With the Chinese army slowly grinding to a halt thanks to the combined effort of grueling weather, relentless American assaults on their front lines, and disruption of supply lines thanks to American Power Armor units operating in China, the Chinese lines in Alaska collapse. Victory for America on January, 2077. The soldiers returned home to their families, for 9 months there is more peace in the States. But on October 23rd, the bombs are launched. Who shot first is unknown, but hit areas are. Major cities all across America are destroyed and left in ruin. Anchorage in particular was the only city in Alaska to be targeted for nukes. Fortunately, the Chinese had called for the bomb to be dropped there, but with a heavy storm massing in the Pacific, the plane tumbled out of the sky and launched into the ocean. The bomb on the plane was in the ocean only a few miles away from Alaska, it somehow detonated and destroyed many coastal cities, and partially affecting Anchorage with radiation.
About 100 years later those who were in Anchorage Vaults(and survived) emerge and see a nearly unharmed Anchorage, but the lake nearby and many animals left are irradiated. There are still few people who couldn't get in a Vault but managed, many are mutated. Military units in a top-secret military base containing the FEV virus become the first Super Mutants of Anchorage. People left scatter into old war areas and live. Many camps are restored, the wrecked suburban area is turned into the main hub of civilization.
Not long after, the Brotherhood from California and Canada move into Anchorage and set up shop in the oil building near the trenches. Only two years after, the Enclave follows and make their base just across the snow-blanketed field. This causes many wars between the two for many years, eventually the Brotherhood riddles the areas with mines and positions hidden snipers to guard the area, the Enclave can no longer wage war, at least as long as the mines are there. A small town near the lake is attacked by mirelurks, descending from the crabs that live in the area. They have a blue-white glow and are averagely very strong. The town has no guards, few people get out alive.
Several who survive move into the abandoned mining town and soon become Slavers. They grow quickly in numbers, and end up controlling the entire south-east of the main aera of Anchorage. Some of the other survivors move to a nearby camp that hasn't been touched yet, and find huge amounts of combat armor and guns that are in pretty good shape. They form the Southern Anchorage Republic, their soldiers identified as 'Rangers'(derived from the information in terminals mentioning 'Army Rangers'). They spread their influences to the far eastern mountains and many areas south of Anchorage, mainly small orginazations and towns.
About 50 years later, 2249, the Rangers invade the mirelurk-infested town and manage to take it over, losing about 40 men. Not very long after, Brotherhood troops enter the town and claim it as their own. SAR Rangers refuse and let down gunfire, killing Brotherhood soldiers. They are now marked as enemies of the Brotherhood, and already enemies of Super Mutants and the Enclave, Slavers practical enemies due to enslavement of SAR civilians. The SAR is alone, but is many soldiers strong and have a large influence on many settlers and wasters. They are recognized as a 'superpower', and soldiers compared to Brotherhood soldiers. Their democracy has granted rights to many people, most people see them as 'the good guys'.
The year is now 2287. The SAR is seeing heavy resistance from Brotherhood and Enclave soldiers, and are getting tired of it. The SAR has a couple thousand men, and have potential to push both out of Anchorage, quite possibly for good. Many are for it, some aren't. If the SAR becomes the main force in Anchorage, there will be more resistance from Raiders, Super Mutants, and Slavers. The city will be a free democracy, more prosperity is considered to be a great possibility. Even with this, there are still several Enclave and Brotherhood supporters and some do not follow many of the SAR's laws. As tension builds, more and more enlist to both sides, the Enclave already prepared. You have to choose who to join, and the effects of the battling and what you do within your faction will determine the outcome of the war to come.
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Joinable factions and their advantages
SAR - A major faction and military power in Anchorage and many places south of Anchorage. They are a democracy ruling military styled government, and since their appearance the sightings of Mutants and Raiders has dropped heavily, especially in areas like Chapel Hills and the suburban areas. They will soon take over the heavily Ghoul infested abandoned fuel depot, which will give them an opportunity to use the vertiberds they have found without fuel. They have an estimated 6.5 thousand soldiers, including those not in Anchorage. Though a good democracy, many laws are to be unagreed with, and many soldiers who enlist cannot leave until a service of three years. The attempts of clearing out all the eastern mountains have lost them a couple hundred men, but will be rewarding. Have created a capital out in the wastes, with the main city surrounded in tall iron walls, the surrounding area guarded by Rangers. Safest place in Anchorage, according to some.
Their armor is the winterized combat armor found in military installations in Anchorage. Main weaponry are R91 assault rifles, and various 9mm pistols and 10mm pistols. Sometimes have sniper rifles and miniguns.
Brotherhood of Steel - Moved into Anchorage at an early time, and occupy the refinery. Base is practically impossible to enter, and they have about 800 soldiers deployed in Alaska. They run several small settler camps, and are somewhat democratic. They are very more open minded than the SAR, but have less followers and pose as a threat due to attracting Enclave to many locations scattered around Anchorage and Alaska. Their armor is t-41d Power Armor, and some wearing the elite winterized t-51b. Weapons mainly consist of laser rifles and R91 rifles.
Enclave - Not much is known about the Alaskan Enclave but that they don't recruit. They control the north half of the trenches and few other areas in the snowy wastes of Anchorage. Main armor is snow-camoflauged advanced Power Armor, and weapons are normally plasma rifles and laser rifles.
Slavers - A minor faction, mainly against all other factions. Small in numbers but are very strong and roughly trained. Weak armor but heavy weapons such as missile launchers, miniguns, gatling lasers, R91 rifles, and even the rare Fat Man, but this is not common.
Other Factions
Mountain Vulture Raiders - Typical Raiders that occupy a large number of snow wastes and mountains. They control a sector of the suburbs. They wear Raider armors on top of thick fur coats, masks, goggles, and bomber caps. Always wear heavy, tall leather boots to stomp through the snow with. They may sometimes be friendly, but mostly hostile upon arrival. Weapons vary.
Settlers and Snowdrifters - Basically wastelanders. They occupy towns and enlist to the SAR or Brotherhood, commonly converted to Raiders. Snowdrifters wander the frozen wastes and take anything when found, and are commonly referred to as Nomads. Normally travel in groups of 2-4.
Super Mutants - Military units from before the nukes that were huddled in an underground base that was top-secret, and was kept under the trenches. After a while, the hidden FEV barrels and vats were somehow spilled and eventually turned the soldiers to Super Mutants. They control the south half of the trenches and some areas in the wastes and mountains. They are normally wearing torn military uniforms with small combat armor chestplates and shinguards on their bodies. Weapons vary.
Creatures
SnowLurks - Mirelurks of the snowy Alaska. They are commonly glowing bright blue and have white shells and flesh. They derive from the snow crabs of the area.
Ghouls - The ferals of Alaska, skin is almost always pale white, almost albino. They have long, sharp, sturdy claws and sharp teeth, and eat their prey.
Failed FEV mutant - Victims of the FEV virus but horribly mutated into ways one could not imagine. They are found in the mountains and wastes, hiding from society where they would be scorned. They can talk and are most always friendly, but their hideous figure prevents them from living in normal towns.
Currency
SAR Dollars - Pre-war American dollars that were in abundancy in Anchorage. They are stamped with heavy white and blue, the colors of the SAR. Only currency accepted in the SAR capital and few SAR establishments. Two equal to one disk and three caps.
Brotherhood disks - Forged steel coins with a picture of the Brotherhood Symbol punched in the side. One is worth two SAR dollars and five caps.
Caps - Average settler/snowdrifter currency. Used in all settler towns, some SAR civilizations. Five equal to one disk, three equal to one SAR dollar.
Major Locations
Brotherhood HQ - Located at the refinery, only Brotherhood soldiers/officials allowed in.
Ranger base - Main base of the SAR's military, many soldiers come from there.
SAR Capital - Major SAR city surrounded by a huge iron wall, and guarded by many soldiers. Town is prospering, main hub of trading.
Lancashire Camp - Main settler camp set up by SAR. Guarded mildly by Rangers, many settlers take shelter here when in need. Good amount of medics, lots of settlers looking to trade.
Suburban Ruins - A large section covered with suburban homes and office buildings, a large attraction for settlers, various traders and 'sinners', and the northeast sector patrolled by Raiders.
Chapel Hills - Large hilly location covered in heavy snow. If there's a heavy snowstorm, it'll be the worst here. It's very tough to travel through and come out without some kind of frostbite, but the Raiders take a liking to the area and set up hundreds of camps in the area. Considered main Raider territory. They have somehow grown accustomed to the freezing below-zero weather daily.
Map:
http://img3.imageshack.us/img3/4299/aaaanchorage.png
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Rules:
No godmodding.
No controlling unless given permission, they must have my permission.
No uber-weapons or armor. Stick with only what your faction has.
You may start as a civilian but must join something soon.
You can only start as Enclave to be in the Enclave.
Tone down language.
Tone down violence.
No super-explicit content.
Character Sheet:
Name:
Age:
Race(Ghoul, human):
Ethnicity:
Appearance:
Armor:
Clothes:
Weapons:
Misc(pencil&journal, lighter, ciggs, alcohol, etc.):
Addictions/Habits:
Active weaknesses:
Strengths:
Faction:
Rank(Recruit, sergeant, lieutenant, general):
Personality:
History:
Post 'yer bios! I will post mine soon.