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Messages - Vagabond Serpent

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The Elder Scrolls / General Elder Scrolls chat
« on: June 26, 2017, 08:17:45 AM »
Okay... Truth be told, I've forgotten for the time being that this is first and foremost video game based RP site. :P

My idea was to grab the era of Morrowind and set up a TES RP all over Tamriel, Shivering Isles, other known Oblivion realms and maybe Akavir, with people using the games info to make it juicily detailed, and get creative using Morrowind's RP system, which I consider the best of the TES, combined with Skyrim fighting style, which I also consider the best in the TES, for beside the well described and visited locations, there are many other kingdoms to have fun in...

But, let's make it game specific, fine with me. If people will want, I'll make a subboard for the non-specific RPs, like an adventure set in Elseweyr, based on the info gleaned from Arena and Online and the Lore Database. :)

I am going to concentrate on filling Morrowind and Oblivion folders up then, while I offer ThatGuy to get to work on the Skyrim folder. We need some basic lore for the specific RP there, some setting information, races and classes descriptions and character sheet templates. I suggest we do not go overboard with the load of info that rivals Tolkien's works, but put here basic descriptions and refer people to Unofficial Elder Scrolls Pages for the indepth information :)

Character Sheets / [Fallout 2] Character Sheets
« on: May 12, 2017, 02:05:05 AM »
Although there are no minimum amount of information required, make sure to give a good idea of your character. The image here is the same size than the avatar, it can be used for both. If you can't find a picture that is 150x200, post with what you find, the GM will resize it and change the link with the first review. Post your character in reply to this post. Do not chat in this thread, your post will be removed. This is for character sheets only.

Character Name



Full name:
Place of birth:
Experience Estimate:

Do not make a character a member of the factions like BoS or Enclave, this is forbidden unless such a specific character is required by GM. Experience estimation is required to judge what Perks are available.




The sum of SPECIAL must be 41. No more, no less. The only exception is with the Gifted trait, then it must be 49. The attributes can't be lower than 1, nor higher than 10. To help you gauge the values, here's a chart:

  • Very Bad
  • Bad
  • Poor
  • Fair
  • Average
  • Good
  • Very Good
  • Great
  • Excellent
  • Superhuman


Must list the three main skills of your character, with precise aptitudes given (1-300). The rest are required to be mentioned on the rough estimate level, e.g. Basic or Advanced.


Completely option section. Can have none, one or two, what could be used to define your character better.

Other Information:

Whatever you think is worth mentioning, from various reputations of your character to the favourite poker hand.


Code: [Select]
[center][size=18pt]Character Name[/size]

[b]Full name: [/b]
[b]Age: [/b]
[b]Place of birth: [/b]
[b]Experience Estimate:[/b]






[app]Other Information:[/app]


Fallout 2 Lore / Re: Character Design
« on: May 11, 2017, 08:24:59 AM »

At character creation, the player may choose 2 optional traits. Traits are special character attributes, such as "Skilled" (which drastically increases the player's skills, but hinders the perk growth), or "Jinxed" (enemies have a greater chance of critical attack failures, but so does the player). A trait normally provides one beneficial and one detrimental effect, and once a trait is chosen, it is impossible to change, except by the very special means.

Bloody Mess

By some strange twist of fate, people around you die violently. You always see the worst way a person can die.


A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your Strength grows, but the speed of your action lowers.

Chem Reliant

You are more easily addicted to chems. Your chance to be addicted by chem use is twice normal, but you recover faster from their ill effects.

Chem Resistant

Chems only affect you half as long as normal, but your chance to be addicted is also only 50% of normal.

Fast Metabolism

Your metabolic rate is twice normal. This means that you are much less resistant to radiation and poison, but your body heals faster.

Fast Shot

You don't have time to aim for a targeted attack, because you attack faster than normal people. With the guns and thrown weapons, that is.


Your attacks show a lot of finesse. You don't do as much damage, but you cause more critical hits.


You have more innate abilities than most, so you have not spent as much time honing your skills. You gain +1 to all the SPECIAL, but your skills suffer in quality and growth.


You studied less-combative skills as you were growing up. Your combat skills start at a lower level, but other skills are substantially improved. First Aid, Doctor, Speech and Barter are improved, but all six combat skills are hindered.


You swing harder, not better. Your attacks are very brutal, but lack finesse. You rarely cause a good critical hit, but you always do more melee damage.


The good thing is that everyone around you has more critical failures in combat, the bad thing is - so do you!


By not paying attention to any threats, you can act a lot faster in a turn. You can't dodge any attack, but you sequence much faster in a combat turn.

One Hander

One of your hands is very dominant. You excel with single-handed weapons, but two-handed weapons cause a problem.

Sex Appeal

You've got the "right" stuff. Members of the same sexual orientation are attracted to you, but those of the opposite tend to become quite jealous.


Since you spend more time improving your skills than a normal person, you gain more skill points. The tradeoff is that you do not gain as many extra abilities. Your skills grow faster, but perk growth is hindered a lot.

Small Frame

You are not quite as big as other people, but that never slowed you down. You can't carry as much, but you are more agile.

Finally, there are the PERKS. However, I'd like to not that due to the specifics of the perk system, where two characters with absolutely identical stats, skills and traits but with different perk set result in diametrically opposite builds, please consult with me before applying a perk request for your character. They might be too inexperienced yet, or do not have what it takes to possess the certain ability.

Fallout 2 Lore / Re: Character Design
« on: May 11, 2017, 07:38:22 AM »

Now for the skills. There are 18 different skills in this world. They are ranked in effectiveness from 0% to 300%. The starting values for those skills at are determined by the character's 7 basic attributes, but most of those skills would fall between 0% and 50%. After that - it is a long, hard learning session, and the higher is your intelligence, the easier this trek will be. Every character must tag 3 of the 18 skills. A tagged skill improves at twice the normal rate and demonstrates what the current character is the best at. Also it should be noted that how high a skill can be developed is affected by the character's attributes - a character with a low intelligence will not be able to boost their science rating as high as a character with high intelligence, for example, or a low strength character would never excel at punching people. As skills grow higher in rating, they begin to increase slower. Just as in the real life, it will take much more time to expand on your knowledge of a certain subject if you've already covered all the basics, like say learning Laser Physics is a long and tiresome process taking years, unlike learning the basics of the Optics, from which the Laser Science stems, which are taught for the first time under four month in high school.

Effectiveness Breakdown

1% to 100% - Pre-School
101% to 125% - Basic
126% to 150% - Advanced
151% to 175% - Expert
176% to 200% - Master
201% to 300% - Legendary

There is sometimes a chance to directly apply your skills during a conversation, bypassing other outcomes in a completely new way, but that would only happen if your skill is adequate enough for the task. E.g., fixing a jammed handgun can be done by anyone with the Pre-School level of gun handling skills, but stitching up a shot liver can be properly done only by an Expert in medicine.

Combat Skills

Small Guns is the skill of use, care and general knowledge of small firearms - pistols, SMGs and rifles. It is the staple weapons of choice for the post apocalyptic nuclear war survivor. Although small guns lack the wide devastation possible with Big Guns and Energy Weapons, they are more than capable of holding their own in a fight. Small Guns, unlike Big Guns or Energy Weapons, is naturally high to begin with. Ammunition is also plentiful and can usually be bought or looted from containers and bodies. The small guns character can easily exploit these advantages by building a gunfighter or sniper character. There are several perks available that directly increase this skill, the most powerful being "Sniper". Also, some of the most unique and powerful weapons are available for those who specialize in small guns. The skill is governed by Agility.

Big Guns is the skill of the operation and maintenance of really big guns - miniguns, rocket launchers, flamethrowers and such. The Strength requirements of most big guns, combined with the weight of the guns themselves and the large amounts of ammunition they require make investing into Strength points at character creation a prudent choice for those planning to use these weapons as their mainstays. Most, if not all, big guns in Fallout are burst weapons exclusively, meaning that the precise targeting with those is a moot. This makes taking the Fast Shot trait a much more viable option for big gun enthusiasts, as they enjoy the benefits of the trait without the drawback. The skill is governed by Agility.

Energy Weapons is the skill of the care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology. There is not much more to say for this skill really. Maybe only that the energy weapons are superiour to the classical ballistic ones, and laser is inferiour to plasma based guns, but they are also very scarce, hard to find and extremely expensive, as well as their ammo. The skill is governed by Agility.

Unarmed is a combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet, delivering punches, jabs, strikes, kicks. You have to be both strong and agile to excel in this way of combat. Also the unarmed-type weapons like a knuckles technically fall under this skill's governance.

Melee Weapons is the skill of using non-ranged weapons in hand-to-hand or melee combat - knives, sledgehammers, spears, clubs and so on, from the simple lead pipe all the way up to the high-tech super sledge. There's nothing more to say here but the fact that the skill is governed purely by Strength.

Throwing is the skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades. The higher your Throwing skill, the more likely you are to hurl a thrown weapon like a rock, Molotov cocktail or grenade exactly where you want to. It is governed by Agility.

Active Skills

The skills that you have to actively apply to achive a certain result.

First Aid is the general healing skill. Used to heal small cuts, abrasions and other minor ills. In RP terms, the use of first aid can heal you more over time than just rest. You can't use it more than three times a day, because it is exhausting, and you need to be both perceptive and intelligent for any chance of success.

Doctor is te skill of the healing of major wounds and crippled limbs. Without this skill, it will take a much longer period of time to restore crippled limbs to use. Again, it can't be abused too much over the day because it is even more exhausting than a simple First Aid treatment, but it can be a life saver. Requires perception and intelligence.

Sneak is the quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time. You need to be very agile to be able to stay in shadows.

Lockpick is the skill of opening locks without the proper key. The use of lockpicks or electronic lockpicks will greatly enhance this skill. Or... This skill can also be used to lock doors, allowing the lockpicker to trap enemies in or lock them out of rooms. If you're not perceptive enough or have too clumsy fingers, you can jam the lock outright.

Steal is the ability to make things of others your own. Can be used to steal from people or places. Stealing is a tricky business which can, when done wrong, end in combat inevitably followed by one party's death. A good thief will work to avoid this outcome. To do so he must know how to maximize his odds based on the type of theft, whether he's trying to snurch an unattended item, a guarded item, or pick someone's pocket. Regardless of the type of theft, a failed attempt to steal from an unfriendly character will likely result in combat, while a friendly one might speak up and demands things back and explanations. Pressing your Luck with a friendly character can cause that character to become unfriendly. Oh, and you can also use that skill to actually PLANT something, both in containers and in pockets... Needless to say that you must be quite an agile bloke.

Traps is the skill of the finding and removal of traps. Also the setting of explosives for demolition purposes. In part, the traps skill is passive, and determines the ability of the character to spot a trap before setting it off, for example, spot that a safe is booby-trapped before it blows in your face. The other passive application of the traps skill involves the various types of the enviromental traps that the world of Fallout is riddled with. In part, the skill is active: primarily, it is used to disarm and remove a trap that has already been spotted. However, observant individuals can check objects for traps prior to interacting with them by applying their knowledge of the traps. Another active usage of this skill is setting up your own traps, from planting a C4 remote-detonated charge to setting a timer on a dynamite. The skill requires both agility and perception.

Science covers a variety of high-technology skills, such as computers, biology, physics, and geology. It bascially reperesents how well filled your brain is, and gives you a chance to hack computers, get extra info from terminals, talk to specific persons, get more dialogue options, and so on. High governing intelligence goes without saying.

Repair is actually the practical application of the Science skill, for fixing of broken equipment, machinery and electronics. It gives you a chance to repair things from broken computers to water pumps and the likes. Again, you need to be intelligent enough to know how to follow an instruction in a book.

Passive Skills

The skills that always stay with you and act every second of your life. You can't pull a word out of a pocket or consult poker rulebook on the flight, you know.

Speech is the ability to communicate in a practical and efficient manner. The skill of convincing others that your position is correct. The ability to lie and not get caught. That's the area where your charisma is essential.

Barter is trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy. The barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, the higher this skill level is, the lower prices will be when purchasing items, and the higher they will be when selling items. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks, like offering to pay for a pack of rounds with a blowjob. Needless to say, you also have to be charismatic here.

Gambling is the knowledge and practical skills related to wagering. The skill at cards, dice and other games. This skill increases the odds of winning at roulette, slots or the games like "Mole-Rat Mambo". With proper skill efficiency, gambling allows to earn quite huge amount of money and might be a good alternative to barter skill. Must be the only skill where your lucky charms are really handy.

Outdoorsman is the practical knowledge of the outdoors, and the ability to live off the land. The knowledge of plants and animals. This skill's job is to make sure you stay alive by helping you to locate food and water in the wilds, avoiding rockfalls and other natural disasters, reading the tracks to see if you're walking into a trap or pursuing a treasure caravan. You've to be clever and quite enduring to succeed in all this.

Fallout 2 Lore / [Fallout 2] Character Design
« on: May 11, 2017, 04:38:40 AM »
Okay. Every character in Fallout world is defined by a certain system. While there is no a class system per se, the set of those attributes allows to tell by glance what a certain person is good at and what they suck at, helping to define their role in the adventure.


We start with the explanation of the S.P.E.C.I.A.L. system. S.P.E.C.I.A.L. is an acronym of Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck. These are the seven basic attributes of every character in the game and considered the primary stats. They are used to determine literally every aspect of every given character. Everything else is considered derived stats of the S.P.E.C.I.A.L. system.


It is your raw physical strength. While it obvious that a stronger character will have easier time beating someone's face in, throwing things further, grenades, for example, and basically will have more chances to survive by being able to absorb more physical punishment, it has two more important things under its direct influence - how much you can carry and if you have enough muscle in you to even lift a certain gun or a melee weapon. Again, it is understandable that a stronger person can carry more things, but it is also a thing that a stronger character can walk around with a heavier and bulkier armour on with ease, and do not have problems while trying to lift a rifle or a rocket launcher enough to get a steady aim, or trying to take a swing with a big sledgehammer.


It is your ability to see, hear, taste and notice unusual things, your environmental awareness and "sixth sense" so to speak. The sharper your perception is, the sooner you are able to notice an opposition and land a jump on them, and the easier it is to pick enemies from afar with sharpshooting. In less confrontational scenarios, a character with higher perception may notice things that allow them to open up new dialogue options on occasion when interacting with the world, and be more successful in picking locks, noticing and disarming various traps that the world is ridden with, allows to react faster to the things when driving a vehilce and avoid accidental fatal cuts when peforming an open heart surgery on someone... Or maybe deliver one on purpose.


Endurance is your stamina and physical toughness, your measure of overall physical fitness. A character with a high endurance will survive where others may not. There is not much to say about this attribute but the fact that the higher is your endurance, the faster your recover from injuries, the more injuries you can take before taking a dirt nap, the lesser will be the speed of a poision or the radiation with which it eats away your body. All in all, the higher value gives you the higher survival chance.


Your charisma is a combination of appearance and charm, and if you wish to influence people with words instead of a plasma rifle barrel in their face, then it is the attribute with a big importance for you. Charisma is your ability to charm and convince others. It affects your success to persuade others in dialogue and prices when you barter. You know the drill, bat your lashes and present ass, or come across as a rude scar covered savage. The choice is yours. Every person you meet for the first time will, after all, judge you by your looks and the imperssion you project.Oh, and it will take some charisma from you to make people like you enough to agree join forces with you.


It is your combinded knowledge, wisdom and the ability to think quickly. A high intelligence is important for any character, unless you're willing to be a complete cretin. Notably, the higher is your intelligence, the easier it will be for you to grasp first the basics and then the advanced concepts of any skill there is or show off your impressive wit and win a scientific argument in a dialogue. Naturally a high intelligence is required to excell in medical, scientific, engineering and survival skills, for without a satisfactory amount of biology, physiology, medicine, anatomy, physcis, chesmitry and the likes it is impossible to apply them. On the other hand, with a dimwitted character, many others will simply shrug one off, while others will insult or even attack them.


It is your coordination and the ability to move well, it is a measure of your overall finesse and reflexes. A character that wishes to keep an enemy on its toes, or claws, needs to have a high agility in order to have fast combat moves. Additionally it allows the character to dodge better, basically allowing to survive for longer by avoiding getting hit. It is a critical stat for anyone interested in the more mobile and visceral skills, such as the combat skills like gun handling, or covert ones like sneaking - a clumsy hippo won't be able to stay quiet enough!


Fate. Karma. An extremely high or low luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is. Perhaps the only notable involvement of the stat would be how often you fuck up miserably, or on contrary score an unimaginably critical hit, and how good are you in the gambling.

Fallout 2 Lore / [Fallout 2] Setting
« on: May 10, 2017, 03:53:06 PM »
Welcome to the Wasteland, boys and girls. This is an RP dedicated to the wonderful universe of the Fallout. Welcome to a place where the world has ended and a new one arised from the ashes of the old one. Where there's no good or evil, there's only shade of gray, sometimes darker, sometimes lighter. Where the life is worth nothing, and where the so-called civilzation is struggling to arise anew amid heavy gambling, drinking, drug abuse, violence, gore, sex and ever-permeating radiation.

This particular game is set in the age of Fallout 2, and is at this point intended to explore its plot in the depth unseen before. To your convenience we have here a general outline of the world we are in established, together with a complete breakdown of all of the important events that had happened already and would happen later.

The game will start with the Chosen One, who will be MY character, arriving to Klamath. The future events in the timeline are provided to avoid inconsistences when creating characters, so there'd be no time travellers or people from yet non-existant places. The lore library will expand as the RP unfolds, with the information on the locations we visit and crucial characters put up for a comfort perusal, as well as the information on the drugs, weapons and whatnot there is to be aware of.

The later installments in the series are good and deep, and certainly will get their own story arcs later, but for now it is the Fallout 2 - so feel free to team up with the Chosen One and see where and how the roads will take your party!

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 03:27:10 PM »

NCR scouts reach Hoover Dam, causing Mr. House to recruit three tribes and recondition them into the Three Families. By the time the NCR reaches the ruins of Las Vegas, they are able to return home with tales of a city of lights in the middle of the desert. Not long after, tourist money starts rolling into the newly christened New Vegas.
The NCR reluctantly sign the New Vegas treaty. NCR are allowed to control the Hoover Dam and to set up headquarters at Camp McCarran, while recognizing Mr. House and the three families as the rightful owners of the Strip. 5% of the energy from the dam is transferred to the Strip while the rest goes back to California.
Hoover Dam restarts and the Strip blazes with light. The first trickle of privileged, curious NCR citizens visits the Strip. The Strip opens for business.
MacCready becomes the mayor of Little Lamplight.
Hannibal Hamlin finds Lincoln's head and establishes the anti-slavery organization known as the Temple of the Union.
August 3: The Lone Wanderer passes the G.O.A.T.
Louis Pacion is killed in a raider attack on his caravan much like his wife Daisy Roe was three years prior. Their son Derek is taken in by Daisy's brother Ernest Roe, mayor town of Cantebury Commons.


Camp McCarran, NCR's headquarters in the Mojave Wasteland, is established. Conflict with the Mojave Chapter of the Brotherhood of Steel begins.
The NCR government ceases to officially support the Followers of the Apocalypse, and establishes its own Office of Science and Industry.
Benny kills Bingo and takes over the Chairmen. The Chairmen then start renovating The Tops.
Maggie's parents die in a raider attack, and she is rescued by the caravan guard Billy Creel.
Legion scouts report the NCR has occupied and restarted Hoover Dam, restoring electrical power to the Strip. Caesar begins planning war against the NCR.


Legion forces gradually assemble east of the Colorado River. The NCR becomes aware of the threat when scouting parties fail to return from expeditions east.


Henry Casdin and several members of the Brotherhood of Steel leave the Citadel and form the Brotherhood Outcasts.
The Mojave Wasteland Brotherhood of Steel, led by Elder Elijah, are dealt a crushing blow in the loss of HELIOS One to the NCR in Operation: Sunburst.
October 2: William Brandice moves his family to Grayditch, after leaving Navarro, deserting from the Enclave army.
November 15: The scientist doctor Weston Lesko moves into Grayditch, moving in with Fred Wilks and his son Bryan. He soon moves into a shack nearby.


Intended year for Vault 13 to open once again, according to the experiment in Fallout 2.
Harold appears in the Capital Wasteland. He is discovered by several people who begin to worship him as a god, and a small and exclusive cult known as the Treeminders begin to form in secrecy. Bob begins to blossom and many plants grow in the area, which becomes green with life, a stark contrast to the outer wasteland.
Caesar's Legion moves into the Mojave, setting up their base of operations at Fortification Hill.
The First Battle of Hoover Dam takes place. Caesar's Legion forces under the command of Joshua Graham attempt to take the Hoover Dam from the NCR. Although the attack is initially successful, the NCR lures the Legion into a trap and sends them retreating. Most of Boulder City is reduced to rubble in the battle. Legate Graham, deemed responsible for the defeat by Caesar, is coated in pitch, lit on fire, and tossed into the Grand Canyon to set an example for others.
A band of raiders attempt an assault on Megaton but fail when their leader Boppo is shot and killed by the town sheriff, Lucas Simms.
August 17, 09:04: Fallout 3 prologue ends and Fallout 3 begins - James disappears from Vault 101 and his son/daughter, the Lone Wanderer (aged 19), heads to the surface to search for him.
A slave by the name of Wernher travels to the Capital Wasteland from The Pitt by way of a rusty handcart, seeking the help of someone to free his people from their slaver oppressors and on a later unknown day, encounters the Lone Wanderer, who decides the fate of the slaves and changes the destiny of The Pitt forever.
The Brotherhood Outcasts seek assistance when trying to recover valuable pieces of technology from the Virtual Strategic Solutions facility in the Capital Wasteland. The Lone Wanderer arrives later on at an unknown date and assists them by taking part of the Anchorage Reclamation simulation.
The Lone Wanderer enters Megaton in search of their Father and meets Moira Brown at the Craterside Supply. Moira, with the help of the Lone Wanderer, writes the Wasteland Survival Guide. The book becomes so widely used that it migrates across the United States, with copies turning up in the Mojave Wasteland by 2281.
Doctor Weston Lesko begins his experimentation at Marigold station, attempting to decrease the size of giant ants, turning them into fire ants by accident, which then proceed to destroy the town of Grayditch.
James, the Lone Wanderer's father, sacrifices himself at Project Purity to thwart Colonel Autumn's attempt to commandeer the facility for the Enclave. Several other people at the project survive.
The Lone Wanderer embarks on a search for a Garden of Eden Creation Kit.
Fallout 3 base-game ends - The Lone Wanderer activates Project Purity, declining the Enclave's request to sabotage the purifier, and the Capital Wasteland is changed forever. Adams Air Force Base is also destroyed. The East Coast Brotherhood of Steel begins to distribute Aqua Pura to a thirsty Capital Wasteland. Regardless of the Lone Wanderer's decision in the mobile base crawler, the Enclave still lose the war, and lose almost all influence and prominence in the Capital Wasteland, leading them to an uncertain future.
Madison Li leaves the Capital Wasteland and travels to the Commonwealth.
A steamship, the Duchess Gambit, travels down the River Potomac and docks to the southeast of Alexandria Arms in the Capital Wasteland. The ferryman offers wastelanders a chance to travel to Point Lookout. The Lone Wanderer embarks on a journey to seek out pre-War treasures, but instead discovers a feud between two parties from before the War.
The Earth is saved by the Lone Wanderer from an alien threat when they are captured in the northern Capital Wasteland by an alien mothership named Zeta, taking the control of the ship with a typical group of survivors from Earth's past, and destroying another alien mothership near Zeta.
Vault 81 opens its door to the Commonwealth inviting communication and much needed trade with any friendly settlements. This move is made out of dire necessity for food and parts to maintain the two hundred year old vault as there is still a great deal of isolationist sentiment amongst the population.


Tabitha gathers a group of Mariposa super mutants and establishes the State of Utobitha at the Black Mountain radio complex.
The NCR massacres dozens of Great Khans at Bitter Springs.
Following the abduction and killing of four soldiers, NCR troops assault the Great Khans' settlement at Red Rock Canyon and massacre several dozen men, women and children. This event goes unreported in NCR press.
Elder Owyn Lyons of the East Coast chapter of the Brotherhood of Steel dies of natural causes and is succeeded by his daughter Sentinel Sarah Lyons. This does not last long as she is soon KIA and a succession of ineffectual leaders attempt to lead for several years.


November 14: The Securitron vault suffers a radiation leak at 3:47. A maintenance bot is dispatched a minute later. At 3:50, a power surge occurs. The bot becomes non-responsive, and the vault goes on Security Alert Level 1.


The Brotherhood of Steel send their first recon team to the Commonwealth. The mission is a success, with the team returning with information on the region and other important assets.


New Canaan is destroyed by the White Legs in an attempt to gain enough favour with Caesar's Legion to be assimilated. The surviving residents of New Canaan are scattered across Utah.
Caesar's Legion attacks Nipton, everyone is killed but Oliver Swanick and Boxcars, but Boxcars is left with his legs crippled.
Benny, Jessup, McMurphy, Chance and several other Great Khans travel out into the Mojave Wasteland to ambush the Courier carrying the platinum chip.
October 11: Fallout: New Vegas intro - The Courier is ambushed and shot in the head by Benny, left for dead in a shallow, unmarked grave in Goodsprings Cemetery. Victor finds the body and retrieves it, and the Courier makes a miraculous recovery in the care of Doc Mitchell.
October 19, 08:00: Fallout: New Vegas begins - The Courier regains consciousness and leaves Mitchell's house in Goodsprings for search of revenge against Benny.
The Courier eventually finds Benny and works among various factions in the fight for Hoover Dam.
The Courier follows an old radio message broadcasting about the gala in the Sierra Madre, leading them to an abandoned Brotherhood of Steel bunker. Here, they are captured by Dog and taken to the Sierra Madre. In the Sierra Madre, they have to obey Elijah with a group of survivors, but the Courier takes over from Elijah and manages to escape from the Sierra Madre to return into the Mojave Wasteland.
An expedition of the Happy Trails Caravan Company lead by Jed Masterson for New Canaan by passing into Zion Canyon is about to start and the Courier takes part. In Zion Canyon, all members of the expedition except the Courier are killed. The Courier walks out of the history of the tribes of Zion and shifting the fragile balance of power.
A strange satellite crashes in the Mojave Drive-in. The Courier arrives and inspects the satellite during the night, which triggers the unique teleporter on board the satellite and transports them to Big MT. In Big MT, the Courier becomes a cyborg after a science experiment went awry; their brain, heart, and spine have been replaced with advanced technologies. The Courier encounters the Think Tank, some of former Big MT executives, asking for the Courier's aid to save them from Mobius. The Courier and Mobius meet and the Courier gets at least their heart and spine back in their body.
Ulysses meets the Courier in the Divide and a battle takes place. The two couriers fight beneath an ancient flag at the edge of the world, each carrying a message for the other.
Robert Joseph MacCready leaves the Capital Wasteland for the Commonwealth at some point.


Mayor McDonough passes an anti-ghoul decree, banning all ghoul residents from Diamond City.


Following his successes as a Knight in the East Coast Brotherhood as well as possessing a strong will and a knack for diplomacy, a sixteen year old Arthur Maxson is promoted to Elder and given command of the East Coast Chapter. He continues his impressive career first by recanting several of Owyn Lyons initiatives including the protection of common wastelanders in favour of collection of technology and reconnecting with the West Coast Elders which brought the Brotherhood Outcasts back into the fold and bolstered their numbers.


The Brotherhood of Steel send Recon Squad Artemis to investigate the Commonwealth. Contact with the squad is immediately lost and all members are killed except Paladin Brandis.


The Quincy Massacre occurs. Gunners destroy the town and kill all but 20 settlers. A squad of Commonwealth Minutemen attempt to defend the town, but fail. Sole surviving Minuteman, Preston Garvey, leads surviving settlers away.
Recon Squad Gladius, the third Brotherhood scout team, arrive in the Commonwealth. They set up base within the Cambridge Police Station but after days of fighting, four out of seven members of the team are killed.
The Institute launches an attack on the Railroad's safehouses, including their headquarters at the Switchboard.

October 23: Fallout 4 begins - the Sole Survivor leaves Vault 111, exactly 210 years after the start of the Great War in search of their son Shaun.
The Sole Survivor rescues Nick Valentine from Vault 114, after being held captive by Skinny Malone and a large number of Triggermen.
Conrad Kellogg is killed by the Sole Survivor in Fort Hagen.
The Brotherhood of Steel and Elder Arthur Maxson arrive in the Commonwealth from the Capital Wasteland, with Boston Airport being secured and set up as a regional base of operations, leaving the Prydwen in hover mode above the airport. Vertibirds begin to patrol the skies, and research patrols and ground teams carry out operations throughout the region. Cambridge Police Station is also reinforced.
The Sole Survivor and Nick Valentine enter Kellogg's memories together in the Memory Den in Goodneighbor.
The Sole Survivor and Nick get assigned the case which leads them to Far Harbor on The Island in search of a young woman. The Sole Survivor later gets involved in a local conflict, and eventually resolves it.
The Sole Survivor enters the Glowing Sea and traces Doctor Brian Virgil, a former Institute scientist, and gains information on how to enter the Institute.
An Institute Courser designated Z2-47 tracks down a runaway synth named K1-98, who has been kidnapped by the Gunners and held captive in Greenetech Genetics. The Sole Survivor tracks down Z2-47, in their efforts to gain a Courser chip. Z2-47 and the Sole Survivor simultaneously assault the building. The Gunner forces are defeated, and Z2-47 is killed by the Sole Survivor.
With the assistance of Virgil and an unknown organization, the Sole Survivor builds a signal interceptor to teleport inside of the Institute. The Sole Survivor gains access, and finally finds their son.
The Sole Survivor later gets involved in a conflict between the various factions and eventually resolves it.
The Mechanist releases robots upon the commonwealth, the Sole Survivor assists a robot by the name of Ada and manages to end the Mechanist's robot threat.
The Sole Survivor assists Valery Barstow in her experiments and expansion of Vault 88.
The Sole Survivor travels to Nuka-World and after going through the gauntlet and defeating the overboss gets offered to be the new overboss of Nuka-World (the outcome is currently unknown).


September 10th: Moira Brown writes a daily log reminiscing on the Lone Wanderer's actions in 2277, and begins working on a biography of them.


The Bishop child, leader of the Bishop family of New Reno and the son of the Chosen One, dies quietly in his sleep, having never known his real father.


Estimated year that the United States will be habitable again, according to the Vault 101 PA System.


Big MT suffers a "sonic invasion" and is saved by Blind Diode Jefferson.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 03:16:16 PM »

Two synths, Armitage and A3-21, are built in the Commonwealth by the Institute.
Nuclear Nellie, a howitzer style gun capable of firing a nuclear shell, is made functional at the Reservation. A "dirty" shell is created to use on Willem’s enemies. However, since the heavy lift cable is broken, there is no way to bring the gun from its underground lair.
Jeremy Maxson renames Todd Peterson's bunker after his famous ancestor, Roger Maxson. He then sends a full complement of troops for occupation. Andrea Brixley is promoted to Elder, given the rank of General, and placed in charge. The remainder of her exploratory team is given the title of Elder as well.
January 21: Hakunin appears to the Chosen One in his dream for the second time.
April 21: Hakunin appears to the Chosen One in his dream for the third time, without regard to the progress of the Chosen One.
July 20: Arroyo is attacked by Enclave soldiers, and the villagers are enslaved and brought to the Oil Rig. The Chosen One has a fourth and final vision of Hakunin.
Fall: Fallout 2 ends - The Chosen One enters the Enclave's oil rig using the damaged tanker and destroys the Poseidon oil platform, killing the President of the United States and ending the Enclave's plans for world domination.
After the Enclave's destruction, the refugees of Arroyo and Vault 13 resettle, building a new community with the aid of the Garden of Eden Creation Kit. Finding themselves hundreds of miles from their vault, the members of Vault 13 choose to join the villagers in establishing a new community. Their technical expertise, combined with the villagers survival skills, allow the new settlement to grow and prosper. Two generations of the same bloodline are re-united, and their saviour, the Chosen One, becomes Elder, presiding over the village in the years to come.
The Arroyo elder lives for many years after the destruction of the Enclave. She seems pleased that the ancient separation between Vault 13 and the Vault Dweller has been reconciled, and many are the times she tells the Chosen One she wished the Vault Dweller were alive to have seen the reconciliation take place. Certain that the safety of the new village had been secured and the new community was flourishing, the Elder passes away a few months later in her sleep. Many of the older Arroyo residents believe that she now lives in the vault of the sky, telling the Vault Dweller of the Chosen One's brave deeds.
Relations between the Slags and residents of Modoc flourish. Between the two peoples, Modoc prospers and becomes a major farming community, supplying all the outlying regions with food.
Optimizing Gecko's power plant becomes the first step in forging a spirit of cooperation between Gecko and Vault City. Gecko's increased power production becomes instrumental in helping Vault City's expansion.
Not long after the destruction of the Enclave, the Bishop family of New Reno is blessed with a child. This child seems to have little in common with the Bishops, preferring instead to spend his days exploring the wastes. When he turns thirteen, he seizes control of the Bishop family and leads them to victory over the remaining New Reno families. He dies quietly in his sleep at the age of seventy-three, never having known his real father.
Though the Wright family never completely recovers from Richard's death, the knowledge that the killer had been brought to justice eases their troubled sleep.
Myron dies less than a year after the defeat of the Enclave, stabbed by a jet addict while drinking in the Den. His discovery of jet is quickly forgotten, and now there is no one who remembers his name.
The Chosen One still hears mention of Harold from time to time. Apparently, the tree growing from his head has gotten larger, and if rumours are to be believed, fruit is growing from it. The seeds are said to remarkably tough, and several of them have taken root even in the most barren stretches of the wasteland.
Several years after buying the excavator chip from the Chosen One, Marge LeBarge is able to purchase and control both the Morningstar and the newly opened Kokoweef mines. Marge is an easy choice for Mayor, and using her new political power, she makes Redding join the growing New California Republic in return for a seat in the NCR's Hall of Congress.
With the destruction of the conspiracy to destroy the mutants, Broken Hills begins to thrive. Then the uranium ran out. The city, having lost its sole reason for existing, slowly disperses. The residents carry their riches with them, leaving the place a wind-swept, desolate ghost town. A few hold-outs remain, attempting to eke out a pathetic existence, but eventually, they too disappear.
Inspired by the example set by the Chosen One, Marcus eventually travels across the great mountains to the east, searching for other refugees from the Master's army. The Chosen One never hears from him again.
With the support the Chosen One secured from the New California Republic, the Vault 15 squatters soon become self-sufficient and productive members of society.
The Chosen One's help with Vault 15 launched the New California Republic's push to civilize its neighbours. Though there are many more obstacles to overcome, the NCR now have a foothold into the northern wastes.
The Shi flourish, creating a botanical scourge on the radiation surrounding their beloved town. Though this vine cannot grow in other soils, the Shi take care to nourish it in their lands. They continue to grow in strength and prominence, forming the basis of a new empire.
The destruction of the Enclave erases all trace of President Richardson from history. Now the title of "President" is used simply as a boogieman to frighten children.
As for the tanker vagrants... well, as vagrants do, they drift on.


Refugees begin arriving in New Canaan in large numbers, telling stories about a war in the west.


Judah Black dies of old age.
NCR halts production on the railroad lines. The need for coal diminishes and the powder gangs rise up.


Sallow and Bill Calhoun, a fellow Follower, are sent east to study tribal dialects, and meet with Mormon missionary Joshua Graham.
During the expedition, Sallow discovers a cache of historical books, some of them regarding ancient Rome, including Commentarii by Julius Caesar himself, which fascinates the young man.
The NCR and the Brotherhood of Steel ally with each other to eradicate the presence of the Enclave from New California in what will come to be known as the NCR-Enclave War.


Graham, Calhoun, and Sallow are captured by the Blackfoot tribe for ransom. The young Sallow uses his knowledge to train the tribals in the art of warfare, impressing them enough to become their leader.
Sallow assumes the name of ancient Roman emperor Caesar and makes Joshua Graham his right-hand man. He decides to create an empire modelled after the historical Roman Empire, intending to erase the tribals' individual identities and replace them all with a single, monolithic culture - the Legion.
5th Engineering Company blows up Burham Mines, causing incredible fires to break out all over the area, even in veins of coal encased in rock. Many die. Many become gehennas. NCR abandons Burham Springs.
After coming out of a strange and powerful fever, Jeremiah Rigdon claims that an angel appeared to him in a vision, calling him to be the living prophet of god.


President Tandi becomes ill and dies at the age of 103. Her vice-president Joanna Tibbett is sworn in as new President of the NCR.
Caesar begins his conquest of the tribes of northern Arizona, southwestern Colorado, western New Mexico and southeastern Utah.
Hannibal Hamlin becomes a slave at the age of 15.
Back in the West, "the 370 Raid" occurs. Porter's group try to rob the NCR Storehouse and Bank to seize the payroll to pay his men. They were caught by NCR and ended up "blowing" the vault and totally ruining the future ability to settle the payment problems in the area (exact circumstances are unknown, Porter's group didn't actually steal the money, but it's gone nonetheless). Captured, sold out by Spineless Stan Lowery (a man in the 370 team who didn't participate in the raid because he was afraid they'd be killed trying). Porter still feels guilty about his role in the collapse of the eastern part of NCR, since his actions blew any chance of the economy stabilizing. Porter and his gang are arrested and imprisoned in Black Canyon.
Twelve daring people drift into Burham Springs to start salvaging. Two years after the end of this influx, all are dead except Phil, Sparky, and Frank LaFrancis.
Almost half of the residents of New Canaan leave because they believe Jeremiah Rigdon is not the true living prophet. They leave with Bishop Mordecai.


Members from Porter's team escape many times though there's nowhere to run and they are caught or surrender. At least one escape was planned by NCR Lt. Gov Dodge (Dodge hoped that Porter will loop back to pick up the money from the blown vault, but the escape he arranged only resulted in the 308th getting free, not the 370th, and since Porter didn't steal the vault money anyway he wouldn't know where to find it).
A lucrative slave trade is established with Caesar’s Legions and the Blackfoot tribe.
Summer: The Blue Destiny Brothel, Herbert Dashwood's favorite whorehouse, shuts down when the girls die from a cholera outbreak.


Caesar declares himself the son of Mars, Roman god of war.
Porter's gang (the 370th) and the 308th put on work-release to Denver. The work-release also made more room in the prison for some more dangerous prisoners, as the place was getting overcrowded. The prisoners travel with hobos, dodge tribals, lose about half their numbers (from clashes with slavers, tribals, radscorpions, and other monsters).
Daniel goes to find his six cattle in a storm and is captured by robots from the prison. Also, Bishop Mordecai and five others return to New Canaan as the sole survivors of their attempt to resettle New Jerusalem. They do not acknowledge Jeremiah Rigdon as the living prophet.
Harmon Jurley becomes leader of the Paradise Falls slavers.


Herbert Dashwood is voted "honorary ghoul" at Underworld.
Porter's gang reaches Denver. Goals: Once there, they were to see about scavenging as many building supplies as possible, establishing a track outpost, and pave the way for NCR occupation. They make camp.
Dogs overrun the old salvager camp.
May 10: Jillian McKinley is apprehended by ULYSSES' robots. The Rusty Hooks lose their best and only mechanic/weapons smith. Sid is "volunteered" to take her place.


Bloomseer Poplar arrives at the Oasis.
15-year-old Scott Wollinski is sold to a caravan merchant by his father, who hopes for a better life for his son. Wollinski would travel with the caravans for few years, working as an indentured servant, until buying his freedom and settling down in Canterbury Commons.
June 15: Kyle "the Hook" and his Rusty Hooks discover Bloomfield Space Center and declare it their home.
June 30: Sid figures out how to fire up the sub-reactor. Bloomfield has power once more, but sub-reactor is only operating at 45% efficiency.


38 NCR citizens are massacred by Mojave raiders. President Joanna Tibbett is voted out of office by the NCR congress after a "timid" reaction to the massacre, and is replaced by Wendell Peterson.
President Peterson dispatches three battalions of NCR infantry into the Mojave Wasteland.
October 23: The Prisoner escapes from Tibbets Prison, dooming the world and creating a holocaust of epic proportions.
October 23: Sentry robots at Bloomfield become semi-active – not moving, but the optical lenses and sensors turn on and start surveying for escaped prisoners from the Big MT. The robots ignore the Rusty Hooks.
October: Dr. Presper and his NCR followers find security overrides for the turrets and security bots at Bloomfield, as well as the space rockets' launch codes. They invade Kyle's beloved Bloomfield – Kyle and his men do not resist Dr. Presper and his technically more advanced brigade – and launch themselves into space to dock with B.O.M.B.-001. Four NCR soldiers stay behind with the remaining rocket to prevent anyone from launching the second rocket. The Rusty Hooks keep clear of the launch pad and form an "understanding" with the NCR guards.


A Brotherhood of Steel expedition led by Owyn Lyons is sent to Washington, D.C. on the East Coast to search for technology, investigate reports of super mutant activity and re-establish connection with the squad that was sent there before, not knowing that the ship carrying the Brotherhood squad crashed near Chicago during a storm.


Caesar establishes the first capital of his Legion in the ruins of Flagstaff, Arizona.
On the way to the Capital Wasteland, the Brotherhood expeditionary force attacks the raider town called "The Pitt" and razes it to the ground. These events are later known as the Scourge. They suffer only one casualty, Ishmael Ashur who is believed dead.
The Brotherhood of Steel expeditionary force under Owyn Lyons arrives in the Capital Wasteland.
The Brotherhood of Steel establishes the Citadel as their main base of operation in the ruins of The Pentagon.


The child of the Chosen One, aged only thirteen, seizes control of the Bishop family and leads them to victory over the remaining New Reno families.


Allistair Tenpenny hires Tara Fields, Jeff Strayer, Dave, Dukov and Crowley to raid Fort Constantine.
The Lone Wanderer is presumably conceived sometime in October of this year.


July 13: Fallout 3 prologue begins - The Lone Wanderer is born and Catherine dies during childbirth.
James, distraught by the loss of his wife, travels to Vault 101 with his child via Megaton, with the help of Paladin Cross, abandoning Project Purity.


Madison Li arrives at Rivet City and takes over as head of the city's science lab from Pinkerton. Pinkerton's whole staff starts working with her instead. Incensed by this, Pinkerton moves to Rivet City's broken bow and becomes a recluse, continuing his experiments alone.
James is hired by Overseer Alphonse Almodovar as Vault 101's vault physician.
The Lone Wanderer's first birthday is celebrated in Vault 101.


A generator in the Citadel overloads, creating errors in the artificial intelligence routines of the medical robot called Sawbones, giving him intelligence beyond his programming and a disliking for his human masters.
Amata Almodovar's mother dies from unknown causes.


Butch DeLoria begins picking on the Lone Wanderer.


Bannon arrives in Rivet City and helps establish it as a trading center of the Capital Wasteland (or so he claims).
A 7-year-old girl from Little Lamplight kills a mole rat with a knife as big as her arm, and is named after the weapon. She is considered to be a bona fide celebrity ever since.


The Great Khans arrive in the Mojave Wasteland.
Regulators first appeared in the Capital Wasteland around this time.


Stanley Armstrong, a Vault 101 technician, loses a copy of Dean's Electronics.
July 12: Stanley Armstrong with Andy's help, repairs Vault 101's water purifier.
July 13: The Lone Wanderer celebrates their tenth birthday and receives presents: a Pip-Boy 3000, a kid's baseball cap, A birthday poem, a Grognak the Barbarian comic book, a sweetroll, and a BB gun.


A slave named Caleb Smith escapes from his masters and joins a raider band.


Pacification of the Mojave: NCR forces under General Kimball destroy the tribes in the Bullhead City area.


A slave named Hannibal Hamlin escapes from his master.
Daisy Roe, the sister of Ernest "Uncle" Roe, wife of Louis Pacion, and mother of Derek Pacion is killed in a raider attack on her caravan.
The Ranger Unification Treaty is signed between the NCR and the Desert Rangers. It is around this time that the NCR moves into the New Vegas area.


Three Dog restarts Galaxy News Radio, operating under the protection of Brotherhood contingents.
The New California Republic establishes the Mojave Outpost.
Johnson Nash and Ruby Nash move to Primm as agents for the Mojave Express.
Nova moves to Megaton.


Reilly starts Reilly's Rangers.
Corporal Sterling of the NCR Rangers is captured and tortured by Caesar's Legion legionnaires. He manages to escape by rolling into the Colorado River down an embankment and is rescued by fellow Rangers.
Aaron Kimball retires from the military and runs for the office of one of the Hub's governors.
Wendell Peterson is voted out of office and Kimball is sworn in as the new NCR president, just two months after starting his political career.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 01:53:53 PM »

January 5: Someone starts stealing water from the magazine in Vault 13.
January 17: The Vault Dweller reaches the Hub and negotiates with the Water Merchants to deliver water to Vault 13, buying the Vault some time.
January: With the Vault Dweller's assistance, Harold brings the new recent ghoul population of the Hub into equality with the humans. The two sides work together, and the Hub prospers.
February 13: The Vault Dweller recovers the water chip in Necropolis. Ian is killed by a super mutant and reduced to a cinder.
February 23: The Children of the Cathedral send their doctor to Junktown.
March 3: The Vault Dweller defeats the Master.
March 24: The Master's Army attack Necropolis, killing all of the ghoulish inhabitants except Lenny, Cain and another ghoul hiding behind a library, leaving a truly dead city behind them.
April 20: The Vault Dweller destroys the Mariposa Military Base. Dogmeat, being colour-blind, doesn't recognize a forcefield and charges into it, dying defending his master.
May 10: Fallout ends - The Vault Dweller returns to Vault 13, only to be told to leave by Jacoren. Some members of the vault (led by Theresa, the head of the "return to the surface" faction, and including her supporters, Pat and Lyle), follow soon afterwards. The Vault Dweller marches into the wasteland, leaving Vault 13 behind.
May 23: The Brotherhood of Steel help the other human outposts drive the Master's Army away with minimal loss of life on both sides of the conflict. The advanced technology of the Brotherhood is slowly reintroduced into New California, with little disruption or chaos. The Brotherhood of Steel wisely remains out of the power structure, and becomes a major research and development house.


May 12: Vault Dweller removes his Vault suit and from this day forward, never wears it again.
July 10: The Vault Dweller heads north with a small group of fellow vault dwellers and wastelanders and founds the small village of Arroyo.


August 18: Construction of Arroyo completed.


August: The Institute begins research on samples of FEV.


The Commonwealth Minutemen defend Diamond City against a super mutant attack.
With their village having outgrown available space and resources, many Ciphers adopt a nomadic lifestyle, returning to the village only occasionally to resupply or raise children until they're old enough to walk on their own.


Summer: At high noon, super mutant Marcus and Brotherhood of Steel Paladin Jacob cross paths many, many miles southwest of Broken Hills and punch and shoot each other for a few days. Eventually, they give up, laughing, unable to get an advantage over the other. The two start travelling together, arguing over Unity and Brotherhood of Steel doctrine and whether or not the Master could truly neuro link his biology into the Cathedral computer network.
Fall: Marcus and Jacob, along with a collection of ghouls, humans, and super mutant followers, found the community of Broken Hills.


In Shady Sands, Tandi helps her father Aradesh bring a new community and new life out of the broken remains of the world. They are responsible for the New California Republic, whose ideals spread across the land.
Spring: Jacob says goodbye to Marcus, then moves on for parts unknown.


Nick Valentine and DiMA escape the Institute


October 2: Vault Dweller has a daughter, who later becomes the Village Elder.


The New California Republic is voted into existence as a sprawling federation of five states: Shady Sands, Los Angeles, Maxson, the Hub and Dayglow.
The Followers of the Apocalypse rise to become a major influence in New California. Thanks to the Vault Dweller's help, they gain control of the LA Boneyard.


Vault 70 opens and its residents use their three G.E.C.K.s to found the city of New Jerusalem in the ruins of Salt Lake City.


Chris Avellone becomes the mayor of Springfield.


After the death of Aradesh, Tandi is unanimously elected President of NCR by the NCR council. As expected, she proceeds to do an exceptional job.


January 1, 06:29: Fallout Tactics begins - A Brotherhood of Steel squad, led by the Warrior, is sent to free the village of Brahmin Wood of raiders.


The Enclave resumes work on various pre-War technologies, including power armor variations. None of these are much of an improvement over the conventional old power armor, and some are actually worse.
Fallout Tactics ends - After rushing to Vault 0, the Warrior destroys the Calculator, Vault 0's mad AI, defeating his robotic army.
After years of trying the "natural" way, the ghouls of the Reservation discovered they were indeed sterile. Dr. Willem Clark and Dr. Sebastian begin to devise a plan to create a viable way for ghouls to procreate.


B.O.M.B.-002 is knocked out of orbit and crashes in the Grand Canyon.


Inside the secret section of Vault 81, Curie completes her work on the universal cure and all the samples created are properly stored. She begins to wait for further instructions from Vault-Tec while parts of the vault deteriorate and the mole rats run free and breed.


January 16: After writing his memoirs, Vault Dweller vanishes from Arroyo and is presumed dead. The Vault Dweller leaves the vault suit behind, folded on the bed. Some say the Vault Dweller was taken by the sky spirits, others say that the Vault Dweller felt it was time to move on and leave the Elders to guide Arroyo to its destiny.
February 2: The One-Moon (Month) Cycle of mourning for the Vault Dweller ends, and activity in Arroyo begins to return to normal.
February 2: Final training of the Vault Dweller's daughter for the role of Village Elder begins. She undergoes a great deal of physical training and tutoring in various sciences, mathematics, and, of course, weapon skills.
Fallout: Brotherhood of Steel begins - The Initiate, a Brotherhood of Steel initiate belonging to the Texas Expedition, is sent to the town of Carbon to find Rhombus and his paladins.
Just after the arrival of the Initiate in Carbon, the Vault Dweller also arrives in the town and settles for a while.


Fallout: Brotherhood of Steel ends - With the indications of the Vault Dweller, the Initiate founds the city of Los, destroys the Church of the Lost and enters the Secret Vault. They activate the self-destruct system inside and take the escape monorail leading to an exit in the mountains, causing the destruction of the Attis Army, Los and the Secret Vault, and ending the Texas Expedition of the Brotherhood of Steel.


January 31: The Vault Dweller's daughter takes her mystic test, a key ingredient of which is several pots worth of hallucinogenic plants from Hakunin's garden. She runs the gauntlet in the Temple of Trials, using her charm to pass most of the tests after her handgun jams (and is ruined) on the first level. She offers numerous criticisms of the test, resulting in many revisions.
February 2: The Vault Dweller's daughter ascends to the role of Village Elder. She rules with a steady hand, and her wisdom is greatly respected.


Under Presidential Order, Enclave scientists begin to work on an upgraded version of power armor. Many prototypes are developed and tested.
August 1: Congressman Dick Richardson rises to power within the Enclave, aided by pressure from his father, President Richardson.


The Reservation begins to purchase human slaves from the various tribes around the region. The ghouls trade what weapons they make in their underground smithies for healthy humans. The healthiest are used for the ghoul procreation experiments, while the rest work until they die from exhaustion and disease.
New Jerusalem's intolerant prophet and apostles repeatedly vote to have no commerce with outsiders from other, failed communities, refugees, or tribals.
March 5: Congressman Richard "Dick" Richardson is elected president for the first term of five, through aid and political pressure by his father (the previous President Richardson).
October: Enclave scientists develop a reliable version of the Mark II power armor. The prototype results (and accidents... and explosions... and deaths) are classified by order of the new President Richardson for the sake of morale.


March: The Institute have developed two promising strains of FEV and receive new subjects from the Commonwealth to experiment on. Their synthetic organics program decides to move to a new avenue of exploration that requires non-irradiated DNA.


Shaun is kidnapped by agents of the Institute and the Sole Survivor's spouse is murdered in Vault 111.
July: After years of research and experimentation, Dr. Sebastian successfully creates a born ghoul through procreation in the Reservation. The human host, like all the ones preceding him, dies during childbirth (evidently hosts can be male or female).
August: The first successful Born ghoul. Due to the radioactive chemistry of the ghouls, the first Born ghoul rapidly grows into adulthood within a month. The Born ghoul is named Measles due to his large, swollen glands in his jaw. Only three other Born ghouls will be birthed between this year and 2253. The procreation experiment only has a 2% success rate.


The ghouls of Capital Wasteland are driven underground by hostile mutants and humans, forming the Underworld in the Museum of History.


May: Broken Mask Incident: An early third generation synth, Mr. Carter, enters Diamond City and after a few drinks, pulls out a gun and kills four or five people before being killed himself. Carter's death reveals to the Commonwealth the existence of advanced synths.


Edward Sallow is given to the care of the Followers of the Apocalypse in the Boneyard. The boy is being raised as a scribe.
The Boomers, wandering in the Mojave Wasteland seeking a new refuge, come across the Nellis Air Force Base and settle in what will become their new refuge.
Jeremy Maxson, the Brotherhood of Steel High Elder, decides that it was time to expand BOS operations into the east. He sends an expeditionary force composed of five paladins to confirm the location of Peterson's bunker. The expedition leader, Andrea Brixley, discovers the bunker, disables its security and opens it for habitation. For over a decade she and her fellow paladins explore the east and forge relationships with many of the tribes that inhabit the area.


Leonard Boyarsky is exiled from Vault City.


A number of angry tribals, raiders and disassociated attackers gang up on New Jerusalem and sack it, killing most of the Mormons in the process.


The Enclave experiments on deathclaws, attempting to create special fighting units for waging war in hostile environments.
While there had already been a small number of ghouls in the area soon to become the town of Gecko, the population swells and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and know-how, and the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern.
The new Mormon living prophet, Judah Black, leads most of the remnants of the Mormon community north to Ogden, Utah. They establish the town of New Canaan.


Working with some squatters, the Mormons get the Jericho Water Plant running fresh water into New Canaan.
July 20: Enclave scouts discover the remains of the Mariposa Military Base and find it partially destroyed.
July–August: Enclave scientists and chemical corps scour the remains of Mariposa while assault squads comb the desert for slaves they can use to excavate the military base and get to the Forced Evolutionary Virus (FEV) vats. One of the squads includes soldier Frank Horrigan, age 25 at the time, recently removed from duty on the President's Secret Service detail to take some R&R time in the wastes after some undocumented psychotic blunder or another.
August: Melchior is captured by an Enclave patrol and becomes part of the slave excavation force at Mariposa.
September: Enclave construction crews and super mutant slaves begin excavations. They uncover the FEV, and mutations begin to occur in the human workers. Frank Horrigan comes into contact with the FEV and is sent to the Enclave labs for study.
October: Melchior begins to mutate, but keeps his intelligence and cunning in the wake of the transformation, making him smarter than your average super mutant. Realizing that the Enclave will kill the super mutants after they get the FEV data, he begins to use his magician talents to hide away weapons for the mutants to defend themselves when the Enclave decides to dispense with them.


Horrigan gradually mutates from exposure to FEV, gaining the physique and slow, stupid, single-mindedness of a super mutant. He is kept heavily sedated, operated on, and studied. He is conscious for only brief periods at a time, then quickly sedated after the bloodshed is over.


The remnants of the Naval Research Institute clear the mirelurks off the wreck of a beached aircraft carrier that later becomes Rivet City.
January: The Enclave, having obtained the FEV data, abandons the military base site after more mutations occur, causing a second generation of super mutants to arise - the Enclave leaves a single squad behind to wipe out the super mutants, but the mutants, using armaments they have cached in the base during excavation, reduce the squad to ashes after suffering heavy casualties. The remaining first and second generation super mutant slaves decide to remain in the base, and the group forms a new community.


Harold arrives in Gecko, and (with a lot of shaking of his head) he does his best to help the ghouls with the running of the nuclear power plant.
NCR explorers discover Eagle Rock and quickly realize that it is a source of energy and some water—albeit a dangerous source. Within the year, NCR miners are there, and more come shortly thereafter. Many of them are dregs/outcasts from other communities. The town of Burham Springs is established by Trent Burham, a wealthy NCR mine merchant.


January 23: Tests begin to run dry on Frank Horrigan. It is suggested that he be used as a field operative and be used in tests in the wasteland against local populations.
March 27: Frank Horrigan is manufactured for his new role. A new version of power armor is built to accommodate his mass, and he is sealed inside. After a few horrifically successful field tests, Horrigan becomes the Enclave's solution to numerous sticky problems.
April 25: Inaugural meeting of the Rivet City Council, consisting of Horace Pinkerton, Annette Holmes and Brad Danvers takes place. The city officially gains its name.


Thomas Moore comes to Vault City and becomes a citizen.
Goodneighbor is founded by a group of criminals exiled from Diamond City.
The Battle of the Castle occurs. The Commonwealth Minutemen are displaced after their headquarters is destroyed by a mirelurk queen. Radio Freedom goes off air.


By this time, Junktown has become a member of the New California Republic as part of the state Shady.
Around this time, Daisy Whitman's Vertibird crashes near the trapper town of Klamath due to a rotor malfunction. Later on, Lily Bowen uses parts from the broken craft to create her signature weapon, the Vertibird blade.
Herbert Dashwood meets Argyle and steals his girlfriend. They are best friends ever since.
In the Capital Wasteland, the settlement of Megaton is attacked by raiders. During the attack, Colin Moriarty's father is killed and Colin inherits his wealth, including Moriarty's Saloon.
The worst dry season in many years causes a drought in the Northern California area, hurting crops and brahmin in both Arroyo and Modoc.
January: The first samples of jet begin to arrive in Redding, courtesy of the Mordino family.
February: Vault City rejects offers of alliances with both the Bishop family of New Reno and NCR.
February: A survey party from Vault 101 led by Anne Palmer scouts the area of Springvale and Megaton.
March: Raider attacks on caravans to Vault City begin.
May 15: Fallout 2 intro - The Enclave sends a coded sequence to Vault 13, activating its central computer and declaring that it is time to leave the vault. Martin Frobisher gathers the Vault 13 dwellers together for the "Leaving The Vault" video, a tutorial movie of Vault-Tec about the rules to follow when vault dwellers left their vault.
May 16: Less than a day later, Vault 13 is opened, only to be greeted by two Enclave verti-assault squads. The squads kill three of the vault dwellers who were "resisting capture" and storm Vault 13, kidnapping all the inhabitants.
May 17: Enclave animal handlers drop an intelligent deathclaw unit into Vault 13 from a safe distance to kill anyone investigating the vault and cloak the Enclave's presence. Other intelligent deathclaws are sent into the desert surrounding Vault 13 to check for any escapees or witnesses.
July 25, 08:24: Fallout 2 begins - The Chosen One begins his mystic test, descending into the Temple of Trials like his mother before him.
July 27: The Chosen One leaves the failing community of Arroyo in search of the Garden of Eden Creation Kit.
August 30: The Chosen One happens upon a confrontation between Frank Horrigan and civilians. The civilians resist his demands and are executed.
September: Our RP starts with the Chosen One arriving in Klamath.
October 23: A vision of Hakunin appears to the Chosen One in his dream for the first time.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 08:19:54 AM »

January: The Master discovers the problem with the influence of radiation on his mutations, and he begins to choose his subjects more carefully. The first classic super mutants are born. He begins his plans to build an army.


Throughout this period, the Master begins slowly gathering test subjects, willing or unwilling, from local human stock. The Great Winter of 2130 and the scarcity of human subjects make building his army difficult.


The remnants of CIT (Commonwealth Institute of Technology) and their descendants form the Institute.


Angus rules over growing Hub and establishes himself as governor.
Skynet is given final orders by its masters, then left to rot in Sierra Army Depot.


April 25: 24 children, half boys, half girls, arrive in Zion Canyon from an unknown place.
April 25 – January 23, 2124: Randall Clark begins leaving gifts, like books and medicine, and notes for the children to make the most of their new home. He signs every note as "The Father". The children later form the tribe the Sorrows.


January 23: Randall Clark dies peacefully on top of Red Gate.


Winter: Angus is murdered. The Hub is thrown into chaos.


A band of merchants seizes the water tower in the Hub. They demand anyone wanting water must pay a toll. The Great Merchant Wars begin.


The Great Merchant Wars are fought, the Water Merchants seal up the town, but are outnumbered.


Vault 101's original Overseer dies after grooming a subordinate to continue his work.


A man named Roy Greene makes peace in the Hub and negotiates a settlement. The Hub's central council is formed, composed of two representatives from each of the Hub caravan companies. A long period of indecisiveness and meetings maintain the status quo in the Hub.


The Great Winter occurs.


The Master begins ordering his super mutants to gather human stock from caravans. For many years, the caravan disappearances are blamed on monsters in the desert, and even when the abductions begin to occur on Hub caravans, the deathclaws are blamed. The super mutant army grows.


A faction within the Brotherhood of Steel led by Sergeant Dennis Allen gains strength, and they urge the Elders to let them explore the southeast Glow for artifacts. The Elders refuse, so Allen and his separatist group splits away from the Brotherhood of Steel, taking some technology and weapons with them.
Led by Sergeant Dennis Allen, a small group of Brotherhood of Steel separatists make their way to the West Tek research facility in search of technological artifacts. They arrive there twenty days later, and are promptly chewed apart by the West Tek's unforgiving automated defense systems. Wounded, Allen begins to suffer radiation poisoning from a leak in his suit. Before he dies, he logs what happened to the expedition into a holodisk.


Elder Roger Maxson dies of cancer. His son, already an accomplished soldier, takes up the role of "General" (Elder) within the Brotherhood of Steel. John Maxson becomes a member of the Paladins, showing tremendous promise as a soldier.


The Master begins to mass-produce super mutants. Only about one in six or one in five attempts are successful, and of these successes, only half seem to last to go on to be part of his growing army, called the Unity.


The cryogenically frozen Robert House regains consciousness.


Decker forms Underground in the Hub and starts pulling strings.


Spring: Vault 15 opens.
Winter: Raiders begin to organize in the region as food supplies run low. The Khans and the Vipers begin terrorizing local settlements.


Spring: Shady Sands is founded and a wall is erected to protect the settlement from raiders.


Around the early 2150s the Vipers recover from their defeat by Angus at the Hub, replenish their ranks from captured slaves and caravan drivers, and begin to establish a power base in the badlands to the north of the Hub (and south of the Lost Hills Bunker). Driven by a religious frenzy (and the need to provide for their much larger numbers of soldiers and disciples), they begin raiding more frequently than before, attracting the attention of the Brotherhood of Steel.


As their influence slowly spreads throughout the wastes, the Master finds humans, doomsday cultists, and rather than dip them in the vats, he demands their obedience as spies - their leader is a man named Morpheus, an ex-member of the gang called the Rippers, and he pledges his followers to the Master. Morpheus and his cultists form the future core of the Children of the Cathedral.


Vault 17 is raided and its inhabitants taken prisoner by the Master's Army. They were subsequently turned into super mutants, among them, Lily Bowen.


The Gun Runners begin their career as successful weapon manufacturers and merchants.
The Brotherhood sends out a few squads of scouts to track the Vipers down - it is more of a training exercise conducted by John Maxson's father, as the Brotherhood is convinced that a small detachment of troops in power armor would be sufficient to deal with a group of raiders, no matter how large. One Brotherhood squad, lead by Maxson, finds the Vipers. Expecting the raiders to break and run, Maxson doesn't take into account the religious ferocity of the Vipers (or their poisoned weapons), and when a single arrow nicks him with his helmet off, he dies within hours. John Maxson takes up the role of Elder, and Rhombus becomes the new head of the Paladins.
The Paladins, now led by Rhombus, begin a full-scale campaign against the Vipers, tracking them down and wiping out almost all of their members within the span of a month. Some of the Vipers are able to flee north and east into the mountain range.
After capturing a caravan of vault dwellers, the Master learns the location of the Boneyard Vault, the future site of the Cathedral. He conquers the inhabitants and sets up operations there, and the human cultists begin to use the Vault as their powerbase. Within the Vault, the Master begins to send out patrols to Vault locations in search of these other Vaults. This move is finalized in the subsequent year, 2156.


The Master sees advantages in establishing a benevolent "religion" (the Children of the Cathedral), and using them as spies in settlements throughout the wastes. Missionaries from the Children of the Cathedral spread slowly across the wasteland, acting as eyes and ears for Morpheus and the Master.


The Master learns the location of the Bakersfield Vault, Vault 12, and sends a detachment of super mutants there to seize the vault. Many ghouls are snapped like twigs in the attack, and Set finally parleys with the super mutants, telling them that the ghouls are the vault survivors the super mutants are looking for. The super mutants, angered at failing to find an intact vault, set up a small garrison at the watershed to watch the inhabitants and ensure Set's...cooperation in the war to come.


Jon Zimmerman hires a band of mercenaries known as the Regulators to help protect Adytum from the deathclaw and the odd random attack by raiders.


Harold appears in the Hub's Old Town.
October: A Brotherhood of Steel patrol comes across a dead super mutant in the badlands. They take the corpse back to the Scribes, and Head Scribe Vree begins her examinations of the super mutant.
December 5, 07:21: Fallout begins. Vault 13's Overseer, Jacoren, sends the Vault Dweller out into the wastes to find a replacement of the Vault 13 water chip.
December 15: The Vault Dweller discovers Shady Sands and meets Tandi, and Ian, who join the Vault Dweller in searching for the water chip.
December 30: The Vault Dweller recruits Dogmeat in Junktown.
December: Killian Darkwater takes firm control of Junktown, drives out the last of Gizmo's kind, and then enforces his own brand of frontier justice. Life is fair and safe under his law.
December: Thanks to the Vault Dweller's persistence, the Khans are completely destroyed, leaving only one survivor named Darion.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 08:19:26 AM »

Nick Valentine, a police detective from Chicago, is brought to Boston to apprehend notorious criminal Eddie Winter during "Operation Winter's End." It ends in failure, resulting in the death of Valentine's fiancee, Jennifer Lands, by Winter who escapes capture. Valentine seeks treatment for PTSD and has his brain scanned, eventually being used to implant artificial memories into a prototype synth over a century later.
Automobile coolant prices sky rocket with the regular coolant price being $7450.99 per gallon and $8500.99 per gallon for premium.
Robert House puts himself in stasis.
A Chinese sabotage attempt takes place at Hoover Dam.
New Plague hits Denver. Rioters burn down large parts of the city in their fear of contamination and anger at their treatment. Many panic and flee the city by car, clogging the freeways when they run out of gas and trapping everyone behind them.
January 7: Major Barnett orders transfer of all Forced Evolutionary Virus (FEV) research to the newly constructed Mariposa Military Base, despite objections by the research team. January 10: Alaska is reclaimed, and the Anchorage Front Line is again held by the Americans.
January 22: The first domestic use of power armor within the United States for crowd and quarantine control begins. Units originally serving in China and the Anchorage Front Line find themselves fighting Americans at home. Food riots increase and many civilians are killed. Several soldiers defect from the military, both in Canada and the United States. They are captured and sent to military prisons.
February: FEV Research is leaked to the world through an unknown source. Protests arise in many major cities and governments around the world, as well as accusations that the United States is responsible for the New Plague. F.E.V. is seen as the threat, and serves only to fuel tensions. The governments of the world fear what the U.S. is up to, speculating anything from trying to make a breed of super soldier to trying to make Hitler's master race, they begin to panic.
March: Prepared for a nuclear or biological attack from China, the President and the Enclave retreat to the Poseidon oil rig and make contingency plans for continuing the war.
March: Vault Dweller's Survival Guide is published by Vault-Tec.
April: an American destroyer is sunk, one of the surviving soldiers on board being Thomas Davis, a member of Beaver Creek Lanes.
April 2: John-Caleb Bradberton puts himself in stasis using the LEAP-X Program.
April 28: An accident occurs at Nuka-World's power plant, causing a large amount of coolant to discharge into the river. Park administration covers up the incident and fires the whistleblower.
July: Between July 10 and October 23: Sierra Army Depot is evacuated.
July 4: After contact with the contaminated lake water causes a medical crisis at a General Atomics-sponsored bass fishing tournament, Lake Quannapowitt is closed to the public.
August: Sometime prior to August 15, General Constantine Chase, the hero of the Anchorage Reclamation, begins testing a virtual reality simulation of the Reclamation at the VSS Facility in Washington, D.C..
September 6: Technicians at the VSS Facility notice General Chase is making radical, unrealistic changes to the Anchorage simulation. They believe Chase is becoming obsessed with the simulation and is gradually going insane, but refrain from confronting him out of fear that they will lose their jobs to military contractors.
October 10: The Army detachment at Mariposa discovers that the scientists have been using "military volunteers" (military prisoners who didn't have their brains scooped for use in brain bots) as test subjects in their experiments. Morale in the base breaks down, and in light of Colonel Robert Spindel's mental breakdown, the men turn to Captain Roger Maxson for leadership.
October 13: After an interrogation, Maxson executes Robert Anderson, the chief scientist at Mariposa.
October 15: Colonel Spindel commits suicide. All scientists are executed.
October 20: Captain Roger Maxson, now in control of Mariposa, declares himself to be in full desertion from the army via radio... and receives no reply.
October 21: Maxson orders all families stationed outside the Mariposa facility moved inside.
October 22: The platinum chip is processed. Mr. House expects the courier to arrive tomorrow afternoon.
October 23: The Great War
Early morning: The Commander of the U.S. Pacific Fleet and the U.S. Air Force report sightings of possible Chinese submarines at 00:01 am EST and aircraft approaching US territory at 03:37 am.
A pre-Halloween costume show was going to be on later that day, called Freddy Fear's House of Scares. The preparations were made that morning.
Nuka-Cola Quantum is released to the public.
82 students from the Early Dawn Elementary school go on a field trip to Lamplight caverns with a couple of teachers and a few parent chaperons.
Federal agents raid L.O.B Enterprises.
Dr. Hein is taken hostage by the A.F.A.D. at the Angry Anaconda in Nuka-World.
09:13 am EST: The Integrated Operational Nuclear Detection System (IONDS) reports four probable launches of ballistic missiles. The US Armed Forces go to DEFCON 2.
09:17 am EST: NORAD confirms the IONDS report. The US Armed Forces go to DEFCON 1. Bombers are scrambled for immediate takeoff.
09:26 am EST: Response Scenario MX-CN91 is ordered by POTUS. Full nuclear retaliation is authorized.
The bombs and missiles fly. Who struck first is unknown. Other countries, seeing the missiles on their way, launch their planes and fire their warheads as well. Air raid sirens sound, but very few people heed the warning, thinking it is a false alarm. The vaults are sealed. Two hours of nuclear bombardment ensues upon the earth's surface. The effects are far worse than most imagined. The Earth's faults shift violently, thrusting mountain ranges through the soil. Whole lands are submerged under floods of water.
Fallout 4 prologue begins.
9:42 am: Nuclear strikes on New York City and Pennsylvania are confirmed.
The Sole Survivor and their family evacuate from their home to Vault 111.
9:47 am: Washington D.C. and Boston are struck with nuclear weapons.
The Great Blackout: EMP produced by the bombing kills unshielded electronic devices such as vehicles and other machinery. It lasts for an unknown period of time.
In the confusion of the Great War, mothership Zeta abducts Sally and her family.
The Sierra Madre Casino hermetically seals itself during the grand opening gala and the holographic security murders all of the guests except Dean Domino.
The Lucky 38's systems crash under the weight of the nuclear attack, knocking Robert House unconscious.
The platinum chip, still at Sunnyvale, becomes buried under the rubble from the aftermath of the Great War where it would stay buried for over 200 years.
Vault 12 fails to close properly. Once it becomes known that the other vaults have sealed, people within Bakersfield attempt to force their way into Vault 12 to protect themselves and their families.
The West Tek research facility takes a direct hit, breaking open the FEV tanks on levels four and five and releasing it into the atmosphere. Mutated by radiation, it loses its mutagenic abilities, but it later complicates things for the Master.
The Mariposa Military Base survives, the soldiers within protected from the radiation and FEV flooding the wasteland.
Surviving scientists and soldiers based in Los Alamos band together with other survivors they encounter for safety. They set up a temporary camp in a cliff dwelling at Mesa Verde and attempt to contact the federal government for further instructions. No contact is ever made. A small vault is built into the cliff side to shield the only computer they have from the elements.
All Enclave personnel leave Bloomfield to either take cover or maintain "hot spots." The sub-reactor is turned off. Bloomfield, B.O.M.B.-001, and 002, and Hermes XIII and 14 are completely forgotten.
Thirteen nuclear warheads obliterate Salt Lake City within seven minutes.
Two Poseidon scientists are still trapped in the Agricola lab. After four years, one dies of natural illness. After one more year, the other commits suicide.
Seismic activity causes radiation to seep into the sub-levels of the Reservation. Even though the people underground are safe from the blasts, radiation eventually takes its toll.
October 24: The Boylston Club adds a Memoriam Gala to its October events calendar.
October 25: Platner takes his power armor outside Mariposa to get specific readings on the atmosphere. He reports no significant radiation in the area surrounding the facility.
October 27: After burying the scientists in the wastes outside of Mariposa, the soldiers seal the military base, then head out into the desert, taking supplies and weapon schematics with them. Captain Maxson leads his men and families to the government bunker at Lost Hills. Although Maxson's points in his holodisk indicated that civilian personnel (presumably families of the scientists or other civilians not associated with the military) were to remain at the base, whether they did or not is unknown.
October 30: A week after the initial blast, a black rain begins to fall, caused by the massive amounts of radioactive particle debris (mainly soot) from the nuclear firestorm a week earlier. Plants and animals both go rapidly into extinction.
October 30: Surviving members of the Boylston Club who can make it to the clubhouse attend a Memoriam Gala. At midnight, they drink a final toast of poisoned wine and presumably all die.
November: Captain Maxson, his men and their families, arrive at the Lost Hills bunker a few weeks later, suffering many casualties along the way, including Maxson's wife (but not his teenage son). The surviving soldiers go on to become the Brotherhood of Steel.
November: Ms. Carrie Delaney is the last adult to leave Little Lamplight Caves in search for help. Ten-year-old child Jason Grant takes charge in her absence.
November 2: Psychoactive drugs are released throughout Vault 106.
December 25: The security and support staff of Vault 111 celebrates Christmas.


January 28: Radiation levels become low enough for short exposure to the elements.
April 23: After the 180-day mandatory shelter period elapsed, the support staffers and security of Vault 111 grows restless with their confinement and plot a mutiny against the vault's overseer.
July: The originally planned launch date for the United States Space Administration's Mars Shot Project, a manned mission to Mars. The USSA, however, feared the launch date may be delayed by a year or more due to unrest overseas.
Summer: The planned launch date for Hermes-13 and Hermes-14, intended for use in the latest manned mission to Mars. However, as the war with China intensified, the Enclave and Department of Defense agents seized control of the Space Center and tried to retrofit the rockets for travel to B.O.M.B. 002 and another planet.
The dwellers of Vault 87 are locked in airtight chambers and exposed to the FEV by the vault's Overseer and his security, who are simply, though callously, following the "plan" laid out by Vault-Tec. The vault's population is transformed into hideous super mutants and centaurs.
The city of kids, Little Lamplight is officially founded. By unanimous vote Jason Grant is named as the city's first mayor.
The planned opening of the Angry Anaconda at Nuka-World.
Rex Meacham finishes Project Cobalt.


The Puppet Man leaves Vault 77.


The first effects of radiation are seen in the survivors. Widespread mutations occur with animals and humans alike. Those that survive the effects of the mutations are permanently changed. New species are created almost overnight.
John Bloch's military group makes a peace-protection pact with local ranchers.


The Skynet AI in Sierra Army Depot becomes self-aware, according to its own records.


Five years after the Great War, some aspects of the world begin to calm down. Radiation and poison levels are still too high for a normal human to survive.


Summer: The city of Necropolis is founded by the ghoul survivors of Vault 12 and the U.S. citizens that fled to Bakersfield when the bombs fell.


Spring: Set takes control of Necropolis, wresting control from the original Overseer. The Vault 12 Overseer, not willing to take a dirt nap, is driven north and is lost to history.


The planned date for the U.S. military to bring the VB-02 Vertibird, a Vertical Take Off and Landing (VTOL) aircraft, into service. For obvious reasons, this never happens, but the Enclave resumes development after regaining its footing.


December: After most of the initial survivors in the Reservation succumb to radiation, those "fortunate" enough to not die have turned into ghouls. And after spending ten years underground, they finally come back to the surface. Twelve ghouls, including Dr. Willem Clark, volunteer to search the wastes in the hopes of finding other survivors.


The computer in Mesa Verde fails. The scientists resort to carving their most important schematics into the kiva walls.
December: Of the twelve volunteers to explore the wastes, only one comes back to the Reservation, Dr. Willem Clark. However, he has brought back a few dozen fellow ghouls to seek shelter at the Reservation.


Scientists in Mesa Verde began to drill the village children in the ways of mathematics and science so that knowledge is not forgotten. They hope that their descendants will one day help bring civilization back to the wasteland.
January: After explaining the hardships and prejudices placed against ghouls by smoothskin humans, the ghouls of the Reservation proclaim Dr. Willem Clark as their leader. Willem further solidifies his place as leader by explaining his plans to one day make the ghouls the rightful and true heirs to the Promised Earth and that becoming a ghoul was the next, logical step in the evolutionary process.


Vault 29 opens. Harold sets out to make his fortune as a trader, making the circuit around the survivalist communities in the wasteland.


Vault 8 opens, and they use their G.E.C.K. to create fertile ground for their city. This eventually becomes Vault City.


LA Vault opens, the Boneyard is founded and attracts survivors.
Dr. Richard Moreau is exiled from Vault City for murder. The circumstances surrounding the murder are unknown, but he changes his last name to Grey and heads south.


The Hub is founded by a man named Angus. He sets up camp around a filthy oasis in the desert and proceeds to begin trading with other settlements.


September 20 - November 15: 28 Mexican survivors, 11 male, 8 female and 9 children, arrive in Zion Canyon and settle down.


Harold rises to the level of a caravan boss in the Hub. His caravans suffer occasional attacks in the wastes, but Harold's caravan outfit survives and prospers... until the mutant attacks begin to pick up a few years later.
February: The inhabitants of Vault 22 leave their vault due to an outbreak of mutated spores infecting most of the dwellers and overrunning the vault.
February 11: About 118 survivors of Vault 22 move out of the Mojave Wasteland and travel to Zion Canyon. Most are infected with the spores and bring spore carriers and spore plants to the Zion Valley and attack/kill most of the Mexican survivors already in Zion.
February 14: According to Randall Clark, the Vault 22 survivors eat the Mexican survivors they took captive.
February 19 - January 13, 2097: Randall Clark begins to ambush the Vault 22 survivors and continues to until the remaining 34 survivors leave Zion.


January: J. Hendricks becomes overseer of the remaining Vault 22 survivors, and as his first order as overseer orders everyone to leave Zion canyon.
January 13: The thirty-four Vault 22 survivors leave Zion Canyon after 10 months of ambushes from Randall Clark.
January 17: Randall Clark finds a single female from Vault 22 caught in a bear trap, after sparing her life he tends to her wounds and takes her in. Her name is Sylvie.
A man named Jonathan Faust leads his group of about 200 people from the overcrowded Vault 15 into the wastes of the outside. Eventually, they become a raider band known as the Vipers.


March 5: During the delivery of his child with Sylvie, Randall Clark encounters complications and sadly both her and the baby die. Randall begins to seriously consider suicide after the loss of his second family.
The Vault City Overseer retires and the Council of Citizens is established. The Council appoints the initial First Citizen.


May 22: Increasing mutant attacks on Harold's caravans frustrate him to the point of financing and leading an expedition to find out where the mutants are coming from. Consulting with a scientist and doctor at the Hub, a man by the name of Grey, the two of them decide to join forces.
June 23: Richard Grey's expedition (including Harold) finds the Mariposa Military Base and is summarily scattered and defeated by the mutant inhabitants. Grey is knocked into one of the vats of Forced Evolutionary Virus (FEV) by a robotic arm, and Harold is knocked unconscious, only to awaken later out in the wasteland.
June 27: Harold, already mutating, is found by traders and taken back to the Hub. His former caravan partners and employees, horrified by his condition, abandon him.
July: Richard Grey, now horribly mutated by the virus, crawls from the vat, covered with FEV and in terrible pain. Barely able to think or perceive his surroundings, he crawls into the vat control room and begins his audio log. He fades in and out of consciousness, sometimes for days or weeks at a time.
July–November: Richard Grey begins to acclimate to his condition, and begins his first tests of animals by exposing them to FEV. These experiments and his growing awareness lay the foundation for his plans for the Unity and the master race. He takes the name "the Master".
November: The first human victim wanders into Mariposa, and Grey consumes him.
December: Grey continues his experiments on wanderers that enter Mariposa with no success. The creations are flawed (due to the radiation counts in their bodies), making them big but incredibly stupid, and Grey consumes them rather than letting them live.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 07:40:19 AM »

September: Nuka-World opens a new park, Safari Adventure. As with Dry Rock Gulch, attendance nearly doubles overnight.
The first suit of T-45d power armor is deployed in Alaska. While lacking the full mobility of future versions, this power armor is incredibly effective against Chinese tanks and infantry. Its ability to carry heavy ordnance becomes key in various localized conflicts, and it has the power to destroy entire towns without endangering the wearer. China rushes to create its own versions, but they are many years behind the United States.
By this year, a Nuka-Cola vending machine can be found on almost every street in America.
Senator Todd Peterson decides to build a secret bunker to house himself and his family should war break out. Senator Peterson is a wealthy man in his own right, but lacks the funds necessary for such a project. Through secret dealings with Poseidon Oil and a covert branch of the government known as the Enclave, the final funding for the project is attained. A construction site is chosen in southern Colorado and work begins.


May: Construction of Vault 92 ends.
November: Construction of Vault 112 begins.


Canada begins to feel the pressure from the United States military as the U.S. draws upon Canadian resources for the war effort. Vast stretches of timberland are destroyed, and other resources in Canada are stretched to the breaking point. Many Americans refer to Canada as Little America, and Canadian protests are unheard.
February 11: By order of the U.S. government, all Patriot's Cookbook magazines are banned and incinerated. However, many magazines still remain in circulation.
March: Vault 13 is finally completed - it is the last of the vaults on the West Coast, and drills begin. Due to its late completion, the "cry wolf" effect that hurt the other vaults is not as pronounced.
October: Construction of Vault 76 ends.
December: Construction of Vault 106 and Vault 108 ends. Vault 108 was in construction for 8 years due to work stoppage.


The first of the Chryslus Motors fusion-driven cars are developed. Reassuringly big and American, the limited models carry a hefty price tag but are sold out within days. Many Chryslus plants have long since been converted into making military ordnance.


Planned Diversion Programming copyrights the hologame Atomic Command.
Atomic Command is released to the public.
December: Construction of Vault 87 ends.


June: Ezra Parker prevents the assassination of Sergey Urbonas.
June 3: Canada begins to be fully annexed by U.S.A. It is fully integrated by January of 2076.
The United States' increasing demand for Canadian resources causes protests and riots in several Canadian cities. An attempted sabotage of the Alaskan pipeline is all the military needs as an excuse to finalize its annexation of Canada, which had already begun in 2067.
Legislative Act 21-0 is passed by the United States Congress.
Completed B.O.M.B. missiles are sent to different space centers around the U.S. so they can be carried into space and installed into the B.O.M.B. satellites. The process is slow, but it is being carried out fairly regularly.
Nuka-World opens a new park, Galactic Zone. Becoming the most popular attraction in Nuka-World.


August: The Ballistic Orbital Missile Base, or B.O.M.B.-001, is completed and partially functional (for security and maintenance bots) using a temporary onboard generator. The only things the base needs are the manually input final launch instructions and codes and the main power reactor.
September 15: As China becomes increasingly aggressive with their use of biological weapons, the United States government feels that a countermeasure was needed. The Pan-Immunity Virion Project is officially formed and plans are made to begin experiments at the West Tek Research Facility in Southern California.


Contrary to their claims of seeking only to retake Alaska from the Reds, American power armor units, infantry and mechanized divisions are deployed to China, but they become bogged down on the mainland, putting a further drain on American resources and supply lines.
Government decision makers order the dumping of radioactive waste into Eagle Rock's lower mines. Enclave politics help secure a contract for Poseidon Energy to develop and use their Agricola mining robots in the operation of the dumping ground. Not surprisingly, the Agricola lab turns out to be a pretty good bunker as well.
June: Construction of Vault 112 ends.
June 24: Negotiations between the U.S. and other world powers come to a dramatic end, with the president walking out of oil talks with the other world powers. After a much-heated debate, the president storms out of the meeting and declares that the last known supply of petroleum will be used exclusively by the U.S. and the U.S. will not sell or trade any oil to outside parties.
July: The new Bloomfield Space Center completes construction. The facility's first task is to complete the space rockets Hermes XIII and Hermes XIV to fly to B.O.M.B.-001 and -002 respectively (originally slated for a Mars mission before new orders arrived). The mission: have the crew deliver and install the bases' main power reactors, manually enter final launch instructions, manual check for safety nets and protocols, and do a manual inspection of the station.


The Sierra Army Depot A.I., Skynet, becomes self-aware.
RobCo Industries copyrights the Unified Operating System. This system is used for operating the RobCo terminals. The copyright is renewed for each of the next two years.
RobCo brings up plans to purchase REPCONN Aerospace, threatening a hostile takeover otherwise.
Vault-Tec Game Studios copyrights the hologame "Red Menace".
Ezra Parker is selected by Modern Industrialist to be in the Top Ten Up and Coming Venture Capital Managers.
March 21: PVP experiments continue at West Tek with batch 10-011, in the wake of successful tests of the virus on single-celled organisms. Experiments on plant cells are postponed. The pan-immunity virion is renamed Forced Evolutionary Virus (FEV).
May 9: FEV experiments continue at West Tek with batch 10-011, in the wake of successful tests on flatworms; the flatworms exhibit increased size and heightened resistance to viral contagions. Experiments with insects have less success, and further experimentation on insects is postponed by Major Barnett.
May: Vault 112 seals two years early, for Stanislaus Braun's sadistic desires.
June: General Brock becomes the commanding officer of Fort Strong.
June 30: FEV experiments continue at West Tek with batch 10-011, with white mice as subjects. Increased size, muscle density and intelligence are noted.
August: The United States Space Administration awards contracts to ArcJet Systems to develop the XMB booster engine and deep range transmitter for their Mars Shot Project, a manned mission to Mars.
November: Unidentified submarine contacts, rumored to be stealth subs of the Chinese "Ghost Fleet" are spotted by U.S. monitoring stations A-31 and B-19, but no further sightings are reported.
November 9: FEV experimentation (batch 10-011) on rabbits is concluded. Increased size, intelligence and aggression is noted; it is difficult to determine whether the flatworms in the previous experiments were angrier and more violent than normal. Frankly, the researchers cannot be blamed for this.
December 17: A general of the US military visits the Switchboard facility and receives a report from P.A.M. that Chinese stealth technology far outpaces that of the United States, and that the unidentified submarines spotted by U.S. monitoring stations a month prior may be from the Chinese "Ghost Fleet", an elite naval unit rumored to possess stealth-capable submarines. The general dismisses the intelligence as unsubstantiated, but P.A.M. responds by stating no actionable intelligence has come out of the Shaanxi Province of China since November 2072, except for a reported increase in the importation of complex polymers and key synthetic compounds. P.A.M. indicates that these are consistent with research into stealth technology on a large scale, but the general states that unless concrete evidence can be provided, such information is rumor.


REPCONN Aerospace is bought out by RobCo Industries.
Vault 76 is debuted by Vault-Tec Corporation in honor of the United States' Tricentennial.
January 3: A military team under the command of Colonel Spindel is sent to the West Tek research facility to monitor the experiments in the interest of national security, due to fears of international espionage. Captain Roger Maxson (the grandfather of John Maxson, the High Elder of the Brotherhood of Steel in 2161) is among the team personnel.
January 12: Splicing in several new gene sequences into their test virus, dogs are injected with batch 11-101a at West Tek. Although increased strength is noted, increased intelligence is not. Using batch 11-011, experiments are conducted on raccoons. The same results are noted, but the attempted escape of several infected raccoons causes Major Barnett to terminate the experiment... and the test subjects. Two pairs of raccoons, however, are unaccounted for.
January: The United States annexation of Canada is complete. Canadian protesters and rioters are shot on sight, and the Alaskan Pipeline swarms with American military units. Pictures of atrocities make their way to the United States, causing further unrest and protests.
April 15: Once all secondary tests and studies are done on the test subjects, all dogs from the batch 11-101a Forced Evolutionary Virus (FEV) tests at West Tek are terminated... from a safe distance.
June: Power armor prototype completed, resulting in the T-51b power armor. This is the pinnacle of power armor technology before the Great War. Many of these units are sent to China, and they begin to carve a swath through the Chinese forces. The Chinese resources are strained to the breaking point, and the supply lines from the nations China has annexed begin to break down.
July: Flotation Homes and Seaweed is published by Vault-Tec.
August: Food and energy riots begin in major cities throughout the United States. Military units begin to be deployed in cities within the United States to contain rioters; many temporary prisons are constructed. A state of emergency is declared and martial law soon follows.
August: Hermes XIII and XIV are completed, loaded with cargo and placed on the Bloomfield launch platform, awaiting the final funding and the okay to launch.
October: Production of B.O.M.B. nuclear missiles is put on hold due to budget cuts. The Reservation is put on reserve.
October: Due to the seriousness of world events and the threat of nuclear war, Hermes' launch is postponed while funds are routed to Vault technology. Launch is rescheduled for 2077.
October 4: At West Tek, fifteen chimpanzees are infected with batch 11-111. The most successful test to date, growth and immunities in the chimpanzees surpass all other subjects. The military practically drools over the results. Plans are made in secret to begin testing in small quarantine towns in North America, and the Mariposa Military Base construction is sped up in anticipation of moving the West Tek project to a location under military supervision.
October 20: Nuka-Cola Quantum is created.
November: Enclave personnel seize control of Bloomfield Space Center and begin researching and developing a way to convert Hermes XIII and XIV into a personnel transports to transport important individuals off-planet.
December: Fifteenth edition of Coping With Mr. Virus! is published by Vault-Tec.
Pipfall, the holotape game is released into the public.

Fallout 2 Lore / Re: Fallout Timeline
« on: May 10, 2017, 07:15:36 AM »

July 21: A Boeing B-29-100-BW Superfortress crashes into Lake Mead, remaining mostly intact.


October 1: The People's Republic of China is founded by the Chinese Communist Party and its leader Mao Zedong.


May 5: Captain Carl Bell of the United States Space Agency becomes the first human to enter space; this claim is disputed by both the Soviet Union and China. Captain Bell's flight in Space Capsule Defiance 7 lasts only twelve minutes and seven seconds, and makes a full revolution around Earth. Bell dies when the capsule crashes on its return to Earth.


By this year, the United States is divided into thirteen commonwealths, each of which encompasses several states.
The national flag is changed to reflect the division and depicts fourteen stars - thirteen in a circle to represent the commonwealths and one in the middle to represent the federal government and the nation as a whole.
July 16: The Virgo II Lunar Lander Valiant 11 with U.S.S.A. astronauts Captain Richard Wade, Captain Mark Garris, and Captain Michael Hagen lands on the Moon. The astronauts become the first humans to walk on a celestial body other than Earth.
November 14: Virgo III Lander Valiant 12 lands on the Moon.


The mission of Sierra Army Depot is changed. It is now responsible for the demilitarization of stores of surplus ammunition that have been deemed unfit or obsolete for military purposes. This mission is to be overseen by the Industrial Operations Command in cooperation with the Environmental Protection Agency, providing a greener, cleaner way to dispose of military ordnance. The mission continued until 2050.


The West Tek Research Facility is founded.


In Vegas, Smitty's opens its doors.


Wonderglue is established this year.


The Delta IX rocket is commissioned by the U.S.S.A. The Delta IX rocket is the last of the manned rockets to the Moon.


Hubris Comics begins publishing comic books, one of their most popular is Grognak the Barbarian.


The original Vim! Pop Inc. factory burns down.


The Boston city council unanimously votes to bury Emilia Butler in the Old Granary burying ground.


The Delta IX rocket is converted for U.S. military purposes. Crew and instrument sections are replaced with a nuclear warhead.


The Mister Handy series of robots is first brought to market as a general construction and maintenance unit by General Atomics International.


Prometheus Coal, a division of Poseidon Energy, opens a coal mine in central Utah. As a result a small village is settled nearby called Eagle Rock.
An early bug in Mister Handy robots that caused interference in the operation of the multiple arms is fixed with a hardware update, with no major problems since then.


The Tibbets Prison is commandeered by the United States government in association with Vault-Tec and Poseidon Oil to tie into their Project Safehouse. On April 5, 2040, the Secretary of the Army makes the decision to build a new Disciplinary Barracks, with a capacity for 456 inmates. A cost ceiling of $363 million in allocated construction dollars is set. The target budget year for funding this project is fiscal year 2041. Construction begins in fall of 2042, with completion projected for fall of the year 2045.


August 16: Doctor Morrison Rand is abducted by aliens on-board Mothership Zeta when leaving the campus of Banfield College in Humboldt.


A major earthquake takes place in Mexico City. The Mister Handy general construction robot becomes the leader in sales in Mexico.
Wilson Automatoys is established in Boston, Massachusetts.
Giddyup Buttercup, a product of Wilson Automatoys, is copyrighted.
June 25: Robert House founds RobCo Industries.
July: Discussions with Vault-Tec to determine space and functional requirements for the new Tibbets facility occur.


Nuka-Cola is invented by John-Caleb Bradberton.
The Great Passion Fruit Famine hits America. People actually notice the taste difference in Nuka-Cola when the passion fruit flavor is removed.
The X277 "Viper" magnetic rail cannon developed for the U.S. Military by West Tek is deemed too costly to produce on a mass scale and abandoned.


April 28: The Nuka-World power plant suffers from a meltdown. The accident was later covered up by the Nuka-Cola Corporation. The employee who reported it, an employee named C. Carlson, was apparently fired and the other employees had to be reminded of their employee agreement to not discuss park matters. The problem was seemingly ignored from then on.
May 1: Nuka-World opens its gates for the first time with two theme parks, Nuka-Town USA and Kiddie Kingdom, selling over 40,000 tickets that day.
The mission of Sierra Army Depot is changed again. It is refurbished with the latest in technology and is from now on used as a secret research installation for developing and testing robotic, biological and conventional weapons until 2076.


Seeking to protect business interests and their oil supply, the United States begins to exert increasing pressure on Mexico, citing the political instability and pollution stemming from Mexico as a threat to the United States. Various economic sanctions serve to destabilize Mexico, and the United States military enters Mexico to keep the oil refineries running and making sure oil and fuel continue to make their way north across the border at Mexico's expense.
The N99 10mm pistol becomes standard issue military sidearm following the phase out of the N80.


A television documentary revealing the withered husk of the Texas oil fields brings the oil shortage into American households and reveals how deep the energy crisis runs.
The last manned mission to the Moon occurs.
The widely known Nuka-Cola’s Dazzling Blue bottle color was adopted as standard after market research programs indicated that the blue color was the favorite in 86 people out of a hundred polled.
March 5: The socially transmitted "New Plague" arises, killing tens of thousands. The United States closes its borders and the first-ever national quarantine is declared. The source of the plague is unknown, but rumors persist that it is a genetically engineered weapon.
April: The Resource Wars begin. Many smaller nations go bankrupt, and Europe, dependent on oil imports from the Middle East, responds to the Middle East's rising oil prices with military action. The long drawn-out war between the European Commonwealth and the Middle East begins.
May - July: The United Nations, already suffering, begins to collapse. In a series of heated debates, many nations withdraw from the organization as the U.N. tries to keep the peace.
July 26: The United Nations is officially disbanded.


ZAX 1.0 goes online, developed by Vault-Tec. Initially a prototype of some of the systems designed to govern the vaults, it is given to the government to help the Department of Energy collect resource data. Within a year, it is taken by the military for plague and tactical research; one version, ZAX 1.2, would later be constructed for West Tek.
The 'Red Menace' holotape game is released to the public.
December: Like an exclamation mark on the end of a very bad year, a terrorist nuclear weapon destroys Tel Aviv.


REPCONN Aerospace is founded following the first launch of the Delta IX rocket.
January: Limited nuclear exchange in the Middle East raises fears throughout the world.
In light of the European-Middle Eastern War and the plague scare, the United States officially sets Project Safehouse in motion. The project, financed by junk bonds, is designed to create shelters, called Vaults, for the populace in the event of a nuclear war or deadly plague. Construction begins late in 2054 and proceeds rapidly due to advances in construction technology.


West Tek starts working on a new virus to kill the New Plague. Their viral research and close ties to the federal government eventually lead to them being chosen for the Pan-Immunity Virion Project twenty years later as well as power infantry armor and laser research.
ZAX 1.2 is brought in to regulate conditions in West Tek. It is not part of the Vault-Tec preservation software, so it does not have any orders to protect humanity after the bombs fall. In the meantime, it calmly calculates data and plays chess with the scientists. Many scientists claim that ZAX is a "big ol' cheater" and draws the game out too much for a computer of his considerable abilities.


February: United States government removes the Grand Canyon's protected status as a national park.
May: Uranium mining begins in the Grand Canyon. The Grand Canyon is closed indefinitely.


May: Nuka-World opens a new park, Dry Rock Gulch during Memorial Day weekend. Park attendance nearly doubles overnight.
Isla Negra Holdings begins to take control of Point Lookout, Maryland as the New Plague devastates the region.


The Anchorage Front Line is established, as the United States increases its military presence in Alaska to protect its oil interests. The Anchorage Front Line causes tensions between the United States and Canada, as the United States attempts to pressure Canada into allowing American military units to guard the Alaskan pipeline.
The first artificial intelligence is born. Limited by memory constraints, its expansion is rapidly halted. The discovery paves the way for future A.I. research in laboratories throughout the United States.


Traffic on the streets of the world stops moving. Fuel becomes too precious to waste on automobiles, so alternatives are explored - electric and fusion cars begin to be manufactured, but factories can only make limited amounts while conserving fuel. The U.S. economy teeters on bankruptcy. Pressure on fusion research increases.
The European-Middle Eastern War ends as the oil fields in the Middle East run dry. There is no longer a goal in the conflict, and both sides are reduced almost to ruin.
The European Commonwealth dissolves into quarreling nation states, fighting over the remaining resources.


March: Construction of Vault 108 begins.


May: Construction of Vault 92 begins.
Despite quarantine measures, the New Plague continues to spread, fueling national paranoia.
Many Mormon congregations come together to purchase places in Vault 70, located in Salt Lake City, Utah.
A U.F.O. codenamed "Palandine" crashes just north of Hagerstown, Maryland, but cannot be recovered.
Wan Yang is arrested as a suspect in the Niagara Sabotage.


Dr. Willem Clark, a top nuclear physicist in his day, is put in charge of all scientific endeavors at the Reservation. Colonel Green, a career soldier in the U.S. army, is put in charge of security.
August: The construction of most vaults are completed, except for Vault 13, whose construction finally gets off the ground heralding a development cycle that seems plagued with problems. Drills begin in the other cities with completed vaults, but the increasing frequency of the drills has a "cry wolf" effect, and the turnouts for drills trickle off as the years go on.
Grognak & the Ruby Ruins holotape game is released to the public.


March: Construction of Vault 106 begins.


The Reservation is given orders to research and produce nuclear missiles that can be fired from an orbiting space platform.
Robert House concludes that atomic war would devastate the Earth within 15 years after every projection he ran deemed it a mathematical certainty.
February: Construction of Vault 76 begins.
April 14: The M.A.R.Go.T. computer enters service.
June: Due to enormous demands for electricity from a 17+ million population, a nuclear reactor in New York City goes supercritical, almost causing a meltdown. The near meltdown brings into effect power rationing, and the term "Hot Summer" is used to refer to this incident.
August: Increasing need for mobility in the United States mechanized cavalry leads the military to focus the efforts on creating a man-based tank - essentially, a two-legged walking armored unit: power armor. Research grows until 2067 and several prototypes are developed, many of which prove to be unworkable in the field. These prototypes pave the way for future advances in military, construction and fusion technology.


The U.S. Navy missile cruiser USS Ebon Atoll is accidentally sunk by the U.S. Navy Submarine USS Interference during the Anchorage Campaign. The Interference mistook the Ebon Atoll for an enemy vessel and shot it with a nuclear torpedo killing all on board. It is one of the worst U.S. Navy disasters since World War II.
Resource rationing in Denver causes riots. Midwest U.S.A. and Mexico start having food shortages and can't supply Denver with the food it needs. Food riots occur. National Guard called in.
With more important things to spend their money on, Poseidon Energy closes the inefficient and dangerous Eagle Rock mine complex and sells it to the U.S. government.
May: Construction of Vault 87 begins.
Spring: As the oil resources dry up across the globe, China's fossil fuel dependency causes an energy crisis in the nation. China, bordering on collapse, becomes more aggressive in its trade talks with the United States. The United States' unwillingness to export oil to China leads to a breakdown in talks between the two countries.
Summer: Adding further insult to the Sino-American relations, the first crude fusion cell is unveiled, one of the results of the power armor project. Devices designed for the fusion cell begin to be manufactured. Incorporating fusion power into the general U.S. infrastructure begins, but the process is too slow to supply power to the regions that need it. Nearly eleven years later, few sections of the United States were supplied with fusion power.
Winter: In the winter of 2066, China invades Alaska. The Anchorage Front Line becomes a true battleground.
Winter: As a sign of increasing tension between the two countries, Canada proves reluctant to allow American troops on Canadian soil or allow American planes to fly over Canadian airspace. American and Canadian tensions rise, but Canada eventually backs down, and U.S. troops pass through Canada. This sets the stage for the Canadian annexation in 2076.

Fallout 2 Lore / [Fallout 2] Timeline
« on: May 10, 2017, 06:46:16 AM »
Note that the Fallout world is not our own, but rather one that has diverged from ours soon after World War II. So, while it takes place in the future, it is not our future, but a future as imagined in traditional 1950s style science fiction. Note that the timeline is only for the chronological sequence of the Fallout world events. Just as with the Fallout World thread, this one includes all the dates ever mentioned and occuring in the world of Fallout for the reference.


Sometime after March 24, 1603, during the Tokugawa shogunate, Toshiro Kago is abducted by mothership Zeta from Japan.


Captain John Smith discovers Point Lookout.


Boston's North End is settled.


Concord is incorporated.


The Old Granary burying ground is established in Boston.


The Paul Revere House is built, the oldest structure in Boston.


The infamous Salem witch trials begin.


May 17: Andrew Endicott is abducted by mothership Zeta from his home in Salem.


The Great Fire of 1711 occurs in Boston.
The Cabot House is constructed in Boston's Beacon Hill neighborhood.


The Old State House is built.


The Old North Church in Boston is built.


Boston's Trinity Church is founded.


Peter Faneuil establishes Faneuil Hall and donates it to the city of Boston.


The Boston Massacre occurs outside the Old State House, where five American colonists are killed by British forces.
Paul Revere purchases his house in Boston's North End.


April 18: Lieutenant Colonel Smith marches with 700 British soldiers to Concord. Robert Newman climbs the Old North Church and lights two lanterns to warn patriots of the soldiers.
April 19: The American Revolutionary War begins with the Battles of Lexington and Concord.


July 4: The American colonies declare independence from Great Britain as the United States of America.


September 3: The Treaty of Paris brings the American Revolutionary War to an official close.


The Shamrock Taphouse is established in Boston Harbor.


The USS Constitution is finished at the Charlestown Navy Yard in Boston.


The Massachusetts State House is completed to house the government of the state of Massachusetts.


The Bunker Hill Monument is completed using granite from quarries in Quincy.


The historic Wildwood cemetery is founded.


April 12: The American Civil War begins.


April 9: The American Civil War is officially brought to an end.


The present day structure for Trinity Church is completed.


April 6 - May 14: Lorenzo Cabot discovers a ruined city in the Arabian desert in which he claims to be the lost city of Ubar. During the excavation, he stumbled upon an alien artifact and falls under its unstable influence.


Schoelt, a distributor of propane fuel, is founded.


June 11: Lorenzo Cabot is admitted to Parsons State Insane Asylum.


July 28: World War I begins.


Sunset Sarsaparilla enters production.
In baseball, Boston wins the 1918 World Series.
November 11: World War I comes to an end.


Lamplight Caverns is converted into a tourist attraction.


Vim! Pop Inc. is founded in Mount Desert Island in Maine by Herbert Reed.


March: Vikki and Vance begin their crime spree.


September 1: World War II begins.


December 7: The Attack on Pearl Harbor occurs. The United States declares war on Japan and officially enters the Second World War.


Sierra Army Depot is built. Its mission is to store and maintain a defensive supply of military ordnance. This mission continues until 1991.


The Los Alamos Nuclear Research and Development facility, codename: the Reservation, completes construction. Los Alamos becomes part of the research team for the Manhattan Project.


May 7: Germany surrenders to the Allied Powers, and World War II ends in Europe.
July 16: The first atomic bomb is detonated by the United States during the Trinity Test on the test site of Los Alamos National Laboratories, New Mexico.
August 6: The Little Boy atomic bomb is deployed by the United States onto the Japanese city of Hiroshima.
August 9: The Fat Man atomic bomb is deployed by the United States onto the Japanese city of Nagasaki.
September 2: Japan officially surrenders to the Allied Powers, and World War II completely comes to an end. Sometime between now and 1961, divergence occurs.

Fallout 2 Lore / Re: Fallout World
« on: May 10, 2017, 06:28:17 AM »

The West

The first part of The West is known as the 'Core Region'. It is mostly made up of New California. More specifically New California stretches from Baja in the south to Klamath in the north. It covers most of the West Coast of the United States, including California and parts of Oregon and Nevada. It is a largely inhospitable region, which is why most people have chosen to seek refuge in the ruins of the old cities, where they have found (relative) safety in numbers. However, as resources grew more and more scarce, people and creatures came to consolidate into groups of their own kind, so locations are far more homogeneous than one might expect from a world ravaged by mutation.

The ghoul population of New California was mostly clustered around old Bakersfield (Necropolis), but were scattered after an attack by the master's army. Most of the surviving ghouls eventually found a home in Gecko or Broken Hills along with humans and super mutants, both far to the north-east of their former home.

Super mutants were plentiful in the Mariposa area from 2102 to 2162, and they sent patrols as far as to Los Angeles. After the Master's defeat, however, most of them retreated to the east.

Humans are the dominant species of the wasteland, and their main cities in New California are The Hub, Los Angeles Boneyard, NCR, Vault City, New Reno and San Francisco.

As of 2281, most of New California is part of the NCR.

Mojave Wasteland

The Mojave Desert is now known as the Mojave Wasteland. The Mojave Wasteland is the second largest desert in North America, and serves as the primary setting of Fallout: New Vegas.

The Mojave occupies a significant portion of southern California, Nevada, and parts of Utah and Arizona.

Before the Great War, Las Vegas was the largest oasis of civilization in the Mojave, and New Vegas seems to maintain that reputation. 77 atomic warheads were launched at the city and surrounding areas, but due to an intricate system set in place by Mr. House, 59 were force disarmed, 9 were blasted out of the sky by a laser guided missile defense system atop the Lucky 38, and only 9 hit the surrounding desert, resulting in the local climate and wildlife being much less radioactive, if not radiation-free, than in other places in the post-atomic United States.

Most denizens attribute the region's survival to the Chinese betting against the House - and the House always wins.

The NCR is the most powerful faction in the area, with New Vegas being on the edge of the Republic's southern borders. Other significant powers are Caesar's Legion, the Great Khans, who before the NCR came, had a strong grip on the region, and a surviving pocket of Mariposa super mutants, called the State of Utobitha, and the Three Families that run casinos in New Vegas. The Brotherhood of Steel also have a small secret base in the area.

East Coast

While, strictly speaking, the "East Coast" describes the entire eastern seaboard of the continental United States, within the Fallout universe, it chiefly refers to the Northeastern US. Its major locations were the Capital Wasteland along the coast and, further inland, The Pitt.

The Capital Wasteland encompassed the ruins of Washington, D.C. and the surrounding wilderness. The city's downtown, though surrounded by rubble and accessible only through its Metro system, was a hub of activity. The Galaxy News Radio building was operational, its signal amplified by dish atop the Washington Monument. A contingent of slavers operated out of the Lincoln Memorial. Brotherhood of Steel paladins, Super mutants and Talon Company mercenaries fought to control the The Mall. The Museum of History housed a ghoul colony.

Just outside the city, the East Chapter of the Brotherhood of Steel had a base in the ruins of the Pentagon. Along the banks of the Potomac River, Project Purity operated out of the Jefferson Memorial.

The wilderness surrounding Washington, D.C. was home to various Vaults and settlements. Rivet City was the most successful settlement and was instrumental in delivering Aqua Pura to the area when Project Purity was completed. Vault 87 produced the region's super mutant population. Vault 101 was the home of the Lone Wanderer.

To the immediate south of the Capital Wasteland was the former coastal resort of Point Lookout. To the Wasteland's immediate west was Adams Air Force Base where the Enclave sought to rebase itself after the destruction of their original East Coast base, Raven Rock, by the Lone Wanderer.

The Pitt was the steelyard and surrounding area in the ruins of Pittsburgh. It was infested by Wildmen and trogs until a Brotherhood of Steel detachment led by Paladin Owyn Lyons cleared the area on their way to the Capital Wasteland. They left behind Ishmael Ashur, one of their own, who transformed The Pitt into a slave colony. Just outside were the settlements of Ronto and Monroeville.

The Commonwealth

The Commonwealth struggled to rebuild after the war. For decades, the survivors and students taking refuge in the basement of Commonwealth Institute of Technology began to continue pre-war research, eventually founding the Institute in 2110, 33 years after the Great War. During the following decades, the Institute began production of synthetic humans, or "synths" as they would later be known, eventually beginning production of the Gen 1 variant. At this time, the Institute had attempted to work with the inhabitants of the surface, but mutual mistrust quickly dismissed any possible cooperation, especially after the failed attempt at forming the Commonwealth Provisional Government. This disagreement resulted in the Institute retreating back underground and adopting a new set of principles: the eradication of all pre-war culture they blamed for igniting the Great War.

In 2130, Fenway Park was settled by a group of travellers, utilizing the stands as a 'wall' to protect against outside threats. As word spread about the settlement, it quickly established itself as a safe haven for those wishing to protect themselves against the mutated wildlife and raiding gangs in the area. Eventually gaining the name "Diamond City", it became one of the largest communities within the Commonwealth, even developing a social divide between the "Lower Stands" and the "Upper Stands".

As the post-war state continued to slowly rebuild, the various attacks by super mutants and raiders culminated in the various communities forming the Commonwealth Minutemen, a citizens militia comprised of volunteers from allied settlements. Originally rising to prominence in 2180 for defending Diamond City against an attack of super mutants, internal strife and tension caused the organization to disband following the Quincy Massacre. As a result, the Commonwealth lacked any real form of organized administrative control besides scattered settlements across the region, all while the Institute became known as the local 'boogeyman,' as local fears of being 'replaced' by a human lookalike synth caused paranoia and panic.

The Commonwealth suffers from terrible radiation storms caused by the Glowing Sea, the area hit by the nuclear weapons that destroyed much of the region. During a storm, the sky turns a sickly green color while a thick fog moved in, limiting one's visibility. These storms behave in the same manner as thunderstorms, with every "strike" emitting radiation across the land. Despite this, the Commonwealth appears to be a somewhat healthier area of the post-nuclear United States. The skies are brighter and clearer, and vegetation such as mutfruit and tato plants can be seen growing plentifully in the region, providing wastelanders with a source of food. The Commonwealth also sees regular rainfall, in a similar vein to Zion Canyon. The overall landscape is less blasted and scorched than other areas such as the Capital Wasteland — due to the fact that the Boston area never suffered a direct hit, with the nuclear explosion detonating farther southwest, in what is now the Glowing Sea. However, since the Commonwealth covers the entirety of pre-War Massachussetts, it is unknown whether the rest of the region has emerged as fortunate.


Factions in New California

There are very few factions in New California that aren't limited to one or two towns. After the defeat of the Master's super mutant army which was a major military force in 2161, the New California Republic became the most influential organization that unites several major towns, including Shady Sands (its capital, now known mostly simply as NCR), the Hub, Junktown, Maxson, and Dayglow. The NCR is actively trying to unite California under a single government. Though seemingly successful, they have and are currently meeting heavy resistance, such as Caesar's Legion to the east as well as various raider gangs.

In contrast, the Brotherhood of Steel is a mysterious techno-religious organization, with roots in the US military. While few in number, they make up for this with their arsenal of pre-War and post-war technology: They have laser weapons, power armor, surgical enhancements and combat implants. Unlike the NCR, the Brotherhood is not interested in conquests nor in saving humanity, but instead in keeping their secrecy and preserving and developing technology.

Prior to the rise of NCR, Unity was among the largest and most well-organized factions populating California. Comprised of the Master's mutant and human followers, Unity spread across New California, establishing churches and missions in many prominent human settlements. Following the destruction of Mariposa Military Base and the Master himself by the Vault Dweller in 2162, Unity lost most of its power and collapsed in upon itself without the dynamic vision of the Master to guide it. Surviving mutants fled east, while the Children of the Cathedral ceased to exist as an organized religion.

The Enclave, the descendants of the United States government that considers everyone other than themselves worthy of eradication, used to operate from an oil rig off the coast of California, but seems to have left the area after the destruction of its headquarters and when the NCR cleared them out of Navarro. It seems to have moved its base of operations from the west coast to the northwestern edge of The Capital Wasteland, inside of a sprawling underground maze known as "Raven Rock".

Factions in the East Coast

The most powerful faction in the Capital Wasteland was the Brotherhood of Steel. Originally an expeditionary force sent from the Lost Hills bunker in New California to re-establish contact with the Midwestern Brotherhood and to retrieve any advanced technology from the East Coast, they were later ordered to establish a permanent presence when they discovered of a large cache of technology in the ruins of the Pentagon (including the two-story high, super combat robot Liberty Prime). The expedition's leader, Owyn Lyons, changed their orders even more: instead of making the protection of technology their top priority, it would be the protection of people. While it endeared them to the area residents, they bore a heavy price. Their New California superiors cut them off from all support and a number of their own members splintered off to form their own chapter. In spite of their lack of support, they would be instrumental in securing the region's crown jewel, Project Purity, and crushing the Enclave remnants.

Possessing more advanced technology, (though lacking in leadership) the Enclave was a match for the Brotherhood. Like the Brotherhood, the Enclave in the Capital Wasteland originated from New California. Prior to their defeat in that region, Augustus Autumn's father led a detachment to Raven Rock in the Capital Wasteland to establish their presence in the area. A mainframe computer at Raven Rock, through the persona of John Henry Eden took over Enclave operations when the California Contingent was defeated. Like its California predecessor, they attempted to kill a majority of the area's residents through a lethal toxin but were stopped by Lone Wanderer and the Brotherhood of Steel.

Rivet City was the most powerful, native faction of the area. Located inside a beached aircraft carrier, they were the region's most developed and scientifically advanced settlement. Their fame was well known throughout the region. It boasted a well armed security force, a research lab and museum. After the Enclave was driven from the Jefferson Memorial, Rivet City security was responsible for distributing fresh water throughout the region.

In the surrounding wilderness, the settlements of Megaton, Tenpenny Tower, Canterbury Commons, the Republic of Dave, Little Lamplight and their exiles in Big Town scratched out a living. Although the Brotherhood established a modicum of security, enough to establish some trade, they would still be troubled by super mutants, raiders, slavers and mercenaries.

However the factions on the east coast aren't limited to the Capital Wasteland. The Pitt, A large settlement to the north of the Capital Wasteland, has its own army and established society, led by Ishmael Ashur, a former member of the Brotherhood of Steel. Ashur uses slaves to help rebuild The Pitt, as it has the only known working steel mill in post war America.

In the ruins of Boston (now known as the Commonwealth, former Commonwealth of Massachusetts) lies a mysterious organization, known only to the people of the wasteland as The Institute. They are infamous for their creation of synthetic human life, also known as androids. News of The Institute has spread far and wide, reaching places like the Capital Wasteland and The Pitt. The Railroad is a faction that opposes the Institute and works to free the synths they create.

Fallout 2 Lore / [Fallout 2] World
« on: May 10, 2017, 06:27:45 AM »
The Fallout world exists in an alternate timeline that completely diverged from the real world timeline after World War II. From this split until the Great War in 2077, a stylized representation of 1950s American culture (with more advanced technology) dominated the Fallout world. The science fiction anthology Worlds of Tomorrow, released during the Golden Age of Science Fiction in the 1950s, heavily influenced this representation.


Although the Fallout universe and the real world share a common timeline until about the mid 1940s, the defining moment of the Fallout universe was not until the Great War of 2077. On October 23, 2077, the United States, China, and other nuclear-armed countries commenced a brief but rapid exchange of nuclear strikes. Although the conflict lasted only two hours, the destruction it brought was staggering and complete: more energy was released in the early moments of the war than in all previous global conflicts combined.

The world that remained was harsh and unforgiving. 90 years after the Great War, humanity continued to survive, but struggled to do so. Above ground, small bands fought over the crumbling remains of once great cities while mutants prowled the irradiated wastes. Underground, a fortunate few enjoyed the relative safety and comfort of the Vaults, designed before the war, seemingly to protect residents from the nuclear destruction. Some sought to keep the world out, others to connect with and re-populate it. Wherever humanity survived it was under constant threat by psychotic mutants, rogue machines, vicious raiders, and all manner of hostile mutant creatures.

Most of the events of the series took place in the United States. The first two games - Fallout, Fallout 2 - were set in New California: the remains of the West Coast. The Master and the Enclave were the region's main threats. The third game, Fallout Tactics, took place in the Midwest- between the city of Chicago and Cheyenne Mountain in Colorado. The fourth game, Fallout: Brotherhood of Steel, took place in northern Texas in the town of Carbon and the ghoul city of Los. The fifth game, Fallout 3, was set on the East Coast of the United States in an area called the Capital Wasteland; this included the remains of Washington D.C., parts of Virginia, Pittsburgh and Maryland. The sixth game, Fallout: New Vegas, took place in the Mojave Wasteland which included parts of California, Utah, Arizona, and Nevada. Fallout 4 is set in the Boston, Massachusetts metro area, including notable landmarks in the City of Boston and the City of Cambridge as part of The Commonwealth.

This RP will be set in the age of Fallout 2. All the information beyond this era will be provided as a reference for the better understanding of the situation and current events and for help with designing characters from far away.

Major events

For the complete breakdown of all the events that had some impact on the world of Fallout, please refer to the Timeline thread.

Before the Great War

For most of human history, the Fallout universe and the real world shared a common timeline. However, in 1945, significant political and technological differences in the Fallout timeline set it on a different course. In 1947, the transistor was not discovered and miniaturization of electronics was neglected. Some time before 1969, in an attempt to mitigate the influence of Communism, the United States adopts a system of 13 Commonwealths. In 1970, China fails to adopt any free market reforms and ends up retaining a political and economic structure similar to what it had under Communist Party Chairman Mao Zedong. In 1991, the USSR did not collapse.

No major international conflicts would take place until the middle of the twenty-first century. In 2052, the oil rich Middle East nations raised oil prices causing the economic collapse of many smaller countries. The European Commonwealth (analogous to the real world European Union), similarly dependent on oil imports from the Middle East, begins the Resource Wars by responding with military force. The United Nations, weakened by its inability to prevent the conflict, attempts to intervene. Many of its member nations respond by withdrawing and the UN disbands that year.

The United States, supplied with oil from Texas and Mexico, escaped any direct impact from the Resource Wars. However, the U.S. would soon have significant problems of its own. In 2052, the Texas oil fields run dry, making the country severely vulnerable to energy shortages. In 2053, the New Plague begins to ravage the U.S. population, causing an estimated 200,000 deaths and prompting the government to close the country's international borders. Nuclear fears grip the country when, in the same year, Tel Aviv is destroyed by a terrorist nuclear weapon and, in the following year, warring nations exchange nuclear weapon strikes in the Middle East. In response, the Americans begin Project Safehouse: a series of underground Vaults designed to survive nuclear war or an epidemic.

In 2059, oil resources grow increasingly scarce. To secure the Alaskan oil fields the United States ramps up its military presence in that state, creating the Anchorage Front Line. Relations with Canada grow increasingly strained as the Americans press to have their military units stationed on Canadian soil to protect the Alaskan pipeline.

In 2060, the Middle East oil fields run dry. This not only ends the Resource Wars in Europe, but the European Commonwealth as well. Without a common enemy, the European nations begin fighting among each other for the remaining resources. Fossil fuels become too expensive to use in automobiles and alternatives begin to appear in the market. Advances in nuclear technology pave the way for nuclear fusion to replace traditional fossil fuel-based combustion engines in automobiles and other vehicles.

In 2066, the Resource Wars shift to the other side of the globe. China, their oil reserves exhausted and their economy near collapse, invades Alaska. America strong-arms Canada into allowing troops and planes to move across Canadian territory on their way to the Alaskan theater. Relations between the neighboring countries would continue to worsen as the Americans help themselves to Canadian resources, ignoring Canadian protests. Many Americans begin referring to Canada as "Little America." Their comments do not help the situation.

In 2072, the Sino-American War grinds on. While American power armor proves effective in localized conflicts, it fails to completely dislodge Chinese forces. The U.S. continues to demand more resources from Canada. When an attempt is made to sabotage the oil pipeline, the Americans (officially) begin to annex Canada. In 2076, the annexation is complete. Also that year Americans deploy the T-51b power armor to the Chinese mainland. The suits are highly effective and American troops cut a swath through Chinese territory.

In early 2077, the Americans reclaim Alaska but no armistice is signed. Those in positions to foresee the nuclear conflagration make final preparations: Robert House puts himself in stasis. The President and the Enclave retreat to the Poseidon oil rig. The American public, having been exposed to too many false alarms, largely ignore the warning sirens when the bombs begin to fall. Many Vaults are underpopulated as their doors are shut.

In the early hours of October 23, 2077, the world - as everyone knew it - ended. Missiles and bombs rained from the sky, engulfing the world in flames in an event that would become known as the Great War. Cities and nations fell, and humanity descended into a nuclear Dark Age. Many believed it was the end of human civilization, but instead it was simply the beginning of a new and bloody chapter.

The Post-War world

The collapse of global civilization made it impossible to ascertain the full extent of the damage brought by the nuclear bombs. As viewed from orbit, there were clear signs of a global catastrophe, and much of the world's oceans were tinted green by radiation. The Great War's enduring legacy was the radiation that spread in its wake. Many of the plants and animals that survived the nuclear fire were killed by the irradiated rain that fell a week later. Of those that survived, many were mutated by 2080.

The American mainland was reduced to wasteland. Most major American cities, with a few exceptions such as Pittsburgh and Las Vegas, were razed by the bombs. Even the surviving cities were reduced to hellish ruin as society rapidly disintegrated. Although the Vaults were never intended to preserve the entire American population, enough of their residents and technology survived for them to jumpstart civilization when they opened.

New California benefited the most from these early openings. In 2083, Vault 12 established Necropolis in Bakersfield. Eight years later, Vault 8 established Vault City in Western Nevada, and the following year, the LA Vault established the Boneyard in Los Angeles. Fifty years later, in 2142, former residents of Vault 15 established Shady Sands northwest of Necropolis.

The Mojave Wasteland was another incubator of civilization. This was due in no small part to Robert House's preparations; his secret missile defense systems ensured that Las Vegas and the surrounding desert were hit by fewer bombs than anywhere else in the region, and as time passed the city was rebuilt through the combined efforts of House, the local tribals, and residents of Vault 21. Its infrastructure was so far advanced that by 2281 it was, according to House, within a century of being able to launch a colonization spaceship.

In the east, the Capital Wasteland was also left surprisingly intact. Although unable to compete with the more advanced societies of the west, it was nonetheless able to support a local radio station, caravan routes and a large-scale water purification plant.

Similarly, The Commonwealth of Massachusetts and Boston were left relatively unharmed, being struck by only a single, high-yield nuclear weapon in an area that came to be known as the Glowing Sea. Like the Capital Wasteland, it too supported caravan infrastructure, regional radio broadcasts, and other such amenities.

As these regions rose from the ashes, so too did new societies. The New California Republic was established in 2186 and would control all of New California a century later. The Brotherhood of Steel was founded days after the Great War and would become a technological powerhouse by 2150. The Enclave - descendants of the United States government and military-industrial complex - made its presence felt in New California in 2237 and then in the Capital Wasteland in 2277. The Rome-obsessed slavers of Caesar's Legion arose in 2247, forged from the conquest of 87 tribes, and would control most if not all of Arizona and New Mexico, along with some holdings in eastern Utah and parts of southern Colorado.

While very little is known of the world beyond the former United States, things seem to be significantly worse in Great Britain and Ireland than in North America, as inhabitants of the Isles often emigrate to the American wastelands in search of fortune, opportunity, and a better life.


The distinctive creatures in the Fallout world arose after the Great War and were the result of exposure to radiation or the Forced Evolutionary Virus, or both.

Radiation led to the spontaneous rise of many new species three years after the bombs fell. The new species were larger, hardier and more dangerous than the animals and insects they mutated from. Radscorpions, giant ants, and brahmin descended from scorpions, household ants and cows, respectively.

Heavy exposure of radiation mutated some humans, who possessed a particular genetic trait, into ghouls. Although their decaying skin gave them a frightening, almost inhuman appearance, they generally retained their mental faculties: their ability to reason and communicate were left intact. Ironically, despite their physical decay they had heightened senses and longer lifespans, much longer, probably verging on the nigh immortality.

Varying degrees of exposure gave rise to diversity within the ghoul community. Ghouls exposed to prolonged radiation poisoning lost their intelligence and mutated into feral ghouls. Longer periods of radiation exposure resulted in further degeneration into Glowing Ones - ghouls with heightened physical capabilities who literally glow in the dark.

The remainder of mutations were caused by the Forced Evolutionary Virus (FEV). Its origins lie in the years preceding the Sino-American War. In an effort to defend against a Chinese biological attack, defense contractor West Tek initiated the Pan-Immunity Virion Project. The goal was simply to make the human immune system strong enough to resist any pathogen, natural or engineered. Some of the side effects, discovered during testing, were increased size and strength. The US Army seized the project in an effort to create a super soldier. They moved the project to the Mariposa Military Base. They also sent a large sample to Vault 87 on the East Coast as part of the Vault Experiment.

Following the Great War, Mariposa was abandoned--the surviving leadership having left to form the Brotherhood of Steel. After laying dormant for 30 years, the base was rediscovered by Richard Moreau, an exile from Vault 8. After realizing that the FEV could be used to create super mutants, he attempted to raise an army but was defeated by the Vault Dweller.

Despite the destruction of Mariposa base, a sample of its FEV was claimed by the Enclave. Using slave labour kidnapped from nearby Redding, the Enclave excavated Mariposa. Those slaves inadvertently exposed to the FEV mutated into a new batch of super mutants.

On the East Coast, the FEV sent to Vault 87 was used to create that area's own variety of super mutants. Shelton Delacroix, a Vault 87 security officer was forcibly exposed to and mutated by it. While the mutation process took away much of his intelligence, he was, astoundingly, able to reclaim much of it by studying the Vault's database. The FEV also made it into the hands Weston Lesko who inadvertently, but tragically, used it to mutate giant ants into fire ants.

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