Kafe
Level Design nomad
- Joined
- Apr 26, 2016
- Messages
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- Nebulae
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Members of Nebulous still wandering the wastelands of the forums, I have a creative opportunity for you!
For those who track my map thread in creative, I've been posting for the last year regarding my Mod project 'Fallout: Old World Scars', it's essentially a complete game replacement in Fallout 4, with it's own worldspace, campaign, quests, factions and characters.
In this case it's the characters I'd like to extend to you all!
With every faction and character bespoke to the mod and setting, there are a lot of characters to create, and while there will be plenty of generic faction NPCs, the more named characters I can get in to hook into quests the better!
Nebulous has had many fascinating characters in it's lifetime, and I would like to get some brought into the world of Fallout. So if a fun character idea comes to mind, or you would like to bring back an old character in a new world, this should make for a fun opportunity!
I'm open to the range of characters, from old characters from your times in HL2RP, WW3RP & QZRP, or your own original fallout characters, I'd love to do a little collaboration and get some characters into the world.
Feel free to write as little as you like, or go as in-depth as a old school character bio, all I would ask is for a few key details.
Character Name:
Assigned Faction:
(If tech Hunters, assigned Company:
Physical details:
Character summary (Lore, personality, ect. any amount of details):
To Help contextualise character writing, here are a few key lore details about the mod's setting
The Mod is set in Canadaon the northern coast of Lake superior, your closest pre-war cities are Toronto, Thunder bay & Ottawa in Canada, and Minneapolis, Milwaukee, Chicago & Detroit in the US.
The mod is roughly set in the year range of 2180-2220
(not fully locked in), between Fallout 1 and Fallout 2
Tactics is not considered canon
but take what you wish from it if it's useful.
character factions
I've left a small list of each faction with a short summary of their history and personality.The Hunters
These members are predominantly human & ghoul, with other rare exceptions.
If you have a cool idea for your character's home, like a treehouse or other makeshift homestead, feel free to suggest it and I'll look to include it!
The Annexed Sons
In the valley these days, many of it's members don their ancestors old ghillie suits, and lurk the forest from dusk and dawn, looking for outsiders to ambush and carry away, where they are then fed to their collection of tamed Yao Guai
These members are predominantly human, alongside a number of the master's old super mutants, who were pre-war POWs and political prisoners of the Annexed Son's cause.
The Bastion (pre-war soldiers)
Formerly 'Base Superior', the Soldiers stationed here were veterans from quelling riots and resistance during the Canadian annexation, and now remained as a standing army to crush any further insurgencies along the border, major cities and resource pipelines. After the war the fortress became their prison.
After years of enduring radiation from the bombs, and later from their base's nuclear reactor malfunctioning, the remaining soldiers have turned ghoul, and are locked into over a century of guarding their old fortress, protecting the pre-war military stockpile, and themselves from what they believe are survivors of the outside world keen to get revenge for the world the ghouls were part of destroying.
Bastion's ghouls are well equipped with the best training and weapons, organised, fortified and highly paranoid. outside communication is rare, and an outsider entering their walls was unheard of, until the beginning of 'The Drifter's story in the campaign.
These members are exclusively Ghoul, but sentient robots are also welcome (Protectrons, gutsys, assaultrons)
After years of enduring radiation from the bombs, and later from their base's nuclear reactor malfunctioning, the remaining soldiers have turned ghoul, and are locked into over a century of guarding their old fortress, protecting the pre-war military stockpile, and themselves from what they believe are survivors of the outside world keen to get revenge for the world the ghouls were part of destroying.
Bastion's ghouls are well equipped with the best training and weapons, organised, fortified and highly paranoid. outside communication is rare, and an outsider entering their walls was unheard of, until the beginning of 'The Drifter's story in the campaign.
These members are exclusively Ghoul, but sentient robots are also welcome (Protectrons, gutsys, assaultrons)
Chicago Tech Hunters
on the brink of becoming a post-war hub for new science, invention and innovation, they are at risk of destruction thanks to a war breaking out with a resurfacing enclave cell, their superior technology is only held back by the organisation and manpower of the tech hunters.
The tech hunter companies have sent many of their members north, to attempt to crack the pre-war military base and recover the limitless supply of weapons, vertiberds and tanks from within, damning the impact on the valley and it's people.
These members are a wide range of races, Human, ghoul, mutant, robot. it's open to most humanoid character types. but they must belong to a company.
Radium Tech (Major)
most militarised and aggressive, but also holds the largest R&D group.
Steele Demolition & salvage (Major)
More politically savvy, their focus is often on barter and negotiations, either gaining local allies, or working to turn local forces against eachother
The fission sons (Minor)
Specialised, all ghoul tech hunters. going feral is a matter of when, not if with their contracts all in radiation hotspots
Theo's Crew (Minor)
handful of members, one of the few remaining examples of small scale, independent tech hunting teams in Chicago
Custom companies (Minor)
create your own!
The Steel Trail Nomads
many of the members born into the tribe have a religious affinity with this mission, whereas those who join later in life tend to have a more utilitarian or romantic view of the journey. either way, those willing to help are often welcome aboard.
If membership is not your thing, the steel trail often recruits mercenaries, so if you just want to be associated for a short time, or pay for your ticket, then you can get access to one of the fastest means of travelling the wasteland short of owning your own vehicle or vertibird.
The Steel trail are predominantly Human. with rare exceptions due to how members are acquired.
Settlers/ Independents
No limits to the character type, human, robot, creature. (dog & bird whitelist returns)
I hope it offers a fun challenge and I hope I get the chance to add some custom characters in!
if you have any lore or faction questions, please feel free to ask, while details of events in the campaign are not gonna be discussed, I'm happy to detail anything related to faction lore.
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