The Vault 57 campaign--->DM looking for players
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- Scarf-wearing n00b
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The Vault 57 campaign--->DM looking for players
Introduction
It's two years since the Master's defeat, and the Fallout world is getting back on its feet. The mutants wiped out most of the Hub, and the Kahns have found a new base. Shadt sands and Junktown are growing, and the people of Vault 13 are still arguing whether to stay or go. But you don't know any of this, cause you're still stuck in your vault, Vault 57, and it's still two weeks approx. till the door opens. Your job is to go out there, see what's up, and tell it to the Overseer.
Special-ness of vault
As most of us should know, the vaults were a giant conspiacy/experiment put on by the government (if you don't know, go beat Fallout 2). the vault under Necropolis was never sealed, one vault was left with a huge armory but no lock provided, some only one man/woman, etc. ect. The test here was subliminal messeging. A few months after the vault sealed, soft classical music began to play. Just music, no words. The citizens never found out where the music was coming from, but they never really tried anyway, since it was nice and soothing, and gave a 'refined' feel to their lives. Under the music, however, were the subliminal messeges. they basically consisted of stuff like 'kill' and 'purify by blood' and all kinds of other creepy things. The result? It gave the dwellers a slightly-snooty disposition, and the psychis of dry twigs. Needless to say, there have been alot of murders in the vault, and they have built a prison filling almost half a floor of the huge complex to contain the murderers. And it's all about to be unleashed on humanity.
Character Info/Mentality
The starting characters will be human vault dwellers, with possible secondary characters consisting of dogs. Others may be able to join later in the campaign if they wish to be another race. The vault characters' have some special traits that should influence their roplaying (you don't have to act this way, it's just background-ish stuff); due to the music and the subliminal messages, the characters should be upper-class acting, and have the Bloodthirsty trait. What is the Bloodthirsty trait? Well it's something I found in another PnP manual for Fallout, done by Mirjam Fetcher. It basically goes like this;
Bloodthirsty
Ok, if you have this, all you need to really know is that you hit harder (more damage), better (more criticals) and less (lower chance to hit). You have no real control over what you do, you just pick who to attack, and then you attack them using your strongest attack. Yoyu cant use items, run away, set up intricate battle strategies, or eat a doughnut. This happens when you shed someones blood in combat. You have to make blood come out, not just attacking them. So, you could smash someone in the chest with a sledge hammer, and not "shed blood". To exit this, you have to make a succesful INt check, temorarily losing an Int point till you pass out (0 int). You can stay in this craze as long as you want, but after all the enemies are dead, you will turn on your freinds and start wasting them. with a passion even.
Well thats about it, i hope to see some interest, and any feedback would be helpful.... unless its not.
It's two years since the Master's defeat, and the Fallout world is getting back on its feet. The mutants wiped out most of the Hub, and the Kahns have found a new base. Shadt sands and Junktown are growing, and the people of Vault 13 are still arguing whether to stay or go. But you don't know any of this, cause you're still stuck in your vault, Vault 57, and it's still two weeks approx. till the door opens. Your job is to go out there, see what's up, and tell it to the Overseer.
Special-ness of vault
As most of us should know, the vaults were a giant conspiacy/experiment put on by the government (if you don't know, go beat Fallout 2). the vault under Necropolis was never sealed, one vault was left with a huge armory but no lock provided, some only one man/woman, etc. ect. The test here was subliminal messeging. A few months after the vault sealed, soft classical music began to play. Just music, no words. The citizens never found out where the music was coming from, but they never really tried anyway, since it was nice and soothing, and gave a 'refined' feel to their lives. Under the music, however, were the subliminal messeges. they basically consisted of stuff like 'kill' and 'purify by blood' and all kinds of other creepy things. The result? It gave the dwellers a slightly-snooty disposition, and the psychis of dry twigs. Needless to say, there have been alot of murders in the vault, and they have built a prison filling almost half a floor of the huge complex to contain the murderers. And it's all about to be unleashed on humanity.
Character Info/Mentality
The starting characters will be human vault dwellers, with possible secondary characters consisting of dogs. Others may be able to join later in the campaign if they wish to be another race. The vault characters' have some special traits that should influence their roplaying (you don't have to act this way, it's just background-ish stuff); due to the music and the subliminal messages, the characters should be upper-class acting, and have the Bloodthirsty trait. What is the Bloodthirsty trait? Well it's something I found in another PnP manual for Fallout, done by Mirjam Fetcher. It basically goes like this;
Bloodthirsty
Ok, if you have this, all you need to really know is that you hit harder (more damage), better (more criticals) and less (lower chance to hit). You have no real control over what you do, you just pick who to attack, and then you attack them using your strongest attack. Yoyu cant use items, run away, set up intricate battle strategies, or eat a doughnut. This happens when you shed someones blood in combat. You have to make blood come out, not just attacking them. So, you could smash someone in the chest with a sledge hammer, and not "shed blood". To exit this, you have to make a succesful INt check, temorarily losing an Int point till you pass out (0 int). You can stay in this craze as long as you want, but after all the enemies are dead, you will turn on your freinds and start wasting them. with a passion even.
Well thats about it, i hope to see some interest, and any feedback would be helpful.... unless its not.
Last edited by Magik Hobo 4444 on Sat Jul 26, 2003 8:03 pm, edited 3 times in total.
Procrastinate now! Don't put it off.
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- Scarf-wearing n00b
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That sounds like a berserker!
Sounds like an interesting idea. Hard to make real friends in such an enviroment. There would always be a little hostility there.
You may need more of an incentive of just 'go out and look around.' How about a message has come through that another vault is planning an assault against your vault for control of supplies and possibly slaves (ofcourse the message is false and part of the experiment).
Sounds like an interesting idea. Hard to make real friends in such an enviroment. There would always be a little hostility there.
You may need more of an incentive of just 'go out and look around.' How about a message has come through that another vault is planning an assault against your vault for control of supplies and possibly slaves (ofcourse the message is false and part of the experiment).
I support everyones right to make a fool of themselves.
I just wish I didn't do it so often.
I just wish I didn't do it so often.
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- Scarf-wearing n00b
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well, my ideah was that the characters would have branching quests after the initial scout around thingy (but that's a coo ideah, thanks!) like, 'go set up trade routes with [town that was found] to show were freindly' or, 'take this gizmo and try to find the best place for implementation of our G.E.C.K.'
and alot of others i have cooked up, that will sound more exciting. and these will be more exciting than they sound.
Something else i left out; the campighn will take place in the Fallout 1-ish area, but most likely youll have to travel all north and stuff. The location of the vault is soemwhere SSW of Needles on the cool map.
and alot of others i have cooked up, that will sound more exciting. and these will be more exciting than they sound.
Something else i left out; the campighn will take place in the Fallout 1-ish area, but most likely youll have to travel all north and stuff. The location of the vault is soemwhere SSW of Needles on the cool map.
Procrastinate now! Don't put it off.
- halberd_john
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- Scarf-wearing n00b
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More? Well, im not sure if im gonna include Las Vegas Needles and Quartz in the game, but ill prly include Darwin city. Of course, arroyo isnt there yet cause the dwellers still wanderin around. Im not sure if i should include the Enclave either. If so the'yll just be beginning to mine out the military base, to give you an ideah of where there at... Dunno, mabye if i had some specific questions... im not gonna answer very many about quests though.
And yes, i do have alot planned out, and i can wing it perty damn good too :p
And yes, i do have alot planned out, and i can wing it perty damn good too :p
Procrastinate now! Don't put it off.
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- Scarf-wearing n00b
- Posts: 32
- Joined: Tue May 20, 2003 12:26 am
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- Scarf-wearing n00b
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- Joined: Tue May 20, 2003 12:26 am
- Cuthbert Allgood
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