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Officially, the Vaults were nuclear shelters designed to protect the American population from nuclear holocaust. However, with a population of almost 400 million by 2077, the U.S. would need nearly 400,000 Vaults that were built to support an average of 1000 people, while Vault-Tec was commissioned to build only 122 such Vaults. The real reason for the existence of these Vaults was to study pre-selected segments of the population to see how they react to the stresses of isolation and how successfully they re-colonize Earth after the Vault opens.
Of the 122 Vaults, only 17 were control, meaning that only 17 were made to public expectations, all others were designed to include a social experiment, sometimes with a select few of the inhabitants observing the occupants. The facilities and supplies included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 men, communication systems and surface monitors, social and entertainment files (for total duration) as well as one or two G.E.C.K.s, intended to help the inhabitants repopulate the post-nuclear world after the All Clear signal is sent following the conclusion of the social experiment.
Our story begins in a vault like no other. Vault 110 was designed to house a hundred or so dwellers of different cultures and ideologies and, like most Vaults involved in the Vault Experiment, was an experiment in human behavior. The idea of Vault 110 was that most of the equipment was designed to break down every few months. While repairable, the breakdowns were intended to stress the inhabitants to an excessive degree, but this backfired... It appeared that no matter what the vault threw at them they overcame it together, each experience bringing them ever closer and more unified. Everytime the water purifier broke, the engineers stepped in and fixed it... When the hydroponics labs were conveniently (and repeatedly) poisoned or contaminated, the dwellers of Vault 110 recovered easily with food they had reserved for such occasion, and stockpiles of seeds and equipment they had created to battle the situation when it was to next arrive... The Vault dweller's saw these as mere technical faults and never realised it was programmed to do so... they thought it was just another day in the life of Vault 110... The social experiment forcasted irreprable malfunction or social madness and predicted the Vault would not last longer than 50 years... 200 years later and for generations it has remained a thrieving community of friends and family where healthy living and safety weren't an issue... The Vault-Tec's adverts and posters made real, "not just a future, a brighter future-underground". It appears their future really was bright. It was a forgotten paradise that thrieved and would exceed all expectations and probably survive a further 200 years if not more. Their safety was never an issue... until now...
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Raiders have been digging tunnels underground, day and night (such as that of Springvale School, but this is not there, obviously), to breach the walls of the Vault 110, to reap it of everything it has; fresh food, fresh flesh, pure water, glorified living quarters, slavery, advltery and ultimately a place to live and thrieve... it is only a matter of time before they come through the walls and no one will be prepared for it... it will be a war between wolves and maggots... a bloodbath... an extermination... a massacre...
IF anyone survives, they won't be able to stay and will be forced to escape into the unknown. The vault dwellers cannot kill all the people and take back the vault, they are too inexperienced. If they do escape, the wasteland will hold a worser fate as they see the sun for the first time... a ruthless (no ninjas), well written, explicit survival experience in the wasteland, that will test friendships and familys to the max. Getting out won't be easy either and will last longer than one post "he ran for the vault door and ran out". There will be complications...
This story is set in or near the Capitol Wasteland (if not on the outskirts just off the map sort of thing) quite a distance from DC Ruins. Consider it a DLC
This will be a very durable rp that you can make your own. You will have a lot of freedom in it's future direction, but ultimately i will be bending it in the right way.
Anyone interested?
Rules:
-My say is final and I will be leading the story mainly
-Proper grammar and punctuation is required, but I don't mind semi-proper, just no "tehn i shot dem in da face" stuff.
-Don't control other peoples characters, unless your me (which your hopefully not, cause that would be weird) or have their permission.
-No uber characters. I don't think I need to ellaborate.
-Have fun
Character Creation:
Characters in this RP are Husbands, wives, children, engineers, scientists, etc where friends and family is the theme. There aren't really security. They died out with the lack of threat and caring as generations went by. They were born in the vault and they will die in the vault. The only images and stories of the outside world are merely bed time stories told to the children. They are blind to violence and the real world because they've never had to deal with it, and the memories and images died with the generations past. No one carries guns or weapons, there is no need. Don't get me wrong, they are not completely incompetant when it comes to combat and self defense, but there won't be any experts, they will all be in the same boat and what they learn they will learn from now on...
Name:
Age:
Gender:
Nationality:
Job:
Brief History:
Skills:
Possessions:
If you want to chuck a few names and jobs in for the other inhabitants that you want to live in your vault and be part of your history, whether your character might interact with them as they might be your friends or whatever, or maybe you plan on getting them killed off as part of your story, feel free, i will make a full list at some point.
Don't start yet either, this is just the sign up. I will start the first thread when we have a few people.
Good Luck
(P.S: The vault number is read as either either: ONE-TEN or 1-1-0. Not ONE HUNDRED AND TEN)
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My Character:
Name: Max Strive
Age: 27
Gender: Male
Nationality: English
Job: Engineer
Brief History: The Strive family has had a natural flair for engineering and has always inhereted the job as chief engineer in the Vault. His mother and father a number of years ago, both died when a pipe ruptured and filled their bedroom with carbon monoxide and suffercating them in their sleep. Technical faults were aplenty in Vault 110, but most problems were solved before they caused any serious threat. It was a sad day for all in the vault and they have been sorely missed. Max has taken it upon himself ever since to immediatly help and attend to any forceable issues that he can, and over time has become a valued member of Vault 110. He has a son called "Ashley" who is 5 but his fiancee "Claire" died giving birth to Ashley. Ashley is the centre core of his world and he would do anything for him. Max also has a younger sister "Sarah" aged 25 who is alive and well and too has a natural flair for engineering. Surrounded by sadness in his life, he is a strong character and keeps his head up at all times, even when he feels at his most vulnerable, he remains strong and if he does it for nothing else, he does it for his son. Max is also a natural born leader. FACT: His father will forever remain embedded in history as the man who put an end to the seemingly regular water purifier breakage by teaming up with the science lab to produce a newer, more efficient, cleaner purifier.
Skills: Leadership, Repair, Speech
Possessions: Father's Wrench (Unique), Various Engineering Tools, Picture of his mother and father on their wedding day.