Fauna, Flora, Factions, and Facilities of the Wasteland

Vault 95:

A Vault whose construction was funded and expedited by the Lockheed Aerospace Corporation to stock their work, small airplanes, flight training simulators, and the tools and supplies needed to repair and maintain them. Lockheed was kept in the dark about Vault-Tec’s true intentions, to Lockheed the vault’s purpose was to open and allow its inhabitants to fly away from the ruins of D.C., to all corners of the region to help the other Vaults in the rebuilding process. Before the bombs, Lockheed also moved all their assets into the vault so they could continue their work inside. It was one of very few Vaults to be operating even before the Great War as part of the Lockheed Headquarters in Bethesda, Maryland where the vault was located under. In reality, the Enclave was really only interested in their sensitive documents stored on their data servers. On the day of the Great War amidst the chaos, all their documents had already been secretly downloaded and sent to the Oil Rig off the bay of California. Soon after the Vault Doors locked, the inhabitants were gassed and killed. These stolen documents would later go onto be crucial in the design and invention of the Vertibird found at Navarro.
 
The Talkers
The Talkers are my justification for having something similar to "psykers" on the East Coast. They're a mysterious and isolated commune, led by their leader, called the Director. The Director is responsible for the welfare of the tribe and fosters the progression of their psychic abilities. The position is not an elected one. During their lifetime, a Director will choose a successor from the tribe and spend the rest of their life grooming them to take the reigns. The Director stays in power until death, in which the successor becomes the new Director. The successor chosen by the Director is known as the Mentor, and they’re responsible for “schooling” the children of the tribe. Schooling is what they call the intensive training of one’s mental abilities, and is mandatory for children ages 10-18. While they use words to communicate, the Talkers ironically learn to communicate non-verbally with others by conveying emotion and ideas through their mind. Telepathy. However, using telepathy is strenuous on the mind such as exercising is on the body. The tribe is divided into two classes: the gifted and the divested. The gifted are those who graduate schooling and make up a majority of the tribe. The divested are those who’s psychic abilities were too weak to graduate. While the gifted and divested both work the same duties around the commune after schooling (i.e. farming, hunting, building, gathering etc.), the divested are seen as lower and aren’t allowed to breed with the gifted. Doing so is punishable by death for both the gifted and divested caught. Powerful gifted tribesmen can do things such as cause headache or confusion in people and even light a small match from thin air if they really exert themselves. Mentors and Directors are selected from these powerful types.
The Talkers derive their name from their point of origin, Montauk Air Force Station, in Long Island, New York. Early during the Resource Wars, the Department of Defense contracted Implied Hypnotics Inc. to run mind control experiments under the base using sound frequencies and pulses. They found that the results were better amongst younger people and started taking children from foster homes, troubled families, and later on in the war, Chinese internment and Canadian POW camps. The children produced breakthroughs in mind control research and pioneered what would lead to the development of tech such as the Mesmatron. Near the end of the Resource Wars, the project lost more and more funding as the Department of Defense diverted more attention to to nuclear war preparation and development on a new project out West. On October 23rd, 2077 when the bombs rained down from the sky, the base was already stocked to the brim with enough provisions to last as the project was top secret and the staff lived in the base already.
 
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Kangaroo
Kangaroo are not exactly as the name implies. They aren't the Australian marsupial herbivores we know today, rather they are radiation induced mutated jackrabbits that have grown long legs but retained shorter arms, thus forcing them to hop around on twos. They live off the post-war flora such as fruits, vegetables, and even mushrooms. While their arms are shorter than their legs, they're by no means useless and their claws can do harm to those that corner them. Kangaroo are female.

Jackalope
Jackalopes are male sex of the kangaroo above. Their key differences are the stag-like horns they grow and their arms which are as long as their legs. They are the protectors of kangaroo and their young, usually accompanying the kangaroo while they gather food.

Red Maintenance
Why let those pesky commies rot in jail living off American taxpayer dollars when you could make them useful? Introducing the Red Maintenance Initiative! Yesterday's enemies ready to build America's tomorrow!

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The RMI was a program for Canadian and Chinese POWs and convicted communist sympathizers to undergo cybernetic modification and infusion into exoskeletons in order to help the war effort. What would motivate reds to willingly sign up for this program? Why their families in internment camps of course!
 
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There were the remains of the "horned kangaroo" in the classic Fallout games. :wiggle:

You think these might be Horned Kangaroo bones, but you cannot be sure. They are too weathered to make a final determination.
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Vault 95:

A Vault whose construction was funded and expedited by the Lockheed Aerospace Corporation to stock their work, small airplanes, flight training simulators, and the tools and supplies needed to repair and maintain them. Lockheed was kept in the dark about Vault-Tec’s true intentions, to Lockheed the vault’s purpose was to open and allow its inhabitants to fly away from the ruins of D.C., to all corners of the region to help the other Vaults in the rebuilding process. Before the bombs, Lockheed also moved all their assets into the vault so they could continue their work inside. It was one of very few Vaults to be operating even before the Great War as part of the Lockheed Headquarters in Bethesda, Maryland where the vault was located under. In reality, the Enclave was really only interested in their sensitive documents stored on their data servers. On the day of the Great War amidst the chaos, all their documents had already been secretly downloaded and sent to the Oil Rig off the bay of California. Soon after the Vault Doors locked, the inhabitants were gassed and killed. These stolen documents would later go onto be crucial in the design and invention of the Vertibird found at Navarro.
Perfectly fine idea, all I'd say is: 1) If all of the inhabitants are just gassed, what is even the point in making it a Vault, from either a Watsonian or Doylesian perspective? Why wouldn't this just be some nondescript bunker? Recall, we only have so many vaults to work with in the setting, one ought not waste them willy-nilly. 2) I don't like it being Lockheed, would prefer it being some 'original' company. Call it "Keyhail Aeronautics" or whatever.
 
1) If all of the inhabitants are just gassed, what is even the point in making it a Vault, from either a Watsonian or Doylesian perspective? Why wouldn't this just be some nondescript bunker? Recall, we only have so many vaults to work with in the setting, one ought not waste them willy-nilly.
A perfectly fine point and one I agree with in hindsight. The only reason I made it a Vault in the first place was because I was still toying with the idea of the Enclave being in DC, but I've since abandoned all that entirely. I do prefer it to be a facility like West Tek was in Fallout 1. Also I agree that the use of a Vault should be spared if it can be.

In retrospect I'd incorporate the changes as well as scrap the idea of the inhabitants being gassed or killed off. I think coming across an operational base post-war would be quite exciting, especially with the technology stored inside that could benefit the surface should a good impression be made with the inhabitants. I've always thought the prospect of plane travel in the post-war wasteland would be awesome, though I also want to limit how far they can go (I don't like the idea of transcontinental travel in Fallout, at least not yet.)

2) I don't like it being Lockheed, would prefer it being some 'original' company. Call it "Keyhail Aeronautics" or whatever.
I think using real companies sparingly in Fallout can be pretty interesting, it's been done before with real gun companies for example making some of the futuristic guns and laser weapons in Fallout 1, and I personally see no problem with it. I've since learned however that there actually is an alternate version of Lockheed in the Fallout universe known as Lockreed Industries as used in Fallout 3. I think I'd go with that if anything.
 
I've always thought the prospect of plane travel in the post-war wasteland would be awesome, though I also want to limit how far they can go (I don't like the idea of transcontinental travel in Fallout, at least not yet.)
Back when I was watching Star Trek I was struck by certain apparent similarities between the way that show is presented with Fallout 1 and 2. A lot of this just owes to a common Western setting, but the set up of someone travelling around, arriving at a strange place, being confronted with some political, ethical, or economic dilemma to be solved, and always with a sci-fi twist.

I also had an idea for how aliens could be rationalized in the Fallout setting (just government-mutilated people produced in a hidden base, UFOs just being hovercraft used for testing and kidnapping dissidents) and had the idea of a setting whereby the protagonist party gets access to one of these "UFOs", which is really just a sputtering slow aircraft in need of constant repairs, but it allows them to traverse vast distances across the countries... so the setting would just be a series of oneshots all across America.

I think using real companies sparingly in Fallout can be pretty interesting, it's been done before with real gun companies for example making some of the futuristic guns and laser weapons in Fallout 1, and I personally see no problem with it. I've since learned however that there actually is an alternate version of Lockheed in the Fallout universe known as Lockreed Industries as used in Fallout 3. I think I'd go with that if anything.
Personally I have a knee jerk dislike of real life brands, but that's just a personal preference. I would say that guns feel a little different from other thhings, but I can't really justify that.
 
Back when I was watching Star Trek I was struck by certain apparent similarities between the way that show is presented with Fallout 1 and 2. A lot of this just owes to a common Western setting, but the set up of someone travelling around, arriving at a strange place, being confronted with some political, ethical, or economic dilemma to be solved, and always with a sci-fi twist.
That's exactly what I love about Star Trek, the galaxy feels like a sprawling galaxy filled with more depth to it than just shooting things or the same characters appearing everywhere you go like the new Star Trek and Star Wars.

I also had an idea for how aliens could be rationalized in the Fallout setting (just government-mutilated people produced in a hidden base, UFOs just being hovercraft used for testing and kidnapping dissidents) and had the idea of a setting whereby the protagonist party gets access to one of these "UFOs", which is really just a sputtering slow aircraft in need of constant repairs, but it allows them to traverse vast distances across the countries... so the setting would just be a series of oneshots all across America.
I really like this setup, as a bunch of DnD one-shots that sounds super fun. For the mainline series however, I've never liked transcontinental travel across the country. Slowly building up to it is fine and dandy, there's a fine difference between the NCR slowly making their way from California to Kansas within the span of 3-4 games, but then Fallout 76 tells us that 25 years after the war the BOS walks all the way to West Virginia.

Personally I have a knee jerk dislike of real life brands, but that's just a personal preference. I would say that guns feel a little different from other thhings, but I can't really justify that.
I'm fine with real brand names in the game, if used sparingly. I think there's a difference between munition companies and military contractors like Colt, SIG Sauer, and Lockheed for example and seeing a clearly name-brand Snickers bar in Wasteland 3 that has no reason to be there.
 
I'm fine with real brand names in the game, if used sparingly. I think there's a difference between munition companies and military contractors like Colt, SIG Sauer, and Lockheed for example and seeing a clearly name-brand Snickers bar in Wasteland 3 that has no reason to be there.

They also name drop things like DARPA in wasteland 3. Nothing too serious imo, let's people connect.

As far as companies go, I like that colt, and Browning are name dropped. I also don't mind the fallout names for companies like nuka cola or lockreed. I think if it has a fallout name you should use that, and if it doesn't just use the real world name. Fallout is a setting with many parallels to our own (the EPA is in fallout 2).
 
They also name drop things like DARPA in wasteland 3. Nothing too serious imo, let's people connect.

As far as companies go, I like that colt, and Browning are name dropped. I also don't mind the fallout names for companies like nuka cola or lockreed. I think if it has a fallout name you should use that, and if it doesn't just use the real world name. Fallout is a setting with many parallels to our own (the EPA is in fallout 2).

When it comes to real organizations, companies, and brands in video games I don’t mind them if they’re in there for world building I.E. the EPA, were that to make the cut or Colt making Laser Weapons. I’m only adverse to it if it’s in there as a clear cut sponsor like Bawls in Brotherhood of Steel and Snickers in Wasteland 3. That kinda stuff just makes me roll my eyes and cringe.
 
No yeah you’re right, it isn’t. Could’ve sworn it was though, specifically in the Vault 22 quest with the NCR OSI. Must be a case of Mandela Effect.
 
I'm going to share a McGuffin I came up with and am using for a Fallout PnP one-shot anthology I'm writing set in New York City within my Fallout 3, 4, and 76 rewrite universe.

eRADicator!


The eRADicator was created by a pre-war organization with a focus on radiation research. The eRADicator is a mechanical apparatus designed to mitigate the effects of radiation exposure using a combination of filters, shielding, and chemical processes. The eRADicator consists of a worn device resembling a wrist-mounted Geiger counter with additional attachments. It incorporates lead-lined filters, a manual crank mechanism, and a series of chemical chambers that react with and neutralize radioactive particles. When activated, the wearer manually cranks the device to initiate the "eRADication" process. The lead-lined filters capture and absorb radioactive particles, while the chemical chambers neutralize the harmful effects. The device emits audible clicks and whirring sounds as it operates. The duration and effectiveness of radiation protection depends on the speed and efficiency of the user's cranking. The protection provided by the eRADicator is temporary and gradually diminishes over time. The wearer must manage the device's usage strategically in irradiated zones. The machine runs on an encapsulated, durable pre-war canister called "Glow Away". When used, the Glow Away canister replenishes the eRADicator's resources, ensuring its optimal performance for a set duration. The primary source of Glow Away canisters are located within The Core, A.K.A, the ruins of New York City, where remnants of the advanced technology and manufacturing facilities responsible for these canisters are found. As the canisters are super rare to come across, traders who specialize in rare and valuable artifacts may have acquired a limited stock from scavengers or traders who ventured into the city, selling them at ludicrous prices. They may be found scattered in facilities within the concrete jungle. Alternatively, one can keep the canisters when they run out and create a less effective replacement for the rare solution using RadAway and irradiated flora found within the concrete jungle.
 
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