War Never Changes

an original fallout rp established in 2012 | player driven, world building | no word count, no character limit, includes Fallout 1 - 4

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SEE YOU IN THE PAST Thank you for having made Vault-Tec your #1 choice for nuclear preparedness for 4 years running. The experimental phase of our Vault has expired. You are released back into the world to recreate the American dream once again. This vault will now be an archive to the stories that took place within it. Vault-Tec wishes you the best, perhaps we'll see you in the past. Always remember, citizen: War. War never changes.

Members are welcome to utilize our pip-boy chat under the Data tab!

08.01.17 See you in the year 2077.

10.23.16 "War Never Changes" DLC launches. Public reopening initiates.

09.30.16 After 4 good years, the story concludes. Fallout 66 ends.

Race Ratio Oct. 2016

Human
Ghoul
Super Mutant
Synthetic
Psyker
Robotic
Animal
Faction Ratio Oct. 2016

Wastelander
BoS
Raider
NCR
Legion
FotA
Minute-Men
Railroad
Institute
Group Ratio Oct. 2016

Union Station
River King
The House
Vault 58
Carousel Crypt
The Clinic
W.R.C.C.
War... war never changes. It began with the bombing of the old world. Nuclear fire destroyed much of the American Commonwealth, and what survived did so by adjusting to the wasteland left in war's wake. 200 years later, out of the development of the Boneyard, the Will Roger Caravan Company took up the challenge to establish the Route 66 highway as a caravan trade route, stretching from NCR controlled California to the Brotherhood of Steel in Chicago, Illinois. Their progress met its end in St. Louis, "Missury," where a year-long campaign ended in another nuclear detonation to the city.

Months after the blast, survivors and drifters alike creep back into the ruins of the old world wreck. The shattered remains of establishments shake off the Fallout and carry on. The bones of St. Louis stir again with life...

October-December, 2299

The temperature is dropping, but it's nothing like the blizzard of 2298. Proper shelter at night is becoming non-negotiable. Drifters must either pool their resources to afford a homestead or they must rent from one of the few establishments remaining.

FO66 Member Chat. You must be logged into your accounts to utilize. Spammers will be banned.
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Forum Rules Character Creation Kit

the character creation kit
how to submit your form Only 100% completed applications may be submitted. Submit as a "New Topic" in this forum. In order to begin the review process for approval, you must first complete these steps:

001.... completely fill out all miniprofile information with a ★ (star).

002.... ensure that you have an appropriate miniprofile avatar.

003.... submit your character to the Site Directory topic. Application Topic Title Topic Title: Name
Topic Description: Age, Faction, Play-By SKILL & PERKS & MORE You may select which skills & perks best suit your character from those offered in the Fallout series. Be advised, however, that some skills & perks may be subject to denial and percentage/point based skills & perks add no such percentages or points to your character.

FALLOUT SKILLS & FALLOUT PERKS & Brotherhood of Steel FURTHER MATERIAL Weapons & Gear may only be generic types found in the games & must match your S.P.E.C.I.A.L. stats to utilize. No "special" weapons. Companions are any sort of familiar that travels with your character. Note: companions do not share in your character's protections!

Character Biography This should highlight the major events that shaped your character into who they currently are entering the story. It is advised to utilize your character's S.P.E.C.I.A.L. totals in your history. This is not a place to write a novel. Keep it to the point for faster review and for other writers' ease of reference. S.P.E.C.I.A.L. system (40 pts total) No S.P.E.C.I.A.L. total may exceed 10 points or have less than 1 point. 40 points total.

9 - 6
: From gifted to above average
5
: Completely average 50/50
4 - 2
: From below average to dismal
10 - 1
: Extreme fail or success

(extremes are mostly utilized for comical flavoring)

S.P.E.C.I.A.L. in play If you have an average 5 LUCK, your character has things go favorably as much as they don't. If your character has 3 LUCK, things don't usually play into their favor. If your character has 10 LUCK, they are probably dodging bullets by accident. In stories, characters are balanced against each other by their S.P.E.C.I.A.L. totals. A character with a 7 AGILITY will out-maneuver a character with 5 AGILITY. A character with 7 AGILITY (& Sneak) has a 50/50 chance against someone with 7 PERCEPTION. If one character has a higher LUCK total than the other, that advantage will tip the scales in the luckier character's favor.

Remember to play to your S.P.E.C.I.A.L. with your character. Weaknesses are just as important to who the character is as strengths are.


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 Haster Jangle, 45, Wastelander, Raider Reborn
Haster Jangles
 Posted: Jan 10 2017, 01:20 PM
QUOTE
45 years
Human race
N/A
Chaotic Evil
biography by ConquererMan

SKILLS

Small Guns Sneak Repair Melee Weapons

PERKS

Sniper Survival Gunslinger Gun Nut Light Step
Strength
6/10
Perception
8/10
Endurance
7/10
Charisma
3/10
Intelligence
5/10
Agility
8/10
Luck
3/10

WEAPONS

DKS-452 .308 Sniper Rifle

.44 Magnum

S&W Model 500

COMPANION

N/A
Message
Plotter
Inventory
Development
Wallet
Caps: 10
Adventures
77
Text
N/A


you're

S

06

P

08

E

07

C

03

I

05

A

08

L

03 !
GENERALIZED Haster Jangles
OCCUPATIONAL
There exists rumors of a beast that prowls the ruins of St. Louis. Of a creature that was once a man. A man who hunted the most dangerous game. Only his inhibitions and a linger sense of humanity kept him in check, but all that was stripped away. It is said that whispers of madness consumed him from the inside out, but others believe some otherworldly force transformed him from the beast he was into the monster that he is now, pointing to the almost ritualistic nature in which his victims are slaughtered and strung up.

None know the beast’s name, and only mutter about the killings on dark nights, but a lone bounty dares call him by the old name; Haster.
APTITUDE
Character Traits
Haster is a man of habits and rituals. From his earliest days he grew up memorizing techniques to survive the wilds, whispering small poems about how to butcher animals properly or singing little ditties while cleaning his weapon. This extended into his adult life where even the littlest comforts are cherished, and muscle memory is what saves a man, not intellect alone.

Haster is also a changed man. Long gone is the thick leather duster and wide brim hat more reminiscent of the old west than the new world east. In its place is a set of old riot gear and a mangled helmet repaired by his own hands, twisted into a new and frightening shape. What remains of his duster adorns the armor.

At night he whispers in a language he was not taught and one that is not spoken by any civilized man.
TEST
Character By ConquererMan
^
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