Faction Ideas #2

Post » Tue May 17, 2011 7:03 am

Ya we made it to the second feature and things are going to be a little more organized
for those of you who don't the rules there simple

1.Stay in cannon
2.You may make any faction you want but each faction You make can only take up to 1 post. Meaning you can make multiple factions as you please. But each faction must only take up one post.


Tips
Add a story line and background
add enemy's
think of a Theme (thats where it all starts)


New things to the thread
A Top Ten Factions list of the top ten that YOU the poster make.

The Bar Chat
The Reapers have opened a bar for only the leaders of the factions seen here. Will ppeaple get along or will there be bar fight 24-7 Please Hell raisers protect the beer.
The bar lets you talk as the leader of the Faction you made. Yes there are rules but common. Who doesn't like changing there personality for just a short time and have fun
The rules are you may only use one of the factions you made do prevent confusion. To specify your using it Put BR-"Faction name" then simply talk like you think the leader of your faction would talk.
No Fights please even if your drunk (lol)
For those of you who lack the creativity to make a faction for this you may use ether a Zoo Followers recruit
(page 2 comment #39) or Put Lone walker.


Top Ten
1.THE EMPIRE by Mako Vlazkov on page 1
2.The Woodsmen by Ninjajoe175 on page 1
3.The Defilers by Gizmo87 on page 1
4. Blods by gabriel77dan on page 2
5. Wind Farmers by CannibalClub on page 1
6. ROA by bosmight342 on page 2
7. The Black Seals by antisteez on page 1
8. Kingdom of Texarkana by Styles on page 2
9. The Royalty by Sebor13 on page 1
10.The Sheuts by mumatil on page 3



Last Threads
http://www.gamesas.com/index.php?/topic/1166122-faction-ideas/
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Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Tue May 17, 2011 12:44 pm

The Reapers

A group that came from Vault 66 (a Vault where only Grave diggers, Farmers, and Crafts men. and were placed ) turned into warriors. The Reapers were made after Vault 66 opened as a way to protect the Vault from creatures. There only weapon at the time were farming scythes that oddly anuf did great damage to most monsters. After exploring they discovered an old Enclave military base that was closed down. This base had many guns but the only ones with ammunition were Shot guns, sniper rifles, and Machine guns. while exploring the base they found a factory with many robotic suits. They modified it with a dark cloak and made the eye holes glow red.
The suits were given to there strongest members making a small military power in the group they called Hell Raisers This part of the group only used Scythes and Automatic cross bows (made by the Crafts men). They are know by the seer power as its been seen that they can kill a super mutant with nothing but there bare fist.
The next of there ranks are Deaths Touch who only use sniper Rifles and Shot guns. They work directly under hell raiser and are used as scouts.
All low level fighters in the group were given Machine guns and called Banshees. They work under the government power of The Reapers as simple grunts. Doing mundane task or protecting the vault.
while the Reapers are young and have no anger tord the other factions in the area (they only want to protect there home) Some factions are already seeing them as a threat as there Hell Raiser unit is filled with people who could mach the strength of a super mutant.

Vault Details and history
Vault 66 was made to see what people would do if the thing that completed there hobbies went missing from there life. The 2 things they were looking to get rid of were wood and dirt. The experiment failed as many of the people who entered brought wood dirt and farming tools (they were never taken away due to lazy security). (this is also why scythes became one of the hell raisers top weapons) The vault as planned stayed closed for 100 year and opened. Because the vault was never built with a way to dispose of dead bodys as soon as the door opened the first thing they did was get the Grave diggers to build a cemetery
After a year the vault dwellers built a small village out side the vault but keeping the vault as there home and making the village as there farm ground. It only took one more year for them to start exploring the land (by now there population grew to much for the vault to handle and they needed to expand the village). Thats when they discovered a old closed down military base just a simple quarter mile from there vault. They took what they saw and made it there second home. They soon thought it appropriate to start naming there homes. the first Vault Ground and the second Enclave Dunker (named after a flag they found and the guy who discovered it. Of course there were challenges but because of smart planning and dedicated people the Reapers were born.

Resent events
After years of thinking they were the last humans left a small hell raiser group was sent out to explore east of Enclave Dunker to find out why exsplotions were going off in the distance. The party of 3 found not one but 50 humans all fighting a large creature. The hell raisers quickly set up the cross bows and let loose a arrow bally on the monsters. Not a single monster survived leaving only the 50 humans standing surrounded by arrows. The humans they found were members of BoS. the 2 partys soon met face to face and the BoS found them selves bowing to there heros. As agreement for helping them the BoS would give the Reapers a large amount of caps. Confused the reapers accepted but asked many questions about the caps as they still used prewar money for currency . The BoS members explained and the Reapers found out there currency was not valid. But they still used prewar money and built a bank in Vault ground. Here people could store money of any kind or exchanged caps for prewar money. This worked out as a bonus for most BoS members who were hungry and tired but had no prewar money to use.
Soon it wasn't just BoS members who came into town but Enclave and Caravans. You would think Battles would start in such a small town but thanks to the Hell rasiers and Death touch If any one even took out a gun they were shot on sight. when even some one died no side took it as bad. The Reapers were just protecting there home and all Factions that entered knew that and if one of them died because they were trigger happy they were ok with it. Death was common but order was kept.

The Reapers became wealthy and even bought a few Brahmin and started farming them. Making new foods out of them and bringing in more people. Making burgers just like they were before prewar and making purified milk. Many people who came in were delighted and happy to see these new things. They also started hunting whats known as A Catfish mirelurk who are very common in the south.


The War for Hartsfield–Jackson Atlanta International Airport
A Year after the Reapers became one of the wealthiest Factions in the waist land they decided to buy teck from the BoS that could translate languages. They then re programed it so it could translate Ghouls speech. there were many Ghouls in Georgia because of the toxic rain near Hartsfield. They wanted this so they could turn mad ghouls into friendly neighbors. It worked making Mad Ghouls some what revert back to there old selves (only a little as the years of decay took its tole on there brains.) This gave the Reapers a larger fighting force. Ghouls who agreed to fight along side the Reapers where renamed Skeletons.
Soon the knowledge A airport was still standing got the the ears of the BoS and Enclave. A war soon broke out for it. The Reapers with out hesitation joined the ghouls in protecting there home making the battle ever more deadly. With news that the Enclave have hired the Talons to back them up will any one truly win the war or will death be the ground work for the end.

The Enclave of the area
The Enclave here came from the oil rig years ago when it was destroyed. They lost contact with there other members who were going north and now have no communication with them. Theirs only a small 30 of them left and they desperately want the airport. They have lost all energy for the laser weapons and have resulted in going to old tech.
They are in desperate need of help so they called the Talons and paid them A Large some of caps to help the war.
The enclave want the airport to gain a easy way to get to there other members unite and take over the east coast.

Talons of the area
There a little nicer from there Northern counterparts but talons all the same. They put there base here just because there was huge caps to be made. Not to mention they want the airport for there own reasoning. (to make targets easy pickings)

BoS in the area
The originally came down south to find A large group of super mutants who they lost in the Appellation mountains. They lost many members on this hunt and were saddened to find out they had lost the trail. Soon they found them selves lost trying to go back home. They ended up going further south were they were attacked by a Behemoth super mutant. This is were they met the Reapers and were saved. Ever sense the BoS and Reapers have been fierce allies. Thanks to the Reapers BoS could communicate with there chapter and were given orders to set up a new one down south.
While they are fighting against the Reapers for the airport they are still allies in a odd way.
The BoS want the airport for shield and fast flying tech to go back north and to wipe out the Enclave.
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Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Tue May 17, 2011 5:37 am

Here's mine with an added sidequest

Spoiler
Vault 57

Theme: Military and Westerns

Size: Built to House 4500 people. 3161 turn up on day.

The Experiment: See how a society brought up on violence in fiction and non-fiction during their free time would turn out.

Structure: The Vault is run by an elected "Overseer General" with "Sheriffs" to keep order. Citizens are known as "Privates" and certain roles like shopkeeper are referred to as "Quartermaster"

Entertainment: All the books and comics are westerns, war-stories, and books on military history and strategy, same with all the films and cartoons (making the kids grow up with "Der Fuhrers Face" should toughen them up for rebuilding the world!) The Vault has also been stocked up with war toys and model kits of tanks, guns and fighters. Music consists of old patriotic war songs like "It's a Long Way to Tipperary" and "There'll Always be an England" as well as a plethora of military marches and some Wager.

Equipment: All equipment works perfectly. Also GECK.

The Catch: NO WEAPONS OR FIREARMS! XD

======================================


1. Faction Name.

Official name: The United Democratic Kingdom of North America (UDKNA)

Nickname: The Coonskin Grenadiers, The Kingdom of America

2. Faction morality (Good, bad, neutral, etc...)


Good

3. Followers.

The inhabitants of Vault 57, and tribes absorbed into the Union

4. Allies.

Local traders
The Kingdom of Christ (Remains of Corpus Christi)

5. Enemies (Must have at least one)

The BOS
The Enclave
The Federation of the Wasteland
Ghouls

6. Location(s)

Vault 57, now a town called Freedomville, Between Floresville and San Antonio, Texas
San Antonio and surround area (such as Lack-land AFB)

7. Technology (Wepons, armour, etc...)

A fully functioning Vault-Tech Vault.

Weapons:
  • Assault Rifles (Including but not limited to: M4 Carbine (Standard De-Jure Rifle for Regular Infantry), L1A1 SLR (De Jure Standard Rifle for Guards Infantry), and XL70E3 Enfield (De Jure Standard Rifle for Commando Corps and Long Range Wasteland Group (L.R.W.G.)))
  • Sub-Machine Guns (Including: 10mm SMG (De-Jure Standard SMG for Grenadiers) Mk. V Sten, Sterling L2A3 (De Jure Standard SMG for Light Infantry) Sterling L2A4 (De Jure Standard SMG for Commando Corps and L.R.W.G.))
  • Hunting Rifles (Including: SMLEs, M1 Garands (De Jure Standard Rifles for Light Infantry))
  • Combat shotguns
  • Sniper Rifles (Including: Scoped SMLE)
  • Mortars
  • Grenades
  • Petrol Bombs
  • Handguns
  • Bayonets
  • GPMGs (FN MAG (De Jure GPMG for Ground Troops), Vickers .303)
  • HMGs (50' Cal)
  • Anti-Material Rifles (Including: Boys Anti-Tank Rifle (De Jure Anti-Material Rifle)
  • Missile Launchers
  • Laser Rifles (but not many)


Armour:

Headgear:
  • Coonskin Cap, Former standard headgear for all Infantry (hence the nickname Coonskin Grenadiers) but now replaced by helmets. However they are still worn by Light Infantry and are part of the De-Jure Dress Uniform. Very popular among civilians.
  • Officer Cap, Worn by, Officers.
  • Sheriff Hat, Worn by, Sheriffs and Marshals
  • Beret (Brown), Worn by, Commandos, L.R.W.G., NCOs and Snipers.
  • Helmet, De Jure Headgear for all Regular Infantry
  • Crested Helmet, Headgear for Guards Infantry.


Apparel:
  • UDKNA Combat Armour, De Jure Armour for all Regular Infantry (N.B. UDKNA Combat Armour is self manufactured and of inferior quality to Standard CA)
  • Combat Fatigues, Uniform for Light Infantry, but also worn by Commandos and L.R.W.G. for ease of movement and stealth
  • Assault Armour, (Combat Armour Mk.2), Armour for Guards Infantry
  • Shock Armour, Worn by Guards and Engineers during sieges (http://i280.photobucket.com/albums/kk171/fattoler/USguy.jpg)
  • Sheriff Duster, Worn by Sheriffs and Marshals

8. Organisation

The United Democratic Kingdom of North America is best described as "An army with a state". The state is devoted to the upkeep and well-being of the army, and for good reason, it is the finest in the wasteland. Superbly organised and trained they operate like a pre-war army with (semi-)standardised equipment and strict organisation, they are highly motivated and are full of spirit.

The United American Army (UAA) is organised using the regimental system. With Regiments of Light, Regular, and Guards Infantry as well as more specialised groups such as engineering regiments, artillery regiments, a Commando regiment and even a Cavalry and Armoured regiment.

The system works from largest to smallest as follows:

Type of Unit ==== Division ====== Brigade ======== Regiment =======Battalion ======= Company / Squadron == Platoon / Troop === Squad
Contains ====== 2-3 Brigades == 3-5 Regiments == 3-4 Battalions ====3 Companies === 3 Platoons ========== 3 Sections ======= Individuals
Personnel ===== 10,000 ======= 5,000 ========= 1,000 ========== 300 =========== 100 =============== 30 ============ 8-10
Commanded by= Maj-Gen ====== Brig =========== Col =========== Lt Col ========== Maj =============== Capt, Lt or 2nd Lt === Cpl

N.B. These are all De Jure figures, in reality the numbers are usually less.

All male advlts have to serve 3 years in a Light Infantry Regiment, however if they perform exceptionally well during training and wish to do so they may imminently join a Regular Infantry Regiment, or even a Guards or non-infantry regiment. The Light Infantry's role is to keep the borders secure, they have basic equipment consisting of hunting rifles, Sten guns, combat fatigues and lit fuse bombs. These men form the majority of the armed forces but even so they are doughy fighters and their grenades and accuracy of their shots send raiders crying in fear.

The Regular Infantry are the 'standard' infantry of the UAA and are used for offensive actions, they are better armed and armoured with Combat Armour, M4 Carbines, Grenades, Grenade Launchers, 10mm SMGs and a variety of other weapons if the situation demands it.

The Guards are the Elite Infantry, crack shots and well equipped, armed, and motivated, they wear their crested helmets with pride and their ferocity in combat sends fear down the spines of all who oppose them. Thankfully for their foes they are fewer in number than the other Infantry Regiments.

Engineers, Artillery, and Cavalry regiments are self explanatory, The Engineers build bridges, bases and crack open enemy strong-points, the Artillery regiments, armed with Field Guns and heavy mortars rain death upon enemies of the Kingdom of America, the Cavalry are horse-riders, flanking their foes and dismounting in order to harras enemy troops, the Armoured regiment, consisting of Technicals, helps support the infantry in attacks on enemy bases.

Finally there are the Commando Regiments, Commandos are well-versed in Guerilla warfare and act as the infiltrators and saboteurs of the UAA. Blowing up fortress gates and slitting throats of unsuspecting raiders sleeping by their fires by night. Then there is the Long Range Wasteland Group L.R.W.G., these men are both emissaries and scouts for the UDKNA and explore the farthest regions of the wastes, they for the sake of convenience are not part of any regiment.

Law enforcement is handled by Sheriffs, who take care of their local community, and marshals, who help the light infantry patrol the wastes.

The 'civilians' consist mainly of women and children, and men who did not join the regular army working hard on making weapons and growing food, All of which is rationed amongst the troops. However there is a free market and paper money is used to buy and sell goods with. Chemicals and medicines produced using the Vault's equipment and local flora are the largest export of the Kingdom, and a major way of winning over locals.

The government is organised with a Bicameral Parliament (Congress), with The House of Representatives, and The House of Senators, One being elected, the other consisting of Appointed Doctors and Generals and other professionals who refine laws. The Executive is the King-President, who has command of the Armed forces and signs in new laws.

Despite their appearance as a marauding group of conquerors the people of the UDKNA are well educated with 80% advlt literacy (the remaining 20% consisting of newly added tribals in the process of civilising). However all education is with a military or western spin; Chemistry is about how to build explosives, English consists of reading war poems such as "The Charge of the Light Brigade" and Cowboy books, History is entirely devoted to battles from Alexander to Patton, even mathematics is military themed with this among the final questions in the advanced textbook:

"Field Marshal Erwin Rommel has suffered casualties at the hands of the Americans, He originally had: 100 Medium tanks, 600 Light tanks, 95 Artillery Pieces, and 1250 Troops, he loses 24% of both his medium and light tanks, 13% of his Artillery Pieces, and 68% of his infantry. General Montgomery's forces consist of these troops: 350 Medium Tanks, 500 Light Tanks, 100 Artillery Pieces, and 2000 troops. How many tanks, troops, and guns does Montgomery have to send to Rommel and what is the loss to Montgomery's forces in total as a percentage?

Answer:
Spoiler
None, because Montgomery and Rommel are enemies.
"

9. History

On October 23rd 2077, 3161 people surged into Vault 57 as the bombs fell. Many were in the Military, some were professors of History both Military and Civilian, and a select few were foreign NATO military observers. The only fault with the vault was at the very start of the experiment, General Teuton, the intended first Overseer-General, failed to turn up and died of radiation poisoning like the many billion others who were (un)lucky(?) to remain outside in those fateful two hours.

Instead a British Brigadier-General attached to NATO by the name of Edward Cromwell took charge of the vault during the first week of confusion, and established his order by punching out a insubordinating American who accused him of being "A filthy Limey who is deliberately trying to use this vault to jump start England's reclamation of it's former colonies". Over the years the Vault thrived and Cromwell was replaced by an American by the name of Andrew Stonewall Jackson Lee, who began the preparations to move out of the vault; including the decision to name the new country the United Democratic Kingdom of North America, who was then in 2183 replaced by Cromwell's grandson, Hannibal Kitchener-Wellington Cromwell. In May 2185, the Vault opened.

The dwellers of the Vault, who were thoroughly organised and regimented, would quickly use their GECK and skills to build Freedomville, the Vault's outside settlement. However they were fearful, for they lacked weapons and the means to make them. So before construction began Cromwell formed the Long Range Wasteland Group, based on the Long Range Desert Group of WWII, a team of the Vault's finest men led by Lieutenant Wyatt Buffalo Blucher was formed and sent out to explore the area, armed only with shivs made from what they could find outside they set out.

Their first foreign encounter was with a Caravan (with horses), the Caravaneers, who had heard of Vaults, were delighted to see a unseen breed of vault dweller and offered them their wares. Lieutenant Blucher then traded the Squad's water bottles for a Pistol and a Hunting rifle (both of which now reside in the Freedomville museum), then sheepishly returned to the Vault to get more water, and quickly set out again.

Blucher's group heading to San Antonio came into contact with Brooks City Base, a former USAF camp which was being held by heavily armed raiders. Upon approaching the base the raiders fired and Blucher withdrew to avoid casualties. That night, he organised a attack on the base, and so on the night of May 30th, the 1st Regiment of the L.R.W.G., consisting of only 21 men, sneaked into the base and silently killed all 78 raiders by slitting their throats, no alarms. The attack sent shock-waves thought the city the next day, an entire base of men, wiped out, all with slit throats and looted of all firearms.

Blucher men returned to the Vault with their spoils of war, and Cromwell was pleased with them, he promoted Blucher to Captain and was awarded the new Grand Imperial Cross for service to the state, two other soldiers were awarded the Lion Medal For Uncommon Bravery (i.e. they wrestled a 7 foot raider who was about the raise the alarm during the raid), the weapons were then distributed among the Soldiers with much glee. Blucher was offered rest but his men wanted to go onward into Antonio, so they did. However this time they were not alone, for the 1st Battalion of Infantry followed them, some unarmed, marched behind Blucher's men and occupied Brooks City Base, Raising the Stars and Stripes of the UDKNA and digging out the remaining weapons. Now that they were armed, the Vault Dwellers began building Freedomville. It would be fully completed in 2 years.

A new L.R.W.G. was organised at the Vault and sent out a day later, this one, led by Lieutenant Erwin Manstein Hague, headed for the coast. Both groups spread the word about the new country, some were interested, others shot back. Those who shot back would later come to regret it as the L.R.W.G. would simply withdraw, mark the enemy's position on their maps, and radio in a Battalion of men to come in and clean up, survivors of these attacks deciding that discretion was the better part of valour would flee, this was part of Cromwell's plan, for he knew the fleeing raiders would spread word of these fierce troops, instilling fear and awe. Those who were captured were allowed to live but forced to become 'janissary' troops, Light Infantry Regiments who after three years service were allowed to become citizens of the new nation, as expected the training, indoctrination, and discipline proved good for the former tribals and raiders and quickly the nation grew.

However it was realised that uniform would be needed, Freedomville had a textile workshop where Civilians worked on making combat fatigues and armour but production was slow and a stop-gap was needed. This came in the form of Coonskin Cap; It was Lieutenant Hague's men who first sported the hats, after finding a whole souvenir shop of them, when they returned to the Vault Cromwell liked the hats so much (for they reminded him of Davy Crockett, a childhood hero of his) he declared all members of the armed forces wear them. Raccoons, now thriving off the wasteland detritus suddenly where captured and farmed for their furs. caps where then distributed amongst all the troops as ordered and due to the lack of rifles but large number of pipe bombs and powder charges the opponents of these infantry would call them "The Coonskin Grenadiers".

Over then next two years many tribes would join the Kingdom, Sheriffs would then be sent to these settlements to bring order, and Medics and traders would bring medicine and food. More L.R.W.G.s were formed and sent out, but Blucher's group, deep in San Antonio, were bringing the most results. In 2187 they secured a treaty with the 'Crocketts', a tribe inhabiting the remains of the Alamo, they had toyed with the idea of unification as well but never had the men or organisation to do so, but on January 4th 2187 they became part of the new country, and would prove very useful in securing San Antonio.

While this was happening Hague's men had reached the coast in the area of , this time on horseback, and there they saw a magnificent sight, a ship, broken in two, one part on the shore, the other beneath the waves save the top deck. After fighting several mutated animals, the group entered the ship, and found a vast cash of British made weapons to their great surprise. For before the War the British government, annoyed at America's annexation of Canada but unable to declare war on the Superpower decided to force the Americans to give up Canada by supplying Canadian freedom fighters with surplus weapons, such as Stens, Vickers .303 Machine Guns, SLRs, Sterlings and Boys Anti-Tank Rifles (which had found a new use amongst Canadians as Anti-Power-Armour guns). Ships could have to run a gauntlet thought the US coast guard and drop their weapons off with American 'radicals' and peace-advocates, who would then get them to Canadian resistance cells. The American government as a result doubled the Coast Guard Patrols along the coast of Labrador and said any ship approaching Canadian waters would be sunk. So The SIS (Secret Intelligence Service) decided to send a ship though the Gulf of Mexico, disguised as a cargo ship, and drop off it's weapons to be smuggled across America into Canada. However the bombs fell and the ship ran aground.

Excited about their discovery they began to secretly move the weapons back to the Vault using Caravans, over the next year they completely gutted the beached half of the ship of firearms. However Another new country in the Wasteland, Calling Itself "The Federation of the Wasteland" discovered what the UDKNA were doing and seized control of the ship, during the battle Hague was killed and Cromwell swore revenge. However the distance between the ship and the controlled territories of the UDKNA was huge and so a operation to capture the rest of the ship would have to wait.

Over the next one hundred years the Country grew in size and infrastructure. Battles were fought and won, the population exploded, and San Antonio was slowly rebuilt. There are now farms and small factories building arms and armour, small mines digging out the raw materials to make new weapons. There is even a new Regiment of Armoured Vans equipped with 50' Cal HMGs and Anti-Tank Rifles which send all foes running in fear. As well as experiments into building Biplanes and Dirigibles to bomb enemies from the air.

Now it is 2288, Field Marshal Alexander Crockett Wellington is now King-President and is highly popular amongst the military and civilians alike. However he is at odds with the High Marshal Clint Morrison, who wises to expand Westwards, whereas Alexander wishes to slow down expansion. There is also General Charles Ironside Cromwell, Great-Grandson of Hannibal Cromwell and Commander of the 1st Infantry Division who wishes to expand into Corpus Christi and Eastwards to Huston.

10. Optional: Quest (To get in, to earn its perks, etc...)

The PC has to go though a Immigration test (Intelligence 60 OR They can hack into a databank with the answers) after meeting Immigration Officer Major Yamamoto Nimitz. After the PC becomes a citizen he is sent to a training camp where he'll meet the recruiting officer Colonel Garibaldi and explain that he cannot join the UAA because he has a more important Quest to do. Garibaldi decides to make an expedition in your case if you run a few errands for him (which culminates in fighting a group of Raiders attacking a Caravan), however you must do a training course at the end of your errands. (screen goes black, one month passes and your combat skills increase by 5).

When this is done you can then Join the Sheriffs, you meet High Marshal Morrison and his Aide Chuck Walker at the Alamo where the Marshals are based. You must do marshal training, which consists of a shooting gallery and a 30 Speech check (You also learn a new unarmed move in the final part). Chuck then makes you a Honorary Sheriff and asks you to bring back the Fingers of Criminals for money and XP.

At this point you can work your way up into the trust of the UDKNA, and you must choose which man should become the Next King-President by convincing candidates to stand down/kill them, rigging the election, or just walking away and letting things run themselves.

======

Sidequest: Triumph of the Film*

Billy "The Kid" Sheridan is the UDKNA's best (and only) film director and is working on his newest epic The Legend of the Magic Pistol in the middle of searing desert valleys. As you are wandering down a winding track you hear a cry for help and promptly run towards the source of the pleas, on the ground you see a wounded man and you rush towards him... Only to be shouted at by a large number of film crew who were hidden from your view a short distance away. Sheridan (a short man who is dressed like a classic 1930s film director complete with beret) then runs towards you and tells you that you ruined the shot and threatens to sue you for wasting his time, then the 'body' (famous actor Arnold Shriver) stands up and calms the irate motormouth down. Eventually Sheridan lets you off on the condition you run a few errands for him; first, you must get him some new film, which is in an old television studio controlled by small time crooks. After retrieving the blank reels Sheridan explains that the film is falling apart because many of the stars are being uncooperative because they are in debt/alcoholics/having an affair, you then do a few persuasion/bribes/plants/"accidents" depending on how you wish to go about it until all the actors and crew are content and back on the job. Then you must go and bribe/persuade/kill a group of squatters who are in a film location to leave the area so filming can begin. Once that's done you face your final task, an attack by a large group of raiders on the new location! After you fend off the attackers the film will be finished and depending on how you did your previous tasks it's a major success/flop.

Afterwards you may go to Sheridan at his studio in San Antonio and become an actor, if you perform well you become a recognised and respected figure nation-wide and you will have random encounters consisting of a little kid who wants your autograph, a amorous admirer, and a stalker.

*LOL clever pun

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katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue May 17, 2011 6:01 am

Previous thread: http://www.gamesas.com/index.php?/topic/1166122-faction-ideas/
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Alexander Horton
 
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Joined: Thu Oct 11, 2007 9:19 pm

Post » Tue May 17, 2011 9:15 am

Locked
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ZzZz
 
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Joined: Sat Jul 08, 2006 9:56 pm

Post » Tue May 17, 2011 2:18 am

Locked

no hes stating his factions on that thread.
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hannaH
 
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Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 17, 2011 1:49 pm

no hes stating his factions on that thread.

No, he is providing a link to the older one, which is standard practice in multi-thread topics.
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Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Tue May 17, 2011 2:05 pm

Here's mine that I posted in the Fallout: Your Faction thread. I made some adjustments to it and I hope you guys like it. Let me know where I could improve it.


Faction Name: The Defilers

Location: Louisiana. South west of what was once New Orleans.

Morality: Mostly neutral but varies depending on the situation

Enemies: Ghoul Liberation Movement (will make a separate post on the G.L.M)

Main Base/Settlement: The Foundry, a shipwrecked Pre-War United States naval vessel.

Technology: Most of the weaponry use by the Defilers are remodeled and repaired versions of equipment used by the United States Armed Forces from before the War. Such weapons include: the R91 Assault Rifle, sniper rifles, missile launchers, flamers, and minigun. This is only a small list of the many armaments in which the Defilers manufacture. Modified combat armor is the normal armor for Defiler infantry but some heavy troopers where parts of scavenged power armor for extra protection. The Defilers also have access to a handful of T-51B and T-45D power armor suits with no idea on how to repair or operate them. Due to the lost knowledge of how to manufacture their own energy weapons the Defilers maintain the arsenal of weapons that were already stored in the ship.

History: The Defilers are descendants of Vault dwellers who were forced out of their vault due to severe lack of food (part of this particular vault experiment). The Overseer decided to go south, towards the coast where he hoped there would be enough food and safety to ensure the survival of the vault dwellers. Armed with the usual armaments in Vault armories, the vault dwellers faced the terrors of the wastes with little firepower. Every day the dwellers lost more and more of their own but at last they reached their destination. Finding that the water was heavily irradiated and the mutated sea creatures even more terrifying than the land ones, the Vault dwellers moved on. After nearly losing half of their number, including the original overseer, they had found a safe haven where the Vault dwellers could defend themselves from the wastes and make their new home. A huge,damaged ship beached along the Gulf coast was exactly what the Vault dwellers were looking for. After blasting their way in with what remained of their explosives, the Vault dwellers were the first humans to see the inside of the vessel for years. The explored the ship from end to end and killed any creatures that called it home. Stumbling across a closet full of holotapes from the old Captain of the vessel, the Vault dwellers discovered the history and origins of the great ship. Before the nuclear apocalypse during the Anchorage Reclamation, the ship was an experimental factory ship whose purpose was to repair weapons for the soldiers on sight to help eliminate the stress on supply lines. It could also recycle ammunition, repair armor, make new guns with the right materials, and even train troops on the ship. After Alaska was recaptured the vessel sailed home to the naval research facility that it was created from after proving a huge success to repair damages. A few days before reaching it's destination the bombs dropped. Most of the crew died of radiation sickness and many other soldiers committed suicide hoping to avoid the destroyed world. The captain and a few others tried to keep the ship on course but to no success. It crash landed on the coast and what remained of the crew either tried to leave the ship or died. The Vault dwellers realizing their incredible luck in finding the vessel quickly began making repair to its hull and weapon making systems. Eleven years later and the vault dwellers have changed into a powerful organisation. They lost all connection to their vault and became known as the Defilers. Their soldiers are some of the most well armed and trained in the Wasteland and are a force to be reckoned with. Using the same training as the Armed Forces before the war that was discovered, the Defilers are a full fledged military. Nearly every aspect is the same from ranking system to squad tactics. They Defilers have used the foundries to repair and create new weapons and ammunition and trade them for profit. A thriving city has sprung up around the Foundry, the inhabitants seeking protection from the wasteland. The Defilers happily agreed with the wastelanders as long as they provided food and manpower to operate heavy machinery. Smoke covers the sky around the Foundry as the Defilers make keep manufacturing new firearms from scavenged parts each day. From what were once helpess vault dwellers turned into a mixture of arms dealers, soldiers, and warmongers, the Defilers are the iron fist that keeps the surrounding wasteland in check.

Government: The Defilers are ruled by a high council which act as judges, generals, and overseers of all Defiler operations. They have written every law that the wastelanders around the Foundry must follow if they want to have Defiler protection. They are also very single minded in the fact that they do not want to rule over the wasteland. The Defilers only care about self-preservation and care little about the safety of the wasteland, except for their own surrounding town. Only engaging in conflicts when the enemy is proven to be a force that could endanger the Defilers' existence has proven through the years to be positive for the Defilers in terms of casualties and profit. Being arms dealers as well means that wars make the Defilers rich in caps and slaves.

Policies: The high council of the Defilers has deemed it necessary to use slaves as laborers to keep the many foundries of the ship running without having to pay outsiders. However, slaves are treated better than others and are given full quarters, safety, and food. Defilers do recruit from surrounding settlements but the selection process is extremely thorough. It is estimated that only 1 out of every 10 recruits is chosen to be a Defiler. To prove their loyalty even more the recruits must then work in the foundries for five months to become a full-fledged Defiler.

Military Organisation and Equipment: Since the Foundry itself can hold nearly 5,000 men at most, the Defiler military is well reinforced as well as trained and equipped. And since every member of the Defilers is required to go through at least basic military training the max body count of the Defiler Force can reach 9,000. The Defiler chain of command and is almost identical to that of Pre-War America's and is represented here in declining order followed by the chain of command (Each rank coincides with the groups).

1 Division--> 2 Brigades--> 9 Battalions--> 90 Companies--> 225 Platoons--> 900 squads.

Colonel--> Lieutenant Colonel--> Captain--> Lieutenant--> Sergeant.

The High Council oversees all Defiler military actions and oversees all Commanding Officers in the military. Essentially the generals of the Defiler military.

Each squad is equipped with the standard equipment of Defiler soldiers.

Primary: R91 Assault Rifle
Secondary: 9mm pistol and Trench Knife/bayonet
Armor: Modified Combat Armor and helmet
Explosive: Fragmentation Grenades
Other: Canteen

It is also standard practice that in each squad there is at least one support or heavy weapon such as energy weapons and sometimes work in teams.

Primary: Laser Rifle, Minigun, Flamer, or Missile Launcher
Secondary: 9mm pistol and Trench Knife/bayonet
Armor: Modified Combat Armor and helmet. Sometimes with salvaged power armor plating.
Explosive: Fragmentation grenades or extra missiles if equipped with a missile launcher
Other: Extra ammo and Canteen

((Will add heavy soldiers, saboteurs, snipers etc. later ))
User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Tue May 17, 2011 3:06 pm

Oh well, time to actually write mine down then.

1. Faction name.

Official name: Blods

Nickname: Bloods, Blood Men, Deathsquad, Glorified Mauraders.

2. Faction morality.

The Blods are hard to describe, they're lawful neutral I guess.

3. Followers.

Citizens of Blood City, tribals of Kayak Mountains, and Blood-Men of Bloodlands.

4. Allies.

Legion
Cayer's Slaver Guild

5. Enemies.

Kodiak Militia and Kodiak Circle Of Thought.
Justice Union.
The Creepers.
Brotherhood Of Steel.
Talon Company.
Wasteland Children.

6. Location.

Scottsbluff, Nebraska.
It's to the north, north, northeast of Denver.

7. Technology.

Weapons.
* Anti-Material Rifle
* Sniper Rifle
* Brush Gun
* Wattz 2000 Laser Rifle
* YK42b Pulse Rifle
* Impact Grenades
* Insta-mines
* Custom Blod 12mm SMG
* Blod Tesla Sword
* Blod Shock Knife

Armors
* I dunno how to describe it well but it's similar to Veteran Ranger Armor but not an exact replica, the gasmask, the leather, the cape, all there, but in a different design.
* Flexible Power Armor (Don't get the wrong idea, this is not a true power armor, it's a custom armor for one specific member in this faction, the armor itself is no bigger than a Combat Armor MK II, it's just that this member has a very fragile body and has to use this powered armor to even move around in, so it's a unique design.)

Apparel
Citizens of Blood City are allowed to wear whatever they want to wear but everyone has to wear a coloured leather glove on one hand, the color indicates what kind of citizen it is and where he/she is allowed to venture in Blood City, the glove is of a unique detailed design and is very very hard to forge.

8. Organization.

Summary:
The Blods is a nation of Blods, Blood Citizens and Blood Slaves.
Their beliefs, the Blods that is, is that the world is now in pieces and it's up to humanity to clean up and recycle what's left.

Population:
There are around 3000 citizens, around 200 Blods and around 600 slaves.

Blods military:
Blods do not have a lot of members in their military but all of those that they have have gotten top notch training and are all experts in a lot of areas.
Blods don't do "full on battle", they use strategies and guerilla warfare.
They also deal a lot with traps, sniping, demolition and decoys.
Truth is, if you ever see a Blod out in the wastes then you're probably already in the scope of another Blod member.
They're quality over quantity.
Doesn't mean that they're stupid though, if an army were to attack their city then it's quantity>quality, so most citizens of Blood City are given training in combat, so while they're usually civilians they are also their own army if the city were to be attacked.
But mostly it's the true Blods member which roll out in packs of dozens into the wastes to search for more things to recycle.
A pack of Blods can easily take out an entire gang stronghold though.
Hell, a pack of Blods could take on an entire city, they would probably not be able to conquer it on their own, but they're like rats, they crawl in the shadows and stay hidden until they decide to strike.
Basically, think of the Predator (from the Arnold Schwarzenegger flick.), that's what a blod is, now imagine a pack of a dozen set loose on a city.
They wouldn't be stupid enough to attract too much attention, it would take weeks, maybe months of people dying before even noticing that Blods are attacking them.
Not to fret though, the weakness of the Blods is their low numbers, if they are caught off guard then they are very vulnerable.

Laws:
Blods are very direct and cruel with their laws in order to strike fear and order into it's citizens.
They also do not believe in jail, instead they think that people that has done crimes and are allowed to live should work their sentence off, but they consider calling it "work release program" to be untrue and just calls it slavery.
*Forced intimacy (the real word is censored) has the offender put in shackles in the city square where citizens are to stone him (or her) to death.
*Murder, a murderer is executed by reverse hanging. (They put the snare around the neck then have a powerful and fast device pull him/her upwards so fast that it breask the neck.)
*Stealing, depending on what was stolen and if he/she hurt the one he/she stole it from he/she might get anywhere from 1 month to 2 years in slavery.
*Trespassing, since Blods are at... War... With other factions the first time someone trespasses they just give the person a firm slap on the bum and lets them on their way, they do so so that the trespasser might let his/her guard down since he/she will think they are bad at guarding their city, the second time someone trespasses they are brought in for question, if the person is not found guilty he/she is put back on the streets, if he/she trespasses once more then Blods have his/her throat slit and fed to the Rad-Pigs.
*Assault, it depends on the situation but if someone seriously damages someone else, broken ribs, punctured organs, then the offender is put into slavery for 6 months to 5 years depending on how bad it was, if it's just a barfight and noone had any truly serious injuries then they're not charged but they are refused medical treatment out of principle, so no stimpacks if you decide to hit someone in a bar.
*Chem usage or drinking without a license to do so is charged by slavery from 1 month to 4 months.

Slave treatment:
There are two camps of slaves, the disciplined camp and the marked camp.
The disciplined camp are filled with slaves bought from Cayer's Slavers Guild and other slaves they have conquered.
These slaves are treated good, they get their own beds, a good set of meals, they're even allowed to play cardgames and dice in their quarters, sure they aren't exactly "free" but they are treated very good, unless... Unless they disobey orders or try to escape, if they do that they will be put in the marked camp.
The marked camp works along side the disciplined camp, but they are treated far worse, this camp consists of criminals or conquered raiders/bandits or people from the disciplined camp that has decided to not follow orders or tried to escape.
The marked camps' slaves all have a tattoo of a one quarter moon on their foreheads.
Why they work alongside of the disciplined camp is because while they treat the disciplined camp very well they need to strike fear into their hearts, they need to show what can happen to them if they decide to not follow the rules.
Marked slaves can, if disobeying enough orders, be shot during their duties.
The disciplined camps' slaves are all given 2 years to work, after two years are over for a slave he/she is set free.
The Marked Camps slaves are given 5 to 10 years to work, after those years are over he/she is also set free.
Either to become a Blood Citizen, or to just wander out into the wasteland, their choice.

Economy:
Blood City is prosperous in every corner, they have huge water purifiers and water condensation units in vast amounts, they have farms that spread out far, tons of farm animals too.
Due to them recycling everything that is "junk" they have aquired a ridiculous amount of resources compared to others and have very skilled craftsman, technicians and engineers from Leason that work for them.
There is little to no fault in their economy.

Production:
Due to the Blods success they have had people come to their city from afar that wants the protection they can offer them.
Because of that they have so much knowledge collected in one place and so many resources at hand that they can produce anything from forks to jet to gun powder to energy cells to pacifiers.
And not only that but thanks to the people from Leason they have knowledge of revers engineering, so they are constantly looking for factories to disassemble and bringback to Blood City and rebuild it piece by piece.

Recycling process:
When Blods members have found something to recycle, be it a car or an entire apartment complex, they gives their intel to their leaders who then order an expedition.
This is what the slaves are used for, depending on what it is they're going to recycle they send an amount of slaves fit for the amount of items they're going to bring back.
Often two to four Leason contractors are sent with them to oversee the disassembling.
Whenever they find something of value, like let's say a water purifier, then they need to pick it apart piece by piece and be very careful with it's parts and remember it's design so that they can reassemble it back at Blood City.
The really hard work for both slaves, Blods and Leason contractors is when they find a small town of over 70 houses that they need to recycle, that can be hell for all three parties, for these occasions civilians are asked to work alongside the slaves, most civilians accept because the pay is very very high.

Citizens:
Citizens when accepted into Blood City are given an apartment for free and a list of available jobs, they are offered medical treatment if hurt and rehabilitation if an addict.
Citizens of Blood City has many entertainment venues like gambling, cigar lounges, gentlemen clubs, theater's, straight up bars and sports like "Molerat Race", Blood Arena and Unmentionables Brawl.
Generally citizens are happy within Blood City's walls.
They're well fed, has jobs, roof over their heads and even entertainment which is hard to come by in the wasteland.
Only thing that might turn people off is the cruel executions and slavery, but once one can get past those it's a truly great place to live in.

Conquering methods:
Blods have their set area around their city where they recycle everything they find to bring back, from paper clips to car doors to mailboxes.
Thing is, if Blods expand their border (which they will) then if you're on their land they will give you 3 choices, either you join Blood City, either you get the hell out of their area or you will be killed.
They have zero tolerance for discussion, if it's their area then it's their area, and they will continue their conquering quest of the lands no matter who is in the way.

Disposition of the dead:
Anyone who dies in Blood City has their corpse fed to the pigs.
The pigs eat the corpse and craps.
The crap is used as fertilizer for the farms.
Why they do this is because they consider it unnecessary to let meat go to waste.
But since they're not cannibals they're not going to eat the bodies of the dead.
Instead they're fed to the pigs, that way they don't have to feed pigs with other products which serve humans more.
It's practical, resourceful and economical while also very immoral.

Future:
Blood City is of course not going to be the Blods only city.
Their plans are to take over Kodiak and turn it into their second city.
Then do the same process that they have done around Blood City's area.
After they're done with Kodiak then they will move on to the next.


9. History.
In 2249 a mercenary group known as the Blod Chevy Mercs roamed the north of Scottsbluff where they fared war against a big mafia organization who had taken over the towns. After the war was over they decided to set up a new HQ in Scottsbluff, they set up water purifiers and started basic farming to keep themselves selfreliant, over time people came to this town and offered to help them with the farming and other duties while they did what their real jobs were. The Blods leader Blod Chevy had by the start of this rebirth of the town become ill and dying. His testament to the other Blods was to instead of just moving from faction to faction taking the "evil" ones down that they should set an example and be a beacon of light for the people of the wastes.
When he passed the group changed name to Blods in honor of their leader.

They began to recruit people from other towns, especially engineers and construction workers from Leason, their town grew tremendously fast as everyone helped out in rebuilding the ruins. A leadership structure was set up that the five eldest Blod members were to make the decisions for the people, the city and Blods themselves, the first and foremost decision for Blods was to recycle.
A decision which has been greatly beneficial but also cost them allies.

In 2291 their currently in dispute with several factions, one being the Wasteland Children, a city of super mutants which are their closest neighbours.
They've had several clashes with The Creepers, a terrorist faction which seemingly only wants to cause chaos to the area.
Though rare they have had clashes with The Brotherhood Of Steel, due to the BOS' code they aren't exactly getting along.
In the past they often clashed with Talon Company over merc contracts, though not so much anymore there are still old grudges still alive.
Their foremost enemy is Kodiak, a merchant organization which wishes to unify the towns with trading and security have their roots in that city, Blods have repeatably tried to make them change their mind about having Kodiak be Blods second city but to no avail, war is imminent.
Now Justice Union on the other hand is tricky, they know that this faction exist and knows what they are capable of, but they also know that making them an enemy would be costly, so they're trying to avoid contact until they're ready to make a diplomatic deal with them.

They have gained allies though.
Legion from the south, Dog Town, has shown interest in Blods and sent diplomats to gain intelligence about what the Blods stand for and what their views are, and they have been pleased, while not in direct contact with each other they have an alliance raised for when their borders reach each other.
The tribals of Kayak Mountains also earned respect for the Blods, they're guardians of the cursed Bloodlands, when other groups have arrived to bloodlands they have always caused war for them and the Blood-Men, but the Blods respected their wishes about leaving Bloodlands alone and has since been in an alliance with both the tribals and the Blood-Men.
They're in a bind now though, Justice Union has waged war on the lawless tribals and Blods might risk a lot helping the tribals while risking a lot by not helping them too.
They don't approve of how Cayer's Slavers Guild treats their slaves or how their methods for catching slaves is, but they still have an agreement over the slave purchase, Blood City needs slaves for the recycling process and Cayer's Slavers Guild brings them.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Tue May 17, 2011 3:51 am

Alright, the backstory for the Emperor is done, when i finish the entire post in Word, i will post it here, and you will all be agog.
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Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue May 17, 2011 8:59 am

Faction Name: The Woodsmen(The hunters/trappers/Woodsfolk)

Location: Northern Michigan/Wisconsin

Morality: Mostly neutral but varies depending on the situation

Main Base/Settlement: Mackinac Island/Mackinaw City/St Ignace, Michigan. (All of which are in boating distance of each other(but secondary place is Sault st marie, michigan/canada))

Technology:
Hunting Rifles, Trail Carbines, 9/10mm Pistols, Bows/Crossbows,
Bear Traps, land mines, and other such traps

Attachments: None when hunting(they use bows) but when at war, suppressors and Rifle scopes.

Apparel:
Normal attire in the spring and summer, but thick jackets for the northern winters.
Warriors:
The Woodsmen are known for there ability to hid with camo, and do not like to sell or trade it. If you see someone with it, they should be given massive respect/fear for they convinced a Woodsman to part with it, or Killed him for it.

History:After the Bombs fell the people in the northern part of Michigan and Wisconsin decided it would be best to ban together to survive. But because they didn't wish to feel the need to always have to "help" everyone, they kept it to food and total annihilation. That is to say, they feed each other and when a threat to everyone finds it's way to the north, they unite under the cloak of survival. There is no real "religion" of the Woodsman, but they do respect and care for nature, always trying to maintain a balance of "man and nature". The Woodsmen tend to keep to themselves, they do trade with anyone willing to. The are known for there camo(as stated) and their hunting tactics(seeing but never seen).They let each to his own, unless total threat arises.

Due to them being in the north, they are very adaptable to most weather and can survive on almost anything.

It is lore that the Woodsmen, when they die, their body is burned in a sacred pier and the ash is spread next to a tree in the forest. After the ash has been spread, a flower begins to grow, but only blooms underneath the light of a full moon. Hence they get the name "Moon Flowers", these flowers are very sacred to the Woodsmen, and if you stumble upon, pay your respects and move on. The lore is, if you pick the flower without the blessing of the family, the forest will never allow you to leave until you make atone for your disrespect. And if you have not atoned before the next full moon, The "Deathwalker" will find and devour your soul, to make amends to the family.

Allies:
BoS(for the most part)-They give them all the pre-war tech that is useless to them (i.e. power armor, laser/plasma based weapons and ammo(but keep books and other such info to themselves or at least demand it back))
Followers- For their use of the land and willing to share food/water
Ghouls- No discrimination
Super mutants(For the most part)-allowed to stay and live, but are used for labor(building houses and such)

Enemies:
Legion- Refusal to submit to Caesar's will, and supporting ghouls and super mutants.
Any real opposing their life styles

Cities: Mostly Log Cabins and rundown buildings that survived. Known for their building into trees and sides of rock faces.

Optional Quest(s):The Woodsmen's Cabin, Whispers of the Woods, Scent of war!
^
|
Will edit tomorrow, tired
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elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue May 17, 2011 12:48 am

Faction Name: The Black Seals

Faction Morality: Light Gray

Followers: Born a Seal, Always a Seal. Mostly composed of US military remnants around Alaska, as well as the citizens within the Black Seal Motherland.

Allies: The Red Wolves, can be allied with Broken Sword OR Brotherhood of Steel Inquisition, not both

Enemies: Broken Sword, BoS Inquisition, possibly The Red Wolves

Locations: Fort Richardson / Elmendorf AFB (It's a joint operations base), USS America (America-class Amphibious Assault Ship) Strike Bases Omega, Sigma, Alpha, Iota (the ocean around alaska has frozen, leaving rarely any water besides hot springs.)

Technology: Vertibirds, Artillery weapons, Advanced medical, scientific, and repair knowledge. Extensive knowledge of FEV, but against the use of it.

Troops - Leopards, Eagles, Seals, Yeti.

Leopards - The Leopards are basic soldiers, scouts and support units that make up the back bone of the Black Seals. The Leopards are typically newer unexperienced recruits who don't have knowledge in Power Armor, and go through basic training. Basic training for the Leopards consists of 2 years of training in weapons, tactics, and survival in the arctic wasteland. They are put through the harshest of winters, and dipped under the ice cold water so they can learn how to react.
Scouts (Sets 1, 2, 3) Soldiers (Sets 1, 3, 4) Support/Medic (Set 4)

Set 1 - Weapons - R91 Assault Rifle & 12.7mm Pistol Armor - Winterized Combat Armor, Reinforced
Set 2 - Weapons - Sniper Rifle, 12.7mm pistol Armor - Winterized Combat Armor, Reinforced
Set 3 - Weapons - AER9 Laser Rifle, Recharger Pistol Armor - Winterized Combat Armor, Reinforced
Set 4 - Weapons - 12.7mm SMG Armor - Winterized Combat Armor, Reinforced Aid - 1-3 stimpacks, Doctors bag

Eagles - These soldiers go through 4 years of training, 2 of these years are parallel to the leopards, and the extra years of training are to train in flying and power armor use. Every single Eagle is taught how to fly vertibirds, helicopters, and air planes so that in case they are stranded they can use enemy vehicles to fly their way back or if the pilots are killed. The Eagles are just as deadly as the leopards, but better trained and more specialized to their missions.
Pilots (Set 1) Air Drop troopers (Sets 2, 3) Drop & Load Defense (Sets 3, 4)

Set 1 - Weapons - 12.7mm pistol Armor - Winterized Combat Armor
Set 2 - Weapons - R91 Assault Rifle (Silenced, Scoped) Marksman Carbine (Silenced, Scoped) Armor - Winterized Combat Armor, Reinforced Mark 2
Set 3 - Weapons - Pancor Jackhammer, Automatic Rifle Armor - T 51-b Power Armor
Set 4 - Weapons - Minigun/Gatling Laser, Pancor Jackhammer Armor - T 51-b Power Armor

Seals - These men are the most specialized in what they do. Each man in the Seals is put into training from birth, with few exceptions. They train in combat daily, and are all crack shots. They learn to replicate intelligence, hide in plain sight, survive in the arctic for a year by themselves. They can learn how to use any weapons placed upon them with ease, and can break down almost any weapon and reassemble it within minutes. Depending on the missions, it can be just a single man or on rare occasions, groups of up to 10 seals. Even without a weapon, they are not to be underestimated for they can still find 10 ways to kill you while your standing in the middle of a field of ice.
Elite Snipers, specializing in S&D, Reconissance, Assassination, and creations of false Intelligence. (every set applies to all)

Set 1 - Weapons - Anti-Materiel Rifle(Infrared Scope), R91 Assault rifle (Silenced, Scoped) Armor, Trench knife - Seal Combat Armor (Wet suit Built in)
Set 2 - Weapons - Gauss Rifle (Extended Mags) (The REAL 2mm Gauss Rifle), Laser RCW, Trench Knife Armor - Seal Combat armor (wet suit built in)
Set 3 - Weapons - Sniper Rifle (Silenced, Carbon Fiber Parts), 12.7mm SMG (Silenced), Trench Knife Armor - Seal combat armor (wet suit built in)

Yetis - These men are physically augmented to be walking tanks. They are drafted from the best of the Leopards and Eagles and are able to lift double their body weight with ease, before the physical augments. When augmented, they stand almost 7 feet talk and can lift triple to quadruple their body weights. The strongest recorded was able to lift 5.5x his body weight. However, nobody is perfect. Which such augmentations, their lifespan is shortened by at least 20 years, and they gain a lack of control on their strength due to being used to wearing Power Armor and using only their strongest of force when required. Most of them have begun to develop a sense of brotherhood with other yetis, and sometimes seals too, but everyone else treats them as outcasts.
Strongest troops, Power Armored, deadly

Set 1 - Weapons - Minigun, Pancor Jackhammer Armor - T51-b Power Armor
Set 2 - Weapons - Gatling Laser, Multiplas Rifle Armor - T51-b Power Armor
Set 3 - Weapons - Fatman, Grenade MG Armor - T51-b Power Armor
Set 4 - Weapons - Heavy Incinerator, Flamer Armor - T51-b Power Armor

History -

After its involvements in the reclamation of Alaska, the USS America, an Amphibious Assault Ship, was assigned to patrol the ocean around Alaska temporarily, until the ship had been refitted. The ship was carrying SEALs, SWCCs, as well as the ships normal crew. The ship was carrying the experimental vertibirds, and over 200 sentry bots. However, war struck and as soon as the first bomb fell, the America sent troop transports to pick up as many troops as possible from the nearby US military bases, which were heavily hit soon after. The Ice in alaska had melted, but only to be replaced with an even more bitter winter.

The America anchored in the town of Kodiak, and found refuge in the underground submarine launch station, also known as Strike Base Omega. Strike Base Omega had been outfitted with CANDLE fusion power system (The same as the Hidden Valley Bunkers) a water purifier, and the army's version of the Sierra Madre vending machines, and all you needed for it to work was army supply chips. With this, they had unlimited food & water, shelter, and energy. The scientists that had been researching on the America had quickly begun to make improvements upon the bases Structure and systems, and even doubling the size of the base. As the harsh Nuclear winter fell over Alaska, Captain Roy Helvenston & Commander Cornelius Bradley talked over strategies, and sent out radio broadcasts as far as they could reach. They also set up a ranking system, where the top to officers were always to be Captain & Commander, with the commander reporting directly to the captain. The Captain was to be in charge of the military, while the Commander was to be in charge of all internal operations. They also created the Chief Scientist role, which was appointed to John Basincreek.

After briefing the soldiers on what had happened Captain Helvenston announced that they had survived the great war, but they were alone now. They were to now be called the Black Seals, with the only goal being survival. Chief Scientist Basincreek had been working with an experimental new form of rad-x now known as Advanced Rad-x which gave power armed soldiers nearly 1/10th of radiation in areas where they would normally be recieving 50+ rads a second. These power-armored soldiers were the first to leave the base during the nuclear winter, and they found the America, frozen in place. They began to strip the reactors, knowing it would never be able to move again, and brought them back to the scientists. With this news, Captain Helvenston ordered scouting parties all through the Frozen Wasteland, finding destroyed shipyards, which would later be stripped for supplies and weapons. Throughout the years, they expanded with Fort Richardson becoming their new front-line base, and eventually a booming city. The America became fortified with weapons from destroyed ships and was walled, representing their most fearsome fortress, with artillery guns that had been retrofitted into the defenses, and the America now stood stronger than ever, living up to its name.

However, power cannot be achieved without being noticed. They found that another ship had suffered a similar fate. They found the Remnants of a chinese ship known as the Red Wolves. However, neither side could remember who or what the other one was, so they developed a small armistice which eventually blossomed into a full scale alliance. The Red Wolves are direct descendants of the Peoples Liberation Army Navy (PLAN) and seek to take over the lands to the west of the Frozen wasteland, past the Bering Bridge into the lands their ancestors told stories of while the Black Seals move South and East.

A group known as the BoS Inquisition has been sent from the Midwest Brotherhood, searching for any advanced technology from the military. This quickly angered the Black Seals who instantly retaliated sending in the yetis to quickly decimate the unexpecting Brotherhood Inquisition, killing most. The mid western brotherhood then sent reinforcements, and the BoS Inquistion began to grow in power, while the Black Seals & Red Wolves expanded as well.

Recent History : A research team had been set up on an oil rig far off the coast of Alaska, naming themselves as the Broken Sword. The Broken Sword had crossed over from the Bering Bridge and sought to establish a small base. This angered the current leaders, Captain Rockwall and Commander Helvenston(great great grandaughter of Cpt. Helvenston), who immediately took an offensive stance against the oil rig, encircling it. It is unknown how many people are in the oil rig, but there is several strange vehicles seen driving on the rig at time. The Broken Sword drilled a hole in the ice and sent men in suits to do studies on the the rig & and underground structuring. The BoS Inquisition demanded access but were denied due to the hostility with the Black Seals & Red Wolves, leading to higher tensions, once again.

Optional Quest: You are thrown into an uneasy battlefield, where almost everyone is an enemy. Tensions run high between the Brotherhood of Steel Inquisition, seeking to take all advanced technology & destroying any enclave threat, the Black Seals & Red Wolves who seek the best for the Frozen wasteland, trying to raise a civilization from the ashes, and the Broken Sword who seems to be searching for something underneath the ice, it is unknown what they are searching for however.

Starting Quest

After you are awakened from the ice, it is unknown as to when you were frozen or even where you were from, but the scientists from the Black Seals are quite thrilled with your awakening, as only two others have survived. They sent you to see the Captain, who immediately drafts you into the military, as all members of the Black Seals are required to, however with high speech, barter, science or repair, you can convince him to let you become a working citizen or with speech or barter you can just become a regular citizen. He tells you of the numbers on your neck which they placed on to show that you are of the Black Seal Motherland, and from here on the quest splits into 4 different directions.

Choice 1 - Leopards
You are Drafted as a scout to gain intel on the Broken Sword, and given a Combat armor with a built in wet suit to sneak under the ice until you reach the Oil Rig facility, and to enter the facility and gather whatever intelligence you can, you are equipped with a silenced 12.7mm pistol for the job. Once inside the facility, you find your way to the planning room and find schematics of the facility, which allow you to escape the facility to return the schematics, keep them, or you can confront the Broken Sword Head Researcher.

Choice 2 - Eagles
You are drafted as an Air-drop trooper armed with Winterized Combat Armor and an R91 Assault Rifle, and loaded into a vertibird. Once on board, your Sergeant tells you that you will be dropping into a hot zone where 8 paladins, 10 knights, and a dozen soldiers of the Brotherhood of steel have surrounded Strike team A, composed of 30 leopards who have dug in. You and your squad are to make contact with the enemy forces, where you can either solve the situation diplomatically, cause a distraction drawing the Inquisitors away, or attack the enemy from one side with you and your 4 squad mates while the D&L troops attack from the inside of the enclosure.

Choice 3 - Seals
You are sent on a mission to assault a BoS Inquisition patrol believed to be composed of three paladins, one knight, and one Scribe. You are given a Sniper Rifle (Silenced w/ Carbon Fiber Parts) Winterized combat armor, 5 pulse mines, and 5 stun mines. With your partner, who will act as a temporary companion, you are given 10 minutes before the patrol will arrive and you must kill or capture the scribe. If captured, you will gain positive BoS fame & positive karma; If killed, you lose karma.

Choice 4 - Yetis
You are given power armor training, T51-b power armor, and a Pancor Jackhammer. You are to be part of the assault on the Brotherhood Inquisition base Fort Alaska. Along with 9 other Yetis, you are sent in to clear the base. You are dropped of in a vertibird at the entrance of Fort Alaska, after touching down you arrive to find Fort Alaska burned to the ground, with new fires still burning. After searching the fort, you find a hidden entrance to a bunker and you and your squad are ordered to continue the mission. After dropping into the bunker you and your squad are confronted with dead bodies clad in Stealth armor, which requires training to use. As you go through the bunker you encounter brotherhood of steel Inquisitors dead as well, but the bodies have been rigged to explode. As you push through you find a squad of brotherhood of steel Inquisitors in battle with 2 cloaked soldiers. Once the soldiers are killed you are given the option to let the BoS walk away and give you the bunkers security codes, join you with high enough speech skills to clear the bunker of the enemies, or follow orders and kill them. Throughout the bunker you find a map of the world with two dots in Alaska. One appears to be the oil rig, and the other far to the north.

Choice 5 - Register as a Citizen & pick a Civilian job, or choose to become a Citizen and be given time to make your decisions. If chosen, you will be placed in the City of Fort Richardson and be given a set of civilian clothes. From here you can gain ties, betray the seal motherland, or a large multitude of other choices.

After: You can change your role, or continue with your current quest line, or choose to go on temporary leave.
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Annika Marziniak
 
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Post » Tue May 17, 2011 7:56 am

Ha! I am almost finished with the Empire, i will post it tomorrow.
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Len swann
 
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Post » Tue May 17, 2011 12:43 am

Hmmm.. wondering if this si the right thread. not really a militant faction, but..

For this group,the game should be set in the southwest.

Wind Farmers.
Energy being crucial in thw wastes, a group (possibly gouhls?) came across the ruins of palm desert in the Indio valley (or similar loaction) and are in the process of rebuilding the wind turbines.
They are smart, but not militant.. They sub-contract the gaurd work, which is many miles in perimeter to the Desert Dogs, the remnants of the 29 palms marines that were able to make it underground before the rest of their base was glassed over by nukes.

possible conflict resulting in quest options for the player include raiders and outside groups attemting to take control.. possible NCR push for control..
in-fighting amonds the Desert Dogs between those that hold the old world military core values and those that wish to become an emerging power and take control of the power station and rule the reigoin.
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Alisia Lisha
 
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Post » Tue May 17, 2011 7:48 am

The Royalty

A raider in southern Montana who are terrorizing the citizens of Pigsty (the neighboring town). They used to be lead by Billy the King but afetr his death their leadership was changed every few years until Timmy the Emperor (Billy the King's great-grandson) took over.
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Blaine
 
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Post » Tue May 17, 2011 4:09 pm

The Empire


The Emperor

Erik Kire, the man who would one day be near the plane of godhood, was one of the leading minds of his time. Born on September 14, 2047, went through life with a technological aptitude unparalleled by any commoner, he was one of the brightest minds of his time, working as a high-level researcher for companies such as West-Tek, Med-Tek, General Atomics International, and RobCo (He and House once met, but neither took a liking to one another). He was one of the researchers on the project that created the first crude fusion cell, only 19 years of age. Erik Kire headed a joint project of RobCo and General Atomics International to create Liberty Prime, but resigns from the project after an argument with a certain US General. At age 23 Kire assists in the research for a place called the Sierra Madre Casino, the place ultimately bored Kire, as he never really took interest in social events, but the technology he helped develop astounded even him, the molecular assembly for the vending machines, he saw so many uses for this, he left early before the project was finished. Soon after this, Kire leaves public life to research his most important invention, nanomachines, partly inspired by molecular assembly, at first he has little success, but he would later have an epiphany, and design the first integrated circuit, he then proceeds to create, all on his own and for his own uses, new technologies based on them, he makes breakthroughs at an astounding rate, but keeps the invention to himself. His completed prototype nanomachine fails to perform adequately, but at this time, news of the FEV his leaked to the media, Kire responds quickly and hacks into the research files of West-Tek, then Mariposa, the data on the FEV's structure inspires Erik to give the nanomachine prototype, which he has dubbed NANO-A, a complete redesign, styling it to the structure of the Virus, but altered for his uses, the NanoVat, a sealed chamber in which contains medicinal biogel and synthetic materials, the purpose of which is to serve as raw material for reconstruction; Kire plans to utilize his nanomachines to completely disassemble and reassemble his body, to grant him superhuman ability, godhood. He also made two tweaks an older prototype, NANO-M, to create two different strains of NANO-M, the first, which he called NANO-M1, could be controlled by radio signals from newer designs, the use of which is for them to bond with interneuron synapses, to effectively and directly influence the minds of others; the second, NANO-M2, performed much like medical implants aimed at physical improvement, but more honed to create efficient super soldiers, granting faster reflexes, stronger muscles, and drastically improved senses. He also developed molecular assemblers and material generators, devices that create matter from energy, these two coincided in a way only he could have designed, instantaneous creation of materials and objects, with this he could truly create a post-scarcity utopia, and shape it in his image. 2077 , as nuclear war approaches, exactly as Kire's computers had predicted long ago, Kire's robots complete construction of the NanoVat, and he completes the new perfected NANO-V, and loads the nanomachine delivery canisters onto the NanoVat. October 20, 2077, Erik Kire lowers himself into the NanoVat, and it closes. Erik Kire no longer exists, when he emerges, he will no longer be a mere mortal, he walk the Earth as a god, as its Emperor.

The Empire

When he emerged from his fallout bunker, the year 2176, the man who would soon be known as The Emperor was to begin to search for a settlement, to his surprise, a settlement had formed around the top-side structure that hid his bunker. As he strode into the middle of the town, the people gathered around him, drawn to him by a strange, happy feeling. When all the townspeople had assembled, the man who was Erik Kire looked over them, with open arms, and said “I am your Emperor, what say you?” The people did not hesitate, they could not help but bow in his magnificence, all sang aloud “Life for The Emperor, Life for The Empire!” The Emperor, as he now was known, took no time in shaping his utopia, he designs advanced obelisks he titles “collectors” that draw in hydrogen and solar energy, the hydrogen feeds micro fusion reactors inside, while the solar energy keeps the process stable. The collectors draw in and create energy for the devices that incorporate material generators and molecular assemblers, for which appear to be black orbs that react to touch, the common people take these miraculous devices as magic, a gift from The Emperor, while that they are, but magic is not the means of their functioning. Soon the settlement is completely stable and appears to be somewhat Romantic, while the people are in complete happiness in their utopia, the Empire creates pure happiness in its people, and that is all they need or care, regardless of how they felt before. The settlement grows into the fallout bunker The Emperor emerged from, not wanting his people to see a high-tech facility underground, he summons the peoples greatest craftsmen, and tasks them with redesigning the underground facility to appear to be a temple, of course he did not say this to them, they performed the task without being told, or even being conscious. In one night, while not an eye had observed, The Emperor had made it so that for all that was to be known by his people, he had emerged from a holy temple. Soon walls came up around the settlement, which had become quite a utopian city, appearing to be built outward from the Temple that protruded from the side of the mountain range under which the settlement presided. Nearly a month had past since his emergence, and The Emperor contemplates expansion, when suddenly, raiders appear on the horizon, the people saw their approach and beseeched The Emperor to protect them. As the raiders neared the gate, The Emperor stepped out of it, the raiders began to shoot, and The Emperor was momentarily shrouded from view by the smoke, when it had cleared, he stood calmly, not a scratch on his body, and gestured his arm towards those who would wish him harm, before the raiders had time to react, he was among them, with swift and beautiful movements, he quickly and easily dispatched all of the attackers, moving at such a speed he appeared to be in many places at once, when he was most certainly in one place, he held the raider leader by the throat, approximately 2 feet in the air, and asked him in a pleasant voice: “To whom do you owe allegiance?” When the man merely struggled to break free in response, The Emperor snapped his neck instantly. A loud cheer went out, as the people of the Empire rejoice in the show of superhuman force. This event prompted The Emperor to create a military force, after all, he surely wasn’t going to sully his body with violence a second time, once was enough to assure the peoples faith in him. This marked the birth of the Imperials.

The Imperials

The military of the Empire, each Imperial is blessed by The Emperor with amazing abilities, they become stronger, faster, more efficient than that had ever imagined themselves capable. They are equipped with sacred armor (Which kinda looks like http://www.yourprops.com/norm-423c68a1587ab-Chronicles+of+Riddike,+The+(2004).jpeg) that further enhances their physical ability, while offering great protection from harm, the armor also bears inside of it the equipment of the Imperial, upon the right arm of the Imperial’s armor is a sacred device which, upon command, will provide the Imperial with any piece of equipment he had placed within it beforehand (quantum storage device, like how the Pip-Boy works, but voice activated). Each Imperial is issued his Blade (Sorta like http://www.yourprops.com/norm-4d6aa0be09586-Chronicles+of+Riddike,+The+(2004).jpeg) and his Lance (A larger, darker, ornate version of http://www.bandai.co.uk/ImageGen.ashx?Image=Ben_10_-_Alien_Force/XCSF73H775W6V58.jpg) after his induction into the Imperials. The Imperials are all volunteer, young men strive to become Imperials so that they may serve The Emperor directly, and await the day the come of age 24 and may join the Imperials.

Expansion

The Empire has a simple means of expansion, although the prefer to expand outward in a design concentrically outward from the Temple. When a settlement is deemed worthy of amalgamation into the Empire, a team of 30 Imperials enter the settlement and announce that it is now part of the Empire, if they resist (they usually do) the Imperials kill all those who fight them, the survivors are once again told that the settlement is now part of the Empire. After control has been established workers bring a collector from the Temple to the center of the new district of the Empire, soon all the people of the district forget their past misgivings of the Empire and embrace their new life, the city grows out to them, and they truly become part of the Empire. When enough districts are established a sizable distance concentric from the Temple, great walls are erected to form a grand circle that bears the Temple at its center. (http://oi56.tinypic.com/30iazq1.jpg Some settlements, which obviously were inhabited by blasphemous savages, are too strongly resistant to amalgamation, usually those who oppose are quickly dispatched by the Imperials, but should one Imperial be killed by the resistant peoples, the entire town is wiped from the Earth, a penance for this great act of blasphemy against The Emperor.

The Future

As it is foretold by The Emperor, so it shall be, he who had predicted all that has transpired, shall control what shall transpire for all eternity, and all mankind shall reach a new plane of existence, universal godhood, the destiny of mankind, the destiny of the Empire.






My idea for the Empire was to serve as the antagonist, the hero being a member of a Vault-based community who is sent out to investigate the silence of a nearby trading partner settlement, only to find it had been destroyed in some kind of penance, when unknown to you, the village and you’re own are on the periphery of the Empire, and the expansion is reaching you, you return to find your village had capitulated, but, as you were gone during the amalgamation, you are disallowed to return, and you are thrust into the world.

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Taylor Thompson
 
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Post » Tue May 17, 2011 4:25 am

I got one.

How about a faction that doesnt whine about anything??
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NAtIVe GOddess
 
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Post » Tue May 17, 2011 9:34 am

Snip


Very nice mako! One question though, is the emporer insane and thinks he is a god or just a guy trying to help people?
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Skivs
 
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Post » Tue May 17, 2011 10:16 am

Very nice mako! One question though, is the emporer insane and thinks he is a god or just a guy trying to help people?

It really depends on your perspective. I am not making any direct answers, it is completely up to your views on his ideals, and the ideals of the Empire. If you could notice, i based the idea off of a combination of the Unity, Caesars Legion, and the Necromongers from the Chronicles of Riddike, and none of these are completely one-sided evil, they all strive towards a utopia, their view of utopia, and the Empire is no different.
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Anne marie
 
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Post » Tue May 17, 2011 10:09 am

It really depends on your perspective. I am not making any direct answers, it is completely up to your views on his ideals, and the ideals of the Empire. If you could notice, i based the idea off of a combination of the Unity, Caesars Legion, and the Necromongers from the Chronicles of Riddike, and none of these are completely one-sided evil, they all strive towards a utopia, their view of utopia, and the Empire is no different.


I think he just want to help people, even if they don't want or need it. Ofcourse he helps them to get a better world to live in for himself but that helps others, maybe not those who fight but their children and their childrens childern. He didn't have a faschist state did he? People don't get killed for no reson by the imperials?
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Lisha Boo
 
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Post » Tue May 17, 2011 4:32 am

I think he just want to help people, even if they don't want or need it. Ofcourse he helps them to get a better world to live in for himself but that helps others, maybe not those who fight but their children and their childrens childern. He didn't have a faschist state did he? People don't get killed for no reson by the imperials?

Only in penance if a resistant settlement kills an Imperial. Assimilated settlements are soon amalgamated into the Empire City, and they enjoy a safe, happy life. I am going to just go out and say, as it is to be inferred by the description of NANO-M1, the people really don't have a choice in being happy, they are "forced" to be happy.
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Victoria Vasileva
 
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Post » Tue May 17, 2011 1:44 pm

Only in penance if a resistant settlement kills an Imperial. Assimilated settlements are soon amalgamated into the Empire City, and they enjoy a safe, happy life. I am going to just go out and say, as it is to be inferred by the description of NANO-M1, the people really don't have a choice in being happy, they are "forced" to be happy.


Very awesome faction you've made :thumbsup: Does The empire have any enemies? If so how are they doing? :blink:
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Sasha Brown
 
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Post » Tue May 17, 2011 4:23 pm

Very awesome faction you've made :thumbsup: Does The empire have any enemies? If so how are they doing? :blink:

Well, i havent really thought about it, the thing is that, i dont want to conflict with canon, keep in mind that the idea is still in development, i have yet to give them a location.
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emily grieve
 
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Post » Tue May 17, 2011 4:08 pm

Well, i havent really thought about it, the thing is that, i dont want to conflict with canon, keep in mind that the idea is still in development, i have yet to give them a location.


I see :sadvaultboy:
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k a t e
 
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Post » Tue May 17, 2011 8:18 am

I see :sadvaultboy:

Also, it is pretty isolated in the timeline, and i place it somewhere near Texas, so i really dont know of any factions nearby, but perhaps the MWBoS, not really sure, i dont want to conflict with the lore of Tactics.
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Julia Schwalbe
 
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