When the guns fall silent, and peace returns the battles still continue, but instead of the gun and the sword, they continue with the pen; the trench is replaced with the table, and the greatest battles, rather than being fought in the light with fame for the victor, are fought in the shadows, denied and forgotten.
The words may be different, but peace is nothing but war by other means and as we all know, war never changes.
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A dish best served is a Role Playing opportunity in the Post New Vegas Mojave. I'll include some detailed information if there's enough interested in getting the game going, but here's the headlines:
- It has been 18 months since the second battle of Hoover Dam.
- House Won. House controls the New Vegas Autonomos Economic Zone. This includes the Strip, McCarran and Hoover Dam
- Severely hurt by the second battle of Hoover Dam, Ceasar's legion contines to hold everything East of the Colorado River, mostly because noone else is interested or able to fight over it. Ceasar has established a new fort, a little further away from the Dam (House is very careful to protect the Weather Station)
- The NCR has very little remaining on the ground in the reigon. The Ranger Camp near Jacobstown, and Camp Guardian remain staffed, as does the Embassy on the strip (although the MP presence has been forced down to a mere token presence). There are rumours of an NCR facility in Freeside, and a few other small isolated outposts.
- The Powder Gangers, and the Khans are no longer a major force
- President Kimble, as predicted by House, has taken the blame for the Hoover Dam loss. With the wins he was able to pull out he managed to muster just enough support to avoid impeachment and recall, but not enough to gain another term as president. He is now in the "lame duck" part of his presidency, with a new president due to be sworn in in the coming months.
- The Brotherhood's Mojave chapter was destroyed. This, along with continuing losses in the west have forced the Elders to sue for peace. This peace, just over a year old appears to be holding, with the Brotherhood strangely agreeing to offer its technical assistance in removing all RobCo devices, software, and any technology based on these from the NCR communications network. Within the brotherhood a conversation over their place in the future. Starting from a few tourists looking to get pictures with the Powered Armoured guards, the Brotherhood has in recent months opened a metaphorical crack in order to bring in much needed food and resources, opening a provisional "Visitors Centre" - They do have to eat after all. Although they still do not share their technology, they are willing to offer their services in repairing and identifying items (and if a particularly intersting item goes missing or is replaced by a replica, thats too bad), as well as becoming a tourist trap for the nearby town of Maxson. Not all brothers are happy with this.
- There are rumours of other people wearing the mark of the Brotherhood, but not answerable to Lost Hill, in the Mojavie.
- Jacobstown continues to thrive. House has no interest in it, and they have no interest in House. The situation seems to suit everyone.
- There is change in Freeside. Although many have been displaced as areas were suddenly sealed off by securitrons, demolished and cleared; this has allowed for construction and with construction has come jobs. Although the residents worry that their homes may be next, or the boom may only short term (not to mention what exactly it is House is building) things are for now at least better. The Kings have been sidelined with all these changes; the King may not like it, but he doesn't have any way to stop it.
- Camp McCarren is sealed tighter than a New Reno... you-know-what. There's a lot of construction going on there, but House does not permit human workers (it is theorised by the remaining NCR inteligence operatives in the strip, that the reason house must use human labour in freeside is because of heavy securitron use in McCarren)
The Quest:
I'll go in more detail in character if this gets off the ground, but the Main Quest will start you as agents of the NCR (either official or unoffical assets) with a few major objectives that in short can be summed up as: Get the Strip under NCR rule by hook or by crook, but don't do anything to risk the electricty and water flow to the home states. Like in Mission Impossible, if you're caught, the NCR will deny any knowledge of your mission.
Characters:
If you're interested in playing, I'd like to use the Fallout PnP system which is based on Fallout 1 and 2. Follow the information here: http://falloutpnp.wikia.com/wiki/Character_Creation_Part_One:_Character_Concept
Except rename speech "Persuasion" and Barter "Negotiation". This just opens up barter a bit to take over a bit of what was speech. If you want to convince someone to do something, or convince someone of a lie, Persuasion is for you. If you want to haggle, or keep hostages alive you'll need negotiation.
And then use the advancement section to jump to Level 3.
Starting Equipment: Think about your character and then use your judgement to come up with some reasonable equipment, but travel very light. All items will be open to challenge. Don't worry too much, the NCR will be funding the mission and will give you a bit of spending money.
Backgrounds:
I'll allow almost any background: NCR military asset or spy, Merc, Down on your luck trader, Undercover Bortherhood agent, Courier, its all up to you.
In addition to normal traits and perks, I'll be allowing people to take any number of "Background Traits". These are open to negotiation but will net you both a stats bonus (and hit) and may effect in game. Some suggestions are below, but these are open to negotiation and you're welcome to invent your own...
Vault City Educated
You've been trained by the finest University in the NCR. It's only open to those born in Vault City or with connections though. You'll get a 5% bonus to Science, Doctor and Repair, and a 5% hit to outdoorsman, small guns and big guns. As you've been influenced by the Vaulties, you'll do well in high society, but you're zenophobic.
Brotherhood (Scribe Path)
You're a member of the Great and the Few; you're more at home with a computer than people. Add 2 points to your Inteligence, but take 2 points from your Charisma. You're seen as a bit of a Brainbox so people come to you with their problems, however with these high expectations people may react strange if you don't seem to know something
Brotherhood (Knight Path)
You're a member of the Great and the Few; You've had some of the best combat training known to man. Add 5% to all firearm skills, but take 2 points from your charisma. The wounds of war are still fresh, some see you as the enemy still, whilst others respect you and your brothers' prowese.
Back end of a Brahmin
You've grown up on a farm and have had to learn to how to survive without the benefits of the city. Add 5% to Outdoorsman, Small Guns and First Aid. Take 5% from Persasion, Science and Steal
Soldier Of Fortune
You get a 5% bonus to all called shots, but you've killed the wrong person at some time or another. If you don't keep a low enough profile, people may be interested in claiming that bounty.
Ranger
One Riot, One Ranger. You get a 5% bonus to Small Guns, and Outdoors; However unless you're trying to Intimidate someone, you get a 5% hit to social skills. You're also expected to uphold a code of honour, and will face severe consequences if you don't.
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If anyone has any questions, or Character ideas, please post them below.