DISCLAIMER: You all tired of Fallout yet? If so, I apologize. In any case, I'm testing the water with this, and am still working out whether or not I can run two RPs concurrently - although my other RP has entered a quiet spell. I will not create an OOC until I am certain I can give both RPs equal love and attention. However, this is what I've concocted, and I'd like to see if there's any interest for it. Be as critical as you want in any feedback.
-RobCo Universal Vehicular Integrated Communication System-
============================================================
------------------------------------------------------------
RobCo v.85
(c)2076 RobCo
==================================
Play command "Vertibird Comms"...
#"...
#£%£$...
Command successful. Connection established with 43.251.42.
#][...
Sergeant Hall: This is Recovery Team Alpha, breaking radio silence in accordance with the Autumn Protocol, over.
#;...
#/';#...
Fort Warrroad: Hearing you loud and clear, Sergeant. What's your status, over?
#^*%...
Sergeant Hall: We're one kilometer from the target, preparing to engage and recover, over.
#*&^*...
Fort Warroad: Outstanding Sergeant, are you ready to recieve your orders? Over.
Sergeant Hall: Affirmitive, Command. Go ahead, over.
Fort Warroad: Your target is an old pre-war ruin, formerly a RobCo affiliated Fusion Core production plant. Intel suggests the site has already been ransacked by scavengers, but with our supplies as low as they are, this factory is perhaps our last shot at securing the resources we need to keep our soldiers in the fight. I need not remind you how dire things have become for us, Sergeant, your recovery op is probably our last chance at any kind of future.
Pre-war schematics show that the storage and cargo areas of the plant, or the logistical departments if you will, were in the basement. Encased in concrete and lead for safety reasons, this basement is going to be a real son of a bitch to get into. Only two access points that we are aware of; the large reinforced alloy doors at the rear of the factory that will take you down a tunnel and into the storage area, or the internal cargo elevator located inside the production plant. I doubt you'll have the fire power to convince either of these to work for you, but if you can find a working terminal, it could be your ticket inside.
On the plus side, if the elevator and external doors are in good shape, it's a sign that the factory's cargo has been largely untouched.
In either case, we need this op performed to your usual clinical standards. In and out, no hanky panky with the locals. We want those Cores, Sergeant, not more bodies to stuff into bags.
God speed Sergeant, and God Bless America.
#$$...
#[;...
Connection closed, (/Remote Host).
Sergeant Adrian Hall's APA MK2 (Advanced Power armor Mk II) hissed as he turned from the Vertibird's onboard computer, located in the same cargo hold as his squad. His bug-eyed helmet was held tightly in one hand, and his AER9 laser rifle in the other. Darkened stubble covered his scalp and his face, and icey blue eyes punctuated a nose that had broken more than a few times. A couple of pink scars decorated his pockmarked flesh.
"We're heading into the great unknown this time," he yelled over the deafening roar of the aircraft's dual rotors. "Our target is an old RobCo affiliated factory, approximately a kilometer outside of Winnipeg. Intel was sketchy on the details, and we have no idea if we will be encountering hostiles. As always, I want this run by the numbers. Shoot first, ask questions later, you all know the drill."
Maneuvering his way to the open door of the Vertibird's cargohold, he looked down on the rapidly approaching ruins of the pre-war city. After a few moments of quiet contemplation, he lifted his helmet over his head and secured it in one fluent, practiced motion.
His voice suddenly transmitted through the helmets of his squad with crystal clarity, his iron tongue echoing in his men and women's ears. "This is our last shot, death or glory, win or lose. The factory may have a payload of Fusion Cores in its basement, and without them, Fort Warroad wont last another week. We are the last Vertibird based recovery team still in operation, not that I need to remind you, so our failure here will spell disaster for the remnants of the American people."
The Vertibird shook momentarily as the pilots brought it to a hover, and then gradually, it started to descend. The RobCo affiliated factory came into view, for all to see.
Cocking his rifle, Sergeant Hall uttered one last parting word of wisdom. "Oooorah!" And then he jumped from the open door, to the concrete fifty feet below.
His squad scrambled to follow him.
1) All players are apart of Sergeant Adrian Hall's Enclave recovery team, sent to a pre-war factory to recover a possible cache of fusion cores.
2) I will be playing as Sergeant Hall, leading the way into the great unknown, with your characters at his back.
3) Ranks will follow pre-war USMC ranks, as opposed to Army ranks. Nothing higher than a sergeant.
4) No non-Enclave or non-vanilla power armour, such as BOS or NCR Variants.
5) Players must be pure-breed human, with a history grounded in the Enclave or those from former "Auxiliary Units" (read the lore).
5) Behave, and have fun.
Fort Warroad is an Enclave outpost, perhaps the last of its kind for all that is known of their survival by official Fallout Canon.
Located in the far reaches of Minnesota, it is far away from the likes of the New California Republic or the Brotherhood. Most of its inhabitants were those who fled the fall of Raven Rock in 2277 from the Capital Wasteland.
The Enclave remnant in Warroad is headed by General Elliot Lance, a man approaching his seventieth year and who is said to be terminally ill - though he dismisses these rumors fervently. Under his leadership, he led the group of some fifty survivors in a few Vertibirds to the ruins of Warroad, a pre-war town located in obscurity.
On their arrival, they found dead vegetation and dilapidated structures. Not many dwelt in these ruins, and those who did were quickly driven out by the Enclave's superior tactics and weaponry.
They are cut off from what remains of Enclave High Command, and pay no homage to the old world's constitutional ideals. Rather, they are a militant remnant with extreme emphasis on military doctrine... though this is not much of a far cry from the main body they've sprung from.
General Lance has spent ten years strengthening his position in and around Warroad, and out of desperation, has even recruited wastelanders into "Auxiliary Units" to strengthen his hold over the area and to bolster his forces. Those who serve in auxiliary units become fully enlisted Enclave soldiers after a term of five years; however, he uses these units mercilessly and with little regard for their well being. Not many survive their term, and even those who do are looked down upon as "impure" imbreds.
Still, dozens of wastelanders turn to the Enclave for security and to escape the horrors of surviving in the wasteland, undeterred by what may await them. All Auxiliary Unit personnel are given full training, but denied power armour and advanced weapons - a perk reserved for the permanent enlisted men and women. They are barred from sexual relations with "pure-breed" humans, namely those who have their origins in the Enclave. Without them, Fort Warroad would have fallen years ago.
However, the Enclave's presence has become wider known over the years, and its questionable treatment of the locals has earned it many enemies. The Fort is attacked or harassed on almost a daily basis, and though it is surrounded by high walls and defended around the clock by the General's best, they are losing the war of attrition against a land that knows no mercy, and that rarely forgets grudges.
To keep Fort Warroad operational and secure, recovery teams are sent into pre-war ruins to bolster existing resources. At the RP's start, Warroad is running out of Fusion Cores, and its power-armour contingent risks becoming inactive. This would deprive the Enclave of its military advantage, and spell doom for Fort Warroad.
Only one Vertibird remains in working condition, and it belongs to Recovery Team Alpha, who use it to conduct long distance scavenging runs for Fort Warroad.
Pure Breed or Former Axuillery:
Name:
Age:
Gender:
Physical Appearance:
Backstory:
Primary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions.
Secondary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions. Ensure it is reasonable that your character can carry it alongside their primary.
Grenades or Other Equipment: i.e mines, Eyebots, lock breaking kit etc
Power Armour Model and Variant: No BoS or NCR variants, strictly pre-war or Enclave versions. Here's a list.
Key Skills: What is your character trained with? No need to ground yourself in game lore, but you can certainly use it as an inspiration. Examples: hacking, lock picking, energy weapons, animal handling, robotics, stealth tactics, gun specialist, heavy weapons, engineer, Vertibird pilot etc etc.
Other: Anything else you may like to include.
ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM
COPYRIGHT 2075-2077 ROBCO INDUSTRIES
-Military Server 1-
-RobCo Universal Vehicular Integrated Communication System-
============================================================
------------------------------------------------------------
RobCo v.85
(c)2076 RobCo
==================================
Play command "Vertibird Comms"...
#"...
#£%£$...
Command successful. Connection established with 43.251.42.
#][...
Sergeant Hall: This is Recovery Team Alpha, breaking radio silence in accordance with the Autumn Protocol, over.
#;...
#/';#...
Fort Warrroad: Hearing you loud and clear, Sergeant. What's your status, over?
#^*%...
Sergeant Hall: We're one kilometer from the target, preparing to engage and recover, over.
#*&^*...
Fort Warroad: Outstanding Sergeant, are you ready to recieve your orders? Over.
Sergeant Hall: Affirmitive, Command. Go ahead, over.
Fort Warroad: Your target is an old pre-war ruin, formerly a RobCo affiliated Fusion Core production plant. Intel suggests the site has already been ransacked by scavengers, but with our supplies as low as they are, this factory is perhaps our last shot at securing the resources we need to keep our soldiers in the fight. I need not remind you how dire things have become for us, Sergeant, your recovery op is probably our last chance at any kind of future.
Pre-war schematics show that the storage and cargo areas of the plant, or the logistical departments if you will, were in the basement. Encased in concrete and lead for safety reasons, this basement is going to be a real son of a bitch to get into. Only two access points that we are aware of; the large reinforced alloy doors at the rear of the factory that will take you down a tunnel and into the storage area, or the internal cargo elevator located inside the production plant. I doubt you'll have the fire power to convince either of these to work for you, but if you can find a working terminal, it could be your ticket inside.
On the plus side, if the elevator and external doors are in good shape, it's a sign that the factory's cargo has been largely untouched.
In either case, we need this op performed to your usual clinical standards. In and out, no hanky panky with the locals. We want those Cores, Sergeant, not more bodies to stuff into bags.
God speed Sergeant, and God Bless America.
#$$...
#[;...
Connection closed, (/Remote Host).
Sergeant Adrian Hall's APA MK2 (Advanced Power armor Mk II) hissed as he turned from the Vertibird's onboard computer, located in the same cargo hold as his squad. His bug-eyed helmet was held tightly in one hand, and his AER9 laser rifle in the other. Darkened stubble covered his scalp and his face, and icey blue eyes punctuated a nose that had broken more than a few times. A couple of pink scars decorated his pockmarked flesh.
"We're heading into the great unknown this time," he yelled over the deafening roar of the aircraft's dual rotors. "Our target is an old RobCo affiliated factory, approximately a kilometer outside of Winnipeg. Intel was sketchy on the details, and we have no idea if we will be encountering hostiles. As always, I want this run by the numbers. Shoot first, ask questions later, you all know the drill."
Maneuvering his way to the open door of the Vertibird's cargohold, he looked down on the rapidly approaching ruins of the pre-war city. After a few moments of quiet contemplation, he lifted his helmet over his head and secured it in one fluent, practiced motion.
His voice suddenly transmitted through the helmets of his squad with crystal clarity, his iron tongue echoing in his men and women's ears. "This is our last shot, death or glory, win or lose. The factory may have a payload of Fusion Cores in its basement, and without them, Fort Warroad wont last another week. We are the last Vertibird based recovery team still in operation, not that I need to remind you, so our failure here will spell disaster for the remnants of the American people."
The Vertibird shook momentarily as the pilots brought it to a hover, and then gradually, it started to descend. The RobCo affiliated factory came into view, for all to see.
Cocking his rifle, Sergeant Hall uttered one last parting word of wisdom. "Oooorah!" And then he jumped from the open door, to the concrete fifty feet below.
His squad scrambled to follow him.
Rules
1) All players are apart of Sergeant Adrian Hall's Enclave recovery team, sent to a pre-war factory to recover a possible cache of fusion cores.
2) I will be playing as Sergeant Hall, leading the way into the great unknown, with your characters at his back.
3) Ranks will follow pre-war USMC ranks, as opposed to Army ranks. Nothing higher than a sergeant.
4) No non-Enclave or non-vanilla power armour, such as BOS or NCR Variants.
5) Players must be pure-breed human, with a history grounded in the Enclave or those from former "Auxiliary Units" (read the lore).
5) Behave, and have fun.
Lore
Fort Warroad is an Enclave outpost, perhaps the last of its kind for all that is known of their survival by official Fallout Canon.
Located in the far reaches of Minnesota, it is far away from the likes of the New California Republic or the Brotherhood. Most of its inhabitants were those who fled the fall of Raven Rock in 2277 from the Capital Wasteland.
The Enclave remnant in Warroad is headed by General Elliot Lance, a man approaching his seventieth year and who is said to be terminally ill - though he dismisses these rumors fervently. Under his leadership, he led the group of some fifty survivors in a few Vertibirds to the ruins of Warroad, a pre-war town located in obscurity.
On their arrival, they found dead vegetation and dilapidated structures. Not many dwelt in these ruins, and those who did were quickly driven out by the Enclave's superior tactics and weaponry.
They are cut off from what remains of Enclave High Command, and pay no homage to the old world's constitutional ideals. Rather, they are a militant remnant with extreme emphasis on military doctrine... though this is not much of a far cry from the main body they've sprung from.
General Lance has spent ten years strengthening his position in and around Warroad, and out of desperation, has even recruited wastelanders into "Auxiliary Units" to strengthen his hold over the area and to bolster his forces. Those who serve in auxiliary units become fully enlisted Enclave soldiers after a term of five years; however, he uses these units mercilessly and with little regard for their well being. Not many survive their term, and even those who do are looked down upon as "impure" imbreds.
Still, dozens of wastelanders turn to the Enclave for security and to escape the horrors of surviving in the wasteland, undeterred by what may await them. All Auxiliary Unit personnel are given full training, but denied power armour and advanced weapons - a perk reserved for the permanent enlisted men and women. They are barred from sexual relations with "pure-breed" humans, namely those who have their origins in the Enclave. Without them, Fort Warroad would have fallen years ago.
However, the Enclave's presence has become wider known over the years, and its questionable treatment of the locals has earned it many enemies. The Fort is attacked or harassed on almost a daily basis, and though it is surrounded by high walls and defended around the clock by the General's best, they are losing the war of attrition against a land that knows no mercy, and that rarely forgets grudges.
To keep Fort Warroad operational and secure, recovery teams are sent into pre-war ruins to bolster existing resources. At the RP's start, Warroad is running out of Fusion Cores, and its power-armour contingent risks becoming inactive. This would deprive the Enclave of its military advantage, and spell doom for Fort Warroad.
Only one Vertibird remains in working condition, and it belongs to Recovery Team Alpha, who use it to conduct long distance scavenging runs for Fort Warroad.
Character Sheet
Pure Breed or Former Axuillery:
Name:
Age:
Gender:
Physical Appearance:
Backstory:
Primary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions.
Secondary Weapon: Any gun or melee weapon from the Fallout universe, barring special/legendary editions. Ensure it is reasonable that your character can carry it alongside their primary.
Grenades or Other Equipment: i.e mines, Eyebots, lock breaking kit etc
Power Armour Model and Variant: No BoS or NCR variants, strictly pre-war or Enclave versions. Here's a list.
Key Skills: What is your character trained with? No need to ground yourself in game lore, but you can certainly use it as an inspiration. Examples: hacking, lock picking, energy weapons, animal handling, robotics, stealth tactics, gun specialist, heavy weapons, engineer, Vertibird pilot etc etc.
Other: Anything else you may like to include.