New American Convention OOC Thread 3

Post » Thu Jul 17, 2014 1:19 pm

Title courtesy of TheLoneRanger)

Over two centuries have past since the Great War brought a nuclear holocaust to the world. Entire nations great and small fell, civilization collapsed, and an untold number of people perished. In the span of but a few hours, the world was one big, radioactive ruin, never to be the same.

But as it always has, humanity arose from the ashes, persisting on. And the more things changed, the more they stayed the same. They fought, killed, and rebuilt, as they always had. They banded together, forging brand new nations from the ruins of the old. Now these new nations face the daunting prospect their predecessors faced: What to do with world?

You, the player, will be the one to answer that question. As you take on the mantle of leader, you will decide your faction's, and the world's, fate. Using the power of diplomacy, economy, and military might of your nation, you decide the future. Will you seek power, land, and monetary gains? Will you crusade for your own brand of justice? And perhaps most importantly:

Will you succeed, where your predecessors failed?

Welcome friends and fellow forumites! I, Aldin, come today to propose to you something we haven't done in some time: A proper nation RP! This RP is intended to be a world-wide RP, meaning if you wish to RP a faction outside of the Continental US, you are more than welcome to do that. I am also modeling this off of the zany-ness of the American Conventions, so later on in the RP, there is indeed the potential for some crazy tech and whatnot. Creativity is always encouraged, so remember, if you come up with a faction that you think might not fit, post a sheet anyway! The worst we can say is no, and we almost always simply ask for something to be tweaked slightly and you'll be good to go! For reference, this will take place about 20 years after the events of New Vegas, though this can be changed as the RPers see fit. Without further adieu, here are the rules! (Taken from past Conventions and modified by yours truly)

Rules:

1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumnavigating South America which would obviously have consequences for your plans.

Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: crisis is sure to follow.

2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.

3. Your representatives are still characters and individuals, give them personalities, backstories, interests, and feeling.

4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without making a post is one week. Beyond that, if you do not continue to give some sort of update on your status, your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others, it is possible for you to return at any time to the RP, however, you may find your nation in dire straits without your leadership. You may come back and take up the mantle of another nation if you wish.

5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit. You are expected to abide by the group's decision, whatever the case may be.

6. War will be decided by a majority vote of all members. If you lose the vote, you will lose the war/conflict. You are expected to abide by this ruling. If you do not, you run the risk of being kicked from the RP.

7. As I myself will be taking up a nation, I will not be acting as the overseer or GM of the RP. In accordance with past renditions of these sort of RPs, this will be run by the group. Due to past issues with this, I will stress it again There are NO GMs for this RP. The group will decide any sort of issues we may encounter

8. These conventions are meant to be non-canon, so if you are expecting something that sticks close to what we see in-game, this isn't the RP for you. It has the possibility to, and most likely will, get pretty crazy.

9. In order to advance your faction, you must make timelines stating what you are working on during the interim periods between conventions. Timelines are optional, but if you don’t make them, your nation will stagnate. As a result, you cannot also go back and say that you have been working on a project without notice for the past several turns. You may keep projects secret if you wish, but you must make mention in the OOC of said project. Note that this does not mean that other IC will know.

10. While this RP will delve into technology that many will consider "out there" (And indeed, that is the point) the issue with the Aliens is this: For all intents and purposes, they do not exist in the RP. The colonization of other planets is off-limits as well. Keep it in the Earth and her orbit everyone.

11. Nations are divided into 5 "Technology Tiers" which are: (Examples follow [Note these are just examples, nothing set in stone])

Tier 1: Very High Technology, 1,000,000 (Brotherhood of Steel, Enclave [Power armor and its manufacturing will be solely with this tier, to start with])

Tier 2: High Technology, 1,500,000 (Followers, Reavers, the Shi)

Tier 3: Medium Technology 2,500,000(NCR)

Tier 4: Low Technology 4,000,000 (Legion, factions like them)

Tier 5: Very Low Technology 6,000,000(Tribal factions)

For balance purposes, this different tiers have relative amounts of population that they need to stay within. The higher your Tier, the lower the amount of total population you can have, and vice-versa. It may not always make sense, but it is necessary for balance. (Note the number listed can be tweaked should the group wish. Those are listed just as a basis to go off of that I came up with off the top of my head.)

Factions in this RP will be all the ones from the main game (NCR, Legion, Enclave, etc). You are also able to create your own as well. Once again, they don't have to be based in the Continental US.

(Note: RPers will have creative license with the faction's background, meaning things may not always be what they were in-lore. For example, my faction, Adamas, was at one time the West Coast Brotherhood that left NCR territory for Texas. You can't overwrite someone else's background once it's been accepted, so keep that in mind when creating your faction. First-come, First-serve.)

(Other note: For this RP, House managed to drive back both Legion and NCR so Vegas could be independent.)

I will edit the OP later on with taken factions and their sheets. Everything not on the list, or spoken for in the OOC, is fair game.

Faction List

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lucile davignon
 
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Post » Thu Jul 17, 2014 11:07 am

Reserved for Nation Sheets. Once I get home I'll update everything.

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Jacob Phillips
 
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Post » Thu Jul 17, 2014 3:10 pm

I'm going to go ahead and post this again.

A few times now tanks have been mentioned but it has been very vague. I'm assuming these are WWII-Korea era? Anything past would really seem like overkill to me.

My idea of acceptable tanks

http://en.wikipedia.org/wiki/M4_Sherman

http://en.wikipedia.org/wiki/M26_Pershing/http://en.wikipedia.org/wiki/M46_Patton

http://en.wikipedia.org/wiki/T-34

http://en.wikipedia.org/wiki/T-54

idea of unacceptable

http://en.wikipedia.org/wiki/M60_Patton

http://en.wikipedia.org/wiki/M1_Abrams

http://en.wikipedia.org/wiki/T-62

http://en.wikipedia.org/wiki/T-90

(Just some more well known tanks.)

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Isabella X
 
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Post » Thu Jul 17, 2014 8:05 am

I'm fine with whatever the group decides is acceptable. WWII era tanks are fine with me.

However is there a particular reason that, in general, we seem to be okay with advanced warships and airships but not ground vehicles? Is that just because tanks and the like can be overpowered?

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^_^
 
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Post » Thu Jul 17, 2014 3:21 pm

What would you guys say about these:

http://upload.wikimedia.org/wikipedia/commons/f/f1/Panzerkampfwagen_IV_Ausfuhrung_H_pic03.JPG

http://upload.wikimedia.org/wikipedia/commons/8/8e/Panzerkampfwagen_V_Panther.jpg

http://img1.wikia.nocookie.net/__cb20131222041218/zeronotsukaima/images/6/6d/Panzerkampfwagen_VI_Tiger_Heavy_Tank.gif

http://www.worldwar2aces.com/kingtiger.jpg

http://i1.trekearth.com/photos/40048/maus_norm.jpg

Also, another concern I had, in the Fallout Universe, especially post-war, the only jet engines you could have would be turbofans, because they basically just compress air and shoot it out of a nozzle while turbojets, which have supersonic capabilities require fuel to heat the air and expel it. It's just a minor detail and I wanted to know what you guys thought.

And Andro I think the thing is that there's some form of ship and aircraft in the games (and I may be mistaken so if I'm wrong please feel free to tell me) but I don't know of any references to tank-like armored vehicles. It may just be an unfamiliarity.

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Lizzie
 
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Post » Thu Jul 17, 2014 4:39 pm

I thought we were all using WWII era warships too? Anti-tank weapons are typically not too effective on tanks. If you don't have opposing tanks or air vehicles designed to attack tanks they will just roll over you. (pun totally intended) Airplanes seems to be the most advanced we go and typically the F4 Phantom is as advanced as it gets. They were designed for intercepting and ground bombing, so I don't know. Guess most people don't see them as a threat to ground troops so they let them slide.

That is fine they fall into the same era. I'm assuming the last one is a http://en.wikipedia.org/wiki/Panzer_VIII_Maus. If you want to use it go ahead but it is a piece of crap. :tongue:

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Sharra Llenos
 
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Post » Thu Jul 17, 2014 2:52 pm

I'll go back and edit my FS to point out a 1,000,000 population and 10% military.

Here's the type of tank the Mid-Western Ascendancy has it's a M4A4 Sherman

http://fallout.wikia.com/wiki/Tank

I too find it kind of curious that people are worried about land based vehicular weapons but not air and sea, which would be much more costly to build and maintain and much more susceptible to collateral damage and disastrous mistakes.

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Leanne Molloy
 
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Post » Thu Jul 17, 2014 1:33 pm

hey I will just repost this here since I don't know if it made it on the other one or not.


Figured I might as well post a sheet for green and nelson so here they are

George Nelson SOF lord and director
Spoiler

Name: George nelson
Age: 32
Critical measurements: 6’4 tall 200lbs built with muscle from constant training and active field duty.
History: born to working class parents living in Piccadilly. His father was a sergeant in the territorial guards, His mother a corporal in the nurse’s reserves 144th medical relief company. He was given to the school at Canterbury for mandatory training and education beginning at age 5. He was there until he was a fit strong lad at age 14 then transferred to Cambridge academy where he remained until 18. He was second in his class by only a half a point but was recognized as being leadership material and transferred to the S.A.S. at Loch Ness base in Scotland. He was transferred to 3rd platoon and entered service with a bang.

His first time seeing action was in Calais when his squad was assaulted by raiders. They were the now defunct and destroyed Lux’s. The squad was ambushed in the township struck from both sides they were forced to fight without cover caught in a cross fire. With no other recourse the squad was forced to assault both buildings the fire originated from. The raiders had the advantages of height, weight of fire, and numbers. The S.A.S. had the advantage of superior firepower and training despite being outnumbered 3 to 1.

The western building was assaulted by sergeant Anders. The eastern building was supposed to have been assaulted by corporal Flynn but was cut to ribbons on the dash to the building’s front door. Nelson was hit but his body armor had stopped the shell. He made it to the door and realized he was on his own. He trembled at the prospect of going in without his brothers. To make matters worse he could hear them dying on the radio in his ear, and he could hear the meaty hits of the bullets as they spanged off body armor and impacted on his friends dead bodies. His resolve that day was shot and he had no support. Believing he would die any second he crashed through the first floor entrance and hearing no gunfire he ran up the stairs. Taking steps two at a time almost he arrived on the first floor landing and saw his friend’s murderers.

Seeing nothing but red he took aim with his SMG and opened fire letting off a full mag into backs of the raiders on the landing. They were still laughing as he killed them their laughter caught in their throats as they died shot up. Having no other recourse he reloaded and ran through room after room. Firing his SMG as he went he racked up a count killing 15 raiders by the end and then marveling at his own survival, he realized the building was clear and said as much over the radio just as the rest of the squad was running to support him from the other side.
Not long after this he was promoted to SPL (squad patrol leader) and was rank promoted to corporal. Many years and conflicts later he became lord of SOF where he oversees all aspects of special deployments and intelligence gathering.


Chaplain green
Spoiler

Name: Christian Green
Official rank: lieutenant
Critical measurements: 5’7 160 lbs hyper fit is a word that describes him perfectly
History: he is an orphan placed into the care of the government since 3 years old. An exemplary student he attended Eaton as a boy. Part of the Progenium system he was indoctrinated and taught from 5 till 14 at Eaton. His ability to inspire and uplift noted from early on and by extension marked him for advancement into the chaplaincy. It says on the door of the offices of the chaplaincy “we stand with our brothers as guards against fear and doubt, our duty to be exemplars for their faith and minister to them in the field” he has taken these words in stride and become an exemplar of the chaplaincy. He administers to his brothers and has risen to head chaplain of the 1st S.A.S. division. He has served with distinction against threats both home and abroad.
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tannis
 
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Post » Thu Jul 17, 2014 12:56 pm

I know it is, I just thought I'd throw it in there the PzKmpfw. V Panther was far better than any of the ones that came after it just from practicality and ease of production.

Back On Topic: Don't forget, there should be some way your country can find a way to build i.e. designs, old records, books, etc. and also some way to get the parts because not everyone can produce them, in addition would we all agree that it would take some time to convert the vehicle over to MF cells, or other power sources due to the lack of fuel?

Also, what are we saying about the strength of power armor, because according to http://fallout.wikia.com/wiki/Power_armor_specs it can only stand 2500 joules, which is about 1/2 a gram of TNT is that what we're going off of?

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Euan
 
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Post » Thu Jul 17, 2014 10:05 am

Well back when I was RPing the Institute people were suggesting advanced futuristic warships for them to use. So...I kind of figured they were being allowed.

I would argue that since Paradigm is an entity that had control of most of the pre-war corporations, they have all the designs they need filed away somewhere. Resources however, are more of a problem, since they don't have alot of land.

Partnering with a highly industrial nation would be beneficial I think.

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KIng James
 
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Post » Thu Jul 17, 2014 2:07 pm

Definately would help, although would we allow saluaging parts to be a viable option depending on the nation and how they could justify having similar parts to salvage?

And I'm assuming http://img35.imageshack.us/img35/218/ratte.jpg is a no go. :tongue:

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Amy Cooper
 
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Post » Thu Jul 17, 2014 10:44 am

I suggested one thing as a joke, other than that pretty sure everyone is using WWII something or Sybbyl's giant Cargo ship.

No, but the http://1.bp.blogspot.com/-uHUoKKG2wNM/UGZf-pyOS-I/AAAAAAAACj0/KVE4vWrnOoY/s1600/comparacion+tanques+alemanes.jpg is permitted.

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Brandon Wilson
 
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Post » Thu Jul 17, 2014 5:01 pm

:rofl: The impracticality of some of the German concepts in WWII.

What about that point I made about jets is that just irrelevant or what?

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Stacy Hope
 
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Post » Thu Jul 17, 2014 11:22 am

I guess I didn't pick up on the joke...but okay.

Now I'm assuming this is just the starting limitations though, since the original plan was for this RP to go a bit out there in terms of technology as we go farther along.

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Izzy Coleman
 
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Post » Thu Jul 17, 2014 5:16 pm

Yeah it would be what we can use at the start. I'm sure it will be alright down the road.

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Sophh
 
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Post » Thu Jul 17, 2014 8:04 am

Usually when we've done these sorts of things, we'd start off with WWII/Korean vehicles, and as it went on delevoped futuristic/advanced vehicles and equipment. Sinxe this was modeled after the more wacky/zany Conventions, I imagine the tech involved will be drastically different in a few years time though.

To start with though, anything pre-Korean War should be alright I would think.
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Stefanny Cardona
 
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