Hidden 7 yrs ago 7 yrs ago Post by Letter Bee
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Letter Bee Filipino RPer

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South the Mason

War. War never changes.
When atomic fire consumed the earth, those who survived did so in great, underground vaults.
When they opened, their inhabitants set out across ruins of the old world to build new societies, establish new villages, forming tribes.

As decades passed, these villages and tribes began to grow. Some united with others, forming greater nations.
Some conquered others, creating vast empires built on a foundation of blood and slaves.

These nations would fight, just as the men of the old world did.
In this cauldron of fire and war, nations would rise and fall, with only a few rising above the others to form great Empires.

Now is your time. For after decades of war, you and your nation stand alive and well over the corpses of the dead nations.
Shall you conquer your neighbors, or band together with them against outside nations. Shall you dominate the land, or protect your Neutrality.
It's up to you, but no matter what, war shall go on. For War, never changes."








Welcome to Fallout: South the Mason Reboot.

As the name implies, this is a Fallout Nation RP set in the Southern former United States, starting in the year 2283 (a few decades later than the last version). While heavily based on, this is not a orthodox retelling of the Fallout Lore. Our Point of Divergence is 2077, when the bombs are dropped and the world is destroyed. From there, nothing is set in stone and is up to all of us. Players, when creating their nations, can choose to use Fallout Lore or come up with entirely new inventions for their nation and its lore. My goal isn't to have people follow a strict idea of Fallout, but instead allow them to build their Fallout world as they want it. If you want a Brotherhood of Steel or a Enclave, your entirely allowed to create one (As long as it fits our rules and regulations down bellow). If you want to create an entirely new Republic or Kingdom or Tribe in the middle of the Bayou, well then you sound just right for this RP. I'd also like to thank Waztaskio, I was apart of his Republics of Dust series and they were a huge inspiration for this RP.

Note: That said, the Op/GM does have control of canon outside the Play Area; the NCR and Legion still exist in the far west, although the state of the latter will be revealed only gradually within the game...





Rules and Regulations



>list][*]Nation Structure
In this RP, the US south will be host to a number of nations, and to add variety and fairness, we have a Structured Nation System. Each structure will act as a role to be filled, with most having a limited amount. This is to ensure we don't have a world filled with Brotherhood and Enclave clones all flying around and slaughtering people with laser rifles. Each role will have its advantages and disadvantages in terms of Territory, Population, Resources/Resource Gathering, Infrastructure and Technology. For example; a Enclave clone would have a high level of technology, but a small amount of territory, population and resources. Now the wording on each Roles limitations or advantages might sound vague, and thats because they are a Guideline which will be applied on a case by case basis by myself. I could make the most detailed rule set down to how large your nation should be in square inches, but i wanted the guidelines to be flexible to allow for different types or locations for your nation. Also, keep in mind that everything must be balanced; if you nation has a relatively large and well trained army, then you'd also have to have a poor navy. Alternatively, if you focus primarily on your navy or on trade and industry, your Army will be lacking.

Roles


Old World Blue: An Old World Blue is a nation, usually a remnant of the Old World, that clings to the ideas of the old world and distrusts the new world.
Territory: OWB's have small territories, usually centered around one or more outposts no larger than a city block.
Population: An OWB's population is tiny, usually made up of a few hundred or so members, but a thousand or more can be allowed if one reserves Power Armor for a tiny percentage of the population only.
Resources: Due to their small size, they are unable to extract a significant amount of resources, and have to rely on raiding or trading for them.
Infrastructure: While small, the infrastructure of an OWB's territory is incredibly advanced, rivaling that of the Old World itself.
Technology: The technological level of an OWB is far superior to that of any other nation. With access to high tech Energy Weapons, Vehicles and Armor, they make up for their small numbers with huge firepower.
Military: Military power will play a large part in the role of a Old World Blue; their total numbers will be small, although will most likely be a large percentage of their total population. Their small numbers are made up by their access to high tech equipment; Power Armor, Energy Weapons, Vertibirds, you name it, they got it. If the nation has access to the sea or a large enough body of water, they might have access to some pre-war naval technology.
Limit of OWB Nations: 4; one reserved for the Main Op/GM - this is the last edit I'll make.

Regional Power: A Regional Power is a nation, born from the wasteland, that has grown to dominate their region through Political, Economic or Military Influence.
Territory: Regional Powers control a large amount of territory, sometimes spanning multiple old world States.
Population: Due to their vast size, Regional powers usually control a large population, from which they usually get their revenue from.
Resources: Depending on their locations, the size of a Regional Power allows it to have access to large areas of land which gives them access to large amounts of varying resources, like farmland.
Infrastructure: The large territory of a Regional power causes them to be spread out, leading infrastructure to be largely lacking over much of the nation, causing problems with their Populations Health and Mobility, and also with the extraction or transport of resources.
Technology: Due to the large size of a Regional Power, they aren't able to research or produce technology on the level of a Old World Blue. Instead, their technology resembles that of a pre-industrial nation of the Old World. Production takes place in workshops by craftsmen, and much of the population is needed to plow the fields to feed said population.
Military: The Military of a Regional Power will have to be quite larger, most likely made up of men from a Conscript System, in order to control all the territory they have. As such, the quality of the individual soldier will be quite poor, and his equipment will match. While probably not armed with pipe rifles and spears, he or she will be most likely be armed with some sort of cheap combustion weapon that their Nation is capable of mass producing. Transportation would be quite low tech, relying on horses or brahmin pulled carts. At sea, a Regional Power would be able to host a fleet of low tech sail ships to protect trade and enforce laws or crack down on smuggling.
(Modification for Regionals with High population: Those Regionals with populations of more than 200,000 (which one can have by selecting the right areas) are allowed to use only 1% of their overall military forces for expansion, counter-raids, and other activities; the rest must be on garrison duty. This is unless they are attacked by another Regional Power, Old World Blue, or Caesar's Legion.
Limit of Regional Powers: 6

Minor Power: Minor Powers, despite their names, are quite mighty in their own right. While small in size, they usually are quite good in a particular specialty.
Territory: While not as small as a Old World Blue, minors powers control territory ranging from a single city to the state of Delaware.
Population: Minors Powers have a moderate population, usually centered around one or two major cities or trade hubs.
Resources: The amount of resources available to a Minor are limited, but can be better distributed among its smaller population.
Infrastructure: Since a Minor Power controls a relatively small amount of territory, they are better able to develop their land and use their resources, leading to a nation of moderate to good infrastructure.
Technology: The smaller population and territory of Minor Powers creates lesser Demand, which means the supply is able to keep up. Minor Powers are better able to research and produce new or re-learned technologies that they have either research or scavenged from Pre-War sites. While they can never reach the level of a Old World Blue, a Minor Power could find itself outshining a Regional Power in terms of Technological Advancement.
Military: The size of a Minor Power's military can change depending on a players wishes; they may host a Volunteer Army that would be small but high quality, or they may have a Crack Conscript Force. Either way, the armies of a Minor Power would be smaller than that of the large Regional Powers, but would be of higher quality in both Arms and training. The average Minor Power Infantryman would have access to low tech Armor, quality combustion arms, and possibly some low-quality energy weapons like Laser Muskets. Of course, the quality of arms and training would scale with the size of the army. At sea, a Minor Power could have a fleet similar to Regional Powers, although it would have to be smaller in size. However, a Minor Power's fleet would have access to higher quality, and possibly higher tech ships like Steam paddleboats, which would be treated like Post-apocalyptic battleships.
Limit of Minor Powers: Unlimited

Tribe/Raider Band: Tribes or Raider Bands are characterized by a very decentralized or authoritarian ruler, and focus primarily on raiding or pillaging lands.
Territory: Territory of Tribes or Raider bands is measured more in their area of influence, which can equal that of a Minor Power. A tribe or raider groups Area of Influence can overlap another nations claimed territory, however expect conflict to arise.
Population: These bands or tribes are very small, between a few hundred and a couple thousand, and are made up primarily by warriors or hunters.
Resources: Tribes or Raider bands have access to a limited amount of resources, but usually have to aquire them through pillaging, raiding or hunting.
Infrastructure: The decentralized nature of these tribes or bands leads to little investment in infrastructure outside their camp or outpost. This means they are unable to properly acquire resources outside said camps and must acquire them through Raiding or Trade.
Technology: The incredibly low infrastructure of these tribes or bands means they have little in the way of technology or industry. Anything they produce must be extremely basic, i'm talking clay pots and wooden spears basic. Most of their technology will come from pre-war loot scavenged or from items acquired through raiding or trade.
Military: The tribes or raider groups of the Wastes would be highly militaristic, with a warrior society. Their lack of infrastructure and reliance on Scavenging, Raiding or Trade would mean less of the population would be needed as laborers or craftsmen, and more can be Warriors. In raider groups especially, nearly the entire population would be ready for war. Tribes can be the same, although of course can go a more peaceful route and focus more on Trade than war to get the resources they need. The individual soldiers themselves can vary in quality, and their weapons are rarely ever standardized, using either homemade weapons like knifes or pipe guns, or more advanced weapons acquired through scavenging or trade.
Limit: Eight
Additional Info: Raiders and Tribes are not like regular nations. They have no territory, only a AOI, and are based around Camps or Outposts. Their entire society is built upon the idea that they are warriors who must pillage or raid to obtain supplies, or that they must be warriors to defend their tribes. This decentralized nature leads to them not really being countries, more like factions. Tribes and Raiders are able to settle down and form nations rooted to a specific spot, but they can also live a nomadic or semi-nomadic life; moving the camp to one spot, pillaging and raiding the surrounding area before picking up and moving again to avoid being attacked by the local nation.[/box]

Common Courtesy

  • No Godmodding, Metagaming, etc in this RP.
  • No Spamming in the IC or OOC.
  • If you have a problem with a player, take it to TG. If that does not work, bring it to the OP or a Co-Op's attention. Do not turn the OOC thread into chaos.
  • Use proper english and grammar. I'm not super huge on small mistakes, but rather large english grammar/spelling mistakes will be pointed out and you may be removed if you do not attempt to improve.
  • If you have any question on anything, ask me (OP) or one of my Co-Op's about it.
  • While not a rule or regulation, we highly encourage you to be active in the above listed Discord, for much discussion will happen there.
  • Anowa is banned.





Roster




Old World Blues:

Regional Powers:

Minor Powers:

Independent Characters:

Tribes:




Application



After reading all that, I'm sure you're just aching to get yourself into our roleplay and I am here to provide you with the tools to do so. Please fill it out in as much detail as you can think of, and your application will receive a response within a 48 hour period by the OP himself. Please be patient with this process, and please for the love of god delete the parts in ().
Nation/Faction Application:

[b]Faction/Nation Flag (Optional):[/b]
[b]Faction/Nation Name:[/b]
[b]Faction/Nation Role:[/b] (See Above; Rules and Regulations)
[b]Faction/Nation Territory:[/b] (Please be as Specific as possible)
[b]Capital City/Faction HQ:[/b] (If no capital city, please specify a bunker or other installation where you mainly operate.)
[b]Population:[/b] (Please calculate your population by taking the IRL current population of your Territory, and subtracting 94% out if your a Minor or OWB, and 96% if your a Regional Power)
[b]Government:[/b] (How does your nation run? Or if a faction, how does the faction run?)
[b]Leaders:[/b] (Please list all leaders and respective positions of your faction or nation here. Such as President or Elder, etc.)
[b]National/Group Ideology:[/b] (What is your ideology of your nation or group? What are the goals, ambitions, etc.)
[b]Military:[/b] (Detail every single detail about your military. What are they armed with, how are they trained, what are they trained in, what equipment do they use, bases, what is their military doctrine, etc. If it's military related, it should be here. Remember 1% of Population for Volunteers. 4% of Population for Conscripts.)
[b]Major Towns or Locations:[/b] (Do you have other major towns or installations outside of your capital or faction headquarters for your nation or group respectively? List as many as you can, and also why they are important.)
[b]History:[/b] (How did your nation or group come to be?)


Character Application (Yes, PCs are permitted, but do not make too many!)

[b]Name of Character:[/b]
[b]Age of Character:[/b]
[b]Appearance:[/b]
[b]Gender:[/b]
[b]Faction Alignment:[/b]
[b]Character S.P.E.C.I.A.L:[/b] (40 Points)
S:
P:
E:
C:
I:
A:
L:
[b]Equipment:[/b]
[list]
[*]
[*]
[*]
[*]
[/list]
[b]Character Backstory:[/b]

[b]Companions:[/b]





Miscellaneous




Alright, I know you're ready to just get right into this but here is additional information that can be very helpful concerning our fallout universe.






Hidden 7 yrs ago Post by InfamousGuy101
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InfamousGuy101 Infamous Fella

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Supppp
1x Thank Thank
Hidden 7 yrs ago Post by Versail
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Versail

Member Seen 11 mos ago

Reposted the app's and am started on IC post.
And I'm Versail (as is obvious.)
Hidden 7 yrs ago Post by InfamousGuy101
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InfamousGuy101 Infamous Fella

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Good. I'll get my character done.
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