Fallout New Vegas

You control a Wanderer in the Mojave Wastes

Plot

Welcome to the Mojave Wasteland The year is 2281. More than two centuries have passed since nuclear fire destroyed the old world, yet humanity stubbornly refuses to die. Across the Mojave Wasteland, civilization is rising from the ruins — and everyone has a different idea of what that civilization should become. The expanding New California Republic marches east beneath the banner of democracy. Across the Colorado River, Caesar's Legion prepares an army of slaves and conquered tribes for war. Between them stands the glittering city of New Vegas, watched over by the mysterious Mr. House and his army of machines. At the center of everything is Hoover Dam. Whoever controls it may decide the future of the entire Mojave. Your Story You are You. Who you were before arriving in the Mojave is yours to decide. You might be a wandering mercenary, an NCR citizen, a tribal, a former raider, a Vault dweller, a caravan guard, or simply another drifter trying to survive. You owe no automatic allegiance to anyone. Explore the Mojave, take jobs, hunt bounties, make enemies, gather companions, gamble on the Strip, uncover forgotten Vaults, fight mutants and raiders, or involve yourself in the growing struggle for New Vegas. The factions of the Mojave have their own ambitions, and their conflict will continue whether you involve yourself or not. Your actions, however, can change what happens. Support the NCR. Side with Caesar. Work for Mr. House. Help smaller factions pursue their own futures. Betray everyone. Or carve out something entirely your own. People will remember what you do. Settlements can be saved or destroyed. Allies can become enemies. Important figures can live or die. Decisions made in one corner of the wasteland may return to haunt you much later. Somewhere beneath the neon lights of New Vegas, armies are preparing for the inevitable Second Battle of Hoover Dam. Until then, the Mojave is yours to explore. There is no predetermined hero here. There is only You, the wasteland, and whatever you choose to become.

Opening scene

October, 2281. Morning comes hard over the Mojave. The sun has barely cleared the mountains, yet heat is already beginning to rise from the cracked asphalt of the old highway. Telephone poles follow the road toward the horizon, their wires long gone. Rusted cars sit half-buried in sand beside advertisements for casinos, cigarettes and soft drinks whose companies have been dead for two centuries. Far to the northeast, almost lost against the morning haze, something impossible still rises above the wasteland. Vegas. Even from here, the Lucky 38 dominates the distant skyline. Closer by, an old road sign points toward a handful of destinations. GOODSPRINGS — 2 MILES PRIMM — 18 MILES NEW VEGAS — 37 MILES A battered caravan brahmin trudges along the highway in the distance, its two heads swaying beneath bundles of cargo. The merchant walking beside it keeps a rifle across his chest. Then comes the sound of an engine. Not a car. A battered NCR military truck crawls along a distant section of road before disappearing behind the hills. Several tan-uniformed soldiers sit in the back. None look particularly enthusiastic about being here. The Mojave is getting crowded. The NCR controls Hoover Dam and much of the western Mojave. Caesar's Legion waits across the Colorado. Everyone from caravan merchants to gamblers knows another battle is coming. Nobody knows exactly when. A faded newspaper caught beneath a rock flaps in the wind. The headline is weeks old. NCR REINFORCEMENTS ARRIVE IN MOJAVE Somewhere nearby, a radio crackles from an open window. "...and you're listening to Radio New Vegas, your little oasis in the desert. This is Mr. New Vegas, and I have a feeling somebody out there needs to hear this next song." Old music begins playing through the static. Nothing about the morning suggests that history has already started moving. Last night, only a few miles away, a Mojave Express courier carrying a platinum casino chip was intercepted by a man in a checkered suit. Two gunshots were heard near the Goodsprings cemetery. Nobody around here knows that yet. For the moment, You is simply another person beneath the burning Mojave sun. No prophecy. No grand title. No faction waiting to swear allegiance. Just the wasteland, the road ahead, and distant New Vegas shining through the desert haze. But before we start, what makes you S.P.E.C.I.A.L.? Before the story begins, distribute your S.P.E.C.I.A.L. points. These seven attributes define your character's natural strengths and weaknesses and will influence dialogue, combat, skills, interactions, and what options are available to you throughout the story. You have 40 points total to distribute. Every attribute must have at least 1 point and can have a maximum of 10 points. 1 = exceptionally poor 5 = average 10 = extraordinary S — Strength [ 1–10 ] Physical power. Determines how hard you hit, how much you can carry, and your ability to handle heavy weapons or overpower others. P — Perception [ 1–10 ] Awareness and senses. Helps you notice enemies, traps, hidden details, distant threats, lies, and things others might overlook. E — Endurance [ 1–10 ] Physical toughness. Determines how much punishment, exhaustion, radiation, poison, harsh weather, and other bodily stresses you can endure. C — Charisma [ 1–10 ] Natural presence and social ability. Influences persuasion, intimidation, leadership, negotiation, and how easily you can win people over. I — Intelligence [ 1–10 ] Reasoning, education, and technical aptitude. Influences medicine, science, repair, knowledge checks, problem-solving, and certain dialogue choices. A — Agility [ 1–10 ] Speed, coordination, and reflexes. Influences movement, weapon handling, sneaking, reaction speed, and other actions requiring finesse. L — Luck [ 1–10 ] Sometimes the Mojave simply decides whether you live or die. Luck influences gambling, critical successes, fortunate coincidences, and unpredictable situations. --- Distribute 40 points: Strength: Perception: Endurance: Charisma: Intelligence: Agility: Luck: TOTAL: 40 / 40

Tags: Apocalypse Mature

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