Fallout: Rust and Steel
Pyrdwen Internal Network
Outgoing Mail PEM786A-016
Oliver, I hope this reaches you. Knowing how invested you are in your work, I realize it's possible you haven't noticed I left. That isn't meant to sound spiteful. Don't get me wrong, it hurt at first. You went from tinkering with old tech to going away for weeks at a time with the Followers of the Apocalypse. In a way, you left me a long time ago. But I'm not angry anymore. Actually, I'm happier than I've been in a long time.
I'm not coming back. Like you, I found my calling and it's a long way from shoveling brahmin shit. Don't coming looking for me. I mean that for your own safety.
End message...
Pyrdwen Internal Network
Moss MS-357PR PM-067
Fr: Elder Maxon MX-001E
To: Paladin Moss MS-357PR
The following is strictly confidential. Members of our Brotherhood are need of assistance. A squad led by Paladin Brandis departed to the Commonwealth to follow-up on a compelling lead. We lost contact soon after. It's been three months and we cannot afford to wait any longer. I want you to track down and rescue the surviving members of Recon Squad Artemis. I want this done quietly. Coordinate with Paladin Danse and Lancer-Captain Kells to organize a team. The lives of our brothers are sisters are on the line, so this needs to be your top priority.
~ ~ ~
The Idea
Welcome to Rust and Steel, a Fallout RP. Our setting will be the Commonwealth, 2284. Players will begin as members of the Brotherhood of Steel tasked with rescuing the lost team, Recon Squad Artemis. Don't worry about breaking canon, though. This mission will serve as the launchpad into a vast world chalk full of dangerous challenges, moral decisions, and the chance to explore the world of Fallout in ways the games simply don't allow.
Expect action, adventure, and a chance to develop your characters and the world. Just because we start within the ranks of the Brotherhood doesn't mean we'll stay there long. I have a rough plot sketched out with plenty of room for player-driven stories so long as they include others (interaction is key).
The Characters
Players must begin as members of the Brotherhood of Steel. How, when, and why your character enlists is entirely up to you. I prefer a well-thought out reason, whether your character has simple motivations (food and shelter ain't nothing to scoff at) or more complex ambitions (subterfuge, anyone?). Just know this is a starting point. Everyone can evolve and change. That said, folks set on a ghoul and super mutant aren't totally out of luck -- shoot me a PM.
Ranks will follow the Maxon Model. Because the squad leader will be a NPC, all members should be ranked Knight-Sergeant/Senior Scribe or lower. The game can support up to two lancers for story purposes. The distinction between Lancer (pilot), Knight, and Scribe will be more important than your place in the hierarchy. You can find brief descriptions about how each class differs in the dossier section.
The Gameplay
Combat is realistic...ish. Taking a bullet or meeting the business-end of a super sledge will ruin anybody's day, but we're all here to have fun. You can bet all those chems don't make the raider trying to turn you into a corpse the best shot. That mutant with the sledgehammer is going to take time to swing. Keep things grounded and respect the intended level of challenge, but remember that this isn't Dark Souls.
There will be situations where the stakes are high. These moments will be clearly called out and will require the squad or individuals to make game-altering decisions. They may require a dice roll or consideration based on character motivations. While these situations can cost limbs and lives, they also come with the promise of powerful rewards.
The World
The Commonwealthin 2284 is a familiar place to those who've played Fallout 4. Diamond City is still a thriving pocket of civilization and most goods flow through Bunker Hill. Unless your character is specifically from the area, that's all they likely know. Remember that our characters are members of the Brotherhood of Steel, specifically ones assigned to the Pyrdwen. They might not be from the Capital Wasteland originally, but they certainly resided there before being deployed.
For most characters the journey into the Commonwealth will be an adventure into the unknown. As we explore the land, the repercussions of our decisions and even the weather will reveal new mysteries. We might even find our story leads beyond the greater-Boston area.
The Weapons and Armor
Don't get caught up by in-game stats. Any armor is better than nothing and none of it guarantees a bullet won't penetrate. Likewise, just about any weapon can kill if used properly. For our purposes, you can think of weapons and armor in three general categories: pre-war, modern, and advanced. Explanations below.
PRE-WAR: Say what you will of the old days, they sure built things to last. Classics like the 10mm Pistol, Hunting Rifle, and .45 M1911 can still be found in ruins today. With a little cleaning and fine-tuning you'll have a pretty decent weapon, too. This category also includes weapons from outside the game like the MP-5 or AK-47. In terms of armor, we're talking about Combat Armor, Riot Gear, and other protective clothing from past. It's easier to find usable pre-war supplies in police stations and outdoor stores. Military-grade hardware is, surprise, almost exclusively found in military facilities or outposts (usually with plenty of robots and ghouls).
MODERN: Ingenuity and necessity. This is the gear borne from the rubble in a world still obsessed with violence. Pipe rifles and pistols assembled from old lamps, car engines, and vacuums. The breastplate that uses a sturdy frame of a grocery cart to protect the chest and neck. It might not be pretty, but it works... well, usually. What this gear lacks in appearance, it delivers in diversity and potential. If you've got the skills and scrap you can build yourself some of the best gear around. It's easy to find modern gear just about anywhere, but don't make the mistake of trusting a weapon you just picked up.
Special Note: Pre-war and advanced weapons that don't get proper maintenance or are modified in the field can blur into this category. This comes with advantages and drawbacks. Fixing your power armor with scrap let's you customize the armor, but might leave you exposed to radiation. Modifying a 10mm Pistol to take 9mm rounds might sacrifice damage, but the rounds will be easier to find.
ADVANCED: Past and future, all-in-one. Power armor, energy weapons, and just about everything from Fallout that lands squarely in the realm of science fiction. This is the kind of gear most people swoon over. Armor that allows a woman without legs to not only walk, but fly. A rifle capable of reducing feral ghouls into red hot ash. While we might start with access to this kind of choice gear as members of the Brotherhood, it does come with one massive drawback: advanced gear needs special maintenance. A scribe might be able to patch up some bullet holes in your power armor, but they'll need the engineers on the Pyrdwen to keep it running long-term. Energy weapons need serious attention or their power will reduce over time. You aren't likely to find this gear out in the world and certainly not in pristine condition.
The Expectations
I'm looking for three-to-five players comfortable with a weekly posting schedule. You should be fine with writing at least a few hearty paragraphs that add something to the story or your character. Collaborations are fine, but let's avoid making endless walls of text and long waiting periods the norm. If you sign up, I expect you enjoy Fallout, post-apocalyptic settings, or both. I bet you have some great ideas, too. Please share them!
I'll expand on the rules once we get to the OOC, but I expect everyone to remember one thing:this is our game. All ideas are welcome. All voices count and will be considered. When we get confused or disagree, we'll bring it up respectfully and thoughtfully. We will treat each other with patience, always remembering that nobody is perfect and everyone contributes something to the whole.
The Character Sheet