The American Convention was great, but I think we've run out of topics and its time for a total reboot. We haven't done one on the East Coast before with the Fallout 3 factions, so I decided to give it a shot and see what I could do to make it work.
EAST-COAST CONVENTION-
(Haven’t decided where it will take place yet, any suggestions? I'm personally thinking Adams AFB since the Enclave called it.)
Setting description: Set sometime after the events of Fallout 3, this is an alternate history of the Capital wasteland and thus the events are changed (why has the Enclave “won” you asked? Because I’m making the convention, that’s why ). However it is also because the events of Fallout 3 transpired without the Lone-wanderers intervention (the LW was killed immediately after leaving Vault 101).
*(Also I hope I've made it clear that the Enclave hasn't necessarily "won", nor will they be the over-arching god-faction. But like the NCR for conventions set in the Mojave, they will be fairly strong.)
Main Quest Storyline: The Enclave occupied the purifier and secured the GECK from Vault 87. Lyons Brotherhood of Steel engaged the Enclave in a battle for the purifier after learning of this and Lyons deployed Liberty Prime (as occurred in game). Initially, the Enclave was defeated and lost many men there although Colonel Autumn and a small group was able to escape and fled back to Raven Rock. Following the battle, Lyons began operating the purifier and attempting to fight off the Enclave with Liberty Prime (note: Raven Rock was not destroyed nor its location compromised). However, when Lyons attempted to attack the Enclave satellite facility at Rockland, the Enclave deployed their newly enabled weapon: The Bradley-Hercules, which obliterated Prime. The Enclave then immediately turned this weapon against the Citadel and utterly destroyed it (Killing Elder Lyons and Sentinel Lyons as well as most of the BoS). Scribe Rothchild however, was away from the Citadel when it was destroyed and upon seeing the obliteration, rallied the remaining CWBOS forces and fled to his old friend Henry Casdin, hoping to find help and sanctuary. Protector Henry Casdin, while initially wishing to kill them all for being “traitors” decided against this due to his friendship with Rothchild and because he saw the Enclave as a much greater threat than what the Outcasts could match on their own.
The Enclave however, was left weakened by the battle against Prime and the CWBOS (and now lacking any remaining missiles for the Bradley), President Eden and Colonel Autumn, realizing that the Enclave was now exposed and threatened decided it best to attempt to negotiate peace amongst the various factions. They have thus called a convention which Casdin has agreed to on the basis that the Enclave was not initially at war with the Outcasts, as well as out of the necessity of not wanting to destroy the remaining BOS in the region in a futile war.
Outcomes of Side Quests: DLCs
The Pitt: Ashur put down the slave rebellion led by Werner, although he has not yet found the cure, he is working on it.
Trouble on the Homefront: Amata overthrew her father and decided that it was best to attempt to have limited contacted with the wasteland. The Vault still remains sealed however, and is only opened for periods of trading.
Notes/Lore changes:
-Obviously I’ll be changing the character of the Enclave during this convention significantly from what it is in-lore. This is to facilitate talks and prevent war (and everyone shooting each other during the course of the talks).
-Eden never developed the modified FEV virus and instead, he and Autumn agreed to go with Autumn’s plan. They do not have the capability to develop it either, since the FEV strain in Vault 87 has proved to not be usable for that purpose.
-The super-mutants of Vault 87 have discovered a yet-untapped vat of FEV in the previously unexplored depths of the Vault. They have begun their kidnappings in earnest and pose a continued grave threat to the CW as a result (note I have decided they will not be a faction able to be represented).
-The Outcasts do not have any stolen Enclave equipment (no Vertibirds), although they know what it is and have experienced it first-hand.
-Any other questions: Just let me know.
Rules
-For the sake of avoiding fights, I'll be the moderator and will decide if something makes sense for a faction if there is a dispute. My word is law.
-No wars (at this point, lets try to make it peaceful).
-No being OP (If it comes to it, I'll decide what that means).
-I've set a tentative list of faction leaders/goals to act as a little bit of an outline and to provide some initial direction. It isn't of course, set in stone.
Factions:
1. The Enclave- Lt. Andronicus
Leader: President John Henry Eden
Held Locations: Raven Rock, Adams Airforce Base, Jefferson Memorial, as well as minor outposts.
Military: Highly advanced, consisting of Enclave Advanced Power Armored Troopers, Vertibirds, and various other Enclave technology
Factional Goals: Battle with the Brotherhood over the purifier has left the Enclave weakened as a result. The Enclave seeks peace with the remaining factions of the East Coast in order to secure their own safety and to carve out an Enclave state in the Capital Wasteland.
Primary Bartering Assets: Technology, Tremendous amounts of fresh Water from Project Purity (which has been re secured and fortified).
2. Outcasts/Brotherhood Remnants: Magnus the Red
Leader: Protector Henry Casdin, Head Specialist Rothchild (If someone really wants Sentinel Lyons to have survived the destruction of the Citadel I'll allow it. Also ask me if you want anyone else to have survived. Elder Lyons, however, is definitely dead).
Held Locations: Fort Independence, Hidden Outcast Outpost at Bailey’s Crossroads.
Military: Advanced, Power armor, laser rifles, and a host of other weapons from the Anchorage armory that they were able to open (without the Lone Wanderer, they hacked it, NOTE: The Chinese Stealth Suit is not amongst these weapons.)
Factional Goals: Survival and the attainment of greater technological power. They also wish to make preparations for the eventual goal of moving back west.
Primary Bartering assets: Technology.
3. The Pitt- Tiberius67
Leader: Lord Ismael Ashur
Held Locations: The City of the Pitt and various sections of the pre-war city of Pittsburgh and the immediate area surrounding it.
Military: Substantial. Aside from the Enclave and the Institute, the Pitt is the only faction with the ability to produce substantial amounts of its own weapons and armor (although currently they are lower-tech, metal armor, assault rifles etc. The Pitt has a vast industrial capacity, a respectably sized military force of raiders, and a large number of slaves.
Factional Goals: The Pitt seeks to solidify its position, rid itself of the Trog Degeneration Contagion, and become a great industrial powerhouse.
Primary Bartering assests: Raw resources and industrial might.
4. The Institute- Hircine21
Leader: ?
Held Locations: The walled-in enclave that is the former Massachusetts Institute of Technology and the immediate surrounding area.
Military: Substantial and Highly Advanced, the Institute has a decent sized force of security robots and human security soldiers.
Factional Goals: The Institute jealously guards its high-technological advancement and seeks even greater scientific power within its sealed walls and domes.
Primary Bartering assests: High Technology on-par or greater than that of the Enclave.
Notes: For the purposes of this convention, the institute has not created android robots (because frankly I don’t like the idea). Instead, they are using mind-controlled human slaves, utilizing technology similar to that the Enclave uses on the deathclaws. The robots it has are regular sentry-bots, robobrains etc.
5. The Abbey of the Road- bosmight342
Leader: Sister Miriam Godwinson
Held Locations: The pre-war remote Catholic abbey known which is now known as the “Abbey of the Road” located in the Commonwealth.
Military: Low, the Abbey maintains a small force of highly dedicated men and women who protect the abbey, but their primary goal is self-defense and security. Their technology, aside from medical tech, is also fairly low and instead they live austere lives of poverty and piety.
Factional Goals: The Abbey of the Road is a peaceful group of Christian missionaries and monks/nuns. They seek to safeguard pre-war Christian relics within their walls and cure the sick and help the poor and downtrodden of the wasteland.
Primary Bartering Assets: The Abbey is considered to have excellent medical knowledge as well as a great wealth of pre-war information and relics stored within the Abbey (books, holodisks etc.)
Notes: For the sake of political correctness (and respecting forum rules) references to real world Christian theology should be kept to a minimum.
6. Paradise Falls/East Coast Slavers: evlbastrd
Leader: Eulogy Jones (or whomever you wish)
Held Locations: Paradise Falls Shopping Center as well as various other outposts/locations across the capital wasteland and outside of it.
Military: Large numbers of veteran slavers with decent weapons acquired from their various slave missions.
Factional Goals: The sale and trade of their “merchandise” as well as expansion and protection of the slave trade.
Primary Bartering Assets: Large numbers of slaves which they can sell to various factions.
7. Rivet City- Sebor13
Leader: ?
Held Locations: Rivet City Carrier
Military: A medium sized force of security personnel with average technology. Strongest military of the "big three cities" (Megaton, Tenpenny, Rivet City).
Factional Goals: The attainment of their safety and security within the Capital Wasteland.
Primary Bartering Assets: Thanks to the work of Doctor Li (who did not die or leave for the Commonwealth), Rivet City has managed to produce their own fresh food and they have a successful hydroponics farm growing on the ships deck. Fresh water however, remains precariously elusive…….
8. Talon Company- Fritz8084
Leader: ?
Held Locations: Fort Banister and various military outposts across the CW and surrounding area.
Military: Strong, a large force of cut-throat mercenaries and some robots, armed with a variety of weapons.
Factional Goals: Hiring out their mercenaries to the highest bidder. There also have been talks amongst the group about forming their own state and carving out territory. Strangely, they have also had increased interest in the Capital building and the DC ruins as of late……
Primary Bartering Assets: Mercenary forces.
9. Vault 101- Stonewall
Leader: Amata Aldovar (following the death of her father)
Held Locations: Vault 101
Military: A small force of trained vault security personnel. As a vault, they also have access to significant technology.
Factional Goals: Trade with the wasteland and the safety of the Vault’s citizens.
Primary Bartering Assets: Technology and their own population….. (Hint, Hint)
10. Megaton- Supervaultboy
Leader: Lucas Simms (regular people) Moriarity (sleazy underground crime)
Held Locations: Megaton and it's outskirts.
Military: Local militia, reasonably well-armed, kinda small in number, several robots.
Factional Goals: Want to remain major city after all these developments in waste. Solve crime epidemic and refugee problem, also finish all the new construction needed.
Prime Bartering: Trade Center, so it has some of everything, except recently that is. Plus it's large population of consumers means that people who can sell things there can make a lot of caps...
11. Tenpenny Tower- Drop_Dead
Representative: Mr. Burke.
Held Locations: Tenpenny Tower, and surrounding area including the Robco facility (but not past that).
Military: Chief Gustavo and his Security Force. Medium-Numbers, Well-armed.
Factional Goals: Desire to Establish a private State with Tenpenny Tower as the Capital. They wish for almost all of South Capital Wasteland to fall under their jurisdiction. They also wish to establish several profitable "businesses" in a number of high profile locations.
Primary Bartering Assests: A well stocked Armory, Purified Water and a wealthy sum of caps. They can use some things recovered from the Robco facility for trading purposes but the facility can only produce simple weapons as it is derelict.
12. Other factions: I may be allowing other player created factions to be added provided they make sense (or if you’d like a faction from lore to be in that I haven’t mentioned let me know). However, I’d like to get these main factions filled up first.