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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

Turn 6:

Mojave:

Big MT:

Core Region:

PIP-BOY ALERT: Are communists stealing your hard earned spoils? Are the fascists trying to steal your plans? Not anymore! With Vault-Tec’s new Pip-Boy upgrade, you can make any of your advancements from the savages of the wastes inaccessible to anyone but yourself! Who says you need to build when you can just make sure others don’t!

Players can now make technology classified (there is no limit to how many of your technologies can have this effect, but you will not be able to invent for the turns you choose to make technologies classified. You can choose to lockdown two of your present technologies per turn. Players can still steal or scavenge when locking down technologies).

UPDATE: The Securitrons exit the Strip, and meet with the Brotherhood, Al Amarja, the Followers, and the Union. As the only intelligent signs of life that have visited Las Vegas in anytime since the bombs fell, the four “tribes” are offered a casino in the Strip to run and establish an embassy within. The choices for them are the seemingly limitless resorts that occupy Las Vegas. (Yes, you can choose a real casino if you so wish. Luxor, Harrah’s, Rio, etc.).


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, LAV, Basic Farming Equipment, Basic Maritime Equipment, Advanced Bunker Technology, Locomotives, Auto-Docs, Artillery, Intermediate Energy Weapons, Hazmat Suits
Alerts: Vault 3 Revolt

-A new “national anthem”:https://www.youtube.com/watch?v=aaYsapDNrFw is established for Al Amarja.
-A military service is established to fight the Canadians within Vault 3 and on the borders.
-A new vault is established and made by Amarja within McCarran International, dubbed Vault Double A. Within the Vault are political figures of Amarja.
-Automobiles are plated with metal to protect against opponents to the west.
-Planes are used to deploy troops and drop bombs onto Canadian territory. Due to this, many Canadians are forced to retreat into the Thorn, including the Lumberjack.
-Exploration within Big MT are progressed, and the Hazmat Testing Grounds are occupied and scavenged, supplying the Amarjans with hazmat suits and cowls.
-Scouts patrol Las Vegas, now being offered a chance to occupy a casino by the Securitrons.


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, Roboscorpions MKI, Stimpaks

-The X-7a Artillery Launch Station is taken over by the NCR.
-Scientists are demanded to restrain their abominations. The scientists agree to keep their creatures in captivity but to continue research on genetics and energy.
-Positions in the Sink are fortified to defend against the Spore Carriers. The Sink Balcony is the perfect sniper perch for such, and one of the two carrier subjects are sniped.
-The Sink’s suave Biological Research Unit helps the NCR grow herbs used in Stimpaks.
-The Shamans are demanded a leave from Hoover Dam and Helios.
-Hospitals are established within the NCR and funded through taxes.
-Quarries are established within the NCR to improve and reinforce buildings in ruin.


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, Cyberdogs

-The Followers expand eastward toward Boulder City and The Anvil.
-The Brotherhood are reached, and the Followers offer to establish a hospital within Camp Golf.
-Boulder City is tasked with a restoration project, and the quarry near Sloan is requested for assistance.
-The X-22 Botanical Garden is searched, and the last Spore Carrier is killed brutally and violently as it melts into a goo puddle. While the Garden is still not entirely safe due to the Spore Plant that still occupies the garden, the Followers can use the garden much more effectively with the Carriers gone.
-A heavily armed envoy is sent to Vault 22. Running into irradiated humans of the Celestial Empire as well as Spore Carriers begins a three-front battle within the Vault, in which all sides suffer casualties, the Followers with the least amount.
-The Think Tank, now on the verge of body expiration, provide history and records of the Old World for use by the Followers to expand their library.
-The X-8 Facility is tasked with creating more Cyberdogs for both security and companion roles in Follower territory.
-Quarry Junction is occupied to build cities and reinforce cities effectively.


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, Automated Turrets

-Prostitution is even more profitable with the anime culture.
-Due the popularity of anime and, to an extent, hentai, more and more people consider traveling to Japan. A fund is created named “Nippon Daibouken” with the objective to organize a trip to Japan. To travel, they need to travel to California and acquire either a boat or a plane.
-LAVs and firearms are supplied with explosive ammo to combat abominations should they become a problem.
-Scouting parties are now made up of armed forces, going through the Long 15 for trade.
-Settlements are established east of Primm, occupying a train station just before the Dead Wind Pass.


Stalemate

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

-More units are sent to Big MT, and special care is considered with the introduction of abominations into the world.
-Reinforcements are sent into Vault 3 to support Al Amarja and the loyalist Vault dwellers against the Canadians.
-The expansion of the Union is conducted by spreading south.
- Tech is scavenged in Big MT, supplying the Union with a broken Mister Orderly unit. Unlike the Mister Handy unit, Mister Orderly units are equipped with a flamethrower for forging purposes, and are considered the precursors to Mister Gutsy units.
-Looking for technology to assist against electronics, the Union creates basic EMP technology, in the form of grenades.
-The Improv suits are upgraded into Radiation Suits, providing much greater mobility and agility for the users. Pip-Boys detect the radiation within Nellis is still strong but is slowly decaying.
-Media and banks are formed in the Union to both entertain the masses and keep their funds safe.

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

-1 Turn Missed


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


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, Intermediate Energy Weapons, Sentrybot

-The Shamans acquire energy and plasma weaponry, although unable to fully master its design, they can only acquire the slightly less but still awesome designs of plasma rifles and laser RCWs.
-Hackers are sent into Vault 11, where they find an unused room filled with robots and computer units. Inactive, the units are stolen and brought back to the Anvil.
-The Shishkebab is mass produced and distributed throughout the Shamans.


Mister Stalker

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

-2 Turns Missed


Roarshack

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

-1 Turn Missed


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

-2 Turns Missed


level4outbreak

The Commonwealth
Government: Constitutional Republic
Culture: Technology Advancement
Technology: Hardened Sentry Bots MK 6, Project Victor Bravo [CLASSIFIED], Electricity, Advanced Energy Weapons, Basic First Aid Kits, Hardened Mister Gutsy MK 6, Hazmat Suits, Pip-Boys, Forge, Metal Armor, Roboscorpions MK II, Advanced AI, Project Papa Alpha [CLASSIFIED]

-The Wasteland is explored. The Commonwealthers within Mojave Outpost make their way to California. There, the Commonwealth finds the remains of Barstow and Bakersfield, California, and occupy the towna, renaming it the Hub and Necropolis, respectively, due to the large settlement still alive in the former and the irradiated human population of the latter.
-Big MT is explored further, occupying the North Tunnel and the Y-0 Research Center.
-Roboscorpions are mass-produced and upgraded, now resistant to EMPs and heavy fire. Larger and different models are also created.
-Using the AI of the Roboscorpions as well as the other units within the Commonwealth, AI is reverse engineered.
-Using both principles from metal armor as well as protection from hazardous material from the Hazmat Suits, [REDACTED] is created and mass produced.
-A Mark series of the Mister Gutsy and Sentrybot units are produced, upgraded even further to be even faster, more durable, and harder to kill and avoid.


Sir Arytom Expert of Nothing

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

-2 Turns Missed


Soviet Marmalade

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

-5 Turns Missed

Laud "The Bear Jew" Piestrings wrote:

@ Blue
Players will become NPC assets which you can either absorb into your nation or takeover completely. Absorbing gives you more benefits but takeovers assure there will be no resistance.

No more edits, writing turn now.

goddamn, just as I was about to send…

Blue Screen (of Death) wrote:

In that case, if the BOS isn't playing anymore, The followers would like to auction for his bunker

Al Amarja would also like place their bets for the former BOS bunker.

Turn 7:

Mojave:

Big MT:

Core Region:

CrowTheMagician

Al Amarja
Government: Situational Leadership
Culture: Universal Healthcare, Masked Cults, Public Education, Egalitarianism, Wasteland Justice, Avian Worship, Artistry, Welfare, Spoils, Technological Innovation, Parecon
Technology: Basic First Aid Kits, Aviation Technology, Electricity, Pip-Boys, LAV, Basic Farming Equipment, Basic Maritime Equipment, Project Alpha Bravo Tango [CLASSIFIED], Locomotives, Auto-Docs, Artillery, Intermediate Energy Weapons, Hazmat Suits, Rocket Science
Alerts: Westside War

-Al Amarja explores Big MT even further, stumbling onto the Waste Disintegration platform.
-Al Amarja occupies the Rio Casino and Resort in Las Vegas. Now under guard by the Securitrons of the Strip along with the Followers and the Union, the Amarjans have a stake in what is now known as the Beacon of the West.
-[REDACTED] is made a state secret.
-Parecon replaces socialism as the state economy.
-Al Amarja expands southward and towards Goodsprings.
-Amarjan forces push into Canadian territory; however, with superior numbers and terrain advantages, the Amarjans face heavy casualties, even with the support of the Vault 3 dwellers.


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, Roboscorpions MKI, Stimpaks
Alerts: Power Outage

-1 Turn Missed


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, Cyberdogs, Think Tanks

-The Followers occupy Black Mountain. However, upon stumbling onto the irradiated mountaintop, they realize the strong aura is affecting them heavily. Many vomit, get ill, and even some become irradiated humans.
-The Securitron Deconstruction Plant is occupied, and many techniques on how to combat or reprogram them are learnt.
-A dock near the Colorado River is built. Now all they need is a boat.
-Construction equipment and robots are traded to the Followers. The equipment and automatons are used to build a city surrounding the REPCONN HQ, becoming the capital of the Followers.
-Elder Followers not wanting death so quickly ascend into higher beings of sorts, becoming Think Tanks and continuing their research within the libraries.
-Botanical technology is scavenged from both the X-22 Garden and Vault 22, and is used to reforest the area near Vault 11.


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, Automated Turrets, Solar Arrays

-Primm and G-Land territories are surrounded by turrets designed to defend the town.
-The trip to Japan is postponed, due to the fact the G-Land, in fact, does not have boats or planes. The Lonely Island and Samuel L. Jackson are both sorely disappointed.
-More emphasis and funding is placed into urban development as well as tourism, of which G-Land sees plenty of due to the Commonwealth’s new ventures west.
-Dead abominations from Vault 22 are taken into custody for use in testing and researching the origins of their mutations.


Stalemate

The Union
Government: Bipartisan Commission
Culture: Egalitarianism, Capitalism, Biohazard Management, Militarism, Constitutionality, The Draft, Welfare, Media
Technology: Solar Array, Aviation Technology, Electricity, Improv Suits, Pip-Boys, Forge, Intermediate Guns, Basic Explosives, Intermediate Energy Weapons, Artillery, Mister Orderly, Project Echo Gamma [CLASSIFIED], Basic Farming Equipment, Intermediate Explosives, Primitive AI

-Ventures are made out of the Mojave, and the Union claims Vault 15 for themselves, completely void of any and all signs of life. The Union also claims land between them and the Boomers, annexing the Boomers into their society as well as their technology.
-Misterly Orderly units are repaired, and some are even built from the ground up in the mainland.
-Weaponry is improved, and artillery is introduced to the Union.
-The Union chooses to occupy the Luxor as their embassy in Las Vegas.
-[REDACTED] are made top secret in the Union.
-Turrets are attempted to be built, but fail. However, processing units and AI interface is created instead.


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

-2 Turns Missed


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

-2 Turns Missed


Naschzaube Maus

The Shamans
Government: Tribal Democracy
Culture: Totems, Disney Worship, Agriculture, Craftsmanship, Technological Knowledge, Mercenaries, Mickey Mouse Super Ears
Technology: Automobiles, Electricity, Pip-Boys, Forge, Craft Weapons, Rocket Science, Solar Arrays, Mister Handy, Protectrons, Hydropower, Artillery, Stimpaks, Intermediate Energy Weapons, Sentrybot, Basic Explosives

-The Shamans withdraw from the power stations, begrudgingly.
-A convoy of vehicles is sent north and northwest into Utah and California. Progress is still not reported yet as Shamans must wait longer traveling by automobile than by air.
-Explosive compounds are created and used both as munitions and as demolitions.
-Trade caravans are sent to G-Land, the Commonwealth, and Goodsprings.
-Special hats are created in the form of mouse ears, enhancing bearers with special electronic waves that improve focus and comprehension.

Mister Stalker

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

-3 Turns Missed


Roarshack

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

-2 Turns Missed


Crimeariver

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

-3 Turns Missed


level4outbreak

The Commonwealth
Government: Constitutional Republic
Culture: Technology Advancement
Technology: Hardened Sentry Bots MK 6, Project Victor Bravo [CLASSIFIED], Electricity, Advanced Energy Weapons, Stimpaks, Hardened Mister Gutsy MK 6, Hazmat Suits, Pip-Boys, Forge, Metal Armor, Hardened Roboscorpions MK II, Advanced AI, Project Papa Alpha [CLASSIFIED], Automated Turrets

-Land within California is claimed for the Commonwealth, such as the Cathedral, Junktown, and the Boneyard.
-Big MT is explored further. There, the Commonwealth scouts discover a mysterious cave as well as an overwatch.
-Roboscorpions are made hardened, making them much more durable in combat against all forms of projectiles and munitions.
-Scouts are sent on a mission of unknown objective. Upon return, they report their mission complete, noticing a neighbor going dark.
-AI is introduced into new robotics, creating turrets to defend towns and territory of the Commonwealth.
-Stimpaks are created using implements already existing in first aid kits.


Sir Arytom Expert of Nothing

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

-3 Turns Missed


Soviet Marmalade

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

-6 Turns Missed

Skeletor-sm

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