"The Commonwealth itself is nothing but a war-ravaged quagmire of violence and despair."
The year is 2287, and The Commonwealth stands at a crossroads. The Sole Survivor of Vault 111 has not emerged, remaining frozen in Cryogenic stasis deep within underground Vault above Sanctuary Hills. But the story of the Commonwealth goes on without them.
Deep below the ruins of CIT, The Institute exists sealed in its pristine environment, producing marvels of technology that most people could only dream about. The greatest of their creations, is the Synths: manufactured humans which are indistinguishable from the real thing. Fear of infiltration by these synthetic humans has put many in the Commonwealth in a state of panic, and The Institute is widely dreaded as both a source of terror, and mystery.
Across the Commonwealth, Brotherhood of Steel recon teams scout the region, reporting their findings back to The Capital Wasteland. While their presence is currently limited, reports of The Institute, their synths, and of the Commonwealth mutants have concerned Elder Arthur Maxson, and he has opted to take personal charge of a major offensive operation. The Prdwyen has been dispatched along with a fleet of supporting vertibirds and enough manpower and materials to launch what is perhaps the most ambitious military expedition ever conducted by the Brotherhood of Steel: days away from arrival to the Commonwealth.
Within their hidden headquarters meanwhile, The Railroad seeks to free the Synths from the clutches of The Institute, and from the Brotherhood of Steel too if necessary. Reports of the Brotherhood's imminent arrival has distressed Railroad operatives, and soon they might find themselves caught in the middle of a three-way fight. A fight they must win or everything they stand for will mean nothing.
Other groups in the Commonwealth eck out an existence as the looming war approaches. Diamond City remains the 'great green jewel' of the Commonwealth and its largest city, while the outcasts of Goodneighbor continue to do their own thing: and proud of it. The residents of Vault 81 do what they can to maintain their vault and continue their way of life in a vault which has stood the test of time thus far. Rumors of the famed Minutemen returning have begun to spread as well, along with scattered reports of a presence at the Castle. The Gunners, cutthroat mercenaries they are, continue to make their presence known with some of the best firepower short of the Brotherhood. And various raider groups continue to be a plague on the peace and sanity of the people of the Commonwealth.
In this RP, you will take charge of one of these groups or others and lead them to victory.....or defeat. You will you diplomacy, trade, and war to further your goals and ensure your faction's survival in The Commonwealth. Or perhaps you will simply roleplay an independent merchant, wastelander, or member of someone else's faction. The choice is up to you.
Basic Rules
1. No godmodding or meta-gaming (don't have your characters know things that they should not etc.).
2. Keep in mind the strengths and weaknesses of your faction and play accordingly.
3. Be mindful of lore and keeping true to what's presented in-game.
4. Roleplayers will agree on conflicts/battles between themselves. Or with the advise of the group. The plot is entirely roleplayer driven.
5. Multiple characters in different factions are allowed. But only with the approval of the individual controlling that faction. Controlling multiple factions is not allowed under most circumstances, but exceptions can be made depending on how the factions will interact.
6. Some spoilers for Fallout 4 are to be expected. Although this RP will try and avoid the big "twists" of the main storyline involving the Sole Survivor. Beyond that, nothing is guaranteed.
Faction Sheet Template
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List of Factions/RP'ers
Story factions:
The Institute- Lt. Andronicus
Brotherhood of Steel - TheLoneRanger
The Railroad- Agrona
Minutemen-
Major cities/settlements:
Goodneighbor-MrSmileySmile
Diamond City- Vatrou
Vault 81-
Covenant/The Compound-
Raiders/Merc Groups:
The Forged- Aldin_Kiris
The Scorned- Tundrafrog
Gunners- MrSmileySmile
Other Groups:
Children of Atom- wampower99
Custom Factions/Settlements:
Abbey of the Road- Jozgar
The 75th Dominion- Casey
New Olney- Colonel Martyr
East Side Gang - Tiberius67
The O'Neil Family- ZeuscannonMan92
Ronto- Magnus the Red
The Valence Wanderer- Robco Protectron
Characters
Faction Associated Characters:
Hudson Walcroft (Brotherhood of Steel)- Aldin_Kiris
Spoiler
Name: Hudson Walcroft
Age: Late 30's
Gender: Male
Faction: Brotherhood of Steel
Rank: Paladin
Physical Description: Paladin Walcroft is a rather large figure, standing at about 6'2 and weighing in at a solid 180lbs. His career as a Brotherhood Paladin has kept him fit and lean, something he feels as an absolute necessity for any combat personnel. In an attempt to keep himself clean and proper as possible, he opts to keep his head shaved and prefers his face to be kept in the same fashion. His normally sullen expression and cold light blue eyes might be a bit off-putting to some, though anyone who is close to the Paladin knows his looks don't always denote his true mood.
Personality: Walcroft, first and foremost, is fanatically loyal to the Brotherhood and Elder Maxson. Completely devoted to the Brotherhood's ideals, Walcroft is among the stanchest and most stalwart supporters of the Brotherhood and its ideals, and is more than willing to put his life on the line if need be. This is especially evident in his support of the Brotherhood's stance on technology, due to his past.
Despite his generally hard exterior, Walcroft does have a softer side. He genuinely cares for his Brothers and Sisters, even more so about the ones under his direct command, viewing himself as something of a father-figure to them. And, while he doesn't like to admit it, tends to get more involved in their personal lives than he should. This overprotective side has more than once caused him a great deal of stress as he attempts to balance his protective side with his duty as a soldier of the Brotherhood.
Walcroft, like so many others of the Brotherhood, believes Maxson to be a godsend. He has unwavering loyalty to the young Elder, viewing him as the savior of the Brotherhood and the one to lead them to greatness.
Armor/Clothing: As most Paladins and Knights, Walcroft is almost always in his suit of T-60 Brotherhood power armor, adorned with the stripes denoting his rank.
On the odd occasion he isn't in his armor, Walcroft can be seen in a black variant of the standard Brotherhood of Steel uniform, opting to occasionally wear a flight jacket over it.
Weapons: Walcroft's weapon of choice is an automatic laser rifle, specifically the one he has had ever since he became a Knight many years ago. Though it has gone through many different modifications over the years, the rifle itself has been be kept in excellent condition, a result of its wielder's nigh-zealous maintenance of it.
Walcroft's side arm, however, changes from time to time, depending on what the mission entails. Recently, he has taken preference to a standard .44 revolver.
History: Walcroft was born into the Brotherhood back in the Capital Wasteland. Both his mother and father were field scribes, Brotherhood patriots, and loving parents. It was assumed he'd follow in their footsteps and undergo scribe training, and for a time, he fully intended to.
However, when he just a child, his mother and father both went on a mission they never returned from. Whilst examining some Pre-War ruins, one of their group had tripped an old security system, and both his parents were unfortunately caught up in a firefight with a sentry bot, ultimately ending in their untimely demise.
Left an orphan, Walcroft made a choice that would shape the rest of his life. Seeing that the Codex was right, and that technology was in fact dangerous in the hands of those who couldn't be trusted to wield it, he chose the life of a Knight rather than scribe.
The next few years were spent as a squire to one of the Paladins, at which point he was officially made a knight. His passion for the Brotherhood and zeal for its ideology, as well as his combat effectiveness, made him a favorite among his superiors.
Years and many successful missions later, Hudson Walcroft was officially made a Paladin of the Brotherhood of Steel, a rank he maintains to this day with pride. Since becoming a Paladin, Walcroft has served as a commanding officer to numerous squads. Due to his success, he was one of the Paladins to be selected to aid the Brotherhood in the Commonwealth against the evils of the Institute and their dreaded synths, a cause he is more than happy to lay down his life for.
Independent Individuals/Non-faction associated characters:
Maps:
Faction map:
http://imgur.com/iabQ6fa
General Commonwealth Map with Locations:
http://nerdist.com/wp-content/uploads/2015/11/Fallout-4-Map.png
Submitted Sheets
The Institute- Lt. Andronicus
Spoiler
Diamond City- Vatrou
Spoiler
Faction Name: Diamond City
Population (rough estimate, no hard numbers): Maybe 400 people, more coming and going on average. DC is a major trading hub and the safest city in the Commonwealth so let me know if the numbers seem low.
Location: Fenway Park
Economy (exports and imports etc.): Anything and everything in the Commonwealth at one time or another passes through Diamond City, some of our citizens have reputable establishments catering to the more lethal or exoctic among them. If you’re lucky you can even buy a Power Armor frame now and then. Most notable to our economy is our Power Noodles which can only be bought fresh in Diamond City, anywhere else and they’re pathetically soggy.
Culture: Here at Diamond City we take great pride in the Wall. The Great Green Jewel of the Commonwealth. It’s no surprise that anything related to the Wall has become a part of our local culture and while many facets of baseball have been lost over time we retain what makes this city so great.
Government: Democratic
Military: We may not have the Powered Armored Soldiers of the Great War, but with the Wall we don’t have too. Many of Diamond Security’s finest are all decked out in our own unique guard armors. From simple padded chest pieces to hardened helmets our boys in blue are ready and willing to tackle any danger that the Commonwealth may throw at us.
But you’re likely wondering what ranks our security force utilize to delegate responsibility and ability. Well then starting from the lowest we have Batboys, these are the initiates those just joining our famed city as it’s newest protectors. They will be drilled the basics until they are given armor and issued weapons.
From there they rise to Baseman where after each rank upwards to three they then become Pitchers. Pitchers will patrol the outer wall, ensuring that it is well maintained and secured, should they notice any defects in the wall, heaven forbid they’ll inform our maintenance staff.
From there they become Catchers and are often tasked with more dangerous missions to ensure the safety of Diamond City such as attacking any raiders that hold up within our territory or secure valuable supplies when necessary. Mostly they keep the trade routes safe for merchants.
Those reaching the highest rank of Umpire oversee all. They are our Police Chiefs and authorize missions and delegate duties as he or she sees fit.
History:
Diamond City was founded in the 2130's in Fenway Park, and quickly established itself as a safe haven for settlers of the Commonwealth, thanks to what its residents affectionately referred to as "the Wall". Later decades saw Diamond City grow into the Commonwealth's largest and most prosperous community, as well as a degree of social stratification. Wealthier residents came to live in homes in the settlement's exclusive Upper Stands, overlooking the Lower Field where everyone else strove to make a living.
In 2180, the Commonwealth Minutemen defended the city from an attacking group of Super mutants. This caused the faction's eventual rise to fame.
An incident known as the "Broken Mask" occurred in 2229, when a man calling himself Mr. Carter arrived. At first, the people of the city warmed to Mr. Carter, but while he was drinking at the bar that occupied the center of Diamond City's marketplace, he went berserk and killed several residents. When security personnel killed Mr. Carter, they discovered he was a Synth created by the Institute. From that moment on, the people of Diamond City lived in fear that they would be covertly replaced by Synths, though such talk was discouraged and ridiculed by the city's leadership. Even so, a number of people began inexplicably disappearing from the city over the following years, a disturbing trend that no one wished to acknowledge.
In 2272, the protectron Takahashi took up residence in the marketplace's old bar and opened Power Noodles, a restaurant that became a staple of Diamond City culture.
By 2282, Diamond City's mayor was McDonough. In that year, he controversially decreed the expulsion of all ghouls from the city. Some ghouls relocated to Goodneighbor, and continued to bear a grudge against both Mayor McDonough and the inhabitants of Diamond City in general, who did little to reverse the decree.
By 2287, some residents came to believe McDonough had been replaced by a Synth, a suspicion exacerbated by Piper, her sister Nat, and their newspaper Publick Occurrences.
Now less than two weeks have passed since Mayor McDonough has been revealed as a Synth. The City will hold its latest election. Those running candidates are..
Geneva. The former secretary.
Takahashi.. Removed as Candidate. Note don’t let the Bobrov brothers near the voting stands, who knows who’ll they’ll appoint next as a joke.
Pastor Clements
Clayton Bishop
The Brotherhood of Steel- TheLoneRanger
Spoiler
Abbey of the Road- Jozgar
Spoiler
Location:
The Abbey itself is located in upstate New York, but one of their missions is just entering the Commonwealth, and they will be the subject of this RP. This group initially sets up shop at the Lonely Chapel, in the far west of the Commonwealth.
Economy (exports and imports etc.):
The Abbey itself survived off of growing crops and trading goods with surrounding settlements through proxy. The mission to the Commonwealth was sent with plenty of supplies, but, being far from home, will have to find a way to replenish, or die a slow death.
Culture:
Very religious and highly intellectual. The Abbey is one the most educated places in the wasteland that isn’t completely isolationist. Notice the “completely”: The Abbey is rather isolated and distant from the rest of society. Much of the inhabitants, both clergy and laity, are somewhat overly cautious and ignorant of the outside world. Those with experience are mainly missionaries (such as Marcella from Point Lookout), and spend most of their time away from the abbey itself. That said, education typically includes all the basics: Reading, Writing, Mathematics, Theology- quite the step up from your average wastelander. In short, the Abbey’s members are “book smart” but not very “street smart”.
The Abbey is not the domain solely of clergy, and is home to a couple hundred lay men and women. Some came to the Abbey, but most were born there, descendants of early survivor groups who stumbled upon the structure shortly after the Great War.
The Abbey is not a single building but a full community, though the old structure remains the center of the community. Its isolation deep in the woods of upstate New York keeps it safe, but, again, leaves the inhabitants largely innocent of the outside world, as well as making them generally poor warriors due to a lack of need for soldiers.
All of these factors carry over to the Commonwealth mission, which is composed of a priest, several doctor “hospitallers”, and about a dozen “Knight Hospitallers”, who’s duty is to protect the non-combatants, though there effectiveness is lessened by the “knights” really being greens and the whole group being somewhat naive with regards to the dangers and attitudes of the Wasteland.
Government:
The head of the Abbey is the Abbot (or Abbess), though the laity largely govern themselves through a council. The Abbot wields veto power, however.
On the expedition, the mission to the Commonwealth is technically headed by a ghoul named Father Ethan, the priest of the expedition. However, there are some tensions between him and the head doctor Kateri Lis and the head knight Maria Diaz.
Military:
The Knights Hospitaller are given basic training, enough to survive in a fight and protect missionaries and doctors (Unlike their namesake, they are not a monastic order but a lay one). Their original job was warding raiders away from a twenty-mile radius around the Abbey, to help maintain its secrecy. They do not have even the combat experience of your average raider. In addition, their equipment is very low-tech; mainly relegated to hunting rifles and shotguns with leather armor at best. The mission to the Commonwealth also suffers from a severe lack of manpower; there are only a dozen knights who must focus on protecting the non-combatants.
However, one thing the knights do not lack for is fighting spirit. They fight with a zeal and determination that few in the wasteland can match.
History:
The Abbey was originally a Catholic monastery located in upstate New York, but its original name is long forgotten. Its remote location allowed it to escape the blast and the raider gangs. This is not to say it was never found. A few years after the bombs fell, a group of a several dozen survivors stumbled upon the Abbey. The monks, tired of their isolation, let the group in, and this formed the basis of the lay population of the Abbey today.
Over time, a town grew up around the Abbey, and the Monks were able to use their knowledge to grow un-irradiated food inside the buildings, mainly using offspring of pre-war supplies of vegetables. Eventually, farmland growing native wasteland plants sprung up when this was exhausted.
The community was self-sufficient, small, and isolated. And this way it lived for a hundred years. But in the 2180s, the Abbot decided it was time to re-evangelize the wastes, and sent out missionaries across the Eastern Seaboard. These missionaries were forbidden from sharing the location of the Abbey for fear of drawing hostile forces to the area. They met with mixed success on their missions, individuals and groups across the region were brought to the faith. However, many of the missionaries also just ended up dead.
After another hundred years of this half-baked effort, one of the Abbey’s most experienced missionaries, Marcella, was slain in Maryland in 2278. After several years of her not returning, she was pronounced dead (the residents having no way of knowing her true fate), and controversy erupted in the Abbey. It was decided that single missionaries were no longer good enough, and that a solid mission of several people, rather than just one, was needed. This mission would include doctors, a priest, and several knights.
In 2287, the mission set out for the Commonwealth…
The Scorned- Tundrafrog
Spoiler
Faction Name: The Scorned
Location: Libertalia, a flotilla of ships, rafts, platforms covered by a makeshift town of scrap and ship parts.
Economy: The rugged inhabitants of Libertalia live a double life, when they desire loot they take to their boats and pillage the coast. In between raids they fish, shrimp, gather and hunt. The Scorned themselves usually subsist on raiding and taxing the farmers for food, though they have increasingly become more involved in the activity of fishing themselves over the years.
Exports:
- Fish
- Frogs
- Mire lurk (meat, egg, shell, etc)
- Dolphin (rare & expensive)
- Oysters, clams, and mussels
- Shrimp
- Salt
Imports:
- Leather
- Fur
- Milk
- Fruit & vegetables
- Guns & bullets
- Beef (expensive)
- Wood
- Brahmin dung (for fuel)
Businesses within the city:
- Rising Sun (Gambling house & brothel)
- Treasures & Trophies (General Supply)
- Fish market / Bazaar
- Drowned Man’s Drink (Tavern & inn)
Culture: Libertalia is a ‘Free City’ meaning it is open to anyone who has the guile and strength to carve out a living there. The wastelanders that do settle there are an unforgiving and ungentle people. Though individual prejudices are present, the common law favors no one in particular. The Scorned have run Libertalia for the last decade and in doing so greatly shaped the identity of the town.
The Scorned themselves are a raider clan based on the idea that each of its members has been rejected, wronged, abused, and disrespected or in another way victimized. The Scorned see themselves as vengeful spirits made flesh and dedicate their lives to ‘Righting the Wrongs’ of others. Because of this ingrained belief the Scorned are infamous for their cruelty and brutality. Often taking out their angers and frustrations against their victims in grotesque ways.
Initiates to the Scorned must pass several trials in order to become full members. They must first shave their head, relinquish all their belongings and cease all contact with anyone and anything from their former lives. After this comes a trial of combat and endurance, here the initiates are forced to engage in hand to hand combat with mirelurks. The last trial is one of will power and dedication, to prove they are able to handle life among raiders the initiates must bring a child back to the clan. The younger the better, if anyone in the family resists, the initiates are ordered to take their hands as well. Once these trials are complete the initiates endure the final one the ‘Feast of Flesh’ and are afterward considered reborn as spirits of vengeance.
For these reasons, along with the brutal and deadly life of living on the sea, the Scorned are composed of some of the most ruthless, cunning and resourceful men and women of the wasteland. All of them willingly pledging their lives to the clan, seeking whatever pleasure and fortune they can rip form others.
Government: Scorned follow a central leader, known as a Captain, with a small body of advisors, they elect this leader every five years, though any Captain can be replaced at any time through an issue of a challenge. By ‘challenging’ a leader the accuser calls upon them to engage in single combat. Captains cannot refuse any challenge issued to them, whether by their own or by outsiders, doing so immediately forfeits all authority and holding’s that Captain had. The winner of this trial of combat is crowned the Captain.
The advisors to the Captain are made up of the most veteran and senior members of the Scorned. Usually Violators or former Captains themselves, they consul the current Captain through their decisions and draw upon their experience to guide them in the right direction.
Military:
Libertalia has a small fishermen’s militia, which is neither well-armed nor trained. The merchants of its shops and the various small raider clans and lone mercs that call the town home are more concerned with themselves then the settlement at large. They are driven by a desire for loot, and a fear of death. They will not fight when the losses outweigh the gains.
The fighting forces of the Scorned are divided into four different units, they also act as a rudimentary franking system for the raider army.
At the lowest rung are initiates, typically lightly armed and armored, the initiates make up for their lack of experiences, skill and equipment with pure savage zeal in combat. Eager are they to prove themselves to the Scorned and join their exalted ranks.
The ‘Corsairs’ or ‘Reavers’ are next, this is the vast majority of the clan and all fully fledged members answer to those names. Armed with whatever weapons and armor the Scorned are able to seize and buy for themselves, they are skilled and effective fighters, far superior to the average wasteland raider. While not off looting the corsairs spend their time hunting mirelurk and other dangerous game.
Depending on an initiate’s performance during the trials and the ‘Feast of Flesh’ they may be selected for the feared ‘Violators’. The Violator are a small, elite cadre of warriors within the Scorned, totally and utterly dedicated to combat. They are true sadists and revel in causing pain and spilling the blood of any and all who stand before them. The Violators are also extremely prideful and vain of their looks, each working diligently to ensure that retain their ‘beauty’. Many have long hair kept as clean as possible, often pulled up into topknots in battle and shaved on certain sides and patterns. Clad in polished armor, tight banded leather clothing and high black boots they wield the finest weapons available to the Scorned. Their signature weapon being the dart-thrower, a compact semi-automatic bow-gun that can be fired with either one or two hands. Like their blades their darts are coated in poisons and toxins
The Exonerated are those members of the Scorned that were able to ‘Right their Wrong’. Typically this means they killed the person or people who were responsible for driving them to join the Scorned. The Exonerated are highly respected among the Scorned and for this reason often have the pick of the best gear.
The backbone of the Scorned is its fleet of ships and canoes. Most of them are small rowboats or canoes used for fishing and raiding by small bands of raiders. The transport for most reavers to and from the coast is by way of slave-galley. These are sail boats that have been gutted, had their masses removed stuffed with a crew of oar slaves. These galley slaves are typically the strongest of those taken on slaving raids. Chained at the ankle and wrist to both the oar and the ship, the slaves are ‘encouraged’ to row fast and hard.
The flagship of the fleet however is the steamship, taken from a southern trader during a hijacking, it has been refitted and refurbished to better aid the Scorned in war. This includes added armor, gangways to be dropped on nearby docks or ships, a two mounted flamers and a second set of stairs.
http://vignette1.wikia.nocookie.net/fallout/images/d/d3/Duchess_Gambit.jpg/revision/latest?cb=20120714162420
History: Libertalia began as little more than a small cluster of fishing boats and platforms that raiders used as a staging ground to launch raids on to the coast and the interior. This persisted over several decades, and through the reign of multiple raider warlords the structure became larger and more complex. Wealth that was stolen was usually squandered on consumables, such as drugs and bullets but some raider chiefs invested in the structure itself. With its growing size, wealth and strength other clans flocked to the growing raider town. At this time it became a haven for sin and excess, with a massive number of bandits living there, the raids increased in both number and savagery over time.
That was until roughly decade ago when a steamboat and a small fleet of canoes and row boats arrived from the south. It was the Scorned, a raider clan hailing from the south near the Chesapeake Bay area. After a week long siege the Scorned were able to infiltrate Libertalia’s defenses and seize the town. They butchered most of the inhabitants and enslaved the rest, they impaled dozens them alive in the coming weeks on the wrecks near the town and the coastline. After this the Scorned set about improving what they could in the flotilla, then went about using their new base to raid the coast. With the secure location of Libertalia the Scorned were unassailable by any without a boat, and any raiders that came to dislodge them found the small town practically a fortress.
Over the years as the wealth and size of Libertalia grew, small raider clans and bands of wastelanders headed out to make what life they could there. In that time the Scorned have become accustomed to their role as rulers. Though they still launch raids against the coast, they have begun trade and relations with other settlements and factions within the wasteland.
Goodneighbor- MrSmileySmile
Location: East by North East of Diamond City, just about dead North East of the Combat Zone. Goodneighbor exists in what was once known as Scollay Square. If you're exploring the central Commonwealth and your geiger meter starts jumping you're probably near the Mass Fusion building, and you should probably head south east quick. You'll run into Goodneighbor and you won't die from radiation poisoning to boot. It's a win win. If that radiation turns you into a ghoulie you go right on ahead and just keep heading south east, you're welcome in Goodneighbor just the same. Goodneighbor is a hub second in the Commonwealth only to Diamond City. Whatever it is you're looking for you can probably find it here, but it is going to cost you. Warehouses full of goods and a front square with a living weapon that sells weapons. Just don't tell KL-E-O I said that. For your more run of the mill tastes there's Daisy's General Store right next door, for your more developed tastes you're going to have to do some digging of your own. Just be careful. Goodneighbor is a safe place to live for those who know not to stick their nose where it don't belong. Goodneighbor was founded by criminals exiled from Diamond City. Now I know what you're thinking, but consider this. They didn't go join some Raider gang. They didn't hook up with the Gunners. Our forefathers set up here in Goodneighbor, and when Diamond City decided they were too good for the ghoulies we took them in with open arms. We might be a little rough around the edges, **** it we pride ourselves on being a little bit rough around the edges, but you won't get thrown out for not looking quite right around here. Goodneighbor is a place for those that don't fit in anywhere else. So long as you keep your hands to yourself you should do just fine, but if someone's really pushing your buttons. It is what it is, ain't no one going to look at you funny for taking care of business. Government: Democratic Goodneighbor never exactly had a military. Most of us are refugees for one reason or another, so we stick together. Yeah, if you start trouble with someone in Goodnieghbor and have a decent reason you might just get 86'd on out the door, if that, ...but you start trouble for no good reason at all, or you just open fire, or you come in trying to take one of us by force. Well you'll be looking down an awful lot of barrels awfully quick, and word around town is KL-E-O will replace the ammo we spend gratis. Maybe you think you're tough though. Just bare in mind, whatever you may think of them, the Triggermen do a lot of their business here and if there's one thing those boys don't like it's people messing about with their business. History: Like I said, Goodneighbor was founded by a group of criminals exiled from Diamond City, that emerald eyesore, in the year 2240. Mayor McDonough can svck it, just for posterity in this here historical document. For a long time Goodneighbor was run by a mob boss, Vic. Vic was a **** and he wasn't no Mayor. Vic was a corrupt ruthless low life piece of **** who liked to get his jollies watching his boys kill defenseless drifters on the streets. Sick ****. One day he ****ed around and let one of his henchmen kill a friend of mine, for no good reason, right in front of me. I'm ashamed to say I did junk until I blacked out that day but the next morning I was reborn; it wasn't too long after that that Goodneighbor was reborn as well. We took that slimy bottom feeding no good...we killed that ****. I gathered the people of Goodneighbor behind me and we took the whole ****ing city back. Of the people, for the people, you're god damned right it is. Everyone's welcome. The 75th Dominion- Casey
Spoiler
Economy:
Culture:
Military:
Spoiler
Location: Vault 75, Malden Middle School, Med Tek Research,
Economy (exports and imports etc.): The 75th's Economy up until this point had been quite self sufficient, however, due to their presence being made clear on the surface, the 75th has begun initiating trade with those that come in contact with their newly claimed territories.
Culture: Their culture relies heavily on science due to the fact that they started as a science experiment, however, they also are heavily influenced by records of Pre-War america and attempt to follow their culture.
Government: The political branch of the factions is led by the High Overseer, he conducts the civilian side of the 75th and maintains and controls all actions conducted by civilians, he controls what experiments are undergone and permited or denies trade with certain traders. He is highly respected and idolized by the Military and many among the military would follow his orders despite him not being directly in charge of the military. He is also advised by a council of overseers from each branch of the 75th.
Military: The military is lead by Ulysses S. Grant the only child of John Grant who lead the rebellion years ago. The military consists of well trained soldiers armed with various plasma weaponry which had been semi-mass produced as a result of the years after the Vaults rebellion. Each soldier is outfitted with Vault guard gear. Their ranks are based upon their times serving and are under the control of the Vaults Arbiter. Their ranks consist of Arbiter, and then follow the pre-wars military ranking system. The military while quite independent from the vault, follow and highly respect the orders of the High Overseer.
History: When the bombs dropped, few survived, however out of those few that survived; many suffered an even worse fate through the actions of Vault-Tec. A social experiment conducted on residents of the United States in an effort to test the resolve of people in different atrocious and horrifying conditions. Out of these experiments, a Vault 75 stood as one of the worst examples of humanity; it was created with the purpose of enhancing the gene pool of its selected residences to create stronger and more intelligent subjects. It consisted of children whom were tested mentally and physically as part of the experiment. The children were raised learning about the horrors of "Uptopland," a nickname for the wasteland, and were told that they would be strong enough to venture out into the wastes and help the suffering people upon graduation. If they were intelligent and physically well built, they were either "harvested" for their good genes when they turned 18 or those with good intelligence and obedience were recruited to the vaults science team after graduation. The others were disposed of. The others who were deemed insufficient to the vault's standards were killed upon reaching the age of 18 prior to graduation. In the year 2247, this horrific act was finally challenged by the kids whom through the assistance of one of the graduates of these experiments were notified of what was actually going on. The children, only up to the age of 18 joined together in an effort to turn the tides and end this Vault experiment once and for all. Due to the years of gene optimization, almost every kid was extremely athletic and intelligent. They all exhibited the skills to overtake the vault and within a year of planning, they staged an attack. The children of the vault created high powered explosives through different supplies and materials they were given in order to test the intelligence of the children. With these explosions they planted them strategically in order to provide the perfect surprise attack upon the unknowing scientists performing these experiments. When the explosions were finally detonated, a 17 year old by the name Johnathon Grant lead the rebellion, they first targeted the guards of which there were only a limited number as they had cut down on guards due to the lack of necessity for them. Once they were overwhelmed, John Grant had the rest captured until a sufficient conclusion could be met. Which lead ultimately to their deaths being ordered by Grant. They were once the ones experimented upon, but they sealed their fate when they chose to continue the experiments put in place on themselves. Grant ordered them to be the first to leave the vault and when they deemed the outside safe, he had them all shot for their treacheries. They then reentered the vault and sealed it indefinitely until they deemed their presence needed to be made known. Within the next 38 years, the vault spent it’s time advancing medical technologies and weaponry, which with their superior intelligence proved quite easy. However, after 39 years had passed, John Grant decided it was time to make their move on the wasteland and open up to it. His son, Ulysses S. Grant led the expedition and took control of Vault 35’s surrounding area, and also took up point on establishing trade. Within the next year they are making themselves known as a powerful force while still remaining off the radar of many of the wastelanders.