Plautus
Angry Preacher
Hello, Fallout community.
I've been playing the game for years now, but this is my first time on the Forums. I was thinking about what a good Fallout spin-off would be, and I thought of this little piece. It's set in the post-nuclear Commonwealth of Massachusetts.
The plot is as follows:
You are the overseer of an unopened Vault, and are leading your people on an unremarkable day, when all of a sudden, your security chief comes running into your office with news that your front doors have been breached by a mysterious faction of savages. He rushes you to the Vault's armory, where, through your equipment choices, you determine your tag skills and traits. A two more officers arrive at the armory, asking for instruction. Depending on how you deal with your subordinates, your quality of character is determined. Once you are properly equipped with security armor and your choice of weapons, you and your officers head for the Vault doors. Along the way, you watch helplessly as your population of Vault Dwellers is ripped apart by the savages, who wear deer-hide pants and moccasins, and attack with whooping cries, machetes, and bows and arrows, accompanied by their vicious mutated attack dogs. Thanks to your leadership, however, the savages are pushed back. The remaining Vault Dwellers are saved... but the natives have forever damaged your vault. The water purifier, air filtration system, and food generation devices of the Vault will die within your lifetime. You alone must head out into the world and find a new home for your people. Your security officers give you the best your Vault's meager armory has to offer and wish you luck. You open the doors and look out on the dreary forests of post-nuclear New England for the first time...
Factions:
Puritans
The residents of another Vault, the Puritans are ultra-religious Anglican Protestants who used a GECK to re-create their colonial world of absolute religiously-dominated agrarianism. They are run by a board of landowners and priests, and their GECK-cultivated land allows clean food to be grown with pure water on clean soil. Their houses are all made of wood after a colonial fashion, but they still use Auto-Doc and Mr. Handy robots, regarding them as gifts from God. Puritans allow any to enter their city of New Salem, so long as they convert to Christianity and swear never to take chems, smoke tobacco, or drink alcohol. The Puritan city of New Salem is a haven from the radioactive world of post-nuclear New England, but its strict religious mindset is not for everybody.
The Centurions of Christ
The militant branch of the Puritans, these soldiers fashion themselves after their patron Saint Longinus, the Roman Centurion who pierced Christ's side with a spear at the Crucifixion. They wear golden, pseudo-Roman style Power Armor, called the Armor of God, and are marked by their undying loyalty to New Salem. They look to protect the devout, but destroy any who disagree with their unflinching moral standards.
the Witches
These women are enigmas wrapped in mysteries. Exiled from Salem, and persecuted by the merciless Centurions and their Inquisitors, the Witches are an all female part Ghoul, part human faction of misfits, rumored to wield magic to their advantage. Lord knows what secrets they hold in their cavernous underground lair of Tartarus...
the Institute
Long-time rivals of New Salem, these reclusive Technocrats reside in the Massachusetts Institute of Technology, where they conduct experiments of a highly secretive nature. Their synthetic men are, in theory, able to mimic real humans in every way imaginable. They may be the key to humanity's salvation or destruction, depending on your personal ideology. The Institute's scientific examination of the world and decidedly agnostic philosophy draw the ire of New Salem and their Centurions, who very much wish to assault the institute. If only the Centurions had the numbers to fight the Synthetic Men...
Government: Education is central to the Institute's ideology, and that principal is clearly reflected in its government. The Institute uses a feudal caste system to structure its society. At the bottom are the Synthetic Men and Test Subjects, on whom the Institute experiments. Slightly above them are the Assistants, wasteland inhabitants detoxified and trained to complete tasks unworthy of a true academic. Then are the Professors, each of these men is brilliantly educated, and chooses a field to enter. Either he enters an Arcane Study, like history, mathematics, literature, or philosophy, or he enters a Practical Study, such as Physics, Biology, Robotics, or Synthetic Robotics. Each of these nine departments as a Head. In order to keep the Heads from gaining too much power, they are not allowed positions as Deans.
Native American Tribes
To the East, operating to the West in places like the ruined city of Springfield and its miraculously somehow-intact armory, the Native American tribes are as numerous as they are diverse. One of these groups may be responsible for the sacking of your vault.
LOCATIONS
New Salem: Puritan/Centurion hub
Holy Sepulcher: Centurion Haven
MIT: Institute city
Tartarus: Witches' coven
Springfield Armory: A Native American village
Boston Ruins: (Self-Explanatory)
And there's more where that came from!
Plot details
Try to find the tribe that assaulted your people. Make and break alliances based on your personal beliefs. Find refuge with Salem or enlightenment with the Institute, or forgo civilization and return to a lifestyle similar to those of the Natives. Be careful, though, Vault Dwellers make easy prey, and not everybody wants to be your friend. Just you could be a friend, you could be a Heretic... or a test subject.
I would gladly accept any feedback or any suggestions. Thanks for reading!
I've been playing the game for years now, but this is my first time on the Forums. I was thinking about what a good Fallout spin-off would be, and I thought of this little piece. It's set in the post-nuclear Commonwealth of Massachusetts.
The plot is as follows:
You are the overseer of an unopened Vault, and are leading your people on an unremarkable day, when all of a sudden, your security chief comes running into your office with news that your front doors have been breached by a mysterious faction of savages. He rushes you to the Vault's armory, where, through your equipment choices, you determine your tag skills and traits. A two more officers arrive at the armory, asking for instruction. Depending on how you deal with your subordinates, your quality of character is determined. Once you are properly equipped with security armor and your choice of weapons, you and your officers head for the Vault doors. Along the way, you watch helplessly as your population of Vault Dwellers is ripped apart by the savages, who wear deer-hide pants and moccasins, and attack with whooping cries, machetes, and bows and arrows, accompanied by their vicious mutated attack dogs. Thanks to your leadership, however, the savages are pushed back. The remaining Vault Dwellers are saved... but the natives have forever damaged your vault. The water purifier, air filtration system, and food generation devices of the Vault will die within your lifetime. You alone must head out into the world and find a new home for your people. Your security officers give you the best your Vault's meager armory has to offer and wish you luck. You open the doors and look out on the dreary forests of post-nuclear New England for the first time...
Factions:
Puritans
The residents of another Vault, the Puritans are ultra-religious Anglican Protestants who used a GECK to re-create their colonial world of absolute religiously-dominated agrarianism. They are run by a board of landowners and priests, and their GECK-cultivated land allows clean food to be grown with pure water on clean soil. Their houses are all made of wood after a colonial fashion, but they still use Auto-Doc and Mr. Handy robots, regarding them as gifts from God. Puritans allow any to enter their city of New Salem, so long as they convert to Christianity and swear never to take chems, smoke tobacco, or drink alcohol. The Puritan city of New Salem is a haven from the radioactive world of post-nuclear New England, but its strict religious mindset is not for everybody.
The Centurions of Christ
The militant branch of the Puritans, these soldiers fashion themselves after their patron Saint Longinus, the Roman Centurion who pierced Christ's side with a spear at the Crucifixion. They wear golden, pseudo-Roman style Power Armor, called the Armor of God, and are marked by their undying loyalty to New Salem. They look to protect the devout, but destroy any who disagree with their unflinching moral standards.
the Witches
These women are enigmas wrapped in mysteries. Exiled from Salem, and persecuted by the merciless Centurions and their Inquisitors, the Witches are an all female part Ghoul, part human faction of misfits, rumored to wield magic to their advantage. Lord knows what secrets they hold in their cavernous underground lair of Tartarus...
the Institute
Long-time rivals of New Salem, these reclusive Technocrats reside in the Massachusetts Institute of Technology, where they conduct experiments of a highly secretive nature. Their synthetic men are, in theory, able to mimic real humans in every way imaginable. They may be the key to humanity's salvation or destruction, depending on your personal ideology. The Institute's scientific examination of the world and decidedly agnostic philosophy draw the ire of New Salem and their Centurions, who very much wish to assault the institute. If only the Centurions had the numbers to fight the Synthetic Men...
Government: Education is central to the Institute's ideology, and that principal is clearly reflected in its government. The Institute uses a feudal caste system to structure its society. At the bottom are the Synthetic Men and Test Subjects, on whom the Institute experiments. Slightly above them are the Assistants, wasteland inhabitants detoxified and trained to complete tasks unworthy of a true academic. Then are the Professors, each of these men is brilliantly educated, and chooses a field to enter. Either he enters an Arcane Study, like history, mathematics, literature, or philosophy, or he enters a Practical Study, such as Physics, Biology, Robotics, or Synthetic Robotics. Each of these nine departments as a Head. In order to keep the Heads from gaining too much power, they are not allowed positions as Deans.
Native American Tribes
To the East, operating to the West in places like the ruined city of Springfield and its miraculously somehow-intact armory, the Native American tribes are as numerous as they are diverse. One of these groups may be responsible for the sacking of your vault.
LOCATIONS
New Salem: Puritan/Centurion hub
Holy Sepulcher: Centurion Haven
MIT: Institute city
Tartarus: Witches' coven
Springfield Armory: A Native American village
Boston Ruins: (Self-Explanatory)
And there's more where that came from!
Plot details
Try to find the tribe that assaulted your people. Make and break alliances based on your personal beliefs. Find refuge with Salem or enlightenment with the Institute, or forgo civilization and return to a lifestyle similar to those of the Natives. Be careful, though, Vault Dwellers make easy prey, and not everybody wants to be your friend. Just you could be a friend, you could be a Heretic... or a test subject.
I would gladly accept any feedback or any suggestions. Thanks for reading!