MT personnel containing live specimens within cages. These creatures are dubbed Nightstalkers: coyotes merged with rattlesnakes. Many of the Nightstalkers seem dangerous, but one in particular, Shadis, seems rather keen to both Big MT and NCR personnel. The only Nightstalkers allowed to roam the facility freely, she nibbles harmlessly on whosoever hand pets her. NCR notes a similar yet different experience from Followers in the Z-14 Splicing Labs.
-Automobiles are reinforced and played with steel and iron to make LAVs, armored scout vehicles designed to be fast yet durable.
-A camp to the east of the Dam is claimed and established.
-A paper currency is introduced and is used for barter.
-Mining equipment is scavenged and used to mine for resources and materials.
-A trading company is established and used to efficiently barter with other nations such as the Commonwealth and Shamans.
-The NCR takes the bold route and explores deeper into the bunker. There, they find their way into a very large yet grand villa surrounding a large casino. Workers and citizens stroll about. Some complain about a bit of smoggy conditions, requiring some workers to wear hazmat suits. Security asks the NCR to leave unless they agree to not bring weapons into the villa.


Butterscotch (of Death)

Followers of the Apocalypse
Government: Socialism
Culture: Pacifism, Agriculture, Egalitarianism, Irradiated Human Population
Technology: Intermediate Farming Equipment, Automobiles, Electricity, Locomotives, Basic Unarmed Weapons, Mister Handy, Pip-Boys, Forge, Stimpaks, Auto-Docs, Genetic Engineering, Sentrybots, Rocket Science, Intermediate Energy Weapons, Sonic Emitter
Updates: Think Tank

-The REPCONN HQ is claimed by the Followers, and it's designs and plans with it. Followers also discover a plasma weapon within the grounds.
-Followers claim land east of the facility.
-The plasma weapon found is used to manufacture and design more plasma rifles like it, supplying the Followers with more armaments.
-A PreWar library is founded within Vault 19, and both dwellers and Followers contribute to its supply of literature and records.
-A base of humanitarian principles and healthcare is established in both Freeside and Novac.
-The X-8 Facility is occupied. There, Followers find a sonic emitter, capable of disabling force fields with one blast. The Followers also find a school, as well as a cyber dog named Gabe. When petted or played with, a doctor named Borous would appear frequently. When questioned, Borous explained the work he had accomplished benefitted mankind, though the war had him thinking of switching directions with research.
-Followers… well… follow Borous to the Sink, reporting findings of giant tarantula hawks in cages at Z-14 and demanding answers. The scientists bring up the end of the war, and due to their age claim that their physical bodies will be of little use to them. They explain their next plan is to become cybernetic organisms, their brains encased in spheres and propelled to hover around to commit themselves to further research.


KYFPMM

G-Land
Government: Military Oligarchy
Culture: Discipline, Tourism, Prostitution, Compulsory Education, Irradiated Human Population, Welfare, Anime
Technology: LAV, Electricity, Basic Unarmed Weapons, Pip-Boys, Intermediate Guns, Forge, Stimpaks

-The research facility tries to improve the automobiles for long course journeys, leading to the creation of LAVs. The facility also tries to create a product to stop the rooting of the flesh of irradiated humans, but discovers instead that radiation heals these irradiated humans while medical treatment cannot.
-Factories are made to produce cars and weapons quickly.
-Roads within and around G-Land are improved so cars can easily drive over them.
- A traffic police is formed, and issues tickets to both their own and foreign nations, including the Shamans and NCR. Woohoo.
-A gun range is created to train both military and civilians on shooting.
-Black Mountain is reported to house Enclave forces.
- Tourism attracts citizens of all nations into Primm, giving profits to the nation.
-Scouts are given benefits for enlisting such as free medical care and visits to the brothel.
-Within the canyon leading to the state routes, archaeologists report large amounts of metal, oil, and anime comics and media. All are claimed and distributed throughout G-Land.

Last edited Jul 10, 2015 at 05:43AM EDT

Stalemate

The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality, The Draft, Welfare
Technology: Solar Array, Aviation Technology, Electricity, Improv Suits, Pip-Boys, Forge, Intermediate Guns, Basic Explosives, Intermediate Energy Weapons, Howitzers

-The Union advances towards the Think Tank, but by foot they must establish camp in
-The Union accept Al Amarja’s offer, beginning trade and forming an alliance.
-The Union expands into areas southeast.
-The a Union sends scouts to the Followers, Long Dick Brigade and Shamans to establish diplomatic relations.
-Howitzers are created and use cannons located on the base to fire.
-Universal healthcare is offered to citizens to promote… what else? Health.


Syndic

The Celestial Empire
Government: Oligarchy
Culture: Irradiated Human Population, Chineses, Taiji, Glowing Ones
Technology: Basic Energy Weapons, Electricity, Forge, Pip-Boys
Alerts: Spore Carriers

-The coughing is ignored. As the imprisoned dwellers cough more, many collapse suddenly. Fenji, seeing two hundred years into the future somehow, believed that the spores would not have any effect according to a mysterious ghoul named Keely. Sadly, that was two hundred years from now, if it ever happens. The dwellers rise, covered in vegetation, and attack and devour their guards. The Empire is under attack from within, and must be vanquished or be eaten by green people.
-Forces retreat from Goodsprings upon hearing news of the attack of the green men, and rush back with soil to help with their domestic forces. Fight plants with dirt, right?
-Some dwellers are converted into ghouls before their transformation, which doesn't help protect them as they succumb and create ghouly greens. However, radiation also transforms Fengshi and her hierarchy into glowing ghouls, providing a source of mobile healing for her unturned citizens.
-Ghouls discover that the Vault 22 spores did not originate there, primarily deriving from Big MT. Perhaps this may lead to their salvation… or their doom.


Sergeant Arch Dornan

The Enclave
Government: Senatorial Republic
Culture: Militarism, Card Games
Technology: Intermediate Bunker Technology, Electricity, Pip-Boys, Metal Armor, Forge, Intermediate Energy Weapons, Stealth Suits, Automated Turrets
Alerts: Radscorpions

-Enclave scientists try to invent robots like Protectrons. While failing to make Protectrons, they do make turrets for their bunkers.
-Scouts are sent out of the bunkers to trade with other nations.
-Marketplaces become common in the bunkers with people trading things from clothes to bullets.
-Dancing becomes a popular form of entertainment in the bunkers.
-The toughest warriors of the Enclave are equipped with the best energy weapons and armour and are known as Kilo Squad.
-Enclave scouts are sent to the Big Empty to see if they stake a claim. There, they land in the X-13 Research Facility, coming across sets of stealth suits. Surprising them, every suit has the ability to talk. Lab personnel grant them the suits to test their effectiveness in the field, and the suits greet their owners warmly and lovingly.
-Radscorpions, mutated bark and emperor scorpions, emerge from a nearby gulch. The scorpions cannot penetrate the bunkers but Enclave personnel and traders must clear them out in order to protect and safely traverse into and out of the bunkers.


Naschzaube Maus

The Shamans
Government: Tribal Democracy
Culture: Totems, Disney Worship, Agriculture, Craftsmanship, Technological Knowledge, Mercenaries
Technology: Automobiles, Electricity, Pip-Boys, Forge, Craft Weapons, Rocket Science. Solar Arrays, Mister Handy, Protectrons, Hydropower, Artillery, Stimpaks

-Rocket launch platforms on the larger armored cars, making them mobile missile launchers.
-Medicine men harvest medicinal plants and technology in the Mojave to treat any people who get sick or wounded, creating Stimpaks.
-A mountain pass and a nearby have been spotted west of the Anvil. A path to Primm is discovered.
-A mercenary company is established, accepting hire from any nation.


Mister Stalker

The New Confederation
Government: Republic
Culture: Nationalism, Oath
Technology: Intermediate Farming Equipment, Intermediate Guns, Electricity, Pip-Boys, Forge, Primitive AI

-1 Turn Missed

Last edited Jul 10, 2015 at 05:53AM EDT

Roarshack

Long Dick Brigade
Government: Autocracy
Culture: Research, Big Game Hunting
Technology: Basic Farming Equipment, Basic Maritime Equipment, Electricity, Forges, Basic Guns

-Brahmin and Bighorner herds are hunted by the LDB, and are used as both herd animals and sport.


Crimeariver

New Canadian Protectorate
Government: Militaristic Feudalism
Culture: Canadian Descent, Nobility
Technology: Intermediate Farming Equipment, Intermediate Guns, Electricity, Pip-Boys, Forge, Primitive AI
Alerts: Vault 3 Revolt

-1 Turn Missed


level4outbreak

The Commonwealth
Government: Constitutional Republic
Culture: Technology Advancement
Technology: Hardened Sentry Bots, Rotor Vehicle, Electricity, Advanced Energy Weapons, Basic First Aid Kits, Hardened Mister Gutsy, Hazmat Suits, Pip-Boys, Forge, Metal Armor, Roboscorpions MK I

-The Commonwealth continues to scout and establish land.
-Armor is upgraded and reinforced.
-The robots of the Commonwealth are hardened (hue) and reinforced, making them more durable in combat and resistant to EMPs.
-Commonwealthers are trained in flight and practice flying the Vertibird, crafting more through design and manufacturing.
-Guns are made and supplied to the Commonwealth.
-The Mysterious Broadcast is pinpointed. Some Commonwealthers are chosen to fly to Big MT, armed. They drop and land in a dome shaped… dome named the X-42 Robo-Warfare Facility. There, they meet Mobius, a doctor working on designs and models of a robotic arachnid. He dubs them the Roboscorpions. He shows the Commonwealthers his greatest model, the X-42 Roboscorpion MK I. As large as a house, the X-42 is armed with large metal pincers, a laser stinger that causes explosions, and is revealed to detonate on explosion. The plans for the scorpion are given to the Commonwealth, Mobius giving a warning to not destroy the world using them.


Sir Arytom Expert of Nothing

Brotherhood of Steel
Government: Parliamentary Council
Culture: Old World Blues
Technology: Electricity, Pip-Boys, Intermediate Farming Equipment, Protectrons, Forge

-1 Turn Missed


Soviet Marmalade

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

-4 Turns Missed

You would think that the rules of nature 200 years from now are the same rules as today. No matter, its off to Big MT with me.

Also, I didn't intend on having Wu Feng literally look into the future, I was just commenting on my experience having played New Vegas.

Shoot, I totally forgot to write my turn. I've been rather busy this week and I've also been doing the mafia thread so this just totally slipped my mind.

@Crow
I'm a military nation, it's what I do.

Crimeariver wrote:

Shoot, I totally forgot to write my turn. I've been rather busy this week and I've also been doing the mafia thread so this just totally slipped my mind.

@Crow
I'm a military nation, it's what I do.

If that is your reason than it's only fair for me to act as a swarm of wasps having their nest disturbed.

Skeletor-sm

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