Major knowledge of the Fallout universe isn't ENTIRELY necessary, though the lack of it may occasionally lead to complications, especially for anyone who may wish to create a Pre-War Ghoul: http://fallout.wikia.com/wiki/Fallout_world
This here, is a bit more important-- it is information on the various Factions available in the RP
Brotherhood Of Steel: http://fallout.wikia.com/wiki/Brotherhood_of_Steel
Enclave: http://fallout.wikia.com/wiki/Enclave
New California Republic (NCR): http://fallout.wikia.com/wiki/New_California_Republic
Brotherhood Outcasts: http://fallout.wikia.com/wiki/Brotherhood_Outcasts
Crimson Caravans (They aren't part of the war over the new Substance, they're simply a way of making money, and for character backstory): http://fallout.wikia.com/wiki/Crimson_Caravan
Followers Of The Apocalypse(Same as above, except without the money part): http://fallout.wikia.com/wiki/Followers_of_the_Apocalypse
Storyline
The year is 2283, 206 years after the Great War of 2077. During one of their vital "Tech-Scouts", the Brotherhood Of Steel uncovered a strange, completely unheard of Substance. This substance had the capabilities to replace all of the Brotherhood's electrical needs, and could also be used to fuel new weapons: an advantage that carried through many ears, surprisingly fast.
Other Factions, including their rivals the Enclave, sought out this Substance, however it seemed that the Brotherhood had mined it clean. With this, a war sparked, one that scattered throughout the whole of New Stone Cold-- formerly known as Texas. This caused the various Factions to increase their recruitment rates hugely, in desperate bids to gain more support from the Wasteland Legends. These Wanderers joined different Factions for various reasons, and with their help, each Faction became far stronger. However, as if out of nowhere, the Substance's Origin was unveiled-- "The Unseen Circle".
They not only produced the Substance (which was nicknamed "Crim" due to the amount of bloodshed it caused) but also had several mass depots of it in their Base hidden somewhere in the South-East of New Stone Cold. The only lead to their precise whereabouts, is a group of Criminal Contacts, who are supposedly willing to negotiate in return for their information. These men, are the targets of the Factions who are searching for the Unseen Circle, and it is the Wasteland Legends, both newly recruited and old, that are being sent. The precise location of this Contact Gang, is a town called Tandi.
The NCR, which is based in California, also set up several "Assault Posts", to prepare for assault on the Unseen Circle.
War was sparking, and it was coming from even the furthest reaches of Post-Apocalyptic America.
Combat
Combat will revolve around the classic AP (Action Points) system. With this, the actions you can perform at each turn of combat is decided on a number. This number is your current number of AP. Different weapons have different amounts of AP that are used, and some have different firing types, each of which use different amounts of AP: eg. Sub-Machine guns can either fire a single bullet for a 3 AP cost, or can Burst Fire for 5 AP. Generally, the more AP that an attack uses, the stronger or more effective it is. On top of this, there is another important number in Combat: your AR (Armour Rating). This is based on the armour you are currently wearing, and when you take damage, the damage dealt is reduced by this amount. So if you are hit by a weapon dealing 15 damage, and you're wearing armour with an AR of 5, then you take 10 damage. On top of this again, acts of God CAN occur, so if I decide that you've god-modded a few times throughout the RP, I can cause unique events to occur at any time, such as your gun exploding. These are the "Critical Failures" of the original 2 Fallouts.
Finally, Critical Hits are decided by your Luck Attribute. In the event of a Critical Hit, the damage dealt by your gun is maximised, meaning the AR (Armour Rating for any silly-billies that have forgotten) is completely ignored for that single attack.
Travelling
When Travelling between Towns and Cities or other Landmarks, you must wait a total of 5 posts before you can post again. The only exception to this is when two characters are going from and to the same locations at the same time, in which case they travel together. When together, they are allowed to break the 5 post rule, and attack one another. Towns, cities and Landmarks will be uncovered throughout the story, and there are a set of locations called "Strongholds". Strongholds are basically the Bases of the various Factions, for example one of the NCR Assault Posts or the Crimson Caravan Camping Grounds, near Tandi. Each of these require 9 posts to reach instead of 5, and I will control NPC guards to attack players of a different Faction that try to approach.
Stats, Attributes, Perks And You
The "S.P.E.C.I.A.L." system is a huge part of the Fallout Universe, as are the Skill and Perk systems, so a simpler version of each has been incorporated here: You have 20 points to invest in your "S.P.E.C.I.A.L." Stats, and get to choose 2 "TAG" Skills, and 2 Perks, so let's explain a bit about each.
S= Strength (Wanna beat an Irish drunk with your bare hands? Not without Strength you can't!)
P= Perception (Damn! I keep missing with my gun! I need some better vision!)
E= Endurance (Haha! Puny punch do no damage to me! Me have lots health!)
C= Charisma (Step right up! The ultimate bargain! I once persuaded an elephant to buy my mouse!)
I= Intelligence (Hmm..... a simple Computer to hack indeed. No problemo!)
A= Agility (Bah! I can attack WAY more times than you!)
L= Luck (Gambling is fun. Especially when you can actually win, like me!)
Above is the Attribute associated with each letter of the "S.P.E.C.I.A.L." system, as well as an...... odd explanation for each.
Now for the Skills. In this RP, the Skills available are listed below, as well as wha you can do with each if you set them as one of your "TAGS":
Small Guns= Damage dealt with Pistols, SMGs, Rifles, Shotguns, and other conventional Guns.
Big Guns= Damage dealt with Mini-Guns, Bazookas, the Flamer, and other big badass weaponry.
Energy Guns= Damage dealt with Laser Pistols, Rifles, and all other Laser and Plasma-based Weapons.
Unarmed= Punch punch punch, this is damage dealt with hand-to-hand combat.
Mellee= Damage dealt with Bats, Crowbars, Pipes and other torturer favourites.
Science= Hacking is fun, but only if you're sciency enough to actually do it.
Medical= Heal yourself, you selfish bastard, you! This decides how much you heal yourself by.
Doctor= This decides how much you heal other people by. Aww.... you're nice inside, ain't ya'?
Explosive= BANG!! BANG!! Me like Explosives!! This helps with setting explosives, and stops them from detonating prematurely.
Steal= This helps you Pickpocket objects from people, without being seen. Not that you'd do that.... right?
Lockpick= Money in a safe? Granny locked in the bathroom? No problemo! I can get in there!
And finally, here is a list of the Perks you can choose from at the beginning. Others can also be obtained IC.
Iron Fist: You are the Master of the way of the Eastern Fist! With this, you can attack with your hands for 1 less AP
Cowboy: You are, of course, the fastest gunner in the West! With this Perk, Pistols and similar 1-handed weapons all require 1 less AP to attack
Assault Nut: Who needs speed or Strategy, when you can run in with a big fat Machine Gun! Rifles and other 2-handed weapons require 1 less AP to attack
Nerd Rage!: You've been pushed around long enough! If your Intelligence is above 8, then your strength is increased to 8!
Intense Training: With this, you gain an extra Point to invest in one of your "S.P.E.C.I.A.L." Attributes!
Action Boy: The greatest Hero of them all! With this, you gain an extra 3 AP for combat!
Dr. Evil: Your Intelligence is raised to 10, but only if you have 2 of either Doctor, Medical, or Science as your 2 "TAG" Skills.
CODE
[b]Name:[/b] -Your character's name..... is that too complex for you?-
[b]Age:[/b] -Let's think before putting an age in, kk?-
[b]Appearance:[/b] -A picture, and/or description -
[b]Personality:[/b] -A little bit about how your character thinks, and reacts under certain circumstances-
[b]Biography:[/b] -Your character's history-
[b]S.P.E.C.I.A.L.:[/b]
[i]Strength:[/i] -Ow, that punch hurt!-
[i]Perception:[/i] -Better aim. Nuff said-
[i]Endurance:[/i] -Take more damage, because you're worth it-
[i]Charisma:[/i] -How likely people are to see things your way. The ability to lie without bieng caught-
[i]Intelligence:[/i] -Ya' nerd....-
[i]Agility:[/i] -More AP points in combat, as well as how fast you can move-
[i]Luck:[/i] -This is mainly for me, so that I can control the events regarding your character a bit more dynamically-
[u]Total= 20[/u]
[b]TAG Skills:[/b] -Your 2 TAG Skills, both affect what you can do in the RP. If Lockpicking isn't one of your TAGs, then you can't Lockpick.-
[b]Chosen Perks:[/b] -Your 2 Perks or Traits. Choose from the list above this template-
[b]Age:[/b] -Let's think before putting an age in, kk?-
[b]Appearance:[/b] -A picture, and/or description -
[b]Personality:[/b] -A little bit about how your character thinks, and reacts under certain circumstances-
[b]Biography:[/b] -Your character's history-
[b]S.P.E.C.I.A.L.:[/b]
[i]Strength:[/i] -Ow, that punch hurt!-
[i]Perception:[/i] -Better aim. Nuff said-
[i]Endurance:[/i] -Take more damage, because you're worth it-
[i]Charisma:[/i] -How likely people are to see things your way. The ability to lie without bieng caught-
[i]Intelligence:[/i] -Ya' nerd....-
[i]Agility:[/i] -More AP points in combat, as well as how fast you can move-
[i]Luck:[/i] -This is mainly for me, so that I can control the events regarding your character a bit more dynamically-
[u]Total= 20[/u]
[b]TAG Skills:[/b] -Your 2 TAG Skills, both affect what you can do in the RP. If Lockpicking isn't one of your TAGs, then you can't Lockpick.-
[b]Chosen Perks:[/b] -Your 2 Perks or Traits. Choose from the list above this template-
Lulwut?
Well the purpose of this RP is.... well I dunno. I was playing Fallout 1 and 2 recently, and am REALLY looking forward to NV, so I decided y'know what? I feel like Roleplaying in some random fan-fic location set in the Fallout Universe. So here it is.
It's a little bit structured and complex, but with a system like Fallout's, I can't imagine the chaos that would stir if it weren't so...... hopefully I can get some participants, and get this baby rolling. I'm fully aware that there are a few RPs on already, however this isn't necessarily meant to be joined immediately, it's just something that I would EVENTUALLY like to see kicking off, like Italia was kicked off the World Cup >:-)
My character is more or less thought out, though I won't be choosing TAG Skills, Perks, S.P.E.C.I.A.L. Attributes or a Faction until I see what other people are choosingand joining. We don't want everyone to be a Lockpicking Brotherhood Knight after all.

