Professional Documents
Culture Documents
Lore:
The events of Fallout 1 and 2 have already taken place. The original Vault Dweller is a known
hero throughout California. His legacy lives on in stories, songs, whatever. Everybody knows the
story of the Vault Dweller, and the ballad of the hero. However, the Chosen One played a pretty
insignificant role in the long run. Being a neutral, generic tribal he merely saved his people, and
destroyed the Oil Rig. The Enclave was barely affected by his actions, but the original history
continues. They will eventually lose a territorial battle with NCR, and move towards the Capital
Wasteland. None the less, the Chosen One took the people of V13 and returned to rebuild
Arroyo. His story is over. Long live the legacy of the Vault Dweller, and his child. The Chosen
One did have a child himself, but he isnt born yet. Our timeline starts with the ending of Fallout
2. So its 10-12 years behind the official timeline.
Van Buren is happening as we speak, some things have already happened, but some things
havent happened yet. These are very insignificant, but it will explain how some Van Buren
content was thrown into Reloaded. Trent Burham for an example. He should be far in the East
being mayor of his own town, unfortunately he hasnt convinced Tandi yet. The Prisoner (Van
Buren hero) isnt an actual hero, hes an asshole. Hes causing a massive genocide in the East,
and will eventually detonate several nuclear warheads and destroy most of whats in between all
the Fallout Games (again). The relevancy of all this, is simply the fact that Van Buren characters,
enemies, etc, have been forced to relocated to the West, towards NCRs California. This is how
Ceasars Legion will come to be, and Joshua Graham coming to California, instead of Van
Buren. Most of this wont be in game, but its there somewhere between the lines. We are trying
to bring as much official lore into the game. And we want the events of Reloaded to be canon,
and fit into that damn 2254 timeline slot.
With the destruction of the Master, the Enclave, and all those evil groups the Fallout 1 + 2
characters destroyed, California is ripe pickings for the NCR, and the other left over factions to
duke it out. This explains how Reloaded is more of an MMO, than a story driven roleplaying
game. Its a sequel to our saved games. Thousands of nobodies too weak, or unequipped to deal
with professional armies have now begun starting their own armies, and factions. Its another
Resource War, and Territorial Battle. Every city, faction, etc has already made their own friends
and enemies. The future of California is already in the timeline, but this will explain how things
became that way. Its simply an idea of the NCR winning more, and more support from the
locals, having the better gear, ideology, etc.
In the long run, your actions will just result in the NCR having more reasons to take everything
over by force. It ends up being a lot easier for them after the countless number of vault dwellers
that randomly picked sides, and helped weakened everyone else. Hence why a professional,
powerful army like the Enclave got wiped out. Vault dwellers thought that they were a good
source for weapons and armor via ambushes. Enclave had to spread out, left a tactical opening,
etc. Exact same idea with the Brotherhood, except the locals saw the NCR actually helping
people, so they supported the NCR, and helped kick out the BoS.
The main story behind Reloaded, and 2254 is how the future of Fallout came to be. How did
California make such a huge impact on the rest of the country? How did the NCR become so
powerful? Why is it that several years later theres a massive war between Ceasars Legion, and
the NCR army? Playing the game should slowly uncover these reasons, so that when the player
revisits Fallout 3, or New Vegas they can relate their activities from Reloaded into reality. There
is a huge void in the story between Fallout 2 and Fallout 3.
Character Development:
Players will experience being a vault dweller in first person, during a time when being a vault
dweller was supposed to mean being a hero. They will be torn between old world views, vault
culture, an outdated twist on the American Dream, and what the world expects of them.
Depending on how you play the quests, you will evolve into numerous different types of people,
good or bad. The whole theme is What is a Hero? there is much conflict between Man vs
Self and Man vs Environment.
Its supposed to explore the world in a gritty and more personal way. Not in such a way that the
player will feel sad, but in a way that makes the player examine what it means to be good, bad,
right, or wrong. As they progress throughout the wasteland, different towns will make you feel
different ways. The Hub for example represents justice, in a black or white way. But concludes it
as grey. A neutral thing that requires both good and bad to fully maintain. The players character
will always have its own perception of things, and never fully be able to make up its mind. But it
will reflect on your actions, as if it were his/her own. There will never be a bad answer, just
morally darker things that will affect your psychology.
Your character is not happy about the legacy of the Vault Dweller, and will comment in very
contradictory ways. You are torn between what your feel, and what youre supposed to feel. At
times the character will rebel against being a hero, or express anxiety during certain
conversations. Some things will set your character off, and represent how your character is
learning new emotions, or losing his humanity. The amount of stress your character is going
through is beyond our comprehension. Just put yourself in their shoes. You grew up sheltered, in
a peaceful, friendly vault, full of people you knew and trusted. For reasons that were beyond
anyones control, the doors opened and forced everyone outside. One of the first things you
encounter after leaving the vault is mutated creatures, sociopathic strangers, etc, things that just
want to kill you for the simple sake of killing you.
All of this traumatizes your character, not only are they supposed to be the last bastion of hope
for humanity, everybody wants to kill them. Even their own fellow vault dwellers try to kill them
for no reason. Its a vicious, brutal game of survival and murder. Your best friend can simply turn
on you at any moment and rob you blind. Its too much for you to handle, and sometimes you
will break down, stare out into space, or fall into a corner and weep. You didnt ask for any of
this, your damn vault just opened, and they told you to go survive out there. You dont even
know how you should feel, and the whole world wants you to help them with every little thing.
Youve barely made it outside for five minutes, and youre in some Landers Point Vault Camp
being told to do this, help her, blah blah. Whos to say you cant just forget about the reality of
the situation, and drown yourself in a bottle of Rotgut? A few quests will solely present your
emotions, while others will show how youve changed, or adapted throughout your experiences.
Eventually, your character will accept their fate, and ultimately die a nobody. His, or her legacy
will become confused with that of the original Vault Dweller, and everything you do will become
attributed to the Dweller. History isnt fair, but seeing as you arent just any vault dweller, you
stand as the symbol of everything the Vault Dweller ever meant to anyone. Its a delusional
representation of the consequences of having great heroes. Like in real life, we are constantly
reminded of the heroes of the past, and the stories have been so twisted and turned that some
people just seem like super heroes, or saints. When all they did in reality, was accidently drink
too much whiskey and invent electricity. Whoops. But history doesnt have to know that.
The people will see your character as the next modern day Vault Dweller, and expect you to be
just like him, no matter what. Your character will be very reluctant to tell people he is an actual
vault dweller, since he will know how the normies would react. OMG! Youre a hero, arent
you?! Can you go punch God in the face for me? Please? Ill give you a couple caps. As the
character progresses more up North, we want the world to feel different. People wont just see
you as a hero, theyll see you as an arrogant menace trying to force people into his/her way of
life. The way of the Vault Dweller, blah blah. Some people will be just as sick of the legacy as
you are, and will react violently toward you just for being from a vault. With great good, comes a
great consequence, a great evil. Rebels against the universe, and never-do-wells. Vipers for an
example dont give a fuck about the legacy, and think that the world needs to stay destroyed.
There must be a huge system of evil quests, and opportunities to do absolute wrong. Just like the
NPCs around you, some of them might not care for being good, or being little heroes. There
must be an obvious clash between Good vs Evil where your character has to choose a side.
Decisions made during quests should come back to haunt you later. Sparing a suspect instead of
killing them should create a problem in another city. Making X quest much harder because now
they have the support of your new anti-hero. With every major decision the player makes,
something new should appear in the world to make you pay for your decision. Punching your
cousin Felix in the Noob Camp for example should severe your ties with him, making him refuse
to help you during your re-visit to the vault.
In the end, after all is said and done. Whether or not you made the right decisions, you will know
what it means to be a hero, and why you chose your own path. Because you will never be like the
Vault Dweller. He was one-of-a-kind. Youre just a wastelander, born at the wrong time.
2254: Charles Ringhold, lone survivor of the Great War, and creator of the F.E.V takes control of
Necropolis. He begins to repair Vault-12, and starts to work on a cure for the F.E.V. Sadly, his
dementia takes over, and he is unable to formulate enough thought to continue.
2254: San Francisco and the Communist regime begin their plans to annex Necropolis, and
rebuild it into the new Chinese Capital. Ban Chao creates a Uranium Processor, and is able to out
produce Broken Hills, they just cant mine the ore themselves.
2254: The attempted assassination of President Tandi is foiled by the NCR police. Detective
Missy Gallows leads the investigation.
2254: One of the last remaining civilian vaults in California opens its doors. Vault-24. Its
experiment was to open up shortly after the Enclave managed to conquer California. Unleashing
a huge wave of pure pre-war American Dream loving Americans. Re-establishing a new age, and
repopulating the broken pieces of the last generation that tried. Unfortunately, the inhabitants of
Vault-24 came into a world with too many masters, and are now a by-product of a failed
experiment. The Enclave, Brotherhood of Steel, NCR, Vault City, etc, all compete to gain the
approval of this new pre-war generation.
2258: James & Catherine have a baby. The Lone Wanderer is born. Some speculate that James &
Catherine both came from a vault. Some say that it was Vault-24. Is the player in Reloaded James
or Catherine? Either way they die in Fallout 3.
2258: President Tandi dies, and Reloaded ends. NCR completely conquers California. All other
factions are assimilated or move on.
Karma
Fallout 1 had an interesting Karma system. Depending on what you did you were able to gain
certain advantages here and there. NPCs were easier to persuade, and all in all people were more
likely to agree with you. Karma will play a more traditional role in Reloaded. It will represent
how well youre playing the hero, or the villain. Quests that are ultimately about doing good
things will not be available to a player that has too low Karma. They will be forced to stick to
quests that either involve being evil, selfish, or redeeming yourself.
Low Karma players can still be able to do trade related quests, faction content, and explore
towns. But the dialog options to access certain good quests will not be available. Instead they
will be forced to say the more ignorant things. Why would a -100 Karma character care about
helping a little girl? Or improving a town? They are only motivated by wealth, or power, so
unless the NPC mentions money they wont be interested. This means that some conversations
will be impossible for your character, since some of them require your character to actually care
before being offered money.
This doesnt mean that you shouldnt necessarily play as an evil character. It simply means that
there will be many more consequences to your actions. If you commit dubious acts in the South
side of the world, the surrounding cities will hear about it and your reputation with them will
suffer as well. Random encounter guards from protected cities will attack you if your Karma, and
reputation gets too low. This is much easier to happen if you do bad things.
However, on the bright side, the more rewarding quests, and dialog options will be centered
towards low Karma players. For example, killing kids for Father Confessor is a great way to
level your character, and make a small amount of caps at the same time. You just destroy your
soul while doing it. Your Rep and Karma will be so low by the time youre done with it that
nobody will want to talk to you. Eventually there will be great things waiting for players that
were either really good, or really bad, or managed to stay somewhere in between.
On a final note, the Karma system is designed to be very balanced. You can gain Karma by
wasting thousands of caps, or doing mindless fetch quests. No matter how low your Karma gets
you can always redeem yourself. With that said you can play as a completely neutral character if
you perform both good and bad things. You example, lets say that, killing children for Father
Confessor gets you a penalty of -25 Karma. You could first finish a dozen high Karma quests,
then finish it off with a trip to Father Confessor. Youll break even, and end up not gaining or
losing any Karma. However reputation is permanent, your actions will never be forgotten
Unless you spend lots of money of course!
The ultimate goal here is to create two mini-campaigns available to either High Karma or Low
Karma players. On top of the main campaign, we want to offer Karma based campaigns as well.
This will allow the player to experience the game as either a full blown hero character, or vicious
vault renegade!
Tool Vendors
Religious War
The Ridgecrest Hotel + The Desert Oasis + The Abandoned Gas Station +
Many More!
Some encounter NPCs will give you the location of your own private dungeon. Lasts 12
hours, and can be played in either RT or TB combat. Repeatable, and co-op friendly.
o Contains over 30+ enemies + 1 Big Gun Boss(s)
o 9+ Loot Containers
o Very Hard Difficulty
The Hubs Priest will now hold a sermon every Sunday at Noon inside of his Church.
Please make sure you all attend Sunday mass.
Couriers will now be running around the wasteland delivering packages to vendors, and
some major NPCs.
Please stop throwing your trash on the streets. With the rising population rates across the
wasteland it is getting more, and more difficult to maintain the cleanliness of the cities.
Landers Point
New starting location! After exiting the vault players will have the choice of either
visiting Landers Point, or skipping it.
o Allows you to level up a bit in peace! Easily get to level 3!
o Includes over a dozen fetch quests, and its own storyline quest!
o Dozens of goofy, traumatized characters to interact with!
o Safe mining! Low level hunting grounds for resource gathering and gecko fightin
o Public location where you can interact with fellow vault dwellers, and make
friends early! Dying respawns you inside the camp! Leave whenever you want!
o Experience the early narration, and character development before you get exposed
to the harsh realities of post-apocalyptic America!
o Receive bonus starting items for every quest you complete! Unlock them all to get
the best possible head start!
Kali Kalune, a famous trader is also available inside the Hub. She will provide the player
with quest-like bulk order jobs at a higher cap reward. Includes specific bonuses as well.
Is not repeatable after completion.
Become a Farmer!
Ever wanted to own your own Farm? Well, now you can! The mayor of Modoc is now
selling out plots of land! Spend your hours watching the people you hired cultivate your
land, and tend to the tedious but highly rewarding needs of your very own Farm! Watch it
generate permanent income! Rates are based on exactly how hard you work! Invite your
friends! Give out maps or even grant ownership! Become Farmers together!
Cops n Robbers
Many quest actions in game will now directly affect the law and order inside of Redding.
At level 24 players will be able to complete bounties for either the police, or lawless
gangs around Redding. Each mini faction will be fighting for control and power across
the city.
Interact with a new community based tug of war style bounty engine whose strength and
weaknesses are determined by the communitys actions.
Kill the opposing forces soldiers AKA mini-bosses one at a time either by force, or
tactical genius.
Maintain your factions Health, or lose your bonuses!
Gambling
The Casinos in game now feature a few gambling options. Blackjack, Russian Roulette,
Pool, and numerous other games are now available for playing. Each casino has its own
unique variation of a coin toss type game called either: Risk, Lust, Greed, or Envy.
Winnings are determined by which casino you are visiting. Reno has the best payouts,
and Hub has the worse.
Prostitution, heavy drug use, gambling, and pornography are now popular vices in the
wasteland. Theyre also 100% legal! So enjoy something wicked today!
Now located in Barter Ground. Players may join the guild for 10k caps and reap the
benefits of being a member. Every Bulk Order job completed (with restrictions) grant you
score within the guild. Every 12 points you can redeem a free random blueprint!
New Quests! (WARNING: Many are hidden, and must be discovered on your
own! *Some rewards might not be accurate)
Landers Point
The Hub
o Chained together
o Rewards lead to other guards
Deputy Kelly needs you to kill rats 350 xp 250 caps
o Large group of Mutated Rats/ Pigrats appear at random location
o Repeatable +1 Karma
o 1 hour cooldown
Sell Drugs in the Hub 200 xp + 120-160 caps per Dose
o Various Gangers will always buy drugs
o Jet, Buffout, Mentats, Psycho
o Might need Nerf
Sell Gecko pelts in the Hub
o Sell 1 or 12 of Silver, Gecko, Fire pelts
Junktown
L.A + Boneyard
Dogs of La
o Buffed reward
o 200x of random ammo, or 2x random rocket
o 2 Hour Cooldown
o Added BOReward Low
Faction War
o Nicole can recruit you into the Followers
o Gain repeatable end game combat job
o New bulk order -> Bring Laser Pistols or SEC
o World Tracker for score
o More to come
Boneyard Bulk Order for the Vipers
o Sell 8x Knives 500 xp 300 caps
o Sell 8x Combat Knives 500 xp 500 caps
o Sell 8x Brass Nucks 450 xp 450 caps
o Sell 8x Spiked Nucks 500 xp 700 caps
o Sell 24x Molotovs 200 xp + 50 caps
o Pass intel (7) + speech check (50)-> 400 xp + 1 Karma
o Bulk Order Reward Low
Museum of Natural Achievement
o Once youve hit 1000 kills in any critter type
o Return for a Trophy + 10,000 xp
Leather Jacket Bulk Order
o Sell 24x Leather Jackets -> 2500 xp + 1146 caps + BOReward Junk
o Pay her 1000 caps if you pass a speech check (80)
o Disables her but gets you 1000 xp + 1 Karma + 100 trader rep
Floater Army
o Repeatable -> Kill 30-40 Mean Floaters + Centaurs -> 2 hour cooldown
o 3000 xp 3000 caps + BOReward Hub+Junk +1 Karma +7 La rep
NCR
San Francisco
DarkWeeks Quests
o Quest for Uranium
o Work with Ban Chao and set up two trade routes in Broken Hills and Necropolis
o Unlocks 2 new Uranium Vendors
o Unlocks San Fran Necropolis Take Over Chain Quest
Bai Ling Bulk Order (Unlockable)
o Deliver 20x HQ Alloys or 40x Elec Parts
o 3k xp + 1.5k caps BOR Hub for HQ Alloys
o 2k xp + 1k caps BOR Hub for Elec Parts
Donnie Yen
o Trade a Fuel Cel Controller
o 1k xp + caps + BOR Junk + Low
Felix Malard Bulk Order
o Sell 6x Ripper, MA, MA Helmet, or Power Fist
o 3k xp + caps + BOR Low + Hub
o Must be Level 12+
The Forest Adventure
o Solve impossible dialog puzzle
o Must be level 20+
o 6000 xp + BOR Hub + Junk
Hu Jintao Bulk Order (Unlockable)
o Sell 500x Flamer MK2 ammo
o 1000x Small Energy Cels
o 1k xp + 1k caps + BOR Junk
Malukk
o Kill a boss
o Must be Level 12+
o 5k xp + 5k caps + BOR Junk + Super Cattle Prod + 2 Plasma Grenade + 50 MFC
San Marino
o Kill a group of mini bosses
o Repeatable. Must be Level 12+
o 4k xp + 2.5k caps +Karma + BOR Hub
Ming-Na Bulk Order (Unlockable)
o 40x HQ Metal Parts or 40x HQ Gunpowder
o 4k xp + 2k caps + BOR Junk
Hubology Religion
o Part of the Religious Wars
o Same Features as others
Necropolis
Broken Hills
New Reno
Modoc