War Never Changes

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

  • STAT
  • INV
  • MAP
  • DATA
  • RADIO
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.
Latest Shouts In The Shoutbox -- View The Shoutbox · Rules -  


  CLOSEDNEW TOPICNEW POLL

 Groups
VAULT-TEC
 Posted: May 20 2012, 09:47 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


ST. LOUIS, MISSURY has always been an irradiated city for mutants & monsters. Past attempts to reclaim the ruins have all failed. The arrival of the tenacious Sixty-Sixers road gang in 2293 marked the first successful human settlement in the area. In 2298, the Will Roger Caravan Co. established a precarious trading post within the city & would begin a year-long campaign to colonize their new territory. War & conflict would nearly destroy all groups.
Will Roger Caravan Company EST. 2285, Will & Roger Paxton This caravan company sprung out of NCR territory just outside The Boneyard. Competition between companies was cut-throat, and to ensure their success, the Paxton brothers devised a plan to create a caravan route along the old 66. Never before attempted, this would be the company's ticket to survival. Progress ground to a halt when the caravans reached the ruins of St. Louis, "Missury" in 2298, where a tentative hub of civilization was built amid the dangers of the old city.
Sixty-Sixers EST. 2290, Deadbolt & Diesel Forged from an alliance of various raider gangs once holding territory across the historic 66, both brothers united the warring groups as one powerful faction. With a singular objective to keep the old 66 free from rule and government, the sixty-sixer biker gang dominates the highway from the Four States to the Mississippi. In 2293 they took control of the old St. Louis Union Station and have kept it as their headquarters since. Their only doctrine is freedom & the open road.
River King Casino Est. 2298, Kit Wright Initially a tentative business venture from New Reno, the three-deck steamer boat initially flourished in St. Louis. The attraction drew in business from locals, 66ers, & travelers alike, & made it one of the highest revenue locations in the city. As such, the mob has taken control over Downtown settlements. The casino operates under the rule of the mob boss, Kit Wright, and boasts one of the largest groups in the area. The casino is always looking to hire more muscle or talent.
Vault 58 Vault 58 was a social experiment on the prolonged effects of subterranean living on humans. Subjects enlisted for the vault were given the necessary means to continue living for well over a century, & they flourished successfully under careful supervision & regulations to maintain their numbers. The catch? The vault was designed to emulate underground life and was constantly in a state of darkness or low-level lighting. Surprisingly, the inhabitants adapted naturally to their living conditions.
Followers of the Apocalypse First arriving in St. Louis in the year 2298, the first of their number to follow the WRCC into the radioactive ruins established a medical clinic within the remains of an old hotel. Quickly referred to simply as "The Clinic" by the locals, the founding Followers did their best for the people for as long as they could until the war for St. Louis drove them back west. Now The Clinic sits empty & abandoned.
Brotherhood of Steel Elder Carnegie The mid-western Chapter of the Brotherhood of Steel has always been an independent, and uniquely operating branch. After their removal from Lost Hills, and their airship's subsequent crash-landing outside Chicago, the splinter group has continued to do its best to survive in the mid-west. After substantial damage taken in a recent war against the 66ers & St. Louis mutants, the Chapter has officially pulled out of St. Louis, giving up their plans to garner control of the city.
The Railroad EST. 2298 (St. Louis) Another recent outpost in St. Louis, the Railroad found its way into the radioactive ruins in search of another way point for freed synths. Operating out of the city's historic library, the Railroad utilizes the high levels of radiation to protect their cover as it reduces heavy pockets of human civilization. Their operations, despite great care and hard work, were compromised by a pair of coursers that successfully infiltrated the now empty base.
Institute Remnants Despite their defeat in claiming the Commonwealth as humanity's greatest hope, sentiment regarding the survival of the faction has proven true over the years. Not all was lost a decade ago. Over the twelve years that have passed, remnants of the Institute have survived and some have even continued to build. The scientists may have lost their old life, but they haven't lost hope for a better future for humanity. If nothing else, a hard lesson was learned. The remnants will take no similar chances now.
The Minutemen With their slow and continual success of making the Commonwealth safe, one settlement at a time, some from the faction have taken up the dangerous task of expanding their aid outside the 'Wealth. The first of the Minutemen have traveled as far as St. Louis in the year 2299, finding themselves arriving to a struggling settlement of people at the end of a climactic, year-long battle.
Caesar's Legion With the slaving branch of operation accomplished in St. Louis, the faction has packed up and moved back west to the Four States. Despite the reports, however, sightings of Sixty-Sixer bikers riding along the eastern border of the Four States occasionally draws the attention of Legion scouts. The army body, however, remains within their territory, continuing to strengthen their faction in the devastating wake of the civil war that nearly destroyed the faction after the 2nd battle for Hoover Dam.
(Independent) New Vegas After the second battle for Hoover Dam, the gambling mecca of New Vegas was successfully taken into the control of the enigmatic Courier Six. With a securitron army roaming the territory, law and order is shakily maintained in the Mojave. A hub of perpetual activity, many west-bound travelers follow caravans down the 66 to get to Vegas, or travel past Vegas to get to the eastern, mid-west territories.
Enclave Remnants After their defeat on the west coast, the strength of the Enclave was located in the Capital wasteland. With their failure to defeat the Brotherhood of Steel on the east coast, the Faction was successfully destroyed. Remnants survived where and how they could. Such a group lived for years within an Enclave bunker within the Chicago ruins. In the year 2298, the last of the new generations left their underground home in search of brighter futures and new beginnings elsewhere.
^
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

OPTIONS CLOSEDNEW TOPICNEW POLL


 


 

THE SITE SKIN, TEMPLATES, CODES & MINI-PROFILE ARE THE CODING PROPERTY OF HARDY @ WECODE.
CUSTOM FORUM STRUCTURE & MODALS BY BLACK @ CODE. TOGGLE CHAT BY NICOLE @ TUMBLR.
FALLOUT LORE, GRAPHICS, & SERIES © Interplay, Black Isle, Obsidian, Bethesda COMPANIES.