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Article 5-26
A Peoples History
Imprisoned safely behind a
large vault door
By Sarah Grey
In 2054, the American government
funded an initiative dubbed Project
Safehouse. The aim of this project was
to build strategically located shelters to
protect the populace in case of nuclear
or biological attack. The beginning of
the European-Middle Eastern conflict
drove the need for this program.
Each of these 122 shelters was
designed to house 1000 people. The
people inside would be safely sealed
within the Vaults protective walls for a
minimum of 10 years. Or, at least, thats
what the populace was told. The real
purpose of the Vaults was far less
altruistic, a shocking and terrifying angle
well explore later.
The Vaults themselves were large
underground structures constructed to
withstand any sort of attack. The water
and air filtration systems were
supposedly impervious to high intensity
blasts and were also very efficient at
removing toxins and radiation. There
were vast supplies of food, government
provided entertainment tapes, and
survival guides. Arguably, though, the
most important resource in the Vault
was the G.E.C.K.
The G.E.C.K., or Garden of Eden
Creation Kit, was a self-contained
devised
designed
to
jumpstart
terraformation in the post-nuclear war
world. The kits contained a small cold
fusion reactor, soils, seeds, fertilizer,
and basic force field tech. Each Vault
was supposed to have two of these
units and they were to be deployed as
soon as the Vault doors opened. The
460 Holodisks that came with the kit
were loaded with numerous how-to
guides for construction as well as the full
contents of The Library of Congress.
Vault City was essentially grown
from one of these kits and remains a
singular success in the kits use. While
not every citizen may agree with all of
our governments actions (and are
thusly jailed), we can all agree that the
Limited Edition
Unfortunately,
one
of
those
constants was self-defense. While many
of the human survivors had been safely
hidden from the radioactivity, wildlife was
not.
There were giant radscorpions,
mutated large rats, fire -breathing lizards,
carnivorous plants, and many other
creatures to deal with. There were also
ghouls, raider hordes, and mutants that
threatened life on a daily basis.
Not all mutations were the result of
radiation.
West Tek, a government
sponsored experimental facility, designed
a man-made virus called the Forced
Evolutionary Virus (FEV) originally
intended to create a super soldier, for
the military before the Great War. FEV
had some unexpected side effects and
research was violently halted just prior to
the war.
Those exposed to F.E.V. were
either mutated into brutish, unintelligent
giants (provided they survived) or, more
rarely, became Super Mutants.
The
Super Mutant is also large and amazingly
strong, but is also immune to radiation
and even boasts improved intelligence!
Despite the possibility of good,
being achieved with FEV, it can be (and
Limited Edition
Todays Wasteland:
A Survivors Guide
By Jonathon Stone
Article 12-66
Legendary Heroes
of the Wastes
By Mason Storm
The Vault Dweller, he doesnt even need
a name. He is a savior, villain, and
legend all in one. What he represents is
so large and so vastly overshadows his
actual life, one wonders if a true history of
his exploits could ever be written.
Fortunately for us, history is dead and we
have the folk tale to live with.
Not much is known about him prior
to the events that turned him into a
symbol. He was born in Vault 13 and by
what little accounts there are; he was a
more than capable person, but hardly a
hero. Like many legendary champions,
The Vault Dweller was just caught up in
circumstances beyond his control and yet
was able to master these circumstances.
Sometime around 2161, Vault 13s
water chip broke. The leader of that
Vault, called the Overseer, chose The
Vault Dweller seemingly at random to be
the one sent out into the Wasteland in
order to find a working chip. Since Vault
13 was supposed to remain sealed for
200 years, the Overseer did not want to
open the doors and send out a party. He
decided that sending merely one member
of the tribe would be acceptable.
The Vault dweller quickly found
himself in a harsh world full of injustice
and exploitative degenerates. Nearly
everywhere he went, he was asked to
help yet another downtrodden person.
Accounts seem to verify that The Vault
Dweller did make some rather morally
ambiguous decisions, but generally acted
on behalf of the good.
When he arrived in Shady Sands, he
was asked to help the town fight the
radscorpions who had invested it. Being
handy with a gun and having no particular
love of radscorpions, he agreed. All in a
days work for a wanderer, really.
But, soon after these beasts had
been taken care of, raiders kidnapped,
Tandi, the daughter of the towns leader.
The Vault Dweller was again asked to
help, even though the problems of this
town are not his own and that the towns
leader openly distrusts him. The Vault
Dweller set out to complete this quest.
Tandi had been kidnapped by the
Khans, a raider gang styling itself after
the Mongols of ancient history. The
leader of this gang was feared (but none
too bright). It did not take long for The
Vault Dweller to find him.
technology
Dogmeat.
that
cost
him
his
friend,