Time line:
2280: Enclave completely eradicated by BoS
2281: Plans to eradicate all Super Mutants, Mercenaries, and Raiders have been plotted by the BoS.
2306: They have all been eradicated and the BoS are moving into the D.C. ruins and the surrounding wastes. People start coming into the capital wasteland because of the safeness.
2311: The BoS have been moving through the Capital Wasteland and controlling it. Most of their forces are focus on other, more important tasks. Small gangs have been popping up all over the Wasteland, opposing the BoS.
2319: The BoS continues to ignore the growing gangs, unaware that Wastelanders are all for opposing them.
2322: Four major gangs; The Wounded, The Unmerciful, Metal Junkies, and the Psychos . They have the wastelanders on their side and start a war with the BoS.
2335: After this long and bloody battle, the gangs have won, by sheer number. The BoS have retreated and the gangs split the wasteland into four rough areas.
Your Goal: That all depends on what you want to do, be a simple trader, or hunter, or maybe you crave power? Those people will want to become the leader of a gang, rage war, and become the King(or Queen) of the Capital Wasteland, but you got start from the bottom and you got to know the basics....
Gangs:
Metal Junkies: Metal Junkies are mainly in trade, they have the most men, but least trained. Also they are the richest. They will openly trade with anyone, they may not want to take over the wasteland as much as the others, but the have the largest territory. This is the nicest gang.
Ranks:
Apprentice (Learning the ropes)
Caravaner (Starting actual gang responsibilities)
Navigator (part of caravans)
Ironguard (the select "trained" fighters)
Trade Master (Leader)
Psychos: Psychos have the least, but they now how to survive. The part of the wasteland the rule is mostly covered with beasts. These men now how to survive through the worst. These are the most ruthless, trained killers in all the gangs. They trade with no one and attack any other gang member on site.
Ranks:
New Blood
Psycho
Paranoid
Schizophrenic
Wounded:
They rule the ruins of downtown D.C., it's mostly full of scavengers. The technology they have is not the greatest and most of it is in pieces. These men mostly stick to the shadows. Not as well trained as the Psychos, but they're trained enough and are richer. These men are live in the shadows and are very sneaky, they trade with the other gangs, but at the borders only.
Ranks:
Scav
Rogue
Shadow
Unknown leader name, due to their secrecy. Leader can make it up.
Unmerciful: Second richest gang, they have trade, but this mostly a hunting area. Animals scurry these parts and are tracked down for meat and other valuables . Their territory is narrow, but big, they are friendly enough, but are always on the alert for openings. They have the second most soldiers, they train them, but the men lack experience.
Ranks:
Trapper
Hunter
Creature Killer
Beast Slayer
The Territories:
Metal Junkies:
Megaton has expanded into Springvale, and have opened up trade with the Vault 101 citizens.
for this city, New Springvale. Serves as capital, most populated city in wasteland. Very prosperous and well guarded, has never been conquered.
Jury Street Metro is an agreed meeting area for the Metal Junkies and Unmerciful to trade. Though the core buildings stayed in tact, many have been added on. Lookouts stationed at the nearby churches, and the ruined houses have been semi-reconstructed into shacks. Walled in with only entrances being the main roads. Metal Junkies stockpile within the metro itself. Just called "Jury".
Fairfax ruins nearly completely reconstructed, amounting for the second largest city for the Metal Junkies. Fort Independence was cleaned out by the Wounded, now used as an attack bunker for citizens. Most trade dependent city; not very well guarded with plenty of stuff to take, but they have trusted the Unmerciful and Wounded. Used to trade with the wounded. Now called Independence.
Bigtown to arefu is a heavily contested area, almost no trade, but used to keep the psychos at bay. Constructed a completely new settlement in between it called Barrier. Not a lot of trade for good reason. Four settlements together make "The Trade Diamond".
Super Duper Mart is another area of fighting over the Potomac. No name for it.
Unmerciful:
Fort Constantine is their base, heavily armed and well guarded. Almost no trade happens here for good reason. Never conquered. Renamed to Constantine.
Raven Rock has been cleared out, but very few areas inside exposed. Has yielded little technology, but mostly grenades and robotic parts. Settlement built just outside, using the power station just outside to power it. Not very well guarded, but it's not like they need to considering its location. Surprisingly good trading. Name remains.
Andale to the Nuka Cola plant is used as a trading hub for the Metal Junkies, Wounded, and Unmerciful. A large chain of shops and houses reach from andale to the plant, making up the second largest city in the wasteland. Most prosperous city. Though there are guards from each faction there, if one faction were to declare war on the other, it would be a disaster for all three. Called Caledonia.
Evergreen Mills has been converted into a large trading hub. Not very well guarded. Mostly used for travelers to rest, eat, and drink. The Bazaar has been converted to a large bar/nightclub with rooms to sleep in. Very famous area. Renamed "The Mills" or Mills.
Jury Street outpost, see above. Used for traveler's resting, kind of like a truck stop. Called Montgomery. Well guarded.
Town to the left of Paradise falls, extremely well guarded, largest stockpile of weapons the unmerciful have. Most populated city of the Unmerciful. Used to stop the Psychos from expanding, considered one of the most well-guarded palce in the wasteland. Maybe a little help from an inside source might change that. Called Mason.
Wounded:
After a little bit of motivation from remnant scientists living in Rivet city, with the help of Pinkerton, the wounded have reconstructed the Aricraft carrier, originally going to be used as an unstoppable outpost for the potomac. Pinkerton died during construction. The project was a failure; low fuel and the terrible condition of the ship made it stop just outside of Project Purity. Many people live here because of the fresh water. Holes cut into the hull with multiple bridges leading out of each side. Massive population. Maybe if the Wounded were to put enough resources into it, they might get it moving once more. Called Jefferson.
National Guard Outpost has been cleared and heavily renovated, serving as a trading outpost for the wounded. Loads of technology recovered. Stretches to Friendship heights. Friendship heights are used to gain entry into the DC Ruins.
Called Ansel.
Takoma Park and Industrial have been converted into a manufacturing factory for the Wounded. Called Takoma.
Pennsylvania avenue is a heavily guarded bazaar, one of the few places where people are allowed access. Stalls and markets line the street. Not a very large population, but is the location for the Wounded's headquarters, the White House. Now called Harrison.
The Citadel, having been cleaned out after the BOS were forced to leave, has become a base of operations for the Wounded. Largest stockpile of equipment and weapons for them. Many scientists and researchers are located here, making the Wounded the largest scientific power. No one knows what goes on here, and no one dares attack it.
The Wounded are incredibly resourceful ad stealthy, and have sects in almost every major city for underground trading. Able to infiltrate enemy territory, not very deep though, to set up lookouts.
Psychos:
Olney to the Republic of Dave is the Psycho's capital. A lot of illegal and black market trade, at least for most of the other gangs, goes on here. Immense profit is made through less than reputable means, most people lose their entire possessions going into debt trying to repay loans or gambling at many of their rigged casinos. Vault 92 hold huge stockpiles of drugs, weapons, and is used to research brand new addicting drugs and create new ones. Called Malleus.
Oasis has grown out further, and the Psychos have utilized the immense sap being produced from Harold and converted it into a highly potent, shot duration drug. Has a semi-addicting affect, but gives the best buzz in the world. Highly valuable. Called Bellwood. Drug is called "Sap".
Vault 108 is yet another drug research factory, in conjunction with the Corvega factory, which produces many different drugs. Most notably the unique "Diesel", giving the user immense physical ability for a short time before crashing for an hour.
More potent then Psycho, settlement is called Diesel after the drug. Cloning lab offline. High trade.
Paradise falls is the basic old paradise falls, but has the most popular casino in the wasteland, more of a "mini-Vegas". Incredible amount of caps, but no materials to be sold other than booze, drugs, and prosttutes. Last known area that sells slaves, though not a whole lot. Lot of strategic value, heavily guarded. Still called Paradise Falls.
Many other small outposts all over the place, and scouting parties everywhere.
How to Play: You can just play any way you want( As long as you follow the rules, more on that later.)But for people who are interested in playing for war, there is some important information. Whatever gang you want to rule, you must start out at the bottom of the ranks. I'll PM missions, it will contain what you have to do, the number of posts it takes and how long the posts is. Once you finish( No triple posting to finish it early.) you may rise up a rank, depending on how the leader sees fit(Unfair leaders will be taken care of me.) Once up at the top, who can choose to take on the leader and gain his title. This is called a duel. You can choose to challenge anyone to a duel, people can choose to runaway, but the leaders have to oblige. Send me a PM, I'll randomly determine the weapons used and the area, and the winner based on their skills. You then post at least a three post battle, except for a duel with an NPC. The first gang leaders will be NPC's, you don't have to PM me for okay(If your at the highest rank.) and the battle can last one post. Once the leader, PM me. I'll send your units information, you'll have to also send missions to any new person you joins the gang(It was originally me.) and if they challenge you to a duel, PM me and I'll decide the new leader. Once every gang has a leader,(that is not a NPC.) you'll have to be on they lookout for Gangs that will attack you and who will you attack, leading us to.....
..Battling!
Alrighty, in order to win, you must attack the enemies towns, slowly taking their territory. Win you want to attack someone(Have to start with a town that is close to yours) PM me the town, the number of people attacking, what time. I'll calculate this then send a PM to who ever is being attacked. I'll tell them there under attack(Not who is attacking or any of the details.) I'll ask if they want to send people to defend it, Calculate how fast they can get there, then determine the winner. If your attacking, I'll send you the number of troops you lost, and how many you captured. I'll tell the defender if he lost or won. Then you have a nice battle,(You know who wins, no one else does.) The last post will be the winner and then I'll post announcement on who attacked and who won, to give anyone who didn't see the run down. Capture all their towns, then attack the capital to win it all.
Alliances:
You can make one if you want, just PM me if you do. Remember, friends today, enemies tomorrow.
Rules:
1.NO TWO LINERS/Just no. At least 25 words Keep the OCC to a minimum, I'm serious here. PM me the questions
2.NO godmodding/uberness
3.DO NOT point out that someone is being unfair/uberish,ridiculous. PM me, I'll deal with it. I don't want fights to break out.
4.Good Grammar
5.NO gibberish
6.Have Fun!
If anyone disobey the rules. I'll give them a warning. Do it twice, I'll suspend you from my Rp for a while. Thrice and your out. Any questions PM me. Also, people have different time zones, so if it goes to fast, that should be OK. You'll just have to skim over it, and look for the people that matter. Or if your a loner, you can just post.
Character Sheet: Any format will work, skills are required.
Name:
Nickname:
Age:
Race:
Gender:
Job/Gang/Rank:
Personality:
Appearance:
Skills( Three, doesn't have to be fallout related.)
Primary Weapon:
Secondary Weapon
Clothing/Armor:
Misc. Items:
Bio: