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.
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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Forum Rules Character Creation Kit

the character creation kit
how to submit your form Only 100% completed applications may be submitted. Submit as a "New Topic" in this forum. In order to begin the review process for approval, you must first complete these steps:

001.... completely fill out all miniprofile information with a ★ (star).

002.... ensure that you have an appropriate miniprofile avatar.

003.... submit your character to the Site Directory topic. Application Topic Title Topic Title: Name
Topic Description: Age, Faction, Play-By SKILL & PERKS & MORE You may select which skills & perks best suit your character from those offered in the Fallout series. Be advised, however, that some skills & perks may be subject to denial and percentage/point based skills & perks add no such percentages or points to your character.

FALLOUT SKILLS & FALLOUT PERKS & Brotherhood of Steel FURTHER MATERIAL Weapons & Gear may only be generic types found in the games & must match your S.P.E.C.I.A.L. stats to utilize. No "special" weapons. Companions are any sort of familiar that travels with your character. Note: companions do not share in your character's protections!

Character Biography This should highlight the major events that shaped your character into who they currently are entering the story. It is advised to utilize your character's S.P.E.C.I.A.L. totals in your history. This is not a place to write a novel. Keep it to the point for faster review and for other writers' ease of reference. S.P.E.C.I.A.L. system (40 pts total) No S.P.E.C.I.A.L. total may exceed 10 points or have less than 1 point. 40 points total.

9 - 6
: From gifted to above average
5
: Completely average 50/50
4 - 2
: From below average to dismal
10 - 1
: Extreme fail or success

(extremes are mostly utilized for comical flavoring)

S.P.E.C.I.A.L. in play If you have an average 5 LUCK, your character has things go favorably as much as they don't. If your character has 3 LUCK, things don't usually play into their favor. If your character has 10 LUCK, they are probably dodging bullets by accident. In stories, characters are balanced against each other by their S.P.E.C.I.A.L. totals. A character with a 7 AGILITY will out-maneuver a character with 5 AGILITY. A character with 7 AGILITY (& Sneak) has a 50/50 chance against someone with 7 PERCEPTION. If one character has a higher LUCK total than the other, that advantage will tip the scales in the luckier character's favor.

Remember to play to your S.P.E.C.I.A.L. with your character. Weaknesses are just as important to who the character is as strengths are.


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