Opportunity? If there's opportunity anywhere in this dead husk of a wasteland it's in the Manhattan Wasteland. This great little area is a mixing pot of vault dwellers, raiders and people from all walks of life. When this great city was cleansed in atomic fire few were spared in the several vaults that dotted New York. One by one the vaults of New-York opened up to let there inhabitants roam free, except for vault 66 which still remains hidden in central park. You are a wonderer of this great land trying to survive this deadly wasteland and soon it shall grow deadly because the red super mutant known only as Khan marches his war band south towards Manhattan, Many have died from this terrible threat and many more will if Khan’s armies cannot be stopped in new York. Khan’s mutants number those 3 times of the Master on the west coast both west coast and east coast Mutants join him in droves and soon he will be an unstoppable force. Because Khan is war personified, and war, war never changes
You play someone in the Manhattan wasteland. In case you’re a bit thick that is in the Manhattan/New York area, mainly central park and a big building radiance.
Hello all and welcome to my baby. This role play has taken over 18 hours to craft and I'm feeling a little sleep deprived, anyway. You play as a character of the Manhattan wasteland, you may be in any faction of your chose and any location of yours. The plot is loosely based around the invasion of Khan on the Manhattan area and everyone banding together to destroy old Khany-poo but that plot's going to burn pretty slowly (it starts out as legends and crazy stories told by travellers at the start of the I.C) So I implore you to make your own story. Also if you would like to make a location of faction or even monster your free to. I want this roleplay to be as open ended (and fun) as possible. So enjoy it.-kind regards, Tech.
Race: (super mutant, ghoul etc.)
Perks: (you can make one up just explain and make it balanced.)
Tag Skills: (You get three and I repeat 3)
Weapons: (East and west coast weapons are aloud.)
Bio: (Two paragraphs long and no exceptions)
-Maximum combination of eight (8) medical items/chems (Medical items are stimpacks, Rad-X, Rad-Away etc., chems are Psycho, Jet, Buffout etc.) in inventory at start. Maximum TWO (2) stimpacks at start, unless Medicine is a tag skill, in which case you get up to five (5). Characters with science as a tag skill are allowed to carry three (3) extra chems of their choice, totaling eleven (11) in that case.
-Max ammunition varies with clip size; ultimately, you may have enough for four clips-worth of ammunition -- one in the weapon, and three extra magazines. For example, a .32 pistol, with a clip size of five (5) bullets, would be able to start with a maximum of twenty (20) bullets. Characters with Big or Small Guns as a tag skill may increase this to six magazines at the start, if they are using a weapon correlating to their tag skill.
-Energy cells for energy weapons will start with 100 charges. Characters with Energy Weapons as a tag skill can increase this to 175 charges.
-Characters with Explosives as a Tag Skill may choose to start with up to 10 explosive items (Frag Grenades, Pulse Grenades, Frag Mines, etc.)
-Characters with Sneak as a Tag Skill can start with ONE (1) Stealth Boy in their inventory.
-Characters with Lockpick as a Tag Skill may start with up to ten (10) bobby pins.
-Big Guns and Small Guns are separate skills.
-You may start with two weapons of your choice.
-500 caps MAX starting fund. If you choose the maximum, I will hate your guts. Characters with Barter as a Tag Skill can start with 750. Characters with both Barter and Speech can start with 1000 caps.
So lets get a low-down on the factions/towns/important figures and places.
The Brother-Hood of Steel
Leader: Head Scribe Rade
Location: La Guardia Airport.
Bio: After the Lone wanderer events. The BoS seeing that the capital wasteland was relatively safe, they sent out several groups to different areas one being Manhattan. This group was led by the one Head Scribe Rade. A very eccentric old man that has a knack for energy weapons, The group has been having a hard time ever since they got there with pressure from the enclave, raiders, slavers and the other factions. Right now the BoS have so little troops they can barely keep the La Guardia Airport from enemy hands let alone take any more territory or secure tech. They do have one squad known as Lyon's Sorrow. Two of the BoS biggest threats now are the Iron men and Neon Knights.
Enclave (yeah there here.)
Leader: Governor Apple
Location: New York city hall.
Bio: Not much Is known about the Enclave apart from the gibberish spouted by there eye bots. Which is mostly about some governor lady who sounds like a grandma.
The liberty slavers are a group of particularly sadistic people. The Liberty slavers are led by ruthless business woman and warrior Bianca swine A.K.A the Beast of Boston. Their fortress is the statue of liberty is not only protected by a large amount of sea but 4 howitzer cannons that could sink any boat that could take the Island. This slaver fortress is inescapable…or so it goes.
-Tribals & Tech Cults
The War Pigs are one of those tribes who are more in touch with the natural side of the world; in this case pigs and dogs. Their culture revolves around these animals, they revere Pariah, Dog God of Wanderers and Hardship, and the Greasy Prospector, Pig God of Family and Plentitude. They are known for their use of tamed Tuskers and Dogs in battle, mostly wearing hide armour and prefer to use melée weapons. They are based in a Super-Duper Ultra-MegaMart, and Pork-and-Beans are sacred to them.
The Children of the Grave are an odd and morbid tribe, who revere the dead and dwell in Trinity Church Cemetary, believing that all those who do not share their reverence of the dead are doomed to become ghouls. They wear the flayed hides of their enemies and victims, and wield weapons incorporating the bones into the hilts and handles, thinking this the only way to let the person's soul go to the better place Back When.
The Paranoids are a group somewhere between a tribe and a tech cult residing in a some of the more complete skyscrapers on the edge of the ruined cityscape. Their belief systems are based around many of the strange conspiracies and odder theories bandied about before the war. For example, they think that almost every person in any position of power is a Deathclaw in disguise, and that the Super Mutants started the Great War for their own ends. For all their truly disparate faith, they are heavily security conscious, and are exceptional snipers and trap layers.
The Iron Men are one of two groups of tech cult scavengers in direct competition with each other, namely the Neon Knights. Both of these groups were affected by a well-meaning, if misguided, attempt of some of the younger members of the BoS to get the tribes to hand in tech to them in exchange for caps. Both groups worked out that they could get more caps by threatening traders with the tech they found. The Iron Man developed a fascination with armour, especially power armour, which they were foolishly taught how to use by the aforementioned naive BoS members. The Neon Knights prefer to UAE energy weapons, and are practically obsessed with the idea of 'Glow', a supposedly mystical property that can be used to create or destroy. They have a surprising number of ghouls in service. Although the tribes mostly fight each other on sight, they are known to band together occasionally to raid Enclave patrols and BoS teams.
The Cuckoo-Men are a strange and enigmatic group of would-be assassins and lawbringers, known for their skills in infiltrating groups of slavers and raiders, before tearing them apart from the inside. Little else is known about them.
The Sun's Folly are a circus-themed tribe, although they do not know this, believing that clown makeup is sacred warpaint with cream pie being an inducer of a berserk state (placebo effect here), that a red cape and top hat are suitable garb for a warchief and that animal tamers should be capable of trusting their animals enough to stick their heads in their mouths. They are fond of illusory tricks to confuse enemies, and are experts at crafting impromptu explosives and fire bombs. They are known for their use of such homemade weapons as well as 'slapsticks', heavy weapons of metal and wood with grinning, larged nosed, and leering faces carves into them.
Riley’s Regulators are the largest merc company in the Manhattan wasteland. The R.R were formed when the Regulators who were greatly below strength joined the then striving Riley’s rangers after the Enclave war back in D.C. After this merger the R.R became both a police force and a mercenary company and quickly grew to outnumber and out gun many other mercenary companies in the area, their numbers even rivalled that of the B.O.S
The Deathclaw inquisition is a group of feverant church of atom worshipers that reside in the natural history museum. The Death claw inquisition believe death claws both intelligent and non-intelligent are the embodiment of human sin. They believe slaying these beasts is the way to salvation of humanity. Due to some lucky breaks over the past several years the Inquisition has become sustainable instead of relying on the church of atom. The Inquisitors themselves are expert beast hunters who often decorate themselves and their weapons in Death claw hide.
The Ark was one of the oddest ideas had by Vault-Tec before the war. It started as merely a test Vault, and ended up as a bizarre menagerie of all sorts of animals, subjected to many of the same experiments as Vaults 22 and 87. Minor genetically invasive strains of FEV, known to enhance, but not sterilize, animals were placed in the water and in the air filters. Ambient radiation emitters, enough to affect the genome, were placed around the Ark. The inhabitants of the Ark were chosen with such care so as to create an ecosystem. Day/Night cycles were implanted via lighting.
The result was a huge underground cavern that coiled around the 66th Vault in Central Park. Even miniature biomes were made; forests and grasslands making up the majority of the Ark. Trillions of dollars were spent on this, and quite how it was funded is anyone's guess.
After 150 years, the doors opened. A pheromone was pulsed up from the lower side of the Ark, driving its inhibitants up and out into to the world.
New Hope Town was started by some people who assumingly came from Vault 93. New Hope Town is a medium settlement with a population of 200 people and lots of passer-bys. The town is run by Mayor Winston a feverish enclave supporter and old Riley's Regulator. The town is the shape of an a plus sign tucked in between two huge buildings. Shops and public places are shacks and huts while the inn, Residential areas, storage and armoury reside within the building themselves. The town have a modest guard of 25 and Catwalks and sniper nests all around in case of attack.
The tower is a large trading hub located in the empire state tower and the surrounding streets. The Tower is one of the brightest beams of civilisation in the wasteland. The tower boasts heavy security trained by on staff Riley’s Regulators. Apart from caravan companies that sell all over the east coast the Tower also holds embassies of towns/states of the surrounding area and is considered a neutral zone for most warring factions.
Vault city is a city much like the one on the west coast. It was created by Vault 113 that was located under the now rubble Rocker Fella centre. Vault 113 opened its doors over 60 years ago and created a settlement around the vault’s entrance which is now a city by post-apocalyptic standards. The vault follows a rigid class system. You have your poor class that lives in the slums outside the walls of the vault city and have to buy extremely expensive day passes to enter; you have your “citizens.” Which are people who live and work inside the vault you used to have to pass an intelligence test but this is no longer an available option due to the almost full population of the city. On the top of the Hierarchy are the pure born, the pure born are extravagantly rich and sheltered people who were members of the vault before it opened or decedents of those people. These pure born live like kings among the city and are the ruling class.
Made By: Mattmanganon
Madison Square Garden Empire
Leader: Richard Lewis (Ghoul)
Overview: They believe in Survival of the Fittest, their Leader claims to be "The Ghoul Hercules" as he is incredibly strong, tales tell of him once wrestling a Super Mutant into submission. Although they frown upon slavery, those who are caught breaking the law are thrown into the "Coluseum" where people fight each other in Gladatorial combat. they fight until they have repaid their debt to society. if they don't fight, they aren't let go.
When the people arose from Vault 45, they were met by Richard Lewis, the former captain of the now long gone New York Rangers. arming themselves with the vast arsenal of weapons from the vault, they created an empire. their old nemeses are the Grand Central Station Ghouls. because they collapsed the connecting tunnels, preventing the Empire from moving in to attack and take over Grand Central Station. The other entrances to the station are too well defended for a direct assault.
their are no restrictions on Chem abuse.
their grand vision is to restore the old Subway system.
They have an "Understanding" with the Brotherhood, they leave each other alone.
Their ace in the hole is a concealed Vertibird from before the war (meant as a VIP escape in case of nuclear attack, but remained unused.)
Grand Central Station is a hub of ghoul activates in Manhattan, it runs off a unique type of power generator, a radiation converter. Taking the energy from the radiation all across Manhattan, it coverts it into raw energy, and then is filtered through generators to power the station. This unique type of powering is only made possible by the ghouls being resistant to the radiation.
Most of the tracks in the Station have been block off by trains and other rubble, but the ones still intact are guarded. The main area is used for shops, and a ghoul can buy/sell almost anything here. The place has a democratic government, with a congress and branches of government controlling different parts of the station. It has a good amount of citizens, around 300, with about 40 guards.
It has a strict “no smoothskins” law. The Ghoul in charge is a George Mathews, who in the past was kicked out of a town for being a ghoul, and went on to make a town of his own. It has had some trouble with the tech cults, because of it converter, tech junkies have attacked to find out its secrets, but because of its good defense, it has fought them off, but the fear of the brotherhood catching wind of the converter is still a problem the ghouls don't have a plan for.
The U.N building is ground zero for a nuclear war head.
Grand central station is a ghoul commune that is strictly a non-human place
Animals/beasts/People of note.
Lizards: For such a harmless name, the lizards of the Ark are generally large, powerful predators capable of competing with dogs and Yao Guai for the predator niches. Whilst the iguanas are completely harmless, their giant cousins, the cow-sized Targua, are less so. Despite their herbivory, they are more than capable of trampling down any enemy in their path. The Lesser Stalkers are varanoids that eat smaller rodents, iguanas and arthropods mostly avoid humans, but the wolf-sized pack hunting erect gait Praetorians have no such scruples, and neither do the solitary bear-like Komodores. Their blood-thinning venom only worsens matters.
Boars and pigs were another seemingly harmless origin to some of the fouler Manhattan beasts. While most are similar in size to their pre-war counterparts and are content to mostly root for scraps and young plants, Tuskers are larger and more carnivorous, and far more aggressive and intelligent, someimes chasing down prey in their fearsome sounder-packs. Even worse are the feared Deathboars, animals similar in size to long extinct creatures such as elephants, rhinoceri and hippopotami. Known for their bad tempers, thick hides and nigh-unstoppable charges, Deathboars eat anything they can fit into their mouths.
-People of Note
Manny Manhattan is the three dog of the Manhattan wasteland. The dude has a heavy Boston accent and uncontrollable love for baseball cards. Not much is known about Manny but he does seem to have eyes everywhere. Manny pays big caps to anyone that can find him music (post and pre-war) and baseball cards. Manny is at the radio 24/7 but has a particular weekly segment called 'Manny in the morning' where he interviews occupants of the wasteland. Manny's Radio station also does ad for high priority Mercanary work but only if Manny finds it helpful to the whole of the wasteland.
-Co-Gm spots open (2) message Tech about it
-IC still to come
-new Location/faction/people of note are always being added.
- I love all of you
1. No power Playing.
2. Dedicated Rpers only and I swear to god don't even join if your going to drop out.
3. No godmodding.
4. Don't be a prick in OC.
5. Don't be a mega prick in IC (I get there are going to be some charcters that just annoy every body but just know when to finish.)
6. For every mary-sue I find I kill a baby super-mutant.
7. Have fun and remember I'm not actually going to Rage super at you.
8. Gm and Co-Gms word is the law so, respect our authoratay.