diff --git a/1-Introduction/companies.md b/1-Introduction/companies.md new file mode 100644 index 0000000..a4f290c --- /dev/null +++ b/1-Introduction/companies.md @@ -0,0 +1,39 @@ +# Corporations of Pre-War America + +This section augments the list of "Corporations of Pre-War America" from chapter 6 the Fallout Tabletop RPG core +rulebook. Some of the companies listed there are included here (summarized) if highly relevant to the story and world of +the Gulf Coast Wasteland. Some additional companies in the Fallout canon (and some mentioned only in design docs or +official non-canon sources) are also included. Additional companies not described in the core rulebook are also included +here. + +## Raw Materials and Energy Corporations + +## Aerospace and Defense Contractors + +### REPCONN Aerospace + +*Main Article: [REPCONN Aerospace (from the Fallout wiki)](https://fallout.fandom.com/wiki/REPCONN_Aerospace)* + +### Ball Aerospace + +*Main Article: [Ball Aerospace (from the Fallout wiki)](https://fallout.fandom.com/wiki/Ball_Aerospace)* + +### Cosmic Voyage Industries (CosmicV) + +Aerospace company founded by the eccentric Dr. Harold Aster based out of Rustico Bay, TX (just north of the Mexican border and just south of Corpus Christi). Developers of the fully re-usable Phoenix 7 and Phoenix Quantum Rockets that were used by the USSA for non-military launches. Independent of the USSA (and other Space Agencies), it also operated the Astroliner, a luxurious space tourism vessel designed to take wealthy individuals on short trips to orbit and back. Because of the popularity of the AstroLiner, Rustico Bay became a hub for space tourists. + +Although never launched before the bombs fell, the company also was developing the "Cosmic Voyager", a cutting-edge spacecraft designed for long-term space travel. The Cosmic Voyager was designed to be able to travel to the Moon, Mars, and beyond, and was equipped with a state-of-the-art nuclear engine. The Cosmic Voyager was designed to be able to carry a crew of 15 for up to 10 years. Several test flights were conducted, but its maiden voyage was scheduled for October 30, 2077 (one week after the bombs fell). + +Founded by a visionary engineer named Dr. Harold Aster, the company started as a small research outfit dedicated to pushing the boundaries of space travel. Dr. Aster had dreams of reaching the stars, and he believed that humanity's destiny lay beyond the confines of Earth. In particular, Dr. Aster grew concerned and accelerated his research efforts as the Resource Wars broke out in 2052. He believed that the only way to ensure humanity's survival was to colonize other planets, and he dedicated his life to making that dream a reality. + +However, fate had a cruel twist in store. Just one week before the historic launch, the world was plunged into nuclear devastation as the bombs fell. The dreams of Dr. Aster, Cosmic Voyage Industries, and humanity's interstellar ambitions were seemingly shattered. Rustico Bay, once a vibrant hub for space tourism, became a wasteland, and the fleet of luxurious Astroliners stood silent. + +In the aftermath of the Great War, Dr. Aster and the survivors of Cosmic Voyage Industries faced a starkly different reality. Because of bombs dropped on Rustico Bay, Dr. Aster and his team were exposed to high amounts of radiation, and those who survived became ghouls. The remnants of their advanced technology became tools for survival, repurposed to shield against radiation and mutant threats. The launch pad that was meant to propel humanity to the stars now served as a fortified stronghold in the harsh post-apocalyptic wasteland of Rustico Bay. + +Despite the devastation, Dr. Aster remained unwavering in his commitment to space exploration, and he led his ghoulified team in adapting their expertise to the new world. Their mission evolved from interstellar travel to ensuring that the knowledge of space technology and exploration would endure, a beacon of hope in the dark times. Indeed, the Cosmic Voyager, once destined for the cosmos, became a symbol of resilience, a reminder that even in the face of annihilation, the dream of reaching the stars could never truly be extinguished. Many years after the bombs fell, Dr. Aster and his team did eventually begin rebuilding Phoenix rockets using salvaged parts and the meager resources they could acquire in the wasteland. + +## Big Tech + +## Service Conglomerates + +## Manufacturers diff --git a/1-Introduction/geography.md b/1-Introduction/geography.md index 32ecf11..8781b92 100644 --- a/1-Introduction/geography.md +++ b/1-Introduction/geography.md @@ -8,9 +8,10 @@ without specific information about the Fallout universe's version of Houston and difficult to determine the exact targets. One particular target is Ellington Field, also known as Ellington Airport, is a joint civil-military airport located in -Houston, Texas. It serves as a base for both military and civilian aviation operations. The airport is primarily used by +Houston, Texas. It serves as a base for both military and civilian aviation operations. The airport was primarily used +by the Texas Air National Guard, the United States Coast Guard, and United States Space Administration (USSA). It also -supports general aviation and serves as a reliever airport for Houston's larger commercial airports. +supported general aviation and served as a reliever airport for Houston's larger commercial airports. One additional target is USSA Mission Control (Johnson Space Center). @@ -451,7 +452,7 @@ Remains of an airport, used by the Lone Star Republic as a base of operations fo with makeshift shelters and fortified structures, constructed from the remnants of the town's original buildings and scavenged materials. - Residents of Tomball have organized themselves into a tight-knit community, often referring to their settlement as - " Tomball Stronghold." The survivors have adopted a communal lifestyle, sharing resources and responsibilities to + "Tomball Stronghold." The survivors have adopted a communal lifestyle, sharing resources and responsibilities to ensure their collective survival. - Tomball's central square, once a gathering place for community events, now serves as a bustling marketplace where residents barter for necessities and trade surplus goods. Salvaged pre-war technology, weapons, and tools are often up @@ -565,6 +566,131 @@ Remains of an airport, used by the Lone Star Republic as a base of operations fo - Spring: A minor settlement located in the ruins of a pre-war suburban community. The residents have repurposed the neighborhood's houses into shelters and trading posts. Spring is known for its scavenging operations. +## Vaults + +### Vault 117--Mission Control + +Home of the Spaceport Survivors, Vault 117 is a unique vault that was designed to house the scientists and engineers +working at the Houston Spaceport. The vault was designed to be a self-sufficient facility, with its own power supply, +water purification system, and food production capabilities. It was also equipped with a state-of-the-art medical bay +and research laboratory, allowing the vault's residents to conduct experiments and develop new technologies, even in the +event of a nuclear war. The Vault is also unique in that it is equipped with an underground launch facility, allowing +its engineers to continue launching rockets for some time after the Great War. In addition to USSA employees, the vault +also ended up housing a number of defense and government contractors, as well as their families, including officials and +engineers from major Aerospace companies such +as [REPCONN Aerospace](./companies.md#repconn-aerospace), [Ball Aerospace](./companies.md#ball-aerospace), [Cosmic Voyage Innovations (CosV)](./companies.md#cosmic-voyage-industries-cosmicv) +and Vault-Tec. + +Vault 117 was one of the first Vaults constructed as part of Project Safehouse (the government initiative, which in +conjunction with Vault-Tec became the Vaults), beginning construction in 2056 and concluding in 2066. The United States +Space Administration had already migrated all major operations (including all Mission Control operations) into the Vault +by 2067 (10 years before the Great War), only using the above-ground facilities for training and testing and +less-important/unclassified research. + +When the Great War broke out in 2077, the Vault immediately went into lockdown mode, and all of its residents were +spared in the ensuing chaos. The spaceport had enough resources for two launches of the newly-developed Delta XII rocket +as well as smaller unmanned launches of their re-usable stock of Phoenix 7 and Phoenix Quantum rockets (developed by +CosmicV). One of the Delta XII rockets was used to rescue astronauts stranded on two space stations in Low Earth Orbit. +The other one was launched to the Moon on a secret mission, and her crew never returned. + +In the intervening two centuries, Spaceport staff continued to maintain the network of satellites and orbital telescopes +that the USSA had launched prior to the Great War, launching and refurbishing unmanned Phoenix 7 rockets. The Spaceport +Survivors also continued to maintain the Vault's facilities and conduct research, including the development of new +technologies and the construction of a fleet of rockets to be used for future missions. The Vault was discovered +inhabited and forced open after a test flight for their upcoming manned Epsilon V rocket was shot down by Pirates. + +### Vault 37 - Geodesic Terrarium Experiment + +- Purpose: Vault 37's experiment aimed to study the long-term effects of living in a self-sustaining, enclosed natural + environment. It was equipped with advanced botanical and ecological systems, creating an underground oasis. +- Experience: Residents of Vault 37 enjoyed a perpetual connection to nature within the geodesic terrarium. They + cultivated crops, tended to wildlife, and adapted to seasonal changes. +- Status: Vault 37's ecosystem has continued to thrive over 200 years. Its residents have embraced a sustainable way of + life, trading surplus produce with neighboring settlements. The vault remains a beacon of hope for preserving nature + in the wasteland. +- Interaction: Having opened almost 100 years prior, players can visit Vault 37, where they find a thriving, + self-sustaining ecosystem. They may assist the residents with agricultural challenges or explore the vault's unique + flora and fauna. Trade opportunities and alliances may emerge, but there could be hidden conflicts within this + seemingly idyllic environment. + +### Vault 61 - Eternal Darkness Experiment: + +- Purpose: Vault 61 was built to investigate the effects of perpetual darkness on human physiology and psychology, + preparing residents for a world with limited light. +- Experience: Inhabitants of Vault 61 adapted to low-light conditions, developing keen night vision and heightened + senses. They navigated the vault's dark halls, relying on sound and touch. +- Status: Vault 61 remains shrouded in darkness, its inhabitants preferring the cloak of night. They have developed a + unique culture centered around stealth, and the vault serves as a refuge for those who cherish the shadows. +- Interaction: Vault 61 opened approximately 10 years ago, but its residents, having lived in darkness for several + generations, are unable to tolerate the bright light of the outside world. Players can enter Vault 61, where they must + adapt to perpetual darkness. They may uncover secrets hidden in the shadows or assist the vault's stealthy inhabitants + in shadowy quests. The vault could be a refuge for characters with nocturnal abilities. + +### Vault 84 - Sleep Deprivation Experiment: + +- Purpose: Vault 84 was designed to study the impact of chronic sleep deprivation on human cognitive function and + interpersonal dynamics. +- Experience: Residents of Vault 84 struggled with irregular sleep patterns, leading to fatigue and heightened stress + levels. They developed a rotating shift system to cope with sleep deprivation. +- Status: At first, Vault 84's residents have mastered the art of power napping and shift management. They remain + vigilant in their sleep-deprived state, ensuring the vault's survival and contributing to their faction's efforts. + Over time, however, the effects of sleep deprivation took their toll, leading to increased aggression and paranoia. + Less than 10 years after the Vault closed, a small group of residents developed psychotic breaks and shared delusions, + leading to a violent uprising. Convinced that they had been abducted by aliens and that the other residents were their + captors, the group attacked their fellow residents, killing many of them. Although the rebels were eventually + apprehended, the damage was done, and the survivors splintered into several factions, originally divided on how to + handle the rebels. Worse, because the Vault's Overseer had been killed in the uprising, a successor was never + successfully elected, and the irate, sleep-deprived residents broke out into a Civil War, leaving only a single + survivor, who left holo-tapes detailing the Vault's fate. +- Interaction: Raiders opened Vault 84 approximately 70 years ago, finding all of its inhabitants dead. + +### Vault 99 - Hallucinogenic Horror Experiment: + +- Purpose: Vault 99 delved into the effects of potent hallucinogenic substances and twisted, disoriented architecture on + human perception and behavior. +- Experience: Inhabitants of Vault 99 endured surreal and terrifying hallucinations, navigating a labyrinth of + holographic tricks and nightmarish scenarios. +- Status: Vault 99 remains a twisted and disorienting place, its residents adept at discerning reality from illusion. + Some have harnessed their experiences to become skilled illusionists in the wasteland. +- Interaction: The Vault opened about 50 years ago. It has some contact with the outside world, but most wastelanders + are scared away by the psychedelic and uneasy feelings they have while in the Vault, so most tend to stay away. + +### Vault 113 - Virtual Reality Matrix Experiment: + +- Purpose: Vault 113 immersed residents in an intricate virtual world, isolating them from the physical realm to observe + the long-term effects of simulated existence. +- Experience: Inhabitants of Vault 113 lived unaware of the outside world, their lives controlled by an advanced + computer system, offering endless possibilities within the virtual realm. +- Status: Vault 113 remains a surreal and digital existence. Its residents continue to thrive within the simulated + world, unaware of the true reality outside. Explorers uncover a complex virtual landscape with its own mysteries and + challenges. The Overseer, an advanced AI, maintains order and ensures both the vault's physical survival and the + entertainment of its residents, who have been in cryonic life support for over 200 years. Due to increasingly common + malfunctions in the Vault, the Overseer has begun to look for a way to keep the Vault running, by sending robots out + into the wasteland to scavenge for parts. +- Interaction: Vault 113 opened on schedule 10 years after the bombs fell, but none of its residents left. The + occasional explorer has entered the Vault, but the Overseer has been able to keep most of them from discovering the + truth. Only a handful of people have made it far enough into the Vault to discover the chamber where the residents are + kept on life support, and only one has ever attempted to plug himself into the simulation. Players may enter the Vault + and explore the virtual world, which is a mix of pre-war and post-war elements. They may also encounter the Overseer, + who may ask them to help him keep the Vault running. Players may also encounter the aforementioned robots exploring + the wastes. + +### Vault 184 - Extreme Isolation Study: + +- Purpose: Vault 184 focused on extreme isolation to understand the psychological impacts. Residents were isolated from + one another and subjected to prolonged solitude and sensory deprivation. +- Experience: Vault 184 inhabitants endured extended periods of isolation, leading to heightened introspection, sensory + sensitivity, and loneliness. Their lives were devoid of sensory input. Residents are permitted to socialize for only + one month of every year, during a breeding season when they are allowed to interact with one another. Children remain + isolated with their mother until they reach the age of 10, at which point they are separated and placed in isolation. + Robots maintain the vault's operations, and residents are not permitted to interact with them. Despite their + isolation, each vault-dweller maintains a role, including farming, cooking, etc... +- Status: Vault 184 is located on the west side of Houston, and its residents have adapted to solitude. They value their + privacy and have developed unique coping mechanisms, making them resilient in their isolated environment. +- Interaction: Vault 184 was never intended to open up. Players may stumble upon it and find a group of people who are + extremely wary of outsiders. They may be able to gain access to the Vault, but the residents will be extremely + suspicious of them. + ## Major roads/highways/rails ### Interstate 10 and the Energy Corridor: