"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 etc.).
2. Keep in mind the strengths and weaknesses of your faction and play according.
3. Be mindful of lore and keeping somewhat 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.
6. Some spoilers for Fallout 4 are to be expected. Although this RP will try and avoid the big "twists" of the main storyline. Beyond that, nothing is guaranteed.
Faction Sheet Template
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List of Factions/RP'ers
The Institute- Lt. Andronicus
The Brotherhood of Steel - TheLoneRanger
The Railroad-
The Minutemen-LogieDude
Goodneighbor-Vatrou?
Diamond City- Vatrou?
The Gunners- DG_Nacho?
Vault 81- The Enclave?
Children of Atom-
Covenant/The Compound-
Raider Groups:
The Forged-
Custom Factions:
- Tundrafrog
Independent Individuals/Non-faction associated RP'ers: