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Project White North Vault Contest


ozzgarth

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Hello, its me again...

 

Project White North or PWN for short, is expected to be completed by June 12, 2012, and the area will contain very much stuff, including 5 vaults (one already built) If you want to learn more about PWN simply click the link below:

 

http://www.newvegasnexus.com/downloads/file.php?id=44287

 

Now, down to the contest...

The (To)Ronto region has 5 vaults, and only one has been made so far.

I was planning on making more, but the problem was that I was fresh out of ideas.

This is where YOU come in...

Simply fill out the form below, and, if I like what I see, YOUR vault will gain a place in the mod. Also, you will be placed into the mod as a ghoul or human, in the location of your choice! :biggrin:

 

Now, lets get down to business, shall we?

 

 

Name:

Vault Number:

Initial Residents:

Current Residents:

Purpose/Experiment:

Irradiated?:

Special Features:

Entrance Location(s):

Gear Door Broken Initially:

Current Condition:

Reason For Entering (Quest?):

Current Use:

In Game Character Name:

Other Notes:

 

So.. If you're interested, fill it out, and I'll look them over, Contest ends on Friday, October 28

Be creative and have fun! :dance:

That is all

 

-The Ozzgarth

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Name: U.S.A.R. HQ (United States Army Remnants)

Vault Number: 30

Initial Residents:1500

Current Residents:1090

Purpose/Experiment: A refuge for top U.S. Military Commanders stationed at the nearby sprawling Downsview AFB complex.

Irradiated?: No

Special Features: Cryo Tubes to allow the above mentioned commanders to survive after the Great War and lead a worldwide invasion.

Entrance Location(s): In Gen. Ryan Mcrystals former quarters at Downsview AFB, inside of a mens bathroom stall in the Downsview armory =), under a box in a small building directly to the right of downsviews main gate

Gear Door Broken Initially:?

Current Condition:good, since the vault was stable and didnt have any intentional defects or accidents.

Reason For Entering (Quest?): You need to convince Gen. Ryan Mcrystal that the Canadian Partisans are willing to ally with the U.S.A.R.'s against Ashurs Empire of Steel.

Current Use: The main base for the U.S.A.R , holds their armory, HQ, hospital, research section, repair shop, and various other facilities.

In Game Character Name:

Other Notes:

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Name: The Preserve.

Vault Number: N/A.

Initial Residents: 500.

Current Residents: 600.

Purpose/Experiment: The preservation of a minor, slightly insane political movement (The Chairman's Revival of the Line), as well as the industry & technology necessary to dominate the post-apocalyptic landscape.

Irradiated: Slightly & Purposefully.

Special Features: The Baker, an intelligent machine governing vault society and strictly enforcing the eugenics program as defined by The Immortal & Glorious Chairman Herbert Lindsey Boomhower.

Special Features: The Ovens, a place where the baker incinerates the excess population displaying the most aggressive & selfish tendencies.

Entrance Location(s): Somewhere in a graveyard.

Gear Door Broken: No, the door has been removed.

Current Condition & Use: Occupied by Super Mutants who have converted the Sons and enslaved the Daughters.

Reason For Entering: Rumours of a Super Mutant controlled industrial slavocracy. OR: The Baker is randomly encountered and asks the player for help.

In Game Character Name: Unnecessary.

Other Notes: The Preserve is not to be called a Vault.

Other Notes: Herbert's primary inspiration was the Khmer Rouge.

Other Notes: The Baker & The Ovens were named by The Children as terms of affection & endearment.

Other Notes: Prior to the Super Mutant's conquest and occupation of The Preserve, there was 50 Sons and 450 Daughters.

Edited by HSovieticus
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Name: S.B.T.C.E (Selective Behaviour Through Controlled Environments)

 

Vault Number: 97

 

Initial Residents: 257.5 (once resident mostly caught in door head, logged due to living)

 

Current Residents:14

Purpose/Experiment: To see if consistent extremes of diet, lighting and environment could change the core behaviour of otherwise normal people.

 

Irradiated?: No

 

Special Features: Single level vault with two distinct half's, one with very bright lighting, abundance of high energy foods and large rooms. The other with no lighting (darker than normal due to specially designed wall filaments to absorb light) only fruit and veg in small quantity's and very small rooms.

 

Entrance Location(s): Anywhere

 

Gear Door Broken Initially: No

 

Current Condition: a state of disrepair, with the lighter bright half of the vault has 8 aggressive, very quick, tanned, blonde haired inhabitants with feral ghoul movement, they sleep about an hour a day, food in generally strewn on the floor. The dark side of the vault has 5 pale skinned black haired residents, who walk very slowly, are completely passive and sleep about 18 hours a day, food is mostly still on shelf's.

 

Reason For Entering (Quest?): Anything

 

Current Use: Just about to completely fail, "Bright" residents have evolved into hyper active, aggressive, over breeding psychos who have mostly killed each other and eaten all their food, what food is left is savagely fought over. "Dark" side residents have evolved into slow moving, totally docile, under active beings who have nearly died out due to failure to breed and eat. both sides have become simple minded to the point of losing speech. neither venture into the others half's (there is only one unlocked connection).

 

In Game Character Name: Alice, a normal looking vault resident living in a supply closet that is the only connection between the two half's besides the locked reception area, she sleeps all day, but if spoken to will scream like a feral ghoul (like the "Bright" residents) then immediately go back to bed.

 

Other Notes: Alice is the only resident who can be interacted with, all other are similar to animals, an automated terminal in the locked reception area (the entrance area behind the door) features logs about the progress every Generation after 80 years, gradually making it clear that the residents passed the point of selective behaviour and eventually losing their humanity. It also explain the Pretence of the experiment.

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