Fallout: Sunrise Hope [Roleplay OOC, Accepting]

Post » Mon Jul 08, 2013 8:46 am

Fallout

Sunrise Hope

Story and Setting

Sunrise Hope. The only town within hundreds of miles that can actually produce and use electricity. A working solar power plant sits in the middle of the town that converts the suns energy into useable electricity. A wonderful piece of hope for sure, but also a beacon for power-hungry groups.

When the Founding Fathers, or FF, came into the Badlands they set up camp atop a cliff overlooking Sunrise Hope. The people feared the FF, as they were power-hungry oppressive tyrants who had already become infamous after stories of their endeavors reached the local residents. Some of them work in secret to prepare a defense against the FF when they come - and they will. An inevitable battle brews on the horizon. Meanwhile groups of nomads, bandits, mercenaries, and more stalk the plains around Sunrise Hope, giving it the name 'the Badlands', a cliche but fitting name for the dangerous region.

Will the Founding Fathers attempt a peaceful annexation of Sunrise Hope? Will the Resistance prove stronger? And what names will be made and what fame will be gained?

[Map is coming sooner or later]

Factions

Founding Fathers - Coming from the east, the Founding Fathers, or FF, are an oppressive dictatorship that exerts strict gun control policies. In effect they confiscate so many weapons and ammunition they rarely ever run out of ordinance - even selling the surplus to local vandals. They are perhaps the strongest and most notable faction in the region, and they're here to annex the town of Sunrise Hope. Headed by Colonel Mills, the Fathers will exert and use anything in their power to claim the region. [SPECIAL: Members of the FF are able to round up and travel with squads of several other characters, as long as it is FF-goal-oriented, and have access to unlimited supplies.]

The Resistance - When the fear of the FF entered the hearts of its people, Sunrise Hope's braver individuals began to plot and create a defensive plan to defend the town - becoming known as the Resistance. While the FF hasn't fully acknowledged the group as an organized faction, they certainly prepare for whatever the Resistance has planned. The Resistance is also backed by the local Brotherhood of Steel chapter. [SPECIAL: Members of the Resistance can be part of the Brotherhood of Steel, and if so can use power armor and energy weapons.]

Other - Freelancers, travelers, merchants, mercenaries, and bounty hunters all live in the Badlands and Sunrise Hope. Those who are part of this faction will attempt to make a name for themselves in whatever way they see fit. [SPECIAL: Bandits can lead small groups of characters around, loners are considered somewhat stronger and more skilled than all other players and have better-than-most equipment.]

Characters

Name:Gender:Age:Physical Appearance:Clothing/Armor:Weapon(s):Other Items:Description:Faction:History:

Rules

1. FF have no need to look for supplies, but they need to restock at bases and camps. The Resistance needs to loot and collect supplies. Those part of the 'Other' Faction can only gain supplies through payment/looting, but more so through payments. I'm not keeping up with how much ammo/supplies you have, but after a while I will warn you that you're running low.

2. Loners in the 'Other' Faction are indeed considered a bit more skilled than other characters, but only because they have no actual comrades. Everyone else is considered somewhat equal.

3. While in combat, taking cover will help you stay alive. Beyond that you will need to properly use skills, tactics, and teamwork to overcome the enemy. There are no 'instant-kills' unless someone successfully ambushes you or a sniper-based character plays his cards right. Even so, player-characters can only be incapacitated/injured and unkillable as long as allies are nearby. If they're captured, the opposing player can decide to kill them permanently.

4. Only members of the Brotherhood of Steel, who must also be part of the Resistance, can use Power Armor. Keep in mind that Power Armor might mean you can take more damage, but you're not going to be able to move as fast or sneak up as good as non-power armored players.

5. Pip-Boys and other Pip-Boy related abilities, including anything that is considered technological so long as it is not power armor is okay.

User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Mon Jul 08, 2013 9:44 am

Placeholder for my bio.

Name: Six
Gender: Male
Age: 38
Physical Appearance: Stands about 5'7", short black hair, green eyes, fair skin, stubble, and a stoic expression. He has an athletic body build.

Clothing/Armor: Six wears a black duster coat with a dirty white shirt, dirty blue jeans, dirty gloves over his hands, and a bullet-proof vest over his torso. Howver his two most important items are his thruster boots and recon helmet. His thruster boots are custom-designed, made from normal utility boots but outfitted with custom-built thruster packs that can launch him several feet into the air; while he cannot fly with these thruster boots, he can reach higher elevation, evade gunfire and soften his landing. His helmet is metallic gray with a red t-shaped visor (more or less similar to Jango and Boba Fett's helmet); it is able to spot and assist in combat much like a Pip-Boy does in VATS mode, but also can be used like binoculars.
Weapon(s):
Other Items: Thruster boots and recon helmet.

Description:
Faction: Other (Bounty Hunter/Mercenary)
History:

User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm


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