[center][img]https://i.redd.it/4q8p7tfzl9921.jpg[/img][/center] [hr][center] [img]https://fontmeme.com/permalink/200116/5e5f85ab595a9cddd445fc3e04259b58.png[/img] [i][url=https://www.youtube.com/watch?v=IYj2hex99gY]♫...Time goes by so slowly. And time can do so much...♫[/url][/i][/center][hr] [center][img]https://fontmeme.com/temporary/3388638f0b8921fbe81d92a331ceb8fe.png[/img][/center] [indent][indent] [color=cyan]Prologue: Departures & Arrivals[/color] [hr][color=slategray]You are a new hire for the Happy Trails Caravan Company, the Company growing successful due to its strong monopoly over the routes in and out of New Canaanite territory along Highway 50. Happy Trails having managed to outbid the old NCR standard, the Crimson Caravan Company for the initial rights to established trade routes in Cascadia, the Crimson Caravan Company having fallen on hard times never having fully recovered after some disastrous mismanagement of their Mojave routes. You are a merchant, guard, or just some folk looking for a change in scenery. Yet your particular baggage train is different from the rest. While you are carrying with you cargo of various sorts, your most valuable "package" was, in fact, another human being. An archeologist of all things paying for an escort as they chase after rumors of a lost vault. A vault that if the rumors are true makes the squabbles of the NCR and the CF petty in comparison.[/color][/indent][/indent] [CENTER][img]https://fontmeme.com/permalink/200118/8705eb08d4794673190686346b5ca37b.png[/img][/center] [img]https://www.iamag.co/wp-content/uploads/2016/12/Fallout4_Concept_Garage_1434323462.0.jpg[/img] [indent][indent][color=slategray]Welcome to [i][b]Fallout: Cascadia[/b][/i], a roleplay run by your friendly neighborhood Hexaflexagon. Cascadia is a kind of soft reboot RP I ran on another site some number of years ago between the release of New Vegas and Fallout 4. That previous roleplay was fairly successful lasting just shy of three years upon its eventual completion. I hope Cascadia to be the refinement of that previous story focusing on the things that I believe worked the most. So rather than a massive wide-open sandbox experience as was its predecessor, I instead want to create a more character and story-driven game, the kind of game I find myself drifting more and more towards throughout my roleplay career. The premise of this roleplay is simple; you are a contract hire for the Happy Trails Caravan Company heading north towards the region known as Cascadia. Taking up the majority of the Seattle metropolitan area, Cascadia is a region under the control of the aptly named Cascadian Federation. The Federation in many ways is a strange mirror to the NCR and fittingly the two have grown weary of one another as they compete for control of the surrounding Washinton Wasteland. Your story will run tangential and collide sometimes directly with these tensions as both the NCR and the CF and the many subfactions within them will try and use you for their gain, though ultimately the narrative of the war is not the primary focus of this tale. Instead, the focus is the hunt for a lost Vault-Tec Vault, which if the rumors are true is said to be the primary reason that Cascadia is all green and brown in contrast to the rest of post-apocalyptic America. Experience with the story Fallout New Vegas and the rest of the games is recommended, but not completely necessary as it takes place some one hundred and four years after the events of New Vegas in the far off year of 2385. In this way, thematically instead of post-apocalyptic, Cascadia is closer to post-post-apocalyptic in tone. What that means is that while the world did go to shit, it is starting the slow process of rebuilding itself with the emergence of new governments and unified societies for better or for worse. So while the cynicism of a post-nuclear war wasteland is still present, there is a new undercurrent of hope or something resembling it as society continues to try and pull itself upward out of the ashes. As a GM, I tend to align myself towards a playstyle that allows for a blend of GM direction as well as a degree of player freedom. What this means for you guys is that the RP is split between two categories of RP. The first are [i][b]mission segments[/b][/i] which are largely guided set pieces and gauntlets where you have set objectives, tasks, and whatnot. In these sections, you will either be put in one big team or separate smaller teams trying to complete some kind of goal or task. What that goal is will depend from mission to mission. Mission segments are primarily used to drive the plot forward and for other big dramatic moments. Inbetween mission segments you will have [b][i]R&R segments[/i][/b]. These segments give you more freedom to basically do what your want in camp or whatever town the group may be stopping in. These sections exist to give you as players a chance to explore other aspects of your character that the missions would otherwise not let you see, and more importantly, for me it gives you the chance for more collaborative and slower-paced writing between players as their characters interact with one another. While also providing a well-needed change of pace from the more high-intensity missions, peaks and valleys and all that. In a perfect world, I would like at least one post per player every week. That being said, I also understand that once a week schedules can sometimes be too taxing on people. So instead we will be following a once every two-week posting policy. I will be enforcing this schedule with a two strikes policy, what that policy means is that the first time two weeks pass without you posting [b]and[/b] you haven't given me prior notice you will receive one strike, if it happens again well you get voted off the island. So what that means is all you have to do is communicate with me, I'm typically a very understanding person who knows how hectic life can be, so as long as you tell me that "Hey Hex, something came up" then everything will be fine and dandy. For the first round of applications, I'm looking for up to eight other players though that number may change as I get a feel for things. Applications will be primarily based on the quality of the CS submitted but also upon some player reviews which is mostly just me snooping around to see if you are a total arse or not. So here are my recommendations for you! Don't write a character just to "fill a gap" on the team, write the character whose story you want to tell, that will [i]always[/i] be the better sheet. Take your time writing it, I'm partial to highly detailed sheets and sheets that are extremely evocative of the character they are for, make me want to know more about them, make them flawed, make them feel real, make them hurt. These applications are not first-come-first-serve, the name of the game here is quality. [/color][/indent][/indent] [center][img]https://fontmeme.com/permalink/200118/7b13337c3df03d60c0b719b4c7bb3366.png[/img] [img]https://www.seattlechamber.com/images/default-source/Membership-Images/smcc-membership-map-web-version_puget-sound.png?sfvrsn=f226912d_2[/img][/center] [hider=The Cascadian Federation] [center][img]https://images-na.ssl-images-amazon.com/images/I/717vdjHYlVL._SX425_.jpg[/img][/center] The Cascadian Federation was once a worker’s paradise. Its original system of government resembled something similar to what in our modern world we would call [url=https://en.wikipedia.org/wiki/Syndicalism]Syndicalism[/url]. The basic unit of organization for society in the federation centered around guilds. Citizens would be grouped into a certain guild based upon their occupation and given a chance to vote on the leaders and policies of said guild. For issues beyond the scope of a singular guild, various representatives of the guilds would come together for a meeting at the Guildhall in Sea Town. The idea on paper allowed for the power to remain in the hands of the people, as at the end of the day, the votes still had to pass through the individual bodies of each guild. And as an additive bonus, since the guilds had predominantly specialized workforces, it encouraged cooperation instead of infighting amongst the guilds as they required one another to create a truly functional society. Alas, the foundational dream of the CF was not meant to last. The very system created to promote widespread equality was instead used to create an Oligarchy. The dominant guild in a settlement through coercion or other means finding ways to amass all the resources and powers for themselves even as they still use the old language of radicalism and freedom to defend their positions. In the early days, their would-be fluctuation as these guilds competed for power, but over time the political environment began to stabilize as a handful of guilds managed to consolidate their gains. Eighty years ago, these guilds would come together to form the first Cascadian Council, the ruling body of government in the Federation replacing its old Council of Workers. At its inception, the Council only contained representatives from the four key settlements of the Cascadia: Sea Town, Coma, Everett, and The Yard. In the intervening years since its foundation, two more settlements Seetak and Fall City were given seats on the council. Despite the overarching structural changes to the overarching semantic core of the Federation, its citizens remain content. The people of Cascadia valuing the stability and the security that the Federation provided them more than its old revolutionary ethos. That and the Council has strategically and tactfully kept and promoted old Council of Workers policies that remained popular such as guaranteed housing and healthcare at end of a contract for all those that choose to enlist in the Federation Security Force for a tour of at least four years. These ancestral holdover policies allowing the Federation to keep its population complacent and willing to ignore the rampant corruption happening at its highest levels. [i][b]Major Settlements:[/b][/i] [center][img]https://i.imgur.com/fQ7lCyw.png[/img][/center]The largest of the Federation’s settlements, Sea Town is based out of the piers and warehouses that make up Seattle’s waterfront along the Puget Sound. With heavy fortifications built from large, disused shipping crates and other scrap metal, Sea Town is also one of the Federation’s most heavily defended settlements. Such fortifications being a necessity given the less than hospitable humans and creatures that tend to roam Seattle’s post-War ruins. Sea Town lives off of trade and shipping, being the central exchange point for goods traveling in and out of Lake Washington area at the heart of the Federation’s territory. The Guild that controls all this wealth coming in and out of Sea Town are the [b]Longshoremen[/b]. By controlling who gets to offload cargo when the Longshoremen have an effective stranglehold over the very lifeblood that keeps Sea Town prosperous and so their eventual control over the city came to no surprise to nobody.[hr] [center][img]https://i.imgur.com/usyVGT4.png[/img][/center]]Coma built amongst the ruins of old Tacoma is the Federation’s largest southern settlement and port and such is usually labeled as the “gateway” to Cascadia. As they are situated close to the Federation’s southern border there is a heavy military presence in Coma, especially as tensions with the NCR have grown increasingly worse over the years. The Federation Security Force using nearby [b]Fort Lewis[/b] as one of the Federation’s major military bases. The economy of Coma relies heavily upon its symbiotic nature with Fort Lewis, particularly by providing supplies, entertainment, and leisure to the soldiers stationed at the Fort. Overseeing this gambit of taverns, casinos, and brothels is the purview of the leading guild in Coma, the [b]Courtesans[/b], who control and police the sex trade across the Federation by providing guards and enforcers to their many licensed brothels and stamping down on those independents who try to operate outside of their authority. In this way, allowing the Courtesans to exert soft power across the rest of the Federation as well. [hr] [center][img]https://i.imgur.com/fti6TJN.png[/img][/center]Much like its predecessor, the Federation’s incarnation of Everett is a city of industry and production for the Cascadian Federation. The city itself centered around the old headquarters and petrol plant of the Northwestern branch of Poseidon Energy. Yet where the Everett of old’s industry was based primarily on petrol, the Everett of the CF thrives on its lumber industry. The roar of salvaged together sawmills echoing deep into the night. The harvest and sale of lumber in Everett are controlled by the aptly named [b]Lumberers[/b] who have come to dominate the city. Everett also serves as the hub of the Federation’s northern expansion. One of the expressed desires of the Federation since its earliest days being the reunification of “true Cascadia”. A dream based on recovered pre-war secessionist literature that served as the foundational base for the Cascadian Federation’s conception. And these revolutionary pamphlets speak of an independent republic stretching as far north as old Vancouver. And while to this day, the Federation has continued to slowly push up Highway 5, the progress is painfully slow as the area is brimming with hostile tribals and wildlife.[hr] [center][img]https://i.imgur.com/BsUbso9.png[/img][/center]Based out of the surviving remnants Puget Sound Naval Shipyard in Bremerton across the sound from Sea Town, the Yard is the largest shipyard in the Federation. The large presence of navigable bodies of water in the Washington Wasteland combined with its dense sprawling forest that makes overland travel exceedingly difficult for most, has lead to much of the major travel in and around the Federation being done on rafts, boats, and other aquatic modes of transportation. The Yard is where many of those ships end up being built, repaired, or scrapped to be built again into something else. As much of the remaining space in the Yard is used on repairs and construction, much of the homes and stores and other facilities are actually found in the water surrounding the yard. A floating city of sorts being a mixture of wooden platforms and tied together boats large and small connected to another via walkways and gangplanks. This maritime city is centered around Old Betsy’, a large pre-war oil tanker that sits half-sunken in the water and whose deck is used as an open-air marketplace of sorts. Predictably, the [b]Shipwrights[/b] control the Yard and the surrounding area. The Yard is also famous/infamous throughout Cascadia for being a kind of “freak city” having a sizable population of both super mutants and ghouls. The [b]Bainbridge Society[/b] being a full-fledged ghoul-only community on nearby Bainbridge Island having a strong working relationship with the Yard. The super mutants had long-lived in the forests surrounding the nearby ruins of Olympia and generally minded their own business. Free from the control of the Master and the Enclave, they sought only to live their lives the best that they could. And the occasional hulking mass leading a herd of brahmin towards the Seetak market for sale was not unheard of, though rare given the mutants tendency to remain in isolation. This would change with the arrival of the NCR who would establish their Cascadia Operational Headquarters in and around the grounds of the [b]Old Capitol Building[/b] in Olympia. The NCR didn’t take too kindly to their new neighbors, seeing them as a security risk and so the super mutants living in the area were pushed north eventually setting in the Yard where their large physiques were welcomed for hauling the lumber and metal required in shipbuilding.[hr] [center][img]https://i.imgur.com/KI1iUOj.png[/img][/center]The ruins of the old Seattle–Tacoma International Airport began its new life as a safe hideout for scavengers pillaging nearby Renton and Kent. Over time, a community began to sprout up to support these scavenging endeavors such as doctors, merchants, gunsmiths, and other traders. This bustling ecosystem soon became one of the largest trading hubs in the area and a major pitstop and refueling point for traders and travelers heading out of the Lake Washington area and into the southern reaches of the Federation and beyond. The high walls of Seetak providing the protection needed for the community contained within the Airport to grow. The ruins of the main terminal have been taken over by Seetak’s leading faction, the [b]Merchant’s Association.[/b] Unlike the other major Guilds in the Federation, the Association does not represent a singular type of merchant, but rather the entire collective body regulating trade, prices, and competition between the tenants coming in and out of Seetak. The Association, of course, willing to strong-arm, threaten, and evict any of their tenants if they don’t play by their rules. Out of all the major factions in the Federation, the Association has the best relationship with the NCR as they most of all profit off the NCR Caravaneers entering into the region.[hr] [center][img]https://i.imgur.com/0UQHJvL.png[/img][/center]The newest settlement to gain a permeant seat on the Cascadian Council and the furthest easterly settlement to do so. Fall City used to be raider territory, with bands of hostile tribals controlling much of the Interior of the Washington Wasteland. Over time as the Federation has expanded outward, homesteaders and settlers have come into conflict with these groups necessitating the military to get involved and push them back. Fall City was regained during the first Eastward Expansion as the military pushed up Highway 90 up into the Issaquah and Snoqualmie corridor, stopping at the western banks of the Snoqualmie River. The territorial gains were transformed into farms and herding lands to provide more foodstuffs. Fall City as the furthest point east, was named the new center of this newly acquired territory serving as both the seat of government as well as a waystation for expeditions heading further East. Unlike the rest of the Council settlements, Fall City is not overseen by a particular Guild. Instead given its vulnerable position along the Federation’s eastern frontier, Fall City is under martial law being under the direct control of the [b]Cascadian Security Force[/b]. Patrols guard the border of the settlement and the surrounding farmland on a continuous watch.[hr][/hider] [hider=The New California Republic] [center][img]https://i.imgur.com/KgWam0j.jpg[/img][/center] The great bear of the New California Republic has grown complacent in its elder years. The routing of Caesar's legion in the Mojave and the near-extinction of both the Enclave and the Brotherhood of Steel on the homefront left the NCR as the unchallenged regional power in the Southwestern united states. The loosening economic regulation and imperialistic ethos that began under then-President Aaron Kimball continued under his successors. The success of the former general turned politician prompted the slow regression of the NCR’s democratic functionality into something more closely resembling a military junta as the top military brass in the Republic became increasingly intertwined with the executive branch. Initially, this shift in policy was fought by a moderate faction of politicians and officials including the likes of Dennis Crocker, but the hawks having the support of the military and the financial backing of both the Brahmin barons that Kimball supported and the growing class of nouveau riche war profiteers based out of the newly-acquired Strip. These policies combined with an ever-growing population that required more and more food to sustain itself encouraged the NCR to continue its imperialistic policies, policies which lead to the NCR’s expansion into Cascadia chasing after rumors of vast quantities of arable land. The Republic’s entrance into the Washington Wasteland began with its seizure of [b]Olympia[/b] as its forward operating base in the region right along the border with the Cascadian Federation. The Federation initially welcomed the arrival of the NCR as a prospective trading partner as its arrival brought with it new caravans and traders to the region. The friendship only expanding as NCR Rangers were able to clear out the Lakelurk infested Mercer Island, the beast long having terrorized the fisherman and traders running routes across Lake Washington. As a gesture of goodwill, the Federation allowed the NCR to establish [b]Camp Mercer[/b] on the island to allow them easier diplomatic access with the Federation than their headquarters at Olympia provided. Ultimately as time has passed since their initial introductions relations between the two powers have only soured. The Federation flatly denying the NCR’s offers for a peaceful annexation into the Republic. At the current moment, the CF and the NCR have entered a climate of cold war. While the NCR is militarily superior to the Federation, the NCR military, unlike the Federation, is unequipped to deal with fighting in the vast foliage that made up the Washington Wasteland being used to fighting primarily in the deserts and badlands of the American Southwest. The Federation trained to travel in these wooded environments quickly and silently could easily outmaneuver the NCR and potentially cause devasting causalities despite their numerically inferior numbers. The NCR having learned the hard way not to underestimate the potential havoc caused by coordinated guerrilla warfare from their conflicts with the Brotherhood and Caesar’s Legion. So at the moment despite their hawkish tendencies, cooler heads have prevailed in the NCR’s leadership as they continue to exert their influence through soft power rather than military might as they continue to engage with talks with the Merchant’s Association as well as the Courtesans in nearby Coma. [center][img]https://i.imgur.com/9pGNoAO.png[/img][/center] Called the “Double O” by the troops stationed there, Olympia Outpost is the largest NCR controlled settlement in the Cascadia region. Before the NCR had arrived, the old state capital had been a bastion for raiders, slavers, and other undesirables using the ruins as a staging area for attacks across the various settlements. By the time the NCR had arrived, the dominated faction was a group of raiders called the Axemen. Jumped up on jet and pyscho, had somehow become convinced that the old folktale about Paul Bunyan was about an actual giant ax-wielding god that they began to worship. No giant lumberjacks came to save the Axemen when the NCR arrive and soon enough they were either killed in the resulting battle or the summary firing squads that happened after the fact. Having cleared out the Axemen, the NCR began to set up shop turning the [b]Old Capitol Building[/b] into their new headquarters. And as the old saying went, where the army goes, the Republic follows. Soon, a whole civilian ecosystem had been built around Olympia Outpost: Gun Runners and other traders, doctors, preachers, businessmen, and prospectors all venturing north to capitalize on the new frontier. This thriving community is overseen by the head of the Cascadian expedition, [b]Brigadier General Elias Brons[/b].[hr] [center][img]https://i.imgur.com/yM3xw1J.png[/img][/center] Under the treaty that granted Mercer Island to the NCR, the Republic is unable to station military personal on the island due to its position on Lake Washington. The security duties going to a dedicated branch of the Cascadian Security Force permanently stationed on the island. Instead, Mercer Island houses the residence of the NCR’s diplomatic core in Cascadia. The old country club being used as its central facility and meeting place between the NCR and the various dignitaries of the Federation. The simple fact of the matter being that Olympia Outpost is too inconveniently placed for them to travel to. Camp Mercer is overseen by [b]Lead Diplomat Amita Ducat[/b]. Born as an heiress into the lucrative Ducat ranching family, Amita access to the best luxuries the NCR had to offer including some of the best education in the Republic. Taking her skills, Amita joined up with the diplomatic core becoming a vital asset to the Republic. The Cascadia mission is her first time leading a mission of this scale and she is eager to prove herself capable.[hr] [center][img]https://i.imgur.com/9kpHfgf.png[/img][/center] Rainier was one of the small communities that had switched sides to the NCR when they came into the region. The people of Rainier having long been harassed by the raiders in Olympia. The Federation had no real reason to clear the raiders out because they never ventured close enough to Coma or any of their trade routes, apparently too scared by the military presence at Fort Lewis. The Republic’s taking of Olympia changed all of that and the people of Rainier decided to throw their support with a government that seemed to actually represent their interests. All was well in the Rainier after that point until the massacre. A band of raiders sneaked into the town in the dead of night and killed all of its inhabitants and setting its buildings to the torch leveling no survivors. The Rainier massacre has become a hot button issue between the NCR and CF ever since. The NCR believing that the Federation was somehow responsible for the attack on Rainier, while the CF claim innocence. And even now “Remeber Rainier” has become a new catchphrase of sorts for the NCR working in the Cascadia region as the divide between the two great powers grows further still.[/hider] [hider=Minor Factions][center][h3]Minor Factions[/h3][i]More to be added as you run into them[/i][/center] [center][img]https://i.imgur.com/qf4eTDe.png[/img][/center] With the helpful assistance of the Courier, the Happy Trails Caravan Company had slowly grown to become one of the largest Caravan operations working out of the Republic. Their major rival, the Crimson Caravan Company having never fully recovered from the near annihilation of their operation in the Mojave following their betrayal of Cassidy Caravans. Over the next century, Happy Trails would become the new transportation kingpins in the region, soon gaining the patronage of the coveted official NCR contracts that the Crimson Caravan once had a monopoly over, the contract to Cascadia being one of them.[hr] [center][img]https://i.imgur.com/RrQtk0G.png[/img][/center] Facing near-total annihilation at the hands of the NCR, many members of the Brotherhood of Steel choose to flee instead of remaining in California. Many amongst their ranks chose to flee north into Oregon and beyond with the possible goal of potentially heading towards Alaska where the could hopefully find a large quantity of pre-war military tech that they could gather and potentially use in a second war against the NCR. This notion of a forever war with the Republic was not as enchanting for some of the Brotherhood as it was for others. A small but steady contingent of more moderate voices only wished to lie low and be able to start a new more peaceful existence. These dissenters would break off from the rest of the Brotherhood once they arrived in Cascadia seeing its large forests as the perfect place to hideaway. The Remnant wishes to live conspicuously and unseen without drawing attention to themselves and so outside of their own base hidden somewhere in the Cascadian wilderness, the Remnant is more of a rumor than anything else. Tall tales from drunken loggers seeing large metal men stomping through the forest at night. And when the Remnant does approach local towns and settlements to trade, they do so always in small numbers and dressed in regular clothing that does not denote them as Scribe or Palladian instead they look like regular folks just looking to trade. But even so, the Remnant watches the political situation in Cascadia with interest and fear as the Bear of the NCR approaches ever closer, there are talks amongst their ranks about if it is time to move along once again.[/hider] [center][img]https://fontmeme.com/permalink/200118/1641240fd2aba8e3c4c21e63199866df.png[/img][/center] [indent][indent] [color=slategray][color=cyan]1.[/color]Make believable characters. There is a time and a place for the beloved power fantasy, but that time and place is not here. This is a collaborative story-telling effort and not a dick measuring contest to see whose action star carriers around the biggest gun if you know what I mean. Know the limits of your characters because if you push past them, they will get hurt and it will be bad. No auto-killing npcs without effort, no metagaming and the like. Adversity is the best thing to happen to your characters because its how you get to see what they really are, don't run away from it. Your overpowered character will be mauled to death by a Deathclaw at your earliest convenience. [color=cyan]2.[/color]The writing standard for the RP is advanced. I'm not here to grade your English paper (trust me I do too much grading already) but try and at least put in an honest effort and we will be fine. Posting expectations are at least four solid paragraphs but will probably be more. I typically write much more than four but like you do you. Just like try your best. Failure to post within the 14 day period without notifying me as discussed above will result in an infraction, your second posting infraction will result in your removal from the game. [color=cyan]3.[/color] There is no set posting order, but please refrain from speed posting. Do not post two posts back to back without letting somebody else post. If you are interacting with another player and that's not happening in a collab and you are having a back and forth that is okay, But please make sure that those posts are up to standard. I don't want just one line conversations going back and forth, back and forth. [color=cyan]4.[/color]Communication is key. If you are having a problem with another player, the content of the RP, or for any other reason such as not being able to post please reach out to me. I can't help you unless you ask me. I understand for some people that's a hard task but I promise you that I'm here to help. [color=cyan]5.[/color]If two players are having a disagreement please take it outside to your PMs. Once you bring it into the RP space, it becomes my business and you will not like it once it becomes my business. That being said, I hope that everyone here can be nice and respectable to one another. [color=cyan]6.[/color][b]The world of Fallout is dark and depressing but that doesn't mean we have to be. I have a zero-tolerance policy for harassment based on gender, sexual orientation. religion or creed, race, etc in our OOC content. And I take these issues very seriously. You don't like that, you can go somewhere else because frankly, [i]I do not want you here.[/i][/b] [color=cyan]7.[/color]If you have a question on if you can do something and you are not sure for whatever reason please ask. [color=cyan]8.[/color]If you have any ideas about the plot going forward, potential side-plots, etc also please bring them up. Though if you want to keep them a secret from the other players, a PM will probably work best. [color=cyan]9.[/color] Be Fonz cool.[/color][/indent][/indent] [center][img]https://i.neoseeker.com/ca/fallout_3_conceptart_QqFku.jpg[/img] [img]https://fontmeme.com/permalink/200118/2e2c9e186bb7797f50e7fc8c9fa8abd4.png[/img][/center] [indent][indent] ⧎ Salvaged [hr][color=slategray]These are the most common weapons you are going to find in the wasteland. Think a plank of wood with some nails in it or the pipe guns from Fallout 4. Civilian clothing will be found in this cateogry[/color] ⧎ Civilian / Recreational [hr][color=slategray]These are your hunting rifles, simple pistols, hunting knives. These weapons are also common enough that you don't really need an explanation for carrying them.[/color] ⧎ Energy Weapon 1 [hr][color=slategray]These are your barely functioning plasma and laser pistols. They work...sometimes, mostly. Most energy weapons carried in the Wasteland will be in this condition.[/color] ⧎ Raider Gear [hr][color=slategray]Typically better quality civil and recreational weapons will fall under these quantities usually modified with more blood and spike motifs. Simple explosives such as grenades, Molotov cocktails, and regular frag mines will fall under this category. Most advanced melee weaponry beyond power fists will fall into this category as well. Raider gear while common also means you have either ran into raiders or was one at some point! You should explain how you got these[/color] ⧎ Energy Weapon 2 [hr][color=slategray]Laser Rifles, Plasma Rifles, and their repeater variants. High-quality plasma & laser pistols. Energy equipment of this caliber is often rare, expensive or both. Not likely that everyone will be carrying gear like this around. Please explain how you acquired this piece of gear. [/color] ⧎ Military [hr][color=slategray]Assualt Rifles, Higher Powered Sniper Rifles, Machine Guns, Flame Throwers, Power Fists, C-4, etc. These are weapons that are usually only found in the hands of NCR and CF soldiers. You better have a very good reason for carrying one of these around. [/color] ⧎ Energy Weapon 3 [hr][color=slategray]Gatling Laser, Tesla Cannon, Gauss Rifles, Plasma caster, etc. Exceedingly rare and very powerful. You will probably not have any of these on your person.[/color] ⧎ Advanced Military [hr][color=slategray]Power Armor, Fat Men, Archimedes cannon, etc. These are the types of things you earn, not things you start with sorry.[/color][/indent][/indent] [center][img]https://fontmeme.com/permalink/200118/0a47347a83ab1af2cd216089f02a4f9e.png[/img][/center][indent][indent] [color=cyan]1.[/color][color=slategray]Don't be carrying around 300 pounds of gear on you. If you are carrying around a flamethrower there is a high likely hood that you aren't carrying much else either. Your character is a person and not a human pack mule. Try and keep their load realistic and try and make sure you have a good idea where they keep everything. [/color] [color=cyan]2.[/color][color=slategray]You aren't Arnold. If you charge at twenty guys with cover and sightlines on you, there is a very high likely hood that you are going to get injured or worse. Every fight should be and is going to be a life or death situation. Just one lucky bullet is all it takes to ruin someone's day and that someone could be you. You can still cool things and you can still fight back, just be smart about it.[/color] [color=cyan]3.[/color][color=slategray]Stimpacks won't heal you instantly. They will stop you from dying from an infected bullet wound or hemorrhaging on the spot but they take time to truly be effective. Sticking yourself with needles all day won't make you the immortal god of the wasteland.[/color] [color=cyan]4.[/color][color=slategray]Similiary to Stimpacks, lets talk about drugs. Drugs are nearly omnipresent in the Fallout universe and they do a lot of wonderful things but they also do a lot of shitty things. If your character religiously uses pyscho, for example, you may want to talk about their anger problems.[/color] [color=cyan]5.[/color][color=slategray]Having better equipment doesn't necessarily mean that you automatically win. Skill, strategy, and various other factors go into winning any battle. So if your plan is to just to give your character all the best gear so that they are walking death machines, I advise you to rethink your plan. [/color] [color=cyan]6.[/color][color=slategray]Equipment doesn't have to be specifically from the games themselves, but try and at least keep it lore appropriate.[/color] [color=cyan]7.[/color][color=slategray]b]Ghoul and Super Mutant characters are allowed but given the nature of things, their sheets will be reviewed with more scrutiny. Given the setting and timeframe of the story, any player history with the Brotherhood of Steel should be limited at best since the West Coast Brotherhood has mostly gone to ground at this point, and to keep things simple robot characters are not allowed. [/color][/indent][/indent] [center][img]https://fontmeme.com/permalink/200118/3c656a0615c3dd600bf3538635a3f3c9.png[/img][/center] [center][img]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRmVjMtpLUC8Zi0KRhAMdw7BQKPe6Ol4TB5QUoVx2mg47igjAeY&s[/img] [SUB][noparse][color=black]◄[color=lightgray]A telling Quote[/color] ► [/color][/noparse][/SUB] [sub][/sub] [sup][h1]NAME[/h1][/sup] [color=#D98719][sup]Age | Place of Birth | Height/Weight | Species[/sup][/color][/center] [indent][sub][color=cyan][b]A P P E A R A N C E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]What do you look like? A detailed description of your charachter's physical characteristics[/color][/indent][/indent] [indent][sub][color=cyan][b]E Q U I P M E N T.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]Guns, Knives, Armor, Meds, Drugs, the important gear that is kept on your person.[/color][/indent][/indent] [indent][sub][color=cyan][b]M I S C E L L A N E O U S G E A R [/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]Rope, Lighters, Bedrolls, food, books etc. Remeber to consider how much stuff you are gonna be carrying.[/color][/indent][/indent] [indent][sub][color=cyan][b]S K I L L S.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]Alright, so skills are the crunchiest part of these sheet. For the sake of keeping everybody on the same page we will be using the [url=https://fallout.fandom.com/wiki/Fallout:_New_Vegas_skills]New Vegas Skill list[/url]. From this last of skills including stuff like barter, guns, energy weapons, sneak, science, etc you will [b]pick one skil.[/b] That is your [b]Core Skill[/b] which represents the best thing your character can do. Then you get to pick 2 [b]Good Skills[/b]. These are two skills you are still skilled at but not the best at. Then you get 3 skills that you are [b]Average at[/b] which means exactly what it sounds like! Next to each of these from Core to average please briefly explain why they are good at these skills and not others. The rest of the skills not and that you don't have to list are the skills that you are poor at! Which you can still attempt but will very hard for you to succeed at without help from a friend! So an example skill list might look like Science (Core Skill) : Explanation goes here Repair (Good Skill): as;;rjfafjsafjsa Barter (Good Skill): askaksdjaslkdjal Medicine (Average Skill): askdakdjald Survival (Average Skill): aksdjaljdakjsd Energy Weapons (Average skill): asjdajdajsdasd [/color][/indent][/indent] [indent][sub][color=cyan][b]H I S T O R Y[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]How you got to where you are today. This should be your largest and most detailed section of the entire sheet and its strength or weakness will heavily affect how I regard the rest of your sheets. It should be several paragraphs in length and cover the entire arc of their lives. Things like how they were raised, life-changing events & people, how they got all the cool stuff they got and learned what they learned, and of course things like how they ended up working on the Caravan heading towards Cascadia in the first place. Really give this section your all because it will also help you get a much better understanding of who your character is and their place in the world. Make we want to find out what happens next to them. [/color][/indent][/indent] [indent][sub][color=cyan][b]P S Y C H E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]Who are you? Their quirks, their likes, their dislikes, and their faults. Flawed charachters are always better than perfect charachters. [/color][/indent][/indent] [indent][sub][color=cyan][b]D R I V E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]What keeps you up at night? What are your charachters long term goals? What do they want from the world? What do they desire above all else? [/color][/indent][/indent] [hider=CS Code][noparse] [center][img]Image goes here[/img] [SUB][color=black]◄[color=lightgray]A telling Quote[/color] ► [/color][/SUB] [sub][/sub] [sup][h1]NAME[/h1][/sup] [color=#D98719][sup]Age | Place of Birth | Height/Weight | Species[/sup][/color][/center] [indent][sub][color=cyan][b]A P P E A R A N C E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray]What do you look like? A detailed description of your charachter's physical characteristics [/color][/indent][/indent] [indent][sub][color=cyan][b]E Q U I P M E N T.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray[/color][/indent][/indent] [indent][sub][color=cyan][b]M I S C E L L A N E O U S G E A R [/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray[/color][/indent][/indent] [indent][sub][color=cyan][b]S K I L L S.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray[/color][/indent][/indent] [indent][sub][color=cyan][b]H I S T O R Y[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray][/color][/indent][/indent] [indent][sub][color=cyan][b]P S Y C H E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray] [/color][/indent][/indent] [indent][sub][color=cyan][b]D R I V E.[/b][/color][/sub] [img]http://i.imgur.com/QHrg7nB.png[/img] [/indent][indent][indent][color=lightgray] [/color][/indent][/indent][/noparse][/hider]