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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 Helpful Resources
VAULT-TEC
 Posted: Mar 19 2014, 09:50 AM
QUOTE
--- years
Moderator race
Vault-Tec
Lawful Good
biography by FALLOUT 66 STAFF

SKILLS

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PERKS

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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

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COMPANION

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


^
VAULT-TEC
 Posted: Sep 27 2014, 09:52 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


FAST TRAVEL ON FOOT
  • St. Louis to Chicago - 296.9 mi (appx)
  • St. Louis to Chicago - 15 days (20 mi/day)

  • St. Louis to Vegas - 1,600.8 mi (appx)
  • St. Louis to Vegas - 80 days (20 mi/day)

  • St. Louis to D.C. - 819.0 mi (appx)
  • St. Louis to D.C. - 41 days (20 mi/day)
STEAMBOAT
  • St. Louis to Spillway - 6 days (appx)
  • St. Louis to Red Wing - n/a
MOTOR VEHICLE
  • 6 hrs/day, 30 mi/hr - 180 mi/day (average)

FACTORING RULE

    The average person can travel 20 miles per day. The average person can walk about 3 miles/hour (7hrs) on flat, easy ground. 20mi/day helps factor: dangers, hard terrain, supplying food & water, rests, & camp.
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