Board Thread:Roleplaying/@comment-5543592-20181223224329















 War... War never changes. Violence has always captivated the human mind. From the dawn of time, since the first flame was kindled, man has waged war upon itself, determined to eradicate those different, in opposition, or simply because they had the power to. And at the end of the 21st century, humanity showcased its ultimate power in one amazing display that ended the world. But as the clock ran out for mankind, in Seattle lay a different story. Seattle clawed its way out of a beginning as a lumber town and rose to a powerhouse famous for gold and built on a thriving technology industry. With skyscrapers built to last the test of time and an economy that never faultered Seattle was a beacon shining into the future, a diamond in the rough, an Emerald City. But despite persistent growth in the City of Goodwill, well it’s war, war that never changes…

You are a new comer to the lands of the Royal Wasteland, it’s border drawn by the line of the Cascade Mountain range. On the West coast of the United States, stranded alone with hundreds of miles of uninhabited wastelands in every direction, lies the remains of Seattle. In the decaying husk of what was once called the Emerald City, rival factions vie for power, some trying to protect the wasteland’s inhabitants, while others want to rule or enslave them. These same factions will desire to use you to their own ends as a free agent, in order to promote their agendas, either to preserve or to destroy the Royal Wasteland. All the while something sinister moves in the background. What happens next is up to you, this is your story.



To help you navigate this new and exciting world you have a RobCo Pipboy 2000 or 3000. Which contains a map of the area and its surrounding settlements. (press the map to enlarge)

<span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Space Needle: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman""> It is home to a mysterious monastic order, who have fortified the outside and made it near impossible to enter. They only let in who they want in <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">, and very rarely do they let visitors enter or join.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Bug Safari: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">A place no one comes back from. It is given a wide-berth, and legends have begun to crop up about it. Before the war, it was a children's museum.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Troll Warren: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">A peaceful Super Mutant community, created by remnant <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">s of the Master's army who had journeyed north. They are aligned with the Cause.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Mercer Island: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman""> Guarded extensively by well-trained soldiers. A large settlement is on it. Visitors are allowed to the island, but only with permission from the guards. Trespassers are shot.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Queen Anne's Hill: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">An abandoned neighborhood. Scavengers poke around it, but it is usually ignored.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Fort Lawton <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">: An old military fort with it's robotic defenses still intact.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">General Atomics International West Coast Headquarters <span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">: The headquarters of General Atomics, as Seattle had a booming tech industry before the war.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Fort Williamette: <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">The stronghold of the Brotherhood of Steel operating in the Royal Wasteland.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Beacon Enterprises <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">: Taking it's name from Beacon Hull, it is a mysterious organization that operates out of an old castle high in the mountains, built to resemble one from the European Middle Ages. They supply various high-tech weapons and armor to those who can pay well.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">The Undercity <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">: A city of it's own. What remains of the Seattle underground has evolved into a massive settlement. The darkness has led to battery-powdered lights being lit all over the Undercity, which is in a perpetual state of party.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Pioneer Square <span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">: Before the war, Jackson Street of Pioneer Square had twenty one Jazz clubs. Recently, they've all be reclaimed by the descendants of the Vault 212 dwellers, and most have been fixed up and opened as clubs of their own. Pioneer Square has been imbued with it's own vibrant life. It is aligned with the Cause.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family: "Times New Roman"">These are only a few of the many locations to explore.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:15.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Rules: <span style="font-size: 12.0pt;font-family:"Times New Roman",serif;mso-fareast-font-family:"Times New Roman"">

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">1. The Date is: 2287 (Ten years after the events of Fallout: New York “At World’s Fair”, one year before Fallout 4)

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">2. The Races you can be: Human, Ghoul, Supermutant

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">3. You can have a pet, be it a dog or something more exotic.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">4. Don't get too many characters, just as many as you can handle.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">5. Don't be OP (should speak for itself)

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">6. VATS is disabled

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">7. Guns and gun wounds work like real life. You cannot survive three bullets to the head...etc. Armored characters be it metal or skin obviously have the edge.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">8. New Frontier, New Characters... I count on you people to interact with our self-made NPCs. They don't need a backstory per sé.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">9. Large bodies of water are irradiated (the lake and ocean)

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">10. No random Teleportation

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">11. You can be in any faction that already exists here or in the Fallout universe, aside from the Midwestern Brotherhood of Steel chapter (you can be in a chapter not from Seattle). You may create your own faction, but don’t make it some kind of secret society bent on conquering the world.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">12. (Optional) add points to your S.P.E.C.I.A.L. or Tag Skills. Feel free to customize it anyway you wish, just don’t make your character ridiculously overpowered, so to speak. This is just for me to have a better idea of their strengths and weaknesses.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">13. There is one radio station, the “Seattle Broadband Emergency Frequency,” with a repeating message.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">14. Given how far away Seattle is from the East Coast, the events of Fallout 3 and other Tales of the Wastes have little to no effect on the Royal Wasteland. Interpret that any way you wish.

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Character Card

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Name:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Age:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Sex:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Race:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Appearance:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">S. P. E. C. I. A. L. (Optional):

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Tag Skills (Optional):

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Equipment:

<p class="MsoNormal" style="mso-margin-top-alt:auto;mso-margin-bottom-alt:auto; line-height:normal"><span style="font-size:12.0pt;font-family:"Times New Roman",serif; mso-fareast-font-family:"Times New Roman"">Background:

Synopsis:

William Van De Poorter comes to the Royal Wasteland, in order to explore the wonders of the Emerald City. Instead, he runs afoul of Kheiro in Mt. Hood and is warned of a 'prophecy' by a wise old man. Incidentially, Kheiro infects William with a deadly virus in order to force the former secret agent to complete the prophecy for Kheiro, whatever that might mean. Heading to Pioneer Square in search of seven adventurers who came together under strange means. The Apocalyptians arrive in the Royal Wasteland in search of a raider gang to kill, but it may have simply been a lie told to them by their leader to get them here to investigate something different. They join Rick Deere and Duncan in Queen Anne's Hill and immediately murder Mathias, although their reason for doing so was likely entirely justified. They head from their to the Cause's HQ, being brought in by a Causer to investigate a strange message being broadcast over the radio, a phrase they keep hearing: "Four men come to the Emerald City." Timothy Ashford is also brought to the Cause, after being rescued by the Royal Army from Brotherhood of Steel knights. There, they are hired by the Cause to investigate the strange message, and now all eight of them have descended on Pioneer Square to track down the message's source.

Jim Hailey mets with the High Lama of the Shambhala in the Seattle Space Needle, and was sent to meet up with the group at Pioneer Square. Together, the Outsiders head for Vault 253, which Old Jack revealed to them to be the probably source of the signal. Along the way, they pass through the abandoned area north of the Emerald City and Lake Washington, dubbed the Badlands. There, they run into the Frumentarii and are forced by their leader, Praetorian Gracius, to capture a Legion criminal hiding out in a roadside pub. The group suspects Gracius is withholding information, and are unsure what to expect, until they are forced to confront the psyker Hades. After a scuffle, the group uses a psychic nullifier, given to them by Gracius, to capture Hades. Gracius attempts to double-cross them, but Tim unleashes Hades, which results in the Frumentarii's demise. Hades, feeling merciful and wary of the group, leaves after this.

The Outsiders headed for Vault 253, where they encountered the oddly dressed denizens of the Vault. Dressed like vikings, and living side-by-side with Siberian tigers, the Outsiders had to plead to their leader, Queen Tigris, Mother of Beasts, to enter the Vault. The Vault proved a danger, but the ground made it througn mostly unscathed. Discovering the Prophecy of Four for what it was, they left the Vault by nightfall. They spent the night at Alois Don's campsite, and the Canadian acrobat joined the party. In the meantime, Duncan had stolen a tiger cub from the vault, and gave it to Deaphanie as a gift, which the pair named Morty, despite soon learning the cub was a female. Desiring more information, William led the group to the Issaquah Nation, so he could meet with the Indian's elder. The Elder explained the meaning and story behind the Prophecy of Four to them. The Prophecy of Four tells of four chosen individuals who will defeat the evil spirit Chahalheel, or raise it from hell. Kheiro believes he can achieve the latter. The group wanted to learn more about Kheiro and what his true motivations were. The Elder directed them towards the Crimson King, the leader of the House of Devane. There, on Mercer Island, not only would they fulfill part of the prophecy, but they could also learn about their enigmatic enemy.

On the road there, they ran afoul of a Brotherhood outpost. Deaphanie was taken captive, although had little concern, as the Outsiders were right on her heels to take the outpost out. They managed to defeat the Brotherhood, but two Knights escaped to report back in. William learned of some sort of Brotherhood plot, involving them placing many similar outposts all over the wastes, but nothing of substance. They pressed on to Mercer Island. They were stopped at the bridge across by the Red Hand, who demanded they hand over their weapons. However, Sergeant Pepper, a Handsman who Tim had met previously, allowed them to enter with their weapons, vouching for them. Inside the Crimson King's palace, the group met the eccentric and enigmatic Yellow Jester, who proved no small irritance for the Outsiders. Sent to guest rooms to wash up and dress for dinner, an assassin was sent after William. On a covert foray through the palace, William learned from the Duke Adamar, a high ranking office in the House of Devane, that his assassination attempt was some part of an elaborate game for the Crimson King's enjoyment. The Outsiders were invited to dinner, where they met Tanner who is currently hunting Hades, searching for any leads on the ghoul psyker. During dinner, the Jester revealed that, in order for them to learn about Kheiro, first they would have to pass the Trials of Worthiness, as he would tell them nothing before passing them.

Although the eerieness of Mercer Island had passed, it quickly became clear the danger had not. Tim passed the Trials of Worthiness, discovering the Yellow Jester was in fact the Crimson King in disguise. As a reward, he earned an audience with the King the next morning, who revealed that Brotherhood was planning something big, Kheiro believes he can use the prophecy to do accomplish some grand plan, and the answers lay with the Cause. Returning to the Cause HQ, the Outsiders spoke once again with Abel. Whilst filling the Chief in on recent events and the what the King had told them, they were interupted by the sound of the Brotherhood of Steel's warship taking flight. Over the radio, Elder Christain Brosch delivered a menacing speech, explaining that he would use this warship to destroy the Cause and the Outsiders, both for attacking a Brotherhood outpost and because they were an obstacle in the way of seizing control of the Royal Wasteland. Chief Abel sent the Outsiders to Fort Lawton, to use the surface-air missiles there to shoot down the airship. However, they encounter a hiccup in Deborah, a Y-17 trauma harness with it's dead user still inside that attempted to convince the Outsiders it was human. Deborah, or the Deborahs, are apparently all under the control of a singular A.I, a ZAX unit designated ZAX 3.9.

The Outsiders, meeting more of Deborah as they proceeded through Fort Lawton, realized she had full control over the base. Guided by her to the base’s operational command center, they attempted to have her remotely launch a surface-to-air missile from there, but the missile misfired because of expired fuel. Deborah refused to fail the group, however, and told them that she could instead use F-16 fighter jets to attack the airship. Capable of piloting them, she explained the jets needed human bodies inside them to fire, a safety precaution against the possibility of a rogue A.I. Thus, the Outsiders filled into F-16s and took the fight to the skies. After a lengthy battle with the airship, which resulted in Tyrus and Will crashing their jets, the Brotherhood’s flying death-dealing contraption was finally vanquished. However, Will and Tyrus were captured by Brotherhood Knights that had abandoned ship in their power armor, and Kheiro uses a signal jammer from afar to crash the rest of the Outsiders’ planes on the return flight home. Tim and Famian thwarted him, however, and after exchanging words with the Masked Man, managed to almost chase him down, wounding Kheiro. Meanwhile with the Brotherhood, Will and Tyrus were forced to play a tense, near-fatal game of Russian roulette, before they were rescued by Tanner, who had been sent by Deborah. The three returned to South Tower, to inform the Cause of their success, and recover from the fight. The other Outsiders had ejected near the Space Needle, and were invited up to meet the High Lama. Rick deigned to be the only one to do so, and was informed of a possible future fatality in the group. The High Lama said that, if four people not naturally from the Royal Wasteland did not die soon enough, a member of the Outsiders would. The High Lama apparently got this information from ‘his friend,’ but who that friend is he would not reveal. Abel explained to Tyrus, Will, and Tanner that the fight would likely end poorly. However, he knew of a weapon that could turn the tide, a ‘Doomsday Machine,’ built by Beacon Enterprises.

Once reunited, the Outsiders headed to Becaon Enterprises. There they learned that the head of Beacon Enterprises, named Beacon, had built Kheiro's mask--although he hadn't known if was for the Masked Man-- and that the bomb was with the Director of the Undericty. Uncompleted, the Outsiders would need to fetch the bomb and return it to Beacon to be completed. However, upon arriving at the Undercity and meeting the Director, the Outsiders encountered a  shocking twist.  The Director was in fact Kheiro, who plans to use the bomb to free Chahalheel, supposedly, which also coincidently requires all the Outsiders to die. It was also revealed that all the denizens of the Undercity are under Kheiro's control as his slave-soldiers, the Hundred-Hands. After keeping the group stalled using his strange power, Kheiro left to go to Beacon Enteprises and complete the bomb. A short confrontation with some of Kheiro's men ended with their demise, and the Outsiders than decided to scout out Kheiro's office there in the Undercity.

The Outsiders discovered Kheiro's plans-- he was to destroy the Undercity with the Doomsday Machine, thus releasing Chahalheel from it's earthly prison. When they returned to the surface, The Emerald City had turned to war. They fought through the streets of Seattle, running into a Sergeant Pepper again, and managed to make it back to Beacon Enterprises. Only, Kheiro had fooled them again. He had already been there and left with what he needed to work the Doomsday Machine. He left a message in Mandarin for William, inventing him back to Mt. Hood, while the rest of the Outsiders moved on. The Apocalyptians and Duncan went on to duel with what could only be described as the dragon of the Royal Wasteland-- a massive creature that was the combination of multiple different mutant insects. They managed to frighten it away (And it escaped with a bunch of it's eggs, which undoubtedly would be a problem in the future.) Everyone, minus Will, reunited at the Cause HQ. The Emerald City was under siege, the Red Hand stretched thin, and it was up to them and the Cause to make one final push for the Undercity to deactive Kheiro's bomb. They made it, but at the cost of the Causers, who all perished in a last stand against the Brotherhood. Kheiro and Will's game of cat and mouse came to a close as Will managed to get the upper hand on Kheiro. Kheiro attempted to out manuver William but revealing a devasting reality: William's illness was an elaborate suggestion Kheiro had imprinted upon him. Kheiro attempted to use William's surprise to kill the agent in a deliberate car crash, but William escaped and used his talent with stealth to outwit Kheiro and snipe him from afar. Kheiro survived the gunshot, and was shortly strangled to death by William in very satisfying conclusion to the Masked Man.

Lana managed to disarm the Doomsday Machine, but the day wasn't won yet. Hades, desiring the new power bonding with Chahalheel would grant him, had arrived at the Undercity. Slaughtering the Brotherhood knights outside, he descended below where the Outsiders confronted him. They now battle Hades in a last ditch effort to save the city, and perhaps more, from the monster...<ac_metadata title="Fallout: Prophecy (Part 9)" related_topics="Royal Wasteland"> </ac_metadata>