Apr. 3rd, 2020

MOD CONTACT

Apr. 3rd, 2020 03:00 pm
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MOD CONTACT




Mods can be contacted in two ways:

Here with a screened comment. Anonymous comments are welcome, but due to their nature replies will have to be unscreened.

Email us at nolandmod@gmail.com

You should friend the mods at [plurk.com profile] vault66, but please do not send PMs to the mod plurk account. This account is for game announcements only and we will not respond on that platform.

DROPS

Apr. 3rd, 2020 03:15 pm
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DROPS


Sorry to see you go!


Please copy and paste the form below into a comment to help us process your character's departure.








SETTING

Apr. 3rd, 2020 03:30 pm
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ARRIVAL



You awake laying on your back in an, admittedly comfortable, pod. You can't move anything but your eyes, can't even feel your body yet. How you got here or why is a blank. You may have been in the middle of your day, asleep, or even- for what you remember- should be dead. Then a screen directly in front of your face flickers to life and in crisp, black and white displays: DON'T PANIC. The following video then plays:






The screen flickers again and reads: CONGRATULATIONS ON PLANNING FOR THE FUTURE! WELCOME TO VAULT LIFE, CITIZEN. WELCOME TO YEAR: [ERROR]. YOUR PERSONAL BELONGINGS ARE LOCATED IN [FILE CORRUPTED. SEE SYSTEM ADMINISTRATOR]. ENJOY YOUR STAY AND THANK YOU FROM YOUR FRIENDS AT VAULT-TEC.


The pod then unseals and you are able to, unstably at first, climb out of the pod. Your body may feel foreign for a moment- perhaps entirely foreign if you suddenly find yourself a human, ghoul, or super mutant for the first time. But whatever your form, you have two items on: a bright blue jumpsuit with the number 66 in yellow on the back, and a mechanical device known as a Pip-boy sealed onto your arm. If you click on the buttons it takes you to an instruction screen.


You look around to find yourself in a room of other pods. Some are just opening, other people looking as confused as you climbing out. Others remain closed with the status of 'STASIS' on the screens attached to the pods. The rest of the room is less than impressive. Computer systems that seem out of place compared to the technology level of the pods are scattered across the room, apparently running the chambers. Trying to access them, even for the most talented hacker, will simply result in SEE OVERSEER being displayed. There is large metal door leading to the rest of the vault, a lever on the wall next to it that will cause it to open.

Welcome, dweller, to vault 66.


PREMISE



Vault 66 is set in a world based on the Fallout video games series. Loosely speaking, an oddly 1950s sci-fi-esque version of the Earth an atomic war between the United States and China ended civilization as it was known. The only forms of shelter from the destruction were deep-underground constructions known as vaults (brought to you by the defense corporation Vault-tec). These vaults were spread across the United States and 'lucky' individuals were selected to shelter in them when the bombs dropped. However, little did many of these individuals know that Vault-tec had set up experimental scenarios in the majority of vaults to study human behavior- theoretically in order to best rebuild society when the outside world was finally safe to enter once more.

The results were mixed.

Vault 66 is one of these vaults. After untold years in stand-by mode, the vault has finally begun to reactivate. Pods filled with survivors are woken in rounds to repair the vault and venture to see what has become of the surrounding area. Some memory issues appear to have happened overtime, however, with people waking up from their pods believing the strangest things, like being from different worlds or times, or even different vaults. Characters apped into the game will be one of these newly awoken vault dwellers, attempting to make sense of this new world and each other.

Overall, Vault 66 is aimed at being a survival/exploration game that relies both on mods and players to progress. While mods will set goals and important quests for expanding the world, we will not be micromanaging player plots or activities. As long as nothing is setting breaking, we hope to allow characters to help establish the shape (and fate) of this corner of the Fallout world.

In the initial stages, characters will be limited to the vault itself. As time goes on, characters will explore what area of post-apocalypse America their vault is located in, how they were brought to this place, and try to figure out what to do now. The game will also expand to allow for characters AUed into the Fallout setting to be playable once a sufficient foothold into the outside world has been established.

LOCATIONS

Apr. 3rd, 2020 04:49 pm
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VAULT 66

 


GENERAL DESCRIPTION

The entirety of the vault is dirty. Decades, maybe centuries, of dirt and grime cover everything, a fresh supply of mildew-growing and rust inducing dampness and filth supplied by the several cave-ins that have occurred throughout the vault. In the Living Quarters and Reactor floors several skeletons can be found sprinkled around the various rooms, including quite a few floating in the reactor room itself. For general reference for the state of things, see these examples: one, two, three.


TOP FLOOR - LIVING QUARTERS





Dorms are large rooms with multiple bunk beds of various sizes scattered throughout, complete with mildewy spring mattresses, pillows, and blankets. While there are 'Male Dorm' and 'Female Dorm' signs, no one is enforcing sleeping situations. Each dorm has its own lavatory with several toilet stalls (not all with doors), sinks, shower stalls, and mirrors (some not broken!). Remarkably, radiation-free, but not particularly great tasting, water flows from the sinks and toilets. Water temperature control is dubious at best, with the most common temperature being slightly below room temperature. At the foot of each bunk bed is a footlocker and the walls are lined with dressers. Each dorm also has a computer on a table where individuals can input pointers for each other, or read past entries.

The Rec room is a large social/cooking/eating area. There is a kitchen section with several working stoves, refrigerators, a large washing sink with working water, and 1950s era kitchen gadgets such as food processors and jello molds. There are several diner style booths that have seen better days arranged along one wall, and a bar with stools lining the adjacent wall for additional seating. In the social area there is a pool table with billiards and slightly bloody cue sticks and several card tables with chairs scattered around. The star of the area is a large jukebox that can play a number of songs.

The classroom has been cleared of the desks that were previously in it and converted into a work out/training area by the current vault residents. 


MIDDLE FLOOR - TESTING LEVEL




The pod room is where characters start out.

Two storage closets are currently open. One is filled with extra vault 66 blue jumpsuits and deactivated pip-boys (they will only turn on once placed on a wrist). The other is full of cleaning supplies like bleach, dish washing liquid, etc, and the mops, brooms, and buckets to use them.

The main part of the floor is taken up by three testing areas. These are each composed of a larger observation room connected to a smaller testing chamber. The observation room and testing chamber are separated by a terminal-controlled metal door and a reinforced, one-way observation window. This area of the vault is in even worse repair than the rest, as it was previously cut off from the majority of the vault by a cave in.

Inside the Overseer office, the Mr. Gutsy Captain Simmons is set up in the center room, surrounded by a large circular desk and walls covered in non-functional TV screens.



The doors to the ENTRANCE is currently sealed.


BOTTOM FLOOR - REACTOR LEVEL




The bottom floor is filled with computers that look oddly out of date considering the technology level of the vault itself. There are all the water boilers, air filters, and the rest that you would expect in an area for maintaining a vault of this size.

The maintenance supply room contains all the tools you'd expect to find in a well-stocked tool-chest, along with pieces of scrap metal and electronics for performing repairs and a workbench to repair items on. A small cave in has happened along one side of the room, but there are no areas large enough for a human to squeeze out of the vault in the rubble.

In the radiation monitor room there is a large display showing the overall radiation level of the vault itself, and specifically the radiation level in the reactor room. There are a half dozen functional radiation suits in lockers along the edge of the room, along with another half dozen damaged ones that could be repaired. A thick metal, lead-lined door separates this room from the reactor itself.

The reactor room is dominated by a large reactor which provides power for the entire vault expect the pod room (which runs on its own power source). It has about two feet of heavily radioactive water on the floor to help keep it cool.
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HISTORY

 


Month 1

  • Pods in the vault activate for the first time.
  • Dwellers build a tunnel to allow access to rest of vault.
  • Dwellers meet Louis, Charlotte, and Nick for the first time.
Month 2
  • Characters return power to the vault.
  • Dwellers access the Overseers office and meet Captain Simmons for the first time. They learn a mutiny occurred under the previous Overseer.

CREATURES

Apr. 3rd, 2020 08:32 pm
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CREATURES


GENERAL CREATURES


Humans
Just your typical five-fingered, five-toed human. Squishy skin and easily killed by exposure to radiation. Humans are the 'default' biped in the wasteland and tend to run most everything.


Ghouls



AKA 'necrotic post-humans.' Ghoul's are a far more resilient form of humanity, but far from the prettiest. While their skin, some muscle, and a few other bits and pieces may have been ravished by radiation, rather than dying terribly ghouls managed to hang on. Most go insane, turning into nothing more than wandering feral monsters- zombies. But some hold on to their minds and live normal, albeit very long, lives- some ghouls have been known to live over 200 years. Ghouls don't age and are healed by radiation, a useful skill in the irradiated wasteland outside the vault. However, they are often discriminated against, both because of their looks and the general belief they will all eventually lose themselves and become feral.


Super Mutants



Super mutants stand at 7-10 feet tall and weigh an average of 700-800 pounds. Their skin ranges from dull gray to green to blue, and males and females appear more or less identical. While their large fingers make using computers or writing difficult to impossible, they are strong, immune to radiation, and heal at roughly twice the speed of a normal human to boot. Some are prone to lapses in mental abilities from time to time (hulking out, if you will). Super mutants in the vault are spared the constant insanity and ruthless need to kill that most super mutants in the wasteland display. Because of the typically unstable/murderous nature of their kind, super mutants are feared by most humans.


VAULT CREATURES

 


Radroach


Mutated by the irradiated landscape following nuclear fallout, these roaches are similar to their ancestors in shape and intelligence, but are much larger and more dangerous. They grow to somewhere between 1 and 2 feet in length and are aggressive, willing to take on creatures much larger than themselves if the creatures get too close. They are relatively easy to kill, but they pack a powerful bite and tend to travel (and hunt) in groups. The radroach is used as a common source of meat in the wasteland, with grilled-radroach a simple dish to make.


Ghoul subtype: Glowing Ones


Similar to a normal ghoul, save these have absorbed so much radiation they now literally glow with the stuff, acting as a wandering source of high levels of radiation. They are hardier than normal ghouls, able to slowly heal themselves with their own radiation when damaged. Extremely few of this ghoul type retain any kind of sanity, the vast majority little more than a mindless feral prone to attack anything it sees.


Mole Rats


Much larger than their pre-war ancestors, these creatures stand between 1 and 2 feet tall when all on fours. In addition to increased aggressiveness, they are also highly resistant to pain, continuing to attack even when severely damaged. They possess poor eyesight, mostly hunting through scent. While they typically travel in packs, within vault 66 they tend to wander the familiar ground alone or in pairs.


Centaurs

These monstrosities stand at roughly 5 feet tall. Their torsos lack arms, and their mouths are filled with three writhing tentacles. Some of its bones are also poking out from its body. Instead of legs, a centaur has multiple human arms that it uses to drag itself along the ground, which confines it to a slow, shuffling walk. They are able endure large amounts of pain without reacting and can fling radioactive saliva as an attack. Though formidable looking, the three tentacles do relatively little damage, but can trap a person in place or rip a weapon from a character’s hands.

NPCS

Apr. 3rd, 2020 08:48 pm
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NPCS


VAULT NPCS


These characters are immediately present and can be interacted with within the vault. They are all forms of the Mr. Handy robot with distinct voices and personalities. Try not to confuse them with one another, it hurts their feelings.




LOUIS

Louis is the cook/rec room Mr. Handy, there to help you acclimate to your new domestic skill set. He will assist in anything from food prep, to recipe ideas, to how to sew to repair your clothing. Louis is pleased to be helpful, but a little shy. He will also harbor slights and insults for a long time, so if you don't want burnt coffee for the rest of your vault stay, show a little courtesy. He can be found in the rec area.


CHARLOTTE

Charlotte is the designated medical Mr. Handy. She can provide basic first aid, but it may not be wise to trust her with more advanced tasks like surgery or setting bones (she has a rotating saw for one of her hands, to clarify. So amputations she's all for.). Charlotte, however, has full confidence in her abilities and will cheerfully and enthusiastically try to convince residence to let her give pretty much anything the old college try. She can get sentimental about repeat patients and may end up checking in on some of her favorites at night. With or without permission. She can be found in the medical wing.


NICK

Nick is the repair Mr. Handy. The state of the vault may give you a glimpse into how dedicated Nick has been about his job. While he's more than happy to shoot the shit, when things need to be fixed he always has some reason why it can't be done right now. Need a new part. Or his optical input needs adjusting. There's a thousand reasons. It takes a strong hand to get Nick to do much of anything, much to the annoyance of the other Mr. Handy's in the vault. He can be mostly found in the reactor level, not that it does much good.





CAPTAIN SIMMONS

The captain is a Mr. Gutsy, a modified version of Mr. Handy for military use. He has set himself up at some point since the bombs fell as the acting Overseer, taking over following the death of the human chain of command. He's gruff and appreciates order, but is fiercely loyal to those that are loyal to him. He's also prone to be a little trigger happy, ready to shoot first, ask questions later, and let god sort out the rest.

PIP-BOY

Apr. 3rd, 2020 11:19 pm
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PIP-BOY




GENERAL DESCRIPTION

The pip-boy is your one stop device for all communicating and exploring needs. The device fits over the forearm of the non-dominant hand and, once in place, is rather difficult to remove. Good thing it's water proof! And radiation proof. And acid proof...the thing is pretty much indestructible. Characters will die long before their pip-boy stops working.

The pip-boy has three buttons, two for scrolling left or right for options and a center button for selecting your choice. The screen background is black with bright green writing and images on it, much like early desktop computers. A volume knob is located in the lower left side.


MAIN FEATURES

Health Status
The Status screen will give characters a current readout of their health. This includes current heart rate, blood oxygen concentration, and radiation level. There is further an image of a human body that will let characters know if there are any broken bones in their body, and what limb/area of the torso they are in.

Geiger Counter
The meter on the upper left side of the device allows characters to check the ambient radiation level around them. If strays into the red area, characters are in the presence of enough radiation to kill a human in minutes.

Map
The pip-boy remembers everywhere it has been and will update that information as the character travels, creating a map of all visited places. This can be zoomed out of to see miles worth of area, or zoomed down enough to see the inner layout of individual buildings. A green triangle marks the present location of the character. Characters can chose to upload their map data to the pip-boy network to share information with others.

Personal Journal
Individual characters may log audio or text entries to themselves. These can later be transferred to cassette tapes, computers, or other pip-boys.

Tape player
The pip-boy has a slot to insert cassette tapes into, allowing them to play whatever is recorded.

Radio
The pip-boy is capable of picking up any radio stations within reach. In the vault, the only stations available are 1) the one transmitted by the jukebox in the rec room, with the station playing a repeated playlist of the same songs found in the jukebox; and 2) a frequency the pip-boy identifies as 'Overseer Announcements.' Currently, this station is only static when tuned into.

Flashlight
The pip-boy comes with a built in flashlight with an infinite battery. The light helps you see, but also helps creatures see you.


PIP-BOY NETWORK


All pip-boys are capable of communicating with one another. At baseline, this transmission covers the entire area of the vault. If characters are near radio towers whose frequencies they can hijack, pip-boys can communicate to each other across miles of territory.

The network functions to transmit text and audio only. There is no camera on the pip-boy, and thus no video feature.

Communications can be sent in one of three ways:

To all: the message will go to every pip-boy within range. Simple enough.
To a single person: by putting in an individual pip-boy number (or accessing it from a saved list), messages can be sent to a single individual (IC inbox).
To a designated work group: after characters have been assigned to their work groups, messages can be sent from any pip-boy to all individuals in that group. For instance 'to the maintenance department.'



Messages can be stored on the pip-boy indefinitely.

Messages sent between individuals can be deleted, while messages sent to 'all' or a specific work group cannot be deleted or edited once sent.

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