Build a Colony

Post » Tue Jan 04, 2011 6:39 pm

Due to me wanting to make a new and diffrent Rp Please lock this thread moderators. Thank you!
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leni
 
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Post » Tue Jan 04, 2011 1:02 pm

Sky Tower
-Tall hill in San Jose, California
-Walls form around the hill in a circle with spikes at the top protecting from any large monsters that try to bound over the walls. The buildings lay on platforms wich extend out from the hill and connects to the walls leaving a gap under the platforms that is blocked by the tall walls going deep into the ground. Gates dot both the south wall and the north wall.
-Tho the small town of sky tower is lonley on its high up hill it has a great view over the San Jose waist
-Small homes that housee 4 people each spread around the walls on platforms. Then on the east wing of the fort lays the academy. They study special wepons and are working on a special flying vechile. We saw a few fly over us, one crashed not far after being shot down by an unseen wepon. The market is on the west wing and has the most buisness. The 23 citizens ussualy stop in every day to check the wares. They also love to go to the saloon.
-Tree's dot the hill side outside the town. A guard tower stand at the very center of the hill standing tall and giving a great vantage point of all the San Jose Wastelands. The Talon Resistance (TR) Set guard watch's on the tower to make sure the colony stays safe. The other members are ethier patroling the small town or training at the baracks located near the north gate.
- Located in San Jose Wastelands lies a colony on a hill surrounded by walls with spikes on them lays a Small colony named Sky Tower. A tall guard towers sits on the very top of the hill, over looking the giant hill. There are two gates north and west. Small houses dot most of the colony but a medium house, the leaders house, sits right below the guard tower. There are some small shops scatered leaning against the south wall. A science lab is located on the east wing of the colony. The millatary, polices around the place and wait in the barracks located near the north gate. The citizens are very safe. This is the only sign of resistance in the San Jose waste. The TR route there attacks on the Talon Wings from Sky Tower. They can pin point every single location the TW have.
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Joie Perez
 
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Post » Tue Jan 04, 2011 4:12 pm

New buildings and decorations coming tommorow!
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Naughty not Nice
 
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Post » Tue Jan 04, 2011 11:01 am

The Crystal Metro
Location: Crystal City metro, Arlington, Virginia
Layout: the metro consists of numerous medium-sized tunnels spreading away from the first floor of the metro. Old shops, service tunnels, offices, corridors, and others are all inhabited by the downtrodden residents and their living spaces. There is also the Main platform itself.
Size: Crystal city is fairly well sized, with the main chamber's tracks being converted into additional floor space and a spacious upper platform in the main chamber. The two lobby areas of the metro and the various tunnels underneath the city block provide much more room for the inhabitants.
Buildings: The restaurants in the tunnels have been converted into general stores, bars, and inns. The various offices and service tunnels are the living spaces of the upper class, with everyone else living in shacks built to provide their beds in the tunnels with privacy.
Decorations: Massive metal gun-posts that sit on top of the entrances to the tunnels.
Description: The Crystal Metro is a labyrinth of tunnels stretching underneath an entire city block's worth of apartment buildings and office buildings. An old PBS sign lies in front of a set of elevators, and the badges of General Services Administration employees are now signs of authority and prestige in the settlement. The Richest man in the town, Maxwell Straus, has built his fortress inside the government offices on the top floor of one of the office buildings, with the only way up being a single, solitary elevator. This elevator can only access the highest floors when a GSA badge is used to authorize access. ( the crystal city metro in Arlington, in real life, actually is connected to an office building that has PBS and GSA facilities inside it. The lowest GSA floor is the eighth floor I think. That's the lowest GSA floor I've been on anyway) Those with more money, but not the favor of Strauss, live on the upper-most area of the tunnels, where they inhabit the old shops and service tunnels. The poorest live in shacks in the main corridors or in the Metro, and criminals are exiled to a parking garage underneath Strauss' building.
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Love iz not
 
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Post » Tue Jan 04, 2011 9:55 pm

Dark Haven

Location- Metro 4, Wichita Kansas

Layout- Dark Haven (named so because its underground), is a town formed in the shape of a triangle. Guard towers are at each corner, the tip of the triangle is where a gate is located, with two guard towers adjacent to each other. Its a rather large town considering the conditions, with nearly 200 residents living in small and medium sized shacks (some of which are duplex's where a family lives on the bottom and another on top). There are a few shops, a water purification facility in the bowls beneath the town that is piped into several saloons and large houses. Four armories exist within the town, three at each corner of the triangle, and one in the center; all of which are heavily guarded.

Size: Dark Haven encompasses 3 tunnels of the metro. About 3/4 of a mile.

Buildings: 6 Saloons, over 13 dozen houses ranging from medium to small along with one large one for myself. 4 Armories, 2 Science labs, 4 military barracks, a water purification facility, 8 Guard Towers.

Military: The "Haven Omega Unit" is the military of Dark Haven. They wear full combat armor, as well as some additions the soldiers like to adorn themselves with such as: Duster coats, bandanas, kama's, face masks, war paint on their armor, etc etc. They carry mainly semi-automatic rifles, each unit (consisting of 12 men each) has 3 support gunners however, carrying either heavy machine guns such as SAW's or simple large mag automatics like AK-47's.

Decoration: Spikes surround the outer walls, as well as deep trenches with more small spikes that are soaked in poison. Several gun emplacements along the walls, high .50 caliber machine guns. A flag post is in the center of town with an unmoving black flag depicting a tunnel entrance with a bright white eagle in the center.
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Brandon Wilson
 
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Post » Tue Jan 04, 2011 3:05 pm

The Pelican's Roost

Location- Windham Airport, North Windham Connecticut

Layout- The Pelican's Roost is a medium sized colony and consists of a small airstrip Surronded by spike covered walls in a hexagon patter. Guard towers are placed at every corner of the compound to maximize safety. The entrance is at the rear of the compound where an old parking lot is located, this is guarded at all hours of the day and night. Near the airstrip are medium sized living quarters where both civilians and mercenaries call home. A small hotel is also located near the airstrip where people from outside the colony are allowed to stay. The Shop House and Saloon are side by side, this is where local traders sell their wares and locals and visitors can grab a bite to eat or a drink. The Saloon also has a few bedrooms on the top floor where the owner and his guards sleep. A larger building serves as a barracks that houses Sid the leader of the mercenaries and his men. A gate similar to the one in Paradise Falls closes every night at 10 pm to ensure maximum safety for the residents.

Size- The size is fairly big considering the uneven terrian layout. It covers about 1/2 of a mile in the shape of a hexagon.

Buildings- 6 medium sized houses, 1 Barracks, 1 Saloon, 1 Shop House and 1 Hotel.

Military/Mecenaries- " Forsaken Mercenaries " is a band of mercs that setup The Pelican's Roost in the attempt to secure the airstrip. The mercs wear Combat Armor and brandish FN FALs with the exception of Sid who favors a sawn-off Armsel Protecta.
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evelina c
 
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Post » Tue Jan 04, 2011 2:58 pm

The USS Minnow.

crap. I gotta keep this [censored] condensed and to the point, huh? crap-darned-crap.

Right. Uuh, for anyone who wants the un-condensed version, it's in the link.

The Minnow, as a whole, comprises of more than ujst the USS Minnow herself. It's just that she's the biggest by far in the fleet, with the other ships "docked" along each side. I say "docked" as in permanently welded into place with supporting steel columns and are now out-riggers for the Minnow in the middle than the ships they once were, with two ships on either side, and a fifth, that can still theoretically detach and sail under it's own steam.

The Minnow is a super freighter, fusion reactor powered, and propelled by multiple azipod electrical engines and and variable pitch screws. It's nearly a kilometer long, and eighty meters at the beam. Because of it's size -or thanks to it, the Minnow has numerous types of cargo holds. Forward against the bow is liquid bulk, like an oil tanker. Behind that a huge hopper for -dry- bulk cargo transport. Then come three rectangular cargo holds for pellet loaded mixed goods, with cranes on either side. Then finally before the bridge-house super structure comes the cargo hold for shipping containers -since they don't play the same dominating role as in our world. Then the bridge house and behind that the aft deck, with a smaller aft cargo hold, which mainly serves as access to the engine room and reactor if and when needed.

The further away you get from the bridge house, they less civilized the ship becomes.

Each of the satellite ships has an ethnic origin, that in some cases is enforced. The ships aft are the Asian Princess and the Caribbean Star, respectively on the port and starboard side. In front of those are the Crymean Princess and the African Star, also with the former on the port side, the latter to the starboard side. The fifth ship, the Flying Dutchman, is wedged in between the Caribbean and The African Star on starboard side.

the law on the ships is governed by a number of 'agencies', who are often at odds about things like jurisdiction, and force of response. The main ones are:

Minnow
Ship's Security. Deals only with external threats to the Minnow foremost, the other ships secondarily.
Ship's Marshals. Deal with finding anyone needing finding, and bringing them -alive!!- before the skipper. They have the full run of all the ships, and really well trained. Only sidelings will they keep the peace, if they can be bothered.
Federal Boat Investigation. They figure out usually who the Marshals have to get, if the marshals haven't figured it out already.

Relations: The Feds think the marshal service are a bunch of reckless cowboys, and the marshals think all feds are idiots. Morons at best. And both think of the ships security as a bunch of glory boy fascists. Ships security doesn't have an opinion, they have big guns.

Port Inspection and Seizure Squad. They monitor all cargo to and from the ship, and collect the levey's -basically, they're door-to-door IRS meets highway patrol. And they're all officers, it says so on the back of their snazzy wind breakers.

P.I.S.S.
off.

like that.

Real security and keeping the peace is in hands of the gangs, or whatever you can afford in the way of muscle.


Other ships.
They all have similar set ups as the Minnow, although there are differences. The Flying Dutchman employs regulators, much in like the dc wasteland, and are general purpose peacekeepers on board, as well as specialized small anti insurgency teams who deal with external threats.

Gangs are everywhere, and without them, the ship board economy would grind to a halt. Some are ship based, some have their own armed gunboats and salvage barges.

The Minnow has three vertical lift aircraft, housed in the forward hangar on the bow of the ship.
http://i633.photobucket.com/albums/uu56/old_andy/theflyingdutchman.jpg

'kay, that's enough :)
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anna ley
 
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Post » Tue Jan 04, 2011 9:05 pm

Motor City Restoration Project
- Port Huron, MI.
- Medium.
- Squared.
- Small houses, shops, saloon, science lab.
- Citizens, guard towers, platforms made of scrap.
- The remains of a Pre-War industrial park have been converted by hopefuls who wished to restore automobiles to working condition. As time went on the dream died, as the Brotherhood continued east. Eventually people from all over the city began setting up shop in the old factories, blocking off all entrances but a single one to the north.Guard with sniper rifles patrol the quadrilateral rooftops. Inside the largest building is a bazaar that houses shops that trade in varying goods and services - repair men can fix your old guns and machines, gambling, drinking and service from ladies of the night can be partaken in the Blue Water Saloon (although, the radiation caused the once blue water to turn green), a lowly chem dealer can be found near the southern most exit trading his poisons for the next meal, food and drink are served liberally at the Bridge to Canada Cafe (named after the highway men who once patrolled the bridge to Canada, allowing access to Sarnia and it's valiant casinos only to those that could pay their fee), and arms are flowing, due to the Pre-War's major gang problem in the projects near the Industrial park and it's abundance of rednecks in the rural area not too far away. In other buildings citizens from every walk of life can be seen talking, spreading gossip, working, and generally living life on the ground floor, where the BoS attempted to reactivate the cars with all their scientific fervor, and on the makeshift rafters and walkways. In the former foreman's office is the current Czar of the whole city, A. Acheson, who inherited power from his father, a man who united the tribes of the area, built communities and made deals with the Brotherhood of Steel. So if your ever in this part of the wastes, swing by and you will receive a warm welcoming* to our diverse, and story-filled city.

*Permitting you have the caps to afford survive to here, don't mind being accosted by highway men and raiders, and can help the middle class continue to carry all the weight.
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Flesh Tunnel
 
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Post » Tue Jan 04, 2011 7:55 am

North Commonwealth

formerly northern New England.
(After the bombs fell... the weak local governments collapsed... Enclave, BoS, California Republic... all they looked over was the big cities and spot's with incredible rescources.)

Factions of backwoods people are clustered all over the terrirtory, they dont look like you usua raiders.... but dont be fooled.... they will [censored] you, rob you, shoot your, or eat eat you like anyother wasteland bastard. Commonwealth soldiers gaurd the big populous' but out in the sticks... everyone was packing before the war anyway... you do the math.

The tempature goes by four season's, winter got even more freezing after global warming was kicked back....little to no mutation in the surrounding landscape. (who would nuke northern NE?) The primary problem are the doped up hooligans that run rampid in the warmer months... conflict rarely occurs in the winter... people are more concerned with survival.
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Adriana Lenzo
 
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Post » Tue Jan 04, 2011 8:12 am

North Commonwealth

formerly northern New England.
(After the bombs fell... the weak local governments collapsed... Enclave, BoS, California Republic... all they looked over was the big cities and spot's with incredible rescources.)

Factions of backwoods people are clustered all over the terrirtory, they dont look like you usua raiders.... but dont be fooled.... they will [censored] you, rob you, shoot your, or eat eat you like anyother wasteland bastard. Commonwealth soldiers gaurd the big populous' but out in the sticks... everyone was packing before the war anyway... you do the math.

The tempature goes by four season's, winter got even more freezing after global warming was kicked back....little to no mutation in the surrounding landscape. (who would nuke northern NE?) The primary problem are the doped up hooligans that run rampid in the warmer months... conflict rarely occurs in the winter... people are more concerned with survival.


New California Republic isn't on the East coast. Their name kind of indicates where they reside.
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Rachel Tyson
 
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Post » Tue Jan 04, 2011 1:10 pm

West Carcer Metro...

A dangerous metro full of maruaders and soldiers always on watch for something to happen. 30% of the day is spent in some mad argument and killing somebody. On the flip side it looks like paradise!
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Noely Ulloa
 
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Post » Tue Jan 04, 2011 10:16 pm

Telegraph Hill

Location: Telegraph Hill, San Francisco, CA

Layout: A circular spread of houses and stores around Coit Tower, the tower itself is used as the town hall and lookout tower. Guard towers and a security gate on the roads north, west, and south of the tower. Most stores are in the parking lot just north of the tower, with homes either being on the top floor of the stores, new ones built on Telegraph itself or old pre-war homes.

Size: Medium settlement surrounding Coit Tower and Telegraph Hill, San Francisco. Most non-merchant homes are the old pre-war homes near the tower.

Buildings: Two hotels, one has a bar on the ground floor. Two bars, the one in the previously mentioned hotel, and another east of the southern security gate. One general store, sells survival equipment, along with vairous other things scavenged. One weaponsmith, sells guns, ammo, and melee weapons. Homes are on top of stores, newly built, or pre-war.

Military: The town is guarded by the Shi, as long as we do not help the Hubologists. The Shi are the guards, they are posted at the guard towers, the security gate, in stores, and in Coit Tower.
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XPidgex Jefferson
 
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