War Never Changes 2
Fallout Nation Roleplay
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Introduction :
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War, war never changes. Even after humanity blasted its own ashes across the surface of the Earth in the Great War of 2077, its cutthroat ambition did not die down. The year is now 2290, and humanity has once again opened a new chapter in its bloody history. While this chapter in history could never come close to the awesome destruction wrought by the atomic fire of the Great War, it nonetheless is auspicious. You must lead your nation through the aftermath of various post-apocalyptic conflicts and a seemingly futile fight against the hellscape that is the Wasteland itself. Will you lead your fair nation to economic and cultural prosperity, or repeat the actions of those before you, seizing that which is rightfully yours with overwhelming strength? The future is unclear for all and the present challenges humanity faces great. Perhaps humanity's greatest challenge yet is its own destructive nature after all…war never changes.
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Setting:
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War Never Changes is a nation roleplay that takes place shortly after the main events of the primary games in the Fallout series and set largely in an alternative setting with various events or lore endings changed to provide interesting backdrops. You can take control of various lore factions based in the Fallout games or carve out a new faction created entirely by yourself (provided it fits within the setting and guidelines).
The respective endings are as follows thus far:
Fallout 1 and 2: Established lore endings are canon.
Fallout 3: Following the Brotherhood’s recapture of Project Purity, and under orders from a new commander, The Enclave retaliated in force and gained full control of The Purifier and much of The Capital Wasteland, forcing the remnants of The Brotherhood to flee to parts unknown...
Fallout New Vegas: House gained full control of an Independent New Vegas, ordering the withdrawal of the NCR from the region following the defeat of Caesar’s Legion at the Second Battle of Hoover Dam.
Fallout 4: The Sole Survivor took control of The Institute and forced the organization to begin assisting the surface. All Gen-3 Synths were rounded up for “decommissioning” and the project cancelled. With the work of reforming The Institute and rebuilding the surface a long way from completion, the Sole Survivor tragically committed suicide, leaving Dr. Madision Li in charge of a disgruntled Institute and a Commonwealth only now starting to recover.
Fallout 76: The Vault Dweller of 76 helped develop a vaccine for the Scorched Plague using the knowledge of those that came before. Once the infestation was contained, they worked with their fellow 76’ers to begin rebuilding and repopulating Appalachia. Their efforts were assisted by a return of The Brotherhood of Steel to West Virginia and an influx of new settlers.
Fallout Tactics: The Warrior defeated and destroyed The Calculator. A greatly transformed Midwestern Brotherhood of Steel now controls parts of the Midwest.
Note: These are the “high level” events from the major games to set a baseline. Other events and endings (including DLC) are subject to development and agreement between the group as things progress.
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Discord:
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For quick and easy discussion, a discord server is available. The 'War Never Changes’' channel there is just for this RP. Please use that channel to discuss the RP at length with fellow members (we use the discord almost exclusively for discussion so its the best place to ask questions, give and receive feedback, and discuss what’s happening out of character).
discord.gg/cMvDWw
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Ruleset Reference For Inspiration To Design a Post-Apocalyptic Nation:
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docs.google.com/document/d/1qsX_BCI9U…
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Other Rules
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1. Airpower is limited only to the nations capable of maintaining and producing such advanced technology. It should be considered a rarity. The same applies to naval power (any pre-war ships are derelict hulks and makeshift vessels are the norm).
2. Population: The NCR, being an extreme exception is around 1 million. The absolute max for nearly all non-lore nations will be around 500,000. But that is subject to proper justification and approval. As another example, the immediate area of the city of Boston has around 10,000 people.
3. Population for the continental United States by 2290 should be considered no more than around 15 million. Keep that in mind as you are designing your nation.
4.Conflict resolution is largely done by group consensus. The GM will step in as final arbiter if for any reason an agreement is unable to be reached. In all things though, be polite and a courteous roleplayer first and foremost. This is a cooperative story, not a competition.
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General Faction/Nation Sheet Template-
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Name:
Flag (picture or description):
Territory (picture or description) and Geography:
History (if using a pre-existing faction, recent history will due. The RP start date is 2290):
Population:
Government/Domestic Politics:
Notable People:
Military (Be realistic for your factions population):
Economy:
Culture and Technology (include any views towards slavery and mutants etc.):
Religion:
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Nation (or Region) and Roleplayer List So Far
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The NCR - MagnusTheRed
The 80s - Elgappa
The Institute/Commonwealth - Andronicus
The Enclave/Capital Wasteland - Mr. Enclave
Appalachia/Remnants of East Coast Brotherhood - Tiberius
Victoria - Yam I Am
Part of Texas - Crusader Lord
Part of Texas - Wampower
Midwestern Brotherhood of Steel - Crimson Paladin
Mr. House/New Vegas - Gingy
The Legion - Andreyich
(Many more in-lore and custom factions are available)