Columbia OOC Thread #18

Post » Mon Jun 09, 2014 5:35 pm

The year is 2282, 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

Spoiler
1. No godmooding or one upping. Most RPers should know about this.
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

Spoiler
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.

https://imagizer.imageshack.us/v2/1019x1019q90/835/s3zj.png. Updated thanks to The Enclave, praise our all powerful overlords.

http://i.imgur.com/Ge5mJ9t.png.

http://imgur.com/EPA5ikv

http://s262.photobucket.com/user/Martyr_of_Death/media/Takoma.jpg.html By the way if you guys do make maps I'll add them.

http://www.gamesas.com/topic/1499334-columbia-ooc-15/.

Dalek

-- The De Burgo Faction

Spoiler

NAME: The De Burgo Faction

HISTORY: The De Burgo faction was one born out of the deluded mind of the mysterious Mister Burke, a cold-hearted business man who ascended to power under the leadership of the charismatic Alistair Tenpenny. Holding a strange loyalty to the old man, and a mild obsession with him, Mister Burke had bent to his every whim; even vowing to destroy Megaton in his honor. The apex of Burke's career had arrived upon meeting the Lone Wander, whom he hired to detonate the bomb for which Megaton was named. When he refused, Mister Burke had gone into an odd state of psychosis, secluding himself in his suite, and growing bitter as the Lone Wanderer won the favor of the Tenpenny residents. When positive relations between the Lone Wanderer and Alistair Tenpenny had grown more apparent, Burke was struck with jealousy, believing the Lone Wanderer had only come to replace him. His animosity toward the Lone Wander was so much so that he had turned to Roy Phillips and his community of Ghouls just beneath the Tenpenny Tower. Considering Burke's bigoted attitude against Ghouls, this was out of character for him. But, with his growing hatred for the Lone Wanderer, he felt the need to begin again, and hired Roy Phillips to exterminate the residents of the Tenpenny Tower; using the hatred between the two factions to fuel the murders. Burke had also promised the Ghouls the whole of the Tower to live in as exchange. Once the murders were carried out, Mister Burke made a last request, to have the body of Alistair Tenpenny for himself.

Mister Burke had then vanished for nearly a year, leaving the ghouls to live in luxury but for only a limited time. Soon, Burke had returned with a small armada of mercenaries, who he paid off to execute and enslave the new ghoul residents of the Tower. They did, and he kept Roy Phillips as his prize. The mercenaries moved in as the faction's new armed security, and Mister Burke had assumed a new identity, Alistair de Burgo.

LOCATION: The Tenpenny Towers region, encompassing the Dunwich Building, the RobCo Facility, as well as the Warrington Station; now referred to as the De Burgo compound. A makeshift wall of cars, wood, scraps, etc. surrounds the Tenpenny Tower as well as the RobCo Facility. Refurbished fencing protects the living quarters outside of the direct area of the Towers. Much of the De Burgo compound is made up of separate settlements as it has yet to be fenced in by a holistic enclosure, but the compound has security outposts scattered throughout the area.

POPULATION: 150; With 50 of those men working as security, policing the boundaries regularly, and the other 100 working as luxury tenants, merchants, engineers, etc. Most of the residents of the De Burgo compound live within Tenpenny Tower, but a few of them live in the refurbished buildings by the train yard.

ECONOMY: The De Burgo compound has an internal network of selling scavenged goods, as well as repairing them. Everyone has a taste for luxury, and deal heavily in old world trinkets. The RobCo Facility is in the process of becoming the region's technological powerhouse, being restored and expected to become a huge technological trade center, as Mister De Burgo hopes. Mister De Burgo has also enslaved Roy Phillips and the local ghoul population, using them for hard labor around the compound, and also regularly trading them off for goods with passing caravans. The economy however, comprises mostly of domestic products as of now, but hopes to expand to make their products more commercially available to outsiders.

CULTURE: The people of the De Burgo compound follow heavily in the footsteps of Mister De Burgo, fostering a hatred for ghouls and mutants of all kinds. Everyone in the compound has a love for luxury, and are all people of post-apocalyptic class and refinement. It is a very relaxed lifestyle within the De Burgo compound, and many of the residents have never held a gun. No residents ever choose to leave the compound, and many have never seen the world outside of its boundaries. Because of this, many De Burgo residents have a certain wanderlust, wishing to see the world, but understanding the dangers. The people of the De Burgo compound also carry a hatred for the people of Megaton, being told by Mister De Burgo that they were nothing but radroaches, which must be shot.

GOVERNMENT: The De Burgo compound is ruled entirely by Mister De Burgo, communing with no one but Alistair Tenpenny himself. It is an odd ritual, but Mister De Burgo consults Tenpenny's corpse, which he keeps preserved in embalming fluids within his suite.

MILITARY: 50 armed and well-trained mercenaries, who are armed heavily in classical weapons such as assault rifles, pistols, revolvers, and snipers. Only a few of the mercenaries carry laser weapons, which are hard to come by, but increasingly easier to produce as the RobCo Facility unravels its secrets. The military of Tenpenny Tower prides itself on their aptitude for scoped weapons.

VIEWS ON MUTATION: Repulsed. Any mutants are either shot on sight, or enslaved: particularly, Ghouls.

Casey

-- Colonel Reed

Spoiler
Name: Colonel Reed
History: Reed was a friend of Mason's before the great war with the cannibalistic tribe ever occurred. In fact they were best of friends during the time. When the war occurred Reed enlisted in the army and represented himself as an extremely capable strategist. He excelled in rank and along with Mason became one of the higher ranking officers in the army. When the war ended and barely anyone was left standing, Reed joined Mason in his expedition.
Mason considered him his right hand man and put him as second in command of the republic/militia he was forming.

six: Male

Appearance: http://images.tvrage.com/news/the-many-faces-of-reed-diamond6.jpg wears the usual Militia uniform

Personality: Reed can in no way be compared to Mason in terms of being harsh. He is in fact a charming guy and is considered by many in the militia to be extremely nice.

Skills: He has always been keen in speech, and is a capable leader. His best attribute is his ability to create strategy's and is the Militias main strategist

Weapons and Armor: He wears the normal militia armor and carries a assault carbine.

Occupation: Colonel in Matheson's Militia

Faction Allegiance: Matheson's Republic

GolradirTheHighElf

-- The Republic

Spoiler
Name: The Republic of Wisdom and Virtue(shortened to The Republic)

History: The Republic was the brainchild of Petyr Underwood, having been proposed after his loss of the election to the NCR congress. It was outlined in his Manifesto, that Petyr Underwood would create a republic based upon wisdom and virtue. His ideals attracted mostly students and university faculty along with those downtrodden who were looking for a better life. After the trek from the New California Republic to the Capital wasteland, Petyr decided that the location was perfect. He settled in and has begun to set up, thus what has been coined “The Great Exodus”, has ended.

The major problems Petyr faces is housing and feeding his people now that they have settled. Like the ancient nomads they must now adapt to being stable once more.

Location: In the Northwest, west of the river, just southwest of the Pitt.

Population: 360 from the initial trek, only 280 remaining.

Economy:A mixed economy, anything produced is produced by the Producers cast. Each producer belongs to a corporation(controlled by the guardians) or a business of their own. The economy is ultimately controlled by the guardians however.

Culture: The culture can be compared to ancient Athens. The people believe in Petyr Underwood and his ideals of a Republic of Wisdom and Virtue. They are entirely devoted to him and his beliefs, they are and did die for him and his beliefs. Petyr has split the Republic into three core Castes.

The Guardians: Those who hold the virtue of wisdom along The Great Exodus, have been designated into the guardian caste. The Guardians are the rulers of the Republic, they hold absolute power and are philosophers. They are allowed to hold no wealth of their own and instead live on state funds and houses. To become a guardian in the future, a person must show wisdom from the time they are born to the time they go to post secoundary school. The guardians are to be believed by the other to castes as infallible.

The Soldiers: Those who hold the virtue of courage are the soldiers. They are the ones that showed the most courage during The Great Exodus. They also live on state funds and are not allowed to own private property. This caste is also not allowed to have a family, while they can have six, any children conceived in such a relationship must be reported to the state and they will be taken away to be adopted out to a family. The soldiers are also philosophers themselves, not only are they physically fit, but they are also devoted to studying philosophy and historical works. For how can a man defend his home if he does not understand what he is defending?

The Producers: The producers are the common man. They work for the “state owned corporations”, or work for their own businesses if they gain government approval. However, the producers are also able to own private property(including slaves), so they are a lot economically freer than the other two castes.


Government: The guardians have unrestricted rule, however since they have the virtue of wisdom and are devoted to self betterment and the greater good they cannot be corrupted(in theory at least). The top guardian is known as the Supreme Guardian, the person who holds unrestricted power over every man, women, child, and their property.

Military: Approximately 60 people, they are equipped mostly with basic weaponry and have moderate training this far.

Views on mutation: Petyr believes that the Republic of Wisdom and Virtue is something only Humans can accomplish. Thus mutants are strictly forbidden, unless they are slaves.

-- Petyr Underwood

Spoiler
Name: Petyr Underwood

six: Male

Age: 26

Occupation: Supreme Guardian(head of The Republic)

Skills: Very intelligent, charismatic, and a skilled duelist with a revolver.

Faction: The Republic of Wisdom and Virtue(shortened to simply, The Republic)

Weapons and Armor: Petyr is armed with a .44 magnum revolver(belonging to his father), and a steel cutlass(a family heirloom). He typically wears combat armour if he is traveling, however now that he is settled he has taken to wearing a toga.

Personality: Petyr is currently a very tired man, having trekked from the NCR to the Capital Wasteland. However, he is as driven as always to from his Republic, even though he is only 26, his wisdom stretches beyond his years. He is a very kind gentleman, but if pushed he becomes a driven opponent, using his intellect and charisma to crush any opponent.

History: Petyr Underwood was born in what was formerly known as Goargia. The son of a wealthy rancher in the trade town known as Raywater(near Atlanta). His mother died when he was three of a fever. Growing up, Petyr learned everything he could from his father, business, work ethic, dueling, and the ways of being a gentleman. However, during Petyr's 14th birthday, Petyr's father had drank some scotch and fall over to the ground foaming at his mouth, he died in Petyr's arms, it was later revealed that he was poisoned.

The next day, he was visited by a rival rancher named Mr.Copperfield from the neighboring town of Chavilton. He proposed a deal, that he would sell the ranch along with all of the brahmin, and he will not burn it down. Having a fortune from his father he had to make the decision to either leave and become even wealthier, or stay, fight, and loose. Petyr learned from his father that one should never fight a war they know they cannot win. As Mr.Copperfield had much more manpower than Petyr and was an even more skilled duelist, he decided to walk away from the conflict and his home town.

By the end, he came out to the equivalent of a prewar millionaire. He hired some muscle as an escort and carried his wealth via a carravan. First he found his way to the New California Republic. He decided to attend Aradesh university there for 10 years, earning a master's degree in philosophy. Petyr at 24 became involved in many Salons(intellectual groups) around the Aradesh University. He ran for congress under a platform of Meritocratic governnance(based on the ancient philosopher Plato). He seemed to be fairly popular among the intellectual elite and the students. When it came to public debates, it was very clear that he won. However, the politicians began using fear tactics, as defeating him intellectually would deem fruitless.

The other candidates began a fear campaign, relating him to Caesar's Legion(whom was at war with the NCR currently). They took advantage of the ignorance of the public, declaring that his greek beliefs inspired Caesar, or that he was a Legion spy. This turned the public against Petyr, he lost in a landslide. Having only the votes of students and university faculty. He made his speech to a large crowd of students and teachers, declaring the Republic to have fallen a similar fate to the Roman Republic (as did Caesar to the New Vegas player character). He decided to plan an exodus to the east, past NCR lands, past New Vegas, and Past Caesar's Legion. At the age of 26 he put his wealth to buying large amounts of goods and buying protection and weaponry.

He distributed his Manifesto throughout NCR post secondary schools, declaring a Republic of Wisdom and Virtue in the east. This attracted students and intellectuals alike, though it also became a movement that caught it's attention among those in the NCR who felt that they needed a new beginning and a new life. He said that they would find their own utopia in the east. Petyr set out east, the caravan consisting of nearly 400 people.

Petyr overcame the Mojave desert and the Legion lands(through skillful use of diplomacy and bribery). He came across the Midwestern Brotherhood of Steel, he observed these people and decided that the land they control had too much of a tight grip on it to maintain a free republic. Eventually, Petyr came across the Capital wasteland. He met the people and the different groups, he thought immediately that this is the land he could form his Republic of Wisdom and Virtue in. He founded his Republic along the North West of the Capital Wasteland, next to a river.

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Genevieve
 
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Post » Tue Jun 10, 2014 7:56 am

Thank you, Enclave.
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Chris Ellis
 
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Post » Mon Jun 09, 2014 9:47 pm


They don't really fly combat missions, it's not like they're out patrolling the wasteland or anything cos the Enclave doesn't have any outposts. If your Alliance of noble regulators can honestly, acting in-character, try and blow up choppers carrying free water shipments to wastelanders or the Merchant Union's trade goods or, in the future, gas to power the regions electricity that's for you to justify I suppose.
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des lynam
 
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Post » Tue Jun 10, 2014 1:08 am

The Regulators would never blow up anything not trying to do the same to them.
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Kevan Olson
 
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Post » Mon Jun 09, 2014 7:07 pm


I should very much hope so, we could end up cooperating in the future :smile:
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Genevieve
 
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Post » Mon Jun 09, 2014 8:05 pm

I've made a post in the RP to set the basis for the narrative explanation of my absence. I'll begin dealings tomorrow, or perhaps even later tonight.

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lucile
 
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Post » Mon Jun 09, 2014 11:37 pm

A union caravan can be visiting TP if you like, they won't know about the Swampfolk takeover but can fill you in with most events and invite bruke to the coin/banking system meeting we are in Canterbury soon.

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BEl J
 
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Post » Mon Jun 09, 2014 8:28 pm

The De Burgo faction is now ready to be approached. I took some creative license in explaining the disappearance and such but considered that a really long, drawn out explanation wouldn't be in the best interest of continuing with the RP affairs, so I summarized a bit.

Just some noted points, De Burgo will be undergoing some economic reform through a company called The Warrington Authority, devised by Mister De Burgo. Warrington will process all economic affairs relating to shipments, purchases, manufacturing, etc. to/from De Burgo.

With that said, I'm looking to speak to The Enclave, the Union, and Paradise Falls.

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Rebecca Dosch
 
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