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Fandom Fallout: Orleans

Borkus Lazorus

Senior Member

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War. War never changes.

Neolithic cavemen murdered each other out of cold blood like the tales of Cain and Abel of old. Genghis Khan founded the greatest empire in North-East Asia, its foundation the corpses of millions of innocents. Hitler and the Axis Powers were the catalyst of the biggest war that hit the 20th century.

Lust. Hatred. Greed. Envy. Pride. Violence. These conflicts and wars all stem from these vices of humanity.

In some twisted sense of cosmic karma, it was these same vices that caused these wars led to the downfall of humanity. In the 21st Century, the Resource Wars happened. International treaties became forfeit. Sovereignty ruled over cooperation. Everything was squandered on the next deposit of oil or a underground vein of uranium. Peace became an illusion, a distant afterthought. Countries fell apart. Wars tore the environment asunder.

Until humanity really, finally did it. Nobody knows who pressed the button first. In October, 2077, on the precipice of humanity's technological advancement, the horrors of Einstein's nightmare became world-wide. Oceans boiled into great empty deserts. The land became blighted and uninhabitable. The skies fizzled away as spears of atomic fire rained down and cleansed the world.

A quiet darkness reigned over several years. But humanity is stubborn. Humanity does not give up so easily to a event like this.

Over thousands of lives were spared, thanks to the works of Vault-Tec and their underground proprietary state of the art underground fallout shelters, havens from the hell of the wastes. These inhabitants set out once those great cog doors opened, establishing villages, laws, fledgling settlements on the husk of the old world.


As the centuries passed, what had been the American Gulf Coast was reclaimed by a massive swamp land , the Bayou, a Darwinian ecosystem created from an unholy matrimony between the Mighty Missisippi and the pollution of the pre-war world. Some say that it is sentient, growing beyond its borders and its menagerie of mutants seemingly inter-connected under one mind. Tribes and civilizations have been swallowed and devoured by the Bayou. Few could survive in it, with a lack of resources and no hope. There was no kindle or spark needed to fuel the fires of civilization in the Bayou.

That was, until the coming of the First Consul. A man who rejuvenated and united the tribes and neighborhoods of the once great city of New Orleans under the vision of Liberté égalité fraternité. The First Consul dedicated his vision to old world values of freedom and progress of the French Enlightenment. As progress grew; so did the city. Streets were cleared, neighborhoods reclaimed and the Bayou was forced back into its watering hole. It was a golden renaissance of englightenment and progress, with visions of future liberalism and exploration soon to be squandered by the First Consul's heir and daughter.

Taking the name, Napoleon, as tribute to old world conquerers, she saw a different path to civilization. Soldiers were raised, monarchies were created and the slave trade, the shady past of Orleans, was revived. The Orlean Republic became the Orlean Empire. With an ambitious vision of conquering the netirety of the Gulf Coast under her name, Napoleon reached out to the ruined city Baton Rouge as her first prize.

Then, another old world relic steps out on the chess-board. The Enclave. A para-military fascist organisation dedicated to the values of pre-war America, democracy and the First Constitution. Declaring Napoleon as a terrorist to the sanctity of the United States Commonwealth, the Enclave promises the inhabitants of the Bayou a return to a democratic republic and old world standards of living.

With advanced technology beyond Napoleon's comprehension and support from the desperate and destitute locals, the Enclave took over Baton Rogue in an instant. But Napoleon rallied, calling in allies and support from across the region, flying letters to those who could sympathies with her cause. These motley band of factions joined together and halted the advance of the Enclave. The final domino falls down when an alliance of maritime merchants and pirates known as the Blue Water Monopoly sail into the waters of the Gulf. Having originally come to attack Orleans and preserve their sea-faring monopoly, the Blue Waters saw an opportunity to profit from the war by ensuring neither side could best the other. Exhausted and overstretched, neither the Orlean Empire nor the Enclave could reject the new status quo as the city was split betweeen them along the Mighty Mississippi.

Seven years have passsed since the initial invasion and the position of all sides has solidified despite sporadic in-fighting and corruption. While Napoleon rebuilds her Grand Army from the French Quarter, Governer Hans rebuilds teh region under Enclave rule in a bid for legitimacy and support from the undeided masses. Amongst it all, Blue Water merchants and mercenaries profit from the simmering conflict by selling their services to both sides while preventing either from gaining a decisive advantage. There is a sense of detente across the entire region, peace.

For the meanwhile. All it takes is one wrench in the gears.

You have heard many stories in the wastes. Legends. A tussle in the ruins of California over who would be the dominant species in the USA. The last, corrupted vestiges of humanity destroyed by a chosen one. The waters of life flowing freely in the East. An on-going game of poker between great players in a city of vice.

This is a story about a crew. The crew of the finest ship in Bayou history, the Way-point. A crew of Navigators who have sailed from the Bayou and the shores of the Gulf Coast, transporting people and cargo to their destination. Just yesterday, a young woman paid you a vast sum of caps to take you deep into the Bayous north of Orleans, where the Orleans Empire and the Enclave struggle for each other.

It should have been the biggest break for your crew. But, now, the sound of boats approach your own, you have a feeling that your luck is about to take a turn for the worse.....
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What is Fallout: Orleans?
Fallout Orleans is a home-brewed setting adapted for a post-by post roleplay. It is, without a doubt, one of the best world-building attempts in the Fallout Universe that I have ever seen. Fallout Orleans take place about a decade and a half after Fallout 3 and a decade after Fallout New Vegas. The genre has shifted from desolation to growth, counter to Chris Avellone's future of a Fallout universe existing in a constant turmoil of post-apocalyptia. Empires and new world governments are arising out of the ashes and a crew of sailors (role-players) will shift the balance of the Bayou to one of the many factions situated there.
Bayou Wasteland
New Orleans (Center)
The kernel of civilization in the Gulf. New Orleans dominates the region as its main settlement. Rubble mountains, military roadblocks and barricades and the mighty Mississippi keep the city divided. Outside of some contested strips, the Enclave generally owns the city west and south of the Mississippi while orleans still holds the North and the East. Both banks of the Mississippi are effectively a deadlock of machine gun turrets and sniper posts. Eastern Orleans is a built-up urban area while Western Orleans is a canyon of ruined skyscrapers and uncleared rubble.

Lake Pontchartrain still exists as well as the I-10 highway. The major disputed zones are the I-10 to the northwest. There is a warzone stuck between La-Place and Kenner. Bomb craters pocket the ground. South-East of the city lies a three-way deadlock between multiple factions.
The Flatlands (West)
West of Orleans is generally more flatter terrain. During the days of the First Consul, the Flatlands were used as a staging area for the production of civilization in New Orleans as it was used for farmland, living space, harvest of raw materials and to re-open the river for trade with the pre-war factories along the river. This is for the purpose for re-connecting with the far-off Baton Rogue.

The Flatlands, after the Enclave-Orleans War, is under the control of the Enclave with various reclaimed settlements ,reestablished infrastructure and pre-war chemical plants and factories under their control. It is a land under constnat redevelopment with a number of intact and repaired roads outside of Orleans.
The Hills (East)
The Hills is a land of uneven terrain with hills, seaside cliffs and where the bayou was beaten back with limited success. It is dotted with massive coastal fortifications and hill-bunkers, remnants of wasteful government expenditure in pre-war New Orleans to combat social unrest. These man-made structures could be mistaken for actual hills. The East is an extension of Orleans and its allies. Military training camps and garrisons exist to train draftees and tribals.
North (The Bayou)
The Bayou is a large teeming-swamp like ecosystem that exists up to the north of Orleans. Its biomes vary from jungle, to marshland to dry marsh to swampland's. It is a mixture of wet and dry, the drier parts of the Bayou being less dangerous than the wet.
South (Coastline and Ocean)
The South is an area that is mainly dominated by the Blue Water with all settlements and communities under Blue Water ownership. There is an effective blockade on New Orleans with the Blue Water controlling the major waterways.

Post-war erosion and time have seen the coastline creep north. To the east of Orleans, the urban extensions of the city have sunk into the ocean as a mix of submerged buildings. To the south-east, various pre-war environment reserves and wildlife preserves have become estuaries and brakish swamps known as the Marsh that are a battleground for all three factions. Off-shore, various boats can be seen in the distance.
Factions
Major Factions
There are three main major factions in Fallout: Orleans, consisting of the new and the old from the Fallout Franchise.

The Enclave
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The Enclave are radically different compared to their past precursors on the East and West Coast. After suffering humiliating defeats at the hands of the locals, despite their advanced technology and martial training, the Enclave is looking to make one last grab on the only piece of American territory that could possibly have: the South. This may the Enclave's last chance at rebuilding north-american civilization in their own image.

The Enclave no longer consists of the best of the best. It consists of survivors of those from the failed West Coast and East Coast campaigns and are not the boogeyman of the Wasteland anymore. There are survivors with few of the advantages they once had.

The Enclave can no longer cling onto the outdated ideals of eugenics or rely on advanced technology or assume that its opponents are primitives. It has undergone a new paradigm shift in terms of ideology: that only the pre-war strengths of America; freedom, restraint, power and purpose will bring America and a new Orleans into being.

Governer Samuel Hans is the leader of the Gulf Coast Enclave. Although he is not technically the highest ranking officer in Enclave command, he has gathered a lucrative and desirable power base that makes him the de facto face of Enclave authority. With support from some of the highest ranked Enclave leaders, a deliberate policy of fostering relations with the public and personal command of a new and mysteriously activated Enclave Marines, Governer Hans runs the Enclave occupational administration and sets local policy through his influence of the occupational bureaucracy. A veteran of D.C and a public critic of President Dick Richardson's attempts at mass-global genocide, he has been described as an idealist by old Enclave politicians and veterans for his efforts in integration.

Unlike most idealists, he has something to show for it. Captain Hans has had a list of successful accomplishments that had led to the survival of the Enclave; such as brokering a truce between the Enclave and the Brotherhood of Steel, thereby reducing the Brotherhood to nothing more than a squabbling neighbor. Against the most treasured of the Enclave's policy, Hans has begun the recruitment of locals into the reconstituted National Guard from his office. Hans has also made efforts to target the discontent within Napoleon's empire, disrupting the slave trade and turning former slaves and laborers to his side. Hans efforts have made the Enclave tolerated by the locals of the region.

Belle is Han's right hand woman, secretary, problem solver, assistant, handy-woman, whatever you want to call her. Hans counts on Belle to be his third hand. Belle is a deadly operative and is able to accomplish things that most wastelanders couldn't. Belle is the leader of the Enclave Shadows: a group of loyal problem solvers who answer to Hans and Hans only. In recent months, Belle has dissapeared off the grid. Many of Hans dissidents hope that Han's personal confidant is permanently missing in action.

In truth, Belle has just returned to the vicinity of Orleans after a long mission and has come back to complete a mission of extreme importance.

The Orleans Empire

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The Orleans Empire has gone through two periods of rule. Everyone agrees that the first period of rule by the First Consul was better than the modern period of rule by Napoleon. The Orleans Republic, under the rule of the First Consul, was a far-sighted politician who unified the city by politics rather than with conquest and set up institutions that would help the city persevere for decades to come. His daughter took the city after his death, and christened herself Napoleon.

Napoleon has been counter-productive to the wishes and visions that the First Consul had of New Orleans. She mostly uses the Enclave as a scapegoat for her shortcomings and flaws. Her policies and decisions have been criticized by many of those who lived under the era of the First Consul's rule. While Orleans has always been an importer of slaves, this diminished under the First Consul's rule, where it was regulated and slaves were restricted to public work projects to improve the city and guaranteed emancipation and citizenship for every slave after five years of work. Under Napoleon, slaves are still treated well by the standards of past-slave trade but the trade has exploded into one of the Orleans empires chief economies. The First Consul ran a newspaper industry to inform the city. Napoleon warped it to become her personal propaganda bureau. The First Consul established a shipyard for trade and exploration of the seas. Napoleon cares more about controlling the rivers of the continent. The First Consul's vision of a democratic and egalatarian, liberal society is being replaced with Napoleon's vision of a nobility system, with her at the tippy-top.

Napoleon is not your usual tyrant, however. She is an enlightened despot and her militarization prepared the city to be able to resist the Enclave. Most of her actions have resulted from a decade being under the shadow of her father's accomplishments and a deep desire to match them. Unlike her father's propensity towards politics or science, Napoleon had a talent for war and imperialism. Napoleon is anything but an ineffective ruler as well. She had maintained the city of New Orleans for years against the Enclave and she has maintained the active support of people in the Bayou. The Orlean nationalistic culture has survived and prospered under the rule. The underestimation of Napoleon's abilities have been the undoing of many a faction.

However, new developments in the form of a Bayou crew entering harbor may enable a decisive turnaround and a possible victory for the Orleans Empire.....


The Blue Water Monopoly
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The Blue Water Monopoly is made up of a conglomerate of pirates, mercenaries and privateers. The faction is sub-divided into a number of small groups, each with their own ideologies and intricacies.

Firstly, the Brown Water pirates are the bayou pirates that have reigned in post-apocalyptic New Orleans from the North. They are the oldest of all the pirates and despise multiple factions; the Orleans Empire for taking away their power base, the Enclave on general principle and the Blue Water Pirates for stealing land from them. The Brown Water pirates closest approximation is a loose collection of redneck radier gangs who attack anyone who get too close. There have been multiple blood-feuds in the Brown Water Pirates for decades.

The newer and more organised group is the Blue Water Monopoly. They are a group of slavers, mercenaries and merchants who have a monopoly on all water travel through the Gulf. They are unified under a corporate board of sorts for collective decisions. The de facto leader of the group is Captain Nemo, leader of the biggest, otughest and strongest pirate group of them all, which consists of super-mutants. Contrary to most wastelanders view of Super Mutants, Captain Nemo is incredibly intelligent and savvy about the inner political wet-works of the Bayou. He is one of the big players who is responsible for the status quo in the Bayou for the last few years.

The Blue Water Monopoly was formed to stop the threat of the First Consul's attempts at building a merchant navy and shipyard that could rival their own. The Blue Water Pirates arrived during the Enclave-Orleans War and set up shop to profit from the chaos. Selling their goods, slaves and mercenaries toboth sides, the Blue Water Pirates made a veritable economy of the famous terrible war that struck the Bayou. It is one of the primary influences of the war and the factions are aware of this but are unable to do anything. The Enclave and the Orleans Empire are too reliant on the Blue Water Monopoly to do their dirty work and frequently hire pirates to boost their numbers. The manipulation of the Blue Water Monopoly is the reason why war between the Enclave and the Orleans Empire still broils. It is common for the pirates of the Blue Water Monopoly to bertray the stronger and favor of the weaker as well and take opportunity wherever they see fit.


The Blue Water pirates control all coastal shipping reaching Orleans. They have a monopoly on the Aqua Pura trade from D.C, they are said to be able to trade with Caesar's Legion and the NCR. THe Blue Waters hold a number of notable locations with the best bazaars and entertainment for those who have a treasure chest of caps to spend. The Blue Waters charge a local navigator a protection to sail in the Orleans area; including your crew.

Now, however, your crew has been hired by a certain woman and the status quo is looking to shift once more....

Minor Factions
The Gulf Coast Brotherhood of Steel

The Brotherhood of Steel are a relatively recent arrival in the Gulf Coast Region, dating to the era of the First Consul. The Gulf Coast Chapter of the Brotherhood of Steel traces its orgins from the Brotherhood Outcasts of D.C. As the Outcasts became less tolerated by the citizens of D.C for their salvaging activities, the decision was made to emigrate to the Gulf Coast, where records indicated untapped stores of pre-war technology. The Outcasts left D.C and struggled through the Bayou, suffering many losses and tragedies along the way, before reaching Orleans in time for the consolidation of New Orleans.

Despite the Outcasts xenophobia, the First Consul was ultimately able to find common ground between the Outcasts and New Orleans. With no interest in military technology, the First Consul allowed and invited the Brotherhood to gather and guard dangerous pre-war technology across the region and provided them help in the gathering of technology. In exchange, the Brotherhood was happy to remain uninvolved in Orlean politics, pacify energy-weapon wielding gangs and offered small amounts of technological help to the First Consul’s reconstruction efforts of New Orleans. It was a disproportionate exchange in favour of the Brotherhood.

The arrangement with the First Consul was in many ways appropriate for the ideology of the Brotherhood. Orleans was free to grow and thrive in piece, protected from the threat of advanced technology. The Outcasts grew and became progressive; allowing adoption and assimilation of orphans and outsiders into their ranks. The relationship between the First Consul and the Brotherhood became so close that when he died, the Brotherhood sent an honour guard out of respect.

Ties cooled with Napoleon and when the Enclave invaded, memories of D.C came back and the Brotherhood would not let the Enclave get their grubby mitts on New Orleans. The Brotherhood turned lower Orleans into a warzone with their powerful technology. Eventually, the Brotherhood was close to being wiped out. With Governer Hans cease-fire agreement, the Brotherhood remained a neutral party, rebuilding its strengths and desperately trying to avoid the outbreak of another war. This has led friction between the old and young generations of the Brotherhood; those who despise war and those who want war.

The Witch-Doctors
The Witch-Doctors are an unorganised rag-tag group of cult leaders, shamans, chemists and doctors. They are the main image of mystical spiritualism and wisdom that Orleans is vaunted for and they remain a feared and respected force across the Gulf Coast. They are reclusive and recalcitrant, being masters of dangerous arts from hallucinogenic and compulsive drugs to supposed necromancy.

Located in the depths of the bayou, each Witchdoctor is factitous and selfish, only looking to expand his or her own power base at the expense of their rivals. The witch-doctors have no formal power, but they have considerable cultural influence. They obtain fear and superstition in the eyes of normal man from tribals and the local populace of Orleans alike. Their necromancy is in fact a process of voodoo magic and science that allows them to turn any human into a ghoul and turn any ghoul into a pliable voodoo-zombie slave. Witch-doctors have been known to use this process as a means of increasing thier power.

Witch-dcotors are neutral-minded players who prefer to play off the other factiosn for their own gains. Orleans and its imperialistic tendencies threaten the influence of the Witch-doctors while the Enclave is responsible for removing the mystery behind most of their magic. This has led to the Enclave being interested in the necromancy and voodoo processes of the Witch-Doctors, believing them to be a means of winning the war with the Orleans Empire.

The Hidden Village
The Hidden Village is a village of spies and assassins living hidden among the coast. Originally a pre-war Japanese movie set placed in the artificial hills of the city, survivors of the nuclear holocaust established themselves there and emulated the depictions of Japanese society. While keeping their settlement hidden via secrecy, the Ninja would go out into the city and Bayou to spy and gain resources for their own advantage.

The Hidden Village have a long but unknown history in Orleans where they have constantly infiltrated and manipulated the geo-political field of Orleans to keep the existence of their village safe and have assassinated officials to prevent unity. It wasn't until the emergence of the First Consul that the Hidden Village stopped its activities and retreated away to their own business.

The Ninja have secretly offered their services to both the Enclave and the Orleans, spying for both of them so that in turn, none may win and the Hidden Village may be spared. The Hidden Village remains elusive as ever, only a few people knowing of their existence or how to contact them.

Followers of the Apocalypse
The ultimate group of altruistic Samaritans in the wasteland, they have seen better days. In the beginning, they were a huge supporter of the First Consul who invited and encouraged them to build a presence in the city. Their hopes for a liberal and democratic society were dashed when the First Consul's daughter, Napoleon, began shifting New Orleans towards a more militaristic and authoritarian society. Likewise, Napoleon has a dislike of the Followers for their outspoken criticism of her rule. One protests too many and the Followers were booted out of the city of New Orleans, much to the pleasure of the nationalistic Orleans.

The Followers remain but they have a complete lack of support. Their dwindling lack of doctors, resources and supporters over-time has led to a schism, resulting in the faction known as PEEWE.

The Followers now run a clinic in Enclave territory at a refugee camp. Operating under the auspice of the Enclave, their position is fragile. The Enclave only allows them to treat Enclave-aligned residents and provides resources as necessary, but strictly prevents them from treating neutral or Orleans-aligned refugees. Execution and arrests follow for Followers who break this contract.

The Followers despise the terms of their contract but have little choice. They remain a charitable organisation who is slaved to the war machine of the Enclave.

PEEWE (People for the Ethical Enjoyment of Wasteland Enviroments)
PEEWE is an acronym popularized by the Enclave, referring to a splinter faction fo the Followers of the Apocalypse. Disillusioned with the lack of support from humanity itself, these former Followers devoted themselves to a nobler , selfless and more appreciative target of their efforts: Mother Earth itself. Advocating a more sustainable co-existence with the wasteland, PEEWE advocates an approach to living akin to the peace and harmony of nature.

Unlike pre-war America, though, endangered species in the Bayou taxonomy and eco-system include mutated tank-ripping chameleons and cannibalistic plants. However, despite their...strange beliefs, PEEWE is tolerated more than the Followers. PEEWE scientists and members have spearheaded conservation efforts to make better and more efficient use of the Bayou resoruces, awareness to Bayou dangers to mitigate the threat and research efforts to use the Bayou resources for the benefit of New Orleans.

These boons of having PEEWE by your side generally outweigh the disadvantages of having a activist group in your government. PEEWE commonly protests any reclamation, industrial, domestication or nature project that harms the environment in some manner. The scale and severity of these protests range from harmless to violent to logical to ridiculous.


The overall maxim of PEEWE is that the Bayou should be respected and utilized as an ally and that we should work with nature instead of working against it.
Gulf Coast Regulators
The Regulators are a private vigilante group that have cropped up around the Wasteland from time to time. The Gulf Coast Regulators have existed as long as the birth of the First Consul. Like their brethren in the Capital Wasteland, the Regulators are well-intentioned people who have dedicated themselves to stop people from killing others by killing them in return. This has caused them to be in major conflict with about every major faction possible.

The Regulators are an organization in decline, a legacy of the bayou frontier that has diminished with the establishment of civilization. Once lionized and honored as a force for good, early and proud supporters of the First Consul and key allies against the bayou pirates and gangs, the current standing of the regulators in the eye of the public has changed from: Hell yeah! to Why are even here in the first place? Once, in a lawless world, the Regulators could have been useful. Now, with the presence of law-keeping institutions created by Napoleon and the Enclave, there is little to no use for the Regulators. The outlawing of vigilantism has also created severe problems for the organisation as a whole.

The Regulators are a shaggy dog. They've picked fights with the Blue Water, Napoleon and the Enclave and have lost. The Regulators now only exist in the fringes of the Bayou, only occasionally making inroads to New Orelans and more concerned about frontier justice than the overall conflict. They make sure the little guy doesn't get hurt in the process while all the big guys are duking it. Their main arch-nemesis is Littlehorn and Associates whose aims and views are the direct anti-thesis of the Regulators.

Littlehorn and Associates
Criminals usually have an original goal behind their sin that was slowly warped over-time. It could have been the pursuit of money, revenge, protection or merely loyalty. There's the rare exception, though.

Some men just want to watch the world burn. Such as Daniel Littlehorn for example. Daniel Littlehorn is one of the most terrifying, richest and influential men in the wasteland. He is the owner of the Talon Company and a partner and prominent investor of Blue Waters. Littlehorn and Associates is determined to create suffering in the wasteland through the power of greed and cold hard caps.

Littlehorn is responsible for the formation of the Blue Water Monopoly, back when he was in the Capital Wasteland. It was Littlehorn and Associates who found Captain Nemo in D.C. It was Littlehorn and Associates who backed the recruitment of supermutants into a pirate gang. It was Littlehorn and Associates who allowed mercenaries from the Talon Company to form the Blue Water Monopoly. Littlehorn has a way of always finding a deal that makes sense, yet, always leaves someone else worst off. He is a valuable ally of Captain Nemo.


Red Lantern Network
The Red Lantern Network is seen as a collection of whore-dens, cat-houses and prostitution rings with a sorority of professional mistresses and prostitutes from all over Orleans. Led by Madame of the Red Light District, this guild of ladies and gentlemen have places all across Orleans, below notice and hearing more than the unaware realize. Countless secrets, pillow talks and deliberate discoveries make their way back ot the Madame. Countless rivals have been made low or blackmailed thanks to a careless word moaned out loud in the presence of a prostitute.

This makes the Red Lantern Network one of the chief allies and secret weapons of Napoleon. Napoleon has ahd a long history with the Madame, long enough that she considers the Madame a friend and advisor. When Napoleon was a young girl, the First Consul left Napoleon with the Madame to look after her. Raised by whores, Napoleon learned much from them and held them in unusually high respect. While the First Consul respected them and sought to help them away from the life, Napoleon legalized the profession and enacted penalities against those who would abuse or disrespect them.

Prositutes now exist across all of Orleans and many have sought out and passed out information to the Madame. This has made the Madame a proven ,reliable and valuable supporter of Napoleon and the de facto leader of Orleans intelligence capabilities. It is a relationship that has served Napoleon's rule well.

Bestiary
Bayou Bobcats
In the Bayou where anything at the ground level is Deathjaw lunch, cats that could climb trees filled the predator role. Bayou Bobcats are descendents of the few surviving pre-war bobcats that inter-bred with feline pets, the Bayou Bobcats are now Big Cats of varying sizes that will hunt anything short of a Deathjaw and in groups, they have been rarely known to take out one as well.

Bobcats vary in size and temperament. Some are as big as a brahmin while others are more traditionally sized. They bounce between solitary hunters or pack behaviour common amongst pre-war big cats. They can all climb trees and are remarkably silent. The first sign that you have a Bobcat in the area is if you are pounced and knocked down from above. Bobcats have extremely good olfactory senses and sight that have been mutated by the radiation of the Bayou to make them almost omniscient and impossible to sneak up upon.

Bobcats, like big cats of the past, can be tamed. Napoleon, the esteemed ruler of New Orleans, has a personal bobcat known as Catmeat, a gift from her father who has served as her lifetime companion and bodyguard. In the city of Orleans, their status as elite pets have given Bobcats an elite reputation, especially in their willingness to hunt critters.

Bog-Beasts
Bog Beasts are one of the primary prey species in the Bayou and a species that are harmless to humans - mostly harmless anyway. Bog Beasts are the Bayou equivalent of Bighorners in the West, only that they have...mutated somewhat differently. Instead of growing bigger horns and a shaggier coat, they have formed a symbiotic relationship with the plant life of the Bayou. Bayou plants derive nuitrents and water from the Bog Beast and whatever it eats. In turn, the plants remove toxins and poisons from the host and assist in defending it. The photosynthetic properties of the plant also provide short-term energy.

When a Bog Beast feels threatened, it shakes its body, lashing out its plant-like vines while plants begin to produce poisonous powders and short-range toxins. Bog Beasts can be domesticated and are primarily harvested for their meat, their milk, their coat of vines and the plants that grow on them.

Bog Beasts are literal walking gardens.

Coons
Coons are the post-war evolution of a Raccoon and maybe, a litlte bit of squirrel as well. They are small, quick and flightly, jumping from tree to tree. Coons are quick-pawed thieves but very small threats. Coons are at the bottom of the food pyramid, hunted by anything that can catch them. They are herbivorous and are unlikely to eat anything more than a rad-roach.

Coons are a low threat in terms of what can kill you in the Bayou.

Deathjaws
Deathjaws are literally, walking bipedal mutated aligators that are a distinct cousin to the Deathclaws. What they lack in claws they make up for their powerful jaws that act as their fearsome namesake. Their 7 foot long jaws are strong enough to crack and crush reinforced steel, their hide that can stand up to the toughtest of weapons fire and a poison resistance that allows them to walk into a Cazador hive without much problem. They are as slow as a leper on land but in water, they are one of the fastest beings alive, ripping wastelanders out of water-borne vehicles faster than you can say ' We're gonna need a bigger boat'.

Thankfully, Deathjaws are less aggressive than their cousins and will only attack when it's angered, hungry or when it generally wants to. Unless you trespass its territory, Deathjaws will be passive and let you go as long as you are cautious and respectful of it. On the other hand, Deathjaws are unable to tolerate any other nests or hunting grounds other than its own and so any competition is invaded and destroyed. The only predators that can co-exist with deathjaws are Bobcats and humans.

Deathjaws have also one other facet: they are able to be tamed unlike Deathclaws. They can be tamed at a young age and while it takes a long time for them to reach maturity, a fully tamed Deathjaw is a powerful mark of eltie hunters and Bayou wanderers.

Masters of the Deep
No one knows what the hell Masters of the Deep are. Mutated squids, jellyfish, octopi or sharks, these monsters are the alpha-predators of the salt waters and anything that falls into the sea is lunch-time for them. They are a symbiotic relationship with the mutated jellyfish that roams around the shores., the jellyfish acting as a beacon and a alarm for any living thing that enters the water.

Swimming is considered a risk in New Orleans due to these creatures. Wastelanders generally have five seconds to get out of the water before a tentacle from the deep wraps around their torso and pulls them into the murky depths. No one has seen the full body of a Master and only their clawed, writhing tentacles.
Basilisk
Yup. Snakes. Basilisks are the other predator of the Bayou. They are commonly eaten by Deathjaws and Bobcats but they are prolific enough to survive. Their sizes range from a feet long to over 20 feet long in length with tree trunk thick bodies when they are fully mature. Basilisks are highly venomous and can exert enough pressure with their coils to crush a steel drum. They commonly camouflage around trees, waiting for their prey to pass them before ambushing.


Rules

1. Players joining this RP must have considerable background knowledge in Fallout Lore and so forth.

2. No god-modding, meta-gaming, power-playing etc.

3. Be respectful and kindly towards one another.

4. A post should be of good quality and good writing material - a length of at least two paragraphs should do it.

5. No making custom factions. We are only playing with the factions listed out in the OP and nothing more. You can allude to factions but you can't create any new ones.

6. I am only allowing a group of 3-4 players to join this RP as part of the Waypoint's Crew. Perhaps, a co-GM as well.

7. Have fun.

Character Sheet

NAME -

AGE -

GENDER -

APPEARANCE

PERSONALITY

FACTION REPUTATIONS

BIOGRAPHY

S.P.E.C.I.A.L - [40 points - Maximum of 10]

STRENGTH -
PERCEPTION -
ENDURANCE -
CHARISMA -
INTELLIGENCE -
AGILITY -
LUCK -

TRAITS - [Up to Three]

-
-
-
EQUIPMENT

OTHER INFORMATION

CREW of the WAYPOINT

Borkus Lazorus - GM/Captain
rubycats rubycats - Recruit/Deckhand
AI10100 AI10100 - Recruit/Deckhand
Rysesaka Rysesaka - Recruit/Deckhand
Karcen Karcen - Recruit/Deckhand

THREADS
Character Thread
 
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I am also rather interested. Though I may be a little fresh to Fallout especially when it came to the previous games, I've collected information for quite some time.

If there's anything I don't understand, I promise to make extensive research about these.

That is, if you'll have me.
 
Ok here is a question the hidden village what kind of stealth do they use by that I mean is all natural stealth do the have stealth boys or maybe even a few stealth suits?
 
Ok here is a question the hidden village what kind of stealth do they use by that I mean is all natural stealth do the have stealth boys or maybe even a few stealth suits?

You know how Splinter and the mutated turtles became self-professed experts in kung fu after reading from a manual.

That's who the hidden village are. They're not meant to be historically accurate. They're meant to be caricatures of Japanese society.

Think of all the stereotypes like using smoke bombs, becoming invisible in the darkness and so forth. They use both a combination of natural stealth and use stealth boys as well.
 
I'll allow it, keeping in mind you can't have a fully grown Deathjaw or something like that because it would be ridiculous.

Yeah, wasn't planning on it. I figured something around an adolescent Bobcat that he's been raising for a while. I'm planning on making a Sniper character and he expects the Bobcat to have his back.
 
LianusJ LianusJ
Yang Xiao Long Yang Xiao Long
Dalamus Ulom Dalamus Ulom

Due to school-work, this RP will remain on hold. You are free to post your character concepts in the character thread, however. It will be a period of several weeks before I get back to this RP, though. I want to do this RP justice instead of half-assing it when I'm beset by schoolwork and other real life events.
 
LianusJ LianusJ
Yang Xiao Long Yang Xiao Long
Dalamus Ulom Dalamus Ulom

Due to school-work, this RP will remain on hold. You are free to post your character concepts in the character thread, however. It will be a period of several weeks before I get back to this RP, though. I want to do this RP justice instead of half-assing it when I'm beset by schoolwork and other real life events.
Seems reasonable. I will read over all you have here and work on a proper character concept then.
 
I agree. Seems reasonable. I wouldn't have it any other way. I'll work on a few character concepts and, if you're still accepting new characters, I'll see which one would add more to the party.
 

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