The world has turned into ash and a cess pool of radiation. Through mankind's self-hatred, they used their most advanced weapons to preform mass genocide to their species and the rest of Earth's less intelligent ones. While some were doomed on the surface, a few were spared underground. Many thought they were safe in the vault. But no. They are very wrong.
Hello, this is my attempt to make a Fallout Vault RP game. The Vault's number will be voted upon the players and the experiment will be random. The vault will slowly build up to the tipping point of anarchy as said Experiment becomes more life-threatning.
Overseer: Head of all heads and operations on the Vault. Despite Overseers knowing the experiment, the Overseer believes the Vault is a normal one.
Head of Security: Head of all the Security officers and all security matters.
Chief Medical Officer: Head of all medical operations.
Research Director: Head of all science and education operations.
Chief Engineer: Head of all maintenance, repair operations, building operations, and maintaining the Air Vents.
Quarter Master: Head of all supplies, waste management, recycling, and delivery system.
Warden/Sergeant(Second in command of Security)
Internal Affair Agent
Logistic Officer(Second in command of Supply)
Civilian(Basically a person that fucks around lol)
Gangster(These guys aren't meant to be OP, but using good tactics might get you a foot hold XD)
Elder(Would be retired from any job)
Communist Sleeper Agent(This role is heavily scrutinized. Reason is you can make your own objectives. Each sleeper agent is from a different country so no teams.)
Hobo/Failed Vault Dweller(Basically you live in the very large maint shafts. Your basically off the vault grid)
Robot(Only Mr Handys and Robobrains for now. Other robots can be made through expansive RP research)
Master Chef: Sub-Head of all food resources in the vault.
Chaplain(Religion can be custom and is encouraged to be so. Keep in mind the NPCs will follow this religion or players if they wish to. Keep it within reason and not a religion worshipping toasters lol)
Maintenance Beast(Failed Metroid Experiment that escaped into the Maintenance shafts. Probably the post OP role since Metroids breed so fast)
Enclave Sleeper Agent(Start with a plasma pistol and a few energy cells in your dorm room. Can set your own objectives)
Maintenance Tribal/Chieftain(Basically one of the many tribes in the Maintenance Shafts)
Rogue Robot(Rogue Robotic in the maintenance shaft.)
Mutated Outcast(Vault Dweller volunteers of Genetics who turned too mutated from experiments, that they had to be outcasted to the dreaded Maintenance Shafts.)
SEC Detective or Private Detective
Janitor/Custodian(Start with Jani-Cart from SS13)
Clone Experiment(Another OP role like the Metroid if played right. Start trapped in Genetics pen with 3 clones of you)
Stray Metroid(Through many generations in the Vault, many Metroids became loyal pets the Vault Dwellers like dogs on the Surface Word. You happen to be a Stray Metroid in the plaza. Domesticated Metroids cannot breed.)
Maintenance Shaft Monster(One person is allowed to be this only. This one is highly OP, but cannot leave the Maintenance Shaft until PM'd. Basically a Legendary animal. Customize to your will :p)
Maintenance Scavenger(Start right at one of the many airlocks to the Maintenance Shafts or start off in your dorm room)
Enclave(Late game only)
Maintenance Shaft Mercenary(The Maintenance Shafts are big places, filled with many people and establishments. Where there is people their is conflict, you profit from this.)
Assassin(Many business sprawl through the Vault, many competitors want competion dealt with.)
ZAX of the Vault(Basically the AI of the Vault. You only have control over the main vault and air vents, not the Maintenance Shafts. Cannot malfunction unless I PM you. Boring role, recommend you let this be an NPC. Also all non-rogue Robots are at your command.)
Cultist(Yes some degree of magic will exist but it will not take over the Sci-Fi theme. Anti religion to the main Vault's one. Religion can be custom.)
Lobotomite(Similar to Clone Experiment role but less OP)
Business Owner(Business can be in a small stall in the Plaza or store in the Mega Mall)
Custom Job(If it makes sense, I'll allow it XD)
Once your character dies, you can make a new one immediately. Meta gaming is not allowed.
Skills(Only five from the Vanilla skill set. Can learn more later on):
The vault will have some few basic locations for now, but as the RP progresses I'll RP more locations in.
Overseer Office: Office where the Overseer resides. His bed room would be next to it. The Overseer can call a heads meeting here.
Security Department: Has a barracks, armory, holding cells, interrogation room, meeting room, equipment room, Warden/Sergeant's office, and HoS office.
Med-Bay: Medical Depart where all the doctors treat patients. Waiting room, examination rooms, CMO office, Virology, Genetics/Cloning, expansive hallways, medical storage.
Research Division: Place where mass wonders are had. Main hallway to the other research rooms, Weapons Research, Robotics, Chemistry, Xenobiology,(All the creatures are vault brand metroids. SS13 inspired. You can make Golems after very expansive and sensibly Xenobiology research. They can be NPCs or player controlled. Metroids are very deadly so be careful but nerfed for not being the Choza variant. More different creatures can be experimented on)and Hydroponics.
Engineering: One of the most important places to keep the vault running. Main Engine room, Engineer dorms, Water Purification room, Electric coverter room, Chief Engineer office, Building Supply Storage, Engineer entrance into Maintenance, and Atmospheric Room.
Dorms: Expansive place where room upon room houses many of the Vault Dwellers in Hotel Dorms. It is one the most massive places in the Vault.
Plaza: Place where the Vault Dwellers meet to socialize and trade. Some market stalls are set up and many Nuka Cola vending machines are housed around the plaza.
Bar: Expansive location where the vault dwellers come to eat and drink. Celebrations are held here.
Kitchen: Place where the Chefs and Master Chefs keep track of all the food and prepare meals throughout the vault
Atrium: Wide open theatre where the Overseer can call a Vault-Wide meeting to address current matters in the vault.
Stadium: Huge place where Vault sports take place. (Main sport can be voted for. Sports can be custom made ones)
Maintenance Shafts: The biggest location of the vault. Many creatures and shady people live here for how big it is. The Engineering part is the most safest and tame, but going further would show the dreary things of the vault. It is so expansive vault dwellers seeking independence fled here and formed primitive tribes.
"Abandoned" Bar: Only place that can be called civilized in the Maintenance Shafts. Many shady and hardened criminals dwell here.
Mega Mall: Where most of the business of the Vault one. Counting, there are five expansive floors housing many businesses.
Black Market: Place near the border airlocks of the Maintenance Shafts of the Mega Mall. Many illegal trades of drugs, weapons, and many other stolen goods are sold here. Brothels and small Hotels dock the Black Market. There is little to no law here, besides individual hired guards.
Air Vents: While the Maintenance Shafts can be considered the under world, the Air vents traverse everywhere to the Vault. It spreads the atmosphere to keep the air running. Not much Humans dwell here, except for creatures seeking fast transport.
I may not to be here so long because of school, so the Overseer player can become the GM or someone else if the game is dead for too long. If I come back I will resume GMship. The Experiment cannot progress if I were gone, but other IC things that lead to Anarchy are accepted. For anyone to assume GMship the game has to be dead for one month, because I may have time to continue on the Weekends. All combat will be decided via dice rolls.
Have fun! : ) My alternate account is Vs. by the way. May GM from that one soon. Once the vault goes into Anarchy, the players can vote to continue to play a lawless post Apocalyptic Vault or make an entire new Vault RP. The cycle would never end. Two experiments run in the vault.
One is constant, while one is variable. The vault can never open is the constant. The variable is the random deadly experiment. Note that any major rules will be NPC'd if need be. This game is designed in a way that, if I were absent for a long time, it would not be a problem. Because GMship would roll around, so that the game can never really die at all.