http://i1201.photobucket.com/albums/bb345/Tickchicktock/ProtectorsComplex.png
(NOTE: All information has a chance of being changed. If you really do/don’t like, or are confused by, a particular part of it, please say so.)
The Guard’s attachment to the one they defend must be powerful, and there must be an absolute need to keep that individual alive, to the extent that life would be unthinkable without their presence in the world. As the protector, each one’s reasons can vary, but what matters is that they perceive it as more than a job – that they could get yet again – but as guarding an irreplaceable being. Even with the continuous fine-tuning of the process used to create reliable, undefeatable protectors, dedicated to one person for a lifetime, it is imperfect. Which is why we have “The Final.”
The Plot
__In a northern part of former Oklahoma, several projects – some military – were made in a science facility, now called The Sun. Its elite 25%, the “Natives,” are each protected by a specific Guard – often picked when the Native is 3-5 years – that dedicates their life to defend them. The process to train them – and know and love the Native they protect – lasts until they reach fifteen or older, and their Native reaches five or older, in which they take The Final. This test is what proves whether the pair is strong enough, and functional enough, to be worthy of returning to The Sun.__The most recent test (in 157 years-after, or 2234) - for a new batch of the Generation 3 Guards and the first batch of the Prototype 4 Guards – has just begun. All of the Guards and the Natives will be sent, together, in a remote location; unconscious during the trip there. Those of The Sun have placed keys, a]nd clues to where the keys are, across the map. The goal for the Testers is to find a key so as to be allowed back into The Sun, find The Sun, and survive long enough to return there.
The Focus of the RP:
The focus of the RP will be (1) on the political, psychological, and ethical situation of this Protector’s Complex and The Sun’s community – and about the way they all socialize in the RP with each other under these cultures - and (2) the aspect of survival, as everyone is trying to keep or improve their current life.It is a Fallout RP, but will be so in the sense of its setting and, perhaps, references to events on the west coast around that time or before. Similar to a Vault-styled RP (With its own, fan created experiment.) or an RP set directly after the Great War. It is highly encouraged that, if you have any Fallout-y ideas to add, to bring it up/use it; you will be credited for it. Actual things from Fallout(like lifeforms) will be here, and I will do my best to make interesting and new content that fits Fallout's atmosphere.
This RP is, undeniably, more complicated than average. However, I made it such to try to make it as clear as possible in my attempts to blend a more traditionally styled RP with a writing-styled RP loosely, and to make a more fleshed out world ahead of posting the RP that can be explored.
What You Do:
The motive your character will probably have, if nothing else. Though you are certainly allowed to give them any that would make sense._As a Guard or Native of the newest Generation 3 or Prototype 4 groups, the Testers, your goal is to survive and pass the test, and find home so that you can return to your community.
_As anyone of the previous Generation 3 groups(those that failed previous tests), or anyone of the generations prior to the third, you play an Outcast that has been unable to return home due to their failure – depending on how or why, they may or may not continue to try to win. Your motive might not be returning home and/or proving yourself any longer.
_As anyone else, which will only be a later option to play (unless you’re a newcomer to the northern/central part of Oklahoma entirely), your motive can be, essentially, anything.
Notes on Gameplay:
This is an important, if long, list, due to the fact that I won't be following the traditional form of a written RP, entirely. Please read.- There will be updates, descriptions, and possibly images to help give everyone a full understanding of the going-ons of this RP. There will probably be one big update post for every RP day that passes, consisting of a summary of what has happened, along with some new event(s) occurring to look into.
- Your character can die. I will give you the chance of such when it’s possible, and if you go through with the risk, I might roll to see if your character lives, but only if it seems like a very serious possibility(if I don’t, then your character is guaranteed safety). Your chances will change based on what you do, and how interesting/helpful/effective/etc what your character does is.
- Both because there may be those completely unfamiliar with Tabletop RPs and because I have never set up a system for it, before, myself, I am loosely applying stats and such to this game, and using Fallout’s system (in a more open/creative way for the player). Use your stats as a way to consider how things should go for your character; I will only use rolls if I feel it’s truly necessary.
- I will be doing the rolling, and stating the results, to be completely positive there is no worry of cheating from anyone. I don't plan on rolls being remotely as frequent as a Tabletop RP.
- The map has been planned out and made, but you have to discover the locations yourself. All of the Testers will be placed in the same spot, and I will show areas to you as you discover them - I will put an updated map publicly for every place known about by more than two characters(and known by two players or more).
- Characters that have been in the lands for longer will probably know more, and I will give you information you would otherwise not know, if you make such a character.
- (For those aiming to get keys), clues are not required. They simply make it far easier to find, as you will have to discover them on your own – the characters are not told of a key or clue’s location ahead of time.
The Rules:
- Respect others.
- At least one paragraph's worth – four sentences – per post. Only consistently ignoring this rule will be considered an offense, breaking it once in a while is understandable.
- If you have any questions, about rules or otherwise, please PM me or ask in the OOC thread. You might not understand something, but you need to learn about it if you don’t.
- The general standards of RPing(no godmodding, no powerplaying, etc.) must be followed.
- PM your character sheet. To both the Co-GM(if there is one) and myself. What information that should be secret to the public, but known to us (you must say everything about the character ahead of time), should be colored something other than the default white.
- Any information secret to your character(s), must be secret to other players who don’t know it, themselves. It’s meant as a way to make the RP a bit more interesting, and not painfully easy(as finding the keys/clues could be a lot quicker if you know exactly where to look, for example).
- A character may be edited, in any way, five days after you first posted with them. After that, they must be exactly how you said - ignoring variables like character development.
- You may have as many characters as you like, and make them whenever you like – except for the Testers(the non-Outcasts). You must make them at the beginning of the RP, as there won’t be a new group for another year.
- If you play a Guard or Native(and the partner is still alive), you must have another player RP that partner to your Guard/Native, unless there’s absolutely no one else who wants to be. If you find someone to do such, you must discuss what the relationship is like, as it varies from each pairing, and these people will have known each other for most of each other’s lives. You may do so publicly or privately, but if there is information that others shouldn’t know, do not share it.
The World
Test Requirements:
There are different standards for the Native(or Guarded/Elite) and Guard.Guarded:
Must own a key and be able to survive well enough to return home. If they manage to do this,
in the end, on their own, they receive a special kind of honor for being strong enough to live.
Guard:
Must own a key and do their job well enough to return home with their Native. Those that
cannot both find a key and keep the Native they Guard alive are banished from home,
having a special kind of shame if failing the latter.
Map
Will be linked after the RP is started. Will change/grow with every update, as the land is explored.Notes on Cultures
The more critical things to keep in mind when making a character from a certain place, that should be known ahead of time. There will be more cultures revealed (and use as a background for a character) throughout the RP.The Sun:
The Sun received so little damage from the Great War that it essentially had no impact, directly. And with their excellent defenses and tall and protective walls, nor did they receive any indirectly. Although information had been lost, much of what a pre-war citizen would know of history and society is still remembered and taught - though certain subjects are not taught to the Guards(nor is this fact announced). Unlike much of the world, The Sun managed to preserve its knowledge, technology, etc. - albeit with slight differences due to the fact it was a science facility. Without the oppression of the pre-war government, The Sun has allowed, for the most part, freedom of speech and the like and allowed culture to progress. It has gotten to the point that The Sun typically feels superior to the average outsider, and is disgusted by any noticeable, lingering influence of any kind from 2077 or earlier.