StGNES V, Fallout NES, "Desert Hero"

Gelion

Retired Captain
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Fallout Universe

Set in the aftermath of a world-wide nuclear war, Fallout will challenge you to survive in an unknown and dangerous world. The background story of Fallout involves a "what-if" scenario in which the United States tries to devise fusion power resulting in a hegemonic United States that has less reliance on petroleum. However, this is not achieved until 2077, shortly after an oil drilling conflict off the Pacific Coast pits the United States against China. It ends with a nuclear exchange resulting in the post-apocalyptic world the game takes place in—although it is said in Fallout 2 that nobody knew who sent the first missile. In Fallout 2 one conversation train with the Skynet computer results in Skynet admitting that the war started because he grew bored with the world.

The protagonist of the first game is a descendant of those that managed to find solace in government contracted fallout shelters known as the Vaults. The year the game takes place is 2161, somewhere in Southern California in Vault 13. In it, the Vault's Water Chip, which controls the water recycling and pumping machinery for the vault, has malfunctioned. This results in the player character being selected to leave the vault with minimal supplies, a handgun and a small amount of ammunition to find a new water chip. A portable computerized notebook ("Pip-Boy") keeps track of mapmaking, instructions, and all the book-keeping of the RPG.

When the player character returns the chip on time, he will be told of a graver threat to not only the vault, but the rest of civilization, and be sent out on two additional quests. A mutant by the alias "The Master" (previously known as Richard Grey) has begun using a pre-war, genetically engineered virus to create a race of "super-mutants." The player can defeat either The Master or the supermutant base first. Regardless of his choice, when both are defeated, a cut-scene ensues in which the player automatically returns to Vault 13. There, he is told that he has changed too much, and that his return would damage the isolated Vault world. Thus he is rewarded only with exile into the desert.

Fallout 2

The second game takes place 80 years after the first, in 2241. It tells the story of the original hero's descendant and his or her quest to save their primitive tribe from starvation by finding an ancient environmental restoration machine known as the "Garden of Eden Creation Kit," or GECK.

The player does eventually acquire a GECK by finding Vault 13, less its former human inhabitants. He returns to find his village captured by the remnants of the United States government known as "The Enclave." The player, through a variety of means, boards an ancient oil tanker to The Enclave's main base, an offshore oil derrick.

It is revealed that the Vault 13-Dwellers were captured as well, to be used as test-subjects for FEV (Since they're untainted by radiation, it makes them perfect targets). The Enclave has created an airborne disease to destroy all living people on Earth, in order to allow Enclave citizens—the only people not mutated at all—to take over the planet.

The player frees both his Village (Arroyo) and the Vault 13 Dwellers from Enclave control, and destroys The Enclave's oil-rig entirely, as far we know it.

Source: http://en.wikipedia.org/wiki/Fallout_(computer_game)

Technology Level
Technology in Fallout Universe varries from faction to faction. Beginning with primitive tribals and ending with Enclave - pre-war level technology organisation. Each of your nations has a specific technological level which will be difficult to increase.

After 2242
20 years have passed ever since the Chosen One destroyed the Enclave and saved “humanity” from destruction. Having returned from his travels he decided to settle down and use the knowledge he gained to build a good life for his tribesmen. New Arroyo was founded on the same place where the destroyed village laid. The other GECK was used to build a city around Vault 13. People from both places intermixed and travelled between cities often. One day it became clear that with the Enclave gone the race for power and control of California is about to start. NCR is the oldest player on the scene, followed by the surviving Vault City, New Reno, San Francisco and New Arroyo states. In the meanwhile a new threat to humanity already awoke. It will take not a million men, but only one to defeat the coming evil. The question is which place will The One come from?

So here we start. I welcome you to Fallout NES “Desert Hero”. Those of you who have played Fallout know the Universe. Those of you who don’t – try and catch up. The game is set in the aftermath of a Nuclear War that destroyed most life on the planet. Almost 200 years passed since the Blasts so virtually Humanity can start anew. This NES is in many ways a Fresh Start NES in an advanced technological age with some background history. It is also a survival NES where your faction will have to fight for survival with other leading factions. There will be one plot line developed in style of Fallout games. The rest is up to you. It will be difficult to achieve pre-war levels of technology in 10 years, but it is possible in the long run. Experiment: wage wars, create alliances, build military bases, develop new weapons, drugs, religious sects. You can build a lot of things here, just don’t go too fast too far. I will edit out a lot of things that do not fit as it is a Fallout game.
 
rules.jpg

RULES

Most rules were ripped of Stormbringers Fallout NES and modified. Map by Plexus.

1. Nations and Organisations
A number of Fallout nations and organisations already exist on the map as they were in 2252. Rest of the world is open to imagination as long as it is more or less consistent with Fallout Universe. Pick an already existing NPC or create your own and join. You can play either as a state or an organisation (faction).

2. Updates, Orders and Stories
Updates will happen once every week, except for the first two weeks (once every 3 days). Update represents 1 year.

Please submit your orders on time by PM. Innovative solutions in orders are encouraged as well as clear structure of orders. If you like something to be done but do not wish to share it with the rest of the players mark it secret. Orders in the thread will not be accepted unless my PM box is full.

Stories - are not necessary, but very encouraged. Writers will various bonuses. I enjoy stories and collages in Fallout theme and not only.

3. Economy and Trade
"Done exactly like in Storms NES".
First number - economy available before falling to the previous level.
Second number - eco points need to be invested to get to the next level.
3rd number - economy points already invested. (4th - debt owed).
10 word levels. Sometimes investment will not work.

Economy Levels:
Ruined: -1
Depression +0
Recession +1
Failing +2
Struggling +3
Stable +4
Normal +5
Growing +6
Prosperous +7
Outstanding +8
Flourishing +9
Powerhouse +10

Trade: pay 5 eco to get 1eco/turn from trade. 3 trade routes are possible.

4. Military and Mobilization
Military is number-based and is consistent to fallout universe. No Upkeep is needed. Requiting will depend on your economy, productivity and Literacy levels.

You can announce mobilization which will give you a lot of poor quality troops, generally equipped poorly.

5. Stability, Government, Productivity and Literacy
Stability – is how stable your nation/organisation is. Stability is affected by all events and will determine if your faction will get through events in one piece. The only way to change it is based on your actions.
Revolutionary/ Dangerous/ Unstable/ Normal/ Above Normal/ High/ Outstanding

Government – your form of government. Anything is welcomed. Create new types of government; revive old traditional types, etc. I will take anything, no limits.

Productivity - Productivity is your country’s industries, simple as that. The more you have under your control the more things you can make per turn.

Literacy - How educated people of your "nation" are. The more educated they are the more likely the chance that some of them will randomly stumble over something and say "hey, I know what this is for" and give you tech. Also means that more of your people are able to work as scientists, etc. General Literacy helps almost in every kind of activity.

6. Advances and Projects and Mutations

All of them work the same as in other NESes. For Projects you say what you want it to do, I decide how much it costs in economy. No time restriction, just eco, and as soon as you invest what you have to it’s done.

Advances work in the same way as projects. Advances can include new weapons, space flight technology etc, but don’t cost eco.

Mutations will be very difficult to predict and control, but you are free to experiment. They work either as projects or advancements.

All three are affected by Literacy, some by other factors also.
 
Starting Map:
Falloutmap0.gif

Red Square - pre-war city ruins.
Red Dot - pre-war known military bases.
Black Big Dot - city over 1000 population
Black Dot - city over 300 population
Black Square(s) - after war military bases and outposts.
White Line - travel routes
 
States

New Arroyo/ Contempt
Government City Council
Economy Normal +4/1/0/0
Productivity: 17
Military: 278 gunmen, 120 combat soldiers, 30 power armour soldiers
Population 6,670
Literacy 79%
Diversity 89% Humans, 5% Mutants, 6% Ghouls
Advances: GECK building technology (perishable),
Background: New Arroyo and New Vault 13 joined to form a community based on friendship and mutual help. New Arroyo was governed by the Chosen One until one year ago when he disappeared North with all his family. New Arroyo peacefully joined with Den, Klamath, Modoc and Redding to form a big Californian State. NCR is its main rival. Arroyan strength comes from a great mix of cultures and background and relatively high technology level salvaged from Enclave.

New Reno/Reno
Government: “Wright” Republic
Economy: +3/4/0/0 +4 eco form income, +2 eco banked
Productivity: 12
Military: 245 gunmen, 50 combat soldiers, 300 people
Population 5,140
Literacy 71%
Diversity 99% Humans, 1% Ghouls and Mutants
Advances: Film-making
Possessions: 4 damaged Enclave suits, 5 heavy weapons, 2 damaged Guardians, 500 Jet portions.
Background: recovering from a mass murder of families by the Chosen One, New Reno is now a property of Wright family who are trying to turn it into a “normal” town. New Reno is on an uncertain course for the future with its main income coming from gambling and booze-making.

Imperium of California/Cleric
Government: Empire
Economy Stable +5/3/3/0
Productivity 22
Military: 1049 gunmen, 200 armed police (shotguns), 102 combat soldiers
Population: 7,110
Literacy 79%
Diversity 100% Humans,
Advances: Karkian 0/8
Projects: Codex of Knowledge 0/5, WI 0/5, DEV 0/10
Background: NCR is the most prosperous and far reaching state composed of Shady Sands, Vault 15, Junktown and the Hub. NCR had along history of struggle and is now faced with a strong, but peaceful rival – New Arroyo.

Vault City/NPC
Government Constitutional Dictatorship
Economy Struggling +4/5/3/0
Productivity 10
Military: 150 gunmen, 50 combat soldiers
Population: 820
Literacy 100%
Diversity 100% Humans
Advances: Vault Tec level of technology
Background: Vault City managed to survive through severe reforms and Birth boom control. Unfortunately for Lynette some non-Citizens had to be granted Citizenship to raise the number of able men. Now around 500-700 of 20 year old “need children” grew up to be productive citizens and Vault city can go into the power game at full force.

San Francisco\ Alex994
Government: Monarchy
Economy Stable +5/4/3/0 +3 econ banked
Productivity 28
Military: 500 gunmen, 240 combat soldiers
Population: 17,130
Literacy 82%
Diversity 100% Humans
Advances: Crop Rotation
Projects: Flight 0/4, Hai Yu 1/8
Other: 5 laser guns, 1 Enclave Power Armour, 10 mutant heavy weapons, some data disks.
Background: San Frano is now almost 100% Chinese city that has expanded its influence into the continent ever since the Chosen One came back from Enclave. They are a new force to be reckoned with.

Enclave/NPC – location unknown
Government: Military Dictatorship
Economy 1/2/0/0
Productivity: 5
Military: 70 combat soldiers, 120 MkII Power Infantry, 5 vertibirds
Population: 230
Literacy: 130%
Diversity: 100% Human
Advances: Enclave-level technology, Vertibleds
Background: Enclave was destroyed by the Chosen One, but a few elements remained. Hidden they gathered their forces and tried to re-establish its structure. They are a hate-driven society. Guess towards who?

INVICTUS/Symphony D.
Government: Elected Dictatorship (Wartime Emergency)
Economy 3/0/0/0 +3 economy bonus
Productivity: 14
Military: 450 “voluntary” gunmen, 189 combat soldiers, 118 Power Infantry, 50 MkI Power Infantry
Population: 3,750
Literacy: 112%
Diversity: 100% Human
Advances: Pre-war technology level similar to Enclave, Wise Governing Policy
Projects: EXO 1437, 1438 effective, Project Edison, Wright 0/3
Background: Remnants of US military and civilians that survived the initial strikes and later came to Cheyenne Mountain to rebuild United States of America the way it was. Unlike the Enclave INVICTUS (INdiViduals Interested in the Conservation of The United States) believes in the rule of law only when necessary and prepared to cooperate with other human survivors. Recent additions of neighbouring towns have increased the population, but lowered the general Literacy.

Free Utah/NPC
Government: Military Despotism
Economy 3/4/0/0
Productivity: 15
Military: 500 gunmen, 300 combat infantry
Population: 4,700
Literacy: 66%
Diversity: 100% Humans
Advances:
Background: It seems this state is no more than 15 years old. Having emerged by massive wars carried conquering by one of the local factions it is now a force to be reckoned with. It seems like the whole state is centralized and organised as a military camp. Certainly not an idea from 2200’s.

Gecko/Blackheart (refugees from Necropolis)
Government: Despotism
Economy 3/4/0/0
Productivity: 12
Military: 230 gunmen
Population: 6,230
Literacy: 84%
Diversity: 100% Ghouls
Advances: power plant operation
Background: A crisis with the Vault city and their own huge power plant was resolved by the Chosen One so the town does not have any problems of its own besides general animosity from Vault City. Recently over a 1000 refugees arrived to Gecko from devastated Necropolis and increasingly insecure Imperium.

Broken Hills/NPC
Government: Despotism
Economy 3/4/0/0
Productivity: 13
Military: 270 gunmen, 170 super mutants (heavy weaponry)
Population: 2,480
Literacy: 65%
Diversity: 38% Mutants, 17% Humans, 45% Ghouls
Advances:
Background: Recent mining and xenophobia crisis were resolved by the Chosen One. However the future is still uncertain for this community. It is predicted their uranium mine will not last very long.

New Florida/Kentharu
Government: Theocracy
Economy: 2/3/0/0 +2 banked economy +1 economy bonus
Productivity: 14
Military: 300 gunmen
Population: 2,810
Literacy: 70%
Diversity: 34% Humans 66% mutated Humans
Advances:
Background: New Florida emerged from the fires of the Nuclear War through still unknown but painful road. New Florida is ruled by a mutant called Carab who stands out with his third eye. Mutant vs human conflict can arise unless attention is shifted somewhere else.

Chicagoland/ Israelite9191
Government: Monarchy
Diversity: 89% Humans, 11% Mutated Humans
Economy: 2/3/0/0
Productivity: 16
Military: 550 gunmen, 150 combat soldiers
Population: 5,860
Literacy: 68%
Advances:
Background: Daley dynasty rules what is left of Chicago. The history of survival of this city has been easier than most others due to abundance of green gardens and forests in rural area.

CSLP (Cabo San Lucas Pirates)/ HS
Government: A mix between a Chieftainship and a Monarchy
Economy: 1/1/0/0 +1 eco point
Productivity: 5
Military: 467 gunmen, 190 pre-war combat gunmen, 110 combat soldiers, 100 jetskis, 20 boats, 1 pre-war small cruiser
Population: 2,560
Literacy: 70%
Diversity: 100% Humans
Advances:
Background: CSLP is a very loose organisation/state. Survivors of mostly tourists Pirates make their living terrorising the Southern North American Coast. All surviving jetskis, boats are used in pillaging operations. Pirates control a few villages that produce food in exchange for “protection”. A surviving oil rig far into the Ocean has been providing pirates with the fuel they need.

Lake Republic/NPC
Government: Democracy
Economy: 1/2/0/0
Productivity: 7
Military: 300 gunmen
Population: 3,600
Literacy: 76%
Diversity: 100% Humans
Advances:
Background: Lake Republic is trying to reunite the people’s of the Great Lakes after the bombs hit. They recently came into contact with Chicago.

Florida Republic/Kalt’zar
Government: Democracy
Economy: +3/4/0/0
Productivity 12
Military: 250 “National Service” gunmen, 370 gunmen, 10 operating cars (perishable fuel), 5 gunboats
Population 3,970
Literacy 88%
Diversity: 100% Humans
Advances: Crop-Rotation (+1 eco point % to size)
Mutations: Gills, angelic wings (both in progress)
Background: Survivors of Florida. The “other” faction ;)

Base 13/NPC
Government: Military Dictatorship
Economy: 1/2/0/0
Productivity: 7
Military: 300 combat soldiers, 50 power soldiers
Population: 1,200
Literacy: 89%
Diversity: 100% Humans
Advances:
Background: Descendants of a military base just found out they are not the only survivors of the Holocaust. The best idea that came into the mind of base commander is to conquer all in their path.

New Mexico/NPC
Government: Dictatorship
Economy: 2/3/0/0
Productivity: 10
Military: 240 gunmen
Population: 8,900
Literacy: 69%
Diversity: 100% Humans
Advances:
Background: Survivors of Mexico grouped together in an attempt to restore their state.

Genetist Union of South Ontario *GESO*-Captain2
Government: Genetist
Economy: 2/3/0/0
Productivity: 8
Military: 320 gunmen
Population: 3,540
Literacy: 69%
Diversity: 100% Humans
Advances:
Background:The Genetist govenment is basically a gang that became larger than even the creator expected it to be, by basically being the first faction to get ahold of guns in their area.

Western Socialist Union(W.S.U.)/Canuck3
Government: Socialist
Economy: 2/3/0/0
Productivity: 10
Military: 710 gunmen, 500 militia (guns and melee)
Population: 2,870
Literacy: 65%
Diversity: 100% Humans
Advances:
Background: After the fall of the Canadain Confederation there was a fight of political factionion in British Columbia. One man united them under one couse of a socialist Canada. Willaim Koster planed to create a equal people and unite Canada once again.

Organisations and People:

Brotherhood of Steel: NPC
Economy Stable +3 (can’t increase due to lack of economy as such) +2 eco banked
Population: 233 combat infantry, 98 power infantry
Diversity 100% Humans
Advances: Military and Computer technology higher than Vault Tec.
Background: Designed to fight general evil and preserve technology in after-Blast world the Brotherhood entered a new period of hibernation following the end of Enclave.

Raiders/NPC/Numerous Leaders
Economy Stable +2 (can’t increase due to lack of economy as such)
Population: 350 gunmen
Diversity 100% Humans
Background: Despite severe defeat at the hands of the Chosen one Raiders rebuild their organisation from scratch.

Hans Cave/Toteone
Age: 27
Occupation: freelancer, gunman
Level: 9
Origin: NCR, scavengers
Other: 5 men under command (gunmen), Wright hostage, CAR!, location unknown

Rangers – stats unknown
Dispersed Masters Army – stats unknown
 
Weapons
Military:
Militia – infantry armed with melee weapons. Tribesmen are twice as efficient as militia.
Gunmen – simple infantry with guns.
Combat Infantry – advanced infantry with pre-war like guns.
Power Infantry – most advanced infantry with laser/plasma weapons.

Races
Mutants aka Super Mutants
Super mutants are mutated humans, products of the Forced Evolutionary Virus, or F.E.V.. They stand approximately 3.2 meters tall, have (mostly) green or gray skin, are immune to disease and radiation, and are gifted with exceptional strength and endurance. They possess redundant internal organ structures, i.e., two hearts, extra kidneys, etc. They also possess the exceptionally long life span of the mutated, as well as being completely sterile. Most stay away from human settlements and live in a semi-militaristic environement.

Ghouls
Most known ghouls were created from vault dwellers living in Vault 12 under the city of Bakersfield (better known as the Necropolis after the Great War). As part of the vast Vault Experiment Program, the Vault 12 door was designed not to close properly. Thus, massive amounts of radiation attacked those within the Vault, most of whom were turned into the current ghoul population. Generally, in the Fallout universe, massive exposure to radiation causes humans to transform into ghouls.
All ghouls are completely sterile. There is only one generation of ghouls in the wasteland and it is the last. Furthermore, the ghoul transformation grants its subjects extremely long life. Ghouls created in the Great War of 2077 were still alive during Fallout (2161) and Fallout 2 (2241). Ghouls are generally as intelligent as normal human (more or less, although not just as charismatic, you might as well say). However, their extreme ugliness makes the life of a ghoul difficult at best. Ghouls are, naturally, immune to radiation. Radiation poisoning can't really get worse for them.
Glowing Ones are ghouls who absorbed so much radiation that they glow in the dark. They are often considered outsiders even by other ghouls. The Glowing Ones also emit radiation, so they can be dangerous to normal humans.

Humans
Despite the existence of various mutations, normal humans are still the most common sentient creatures in the planet.

Technologies
 
You may now post. Short history of your faction, name and current condition is a must. You can join as any NPC or any place on the map. If your state is outside California I will make NPCs around you.

Lets start our Fallout 3! Even if it kills me.....
 
By the way the rules and stats are not complete. I will do them as fast as I can. Just reserved the space for this game.
 
If you wish although I cannot guarantee its success ....
Did you play Fallout?!!
 
I've quit am quitting a lot of NES's so I've time to join this: May I play a character Gelion? A single character. Probably a badass wielding uzi's and slaughtering useless ratholes (I'm IC now) like that thing-town in nr. 1. that was afraid of radscorps. Actually... I got killed a fair number of times, but that's mostly because I was too... uhm, badass... to read the manual and take the time to understand the rules and buttons...
 
we can create nations right? if so can i get a florida nation by that red dot (in florida obviously
never plaed fallout
 
@Kentaru I'm afraid Kaltzar reserved Florida area. If you wish you can be neighbours.
You can make your own nation. I will edit out unconsistent things, but I am sure it will be fine (regarding technology). Political structure is not my consern :).

@Toteone: I'd advise against it because quite franky you will get killed pretty fast pretty easy. If you want you can be raiders or bandits in some area.....
 
I wish to play a single character. If it's possible I'd like to have protegees and if I ever rise to it a clan or a raider-gang or a bandit-chummies w/ me. :-)

's growing tired of STATE... STATE ... State, I need to get back to the roleplaying groove. But until I get that network card I can't use mIRC in my room late at night cuz' College shutdown times are wise.

...
's just wnna play a char if it's ok, please? (I know it's prolly OK, I'm cool with it if I get killed quick, Fallout is gritty after all as it's supposed to be)

thanks anyway =^_^=
 
aww darn, well ill be his neighbor then, did he reserve the whole thing though?
oh well here it is (change the name if he has that to, just make sure Florida is in it lol)
i was unsure of a lot of things, the background i hope is ok, still a noob so have mercy! *hides*
Name: New Florida
Government:Theocracy
Economy:
Productivity
Military
Population
Literacy:
Diversity: 60%mutated 35%humans 5% others
Advances
Background: The New Florida was created by the ancestors of many immigrants before the fallout. Mutations were common among these people who had aquired some very strange abilities from them. Though they were once minorities before the fallout, due to the mutations they were now united by a common bond. Their leader, Carab, who had developed a third eye at birth and had already lived 40 years, when he became leader, even with his youthful apparences. Because of the large mutant population, the humans have segregated itself from the nation even though Carab has been nothing but peaceful to them and stressed unity was the only way to survive.

EDIT- what about rivers and stuff, will you be putting those in or have they all dried up due to the fallout or whatever
 
Don't worry about anythign but background, name and government.
I think you can be called Cyclopy of New Florida :P
Anyways I will add you with the rest of stats. You can change anything you want before I do that.
 
Name: Chicagoland
Government: Monarchy
Background: After the fallout, the Daley family took advantage of the situation and made what all Chicagoans already new existed official. Patrick Daley became King Patrick Daley. The strong leadership of the Daleys alowed the area to settle down pretty quick. Despite the loss of most everything, the shear abundance of greenery (Chicago's motto is "Urbs in Horto", City in a Garden) meant that some survived. The surviving greenery battled the radiation enought that few humans in Chicagoland mutated.
 
Name: Genetist Union of South Ontario *GESO*

Government:Genetist

Background:The Genetist govenment is basically a gang that became larger than even the creator expected it to be, by basically being the first faction to get ahold of guns in their area, . 70%Human 20% Mutants 10% ghouls
 
CSLP (Cabo San Lucas Pirates)
Government: A mix between a Cheiftenship and a Monarchy

Overview: From the survivors of the Nuclear war many were in Cabo San Lucas enjoying a vacation. Now angry the people have banded together to over throw and take over the Baja California area. Armed with modified Jetskis/Skeedoos the occasional Helicopter and Large Barges as Bases of operations the CSLP Rule the southern Pacific Coast. One man has taken control of the CSLP and been declared their leader, he has full control of the CSLP and makes all decisions concerning it.
almost 100% Humans.
((Think the Smokers from waterworld))
 
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