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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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10.23.16 "War Never Changes" DLC launches. Public reopening initiates.
09.30.16 After 4 good years, the story concludes. Fallout 66 ends.
The caravan trail reaches the end of its progress in the state of Missury, at the St. Louis trade stop. A year-long campaign in the mutant city sees the rise and fall of a multitude of different lives and groups. Amid the daily struggle, civilization takes hold over the radioactive ruins below the Gateway to the West. The battle for St. Louis culminates into a massive event 200 years in the making. It all ends in another nuclear detonation to the city.
The ghosts of 2077 play a dirge, a blues song about how war, war never changes.
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.
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!
(extremes are mostly utilized for comical flavoring)
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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Posted: Jan 10 2017, 01:20 PM
biography by ConquererMan
SKILLSSmall Guns Sneak Repair Melee Weapons
PERKSSniper Survival Gunslinger Gun Nut Light Step
GENERALIZED Haster Jangles
There exists rumors of a beast that prowls the ruins of St. Louis. Of a creature that was once a man. A man who hunted the most dangerous game. Only his inhibitions and a linger sense of humanity kept him in check, but all that was stripped away. It is said that whispers of madness consumed him from the inside out, but others believe some otherworldly force transformed him from the beast he was into the monster that he is now, pointing to the almost ritualistic nature in which his victims are slaughtered and strung up.
None know the beast’s name, and only mutter about the killings on dark nights, but a lone bounty dares call him by the old name; Haster.
Haster is a man of habits and rituals. From his earliest days he grew up memorizing techniques to survive the wilds, whispering small poems about how to butcher animals properly or singing little ditties while cleaning his weapon. This extended into his adult life where even the littlest comforts are cherished, and muscle memory is what saves a man, not intellect alone.
Haster is also a changed man. Long gone is the thick leather duster and wide brim hat more reminiscent of the old west than the new world east. In its place is a set of old riot gear and a mangled helmet repaired by his own hands, twisted into a new and frightening shape. What remains of his duster adorns the armor.
At night he whispers in a language he was not taught and one that is not spoken by any civilized man.
Character By ConquererMan
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