From my thread that got closed:
Note that these ideas are for a game that ALSO features Detroit and St. Louis, Chicago is just the focus.
I have been playing around with some faction ideas for a Chicago game but they keep getting buried in the suggestions thread.
The Syndicate-
After the Great War dozens of gangs took control of Chicago and in 2254 the Enclave Chicago outpost managed to unite them under the Treaty of Chicago, forming the Syndicate. They had decided there symbol would be a crow rising into the air. The Syndicate is one of the richest and most powerful groups in the MW, they are never attacked or challenged by any other faction. That is except the Radiation...
The Radiation-
When the Brotherhood (The name of exBoS members in Van Buren, I thought it would suit the MWBoS) began killing mutants (Barnaky Ending) a large number of ghouls band together to form the Radiation. There symbol is the symbol for radiation. They believe that the Great War was humanities next step in evolution and ghouls were meant to take over the planet. The Radiation also has managed to make born ghouls (also from Van Buren) and they use captured humans as slaves. They have one major base in a lab near Chicago called the Reservation (I know it’s copied from Van Buren), and another in the ruins of the Wright and Patterson Air Force Base.
The Mutant Liberation Army-
A group of mutants who banded together to fight the fascist Brotherhood. Over the years they have grown from a resistance to a powerful faction. They are based out of St. Louis where an actual government is being formed.
The Brotherhood-
The MWBoS after the Barnaky Ending, they would have had absolute control over the MW if the MLA and the Radiation hadn't been formed. They once had such large numbers that they could regularly patrol most of their territory but now almost all of their troops are pinned down in bunkers and settlements. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.
Talon Company-
With Talon Company gaining very negative reputation from their gruesome work in the Capital Wasteland (Known by Talon Company as the Capital Incident) they decided to spread west. Along the way they became rivals with the Red Hands, a large mercenary group from the MidWest similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.
(EDIT)- Adding in others ideas.
The Legionarres- (Mitheledh, WONDERWOMBAT, and I)
With the death of Legate Lanius and Caesar Lucius rose to power. After poorly ruling Caesar's Legion for three months a twenty-six year old man named Daniel Tanning (before his tribe was absorbed into CL) claimed his name was Augustus Caesar and he was the only son of Caesar (which is a lie). Many supported him (because he was so charismatic and has some similarities to Caesar in appearance) and he attempted to overthrow Lucius. The attack failed and Augustus fled east with his supporters. Most other members of CL went southeast and formed the Servants of Jupiter.
Sons of Odin- (Mercman)
A large raider group that originated in the Great Lake Area, but their sites are now set on Chicago.
RMS Tribe- (Gabriel177dan)
The RMS tribe is a modern-esque slaver/tribal band of women.
They enslave men and force them to work in their mines and on their fields to gather as much materials as possible which they sell to other settlements in exchange for weapons.
No one really knows about their slavery.
The most outsiders know is that men are not allowed into their lands, and the women which enter always join them.
The name comes from a robot they worship, named Robotic Memories Storage, but it's acronym is what they took their name as.
The robot has the memories of a very influential writer in pre-war politics, though he did have great plans for how to exploit resources to their full potential he was a... Erm... Well... Man [censored]... A true sixist which considers women nothing more but [censored] toys.
But he isn't stupid; he knows that his charm and wits can win over any woman just like in the old world.
He uses these women for his own pleasure and for his grander goal: To tap out any and all resources.
They will be a fairly large faction (size-wise) and have a great deal of land.
They will use mid-high tier weapons, come in good numbers and have great tactics.
They mostly use their own customized leather armors. (Several variations)
If you're male, you will be enslaved and get a quest to get out.
If you're female, you can join up with them.
They are not the opposite of Caesar's Legion, those are the Daughters Of Hecate.
Vault 98
Due to Chicago's high crime rate. this vault was made up of strict cops, reformed criminals, "good" cops and violent criminals. after some time the violent criminals started a war with the strict cops and after the battle reformed crooks and good cops made a deal to never take sides no matter how good they are. they are also a successful trading town, think of polis from metro 2033.
Bound by Strength
No one knows how they were formed. But they do know they are deadly, their code 'survival of the fittest' means a lot to them they usually attack factions, towns, merchants anybody but if they win the battle instead of the BBS they leave them alone and even try to befriend them. How do they do all this you ask? They found one of the few working factories and made a power armor type armor just without the tech(Agi -2) and use only unarmed type weapons.
The Hooded Foxes
Formed by Canadians and Americans they fought as a terrorist group or freedom fighters depending on who you ask before the great war. they survived by their hideout before the great war payed for by a wealthy Canadian before the annexation. Now they fight any would-be dictator,raider or slaver to make sure people have the choice to be independent.They are a stealthy group mostly with light armor some with medium armor. p.s. they look like badasses think of desert rangers.
The Red Hand- (Niceman Candy and I)
An elite outfit of organized and well-equipped mercenaries who follow the strict orders of an omnipresent leader. Even as far as mercenaries go, they are the most vicious and merciless mercenary group known to exist in the Midwest.
The Red Hand and Talon Company are rivals, with Talon Company controlling almost every contract east of Chicago and the Red Hand controlling everything west. But both factions strike fear into both their targets and employers.
Vault 71 had been composed of 500 happily married couples between the ages of 28-32. Each Vault Dweller was required to take the Standard Vault Citizen Test (SVCT) every year after they reached the age of eighteen (and they were also required to take it before entering the Vault) and they had to receive the Standard Vault Citizen Disease Vaccine, which prevented that person from catching most diseases. At least that was all the Vault Dwellers were told, for 10% of the first generation of them that was completely true but the other 90%s was tampered with so it sterilized them. On the SVCT one question asked whether or not they planned to have two children, only people who answered yes to that and the question of whether or not they were happily married were allowed within the Vault. So everybody who could have a child had two, their annual vaccine was given the chemical that sterilizes them after their second child was born.
So the second generation was only made up of 100 people, the Overseers (Ten people who worked for Vault-Tec's brains were put into robots who ruled the Vault) said this was a state of emergency and claimed to come up with (it was actually all planned, the following was in their instructions) Spouse Week, when the youngest person of that generation turned 18 they all had one week to find a spouse, those who didn't would've been kicked out of the Vault in a time where they were still told it was too dangerous (everybody foudn a spouse), then they were all required to have three children before they turned 32. Nobody could have more or less than four children; everybody was sterilized after the birth of their fourth child.
So the third generation was made up of 200 people, given the same rules. Everybody was in their early forties or late thirties when the Vault was open (it was required to stay shut for 100 years) and they had children that were about ten years old. Their Vault was directly below the townhall of a town near Chicago called Wheaton, after those one-hundred years the front signs W and N faded so (starting as a joke among caravans) they came to be known as HEATO (also because the sign had the name in all capital letters).
They had been given a G.E.C.K. which they used on the large farm next to their town, farming wheat and corn and selling those to caravans for weapons and other needs. For one-hundred and fifteen years it was like that until the Radiation (a large group of ghouls who felt that they have inherited the planet and any humans they find should be punished for their ancestors destroying the planet (dropping the bombs) through slavery) enslaved the entire town.
I was thinking that F4 should have you being a former resident of that town, starting with you being kidnapped by the Radiation and then your escape to a MWBoS controlled town that is soon attacked by the MLA. Then you can chose what you want to do, try and free the citizens of HEATO (which would be a very long quest), help the MWBoS fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the MWBoS) help the MLA (which also ends up giving you the chance to attack the Radiation), or you can help ghoul activist groups throughout the wasteland and can become an Honorary Ghoul and be allied with the Radiation (that you can chose to exploit and free the people of your town, or not).
By the way, I think the character should be called the Escaped Slave
OK, here's some background information on the locations I put (link to the map is in my sig.)
The Crater-
Use to be the city Madison, it was directly hit by four nuclear bombs. After the Great War all that was left of it was eight blocks to the west, two blocks to the east, three blocks to the north, and four blocks to the south. Everything else is just rubble (but after the war it was brimming with good loot, now only the well hidden stuff is left).
The Ruined City-
Used to be the city of Cincinnati, three nuclear bombs were set to fall on it but one's timer was off and it detonated in the center of the city 150 stories up. The bomber was killed in the explosion, the second and the third bomber's planes crashed in the middle of the countryside. The second's detonated with him in it but the third bomb was a dud and the occupant survived. He became a ghoul, living in small camps, moving every three days and scavenging (finding a dictionary and teaching himself English). When the heavily populated Vault 69 opened (as part of the pun of what it was made for anyway) The Bomber became a legend. He is still around in 2294 (when I hope the game takes place) and you can meet him. He has a special Chinese Pistol that has been modified to cause more damage than the average hunting rifle, but it only holds six shots. There are four ways to get it, convince the Radiation to allow the Bomber to live out his days among them, convince the people of the Ruined City to allow him to live there, kill him, or steal it from him.
As said in the first sentence (I got a little off track) the bomb exploded 150 stories up, destroying everything at that height and above. The people who lived there had decided to call it the Ruined City because of how creepy almost all of the buildings in the downtown area where the same height or shorter. It is the third most populated settlement (behind Chicago and Detroit).
Ancient Border-
Before the Great War 60% of all science labs in the MW moved to a new bunker placed right on the border between West Virginia, Ohio, and Kentucky, it was called the Three Borders Facility (now referred to as Ancient Border). Most of them were very devoted to their work and had agreed to having their brains put into robots so they could continue researching long after they were supposed to die. In the year 2294 they are still working, develpoing newer technologies. Soon after the Great War they had realized the dangers of the waste and most of them had spent 20 years researching newer and better weapons (such as turrets) to improve the facilities protection. If you manage to get inside you will find a ton of powerful technology, but that is nearly impossible.
Vendetta-
The MWBoS had been defeating the MLA, pushing close to their capital (St. Louis) and had made a large camp where thousands of mutants were executed. Within three years the MLA pushed them back and had decided to make the camp a base they called Vendetta, to symbolize their need to avenge those who were murdered there.
Brahmin City-
The main base of caravans trading among one another, named for all of the pack brahmin parked around it. You are more likely to find a good deal here than anywhere else in the wasteland.
Edgeland-
The northern edge of known life. The MWBoS has scouted far north of there and has not found a single settlement or even a living creature. Everything north of there is called the Deadland.
Chicago-
A city completely controlled by the Syndicate, a large number of tribe gangs that are (unknowingly) united under the former members of the Enclave Outpost.
St. Louis-
The capital for the MLA, well protected and where many mutants are trying to form a government.
Champion-
A wealthy town that is well known for its fighting arenas. There are four, the Scrayper (named after Thomas Scrayper, the founder of the first fighting arena in Champion, the only one to offer every form of fighting (melee, unarmed, small guns, and all weapons), the Bloody Blade (a melee fighting arena), the Iron Fist (the unarmed fighting arena), and Weapon's Free (offers a free for all fighting arena, meaning you can use any kind of weapon). The only things in Champion are clinics, weapon dealers, drug dealers (although drugs are illegal in Champion) and, of course, the arenas.
Gale-
A large town that used to be a tribal village, it's enemy was the tribe to the north, now the town of Clinto. They were at war for decades; until the MWBoS showed up and forcibly turned Gale and Clinto into normal towns so their caravans from Napers could have a route to Lance and Vendetta (Vendetta was under the MWBoS control for another seven years after that). They still despise one another, even in 2294 (the year I think the game should take lace).
Clinto-
Founded by a man who changed his name to Clinto after founding the town. He said the people of Gale were brutal, cannibalistic savages (he once lived in Gale but was outcasted for stealing) and he gathered much support over his campaign in eliminating Gale (he holds a pretty big grudge). Generations after he died they still hated Gale, and when it was made into a normal town by the MWBoS they still despised Gale, their parents telling tales of Gale tribals kidnapping children for cultic ceremonies.
Westown-
Brahmin City is the headquarters for all caravan companies but Westown is where many of the smaller ones have warehouses full of their stock (Brahmin City is very expensive, triple what you have to pay in Westown). Westown also is as the "Route to the North" because it is the most direct route to all northern settlements.
Spring-
Once three raider gang lived in that area, the MWBoS captured all of those raiders and forced them to become a town so their caravan route to Lance and Vendetta would be complete. Things have fallen apart without the MWBoS had stopped guarding the town it has fallen into slums ruled by five gangs, the largest gang before the MWBoS had broken down into three smaller gangs. It's one of the mot unsafe settlements in the MW.
The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.
The Furs-
Crazed tribals who kill descendants of grizzly bears (grizzly bears are called Beasts, Yao Gui are black bears) and wear their fur, which is how they got their name. They are cannibalistic, eating the bodies of the dead so that their souls can escape to heaven; they only eat people that don't die of natural causes when they are a fallen comrade or a fallen enemy. When any of a father's sons or man's brother reach the age of fifteen they must duel to decide who is the head of the family (whether it’s to the death or not is their decision). If you tell them that you are a refugee from the HEATO tribe they will allow you to become a member of their tribe, which will automatically give you the Cannibal trait (which I think should be a trait picked at the beginning of the game instead of a perk given later) if you don't have it already.
The Twisted-
http://fallout.wikia...ki/Twisted_Hair Out of those who were crucified by Caesar only nine managed to escape alive, heading east. They grounded themselves southwest of the Ruined City, annexing a small tribe that lived there. They changed their name to the Twisted instead of the Twisted Hair due to what they did to any CL scout to come into their territory (eleven have, one is still being tortured when you show up). You can tell CL about them (due to none of their scouts returning to tell of the Twisted) and receive a large reward and the chance to join in the fight against them. They will be eliminated by CL whether you join in the fight or not their village is turned into another outpost.
The Norse-
A large raider group who worship Norse Gods and go around slaughtering and taking from those who do not worship the Norse Gods. All raiding parties that run into you are hostile but if you approach their village they will allow you to join them, causing the raiding parties to become neutral. They are very unliked by all other tribals and basically everybody else. If you help Caesar's Legion expand and take over every settlement between their Eastern HQ and the area where the Isolated Tribals live the Norse will allow themselves to be annexed, abandoning their religion in a second.
The Iron Lines-
http://fallout.wikia...wiki/Iron_Lines Basically what the wiki says but they live in the area south east of Chicago instead, they are not very open to outsiders but if you approach their village and tell them you are a refugee from the HEATO tribe they will take you in as if you were on of their own.
The Rusty Hooks-
http://fallout.wikia...iki/Rusty_Hooks They are one of the largest raider gangs in the MW, numbering well into the 200s and having many villages. They are up to the standards of most tribes, although they are well ahead where weaponry is concerned. They possess a large amount of assault rifles, submachine guns, and munitions from a large shipment that crashed the day the bombs fell on the highway near where their raider gang would eventually call their home.
Far Go Traders-
http://fallout.wikia.../Far_Go_Traders Once a trading company in California, when the Crimson Caravan drove them to near bankruptcy they signed a contract with the Legion and worked for them for many years. However once the Legion reached the MW the Far Go Traders branched off, still trading a lot within the Legion but also in the war torn, rich MW. In Brahmin City about 60% of all of those caravans are employed by the Far Go Traders.
In a quest you can secure all trade under the Far Go Traders.
Scorpion’s Bite-
http://fallout.wikia...orpion%27s_Bite A deadly gang of chemists who use their knowledge to make the most powerful and addicting drugs in the MW but also to create the deadliest poisons possible, which they use in dart guns.
Their drugs such as Tranquil, Acro, and Burn (will go into further detail at a later date) are popularly used across the MW. They do not allow any outsiders near their base(that will cause them to go hostile) but are friendly to those they meet in the wasteland or in other settlements.
I had an idea a while ago of the Enclave Remnants in Chicago (who rule the Syndicate) have been testing FEV and are starting to make other monstrous soldiers like Frank Horrigan (which they named them after) but field testing went wrong 80% of the time due to the Enclave trying to make Horrigans so you might come across monstrous supermutants in PA labeled Horrigan MK1, Horrigan MK2, and Horrigan MK3. However towards the end of the game (no matter who you decide to help) The Enclave will have mastered creating them and will have an army of fifty Horrigan MK4s.
I think this, this, and this weapon should be in Fallout 4.
And I think this (as a water based creature), this (I think Savage Beatings would really like this), this, and this (AWESOME!!!) creatures to be in Fallout 4.
And I think that in the Old World Border Facility (bottom right corner of the map in my sig.) should have this, this (should be a robot that patrols around the facility and alert others if they are attacked), this (they're really awesome and can be the remaining scientists current form), this (could be patroling the Old World Border Facility's many vents, unable to alert others though), this (but even more advanced), and this (they seem pretty cool).
Creatures in Fallout 4:
Brahmin
-Baby Brahmin
-Pack Brahmin
-Giant Brahmin
-Giant Pack Brahmin
-Mad Brahmin
-Bull Brahmin
Bighorn
-Baby Bighorn
-Giant Bighorn
Radroach
-Giant Radroach
Radiscorpion
-Giant Radiscorpion
-Baby Radiscorpion
Ghoul
-Feral Ghoul
-Glowing One
-Feral Ghoul Roamer
-Swamp Ghoul
-Desert Ghoul
Supermutant
-Supermutant Brute
-Supermutant Master
-Nightkin
-Nightkin Master
Centaur
-Giant Centaur
Deathclaw
-Giant Deathclaw
-Baby Deathclaw
Gecko
-Baby Gecko
-Giant Gecko
-Sand Gecko
Lakelurk
-Giant Lakelurk
-Baby Lakelurk
-Lakelurk King
Crow
-Giant Crow
Raven
Beast
-Giant Beast
-Baby Beast
Dog
-Vicious Dog
Bull Elk
-Giant Bull Elk
-Baby Bull Elk
Mount Lion
-Giant Mount Lion
-Baby Mount Lion
Giant Ant
-Giant Work Ant
Bloatfly
-Giant Bloatfly
Here's my robot list:
Cyberdog
-Giant Cyberdog
-Feral Cyberdog
Floating Eye
Mr. Gutsy
Mr. Handy
Protectron
-Modified Protectron
Security Bot (Like the Security Robots from Tactics)
Agricola Bot
Scurry Bot
Researcher Mk1
I have decided to come up with 'Wasteland Legends' for a MW Fallout game. Wasteland Legends should also be an in game book which your character can buy and read. It should also list there canon for what each character from each Fallout game did (Vault Dweller, Chosen One, Lone Wanderer, Courier, and the Warrior) along with a bunch of new characters.
Here's the first couple, and I will add more soon:
Vince the Butcher-
A legend that the MLA, the Radiation, raiders, and even the MWBoS fear. A man who walks around wearing a wastehound hood and grimy pre war business wear wielding nothing but a Unique
Cleaver (called the Butcher's Cleaver). He cuts all of the limbs off of his victims as he travels the wasteland with a former member of the MWBoS who deserted after killing seven other soldiers for unknown reasons. (his friend is also a wasteland legend)
There is a four thousand cap bounty for him dead. However your character has the option to persuade him that the two of you need eachother to be able to cause some real havoc in the wasteland (in a random encounter with a karma check, he will then become your companion).
The Deserter-
Vince the Butcher's one and only ally, he was the champion of a small tribe until the MWBoS recruited him. In the short time he was there he climbed the ranks until one day he killed seven of his commanding officers and fled into the wasteland with nothing but an assault rifle, a power armor helmet, a duster, and reinforced leather armor. Since then he has seen with a modified version of the helmet, with the leather armor under that duster.
There is a three thousand cap bounty on him dead and a four thousand cap bounty for him alive. If the player cannot recruit Vince the Butcher unless the Deserter enters his party aswell.
Ken the Peacemaker-
Ken's family was killed in front of him when he was seventeen for being unfit to work in Caesar's Legion. He was enslaved but one day he fled slavery and found himself in the town called Champion. After spending three years there he went back into Caesar's Legion territory and help to liberate a few small settlements, causing a full scale revolution in some areas. But after six months of doing that he was attacked by assassin's who permenantly crippled his left leg. He then returned to Champion to live out his days.
Caesar's Legion will offer you a large bounty for him dead which the Red Hands will also accept, coming after him every once and a while. If you worn him about it and/or heal his leg (due to him being pretty poor and unable to afford a doctor's treatment) he will become a companion. He will leave if you help Caesar's Legion.
DLCs:
-Warlords: The Escaped Slave (the protagonist) goes to Denver where the NCR is at war with CL (and CL is at war with two factions that broke off from them). You decide their fate, help the NCR, CL, the Legionarres (one of the new factions that abandon CL), or the Servants of Jupiter (another faction that abandon CL, they're allied with the Legionarres). If you help CL or get SoJ and/or the Legionarres back under their control they defeat the NCR and take back Denver, opening up to a few new ideas. If you help the NCR alone then CL is defeated in the Rockies but the NCR continues to attack, fighting the Legionarres and SoJ that lasts until the Legionarres and SoJ's defeat years later. If you help the Legionarres and/or SoJ alone then they take the Rockies and are greeted by hostility by the NCR which starts a war that lasts for years, it ends when the SoJ and the Legionarres sign a peace treaty with the NCR at Flagstaff. If you get the NCR, SoJ, and the Legionarres to become allies CL will be defeated and the Rockies will forever be the border of the NCR's land.
-The Deadlands: The Escaped Slave recieves a distress signal from the deadlands (a place where the ground is made of ash and the skies are always dark gray, and no living thing has ever been found). When you travel their you find out the Ancient Border Facility scientist, Pr. L, who Pr. A thought he had killed had wandered the wasteland until he had discovered the deadlands. It was there that he had found Vault 61 (a vault filled with fifty young couples and two of each animal) which had opened on schedule to find an empty, desolate wasteland. Pr. L had made himself out to be a god to them and continued researching, using the animals and vault residents as test subjects. He made many scout around the general area and eventually found a pre-war weather control testing facility (it had the same goal as the Big MT, the Big MT had finished first, they perfected the technology but accidently set it off shortly after the bombs fell, making the deadlands into what they are and killing the scientists) and Pr. L moved into there and called upon test subjects whenever he needed them. That was until an eleven year old had been walking around and wandered into the facility. He had seen what Pr. L had been doing to some of the vault dwellers (he was trying to make an army of mutated creatures to kill Pr. A and take back the Ancient Border Facility) and he went back to the vault and told everybody. They then sealed the door and sent out a distress signal. For years Pr. L blocked it until his test subjects escaped into the deadlands. The monsterous creatures breed and cannibalised to survive, making exit from Vault 61 too dangerous. You wander into ground zero of the deadlands and fight many of these abominations to reach the vault. Once there they beg you to help them and then Pr. L calls you to his facility. He asks for you help in taking back his test subjects. If you help the vault dwellers than only a few manage to escape when a few tamed abominations capture you and a few others and bring you to Pr. L's facility. Once there you see him preform experiments on the vault dwellers and he forces you to past many puzzles and other types of tests. During that time he is finishing up a machine that can projects the chemical solution that he made the abominations out of onto and old weather ballon and to the MW. You must escape and make your way to his office, if you decide to side with him then the MW will be mutated into hideous abominations and Pr. L will have the joy of seeing Pr. A dead. If you side against him and destroy the weather balloon the MW is saved. If you side against Pr. L and leave the weather balloon then the MW will fall to the abominations and no joy will be gained from it by anyone.
All I can think of right now (its midnight and I got to get up early).