[font="'Courier New';color:#000000;"]War.War never changes.Since the dawn of man, man has been at war. Conflict has always been a part of our nature, but despite it we were able to advance a society throughout the world and even into space. But in the fall of 2077, humanity could sustain itself no longer, and our need to destroy caught up with us. The nuclear war that ravaged the world left next to nothing in its path.Those who survived did so in enormous, underground vaults. There were over a hundred vaults scattered throughout North America. Eventually, the vaults were opened, and humanity emerged.By 2186, with the help of a few special individuals, a man by the name of Aradesh was able to found what would eventually become the most successful post-apocalypse government in the United States: the New California Republic. Like Julius Caesar’s Roman army, the New California Republic, colonized fast, and by 2282, they had a peaceful rule over the entire state of California and the Mojave Desert, having beaten down threats like the technologically driven Brotherhood of Steel or theEnclave, or even the legion of slavers known as Caesar’s Legion.In 2312, the tendrils of the NCR’s own Crimson Caravan Company had finally rolled into the area surrounding Austin, Texas, which was already mostly colonized by a group called the Texas Union, who aimed to keep the dreams and morals of the pre-war Texas alive. They were heavily influenced by the post apocalyptic Resurgence Church, who, like the Mormon Church in the north, was rich enough to remain a heavy influence.The NCR, like the NCR does, made peaceful contact with the Union. NCR ambassadors have hoped that the size of the NCR would be enough to convince the Union to be absorbed, with the city of Austin sucked into the monster that is NCR, but it hasn’t. Negotiations began.At first the NCR and Union were on peaceful terms, but things have fired up. NCR camps have been popping up on the outskirts of the Texan Wastelands. Rangers have been spotted inside city limits, and Union citizens are getting antsy. Sides are being picked, with no clear favourite in the state.The Union has its men readying to defend its home, and NCR is readying a backup plan. The negotiations may go well, but they will likely go poorly. And like war, the New California Republic never changes.Fallout: Austin City LimitsWelcome wastelanders![/font]
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[font="'Courier New';color:#000000;"]Table of Contents:000: Introduction001: Rules002: Character Sheets003: Factions004: Geography005: Technology006: Bestiary007: Approved Characters[/font]
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[font="'Courier New';color:#000000;"]001: Rules[/font]
[font="'Courier New';color:#000000;"]Game Master: Ra's al Ghul[/font]
[font="'Courier New';color:#000000;"]Co-GM: Kaitho1. Respect your fellow players.2. Respect staff members.3. Respect BZP rules.4. No godmoding. I’m sure you all know what I mean.5. Use IC and OOC. I’m not particularly strict about OOC, so long as you don’t start getting confusing.6. Be realistic!7. Have fun.If you break any of these rules, you will be punished but I don't think that'll be a problem.002: Character Sheets[/font]Please PM them to me. After they are approved, you can post them in the topic, and we’ll be link to your post in the following character segment.I see the rest of it as mostly self explanatory. Remove the parenthesis and have at thee.Username:Name:Appearance:Affiliation: If you are associated with the New California Republic or Texas Union, you are to note your rank/position here. If just a civilian, say so. This is also the place to note if you are a super mutant or ghoul.Age:Specialization: What is your profession? And what else you’re good at.Equipment: For limits, just try and make it reasonable as to what you could carry but I don't really mind how many. Also! This needs to be realistic. Most civilians don’t have access to energy weapons, none have access to Power Armour, and few have access to the high-end automatic weapons used by the New California Republic or the Texas Union, and if for whatever reason you do, make sure you have a reason for it.Bio:Faction SheetsI’m gonna try and be at least a little stern here with the create-a-faction feature. I want something original and well-thought out, here. Keyword original, keep the Covenant in Halo!Username:Name:Leaders:Important Locations: If applicable. You can make them up.Structure: What sort of ranking system do they have? How about their government? This is also a good place to talk about their technology. (If it’s current military grade, or if they have access to pre-war tech.)History:003: FactionsThe New California Republic”A safe people is a strong people.”Founded in 2186 by a man named Aradesh and his daughter, Tandi, the New California Republic is often considered humanity’s best bet. With nearly a million civilians in the Core Region (the south west coast and the surrounding area, roughly centered around Los Angelos) and the Mojave Wasteland, they are the most successful government known to post apocalyptic society. Despite all their success, they are not perfect. After Tandi died, the following presidents have been known to neglect the needs of many a citizen, and have often been seen as greedy, and selfish.The population of a town called Shady Sands consisted mostly of survivors from Vault 15. It was built in 2142, just north of the remains of Los Angelos, at the time called the Hub. It was created using a machine called the G.E.C.K.: the ‘Garden of Eden Creation Kit’, the epitome of pre-war technology that was installed in certain vaults. It allowed them to create a thriving ecosystem, erect buildings, and establish a settlement.Shady Sands was however, plagued by problems. It was attacked constantly by radscorpions and raiders, the latter of which even went as far as kidnapping Tandi in 2161, a fault that was corrected by an inhabitant of Vault 13. In 2162, the town’s citizens became the owners of the Crimson Caravan Company, a titanic merchant group that dominated trade in the Core region. In 2189, with the help of the Crimson Caravan and a few others, the citizens, namely Aradesh and Tandi, were able to turn Shady Sands into the headquarters of the newest military superpower: the New California Republic, and by 2281, they owned not only the entire Core, but also the Mojave, after a long and brutal campaign against groups such as the Enclave, and Caesar’s Legion.As of 2342, NCR is lead by a man named George Theodore Knox. He was raised in New California Republic, the town, and the son of one of the New California Rangers. He is a very aggressive man, and was the one who ordered the takeover of Austin, under the guise of wanting to control the major trading system the city is the hub of, but there have been whispers among current Union citizens that his actions in the south have been driven by pure spite against the Church that has such significant influence.Unlike most other groups encountered in post-apocalyptic society, the New California Republic employs a strict ranking system, one that follows very closely to 21st century militaries of the United States, or other such countries. The general technology possessed by the NCR is obviously military grade and higher than civilian, but they do not have the tech skills required to utilize or operate the latest pre-war technology, such as Power Armour, and have energy weapons in short supply, so their firearms are all typically stocked with bullets.The Rangers ”The Ranger vets are coming in from Baja. I’ve never seen one, but I hear they chew nails and spit napalm.”The Rangers of the Core area were always the super soldiers of the world, rivaled in prowess by only the Brotherhood of Steel’s Paladins, and even so, no Paladin could ever do what a Ranger could. Founded by a man named Seth when NCR was created, the New California Rangers took very little time in becoming the most reputable and prestigious soldiers NCR could offer.The New California Rangers are not to be confused with the Desert Rangers. The Desert Rangers were the spiritual successors to the Texas Rangers, surviving ever since the Great War of 2077 in the state of Nevada, but had certain members inhabit areas in the Core as well. By the time NCR Rangers had entered the Mojave, in 2271, the Desert Rangers were being plagued by Caesar’s Legion, and contacted the NCR, and were later absorbed into the ranks of NCR.Rangers were hand picked out of training, for those who excelled at reconnaissance or marksmanship. Ranger training was extensive and it was brutal, with a 80% drop out rate. The soldiers who emerged were ‘quieter than a shadow and deadlier than a deathclaw’, very respected and feared among enemies, and idolized among comrades. The Rangers who survived to spin tales of heroism were awarded veteran status: and with that, the prestigious black armour and trench coat, the signature attire of the Desert Rangers who preceded them.For all their skill and training, there remain very few Rangers in NCR’s military. During the Mojave Campaign, there were only about fifty or sixty Rangers present, and a few hundred in the Core, but after the Second Battle of Hoover Dam, there remain only a few dozen.The Texas Union”Texas is neither southern nor western. Texas is Texas.”The only known organized government in the post apocalyptic United States to successfully colonize an entire state that isn’t the New California Republic is the Texas Union. Based out of the remains of the former capital of the state, Austin, the Texas Union is a government that prioritizes on keeping old world Republican values alive.They started out as a small group of raiders who emerged from Vault 63, just south of the city of Austin. As they were the most organized out of any of the raiders, they established supremacy rather easily. The original inhabitants of Vault 63 were unfortunately far from the cream of the Texan crop- instead, the Vault was filled with the rural civilians Texan stereotypes were born from, the ultra-religious and ultra-conservative.Given their simple upbringings and utter devotion to the concepts that held so much power during twelfth century Italy, the ‘63ers’ were almost putty in the hands of the missionaries of the newly created Resurgence Church of the Savior, the Church that was created in the aftermath of the separation in the Mormon Church in the north that had traveled south to colonize there.As the Resurgence Church had a spine that was crafted by the same general beliefs that the inhabitants of the Vault were raised to believe, it wasn’t hard for the high priests to convince the raiders to unify. With the wealth provided by the Church, the raiders were able to arm themselves and turn their comfortable dominance into complete and utter control of Austin and the surrounding area, and found themselves spreading outwards, with the goal of unifying Texas once again.In 2342, the man who heads the Texas Union is the same man who organized the original Vault escape, a man named Warren Rodriguez. Unlike most of his soldiers, he feels little commitment to the values of the Church. His alliance with them is purely financial. He is a very intelligent and very respectful, his biggest hero being none other than Edward Sallow- Caesar himself.The Union uses a simple ranking system, categorizing their military similarly to the Brotherhood of Steel. Their soldiers start out as Recruits, eventually advance to Initiates. After becoming Initiates, the soldiers of the Union have two possible paths they can choose, each with its own set of ranks.The much more commonly chosen path is the Holy path, also known as the Walkers- starting as a Defender, and then ranking up to a Guardian, Veteran Guardian, and finally a Chieftain. The Walkers are backed by the Church almost exponentially more than its alternatives, and for good reason. The foot soldiers of the Union, as well as the peacekeepers and law makers, are the Holy path, and their influence on the Texan wastes are drastically larger than the Unholy.The Unholy is, predictably, the opposite path. Unlike the Walkers, the Unholy are the hunters of the Wasteland, inspired in part by the New California Rangers. Also unlike the Walkers, the Unholy or ‘Mavericks’ don’t follow any sort of chain of command, and once they complete training, they are Dusters until they retire, with the only chance of advancing in rank is becoming one of the four Ghosts who deal with the sketchier happenings in the Wasteland.The Dusters are the anti-Rangers. Training is just as extensive, and their missions are typically similar, as they perform reconnaissance and assassinations of key targets, and even to protecting the all-stars of the Church. The Ghosts are the only thing the NCR has no match for. There is no known limit to what these Ghosts are capable of doing, but it is rather clear that there is something about them that just isn’t human.The Mavericks weren’t installed by the Church, however, actually by Rodriguez himself, in an act deemed necessary by himself and only himself. The Mavericks answer mostly to him. Despite their prestige, they are typically shunned by Texas civilians and operate covertly, or not at all. The Ghosts, on the other hand, are outright feared, and they know it. When a Ghost makes an appearance, he has a reason, and the people listen to it gladly.The Resurgence ChurchWhile it’s name suggests otherwise, the Resurgence Church is not a religious group, at least by 21st century definitions of religious. The Resurgence Church worships a different deity- us.When the Vaults were opened, they found plenty of pre-war magazines, newspapers, and recordings. This built up many myths about what life was like before the war, since, nobody in the wastes knew for sure, with the exception of the Ghouls. Pre-war life was a thing of mystery for the people of post-war America, and it was a mystery very many people were interested in.One such man was Blake Driscoll, a scholar who worked for the Followers of the Apocalypse, the same ones scattered throughout NCR territory. He was fascinated by these pre-war ideas and used the people’s fascination to rally up against his superiors, demanding these concepts were recognized. The Church refused, and Driscoll and his followers struck out, to eventually form the Resurgence Church.Like pre-war Churches, the Resurgence Church gained much wealth from post-apocalypse entrepreneurs who loved pre-war ideas that wanted to support them, and wanted to be attached to something that wasn’t clingy or demanding. By the time Driscoll and his caravan reached Texas, they had a wealth that rivaled NCR, and the rest is history.They are adored by the Union citizens who also love their ideas. The primary goal of the Resurgence Church is to spread Capitalism lifestyle, to promote education, and to keep standards of living high. That last one, particularly, is handled in a very controversial manner. This can lead to bigotry towards irradiated or mutated people, such as Ghouls, which includes a lot of Union citizens. They are taken and disposed of, all in the name of good living.This hatred of Mutants leads to the Church’s alliance with the Travis County Chapter of the Brotherhood of Steel. The Church employs them to eradicate large mutant threats, and in return, the Brotherhood is granted exclusive access to the Texas National Guard’s headquarters, just a few miles outside of Austin, and isolation to do their bidding in there.Minor Factions”Don’t matter if you smell bad, all that matters is staying alive.”The Brotherhood of SteelThe iconic flagship faction of Fallout as a series since the first game, the Brotherhood of Steel has, of course, made their way into 24th century Texas. Originally from the Core region, the Brotherhood is a group of super soldiers and scholars who inherited the equipment used by the United States military, and reverse engineered it to be mass-produced among their soldiers. They focus on one thing- the preservation of pre-war technology. They are an elitist group, whose members consist primarily of descendants from original members, but they have been known to rarely make exceptions to this, and allow unique or talented individuals to join their ranks.The Brotherhood’s soldiers follow a medieval sort of ranking system, going from Initiate, to Knight, and finally to Paladin. A Brotherhood Paladin is their primary foot soldiers, and are quite a magnificent specimen, rivaled only by the Union’s Unholy and the New California Rangers. They go through state-of-the-art training- virtual reality, primarily. Despite rarely fighting human foes, Paladins have been known to slaughter thirty men apiece in large battles, such as the Battle of HELIOS One.There is, however, a second ranking system used by the Brotherhood- this being the Scribes. Scribes are what their name suggests, record keepers, intelligence officers, and the like. The choice to be either a Scribe, or a Knight, is one to be made when entering the Brotherhood.The Brotherhood operates in smaller groups called Chapters. A Chapter is a group of Brotherhood members around a hundred personnel strong, and they are lead by the Elder. Each branch of the Brotherhood also has a leader- the Elder Scribe, for the Scribe branch, and the Head Paladin, for the Paladin branch.Travis County Chapter of the Brotherhood of SteelThe Chapter of the Brotherhood that this RPG features is much more powerful than the Mojave Chapter. Due to the Church’s distaste for mutants and the Brotherhood’s experience fighting them, the two groups have reached a state of harmony. The Brotherhood defends Travis County from Super Mutants, and other such things. However, as few Super Mutants have wandered as far south as Texas, the Brotherhood enjoys the benefits of the treaty signed with the Church for little work. To their name, the Travis County Chapter boasts complete control of Texas’ military base, three miles down river from Austin. They are granted solitude from Union soldiers and few outsiders are ever allowed inside the base. The Elder of the Travis County Chapter is Elder James Smogon.The EnclaveThe single handed most advanced group in post-war society, the Enclave is actually a very dark, very significant other to the pre-war United States. Founded sometime before the war, they were in charge of following the US government, correcting errors, and creating back up plans. The Vault project was one such back up plan.Being as their scientists have never stopped working, the Enclave considers themselves the best of the best of the post-war society and with good reason. They are the only radiation-free life forms left on the planet, they have the most advanced armour and weapons, and they have access to the only remaining pool of fossil fuel left on the planet. The only reason they could never take over and become supreme kings of the world is their dwindling numbers. Like the Brotherhood, the only surviving members are descendants of original members. Nobody else fits their standards.Little is known about their structure, other than they are lead by a President, one who typically considers himself President of the United States, despite the President of the New California Republic arguably deserving that title more. Their soldiers are better equipped than any Paladin, but skirmishes have proven time and time over that they are no match for the Brotherhood’s soldiers.004: Geography”I emerged from the scene, and looked back on the rubble.”The Texas Wasteland is massive. This RPG focuses on a select part of it though- Travis County, or the area surrounding the city of Austin. There are certain areas in this RPG that are more important than others, areas that everybody should know about. These areas will be covered in this section.Note: PM a staff member with a description of an area if you want it added into the game, and this post. Preferably me, since I have to see it anyways to edit it in.AustinAustin, Texas, was and is the capital city of Texas, and was one of its most thriving communities. During the Great War, it was not hit very hard, like Las Vegas, leaving many buildings intact, and letting a community build itself. In this RPG, many locations fall within its limits. They are as follows:The Capitol BuildingThe headquarters of the Texas Union and located dead center of city, as if the warheads shaped the city perfectly even around it. It is a heavily fortified building for good reason- all major Union personnel live and operate here. Military training is executed in the back, military planning is executed inside. This is where the negotiations between the Texas Union and the New California Republic are being held.The HubUnrelated to the remnants of Las Angelos despite sharing its name, the Hub is the largest trading center known to post-apocalyptic man. It occupies the street directly south of the Capitol Building, which has been cleared and built to support merchants, caravans, and shoppers, alike. Musicians can be found every so often, busking. It is the happiest place in the wasteland by far. It is patrolled by the Walkers day and night, even if all trading is to be ceased at midnight sharp, with few exceptions, like the annual Union Day festival.The RockLocated just west of the Capitol building, the Rock is the go-to places for adults after midnight. It offers gambling, and entertainment. It is famous for its bi-monthly fighting tournaments, which often have the entire city abuzz.The ChurchFormerly Austin City Hall, the Church is home to the Resurgence Church and all its higher ups. Here is where the Church’s doctors reside, where a sprawling library is kept, and where classes are taught. The teachers educate their students, children and adults alife, on pre-war culture. There are sixteen lectures in total, and most who come to hear one hear them all later on.The TempleThree miles down the Colorado River from Austin is the home of Texas’ pre-war military force. Currently, the Temple is inhabited by the Travis County Chapter of the Brotherhood of Steel, and they seldom allow people to enter. Little is known about what the Brotherhood needs the Temple for, but those who are familiar with them could likely guess.The PlainsMore or less, all the area in between. Surrounding Austin are the sprawling Texan plains, home to Deathclaws, Mutants, Geckos and other beasts. This is where the Ghouls and Super Mutants have been driven too, where they have seemed to have ceased to exist. Considering the dangers, their deaths are very likely. Outside of carnivores, the most dangerous things in the Plains are the ultra-powerful radioactive tornadoes that terrorize the countryside. They are rare, but they are deadly, and can ghoul-ify anybody trapped in their vortex in mere minutes.The BadlandsUnlike Austin, the city of San Antonio to the southwest was devastated in the Great War. A total of six warheads hit the city, turning a thriving metropolis into a ghost town. The ruins are heavily irradiated but nobody has ever explored them. Rumor has it that all Ghouls and Mutants the Church leaves to die in the Plains make their way to San Antonio, which gave it the name. Ultimately, it is a place of mystery and of wonder, but also grave danger.The CoreWhile not looked at in this RPG, the Core region deserves a mention. This is the region dealt with in the first two Fallout games- that being, the area around Las Angelos, where the New California Republic got settled. It will be mentioned many times throughout the RPG, so it deserves an explanation to newcomers of the series.005: TechnologyThe wasteland of Texas is very similar to the Mojave Desert with a few key exceptions. Unlike the Mojave, there is no Hoover Dam. This means that nobody, not even the richest of the rich, has access to electricity, and if they do, they keep it to themselves. Instead, lighting is provided by a type of pre-war glow stick. Union citizens have taken to calling them Starbeams. Created by a Texan scientist before the war, they were cheap and easy to manufacture and were designed to be sold as camping equipment. After the Great War, however, citizens discovered that radioactivity, even in slight amounts, could reignite them indefinitely to provide a blaring glow of white light, bright enough to lighten an entire room. They can be turned off by unscrewing the ends. Starbeams are in great supply, and are common household items, even if they cost upwards of two hundred caps a piece.The second biggest difference between the Mojave and Texan Wastes are firearms. Travis County boasts zero access to the Gun Runners, the weapons trading empire that dominates in the Core and Mojave regions. As well, the van Graffs who deal with energy weapons, are also absent, meaning that the only reliable source of weaponry are the Union’s tech staff, and the New California Republic soldiers. Naturally, neither is a viable source of high-end weaponry for civilians.Food preservation is a constant issue in post-war America. As Austin has no source of electricity, they don’t have access to working refrigerators, so there is no reliable way to keep meat fresh without going the traditional route and smoking them.The New California Republic, however, brings its own technology to the table. Once they seized control of Hoover Dam and restored it to a condition where nearly no scientists were required to run it, the Republic’s scientists were given nearly thirty years of bliss to pursue technologies to improve the standard of living, and to reinforce their armies. Outside of continuing to supply the army with Vertibirds [a design taken from the Enclave], the Republic saw the unveiling of, for the first time since the war, a motorized vehicle- or motorhicle, for short.Powered with electricity siphoned into massive, four pound batteries, these vehicles use a pre-war design of a one or two person motorbike with very precise steering capabilities, used almost exclusively for military use. These bikes, or Blades (Named after how they can cut straight through a sand dune, and how they look from the top) are very expensive to manufacture, and very expensive to put together. There are a little under one hundred in the entire military, and less than a dozen exist for civilian use. Prototype models for ground vehicles that can transfer equipment and troops are in the making but have not been mass produced.Weaponry has yet to change much, however. The Union is equipped with traditional firearms, like the Republic- weapons which use 5.56mm rounds, 5mm rounds, .308 rounds, etc. Energy weapons are a different animal. Energy weapons use rounds like Energy and Microfusion cells, and are hard to find, as they are mostly pre-war technology. Energy weapons are very uncommon in Travis County, and most of them belong to the Brotherhood of Steel, who makes them inaccessible to civilians and soldiers alike.Aside from energy weapons, the most extensive and highly prized technology available in the Texan Wasteland is the coveted Power Armor. Introduced by the United States military shortly before the great war, the T-45d Power Armor was the first Power Armor deployed into battle, replaced later by the sleeker T-51b. Power Armor is a machine that needs to be learned how to be used- to the ignorant, it is little more than heavy junk. Currently, the only people in the Texan Wastes equipped with Power Armor are the Brotherhood of Steel, and they keep all available suits to themselves.Finally, the most dangerous weapon in the Wasteland is the Forced Evolution Virus- the same one that created the Master, and all his Super Mutants. Created just prior to the Great War by a company known as West-Tek (The same company that supplied the U.S. with Power Armor) as a counter weapon to the Chinese’ invisibility weapons (Stealth Boys). The Forced Evolution Virus, or FEV, does exactly what its name implies- forces evolution and it doesn’t do it particularly well. It can bestow great gifts, like strength or even telepathy in the case of Richard Grey, later known as the Master. However, in doing this it mutates the human form, creating Super Mutants. If direct exposure to the virus happens, its results are exaggerated, and can be very terrifying.006: Beastiary”You can blame God for giving him teeth, but you can only blame yourself for not giving him peace.
[font="'Courier New';color:#000000;"]Enemy soldiers are not the only danger to face in the Texan Wastes.Note: PM a staff member with a description of a beast if you want it added into the game, and this post. Preferably me, since I have to see it anyways to edit it in.Deathclaws are the fastest and strongest of all the beasts in the Wasteland. Unlike most other creatures that roam the wastes, Deathclaws were not a child of radiation but in fact by the U.S. Army before the war. They were mutated Jackson’s Chameleons, used for dangerous missions in place of human soldiers. After the Great War, they survived heartily, originally considered beasts of legend. Once they became more common and more widespread across America, hunters began to respect them as very dangerous creatures. They stand at about seven feet tall, are very fast, very strong, and very difficult to kill. They are very territorial, and will attack everything that intrudes in their habitat.Super Mutants were very common in the Texan Wasteland before the Resurgence Church began to have their way. It is unknown how they came to exist in the Texan Wastes, and have no connections to The Master, from the Core region. They are intelligent, like most first generation Super Mutants, and not savages. They are stronger than humans and very tough, but due to their scarcity, pose little threat if an attack were to be mounted. A trait of Super Mutants is that they live unnaturally long lives, and can live for hundreds of years.Ghouls are in a similar boat as the Super Mutants. Unlike Super Mutants, which were humans exposed to the Forced Evolutionary Virus [FEV], Ghouls are simply humans exposed to an ungodly amount of radiation, which forces their skin to mostly fall off, and makes their voices very raspy. Like Super Mutants, they live very long lives. Some Ghouls were alive even before the war. Another trait of Ghouls is that they are fully immune to radiation poisoning, and can heal wounds if exposed to it.Ghouls come in three phases, depending on the type and intensity of radiation they are exposed to- ‘normal’ Ghouls, Feral Ghouls, and Glowing Ones. Feral Ghouls are brainless zombies, which will kill anything that won’t kill them first. Glowing Ones are the most rare kind of Ghoul. They can be either normal or Feral, but are usually Feral. Their organs glow a sickening green and they still reek of radiation. They are the strongest type of Ghoul.A newcomer to the Texan wasteland is a creature known to locals as Wheelers. Wheelers are mutated armadillos. Like Geckos, the armadillo population of Texas grew after the Great War, in both meanings. Once being tiny little creatures, Wheelers evolved into four foot long, aggressive beasts. Like the name implies, Wheelers curl into balls and roll about at very quick speeds, downhill reaching almost twenty miles an hour. Physically, Wheelers sport a bumpy, almost serrated shell. It is tough to penetrate with traditional firearms, but energy weapons are very effective in penetrating the shell and reaching the fleshy underbelly underneath. The have sharp fangs, sharp claws, and a short snout. The most interesting (and dangerous) part about Wheelers are the four, flexible spines that sprouted from their shoulders. These spines are toxic but not fatally so. In great doses, this poison can paralyze, which is how Wheelers catch their prey. Wheelers are typically easy to track, and their flesh is commonly sought out in marketplaces, and the toxin is used in medicines.Geckos are also common in Travis County, and are natural enemies with the Wheeler. There are many variations, some stronger and faster than others, but look very similar. They stand at about three feet tall and have evolved into bipedal creatures. Rumor has it that certain species can actually breathe fire.[/font]