FANDOM


(Character Development)
(Factions)
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== Factions ==
 
== Factions ==
=== Enforcers ===
+
=== [[Enforcers]] ===
  +
 
Roots: Military and police forces, first responders and emergency support personnel.
 
Roots: Military and police forces, first responders and emergency support personnel.
   
 
Since The Fall: Dedicated to the belief that order and civilization will only be restored and willing to place their weapons and their lives behind that belief, the Enforcers march a narrow and precarious path – balancing between defending order and becoming a dictatorship.
 
Since The Fall: Dedicated to the belief that order and civilization will only be restored and willing to place their weapons and their lives behind that belief, the Enforcers march a narrow and precarious path – balancing between defending order and becoming a dictatorship.
   
=== Children of the Apocalypse ===
+
=== [[Children of the Apocalypse]] ===
 
Roots: Anarchists, survivalists, paramilitary militia, radical tax protesters, rebels of society.
 
Roots: Anarchists, survivalists, paramilitary militia, radical tax protesters, rebels of society.
   
 
Since The Fall: Gathered into a loose confederation, the primal and nomadic CHOTA harass and disrupt attempts to re-build and re-establish society - striking, destroying, and then moving on in search of their next target
 
Since The Fall: Gathered into a loose confederation, the primal and nomadic CHOTA harass and disrupt attempts to re-build and re-establish society - striking, destroying, and then moving on in search of their next target
   
=== Vistas ===
+
=== [[Vistas]] ===
 
Roots: Environmentalists, alternate energy entrepreneurs, seekers of holistic forms of medicine, health and organic food
 
Roots: Environmentalists, alternate energy entrepreneurs, seekers of holistic forms of medicine, health and organic food
   
 
Since The Fall: Devoted to the preservation of the natural world, the Vista’s kept knowledge in plant and herbal medicine alive, expanded research with genetic and agricultural skills essential to survival, but their opposition to the resurrection of advanced synthetic technologies creates tension with those who remember how comfortable things seemingly were – and could be again
 
Since The Fall: Devoted to the preservation of the natural world, the Vista’s kept knowledge in plant and herbal medicine alive, expanded research with genetic and agricultural skills essential to survival, but their opposition to the resurrection of advanced synthetic technologies creates tension with those who remember how comfortable things seemingly were – and could be again
   
=== Techs ===
+
=== [[Techs]] ===
 
Roots: Scientists, technologists, professors and researchers in all science fields
 
Roots: Scientists, technologists, professors and researchers in all science fields
   
 
Since The Fall: Primarily devoted to maintaining what vestiges of pre-Fall science and technology remain, the Techs are also constantly on the alert for opportunities to rediscover and re-implement the technologies that some say played a part in causing the Fall
 
Since The Fall: Primarily devoted to maintaining what vestiges of pre-Fall science and technology remain, the Techs are also constantly on the alert for opportunities to rediscover and re-implement the technologies that some say played a part in causing the Fall
   
===Lightbearers===
+
===[[Lightbearers]]===
   
 
Roots: Visionaries and followers of spirit paths, faithful devotees of mind powers and healing arts
 
Roots: Visionaries and followers of spirit paths, faithful devotees of mind powers and healing arts
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Since The Fall: Devoting themselves to their vision of bringing Light into the shadows and darkness of the Fallen Earth, the Lightbearers view their path as the only true path, and their mastery of mental and mutational powers makes theirs a faith to be feared as well as followed
 
Since The Fall: Devoting themselves to their vision of bringing Light into the shadows and darkness of the Fallen Earth, the Lightbearers view their path as the only true path, and their mastery of mental and mutational powers makes theirs a faith to be feared as well as followed
   
===Travelers===
+
===[[Travelers]]===
   
 
Roots: Crime syndicates and cartels, street gangs, secret societies, triads, con artists and thieves
 
Roots: Crime syndicates and cartels, street gangs, secret societies, triads, con artists and thieves

Revision as of 00:08, June 19, 2007

Fallen Earth is a science fiction MMORPG in development by Icarus Studios, LLC.. It is set in a post-apocalyptic world.

Overview

The Fallen Earth story takes place in the 22nd century, in a post-apocalyptic world. In the ruins of old Earth the player encounters genetically altered beasts, advanced technology, and warring Factions. Some factions seek to rebuild the old world while others, such as C.H.O.T.A., wish to destroy it. The player starts the game with the Hoover Dam (Colorado) Enclave, but may travel South West to the Arizona Badlands (which was the setting for the Worm 2005 Trailer). The environment is set in "sectors" which can be advanced through at the players own pace, each of which continue the story-arc of the game.

Game Features

Character Creation

Fallen Earth promises to have thousands of facial and body combinations for players to create their character from including: faces, skin tones, hairstyles, body and facial hair, piercings, body art (tattoos), and makeup.

Character Development

Fallen Earth will mold your character around the abilities you've actively practiced, instead of giving you a predisposition into some class or occupation system like Final Fantasy XI and other MMORPGs.

Equipment

Fallen Earth will have thousands of items of varying strength for players to choose from and as many as 22 slots to equip these accessories. Further more, you wont just be able to wear items, you'll be able to wear them the way you want to. In Newsletter #5 (November 2005) Icarus Studios revealed that you'll be able to wear baseball caps forward or backwords, tuck or untuck your shirt, and even zip your jacket up or leave it open. Other indepth customizations like this have yet to come to light.

  • Possible Equipment (Clothing, Armor)
    • Bandannas, hockey mask, gas mask, Cowboy Hat, top hat, Welding Helmet, sunglasses, eye patch, goggles, etcetera
    • Jackets (jean, leather), t-shirts, shoulder pads, trench coat, tank tops, etcetera

Weapons

Fallen Earth will allow its players to carry as many as 6 active weapons which will be a part of your character's appearance (visible to yourself and other players.) Screenshots, videos, and subsequent newsletters have revealed a small list of weapons to appear in Fallen Earth.

  • Baseball Bat
  • Baseball Bat (with spikes)
  • Handguns
  • Rifles, Assault Rifles
  • Projectile Based Grenades, Rocket Propelled Grenades
  • Mines

Vehicles

Fallen Earth will allow players to drive vehicles of both single occupancy and vehicles which can seat multiple passengers. In the Worm 2005 Trailer, released on the official Fallen Earth web site, a dunebuggy is featured. It is expected that Fallen Earth will be so big that vehicles will be an important feature this game has.

  • Customizable: Armor, weapons, etcetera
  • Roadways and the different terrain below your feet and wheels will affect your vehicle's performance

Factions

Enforcers

Roots: Military and police forces, first responders and emergency support personnel.

Since The Fall: Dedicated to the belief that order and civilization will only be restored and willing to place their weapons and their lives behind that belief, the Enforcers march a narrow and precarious path – balancing between defending order and becoming a dictatorship.

Children of the Apocalypse

Roots: Anarchists, survivalists, paramilitary militia, radical tax protesters, rebels of society.

Since The Fall: Gathered into a loose confederation, the primal and nomadic CHOTA harass and disrupt attempts to re-build and re-establish society - striking, destroying, and then moving on in search of their next target

Vistas

Roots: Environmentalists, alternate energy entrepreneurs, seekers of holistic forms of medicine, health and organic food

Since The Fall: Devoted to the preservation of the natural world, the Vista’s kept knowledge in plant and herbal medicine alive, expanded research with genetic and agricultural skills essential to survival, but their opposition to the resurrection of advanced synthetic technologies creates tension with those who remember how comfortable things seemingly were – and could be again

Techs

Roots: Scientists, technologists, professors and researchers in all science fields

Since The Fall: Primarily devoted to maintaining what vestiges of pre-Fall science and technology remain, the Techs are also constantly on the alert for opportunities to rediscover and re-implement the technologies that some say played a part in causing the Fall

Lightbearers

Roots: Visionaries and followers of spirit paths, faithful devotees of mind powers and healing arts

Since The Fall: Devoting themselves to their vision of bringing Light into the shadows and darkness of the Fallen Earth, the Lightbearers view their path as the only true path, and their mastery of mental and mutational powers makes theirs a faith to be feared as well as followed

Travelers

Roots: Crime syndicates and cartels, street gangs, secret societies, triads, con artists and thieves

Since The Fall: using their skills and secret networks to create an “underground economy”, the Travelers blend in to deceive… and are both a threat to the re-establishment of civilization and providers of otherwise unobtainable goods and services

External links


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