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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 Workbench G.e.c.k.
VAULT-TEC
 Posted: May 8 2013, 03:29 PM
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

N/A

COMPANION

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


EST: March, 2012
Hrs: 00:00 AM/PM - 00:00 AM/PM

Owner: Vault-Tec
Overseer: Fever Blossom
Overseer: Fern Flower

Activating Your Workbench It's as easy as dreaming up a viable creation for character interactions. If you can dream it, you can build it. If you can maintain it, you can continue to keep it. Simply copy the below code & then click "New Topic" to get started building. What To Include We recommend describing your creation with just enough info for others to work with & without so much info that it becomes a convoluted mess. The simple basics are highly encouraged. Is it defended? How so? What is it built from or built within? How is it accessed? What hours does it operate? Location Graphic You may include a small graphic ( 180x232 ), if you wish. This is an optional feature and can be added to the image code above workbench information. If opting out, please be sure to remove this image code. Workbench Approval If your workbench is approved for site use, you will be awarded 250 bottle caps to the account that created it. The feature you have submitted will also become available for member use on the board. Just like character activity, workbench creations must also be kept active each month in order to maintain them, otherwise they may fall into disuse!
THE WORKBENCH, WAR NEVER CHANGES


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