The year is 2288, seven years since the Second Battle of Hoover Dam. Robert House, detached overlord of the shining New Vegas Strip, let loose his Securitron army on the hounds of the Legion. At the same time, issuing a withdrawal order to the NCR and driving their forces from the Mojave, causing upheaval in their homelands. After dealing with the foreign invaders, House set to work once more, furthering his considerable repair efforts and returning more of the old luster to the Strip. Meanwhile, as he toiled toward his own machinations, other groups rose to power in the wasteland as the behemoths of the Bear and the Bull backed into the shadows. The Omertas, once content with dealing solely on the Strip, have begun to expand their trade and ply it elsewhere, supplying chems and all manner of vice. The White Gloves are preparing to become a more active entity in local affairs, at the same time the Chairmen have become the premier attraction once more, drawing in huge crowds for their acts in the Aces Theater. Rumors of a new gang called the Las Sucias skulking about the tunnels below Vegas have come, causing alarm for those not protected by the walls of the Strip itself. The Followers of the Apocalypse have once more risen to prominence, aiding those in Freeside as they have, helping to clean up the streets. Just as well, the Mojave Chapter of the Brotherhood of Steel has stirred after seeing their hated enemy ousted from the Mojave.
Nonetheless, the NCR and Legion have been slowly inching toward the wasteland once more, perhaps for one last attempt at Hoover Dam. Or maybe, New Vegas itself.
Welcome to New Vegas!
In this RP, you will control either a faction in the Mojave, represent one, or have a cast of completely independent characters to yourself. The goal? Simply to survive and perhaps even thrive in the reforming wasteland. A long slumber is coming to an end in the Vegas region, tensions are brewing, and new groups are coming to the light. With the fragile balance of power and the treacherous wastes, how will you stack the deck?
The factions thus far:
- The NCR ( Reduced )
- The Legion ( Reduced )
- Mr. House/Vegas - LoneRanger
- The Omertas - Vatrou
- The White Glove Society - Fisheye
- The Chairmen - Lt. Andronicus
- Freeside
- Kings - Casey
- Las Sucias -Tundrafrog1124
- Enclave Remnants - Vault Ninja
- Great Khans
- Powder Gangers
- Settlements such as Primm and Goodsprings
- Boomers - Crimson Paladin
- Black Mountain Mutants
- Jacobstown
- The Fiends/Vault 3
- The Brotherhood of Steel, Mojave Chapter - Aldin Kiris
- Followers of the Apocalypse - Doc Boots
- Gun Runners
- Van Graffs
- Crimson Caravan Company
- The Kings
- Bright Brotherhood
The Rules:
1. Being overpowered is frowned upon and will not be accepted. What constitutes being overpowered will be decided in the OOC thread by the majority of players.
2. Technology must advance at a believable rate, if at all. Few factions have the aptitude to make any sort of strides. Realism is a core aspect of the RP.
3. Please do not be unruly. If more than a few people have an issue with something you're doing in the RP, please speak to them about it in private messages or if it concerns the entire RP, the OOC thread. Cohesiveness is extremely important.
4. Be respectful to your fellow RP'ers, do not discount their opinions based on whether or not you like them. Everyone has a say and nobody is left in the dark on decisions affecting the RP. Do not bicker in the OOC thread, if you have something to say, message the person, settle personal disputes there, if at all.
5. War must be agreed on by those affected, do not attack out of the blue without notifying the party you are attacking. Let them know and discuss outcomes with them beforehand, to settle a final result, and then let us know in the OOC. If you cannot reach a decision, bring it to the OOC, where the majority will come to a decision. No extra time will be spent arguing, take it to messages.
Mechanics/Warfare:
Faction/Character sheets will be kept in the OOC.