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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CELEBRATING GREAT WAR DAY! Attention, dwellers, the vault-door is officially open to the wasteland. It's a brave new world, let's make the best of it! Welcome to "War Never Changes," we hope you survive your stay.

Vault Maintenance It's been a long time that we've been locked inside this vault, so please have patience as we sort out any kinks with the system. If you see something that needs attention, please let an Overseer know.

10.23 "War Never Changes" DLC launches. Public reopening begins.

09.30 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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 Caps & Inventory
VAULT-TEC
 Posted: Jan 14 2014, 11:25 AM
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


WASTELAND BOTTLE CAPS STARTER CAPS
    Each new character will start with 250 bottle caps in their inventory. In order to use weapons, chems, & other critical gear listed in your application, starter caps should be first used to acquire:

  • Any applicable weapon slots
    (Primary, Secondary, Alternate)
  • All applicable ammo for listed weapons
  • Any applicable chems &/or aids

EARNING CAPS

  • RP posts: 10 caps (starter), 5 caps (reply)
  • Completed quests: 150 - 250 caps
  • Site arcade: caps vary with each game
  • Workbench approval: 250 caps
  • & More!

    Use earned caps to buy shop items, gifts, or site event access. Members are welcome to ignore the store feature beyond purchasing any gear they wish to use.

^
VAULT-TEC
 Posted: Apr 4 2014, 01:40 AM
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


PERSONAL INVENTORY SYSTEM Personal Inventory
    Purchasing items from the site store gives you those items forever. Unless you gift an item to another account, or delete the item from your inventory, you only need to purchase it once per account. Weapon slots, ammunition, chems, & housing are all examples of these sorts of purchases.
Utilizing your Inventory
    Operating on Survival difficulty, tactical decisions must be made in reflection. Ammunition gets heavy, carry space is limited, and bullets do run out. We highly advise for writers to take a realistic approach to gear used in stories. Take chems sparingly and pick your shots wisely!

Recommended Inventory Usage

  • Chems: 1 use per chem in your inventory.
  • Ammo: 2-4 clips for each weapon
  • "Gifting" to another in rp negates further use of item
^
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