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.

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 Charlie Dunne, 29, NCR Deserter, Chris Evans
CHARLIE DUNNE
 Posted: Nov 13 2016, 08:13 AM
QUOTE
29 years
Human race
NCR Deserter
Neutral Good
biography by Gina

SKILLS

Small Guns Bartering Survival Repair

PERKS

Commando Gunslinger Quick-Draw Strong Back Toughness
Strength
5/10
Perception
5/10
Endurance
8/10
Charisma
6/10
Intelligence
4/10
Agility
5/10
Luck
7/10

WEAPONS

Service Rifle

9mm Pistol

Combat Knife

COMPANION

N/A
Message
Plotter
Inventory
Development
Wallet
Caps: 60
Adventures
7
Text
N/A


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GENERALIZED Charlie Dunne
OCCUPATIONAL
Born in Boulder City, Nevada, Charlie Dunne was the single son of a deadbeat drug dealer whose abuse instilled in the then six year old boy a hatred of chems. His fate was twisted by the First Battle of Hoover Dam that leveled the city and massacred most of the populace -- including his father. In the wayward wandering that followed, Charlie was adopted by a woman from the Crimson Caravan company who taught him the trade of bartering during their mutual travels throughout the Mojave. Throughout these travels, Charlie grew to appreciate the NCR's efforts to enforce law and order within the region's settlements. When his mother died by a raider's bullet, a fifteen year old Charlie knew his place was in California with the NCR. Hitching a ride, the boy found his way into the heart of the NCR three years later, and their demand for fresh bodies pushed him into service.

Sailing through boot camp as a decidedly average soldier, Charlie was assigned to the 7th Company in the 3rd Battalion, then further still into a unit. This small unit was swiftly deployed to the Mojave in a counteroffensive against the now fledgling nation of New Vegas. The tight-knit bond they shared pushed them through weeks of brutal combat against the Securitron army. Years of warfare passed with no end in sight, and by the time Charlie was twenty-three years old, he was the sole surviving member of the original Battalion. With the NCR engaging in heinous war crimes in a desperate effort to destabilize the region, Charlie turned his back on the republic and deserted. His parting gift was a bullet for his sociopathic commanding officer, a man who spit on the values the NCR once held.

Ditching his uniform save for his Battalion's patch, Charlie set off to the East, well outside of the NCR's sphere of influence. His fortitude was tested in this harsh journey, one that took him to Albuquerque and the fabled Route 66. This was the road he walked for years and years... until he reached the riverside ruins of St. Louis, the gateway to the West. Here, Charlie began his new life, free of the nation that filled him with disillusion.
APTITUDE
Character Traits
Charlie is a simple man with a haunted look about him, as if he were shouldering a great burden.

Marked by scars not just physical, his eyes tell stories that his lips refuse.

Though amiable, his hand is always resting on the grip of his pistol.

There's an air of discipline around him, a trained subduing of emotions both in fights and out.
TEST
Character By Gina
^
VAULT-TEC
 Posted: Nov 13 2016, 06:44 PM
QUOTE
--- years
Moderator race
Vault-Tec
Lawful Good
biography by FALLOUT 66 STAFF

SKILLS

N/A N/A N/A N/A

PERKS

N/A N/A N/A N/A N/A
Strength
10/10
Perception
10/10
Endurance
10/10
Charisma
10/10
Intelligence
10/10
Agility
10/10
Luck
10/10

WEAPONS

N/A

N/A

N/A

COMPANION

N/A
Message
Plotter
Inventory
Development
Wallet
Caps: 852
Adventures
392
Text
N/A


VAULT-TEC FILE // APPROVED
ENTRY: 2077 // CONGRATULATIONS, VAULT DWELLER! You are awarded 250 credits to your inventory. To use your Primary, Secondary, & Alternate weapons, purchase those slots & appropriate ammo for each (if applicable) from the Vault Store. Money may be earned through hard work & participation. Don't forget your Claims! ENTRY: 2299 // WELCOME, DRIFTER... You made it this far, but time will tell how much farther you go. The wasteland is hard, those that hope to last must be harder... and they must work together. No one man can make it alone. You make what you will of these old world ruins... we hope your survival is a long one.
^
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