The year is 2082, it has been five years since the Lone Wanderer crawled from Vault 101 and set in course a series of events that changed the wasteland forever.The Brotherhood with the support of the Lone Wanderer assaulted destroyed Raven Rock, dealing a damaging blow to the Enclave. Yet in the light of the attack, the Enclave launched a counter assault upon Citadel, the Brotherhood barely managed to hold the Citadel, many Brotherhood members were lost including the Lone Wanderer struck down in battle with the Enclave leader. Furious at the death of their compatriots and the damage done by Vertibird bombing runs the Brotherhood assaulted the Enclave post at Project Purity. Though the battle was long and costly they managed to prevail and forced the Enclave into a full scale retreat. The few Enclave posts within the wastes were left to fend for themselves until the Enclave mounted a rescue mission. Though the Brotherhood claims victory in the war, the loss of life and destruction wrought prevents either side from truly claiming victory.
In the next five years numerous city states have risen to power. Megaton has grown larger absorbing Spring Vale in the process, while the Outcasts are readying for an attack on the weakened Lyons Brotherhood over its long doctrinal differences. Tenpenny Tower grew to absorbing the Warrington Train complex becoming a regional power while Girdershade has grown into powerful trading hub for incoming Wastern traders, and similarly Canterbury Commons has become a hub for all Capital Wasteland trade. Pitt raids and Paradise Falls slaving runs keep the North in fear, while Talon Co. patrols are seen as far East as the river. Rumors of a Creed of spies occupying The National Archives and a league of ghouls living in the metro are heard through out the wastes, while travelers and traders sail North from the mysterious land of Point Lookout.
Rules
2. Romance is acceptable as its part of RP but don’t post anything with actual six. Take that in your or the person your RPing with to messaging.
3. Lore is very important in this. So no advance death rays or nuclear battleships. (You guys get the idea).
4. War must be agreed on by all parties.
Mechanics
1. When battling against another faction, each side presents their tactics In context, when a battle occurs we will take a vote OOC and decide upon the victor.
2. On economics, buy what you need in scarcity and sell what you have in surplus.
We have a http://columbia-rp.wikia.com/wiki/Columbia_RP_Wiki
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http://i.imgur.com/Ge5mJ9t.png
I'll have the FS/CS up within the hour.
Crimson Paladin
-- Capital Rangers
History: The Capital Rangers are a relatively young faction, founded by a former mercenary, José Cruz, for the purpose of protecting the innocent and punishing the guilty. Concerned about the Brotherhood's decline, the Enclave's resurgence, and the Regulators' increasingly mercenary way, Cruz gathered a number of like-minded individuals from the regions around Megaton, Arefu, and Big Town: escaped slaves on the run, veteran mercenaries looking for a greater purpose, wastelanders who had suffered at the hands of raiders, and ghouls who had nowhere to go. Once he had enough, he put put them through a rigorous training regime, with the condition that anyone attempting to leave would be shot to preserve the secrecy of the organization and the identities of its members. It eventually paid off, and the Rangers' first operation, a raid on the Wheaton Armory, was a success. The raiders occupying the ruin were wiped out and several ghoul rangers were able to loot the radiation-steeped armory bunker of its contents, enabling Cruz to properly equip his Rangers.
In the past few weeks, they have been covertly practicing various squad tactics on raiders and Super Mutants around the Bethesda, Arefu, and Megaton regions. Despite their efforts to be hidden, their actions have not gone unnoticed. Cruz has determined that as they will not remain unknown much longer, they should start making their presence known to potential allies, while stepping up their operations.
Location: Cliffside Cavern
Population: 75 (60 soldiers and 15 noncombat support personnel)
Economy: The Capital Rangers get what they need primarily by scavenging and looting their victims. They also on occasion trade the corpses of their victims to The Family, in exchange for supplies and ammunition.
Culture: The Capital Rangers are in many ways similar to the Regulators, with their dedication to battling the unjust and protecting the innocent. But the similarities stop there. The Capital Rangers are more vicious than the Regulators, often torturing captured raiders or slavers even when they don't have information to give. They also favor ironic punishments, such as hanging a raider on a hook or forcing a slave collar onto a slaver, the detonating it. Sometimes they will leave nothing behind except bloodstains, other times they will display their foes' corpses as a grisly warning to others. Marshal Cruz has emphasized that their duty is centered around protecting and bringing justice for the innocent, and most follow his lead, but a few are just bloodthirsty.
Government: The Capital Rangers' leader is the Marshal, currently José Cruz, who wields absolute power in the organization. Below him are several Sergeants, who lead the individual squads.
Military: The Capital Rangers are a small but elite group, composed mostly of soldiers, as well as a few non-combat personnel. Their military doctrine is based around small squad tactics, relying heavily on ambushes, traps, and using the environment to their advantage. As they say, if a Capital Ranger finds him fighting a foe on even ground, he's already made a big mistake. They tend to operate in two groups, light recon teams, who handle reconnaissance and sniping, and heavily armored fire teams, who handle firefights. Two-way radios ensure smooth cooperation between the teams. Their weapons are mostly old US Army firearms seized from an armory: M1 Garands, R91 Assault Rifles, M3 Grease Guns, and the like, although they also possess a few heavier weapons, in case they need to go up against power armored foes. The attire for their lighter infantry is a flak vest under a jacket. The heavier infantry wear either modified combat armor, or Razorback Armor: a unique, designed by Marshal Cruz, from bits and pieces of combat armor, scrap metal, and salvaged T-45d shells. All wear combat helmets with gas masks concealing their identities.
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Views on mutation: The Capital Rangers do not discriminate against ghouls, and count several among their ranks, who were instrumental in breaking into the radiation-steeped Wheaton Armory and acquiring the weapons stored within. Due to both their secrecy and the all-concealing nature of their combat attire, however, their pro-ghoul attitude is not known outside of their organiziation. Super Mutants, on the other hand, receive no such tolerance: when they cross into Ranger territory, their destruction becomes a top priority.
-- José Cruz
History: José Cruz was the son of an escaped slave, a squatter in Megaton. He grew up in what passed for poverty in the Capital Wasteland, and when he was old enough, it was no surprise he went and became a mercenary, rather than spend another day begging for food or digging through trash. Over the years, he became quite skilled at his profession, and gained a reputation for efficiency and reliability. Even so, once he had made a sufficient amount of caps he decided to retire. He settled down in Arefu, married a local woman, and was just starting to settle down as a repairman when his wife was tracked down and shot dead by a raider, a survivor of a gang that José had wiped out prior to retiring.
After torturing and killing the raider in revenge, José came to the conclusion that he could not hope to lead a normal life. He decided to dedicate the rest of his life to preventing others from suffering from his loss, and to punish those that unjustly harm innocents. Over the course of a few years, he wandered the wastes, occasionally working with the Regulators and crossing paths with Riley's Rangers. Unfortunately, the problems only mounted, while the Brotherhood went into decline, the Enclave emerged, and the Regulators turned to mercenary work. He couldn't handle it all himself, not to mention he was starting to feel the onset of age. It was clear that he needed help. Thus in 2280, he started to recruit, reaching out to whatever contacts he had, both old and new. Meanwhile he located a raider den at the Cliffside Cavern and cleared it out, repurposing it as a base of operations.
Since then, with the aid of a few talented mercenaries, Cruz has organized a variety of men and women into a crack vigilante group, taking the helm as their leader, the Marshal. As they begin to make a name for themselves killing raiders in the region, Cruz has decided to start looking for allies, for when they inevitably draw the ire of groups more organized than a few half-dressed chem junkies.
six: Male
Appearance: José Cruz is of Hispanic persuasion, 61 years old and 6'2", with light brown eyes. His hair is gray and long, usually worn slicked back. His face bears several scars and lines from a rough life, and a "cavalry" mustache. His body has a similarly scarred, rugged appearance, and the effects of age are taking their toll on it.
Personality: José Cruz is a grim, sometimes melancholy man. He's lived a rough life and he's known little else. Indeed, he feels that a man like him simply isn't able to settle down and live a peaceful life, as something will inevitably drag him back into the world of violence he is so familiar with. Despite this, he has a strong sense of justice, and strives to make a positive impact on the people of the Wasteland, to leave behind a legacy other than the ruthless gun for hire he once was. Although he would be reluctant to admit it, he considers his rangers to be the closest thing he has to family, and cares deeply for them.
Skills: Marshal Cruz is extensively experienced in wasteland survival, marksmanship, and weapon and armor repair. He in fact designed the armors the Capital Rangers himself, in particular their iconic Razorback armor.
Weapons and Armor: He wears a suit of Razorback armor and helmet, and wields an M1911 Pistol and an M1 Garand. He also carries a combat knife.
Occupation: Marshal of the Capital Rangers
Faction Allegiance: Capital Rangers
Aldin_Kiris
-- Capital Wasteland Brotherhood of Steel
History: Originating from the main branch of the Brotherhood of Steel in California, Lyon’s Brotherhood made the great journey to the Capital Wasteland, ending up settling in a place once known as the Pentagon, the nerve center of the Pre War US military, and renamed it the Citadel. There Elder Lyons morality got the better of him, and he began his mission of benevolence, a mission that went against the Brotherhood’s policy of preserving technology for only them: Using the Brotherhood and its technology to aid the wastelanders of D.C, all the while destroying Super Mutants of the area.
For a while, all was going well. But Elder Lyon’s new view didn’t sit well with a good portion of the Brotherhood, and eventually, they rebelled against the Elder. These became known as the Outcasts, and the Brotherhood banished them from the Citadel and their lands. To this day relations are less than cordial with them, and while there are a few who wish the get back on good terms with them, it is generally accepted that such a thing is next to impossible.
And so things continued like this for a while, until a man by the name of James showed up from a local Vault, telling the Brotherhood of a water purifier hidden within Jefferson Memorial. A new hope rising for the people of the wastes, the Brotherhood wasted no time in devoting men and resources to the project, working in conjunction with scientists from a place known as Rivet City, whom they still maintain an alliance with. The project was well underway when James’ was close to having her child, which forced the pair to return to the Vault from whence they came.
Unfortunately, James’ wife perished during birth, and James would not return to the Brotherhood for another 18 years. As a result, the project was all but abandoned. However, once the 18 years did pass, James did return, and the project began anew. James’ son also managed to escape, and proved to be a great boon to the Brotherhood, aiding them in various things and eventually rescuing his father from a simulator in a certain Vault. Together with the father-and-son duo, the Brotherhood began to make breakthroughs on the project, the end in sight.
Until the Enclave showed up.
The Enclave, or “Black Devils” as the Brotherhood soldiers affectionately called them, assaulted the Purifier, wishing to take it over for their own use. In the end, James was captured and eventually died in its protection.
After a brief period of time, the Brotherhood and James’ son launched a counterattack, somehow pushing the better-equipped soldiers of the Enclave away from the Purifier, a battle which resulted in numerous casualties and Sarah Lyons being severely injured and in a coma. James’ son somehow managed to kill Colonel Autumn and his entourage, and also made the ultimate sacrifice in order to activate the Purifier, or so they thought. His unconscious body was recovered after the battle was over. The battle won, pure, clean water flowed forth from the Purifier that the Brotherhood had so desperately fought for.
James’ son regained consciousness during this time, and in recognition for his heroic actions and those of his family, was made an official Knight in the Brotherhood military, and most notably, a member of Lyon’s Pride.
Days after the assault on the Purifier, the Brotherhood decided to take the fight to the Enclave. They sent an assault force towards the Enclave’s headquarters in Raven Rock, and after a long and bloody battle, had destroyed the Enclave there.
Unfortunately for the Brotherhood, the Enclave had other plans for them. During the assault on Raven Rock, the Enclave sent an assault force of its own to the Citadel, attacking the under-manned Brotherhood. Much of the Citadel was damaged and many men lost their lives to the assault, including James’ son, who was killed in single combat with Alan Sutler, a leading figure in the Enclave. The Brotherhood soldiers dug in on the lower levels, and eventually the Enclave left the Citadel, leaving the Brotherhood base in ruins and its remaining defenders badly beaten. This battle lives in infamy for the Brotherhood, who label it as “Lyon’s Raven Rock.”
Eventually, the assault force from Raven Rock returned, finding their home in ruins. The Elder and Sarah remained alive however, both of them being secured in the innermost regions of the former Pentagon. From here, the rebuilding process began.
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Five years have passed since that battle. The Citadel is still in the process of getting rebuilt, though progress is slow.
During the last five years, many things have changed. Sarah Lyons has stepped down from her command position. The Brotherhood no longer actively patrols the ruins of DC. A Head Paladin rank was instated. In order to make up for losses accumulated in the battles with the Enclave, many wastelanders were recruited into service for the military. And perhaps the most important, the Brotherhood’s policy on the wasteland in general has changed. The Brotherhood, has changed.
Population: 300 in total, 100 soldiers, 75 scribes, and 125 others.
Location: In and around the Citadel, Galaxy News Radio, and Jefferson Memorial (Purifier).
Economy: The main export of the Brotherhood is a valuable and very necessary one: Purified water. Due to the actively running Purifier, they have this in excess, and use it to trade for things such as caps. Ammo, weapons, and other various kinds of technology are also something they trade to caravans and such. Foodstuffs on the other hand, are not so plentiful. While they have enough to feed the people, it is by no means in abundance, and needs to be traded for regularly.
Culture: A very militaristic one, while emphasizing the concept of being part of a brotherhood among its members. Typically, the initiates are the “lower” class, Knights and scribes the middle, and Paladins the highest respected. Only three are above the Paladins: The Elder, Head Paladin, and Head Scribe. The Elder is over all and is obeyed without question, while the Head Paladin is directly under the Elder and takes orders only from him. The Head Scribe is also directly under the Elder, though he is known to take orders from the Head Paladin from time to time. Despite having a caste-like system, this does not usually cause prejudice among the members of the Brotherhood due to their emphasis on brotherhood, and them taking their aggressions out on “savages”. Perhaps the most important part of Brotherhood culture is their love and desire to preserve technology of the Old World, something that has only increased since the attack on the Citadel by the Enclave.
Government: Elder is over all and oversees the Brotherhood as a whole, Head Paladin is directly under him and specializes in overseeing the military sect, Head Scribe is directly under the Elder and oversees the scribes and scientists.
Under them, the government is divided into two sects: Military and Scribes. The Military’s ranks consist of Paladins as the field commanders, the knights under them, and the initiates being the grunts. The Scribes are less organized, with scribes becoming “project leads”, those who oversee the various projects given by the Head Scribe, and the others who work under the Project Leads simply labeled as scribes.
Military: While every member of the Brotherhood is trained to fight, there is a separate and specific sect of the society dedicated to the protection of the Brotherhood, and that is the military of the faction. The military is around 100 strong, with it made up of members like this:
Initiates make up 60% of the military force. They don't have PA, and instead employ a number of recon and combat armors. Their main weapons will be conventional firearms, such as the Chinese assault rifle and regular R76 (Or something like that) assault rifle, along with select groups having sniper rifles. (Probably somewhere around twelve snipers total.)
Knights make up another 30% percent of the military force, and their standard armament consists of laser rifles and pistols. For armor they use T-45d armor.
Paladins make up the last 10% of the military, and usually serve as the field commanders, as well as handling the heavier weaponry (Gatling lasers, the 2 or 3 Tesla cannons in BoS possession). Though they also take with them laser rifles on occasion. They also wield T-45d armor.
Views on mutation: The Brotherhood hates all mutants, super mutants in particular. They will tolerate and deal with ghouls on occasion, but with a deal of prejudice. Super Mutants however are actively hunted and purged from Brotherhood-controlled territory, and any sort of trader that shows up with one is denied access lest they lose their mutant companion/slave.
-- Head Paladin Meric Belles
History: Meric was born into and has served with the Brotherhood for his entire life, leaving with the Brotherhood from California. He is the same age as Sarah Lyons, and has chased after her (and unknown to her, her affections) his entire life, constantly pushing himself to the very limits to impress her.
This borderline obsession with her lead Meric to devote himself fully to her father’s cause of aiding the wastelanders, constantly volunteering for mission after mission in order to impress Sarah. This led him to become very experienced in combat, and he excelled in various aspects of it. Despite this, he was never chosen to be part of Lyon’s Pride, a thing which continues to irk him to this day.
When the Outcasts left, Meric, despite inwardly agreeing with them, remained with the Brotherhood. At first, Meric didn’t blame them. And as much as he hated to admit it, there were times he wished to go with them. However, upon seeing how mad they made Sarah, his opinions were easily swayed. Despite his inward feelings, Meric began to develop a hatred for them, wishing to take vengeance. But the Brotherhood never attacked the Outcasts, at least anything outside of mere skirmishes here and there.
So Meric continued on, going on mission after mission for the Elder; proving himself to be worthy of the title Paladin, which was, to his great delight, a title bestowed upon him by none other than the object of his affections, Sarah.
And then the son of the James entered the picture. He seemed to grasp the attention of Sarah, earning the ire of the young Paladin. In response, he requested permission to lead numerous teams out into the wastes for various reasons in order to simply get away from the two.
When the Enclave came into the picture, Meric was one of the first to volunteer to fight them off, partly for Sarah’s sake, and partly out of the ever growing desire to protect those he called his brothers. While the missions against them were brutal, he took great pride in the fact he took down a few of the “black devils”.
During the battle for the Purifier, Sarah was injured greatly. Enraged by this, Meric swore vengeance against the Enclave, also swearing he’d deal with James’ son once this was all over for his interference and for getting Sarah hurt. Elder Lyons saw his anger over the matter, and decided to use it to his advantage, putting Meric in charge of the assault on Raven Rock. Grateful for the chance, Meric lead the charge against Raven Rock personally, and although they took great casualties, they had won the day and destroyed the headquarters.
He didn’t receive the homecoming he had hoped for however. Upon his return, he found that the Enclave had attacked, killing and injuring many Brotherhood members right in their own base, as well as effectively reducing it to ruin before pulling out.
Not all hope was lost however. Soldiers who still remained alive from the attack revealed the Elder and Sarah were still alive, though they did not say what had happened to James’ son, who had been stationed there officially as a Knight.
As Meric descended into the depths of the Citadel, he learned of the young man’s fate.
On the pathway to the lower portions of the Citadel lay James’ son, beaten, bloody, and lifeless. The Brotherhood’s “hero” had been slain. With no one else around and out of spite, Meric pulled his laser pistol and shot the corpse, symbolizing his own hate of the man. While the Brotherhood may mourn his death, Meric would always relish it.
Afterwords, Meric went down and retrieved the Elder and his now-conscious daughter, who was quite glad to see him. The members of the Brotherhood rallied around the three, signaling the start of the long and arduous rebuilding process.
During this stretch of time, Meric finally confessed to Sarah (Perhaps out of fear of another young upstart stealing her away from him), and she returned his feelings. Within the year, the two were wed.
Meric, in recognition of all that he had done for the Brotherhood in and out of combat situations, was awarded the title of Head Paladin, the first of Lyon’s Brotherhood. Once healed, Sarah returned to her post as leader of Lyon’s Pride, though her husband ensured the Pride was never in any overly risky situations, much to Sarah’s disdain.
In recent days, Sarah became pregnant with her and Meric’s first child, and was forced resign her post as leader of Lyon’s Pride, with Meric himself taking up the role. Now Meric’s days are filled with caring for his wife, organizing troop movements, and going on the occasional mission with the Pride.
Race: Caucasian
six: Male
Appearance: Meric is a beast of a man, standing at a height of 6’5 and weighing in around 230 lbs, all of it being muscle. He has many scars, including a rather large one from a knife under his right eye. He is very tanned, though this has diminished a good deal since spending the majority of his time inside the Citadel. Still, his complexion is moderately dark.
As far as hair goes, his natural hair color is black, though he has no facial hair and opts for shaving his head due to his not wanting to mess with it at all.
Personality: Meric is very complex person, and perhaps has a bit of a mental issue as well. Clearly a bit on the obsessive side, he is quite overprotective of his wife. While he does indeed love his Brotherhood and its members, his true loyalties lie with Sarah, and he wouldn’t think twice about sacrificing others, even his own brothers, for her. This leads him to be very jealous when it comes to her, and downright violent in some cases, none which end very well for the other party.
Despite this, he is quite qualified for his position and carries it out well. He is very organized, and makes it a point to keep track of where everything and everyone under his command is, which has saved more than a few patrols throughout the years.
And while his true loyalties lie with Sarah, he is still extremely loyal to the Brotherhood and many consider him to be a patriot of sorts, as well as good candidate to take over the aging Elder’s position when the time comes.
As far as morality goes, Meric would likely be considered dead neutral. While he genuinely cares about people (Specifically those of the Brotherhood), he has no issue with killing the occasional wastelander who he deems a threat, regardless of it’s a reasonable threat or not. This goes double for when it comes to Sarah, and many a man have met their ends at his hands when she is concerned.
Skills: Combat, organization, leadership roles, and general weapons/armor maintenance.
Weapons and Armor: Laser pistol, and laser rifle. Is known to carry a ripper on occasion.
Meric's armor however is an entirely different story, and is unique to him. Saluaging the chest-plate, boots, and gauntlets (as well as a few strips of metal here and there) from a suit of APA of an Enclave trooper Meric killed during the battle for Raven Rock and utilizing parts from his own T-45d suit, Meric fashioned a monstrosity entirely unique to him that has in its own right become a symbol of his office as well as the monster of a man it houses.
Modifying the various parts of his own suit to fit the salvaged pieces of APA and welding the black strips to his helmet, Meric's armor looks like something out of a recruit's nightmare, all too reminiscent of the "black devils" it was salvaged from. Meric believes this serves as a constant reminder as to what the Brotherhood's true enemies are, and is quite proud of the suit.
Occupation: Head Paladin, commander of Lyon’s pride, Husband of Sarah Lyons (A job in itself am I right? )
Faction Allegiance: Brotherhood of Steel
Tiberius67
-- Littlehorn and Associates
History: Littlehorn and Associates is basically a PMC that specializes in contract killing, asset recovery, information brokering, and other covert operations. No one knows exactly when it was founded, but rumors about it…and some of it’s deeds…have been floating around the Capital Wasteland underworld since at least the 2230s. It’s owner, the enigmatic Daniel Littlehorn, has been in charge for as long as anyone can remember. He and his firm maintain a very low profile, but for years representatives of less scrupulous factions in the know have made their way to Littlehorn’s office in Scrapyard when they need a “problem” dealt with…discreetly. His fees are high, but he gets results….if he takes the contract. Occasionally he will decline a contract…a reason is never given.
Location: The Scrapyard (Headquarters), Wheaton Armory, safehouses scattered across the Capitol Wasteland.
Population (300 Max): appx 200 paid employees, half of which are merely informants scattered across the Capital Wasteland and locations around it, not all of which know who they are working for.
Economy: Its main source of income is from services provided to clients, but they are rumored to be involved in freelance prospecting.
Culture: Little is known about Littlehorn and Associates. Clients or prospective employees find Littlehorn himself to be polite, but distant and matter of fact and not at all forthcoming with information unless it suits him. Employees are only given what information they need to do their job…and the more a given employee knows, the less talkative they are. While Littlehorn usually waits for clients to come to him, on occasion a faction will be contacted and offered assistance with a pressing matter…for a price.
Government: Sole Proprietorship. Daniel Littlehorn is the owner of the Company, all others are his employees.
Military: appx 80-100 effectives, though it is very rare to have them in one place at the same time. Agents (around 30) usually operate alone or in small groups as the situation requires. The rest are mercenaries used for security of Company property or occasionally hired out to clients. Littlehorn is not above hiring other mercenary groups (usually through middlemen) to carry out routine operations.
Views on mutation: Littlehorn does not base hiring, client decisions…or targets…on whether the subject is mutated or not. One either has the caps to pay him…or the skills to be useful to him…or one doesn’t.
-- Daniel Littlehorn, Sole Proprietor of Littlehorn and Associates I'm not sure if he has a cs or not couldn't find one PM me if he does.
-- Robert "Bob" Dobbs, Professor of the Institute and Agent of Littlehorn and Associates
History: Born in Chicago, IL in 2033. Dobbs received a MA in Archaeology from the Boston University on a ROTC scholarship. Commissioned as a 2nd LT in the US Army Reserve in 2056, after completing his Active Duty obligations pursued Post-Graduate Studies, receiving a PhD in Archaeology from Cambridge in the UK. Returning to the US, by 2072 Dobbs was a tenured Assistant Professor at Harvard. With war with Canada imminent, his Reserve unit was activated and deployed, serving as part of the US Invasion force into Central Canada. Badly wounded in the murderous battle to take Winnipeg (The Canadian Forces present refused to surrender and literally fought to the last man in a gallant but ultimately unsuccessful attempt to keep the lines of communication between Eastern and Western Canada open), Dobbs was evacuated back to the US in 2073. Losing his left leg below the knee, he was ruled medically unfit for Active Duty and retired from the Reserves in 2074. Returning to academe, he was in Boston when the Great War happened, being turned to a ghoul like many of his colleagues. Along with other survivors in the academic community in Boston, he helped create what has evolved into the Institute, a community dedicated to preserving and advancing human knowledge. While Dobbs has impeccable academic credentials, his specialty is not in great demand academically at this point in history so after some years of study to get a solid working background on science and technology, he serves the Cause in more hands-on ways. Currently his assignment is in the Capital Wasteland, recovering Pre-War technology useful to the Institute….his specialty and background has actually proved useful to him in such endeavors.
six: M
Appearance: He was reasonably handsome…two centuries ago. Now he looks like any other non-feral ghoul. He had kept himself in tot physical condition before he turned, so he is in excellent shape by ghoul standards. Has a prosthetic left leg below the knee. When in “the field” (read in disguise) wears a battered but functional Pre-War prosthetic which causes him to limp slightly. Normally he wears a modern prosthetic of Commonwealth manufacture that works as well as a meat leg.
Personality: Polite and aloof with most people, Dobbs is friendly and personable with colleagues and those he recognizes to be his intellectual equals or superiors. While completely unscrupulous when it comes to furthering the interests of the Institute, he is uninterested in stepping on people who aren’t in the way.
Skills: Very knowledgeable about history prior to the Great War. Competent with firearms, more so with pistols. Tag skills: Speech, Science, Repair.
Weapons and Armor: Normally wears Pre-War clothing suitable to the occasion. Has access to combat armor in the rare cases he would need it. When in disguise can be wearing any sort of outfit common amongst Wastelanders, including leather armor. Carries a .45 Automatic with detachable suppressor. When in need of a longarm, will use a Hunting shotgun or a R91 Assault Rifle.
Occupation: A Professor specializing in Classical Archaeology Pre-War, today serves as a Recovery Expert/Troubleshooter for the Institute. On this current assignment, his cover is as an Agent/Senior Manager for Littlehorn and Associates.
Faction Allegiance: The Institute / Littlehorn and Associates
VATROU -- Mr. Tick
History: Mr. Tick as a youth always loved to torture things, he enjoyed ripping apart the limbs of small creatures. His obsession for dismemberment grew as he aged, till one day his father who worked on a ranch as a tanner, injured himself skin from his arm hung off him, which for some reason only intrigued the young boy further reminding him of the Brahmin hide they worked with. His unique fascination with skin and hide began his descent into madness. One night while everyone slept save for a slave who was finishing up for the night, a young Tick crept up and smashed the slave's head in with a hammer.
Dragging the body into a unused section of the workshop he found himself completely enamored with the sight of flesh, as he cut into the slave removing the skin, fascinated by it. Tick dug a hole to bury the body, and began the process of tanning the skin. For a few hours each night Tick would work on the skin, some residents claimed a foul odor coming from the unused section most of this rumor was disregarded, but Tick's father one night was up for a night cap, when he heard a noise from outside, from the workshop. Picking up his shotgun he went out to investigate, upon entering the shed he saw lights coming from a backroom, it was then when the father stumbled upon his son tanning. For a moment the father was proud, but that was only for a moment, as his father entered the room his gaze was upon that which was not any Brahmin. When Tick realized his own father had found his secret the young Tick ran, his father standing looking upon the tanned hide with a horror on his face, to stunned by what he saw to even move.
Years later a older Tick continued with his work tanning human skin working under raiders and the like, Tick moved between raiders some didn't care what he did most were disgusted even by raider standards. Eventually he found his way into a group of Mercenaries called Talon, they had just been formed the year before and were actively recruiting from anywhere. A older Mr. Tick grew into quite the interrogator, as he tortured his victims most sang after hearing what his clothes were made out of, to afraid to even see the man.
As the years went by and Mr. Tick honed his skills Talon eventually claimed Fort Bannister where Basilio led the men to victory, for the years that followed until Talon's fall by the lone wanderer Mr. Tick led his life and enjoyed every minute of it much to the dismay of his comrades.
After the fall some Talon members disappeared in the wastes some reformed the Talon, and others were recruited into other groups, Mr. Tick found his way to Littlehorn and Associates and became one of the interrogators using his skills cutting and stripping flesh to extract information out of the most hardened men, sometimes even by skinning their comrades and tanning the skin right in front of them.
six: Male
Appearance: Standing at 5'6" he has a light build with minimal amounts of muscle, with short blonde wavy hair
http://delby259.deviantart.com/art/Tick-and-his-scissors-314278741
His smile always unnerves almost anyone, for he is rarely seen without a smile on his face.
Personality: The only word that can describe him is psychopath, he rarely takes to others, and when he does it's in a strange obsession of some sorts.
Skills: Possessing the skills of torture and fear, he'll quite literally carve away at someone physically and mentally with blades and cutting instruments.
Weapons and Armor: He always carries some knife or cutting tool where ever he goes, he does carry a combat shotgun for personal protection but rarely uses it, his armor is sewn together flesh from various people, it resembles a leather armor, but it is not.
Occupation: interrogator and torturer for Littlehorn and Associates, he rarely leaves the building preferring to keep to himself among the various rooms for prisoners to gather any information from those who would be unwilling to otherwise give it.
Faction Allegiance: No one's quite sure really, as of now it's Littlehorn and Associates, but his allegiance can be quite dubious.
Casey
-- Matthesons Militia
History: Matthesons Militia started as a small community of settlers that joined together after the Apocalypse, they started off in New Jersey and thrived creating a well organized territory offering safety from bandits, mutants, and any deadly threats that were thrown at them. They thrived as a nation and became a powerhouse territory for humans in the New Jersey Area.
Their lands held farms and several settlements all working together for the betterment of Man Kind. The territories safety was long lived however… 113 years after the bombs and a new nation arrived on the border of the territory. A War tribe, made cannibal the tribe was simply migrating to find food. In 4 months after the tribes arrival they attacked the territory and a brutal war lasting 2 years took place leaving the communities in chaos. In the end the War Tribe was defeated, but at a cost. Nearly 70% of the population had been killed and all the towns that had started up had been burned to the ground.
The surviving 297 people joined together under the Banner of Mason Matheson, he was a Captain for the lands and he lead the survivors far away hoping to start a new life for everyone. When they arrived in the D.C area and they set up camp in Seward Square where they started rebuilding most of the buildings. When met with Reilly’s Rangers the Militia gave them 2 choices, leave or join the militia. They only had one answer, unless they wanted death so they quickly agreed to join and easily turned into one of the Militias elite squads. The Reilly Rangers building turned into Masons private office.
Months after Masons leadership he became power-hungry making his safe community slightly corrupt.
Location: Seward Square
Population (300 Max): 205 (162 Able-Soldiers, 43 Regular Civilians)
Economy: They have their own Caravan trade which trade goods around the Wasteland (However mostly to nearby towns simply for supplies)
Culture: They are completely based off the society before the bombing so they have freedom of religion leaving the Militia very Diverse
Government: The Government is extremely harsh, the Militias laws will be followed and if they aren’t death or emprisonment is propable
Military: The Military is made up of both men and woman, they serve as both the police, defence, and offense of the Militia. They are armed with a large amount of different armaments, including several Rocket Launchers and Light Machine Guns.
They wear uniforms like thishttp://s693.photobucket.com/user/wappyws/media/RevolutionTvshow/militia-giancarlo-revolution-465_zpsdbf3f043.jpg.html except have patches on the identifying rank and a bullet proof vest underneath
Views on mutation: Mutation is considered a filth to the Militia. They are the only beings that the Militia will in-fact enslave
paladian lewis
-- Merchant Union aka Canterbury Commons
History:
In the 2277 the Lone wander invested in several of the larger caravan’s in order to get better goods to buy, this invest encouraged many traders to move to Canterbury and within a year Canterbury had become the trade hub for DC but even with the many more traders in town it was still rather disorganised, with ever trader caravan doing their own thing, with many of the small ones getting attacked by raiders or suffering other problems and not making the most profit that they could.
In 2280 James Wilson arrived in Canterbury and under his leadership the caravan finally started to work together at first this was soon just one large caravan but with its increased protection & profit more caravan traders and now shop owners wanted to join.
So in 2281 as a great battle raged across the county the merchant union was formed, fully organised, protected and under wise leadership the MU is the largest supplier in the DC wasteland supping goods to almost anyone in the wasteland
As it stands right now there are three large caravans regularly running from Canterbury, offering a wide range of goods to those with the caps. Likewise there are many shops in Canterbury selling items too risky to take on the caravan.
Location: Canterbury commons but with representatives/trade outposts in most towns.
Population: roughly 101 total with 35 town members (people who basically stay in town) , 4 couriers, 15 caravan traders, 43 caravan/town guards and one super mutant Brahmin breeder.
Economy: Canterbury commons is the trade capital of the DC wasteland with them making most of their money from the high-end shops in town or trading caravans. Canterbury also has its own Brahmin ranch that specialises in pack Brahmins and repair shop.
Culture: A town of traders, willing to barter with any who come peacefully… Anyone who attacks or enslaves their members is cut off with a trade embargo placed on them and attacked/kidnapped onsite until reputations are paid.
Government: Canterbury commons the town is ruled by Mayor Joe porter who handles the day to day running of town. The Merchant Union ruled by a council made up of four representatives from the shops owners, caravan traders, investors and guards.
Military: Whilst most people know how to use a gun, the union has 43 well armed and (mostly) well trained full time guards equipment is varied depending on choice, income and rank but most made up of classical weapons (assault rifles, shotguns, sniper rifles) along with a few laser rifles and three plasma rifles used by the High value caravans guards.
Armour on the other hand is mostly made up of reinforced leather armour with a dozen sets of combat armour for HV guards. The head guard however wears a unique set of power armour “prototype medic” that was sold to one of the merchants, crow before the union was founded.
The union also has access to two dozen robots from the robot repair station but most are used for town defences.
Views on mutation: varies depending on trader but Ghouls are accepted by most, with several working for the union, Super mutants are generally avoided but it is notable that one friendly mutant, Uncle Leo works at Canterbury Brahmin ranch
-- James Wilson
six: Male
History: James was born in Texas and owns a V10 Pipboy suggesting he came or was descended from vault dwellers but for some unknown reason to do with the Mexican cartel and a drug deal gone very, very wrong James left Texas in his early 20’s to explore the wasteland….
Spending the good part of the next 12 years exploring the south eastern states of American James eventually arrived in DC shortly after the enclave showed up and due to his leadership and charisma was quickly elected leader before going on to form the merchant union.
Appearance: Speaks with a southern accent James 6’1 with short brown hair, five o'clock shadow beard, and bright blue eyes with a medium build. 35 years old.
Personality: James is a rather cheerful, up-beat man who looks for the “good” aka way to make a profit from in any given situation. Very charismatic and surprisingly intelligent despite his accent and appearance James has been able to turn a group of ransack traders into the biggest trader hub in DC.
Whilst willing to deal with slavers and other “evil” groups of the waste who will likely destroy the union or enslave them all in the future James has no tolerance rule against those who attack his person/caravans….
Skills: James is a Master trader (barter), Expert negotiator (speech), skilled repairman (repair) and is fair good shot.
Weapons and Armour: James wears an old grey trench coat that he wears over a light blue shirt with a red tie, a pair of faded blue jeans tucked into cowboy boots and sunglasses.
For weapons James uses a Scoped 44. Magnum and carries a Bowie knife when in need he may also use a double barrelled shotgun or a Chinese assault rifle.
Occupation: Head trader/Caravan master
Faction Allegiance: The merchant Union
Lt. Andronicus
-- Midwestern Brotherhood Scouting Group Epsilon
History: The Midwestern Brotherhood following the defeat of the Calculator became a brutal dicatorship under the control of General Barnaky. Under him, mutants and other non-humans were persecuted and enslaved. Years later however, General Barnaky was killed during a malfunction in Vault 0, and the Midwest was soon after beset by a great plague which wiped out large portion of its population and sent the Midwest spiraling into utter ruin.
Beset by this destruction, the Midwest learned to put aside their hatred of mutations, and under a new leader, they began to rebuild their largely shattered land side by side with their former mutant enemies. The MLA was disbanded in light of this new regime change, and the Brotherhood began to build a new life in the area of what was once the pre-war states of Missouri and Illinois, with their capital at New St. Louis: completely abandoning the vast majority of their former holdings, including Vault 0 and Chicago (along with most of northern Illinois).
In the years following, the Midwestern Brotherhood began to hear rumors coming from the east of a Brotherhood group in the area of what used to be Washington D.C. along with stories of a mutant army in the same region.
Intrigued, the Brotherhood sent a small scouting party eastward under the command of Lady Eleanor: a Midwestern Inquisitor. Her orders are to investigate these rumors, make possible contact with these groups, and explore the Capital Wasteland region at large.
Population: 12 Knights (a few of which are ghouls), 1 Knight-Commander, 3 Midwestern Scribes, 3 Super-Mutant Paladins, 2 Humanoid Robots, 1 Intelligent Deathclaw, and 1 Midwestern Inquisitor (Total: 23)
Location: Hamilton's Hideaway (currently). The group is currently camped out within the cave/bunker system of Hamilton's Hideaway, after clearing it out of creatures and raiders.
Economy: Non-Existant. As a scouting party from the Midwest, they have no trade contacts and very little to sell to other factions aside from their limited stocks of weaponry. They have enough food stores to last them awhile, but they've been scavenging from the wasteland in order to prevent a depletion of their supplies. They do, however, have a few gifts for the leader of the East Coast Brotherhood, whoever that may be, as a token of goodwill.
Culture: The Midwestern Brotherhood are far more religious than their western or eastern counterparts, and following the death of Barnaky, a new pantheon of deities were introduced in order to supplant the religion that had centered around the general. The Brotherhood's deities are known as the "forebearers" and the Midwestern Brotherhood seeks technological objects that they believe have originated from these deities.
Government: (for the Midwestern Brotherhood in general) Militaristic Theocracy. Their society is ruled over by a council of High-Elders, which are made up of both humans and mutants.
Military: (for the scouting party) Scouting Party Epsilon contains 12 well trained Midwestern Knights and one Kinght-Commander. All of whom are armored in Midwestern power armor (which is only slightly better than T-45d power armor variants). These knights are armed with energy weapons including laser rifles and a few plasma rifles, along with a Gatling laser and a single Gauss rifle.
The Super-mutant Paladins in the group come from the ranks of mutant remnants of Gammorin's army and the MLA who have been inducted into the ranks of the MWBOS under the new regime, and are armored in their own adapted suits of power armor to fit their size, which are similar in strength to their human counterparts (but have more vulnerable areas). One super-mutant is armed with a super-sledge, another carries a flamer thrower, and the last wields a missile launcher.
The two humanoid robots are non-sentient leftovers from the Calculators army, and are both armed with laser rifles.
The Inquisitor and the Midwestern Scribes are trained in the use of small guns, and carry laser pistols for defense. The intelligent death-claw has no other weapons aside from its (very dangerous) claws.
Views on mutation: Completely tolerant of all mutants. The Midwestern Brotherhood sees mutants as equals, and treats them no different than other humans. While not necessarily shocked by mutant prejudice, they are completely against anything approaching it.
-- Lady Eleanor Tolwen
Rank: Midwestern Inquisitor
History: Born and raised in the Midwestern capital of New St. Louis, Lady Tolwen displayed a remarkable intellect as she rose through the ranks of scribes. Eventually she was selected as a Midwestern Inquisitor, and later was appointed leader and head emissary of the Midwestern expedition eastwards based on her high degree of skill when it came to diplomatic matters.
While she is an "Inquisitor" it is important to note that the roles of the Inquisitors have been greatly changed since the rise of the new regime. Instead of their previous roles as being essentially witch-hunters for mutants and the MLA, the Inquisitors have taken on more peaceful roles as dignitaries, religious officials for the Brotherhood, and more traditional judicial authorities. While sects of the Inquisitors still maintain roles as intelligence agents and are trained in the art of interrogation, these "interrogation techniques" are far less violent and more psychological now. Using wit, charm, and mind-games in order to weasel information out of enemy agents. Lady Tolwen has been trained as both a dignitary and a intelligence agent, and is quite good at both.
six: Female
Age: 29 years old
Appearance: Lady Tolwen is widely regarded as quite beautiful by her Midwestern comrades, and the fact that she is considerably younger than most Inquisitors plays no small part in that. She has long dark brown hair with a matching eye color. She's of average height with a relatively trim figure.
Personality: Both charming and highly intelligent, she's well respected by those serving under her and is generally beloved. She was specially chosen for the dignitary position for these exact reasons.
Skills: Highly persuasive and silver-tongued, with a good grasp of scientific knowledge (as she started as a scribe).
Weapons and Armor: She wears an inquisitors robe, which in order to distance themselves from the Inquisitors of the past, have been changed from their usual dark-black coloring to a deep royal purple color (similar to the children of the cathedral robes). Lady Tolwen's is a bit more "feminine" however, and looks something of a cross between the robes and a dress.
Occupation: Inquisitor
Faction Allegiance: Midwestern Brotherhood
TheLoneRanger -- Ganthor
Rank: Paladin
Gender: Male
Age: 171 years old
History: The man that would come to be known as Ganthor a lifetime later, was born to traders in California, in the year 2112. His parents were simple, honest folk, who never harmed anyone and simply went about their own business, peddling their wares. Their boy, named Jack by his father and affectionately called ' Jackie ', was a kind, bright boy. He liked to be told stories and loved seeing new things. He and his parents traversed the wastes and he grew to be much like his father, a trader at heart. He had a knack for socializing and that won him hearts. He took on their business and helped them, eventually they started a small shop in a blink-and-you'll-miss-it-town not far from what would be called Shady Sands. He worked there, a fairly safe and inconspicuous life until one day when he was a mere 20 years old. He was showing a potential buyer a shotgun, in fair condition, when screams shattered the peace of the town. Suddenly, hulking brutes swarmed the small town, washing over all who opposed them. Jack took one look at them and dropped the gun, running back to his parents to protect them. Before he got very far, something slammed into the side of his head, knocking him unconscious for what seemed to be an eternity.
Jack awoke dangling over a vat, strung up by chains or some other bonds, with a figure at a control panel sneering at him. He was lowered steadily down until his head submerged, then his whole body. He thrashed uproariously, while a wild transformation overtook his body and his mind. Soon, he passed out. Once more, he awoke, instead this time, he felt differently. He woozily rose from his prone form and looked down at his hands. They were green, rough, and quite frankly, massive. Jack then stared at his arms, they were the same. Racing, he found a mirror and he threw his face forward, beholding himself. In the mirror stood a muscly, warped, hideous creature. A wave of emotions flowed over him and he threw himself back, releasing the most primal roar ever uttered, one of sheer pain and fury and drove his fist through the mirror. Thus began his life as a monster.
Reaming himself Gore, he hated his form and what he had become. He hated the mutants and just about everything else. Robbed of all he ever knew and made an abomination to be reviled by the world he'd loved, Jack fell into a long bout of madness and destruction. He took to the Master's tasks, the creature that had created the mutants, and fought under him. Gore, as he called himself, ravaged the wasteland with his fellows in a miserable rage. He killed and kidnapped others to be dipped, then killed more. The Lieutenant and the Master grew to covet Gore's prowess and his hunger for death and revenge. They utilized his rage at every chance. Many decades passed and a man that would come to be the legendary Vault Dweller, came to the Mariposa Military Base and, with the aid of the Brotherhood of Steel, wiped the Master from existence. Gore escaped the destruction and journeyed for the Cathedral, which stood as a pile of rubble when he arrived. Aimless, Gore wandered East.
He found a group of mutants like himself, out in the eastern wastes. Together, they wandered and wandered, eventually coming to the middle of what had once been the US. There, a mutant calling himself Gammorin had taken leadership. Zeppelins crashed and one of the survivors, a Brotherhood Paladin called Latham, challenged Gammorin to unarmed combat and managed to slay the mighty chieftain. Gore followed Latham, who took the name Gammorin, and became one of his most trusted warriors. In time, Gammorin's Army came to clash with the Midwestern Brotherhood of Steel, fighting doggedly. After valiant battle, Gammorin was slain himself and the Brotherhood assimilated Gore and his kind. Gore, his hatred and malice worn down over the years, softened and relented to the Brotherhood. He was taken in and taught that he was equal and that the Brotherhood's people would not hunt him or hate him for what he was. They would welcome and value him. With these promises and having become tired of senseless slaughter, Gore accepted the Brotherhood as his family and became a soldier of their ranks, awarded Knighthood and pressed into service. He was respected for his decades of experience and feeling the sense of family and acceptance, Gore shed his old name and his old ways and renamed himself once more. He came to be known as Ganthor and started on the path to righting his wrongs.
So Ganthor became a force for good, fighting in the war on the Calculator and saving many lives. He rose to the rank of Paladin and served under the Super Mutant Paladin-Lord, highly respected and beloved by those who knew him. He instructed young recruits and advised his superiors. Ganthor had fully embraced his being a mutant and returned to the kind soul he was as a youth. Years passed and one day, he was called to the Paladin-Lord and sent on an expedition to the East with his comrade Gamor and Lady Tolwen. Taking the great honor in stride, Ganthor accepted and pledged himself entirely. He traveled intent on preaching the goodness of peaceful coexistence with the rumored eastern mutants and aiding those he came across. As one of the oldest living Super Mutants, one from the early days of the Master's Army, he acts as a wise-man for counsel and guidance and an old warhorse, ready to fight for his beliefs.
Appearance: Ganthor stands at a towering 9 feet tall, normally sporting a bit of a hunch in his back. However, when in his Power Armor, he stands at a gargantuan 10 and a half feet. His body is scarred, his coarse, twisted grayish-green skin stretched over a massive, muscly frame. His proportions dwarf those of humans. A long scar was long ago slashed down his left cheek and another mars his chin. Wise, kind old brown eyes peer out of his thick skull, housing a rare sort of liveliness and the one feature that survived the dipping more than a century ago. No hair sits upon his head, as is true for all mutants, and though he was once a monster, Ganthor possesses the ability to smile. One thing he relishes, as some he's known have long lost their chance.
Personality: The mutant called Ganthor is benevolent above all. He helps those he can and is more than willing to lay his life down for the Midwestern Brotherhood, its people, and his comrades. He treats those deserving with respect and speaks with a sometimes oddly wistful knowledge of the world and its ways. When pressed, he will speak with a great force to his voice but under normal circumstances, he orates in a rather gentle baritone. Knowing life's ins and outs, he enjoys providing advice and teaching those willing to listen. Perhaps his most prevalent trait is his general kindness, greatly despising the elitism that once pervaded the Brotherhood. He will protect any he thinks in need of protecting and in battle, or where his appreciation for the rights of living beings are confronted, Ganthor can become cold and hostile in his words and actions.
Skills: The Mutant-Paladin is proficient in the use of heavy weapons, as they have always been his preference. Along with that, he can swing a super sledge like no other and has no problem getting into close quarters combat, armed or not, he is more than capable of a flat-out brawl. Ganthor is knowledgeable about most things, his armor, history of certain things, and is a seasoned warrior, versed in the ways of war.
Weapons: A Gatling Laser modified to suit his much larger features, along with a Super Sledge he's used since his induction into the Brotherhood.
Armor: A greatly modified suit of Midwestern Power Armor, altered to fit his titanic frame and fully encompass it. It bears the sigil of the Midwestern Brotherhood on the pauldrons and resembles a devil, though less so than previous suits did.
Occupation: Mutant-Paladin, second under Gamor.
Faction Allegiance: The Midwestern Brotherhood of Steel.
Colonel Martyr
-- New American Republic
History: Founded by Robert Westford, a man who was born in New Vegas to a family of engineers and sought his fortunes in the ruins of the Old World capital. He never knew the history of the land until he had visited The Divide, a small settlement of hardy people. In the ruins of Hopeville, an Old World city, he found an idea to take to root: America. He had scavenged an old military uniform with four stars on the collar, signifying a General as he later learned. He heard rumour in inns and bars that The Divide had died, that the land became a hellhole of sand, wind and radiation. Shrugging off the rumours, he moved ever Eastward, he passed through the lands of the Legion and though it was harsh, at least their harshness kept the roads safe for him without fear of highway men.
After a long road of hunger, thirst and typical Wasteland perils, Robert finally saw the bones of the Old World in all it's glory: The Capitol Building. Though he never saw it up close, the sight from afar stirred a fire in his heart, a dream of rewaking this 'America'. As he traveled the Wastes, he settled for a time in a city called Megaton. It was here he spent his last caps when a man offered him thousands of caps in resources. "Head on to Fort Constantine." The sleazy looking man had told him, laughing in a tone Robert took that he wasn't expected to go there and live. He took a small band he promised to pay in resources to help him get to this Fort. Here, his dreams came to fruition. There were robots, most destroyed. Some had bullet holes, others had burn marks only laser weapons and plasma weapons could make. There he and the small band of men and women took virtually anything not nailed down among them Old RobCo terminals, one of the old servers, a crate of US issue combat armor and a crate of officers uniforms and a case containing undamaged American flags. He also took an old and tattered American Flag that still flew, damaged yet still filled with majesty in his eyes. When asked 'Where to?' by one of the women, he paused in fear, he hadn't thought of that. "We could go to Olney maybe?" Another scolded him there were Deathclaw there, to which the first man mentioned he'd heard some Vault kid destroyed them, then another said he'd heard it was a Brotherhood soldier.
Taking a very risky chance, they sluglishly drove a jury rigged and barely running US Army cargo truck to Olney and found it abandoned with nothing but rotting deathclaw corpses. Robert, exhausted and grateful, said with a weary grin "Well, whoever did this, they did us one hell of a service.". A woman in the group stopped him and asked 'What do we do now?', to which he smiled wide and said with hope and vision in his eyes, "Now? We build a nation."
Location: Olney
Population (300 Max): 235 (According to the Olney Census on the mainframe)
Economy: Bottlecaps and farming of misc crops.
Culture: Very controlled society built around Pre-War ideals, the city has a police force wears uniforms that they assumed were what they wore, but much later learned they were costumes for a Pre-War play set in 1912 but the costumes never got shipped. The police station is located in a white building at the corner of the town in an old office building, the Town Hall is where Robert Westford resides over the city's day to day operation and town hall meetings are held here as well as offices for future officials. The old Fire Department house is a school that welcomes children to learn to read, write, basic math and survival courses. The NAR Army is stationed in the building directly across from Town Hall. The Army protects them from outside threats while the Olney PD protects the citizens from thieves and criminals. The city has had all of its rubble converted into a wall that surrounds the entirety of the city with an old metal garage door gate facing South. Outside the gate is a flagpole that was erected and has old floodlights aimed up at it that are turned on at night via a switch that is in the walls.
Government: While it is officially an Autocratic regime, the people do have a say in major decisions and if they do or do not like it.
Military: The New American Republic Army. They all use standard issue US Army combat armor and a mismatch of whatever weapons they could trade or scavenge for.
Views on mutation: Ghouls and Super Mutants are welcome provided they cause no trouble.
------------
Name: Robert Westford
History: (See above)
six: Male
Appearance: Smooth Wave hair, clean shaven face with rich blue eyes and wears a black Pre-War suit with a red tie. Robert is 5'8 and also wears Sunglasses in the high noon hours.
Personality: While an idealist, he tries to be as realistic as possible. A pragmatist to a fault, he tries to justify in his mind the more 'morally grey' choices he makes as being for the good of his people he's protecting. He's not a genius, but he's smart in the ways of Pre-War culture, RobCo terminal use and is a shrewd businessman and frequently makes deals with caravaners.
Skills: Skilled in bartering, average coding and programming (Science of 55 if you want to have specific info) and capable with small arms.
Weapons and Armor: His weapon of choice is a 10mm Pistol with a detachable silencer. His armor is the US Army General Outfit, which has the capability of deterring small arms bullets.
Occupation: Founder and President of Olney/NAR
Faction Allegiance: New American Republic
-- Micheal Harmon
History: Micheal was born in New York City in 2037 in the Brooklyn borough. Born into a poor family and living into a big city, he fell in with the life of crime. Initially he was a low rent stick-up man in his youth. He later ran into a small group of professional thieves who launched subtle and not so subtle heists. His crew was responsible for the 2065 'Vegas Switch' heist of two Ultra-Luxe rented armoured cars, getting away with over twenty million dollars in cash. The heist was still dreamt of by those who imagined those 'suave casino heist' stories due to the genius of it all. The trucks managed to be stolen without a loss of life or detection until the trucks got to the bank with no money inside. Fast forward to October of 2077, Micheal's team had planned a less subtle and much more risky heist for a good part of the year. On the night of October 23, 2077, Micheal and two other team members had jumped from their plane high above three armoured cars in a convoy carrying high value cargo. The team parachuted on top of the trucks and during the shock of the security team, they managed to get the convoy stopped. Unfortunately, the heist went awry when Car #2's back doors burst open, a small squad of heavily armed security attempted to take them down. In the end all the back up security were dead and pooling in their own blood, three of the drivers were dead and two of Micheal's team were down. With no time to mourn, they blew the backs of car #3 and found it filled with cash boxes. When it came time to blow Car #1, they were blown away themselves. Inside were 20 bars of gold, which, according to their inscriptions on the face of the bricks, were roughly valued in the six or seven million dollar range. Not long after loading the cash into Car #1, a bright flash of lights like thunder lit up the night sky. Micheal's heart sank, his fortunes he'd amassed for so long had suddenly become worthless.
six: Male
Appearance: Wears his black oiled hair in a neat part on the left side of his head (Pre-War, Post-War he uses a black wig he trimmed to make look like his hair), usually wears suits and other Pre-War clothes. As he's aged over the years, he also uses Reading Glasses to read his stockpile of Pre-War newspapers and books.
Personality: Cocky in his skill set but careful. He's a bit jumpy when he's 'in the moment', but he can handle himself in a firefight and isn't afraid of putting himself at risk in the name of a massive payoff, be it food, water, caps or any other valuable resource. Smart, cautious and always ready with sarcastic quips.
Skills: Lockpicking, Small Guns, Explosives, Barter
Weapons and Armor: 10mm Pistol with detachable silencer, 10mm SMG with detachable silencer and a combat knife for back up in close situations. Uses black spray painted long-sleeved combat armour when on a job
Occupation: Before the War- Bank Robber, Thief. Post-War- Retired in comfort but does odd little salvage jobs to add some extra revenue to his hoarde of caps.
Faction Allegiance: Whoever pays
Vault Ninja
-- Outcasts
Population: 179
Location: Fairfax, Virginia
Economy: The Outcasts produce a wide array of ammunition and medical supplies that they use in trading, mostly for technology.
Culture: The Outcasts are a group that split away from Lyon's BoS and held on their original mission from out West, to gather and preserve technology, not save the locals as Lyons would have them do. They are semi-xenophobic and have little tolerance for wastelanders, believing them to be a little more advanced than savages.
Government: Technically a military dictatorship, they have done away with the title of Elder and are instead ruled by a "High Proctor". There are several commanders that serve under the High Proctor and give him advice on certain situations, similar to the President's Cabinet.
Military: Outcast squads typicaly operate in 3 man squads with a robotic support unit, typically either a Robo-Brain or Sentry Bot. Troops are equipped with either laser and plasma weaponry or conventional fire arms, their armor is either the T-45d or the T-51b power armor. The Outcasts have access to a small amount of captured Enclave gear, mainly the APA Mark II and various weaponry, including a Vertibird taken from Brotherhood forces.
Views on mutation: Super mutants are shot on sight, non-feral ghouls are mostly left alone.
History: Following the Outcasts split from Lyon's BoS, they left the Citadel with whatever they could carry and headed North to Fort Independence where they drove back the raider forces and established a fortified enclave in the ruins of Fairfax. They used force to establish themselves in the area and rebuilt much of the fort's facilities and began to send out scouting patrols to scour the area for technology to be brought back to the Fort and secured in the vaults for further use. When the Enclave appeared and took control of the Project Purity facility, the Outcasts stayed out of the conflict, despite pleas from the Brotherhood. It was only when Protector Henry Casdin was killed by a Vertibird bombardment did the Outcasts take an interest in the war. In retaliation for Casdin's death the Outcasts swept into the ruins of Fairfax, killing all the raiders in the city along with the Enclave outposts on the outskirts.
The Enclave weaponry was put to good use by the Outcasts who then began attacking Enclave Outposts within range of Fort Independence, using their captured technology to continue to expand their power in Virginia. During the campaign against the Enclave a Protector named Thomas Edfield distinguished himself during battle and rose through the ranks, eventually establishing himself as High Proctor. Under Edfield's leadership the Outcasts flourished and when the Enclave counter attack left the Citadel decimated, many Brotherhood members left Lyon's chapter and made their way to Fairfax to join the Outcasts. With their ranks swelled by the former Brotherhood soldiers, many of whom were experienced veterans that had part of the original expedition sent from out West, the Outcasts began their first offensive moves against Lyon's BoS. While the Brotherhood was occupied fighting the Enclave the Outcasts picked off many outposts in the D.C ruins, further lessening the Brotherhood's control over the region. With the Brotherhood now at it's weakest, the Outcasts continue to build up their strength for the upcoming attack on the citadel.
-- Thomas Edfield, Leader of the Outcasts
Age: 47
History: Thomas Edfield was born and raised in the Lost Hills bunker, fiercely loyal to the Brotherhood, he was one of the soldiers sent on the Eastern Expedition and took part in both the Scourge of the Pitt and helped to clear the Citadel when the Brotherhood first arrived in D.C. At first he agreed with Elder Lyons but when he started to change by abandoning the original mission and choosing instead to protect the local, Thomas left with Casdin and his men for Fort Independence. After Casdin died Thomas took control of the situation and formed the Outcasts into something stronger than they originally were, something that could become a major power in the Capital Wasteland. He treats the Outcasts almost as his legacy, his great conquest to be remembered for generations.
six: Male
Appearance: Edfield is large and imposing, he stands at around 5' 11" with brown hair in a crew cut. He has a muscular body that is marked with scars and old bullet wounds, a remnant of his days as a foot soldier.
Personality: Edfield is charismatic, able to inspire great loyalty and obedience from the men under his command. He tends to be overbearing and controlling, he wants everything just so and people that openly defy him have been known to "disappear" while on patrol. That being said, he has a fiece loyalty to the Outcasts and the original Brotherhood and hopes to fulfill Casdin's dream of re-establishing contact with the Western Elders. He views wastelanders as savages and Lyon's BoS as misguided idiots.
Skills: Guns, Energy Weapons, Science
Weapons and Armor: Edfield wears a suit of original APA that is colored in the Outcast colors with a red cape attached to the back. His side arm is a standard plasma pistol.
Faction Allegiance: Outcasts
Lt. Andronicus
-- Paradise Falls
Population: 150 total (roughly) with a normal average of 40 or so slaves in pens. (Might lower or raise this depending on everyone's average. But I think Paradise Falls is one of the larger "settlements" in the region for sure)
Location: Paradise Falls Shopping Center in the North East section of the Capital Wasteland. Paradise Falls is a decent sized pre-war shopping mall which has been fortified by the slavers into a well-protected compound containing large slave pens, barracks for the slavers, a bar owned by one of the slavers, and other assorted buildings used by the group: including a clinic run by the doctor "Cutter" and a weapons-shop owned by Pronto.
Economy: As would be expected, Paradise Falls is primarily based on the capturing and selling of slaves to various buyers. Currently the Pitt is one of their largest customers, but they are known to sell to any and all willing buyers and various groups and individuals from both inside and outside the Capital Wasteland region visit Paradise Falls in order to “browse” the merchandise.
Culture: The culture of Paradise Falls is really only a step up from the various raiders of the Capital Wasteland in terms of the civility they display. In that the slavers are generally well-behaved enough in order to treat potential buyers with respect, and in understanding that unnecessary cruelty to the slaves ruins the product. Aside from that, the slavers are on average cruel and sadistic and have been known to enact terrible punishments on disobedient or would-be escapees.
The slavers are known to be friendly with one another, but that camaraderie only extends so far. Very few would be willing to put their lives on the line for another slaver unless there was !@#$%^&* good caps involved in it: or they were risking the displeasure of the leader of Paradise Falls.
Government: Paradise Falls lacks what one might consider a true government of any sort. They are after all essentially just a group of raiders who specializing in one particular type of raiding. However, they do have a command structure not unlike a Mafia or gang organization. Whoever leads the Paradise Falls slavers is the one in complete control of the group, and he or she delegates command to various underbosses (men like Forty) who oversee day to day "administration" of Paradise Falls and who conduct sales with potential buyers. Under them are crew leaders, and each crew leader commands a small squad of slavers (10 to 15 usually) and leads it when “on the hunt” for new meat.
Military: The Paradise Falls slavers are decently well armed with a variety of small guns, larger weapons such as a few mini-guns, and even some energy weapons here and there. A lot of their armament comes from whatever they managed to pick off the slaves they capture, and they are known to buy weapons from caravans willing to deal with them. Typically hunting rifles and assault rifles (Chinese Assault rifles in particular) are the weapons of choice for the slavers however. Similarly, their armor varies from slaver to slaver as well. Some may have combat armor or leather armor, while others wear run of the mill merc outfits.
As a “regular military” they aren’t exactly well trained or even particularly well disciplined, but they are experienced fighters, and certainly know how to shoot and kill. They have to in their line of work and most of them have killed their fair share.
Normally they are organized into squads, and this is how they operate when sent out into the Capital Wasteland on slaving missions. As of yet, they haven’t had need of grouping the squads together to form a single “army” of slavers. Although if they would suddenly find the need to, it wouldn’t be out of the question for such a thing to occur.
Aside from the slavers, Paradise Falls also has a good number of war-dogs which are used to hunt and capture slaves: and who are vicious canines which have been trained by their masters to kill. Usually one or two might accompany a slaver squad in the wastes, but otherwise they are penned up in Paradise Falls.
Views on mutation: The slavers of Paradise Falls are an “equal opportunity employer”…..and enslaver. Like humans, ghouls are just as likely to be captured as slaves as they might be slavers themselves, and certainly a few are.
Super-mutants are usually shot on sight, but that is normally because most of the super-mutants in the Capital Wastes are hostile, and they’ve had essentially no contact with any sort of friendly mutant.
While some prejudices against ghouls might exist within the slavers as in any other group, its obviously not doctrine. Provided you can prove yourself a tough son of a [censored], a ghoul could easily earn the respect of his fellow slavers.
History: No one really knows when Paradise Falls became a den of slavers, but as far back as anyone in the Capital Wastes can remember, the area has been a hot-bed of slaver activity. The slavers themselves obviously don’t keep detailed records of any historical sort, aside from some business transaction ledgers that a few of the smarter slavers maintain, and as far as they know Paradise Falls has always been slaver territory.
In truth, Paradise Falls began as a slave-trading hub not long after the Great War itself. Thirty years after the atomic fires rained down in 2077, a group of raiders took over the abandoned shopping mall and transformed it into their base of operations. While they began with the same tactics they had been used to: namely raiding nearby settlements and wastelanders, they soon found that they could have a much more lucrative business if they kept their raid victims alive and sold them to more malicious minded individuals seeking human slaves for various reasons.
Over the years, the slavers of Paradise Falls continued to inhabit the shopping mall, and went through generations of leaders and slavers. Largely, they owed their continued existence to the completely lawless state of the Capital Wasteland region, and the lack of any sort of arising organized nation which grew up like in the West. In addition, the walled in compound and surprisingly defensible position at Paradise meant that if any settlement or town did work up the nerve to attempt to rid themselves of the slavers, they never made it much farther than the main gate.
When the Brotherhood arrived recently in the Capital Wasteland, the slavers were far enough away from the D.C. area proper that they were never bothered by them. Although the Brotherhood was well aware of their existence, the super-mutants simply posed a far greater threat. Rarely however, they’ve encountered Brotherhood patrols, and even engaged one in open combat at one point. While they managed to kill or capture the entire patrol, they lost enough slavers in the process that it was deemed best if they steered clear of any future contact if it could be avoided.
Recently, there have been a string of leaders of Paradise Falls of note. Some of which people in the Capital Wastes might still remember. Penelope Chase, the infamous “Black Widow of Paradise Falls” was the earliest leader in recent memory, and she was followed by the crazed cannibal Harmon Juley, who was known to kill and eat any slaves he couldn’t sell. Juley was followed by Eulogy Jones, who was known for wearing a pre-war zoot-suit and for his two dress wearing female bodyguards: Crimson and Clover.
When Eulogy Jones was killed in his sleep in a jealous rage by his bodyguard Crimson after he told her his plans to sell her to a potential buyer, a new leader of Paradise stepped forward to take the reins of the slavers. Known as “The Crow” due to the black pre-war business suit he wears, he’s considered a far more dangerous and ambitious leader than Eulogy was: and commands the slavers of Paradise with their complete obedience. While Eulogy occasionally allowed back-talk, “the Crow” has been known to put disobedient slaves and slavers alike into cages and hang them to die atop the roofs of the shopping center. To his slavers, he goes by the name “Alistair Crowley,” or “Mr. Crowley” however its unknown if that is his real name or simply a name he chose for himself.
With the recent events in the Capital Wasteland, and the growing strength of the Brotherhood, Crowley is well aware of the threats to the slave trade in the region, and he means to ensure his trade’s future protection. As far as he’s concerned, he will not go down in history as the last leader of the Paradise Falls slavers.
-- Crowley
Occupation: Leader of Paradise Falls
History: Crowley was a recent addition to the Paradise Falls slaver group and its presumed that he came from somewhere East: although he's never revealed where exactly he originated from. He approached Paradise Falls wearing a pre-war suit and carrying a pistol sidearm along with a briefcase. After he was taken to see Mr. Eulogy Jones, he was immediately allowed to join the Paradise Falls crew after having a private discussion with him.
He quickly showed an aptitude for leadership and his obvious intelligence allowed him to rise to the position of an under boss within a fortnight. When Eulogy was eventually killed by Crimson, Crowley took command of the Paradise Falls slavers after he orchestrated the murder of the other potential claimants.
As the leader of Paradise Falls, he his known as "the Crow:" and his fearsome reputation has earned the respect, and fearful obedience of those under his command. In the Northern Capital wastes, his name is spoken in fearful whispers by many wastelanders, and mothers often use him as a "boogeyman" to scare their children to bed.
With his slaver gangs crawling all over the Capital wasteland however, sometimes that becomes an all too terrifying reality.
six: Male.
Appearance: Slick black hair with a clean shaven appearance, and somewhat pale skin. He has an average build and stands at just around 6ft tall.
Personality: Cold and calculating, with a demeanor that makes it clear that slavery is simply another form of business to him: one he means to run efficiently. While normally appearing quite calm and collected, his temper is legendary amongst the slaves and slaves, and he's been known to exact terrible punishments when roused to fury.
Skills: He has a gift for speech and persuasion, is unusually intelligent for a slaver, and keeps excellent financial records for Paradise Falls: far more than Eulogy Jones did anyway. He's experienced in most pistol weapons (energy and conventional weaponry alike) and can usually be found carrying either a 10mm pistol or a laser rifle.
Weapons and Armor: In addition to his characteristic black business suit, he usually wears a pair of sunglasses and occasionally wears a pre-war hat and overcoat to match his suit as well.
Faction Allegiance: Paradise Falls slavers.
tundrafrog1124 -- Atlas
History: Atlas doesn't talk much about his past, but rumors persist that he used to be a mercenary from the North while others claim he is a tribal from the West. All people know for sure is that he showed up around the same time as the Crow and Atlas is one of his enforcers among the ranks of slavers. Atlas isn't liked very much by the other slavers due to his job, a unique one but one that was given to him by the Crow himself, protecting the slaves. Rather than keeping them from escaping Atlas keeps other slavers and buyers from abusing the slaves before they are bought and is also in charge of enacting punishment on slavers that disobey orders or fail to perform to the level desired. It has been rumored that in his five years working at Paradise Falls he has killed more than eight slavers after they attacked a slave or failed the Crow.
six: Male
Appearance: Atlas is large and imposing, standing about 6’2” and weighing in over two hundred pounds Atlas is a physically terrifying individual. His skin is somewhat pale and riddled with scars; Atlas has long blonde hair that hangs unkempt around his shoulders. Bright blue eyes draw attention away from his crooked and angular nose which has clearly been broken several times. A firm jaw line and a lack of facial hair complement his somewhat chiseled features. A few tattoos dot Atlas’ muscular body, one of which is a grouping of tally marks on his right pectoral muscle displaying how many people he has killed.
Personality: Atlas doesn't talk much; he doesn't see the need to. He speaks more often with the slaves than he does with his fellow slavers which causes some to believe he may be working with an underground railroad of sorts to free slaves. Atlas is one of the handful of people under Crow’s command that can interrupt any sale depending on the buyer and slave in question. Atlas has also been known on several occasions to kill a prospective buyer for no apparent reasons. A severe rift exists between Atlas and Ymir, the two have been in several fights over the years one of which was so bad the Crow himself needed to break it up.
Skills: Atlas can hurt people; he is very adept at hurting people.
Weapons and Armor: Atlas wears brown leather pants with some extra padding to serve as rudimentary armor and a wears a stylized version of version of the wastehound helmet with only one tuft of hair in the shape of a Mohawk running vertically down his head. Atlas has a wide variety of weapons at his disposal, a leather bull whip he keeps on his waist at all times with his butchers hook, Atlas also chooses whether to use his automatic rifle or fire ax before combat.
Occupation: Guard/Enforcer for Paradise Falls
Faction Allegiance: Paradise Falls/The Crow
tundrafrog1124
-- POINT LOOKOUT
History: Even before the atomic war of 2077 Point Lookout was a backwater area of the country; hidden as it was within the swamp its hostile locals called home. When atomic fire rained from the sky Point Lookout was spared from direct bombing, but it did not emerge unscathed. In pre-war times Point Lookout was the sight of a break out of the New Plague and the efforts taken to contain it were halted by the uncooperative locals. This disease lingered in the swamp and when it combined with the radioactive fallout from the Great War the population suffered greatly. Horrific mutations become the norm for those who did not succumb to radiation poisoning. So horribly disfigured the locals were forced to revert to inbreeding to keep from falling into extinction. For decades Point Lookout remained isolated, its xenophobic locals becoming more violent and dangerous with the passing of years; yet even with such dangers Point Lookout could not remain untouched for long.
Treasure hunters and scavengers seeking pre-war relics came to the haunted swamp land. The locals found their beloved homeland being drained of its valuables by violent outsiders; conflict grew between the swampfolk and the intruders. Yet still they came and many of them were brought to the foggy swamp by way of the Duchess Gambit. Tobar was the captain of the riverboat, a veteran sailor for many years he sailed the entire East coast on a trade route but halted after finding Point Lookout. The mystery and rustic nature of Point Lookout wasn’t what prompted Tobar to quit sailing but what was inside Point Lookout, Punga fruit. A unique plant native to Point Lookout punga fruit grows in abundance and has several properties that make it highly prized among post-war America. Due to a genetic mutation the punga fruit has what is known as “sticky” isotope compound. This isotope attracts other isotopes to itself before being moved through the host’s digestive tract taking the harmful isotopes with it. While this has the unfortunate effect of turning one’s waste a bizarre glowing green, it remains a natural way to protect oneself from radiation poisoning.
Tobar took this miracle of nature and began to sell it at high prices to the people of the Capital wasteland and beyond. For several years Tobar continued this until he met resistance from a young man named Henry Eckhart. Henry was a native to Point Lookout and though he did not have the “Look” of the locals he was still accepted due to the fact his family had lived in Point Lookout for generations before the Great War even began. Henry was furious from a childhood of seeing his people’s land pillaged by invaders, when Henry was in his early twenties he made a pact with his brothers, sisters and friends that they would reclaim Point Lookout from the greedy and self-serving invaders. First Henry took his war band to blows against the tribals that squatted in the Ark and Dove Cathedral. Henry saw them as the worst of the invaders; they were heretics that worshipped false deities; as were all who did not worship Ug Qualtoth and the other great ones. The siege did not last long, the tribals were outnumbered and despite their best attempts the old church doors could not hold assault and soon gave way. The tribals that fought were killed while those that surrendered were enslaved.
Many of these slaves were sacrificed in order to ordain the church into a temple of the true gods, so that the worship of Ug Qualtoth and the true eldritch gods may no longer be forced to be done in secret. Of the few lucky tribals that avoided the post-battle sacrifice and abuse one stood out from the rest. She had short cut red-hair and spoke with a foreign accent, her name was Nadine and she would provide the answers that Henry wanted. It did not take long before Nadine broke and revealed Tobar as the one behind the tribe; using this new information Henry ordered his war-band to Pilgrim’s landing to finish the fight for freedom. Upon arriving at Pilgrim’s landing Henry found that the few remaining tribals had banded together with Tobar and a few treasure hunters in a last ditch attempt to push back Henry’s war host. Henry ordered his men into the settlement saying that any one of his soldiers that did not draw the enemies’ blood would be sacrificed to the gods. Fanatical zealotry and rage drove his war band forward as they crashed against the settlement’s defense. The actual fighting took only twenty minutes as the tribals and their allies did not have the adequate supplies or training to withstand a siege; few tribals were offered the gift of a safe surrender and even then they were taken and abused before being sacrificed. Tobar himself suffered a grisly fate that is unknown to all but Henry, rumors persist that Henry threw him into a pit of feral ghouls while others insist Henry burned Tobar alive; what is known is that Tobar has not been seen since and Henry now controls the Duchess Gambit.
With the invaders beaten Henry turned his attention to forming a small empire for himself. He claimed Calvert Manor as his own estate and set about outfitting it to suit his needs. Henry then for the next five years set about putting Point Lookout on the map, though at first unpopular with the locals Henry convinced them once he set about recreating Tobar’s punga industry and Henry’s own drug business. Point Lookout very much remains an isolated and backwater area, though Pilgrim’s Landing is growing the rest of the swamp remains full of mystery and danger.
Location: The whole of Point Lookout and a small collection of shacks and stands at the riverboat landing.
Population: 245 (Exact number of swampfolk is unknown)
Economy: Point Lookout’s economy is almost entirely based on three things, Punga fruit, drugs and moonshine. Punga fruit is sold as food and medicine to any willing to buy it. Yet to prevent buyers from growing their own fruit and putting Henry out of business the seeds to all punga fruit sold are removed before sale. These seeds are then ground up and left to dry before being sold as drugs to anyone willing to snort or consume the dusty powder; this powder known by its street name “Pow-pow” gives the user powerful hallucinations. The petals of the flower of punga fruit are also taken and sold as another form of drug that gives the user a sense of euphoria and a craving for food. Moonshine is another popular product exported from Point Lookout, a powerful grain based alcohol moonshine when consumed by a novice or light drinker can be lethal.
Culture: Point Lookout’s culture is a mixture of occult, xenophobic and family beliefs. History and ancestry is very important within the culture of the locals, even the most inbred swampfolk can name their forefathers and mothers for at least five generations back. Secrets and esoteric are common throughout the swampy land, the locals’ occult and pagan religion only supporting the use of secrets; in some cases family secrets have been kept out of shame since before the Great War even began. Rumors run rampant and for every even there are thousands of different versions, the truth having either been twisted or lost in the mist. One cultural trait is very important to know if one were to travel to Point Lookout, and that is to mind one’s own business and stay out of the business of others.
Due to Point Lookout’s location along the Chesapeake Bay fishing and ocean is very present within the local culture, every morning one could see fishermen descend into small paddle boats and drift out into the foggy bay to fish. Old fishermen tales around told around corner cafes and pubs, one such tales is very common and well known; the tale of beast of the bay. Whispered tales of something big within the bay, something no fishermen has been able to catch. Such rumors are common and are mostly nothing but superstitious nonsense but the similarities that persist throughout the many iterations of this tale give the legend of the beast some grounding within reality.
Point Lookout has remained for the most part what it always was, a sleepy seaside town. The increase of the people, especially outsiders, has done nothing to remove the ever present silence that encompasses the misty swamp. Almost as if the land itself is a living entity intent on keeping Point Lookout as secluded as possible.
Government: No true government exists within in Point Lookout; the general attitude is one of community and shared work. Henry exerts great influence and some would even say control over the region but is in no way a leader.
Military: Henry’s army stand at about 75 men and women strong, the entirety of them are natives of Point Lookout though not all have the “look”. Each solider is tasked with arming themselves, because of this shotguns, rifles, pistols and melee weapons are more common than automatic weapons or anything that involves the firing of energy. Typically the soldiers make an attempt to armor themselves but more often than not they are dressed in everyday clothes with maybe a few shoulder and knee pads stitched on. Though do not judge such warriors on their appearance for each are deadly killers; what they lack in training and arms they make up for in raw experience. Each solider has grown up in hostile Point Lookout having to contend with smuggler raids, mirelurk infestations and pirate attacks; because of this each solider has learned that even with the most rudimentary supplies a good warrior can still fight and win. Driven by xenophobic rage and zealotry Henry’s soldiers are notoriously brutal and savage fighters.
Views on mutation: With swampfolk and ghouls making up a large portion of the population mutants are allowed equal access and in some cases being an unmarked human can lead to discrimination.
-- Henry Eckhart
Age: 30
six: Male
Basic physical appearance and attributes: Henry is fairly tall standing just above six feet tall; he has a well-built frame due to the rigors of swamp life and his occupation. Henry is fortunate that he is not as “marked” as many of his ilk, while Henry does sport an odd discoloration of his skin on his back and torso (birthmarks) he suffers from little physical markings. A large scar stretches from his right pectoral muscle down to his abdominals, a wound he suffered while hunting mirelurks. Henry has unkempt hair as is common with those in the swamp; he sports dark brown hair just past his ears in length. From beneath thick eyebrows Henry has dark brown eyes that are slightly lighter in shade then his hair. Henry’s face is completed with a few small scars and a dusting of facial hair.
Weapons and armor: A worn and used pair of khaki slacks pants held up with dark brown leather suspenders. On his chest he wears a battered white tank top, over which he wears a white button up. When the weather demands it Henry wears an old bomber jacket that used to belong to his great-great-great grandfather. In a clear example of his devotion Henry sports two occult necklaces that hang lossly form his neck. Well used and broken in black boots complete Henry’s outfit. For weapons he carries a Mauser ‘broom handle’ pistol that he usually keeps tucked in the font of his pants. Henry also uses his trusty double barrel shotgun that used to belong to his great uncle.
Personality: Henry is an odd fellow, as are most of his kin, being from Point Lookout Henry’s view of the world is very narrow and he often categorizes people to fit into his world. From Henry’s point of view, outsiders are to be watched, friends and family loved and infidels killed. To his kin Henry is kind if eccentric and bombastic at times, but always ready to help a friend in need. Henry is known for his wild partying and is particularly fond of drugs and moonshine. Though to those he doesn’t know and who make the mistake of being his enemy Henry is brutal, cruel man; capable of barbaric and almost subhuman acts. Such acts are either done in rage or in celebration of the gods he worships reverently.
Occupation: Leader/Boss
Faction; Point Lookout
Backstory: Born and raised in Point Lookout Maryland, Henry was the sixth of twelve children. Six boys, six girls, together with their parents, two uncles, three aunts, both grandparents a large amount of cousins and seven dogs with twelve cats in a large Mansion; he Eckhart Manor to be exact built in 1735 by Duke Eckhart the manor is a massive building several stories tall complete with a basemant and catacombs. Before the war the current Eckhart’s had built a bunker in the catacombs to protect form the bombs. This was how they survived at first before returning to the surface.
While the Eckharts bear no resemblance to any of the swampfolk that inhabit Point Lookout they are still accepted as such. They share the same, land and beliefs with the xenophobic hicks, the Eckhart’s lived a little north of Pilgrim’s landing and in a small community of relatively ‘unmarked’ people. Henry’s childhood was an adventurous one to say the least. The days were spent fishing, exploring and more often than not running from a mirelurk or crazed ghoul. Henry lived a life of relative comfort until his late teens when treasure hunters and smugglers began to loot his precious homeland. Furious at such an insult to him and his people Henry gathered together a band of friends and relatives and fought back to reclaim Point Lookout for its rightful heirs.
Henry was successful in his task to rid Point lookout of unwelcome foreigners. In the wake of his victory Pilgrim’s landing has grown as a small settlement, the Ark and Dove cathedral is now a temple to the true eldritch gods and Henry is the sole owner of the punga fruit and punga drug trade, making him a soon to be very wealthy man.
-- JED I believe he's the character for Lt. Andronicus PM me if I'm wrong Tundra
History: Jedidiah was born as a “good n’ proper” local of Point Lookout. Like many of the residents of the region, his family genealogy is rather….intertwined, as a result.
Jedidiah was born in the same three room shack he now lives in located deep within the swamps of Point Lookout (not far from the ol’ trash heap): his parents having passed away many years ago. He lives a fairly sparse existence in the swamps, but is known throughout the area for his family’s moonshine, which he himself still continues the tradition of making. It’s widely considered some of the best and hardest liqueur to find in the swamplands of Point Lookout, and his neighbors in the swamps stop by regularly to trade for it. Usually they give him Punga fruit, ammunition, food, or other odds and ends he might need.
six: Male
Appearance: While not nearly as mutated as some of the other swamp-people, Jedidiah clearly does have some deformities present on his body: likely the result of generations of inbreeding. These include a rather tumorous looking growth on his left arm as well as an extra digit on his left hand. While normally covered up by his shoes, his toes likewise have a few growths. Luckily though, in the Point Lookout swamps its fortunate to have “the marks” (i.e. mutations), otherwise you might be branded an outsider and cast out, ironically perhaps, like a leper.
Aside from that, Jedidiah’s appearance is generally unkempt, dirty, and messy. He also sports a long untrimmed beard.
Personality: Friendly and hearty, Jedidiah is a typical “local yokel” of the swamps. He’s usually known as a good man to have a beer with and go fishing and takes part in such activities regularly with his neighbors and friends. In addition, he loves to take part in the usual campfire revelries of the swamp: to which he usually provides the ‘shine.
Like his parents though (and most in the swamps), he’s a “gods fearing” man, and a devout follower of the local occult religion of Point Lookout. He can always be found in the pews on the usual sacrificial worship days.
Skills: Expert fisher, hunter, and a damn good moonshiner. He also knows his way around the swamps and is no stranger to a fight if needbe.
Weapons and Armor: Jed lacks any sort of armor: instead he wears an old pair of over-alls and boots, and sometimes an old hat along with it.
For his weapons, he owns a double barrel shotgun, a lever-action hunting rifle, a couple of very old pre-war revolvers passed down in his family, an axe, and a large number of hunting and cooking knives.
Occupation: Moonshiner
Faction Allegiance: Point Lookout
GhostlySentinel
-- Regulators
History: The Regulators and their brown dusters got a start as the face of justice in the wasteland, punishing the wicked and protecting the innocent. This went well up until Ulysses Grant's rise to power, which marked the fall of the Regulators into a mercenary faction, loaning their guns to anyone with money. While this left them quite wealthy, the change was not welcomed by all. A veteran of the group called Munk Jones was especially unhappy, and used his high position within the group to eliminate Grant and begin a purge of the ranks, bringing the Regulators back to their role of protectors. (Note: I will be roleplaying the takeover. I'm sorry that there isn't much history here, but honestly I don't think that there's much I could say)
Location: National Guard Depot, referred to as The Depot
Population (300 Max) 150 fighters, with 20 civilians. (Doctors, builders and children of Regulators)
Economy: They are currently very rich from their mercenary endeavors, but after the takeover much of this money will be spent on improvements to the base and it's defenses. Much of their income will come from donations and looting.
Culture: Their culture is a violent one, though dedicated to what is good rather than bad. Munk also intends to put some of the civilians to charity work after beefing up the Depot's defenses, hoping to build a few dwellings near the Depot for refugees and open a clinic for wasters.
Government: The military structuring largely remains.
Military: Even though there is a handful of civilians at The Depot, if you don't carry a gun and wear a duster you are not a member of the Regulators. The entire organization is a military.
Views on mutation: Ghouls are welcomed into the ranks of the Regulators if they have the skill, although feral ghouls and hostile super mutants are enemies of the regulators just as much as raiders.
-- Munk Jones
History: Munk Jones was born to a priest and a waster in the Capital Wasteland, and was raised on the road. His father was a missionary of sorts, taking the word of God to everyone who would listen. He enjoyed life on the road, spending his days riding in a wagon and reading his father's books. He loved to learn, and grew up to very smart and talented. Even though he knew how to survive in the waste, and had handled an R91 many times, it was't until his teenage years that he pursued a life of violence. The wagon was attacked by slavers one morning, and his family was nearly collared until men in long brown coats came and killed the slavers, setting his mother and father free. Munk offered to join, giving proof of his skill in marksmanship and saying that he wanted to do good too. They accepted him into their ranks, and he rose steadily through the ranks as he took to the intricacies and simplicities of hunting men in the wasteland. He kept contact with his mother and father until they both died of old age, and he laid them to rest.
He was very well respected when Grant took over, and resisted his policies. He made a catalog of the loyal fighters and the cruel ones, and kept the two groups separated to make his inevitable takeover that much easier...
six: Male
Appearance: Tall and plain featured, other than the eyepatch on his left eye. He bears well trimmed brown hair beard and blue eyes.
Personality: He is always calm and commanding with his men, but also generous and kind to all. He was born a leader and is more learned than most.
Skills: He can talk his way out of any situation, and if he chooses not to his rifle can. He's no stranger to melee combat either. He's also quite skilled with medicine, a skill he picked up in the field with the other Regulators.
Weapons and Armor: He wears the same as other Regulators, with the exception that his duster is a grey color rather than brown. He prefers a .308 battle rifle in most situations, but his Chinese pistol and combat knife are there to back him up.
Occupation: Leader of the Regulators.
Faction Allegiance: Regulators.
VATROU -- Dr. Treyvon Zorak
History: With his Mentat, and jet addiction his memory is spotty at best, though he does remember he was born in the Capitol wasteland, his parents were survivors of Vault 108 who escaped the chaos. He learned his Medical skills from his father, who was a doctor in Vault 108.
six: Male
Appearance: Tall and slim, with a average build, his hair stands up in a spiked Mohawk, his hair is black, and so is his eyes. He is of Caucasian decent.
Personality: Absolutely mad, always raving at nonsensical things, and often leaving items where they shouldn't be, one time he left a half eaten apple in a chest wound, he's a good man and a better doctor, usually..
Skills: He has quite the knowledge of medical care, even though his methods are questionable, other than that he can fire a pistol with varying degrees of accuracy.
Weapons and Armor: He wears a blood stained doctors coat, think the http://fallout.wikia.com/wiki/Followers_doctor_coat, over http://fallout.wikia.com/wiki/Scientist_scrubshttp://fallout.wikia.com/wiki/Scientist_scrubs. He uses various medical instruments. And for weapons uses a 45. pistol.
Occupation: Doctor.
Faction Allegiance: Regulator.
VATROU
-- Rivet City
Leader Basilio Favale
Age 44
Appearance Standing at 5'8" he has a beard that wraps around his face extending from ear to ear about seven inches at the chin, his mustache covers his upper lip and has relatively short brown/gray hair his eyes are an emerald green, and his build is a rather large still muscular build with fat gathering in his gut, although he's not as fit as he was in his company days he still retains the body that came with the intense training, but he gains more weight every year and age has begun to take its toll.
Armor/clothing a gray suit with a brown vest with a holster on his right leg for his sawn-off shotgun
Personal Weapons A sawn-off shoutgun
Personality A rather rational man, who rarely lets his emotions take hold of him in his decisions. Always Calm and collected. Although this was not always so in his youth he was rash and short-tempered. He has learned many things over the years to calm and sharpen his mind.
Population (300 Max) 201 56 guards the rest are civilians.
Economy: Firearms manufacturing, Ever since Basilio rebuilt the fallen sections of the ship, It's pre-war workshop and Ammo presses are in working order again, Rivet City intends to be the wastelands main supplier of Firearms. Rivet City frequently sends various fliers out to settlements stating of it firearm manufacturing capabilities. To increase public knowledge of its wares and the contracts that allow factions to arm themselves with higher grade munitions and firearms that would be harder to obtain otherwise, this requires a down payment up front but guarantees the availability of these weapons.
Manufactured fire arms: Chinese assault rifles I call them AKs, hunting shotguns, and hunting rifles, and they sell in order at 500 caps 700 caps and 850 caps then a sniper rifle would sell for 1200 caps and 45 smgs would sell for 3000 caps.
Culture: The people of Rivet City are mostly traders, willing to barter with any who come peacefully, though Basilio has increased security and turned them into a more militaristic guard force , most citizens will shoot trouble makers on sight.
I honestly never thought this far but now that I have the units are The Guardsmen these are the security guards they have no special training in any certain weapon, they carry smgs 9 mm 10 mm and rarely 45 smgs these 45 smgs are only awarded to those who have impressed their peers. Only a handful of Guardsmen posses 45 smgs about six of them.
The Guardians similar to the Guardsmen the major difference is they defend the borders of Rivet City they posses larger caliber guns, they specialize in heavy weaponry like mini guns, missile launchers, flame throwers, and explosives. unless mobilized they act as normal guards.
The Tracking unit they posses skills in stealth and long range engagement they use sniper rifles the common are scoped hunting rifles, sniper rifles as well as equiped with a stealth boy or two.
The infantry unit they assist the various units with suppressive fire from AKs, and various grenades.
All units act as normal guards and are outfitted as such they would't carry mini guns or anything like that unless mobilized.
All weapons are numbered and strictly controlled and the units only differ in terms of training they essentially act the same. The units act as regular guards until mobilized, and all the guns belong to Rivet City unless someone were to attack Rivet City no guard would have access to any high caliber weapon at most two or three guards would have a 45 smg every guard would be equipped with 9 mm or 10 mm smgs or whatever they chose to provide for themselves. For the Mini guns there are only four of them belonging to Rivet City and two Missile launchers, eight flame throwers, but every high end gun is locked away until needed.
Laws: Must be made known before any enter the city.
The Free Slave Law: which states, Within the walls of Rivet City all slaves are to be demanded their freedom, any who do not comply will be shot. This only applies within the walls of Rivet City.
Government: Rivet City is ruled by Basilio and Harkness his second in command.
Military: Rivet City guards are heavily militarized Basilio a former Talon mercenary retrained every guard himself, they cannot blow their noses without permission.
Views on mutation: They despise Super mutants with the exception of the one seen in the Lone Wanderers company, as long as that one behaves, it may be welcome, other than that Ghouls are often frowned upon but usually allowed to live and trade in the City.
Areas around Rivet City: the training area is the place where the Super Mutants had an ambush camp where they would attack any who came through, it has been cleared out and leveled with explosives, to make a flat area of land the building next to it on the right facing the camp was also leveled and cleared for scrap.
Anacostia Crossing the entrance to the metro was blown up during the events when Basilio drove the Super Mutants away from Rivet City although the escalators are buried under rubble the area is inhabited by various traders and travelers who don't have permanent housing in Rivet City, the area is full of tents and brahmin.
Bio When Basilio or simply Basil was young, the prospects for a man were few, it was either a scavenger, a mercenary, or a trader. None of these were what he wanted, but he had no choice. At age 14 he began scavenging old-world ruins at great peril to himself, after too many close calls he signed on as a mercenary for a caravan, as the years began to pass and his skills were getting better, he took on more dangerous jobs. Till by the age 21 he sought out the mercenary group Talon company.
They tested his will and morals, but he persisted in this profession till he led a small company of his own under the command of his superiors.Basilio begin to realize he wanted more than what the Talon could offer. And at age 35 Basilio left the Talon for a better life a more peaceful life, a more meaningful life. This happened long before the Assassination of Commander Jabsco.
As Basilio wandered he came about a Rivet City with its ineffective council, a shopkeeper who was implicated in blackmail, a scientist far more concerned with the purifier and the BOS, all that remained to properly guide Rivet City was the Rivet City security chief Harkness. As Basilio was now older and more well read he made genuine and valid points for being elected to the council, and being a man who once ordered his own outfit of Talon mercenaries he knew how security and organization worked.
At the age of 37 he was elected to the Council, and not long after he began to make changes, more security and organized efforts into rebuilding the City and its weapons. It was a smart move as the less intelligent super mutants still plagued their City and not long after attempted to use a behemoth against them, but thanks to Rivet City's new fire power and reinforced walls they had little to fear from them for now. With Basilios efforts and judgement, Rivet City drove the Mutants back through the subway tunnels, exploding charges inside thus cutting them off from Rivet City. This cemented Basilio as a local hero and he became the first Mayor of the town, and with the Mutant threat currently dealt with, Basilio focused on the complete rebuilding of the City.
The City through tearing down the other Cannons have one functional Oerlikon 20mm cannon. It has limited ammunition the City lacks the required resources to maintain a large ammo supply.
-- Ranger William
History: William was born a little more than thirty years ago his family moved with the caravans some went to different cities, one caravan moved things between states. Long before William was born they moved from what was Kentucky, although they have roots in Texas, Williams family lived a nomadic lifestyle often working as caravan guards moving occasionally through pre-war states every five or so years. Over three generations lived this way until they reached the Capitol Wasteland until William was born. William grew up in and around caravans his family operated a rather well off one called Lone-Star Merchants that is until William was in his twenties a group of mercs crossed paths with the caravans and decided they wanted to impose a heavy tax, and if they didn't pay they'd be shot, needless to say they massacred every caravan they came across regardless.
William was outraged his parents slaughtered, their caravan in ruins, of the few things that his family kept was an old Desert Ranger armor, it was in terrible condition with bullet holes and burns throughout the armor, all he knew of the old heirloom was that one of his great-great-great grandfathers was something called a Desert Ranger, while the armor didn't have the protection it used to have it was still better than any reinforced leather available. He took up arms against the mercenaries that plagued the area using his single action 45 revolver, he and others who lost valuables to them mounted a defense at Megaton, together William and the townspeople killed enough to drive off the remaining few as they scattered about the wastes.
Present day. William lives as a wanderer and caravan guard to Rivet Citys many weapon shipments.
six: Male
Age: 33
Appearance: Standing at 6'1" he towers above average wastelands, he possesses an average build with a fit body, He has long crimson red hair that stops just before his shoulders. His light blue eyes contrast his red hair.
Personality: William tends to have a strong sense of justice, as his own family was murdered, however he will not go out of his way to right wrongs. William often has a short temper that he tries to keep in check.
Skills: William is a capable guard and sharpshooter growing up escorting caravans.
Weapons and Armor: A single action 45 revolver a reproduction of the Colt Walker he found on a trip going through the museum once before that wing collapsed. And an old Desert Ranger armor that has just more protection than the standard reinforced leather armor since it's so old and damaged. The armor lacks the helmet, William uses a pre-war hat and sunglasses instead.
Occupation: Caravan guard
Faction Allegiance: Rivet City
By the way if some of the character's appearance sounds familiar it's because it is, as I'm trying to create a ancestry of sorts albeit loosely between characters.
-- Other Characters
Ross Rivet City Market guard 6'1" Tall and fit with a normal build with short brown hair, Caucasian
Samantha New recruit 5'8" with a beach bully build black hair, Caucasian
Tiberius67
-- Talon Company
History: reeling in the wake of Commander Jabsco’s death at the hands of the Lone Wanderer, Talon Company saw the tenures of four different Commanders in a year before finally the situation stabilized under Commander Dex. But just as he began to turn the Company’s fortunes around, he was assassinated by Commander Cameron, sparking a Civil War as the units in Evergreen Mills refused to accept Cameron’s Election and their Councilors court-martialled Cameron and the Councilors who voted for him for Treason and expelled them, electing Sergei Jackmijov Commander. At the same time, the faction of Talon Company loyal to Cameron fell under the sway of an adventurer named Daniel Anton. Now controlling Fort Bannister, he succeeded with trickery where Cameron had failed with force, and took Evergreen Mills. After burning Jackmijov alive, Anton purged the command structure, jailing those who opposed him, or were too close to Jackmijov. He had wanted to execute them all, but the council insisted on Court-Martialling them…Anton finally conceded, for the moment, gaining in exchange the authority to enact his ambitious future plans for the Company. As the council dragged it’s heels, Anton grew impatient at the delays and excuses about “building a case”, and decided to purge the Council and rule alone. But Anton made a fatal mistake. Instead of delaying his planned trip to Springvale until his main Lieutenant, Mister Birch, had returned from Fort Constantine, instead he left his orders for preparations to arrest his enemies, planned to take place upon his return from Springvale, in the hands of a more junior subordinate. Not being raised in the clannish world of Talon Company, he didn’t realize the prosttute he availed himself of (without paying) the night Anton left was the favorite of one of the Council members, and distracted by her skilled ministrations said entirely too much. Within two hours the arrest list was in the hands of the Council.
Aware of the danger they were in, the Council decided to strike first. Quietly securing the Brig, a Council meeting was held, including the two councilors awaiting trial for supporting Jackmijov…whose actions had been vindicated by events. The result was the retroactive confirmation of Jackmijov’s Election as Commander by unanimous vote, and denouncement of Anton as an Imposter and a Traitor, all his acts declared null and void. Then a second vote was held, naming Henry Pierpont, former Captain of Alpha Company as the eighteenth Commander of Talon Company, and the lawful successor of Commander Jackmijov, the last legal Commander. The freed prisoners stormed first the Armory, then the operations level of the bunker under Fort Bannister. Calling for the troops to rally behind him and the Council, Pierpont speedily seized control of Fort Bannister and those loyal to Anton were killed or captured. The Garrison at Lamplight went over to Pierpont immediately once messengers reached them. Sending his Lieutenant, Captain Feng, now OIC of Alpha Company to Evergreen Mills, Pierpont consolidated his control over Bannister and pondered his next move….dealing with Anton and Birch.
Location: Talon Company’s main base is Fort Bannister, it also occupies Evergreen Mills and Lamplight Caverns, small detachments can be found around the Capital Wasteland and the surrounding area.
Population: ~220 mercenaries, ~80 non-combatants (Camp followers, Indentured Servants/slaves, support personnel, retired mercs no longer able to fight)
Economy: Talon Company is a Private Military Company, it derives it’s income from providing military and/or security services to anyone willing to pay their rates, supplemented by looting the enemies of their Clients and occasionally freelance slaving and prospecting.
Culture: A Talon Company Operative is loyal to the Company, the Commander, and Caps, in that order. While the current Commander is revered (as are former Commanders) and obeyed without question, to Talon Company mercs he is merely one link in a chain, while the Company is eternal. From the moment they are recruited (as young as 10-12, but the average age of a recruit is 16), they are broken down and remolded into soldiers fanatically loyal to the Company. To the average Talon Merc, the Company is their whole world, who they are fighting today or tomorrow doesn’t concern them in the least….more than one former client has found themselves undone by the very troops that had so recently served them, in the pay of a different client. Once Talon Company takes a contract, they will stop at nothing to complete it….purely as a point of honor though it has garnered them a reputation of getting things done that has brought a lot of business their way. Clients who try to exploit this, however, invariably find the Company negotiators to be shrewder than they would like…morality almost never figures in their calculations, but they will not take a contract they feel to be beyond their capabilities.
Government: Talon Company is technically a military Dictatorship, but in practice is a non-hereditary oligarchy. The Commanding Officer, formally known as the Commander (and informally by it’s members as the Old Man), has vast but not absolute power. He controls all military operations, and has great influence in all other matters. Advising him is the Company Council, composed of the Officers in Charge of the five major sub-units of Talon Company, which are called Companies (Talon Company is organized as a Battalion, this often confuses people familiar with Pre-War military affairs), the senior NCO in Talon Company, and a representative for the civilians…usually the senior Doctor and female. The Council approves contracts, revisions to the Company Charter, promotions, serves as a Tribunal for Courts-Martials, and chooses a new Commander when necessary.
Military: Talon Company is a military unit, civilians in the faction are there to support it’s operations to free up able bodies men for combat operations. It is organized as a Battalion composed of Five Companies, lettered from A-E. Each of the four Captains on the Council commands a Line Company, (Companies A-D). They are composed of five squads of eight men each, plus attached support elements. The commander takes personal command of Echo Company, the Headquarters Company, which also controls the Company’s Artillery (two batteries of 82mm mortars). One battery is emplaced to defend Fort Bannister and Evergreen Mills, the other is split amongst the Line Companies, each Company being assigned a section of two mortars.
Views on mutation: Super-Mutants are regarded with hatred and were attacked by Talon Company operatives on sight even before undisclosed Clients began paying them to fight Mutants in and around the DC Ruins. Non-feral Ghouls are shunned, but not usually disturbed unless they have been hired to do so. Talon Company does not recruit ghouls, but while the Company Charter explicity forbids expelling a member in good standing for becoming a ghoul any mercs that change from time to time disappear shortly after.
TheLoneRanger
-- The Clan
History: What would become simply known as the Clan, lacking any inclination to bother with a bombastic name, originated in the ruins of Detroit. Once the largest city in the former state of Michigan, it had been hammered in the nuclear exchanges of the Great War. Immolated by atomic bombs, it became a nightmarish hellhole, fit only for beasts and those unfortunate enough to live there were subjected to all the horrors of the wasteland. The two hundred years since the War hadn't brought any change, the helpless were slaughtered for fun by ruthless thugs and terrorized by mutated horrors, such as Ghouls and other irradiated abominations. The weak were constantly trampled underfoot and did not survive. Radioactive clouds pervaded the perimeter of the city, despite the war occurring centuries prior, and bred demonic monsters of all shapes and sizes. Food was precious, nearly impossible to find free of contamination. Even then, contaminated food was rare, and became the only thing some people ate. Fresh water was only possible if one could reach a lake, such as Lake St. Clair or Lake Erie, nigh on a Herculean feat. Life consisted of desperation, fear, despair, pain, and hopelessness.
Out of this environment, the Clan was bred. Initially, the group was a simple gathering of a few terrified commoners, hiding out inside an abandoned gas-station. Here, they hid from a roving band of wildmen, that scoured the nearby ruins for them until finally, the group was forced into combat when the wildmen stumbled into the station. After a short battle, the group managed to drive off the wildmen, back into the hellish pit of the city, only by the skin of their teeth and pure will to live. The group of wastelanders then found their way across part of the city into the massive industrial workshop. There, they took refuge. The group of men and women, just barely alive, hid. They fortified the workshop, making it at least somewhat defensible, and made it their home. There, they slowly familiarized themselves with mechanics, taking cues from their surroundings and old tattered manuals, some members even had some experience with machinery. The shop was unassuming, having been looted long before, and therefore nobody bothered them. Small scavenging parties began to be sent out, gathering what meager supplies there were to be found, and divvying them up amongst the group. Time passed, people started to wander into the workshop and join the original group, thus the numbers of the warehouse grew. Eventually, a settlement came of the people, expanding out into the surrounding area, managing to hold back the tide for a time. The people became adept at fashioning something from nothing and generally living from scraps, doing their best.
One day, a husk of an abandoned Humvee, a rare leftover from the War. It'd most likely been used in pacification efforts, in tandem with T-51b Power Armor. Once alerted to its presence, a large group of the survivors were sent to drag the corpse back to the shop for tinkering. If the group could retrofit the husk and bring it to some semblance of function, they would have nothing to fear. They would have a great defense against the mutant horrors that surrounded them. So the survivors lugged the old machine back to the shop and set about fixing it. Upon closer inspection, some of the mechanics found that it was in better condition that originally thought, though it would take a good deal of work. The group made the old Humvee their priority and after a long while, they brought the old beast back to the world of living and hid it away until they needed it. Fixed with a jury-rigged fission battery, it was a marvel for the gathering of survivors.
It was seeming to look up, until one night, wildmen and mutants swarmed the small settlement, cutting many down and leaving another group to flee. Led by a man called Kent, they fled into the night, ducking and dodging, hoping against all odds that they wouldn't be captured. After a harrowing escape the group found the Humvee and made their way out of the city as quick as they could, after managing a way out of the city itself and beginning their traveling, the skills they'd learned in the old settlement were invaluable as they made survival their creed. Fallen on hard times and apathetic to the plights of others, the people under Kent overtook other travelers. They killed others they found and took their supplies, feeding their own with pilfered foodstuffs and clothing them in others' clothes. All in the name of survival. The only people they cared for, were their own. They'd come into weapons, rifles, pistols, and as they wandered, they came upon derelict police stations and old military outposts. In these places they came across riot armor, used to help pacify before the War, and bulletproof vests along with gasmasks and real firepower such as assault rifles and submachine guns. With these things, they patched together armor. Some garbed in only a vest, others with a full outfit. Yet another tool to ensure their survival. A strong bond of fellowship formed between the group, though few were related by blood, even though they killed others and took their belongings. Despite even this grim work, Kent's people became a brotherhood of sorts, strong ties forming.
At the same time, Kent led them as de facto leader of the group. As time went by though, he became weak and the burgeoning beliefs of his people led a challenger to face him for leadership. This man, a strong, bold man by the name of Graves was one of the group's most experienced warriors. He engaged Kent in battle, each armed with only a simple trench knife scavenged from a military depot. Kent fared better than any had anticipated but in the end, Graves' youth and determination won the day, ending with Kent slain in honorable combat. The group, at this time having come into the name of the Clan by travelers, came under Graves' flag and he led them, sanctioning the killing of others to sustain the Clan itself. The people wandered East, scavenging and living off the land, making due. By wasteland standards, they were well-off, they had food, water, clothes and armor, weapons and what ammunition they could carry. What they had in all, was what they could carry in the Humvee. The Humvee itself required a steady care and supply. Overall, they were successful in that they were surviving. Graves led more like a warchief than Kent, a man that had simply tried to make his people better. Graves encouraged the philosophy that only the strong survive and that the group must do anything to live on. He also began the tradition of each night at camp, after a day of travel, that groups of the Clansmen would split up and be taught the ways of improvised weaponry and ad-hoc medical care.
Graves began molding the Clan further, into a more cohesive unit. He introduced the bow and arrow to his people and hey took to it, quickly gaining skill in the operation of the weapon, thus conserving conventional ammunition. Arrows were fashioned from the wood of dead trees and as compound bows were found in cities along the way, some metal arrows came into the arsenal of the Clan. As weapons became more scarce, some automatic rifles were cobbled together, resulting in a semi-auto burst gun, called the ' Pop Gun ' and became a specialty weapon amongst the more skilled marksmen. Heavier armor came too, as well as gas-masks and riot helmets. Graves encouraged the taking of anything that could be used to attack or defend, and implemented the Humvee into their regimens, while a few of the less hotheaded Clansmen took medical supplies and books on the matter of healing and treating various wounds. The Clan was doing well and had gathered many useful supplies, along with a small supply of books about the old world. Some members gained more technical know-how and managed to repair a few Protectrons that ended up being scrapped some way or the other.
After a year of trekking, the Clan happened upon the outlying area of DC. Long ago, they'd began their march and they ended up in the dead centerpiece of the land where freedom and democracy had once reigned. The group, with a cautious Graves, entered into the wasteland. Not long after they arrived, they were ambushed by Super Mutants. Fighting back ferociously, the Clan's warriors, with Graves at the helm, destroyed the group of mutants. They pried the weapons from the corpses of the monsters and continued, being accosted at each turn by raiders or other marauders until they reached the ruins of a place called Shalebridge. Here, the group set themselves down, parked the Humvee, and came to a summit called by Graves. Graves wanted to move on, go north, there were more people there and certainly more to be had. As the leader, he determined their fate, as had been the doctrine since Kent's fall. However, one of the more solitary warriors made himself known. His name was Baker, a bearded man with dark brown hair in his physical prime thanks to the lifestyle of members of the Clan. A scar over his left eye, that barely spared the eye, showed that he had a place to speak. Baker spoke out against Graves, saying that they'd survived by luck and that luck would run out if they traveled further. That a nomadic lifestyle couldn't sustain them and that they had to make a home, this Shalebridge perfect for the job. Graves took the man's words as insolence and began threatening him, when Baker cut him off, issuing a formal challenge. Graves accepted with a sneer and so, they did fierce battle.
Baker overtook Graves by sheer force and eventually, thanks to his will and his devotion to protecting his kin, he slew the warmonger called Graves and became leader of the Clan. He took to calling himself the Battlemaster, as the Clan prided itself on its survivalist ways and placed importance upon its warriors. He ordered the immediate fortification of Shalebridge, small houses were built and barriers of wood and metal put in place. A scouting party discovered a fort of old cars, these corpses were dragged to the Shalebridge settlement and turned into barricades. These dilapidated cars made the backbone of the barrier-system, just as well, a group of trucks were found as well. The Humvee was revved up and used to tow the old husks back to the settlement, forming the outer perimeter. A town, renamed Fairview, came about and was made safe. A sedentary lifestyle suited the Clan and they soon adjusted to their new home. Catwalks were constructed along the walls and finally, Baker had his fortifications and a town for his people to call home. In the years after, he claimed a rather large area but kept his Clan under the radar. With the Capital Wasteland becoming increasingly more riled, Baker has decided that the time is now to finally see what the commotion is and to assure that his people see it through.
Location: Shalebridge ( now called Fairview ) as a primary stronghold, the Clan exercises authority over the land from the bridge of the Abandoned Car Fort, down to Broadcast Tower KT8 , Rockbreaker's Last Gas, and Five Axles Rest Stop.
Population: 231 - 20 of which are children. The rest are experienced survivalists, men and women, none reach a very old age.
Culture: The Clan's ideology is survival. Plain and simple. Anything can ensure it. Under Baker, it has been shifted more unto preservation of their home and the importance of kinship has been reinforced. The Clan is somewhat xenophobic, but will trade with most anyone if they have something the Battlemaster deems important. Culture resembles a tribe, where bonds are important and only the strong lead and survive.
Government: Mason Baker, the Battlemaster, is the current leader of the Clan after his slaying the former leader. Each leader must kill the previous one in order to assume power. The Battlemaster's word is final and is considered the best counsel on matters of the Clan's survival. Aside from him, there is little else in the way of government. He oversees the matters of the Clan directly but can take on advisors as he sees fit.
Military: Each person in the Clan is apart of the military, in a sense. Every man and woman is skilled in the field of combat, thanks to the survivalist aspect of their people. However, warriors and soldiers take the place of a true military. Though the Clan has been made much less warlike than it had been under Graves, it is still a potent force and is maintained to make certain that no harm comes to the people. They are dressed in bulletproof/ballistic vests, riot gear, and other patchwork assortments of protective equipment. With the more effective gear in short supply. Each soldier or warrior wears a unique outfit, as there is no standard issue. As for weapons the arsenal ranges from 9mm pistols to assault rifles, along with shotguns, submachine guns, hunting rifles and the Clan's own Pop Gun. A small, elite group of warriors carry heavy weapons such as Flamers and BAR's, simply referred to as heavy troopers, garbed in attire similar to bomb-squad armor.
Some armor resembles http://static4.wikia.nocookie.net/__cb20130622100061/thelastofus/images/a/a6/BmUploads_2013-06-03_3299_Fireflies_TLOU_MP.jpg.
The most potent weapon the Clan possesses is the retrofitted, jury-rigged Humvee mounted with a .50cal machine gun with limited ammunition for the weapon itself. It acts as a postwar tank, troop transport and heavy support fire, and can be used to break through defenses.
Views on mutation: Given their history, the Clan greatly distrusts mutants. Ghouls especially, given their presence in Detroit, and Super Mutants for their attacks on the group as they came to the wasteland.
Casey
-- The Creed
History: Before the bombs dropped the Creed was a group of people hidden from the world while hiding in plain sight, they were a group mostly created around technology and the preservation of technology. Their goal was the collection of any technology that was being created or any schematics.
When the bombs dropped the members gathered together in vaults, when they left, it was a new start for the creed a world where technology was ripe for their picking.
Starting off in Ohio they made their way east, staying under the radar where ever they went, yet picking up technology along the way. They were a myth to survivors.
When they finally reached a place now known as the Capitol Wasteland they settled within, it was the capital of the old world and no doubt held technology that they wanted. Thus they stayed, collecting as much technology as possible
The Members of the Creed are as close to pure human as possible due to the fact they are all descendents of vault dwellers,
Much of their history from beforehand remains buried with the rubble that the bombs had brought
Location: The National Archives and scouts all across the wasteland
Population (300 Max): 94 trained scouts, 27 scientists
Economy: Their mostly tech based, meaning they sell most things that don’t involve technology to others in order to make a profit.
Culture: They follow their own developed religion that involves the preservation of earth, they occasionally pray to a god that they believe help them through everything and survive
Government: The Creed is run by an elected pathfinder; every 2 years they can either elect the same pathfinder or choose a different one, the pathfinder will be replaced earlier if killed
Military: They don’t have much of a military in the sense yet individual soldiers, these soldiers are sent across the wastes to collect technology while also keeping notes on the technology levels of others. The only location that is actually represented with a team based military is at the National Archives and they only serve as guards
The soldiers operate alone, they tend to face threats from extremely long distances or attempt to surprise the enemies
Assassin: They are equipped with stealth boys and their custom armor:
http://static2.nexusmods.com/15/mods/120/images/2654-1-1272119881.jpg
Their weapons are either a assault carbine, sniper, or pistol all equipped with silencers and laser pointers, few are armed with laser weaponry aswell. Their breathing piece lets them breath underwater and in areas of radiation. Their night vision goggles let them see in up to 30 feet in pitch darkness.
Scientists: They wear the traditional scientist outfit and are equipped with laser pistols
Views on mutation: Mutation is not considered the same as humans yet they are treated with non hostility as long as the mutants do as well, the Creed usually lets them do what they wish as long as they stay away from the archives. Since the Mutants live so close in the mall they are usually warned and killed off before they come to close. They are also studied fairly often in order to try and figure out their way of thinking.