Fallout 4: Speculations, Suggestions, and Idea #44

Post » Sat Dec 10, 2011 8:43 pm

Fallout 4: Speculation, Suggestions and Ideas

Thread #42

This topic is for ideas and suggestions for Fallout 4 so that we can keep all the discussion in one thread. Other very general idea/suggestion topics for a future Fallout game will either be closed, or moved to this one.

This thread should be used to discuss items you'd like to see in a future game, gameplay tweaks, quest ideas, things you hope are not in the next game and so on. If you want to discuss major issues, use a separate topic - such as the discussion about adding multi-player or co-op play, which already has a thread. Please search first to see if there is an active/recent thread on a particular topic.

Previous thread: http://www.gamesas.com/index.php?/topic/1278543-fallout-4-speculation-suggestions-and-ideas-43/
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Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Sat Dec 10, 2011 8:17 pm

I do not think us members can make one of these threads...

I have updated this post a lot since last time:
Spoiler

Note that these are ideas for a game takes place in the Midwest, featuring Detroit, Cincinnati, Madison (Wisconsin) and St. Louis, Chicago is just the focus.

These ideas are also for a sequel of WONDERWOMBAT’s game concept for F4, which takes place in Philadelphia in the year 2297, this game takes place seven years after that.

Full Map of Game:
Spoiler

http://s1195.photobucket.com/albums/aa389/Sebor13/?action=view¤t=MW.jpg

Major Factions:
Spoiler

The Syndicate-
Spoiler

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 has a perfect set up, they are within Brotherhood territory so they are safe from the Radiation and the MLA, the Brotherhood capital is in the heart of their territory, forcing the Brotherhood to cooperate with them, and they have a good relationship with the Communist Republic of Detroit, giving them many cars and small arms.


The Radiation-
Spoiler

After the Brotherhood lost most of its territory during the Brotherhood-Mutant War a group of peaceful, religious ghouls formed the Children of the Wastes. They believed that ghouls were the next step in evolution and should be worshipped like gods, not looked down upon like lesser beings. They had multiple bases, including the Reservation, Stronghold, Wigh an Paterso, Waste, Rad Nation, and Radiation. Brotherhood saw Radiation as a perfect military base to get their influence to the town Dirty Water so they told the Children of the Wastes to abandon it. The Children of the Waste refused, they did not want to abandon their home and the Brotherhood attacked. They wiped out the base and declared that they would ‘cleanse’ the MW from all ghouls. Outraged by this and saddened by the loss of Radiation the Children of the Wastes beliefs changed, they no longer wished to spread the word of ghoul rights peacefully, they now realized they fell upon deaf ears. They wished to be gods to men and they realized the only way to do that is through violence. They began military campaigns, slaughtering and enslaving humans, the adopted a new name for themselves, the Radiation in honor of the base that had been destroyed by the Brotherhood. There were many scientists within the Radiation, they experimented on humans to try and find a way to get ghouls to reproduce. They now terrorize the wastes as a brutal fighting force. Their symbol is the radiation symbol.


The Mutant Liberation Army-
Spoiler

A number of mutants at a labor camp broke free, stealing weapons, and going out into the wasteland when the Brotherhood was at its prime. They began going around releasing other mutants and humans who were mutant rights activists. They eventually formed the Mutant Liberation Army, attacking the Brotherhood and saving mutants. Eventually St. Louis fell under their control, the city that once was home for most of the supermutants, and now functions as their capital. In the past decade many of the leaders of the MLA have been trying to find a permanent government (they have had four monarchies, two dictatorships, and lastly a republic which has been under Martial Law for the past twenty years). After that the war against the Brotherhood has been switching between in the MLA’s favor and the Brotherhood’s.


The Brotherhood-
Spoiler

The MWBoS after the Barnaky Ending, they once controlled all of the territory from the Rocky Mountains to Lake Erie but after an MLA attack on the sensor array station that controlled their robots was destroyed, the fighting robots entered a self-destruct sequence and the non-combat robots continued on their last orders. They retreated back to the Chicago area, temporarily shutting down Barnaky and bringing him from Vault 0 to Chicago. After that and many more years at war the Brotherhood is very weak, they’re barely able to control the small area around Chicago that makes up their land now. Their symbol is a steel ring with two BoS symbol swords through it in an X formation.


Minor Factions:
Talon Company-
Spoiler

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 MW similar to Talon Company. Although they still fight from time to time they have decided to make Chicago mark the borders of their turf.


The Communistic Republic of Detroit-
Spoiler

After the Great War most of Detroit was reduced to a large crater. A man named Howard Day lead his slavers into a part of the city that was not badly hit (the western part) and set up a large monarch slaver faction. Forty years later the kind hearted heir of the slaver community decided to abolish the slavery and named his free settlement the Kingdom of Detroit. He lived as a monarch for twelve years until he found an elementary school textbook that explained communism. Liking the idea that all were equal and, checking to make sure he did not turn it into a dictatorship like Pre-War communist countries, he made his settlement communistic and renamed it the Communistic Republic of Detroit. Even in 2304 the Communistic Republic of Detroit’s government is working fine, they have even expanded their borders and formed a second settlement called Troy. They once tried to annex Odin but failed.


The Legionaries- (Mitheledh, WONDERWOMBAT, and I)
Spoiler

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. He changed his followers’ way of life greatly. Women became equal to men in almost any area (except men are the only ones who can be warriors), warriors now carry shields, they wear metal plated body armor, they worship Minerva (Athena) instead of Mars (Ares), they have well established cities with art (mostly paintings and music) and literature (history books and fictional novels) being made, and only middle and low class men through the ages of 20-25 were obligated to serve in the military. However people could volunteer as early as 15 and stay until they were 65, and if the upper class wanted to they could volunteer.

Caesar’s Legion back east is at war with a coalition of House’s New Vegas, the New California Republic, and the Empire of the Khans (House and the Courier are keeping them from solving attacking each other, telling them they must stop Caesar’s Legion before their own issues).


The Red Hands- (Niceman Candy and I)
Spoiler

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 Hands 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.



Merchant Companies:
Spoiler

Far Go Traders-
Spoiler

http://fallout.wikia.../Far_Go_Traders Once a trading company in California, when the Crimson Caravan Company drove them to near bankruptcy they signed a contract with the Caesar’s Legion and worked for them for many years. Three years after the events of Fallout: New Vegas they had absolute control over trade in Caesar’s Legion territory. However once the Legionaries and the Sons of Jupiter split away from Caesar’s Legion the Far Go Traders joined them and then branched off, still having absolute control of trade within their territory but also in the war torn, rich MW as well. In Brahmin City about 40% of all of those caravans are employed by the Far Go Traders.

In a long quest line you can secure all trade under the Far Go Traders or under their competitors, the Manerot Trading Company.


The Manerot Trading Company-
Spoiler

Founded in 2203 when the Brotherhood decided they wanted one unified trading company and so forced all caravans in the MW to form a single caravan company. Fifty-two year old Joseph Manerot who had the most reliable caravan since 2181 was chosen to be the leader of this company. He hired workers to make roads out of cement in between every settlement to make travel easier and he came up with the concept of Rest Stops where caravan drivers could rest in luxury for up to three days before going back on the road, and Manerot decided that different types of caravan merchants (gun merchants, water merchants, medical merchants, etc.) were required to travel together with the same amount of guards that they usually had (two to four), this helped make the caravans stronger against raider attacks. By 2209 he had created one of the best caravans in history.

In 2304 things are different. After his death in 2213 the Manerot Trading Company went on decline, some of their Rest Stops were being used as raider bases, they would wait until tired caravan drivers were inside the walls to attack them while others that were rarely being used fell apart, only ones that are near settlements and are frequently being used are still in good working condition. The Manerot Trading Company now only ones about 50% of all trade in the MW (the other 10% is freelance) and are huge rivals with the Far Go Traders. In a long quest line you can help them rise back to greatness and putting the Far Go Traders permanently out of business.



Vaults:
Spoiler

Vault 71-
Spoiler

A vault that 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 town hall 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.


Vault 67-
Spoiler

A vault that had been filled with gangsters and mobsters. People were to teach their children all about the gangs and mobs of the past. When the vault opened they only had small guns, such as 9mm pistols, revolvers, and sub machine guns. All of the former residents of this vault formed tribe gangs that fought one another for over a century before the Treaty of Chicago was made and the Syndicate was formed.


Vault 42-
Spoiler

This vault had only been given low wattage light bulbs. The vault residents emerged as pale skinned light sensitive people. They live along the edge of Crater in old buildings with thick clothes strung in between them and in their original vault. Many farmers and security guards have found work in their settlement, guarding and farming for the town, causing two parts to grow, the vault dwellers and the workers.


Vault 29-
Spoiler

Vault 29 was a normal vault until the second generation in the vault was around eight years old. Then the brain that ran the vault killed the advlts by holding a mandatory Vault Community meeting where she pulled all of the oxygen from the room and suffocated them. She then revealed herself to the children as a goddess. She had been a pre-war scientist named Diana; she had founded a village called the Garden of Eden that was in a large, domed greenhouse she had constructed on the surface outside of the vault by her worshippers. There the vault dwellers lived in peace, worshipping the former scientist as a goddess, farming the food grown in the Dome, and enjoying their simple life style. She tells them there is nothing but never ending wasteland outside of their settlement, although scouting robots tell her otherwise. When the Tribal arrives the older children of the Garden of Eden are outside playing. When they see you they welcome you into their home. You can go around talking to people for a few minutes before one of Diana’s servants sees you, does not recognize your face and demands you follow it to Diana herself for interrogation. Once you reach her she tells you that you must tell the people of the Garden of Eden there is no world for them outside of the Garden. If you do not obey then you start a quest where you tell the people in secrecy who slowly come to realize their goddess is no goddess and that they want more to their life than this. If you persuade them to leave you must help them gather supplies for weapons (just spears) and armor (pieces of metal strapped to their chests) then you must fight your way to Diana where you can choose to either disconnect her power over the major systems of the Garden of Eden, causing her to stay alive and the Garden to still operate. This ending will cause the Garden of Eden to become a large, prosperous town that benefits from Diana as a scientist instead of a goddess. If you turn on the people then they are forced into slavery for their crimes against Diana, causing them to become and isolated slave colony that eventually begins trading its food with the outside world. If you decide to kill Diana then the entire Garden of Eden shuts down, causing it to become abandon the Garden of Eden and the people leaving to New Persia, Havanna, Spring, Lance, and Gale. With the last ending the Garden of Eden becomes a nothing but another myth out in the wasteland.


Vault 69-
Spoiler

Vault 69 had 999 women and one man. The Vault opened thirty years after the war with a population of 3274 (yes the one man was the father of 2273 people). When the vault opened most of its residents moved into the Ruined City (Cincinnati) with the rest going north, some settled in Dayton and Sidney, most joined tribes and forty two went as far north as Toledo. None of them could pronounce it right so the residents told them it was similar toe-to-toe which they decided was a better name so, against the original settlers will, they changed the signs of the town and managed to get all of the caravan drivers to call it Toe-to-Toe as well.



Story:
Spoiler

I was thinking that Fallout: Chicago should have you being a former resident of the town HEATO, starting with you being kidnapped by the Radiation and then your escape to a Brotherhood 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 Brotherhood fight the MLA and the Radiation (which gives you the chance to attack the Radiation base with the help of the Brotherhood) 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 Tribal.


Settlement:
Spoiler

Note, every settlement has a militia or are under the protection of a faction.
Boscbel- Brotherhood
Spoiler

The town Boscobel Pre-War, Boscbel is a Brotherhood outpost and the only safe path to the Dead Forest where educated missionaries and their hired guards go to try and modernized tribals with little success.


Crane-Ford- Brotherhood and MLA
Spoiler

The Ford- Brotherhood
Spoiler

The Ford is the eastern half of the settlement Crane-Ford. The Ford is ruled by the Brotherhood with many anti-mutant gangs living there. They have wars among themselves but are mainly united against the mutants.

Crane-MLA
Spoiler

Crane is the western half of the settlement Crane-Ford. Crane is ruled by the MLA and has no gangs to rival the Ford’s gangs. It is full of poor mutants who have been living there since the MLA first took it during the War of the Third King. The MLA has a very weak presence there, fights between civilians is frequent, only 30% if all fighting is between actual soldiers.



The Crater- Independent
Spoiler

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).


Detroit- The CRD
Spoiler

The capital of the Communist Republic of Detroit. Detroit’s main export is vehicles, from motorcycles to cars to tanks. They are very accepting of outsiders and are willing to grant citizenship to all that they know have not caused them problems in the past.


Troy- The CRD
Spoiler

The second settlement of the Communist Republic of Detroit, they are the trading capital of the CRD. The only road to Detroit is through Troy.


The Ruined City- Independent
Spoiler

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 2304 (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).


Vendetta- MLA
Spoiler

The Brotherhood 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 Far Go Traders and the Manerot Trading Company
Spoiler

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- Brotherhood
Spoiler

The northern edge of known life. The Brotherhood 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- Syndicate, Enclave, and Brotherhood
Spoiler

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- MLA
Spoiler

The capital for the MLA, well protected and where many mutants are trying to form a government.


Champion- Independent
Spoiler

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- Independent
Spoiler

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 Brotherhood 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 Brotherhood control for another seven years after that). They still despise one another, even in 2304 (the year I think the game should take place).


Clinto- Independent
Spoiler

Founded by a man who called the town Clinto after reading the sign out front of the ruins. He convinced wandering tribals to live there and he spread propoganda about the evils of the people of Gale who he said 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 Brotherhood they still despised Gale, their parents telling tales of Gale tribals kidnapping children for cultic ceremonies.


Westown- Independent
Spoiler

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- Independent
Spoiler

Once three raider gang lived in that area, the Brotherhood captured or killed the 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 Brotherhood had stopped guarding the town it has fallen into slums ruled by five gangs, the largest gang before the Brotherhood had broken down into three smaller gangs. It's one of the most unsafe settlements in the MW.


Jacks-Independent
Spoiler

A farming settlement that went quiet two weeks before the game started. When you head into town you find that a group of crazy nightkin lead by the Shadow (a figment of their imagination) has told them to take over the town. If you persuade them that the Shadow does not exist or you kill them then the people of Jacks thank-you for saving them and they will dedicate their military force to whoever you side with.

Odin- (Mercman and I) Independent
Spoiler

A small but deceptive raider gang that took to take over the remains of Odin (London, Canada) when the Communistic Republic of Detroit tried to take over. They are now a settlement but, although rude to untrustworthy outsiders, are very civilized.


The New Kingdom- Independent
Spoiler

After the Great War a tribe that was run by a monarchy settled in the MW. When the Brotherhood was the strongest faction on the planet they had annexed that tribe, bringing them to their standards of living. When the Brotherhood began falling apart the ex-tribe became free again and formed the New Kingdom, once again ruled by a monarchy but with some changes. Now civilians can vote a family out of power if 75% or more disapprove of their style of ruling and now the town militia is volunteer (it used to be a draft militia, before the Brotherhood that is).


Taberna- The Legionaries
Spoiler

A Legionnaire settlement where Augustus Caesar lives. It is very large and well-defended, with its occupants trying to change their ways from a difficult CL life fighting to a new, more peaceful life.


Robur- The Legionaries
Spoiler

A Legionnaire settlement, although mainly a base. Very few civilians live here but many soldiers do.



Tribes:
Spoiler

The Iron Lines-
Spoiler

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-
Spoiler

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 Norse-
Spoiler

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 Rusty Hooks-
Spoiler

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.


Scorpion’s Bite-
Spoiler

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. They are supplied by the Chalmers and mainly deal to the Seizures.

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.


RMS Tribe- (Gabriel177dan)
Spoiler

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 its 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.


The Hooded Foxes-
Spoiler

Before the bombs fell a squad of US soldiers deserted the US Armed Forces, turned on their superiors, and freed Canadian Freedom Fighters who were being locked up in their base. After taking as much supplies, as many weapons, and as much ammo as they could they headed south. They were passing through St. Paul, Wisconsin that was once close to the US Canadian border when the bombs dropped. After the Great War they turned themselves into a settlement but decided to migrate further south when a north wind began spreading high levels of radiation towards their settlement. They ended up traveling all of the way to what used to be Waterloo, Michigan before deciding to settle down. After decades of simply taking down nearby raider gangs and robbing travelers the Brotherhood tried to force the nearby tribes, including them, to modernize so they robbed their weapon shipments, sabotaged their vehicles, and attacked their soldiers using guerrilla tactics. They wear animal furs as cloaks and hoods with scraps of Brotherhood soldiers’ armor. They wield everything from spears and beaten up assault rifles to Brotherhood standard weapons.



Tribe-Gangs: (Syndicate)
Spoiler

Tribe-gangs are tribes that are based in Chicago who are part of the Syndicate.

Here is a map: http://s1195.photobucket.com/albums/aa389/Sebor13/?action=view¤t=Chicago-1.gif
The Blood-
Spoiler

The Blood was originally a cult that had many human sacrifices, putting up makeshift barriers covered in the sacrifices blood to scare away travelers. When Vault 67 opened only a handful of mobsters went to the Blood’s territory. They were greeted with open arms by the passive tribe. They eventually turned the Blood into one of the biggest and strongest gangs in Chicago, completely wiping out two other gangs before signing the Treaty of Chicago. They were very close to conquering the Cromwells at the time.


Laksiders-
Spoiler

When Vault 67 opened many mobsters went to the tribes of northeastern Chicago due to their high numbers. When the Blood was growing in power and conquering more and more territory the seven remaining tribe-gangs of northeastern Chicago joined together to form the Lakesiders. About a year later the Treaty of Chicago was signed but the seven gangs still live as one.


Cromwells-
Spoiler

The smallest, weakest of the tribe-gang, they were a warrior tribe until Vault 67 opened and a decent amount of mobsters made home there. Before Vault 67 opened they were one of the toughest tribes around, almost brutal enough to be considered raiders, they were lead by a monarchy, the Cromwell family. The last ruler of the Cromwell family was mugged and killed by a mobster when he refused to pay for protection. Their land then became plagued by constant fighting between newly formed gangs which made them an easy target when the Blood was on the rise. At that time Lance the Ghoul, the famous wanderer, traveled to that area of Chicago. He had been raised there Pre-War and decided to help it now. He ended internal conflict and united them in the losing fight against the Bloods. For six months he fought the losing war until the Treaty of Chicago was signed. Lance the Ghoul is still the leader of the Cromwells by 2304 and is a recruit-able companion.


Chalmers-
Spoiler

The Chalmers had been a tribe that took a particular interest in chemistry, brewing up many cures to their diseases, which lead to them becoming the biggest drug dealing tribe-gang in Chicago. When Vault 67 opened not many took interest in the Chalmers but those who did eventually got rich off of it. They deal the Seizures raider gang Scorpion’s Bite’s drugs and supply Scorpion’s Bite with material. They no longer make their own drugs though.


Capones-
Spoiler

Inspired by the history lessons of Al Capone a group of friends from Vault 67 moved on to the far western part of Chicago and formed the Capones. Within the Capones Capone is regarded as a title instead of a name. They deal weaponry such as Thompsons and 9mm pistols to other tribe-gangs and militias all across the MW.


Armitages-
Spoiler

The Armitages is the only gang directly ruled by the Enclave. Their main outpost had been hidden in this territory and after years of taking over the ranks they took absolute control of the Armitages. Due to the Armitages being on good terms with the rest of the Chicago tribe-gangs they managed to use them to convince the other tribe-gangs to sing the Treaty of Chicago, leading to the creation of the Syndicate.


The Port-(Alphas, Hoods, and Greasers)
Spoiler

The Port used to be where the great Beastmen tribe was but the combined forces of the Mohawks, Stones, and Armitages had crippled their forces and eventually made that entire area fall into anarchy. When the Treaty of Chicago was signed the Enclave, disguised as the Armitages, took control of this territory and after about twenty years they let it become independent, although still controlled by members of the Enclave. Since then only the Enclave has had official control while the streets are ruled by three gangs, the Alphas, the Hoods, and the Greasers. The Alphas are the teenage children of the high amount of Enclave members in that area, the Greasers are the children of the working class people of the Port, and the Hoods are teenage anarchists who want things to be the way they were before the Armitages took over their land. They don’t like the rules forced upon them, they just want to live freely. The Alphas are harassing the Greasers, causing trouble wherever they can. The Greasers, inspired by Pre-War Greasers who had been in a similar situation as they now are, just try to go through the day without being involved in a turf war or getting mugged. The Port is also the poorest of all of the tribe-gangs, with only a handful living in the northern part being rich. The Port controls all sea trade in the MW.


Willows-
Spoiler

The Willows are considered the hit men of the tribe-gangs. They were a gang that avoided direct assault, preferring to assassinate their enemies’ leaders, and many hit men were attracted to them when Vault 67 opened. Now they will take up bounties in the wasteland. If you have a neutral or below karma with them then they will except bounties from other tribe-gangs, the Brotherhood, the Enclave, or even merchant companies if you piss one of them off enough.


Blackhawks-
Spoiler

The Blackhawks are a tribe-gang that used to be a violent raider gang. They are now a mercenary group among the tribe-gangs, siding with whoever pays them the most in any conflict. They are generally disliked and can offer you many mercenary jobs. They are allied with the Red Hands and are as much of enemies of Talon Company as the Red Hands.


The Greens-
Spoiler

The Greens were once the mediator among the tribe-gangs until Vault 67 opened. They then began using that leverage to their advantage. They manipulated the other tribe-gangs, causing their enemies to be wiped out and their allies to expand until the Treaty of Chicago was signed. They lost all of their power when the Enclave took over, making them swear vengeance. They wish to topple the Enclave’s power over the Syndicate so that they may rise to power and control the Syndicate once more. The Greens were named for the original populations unique mutations for looking very green all of the time.


The Stones-
Spoiler

The Stones are a tribe-gang that has close ties with the Brotherhood. They allowed the Brotherhood to make base in their territory in exchange for money, protection from the other tribe-gangs, and having the Brotherhood’s strict weapon laws not apply to them (although all other gangs break this rule) in exchange for the Brotherhood having a foothold in Chicago which became their capital after a terrorist attack on Vault 0. Until the Treaty of Chicago was signed, at that point they no longer needed protection. The Stones are the second most Enclave populated, only behind the Armitages. They are how the Enclave managed to penetrate and control the Brotherhood, with members of the Enclave disguised as members of the Stones who wanted to join the Brotherhood. If you get the Greens to take over the Stones than the Enclave’s control over the Brotherhood is severally weakened. The Stones are named for the pointed stones on sticks, called Stone Spears, which were their weapon of choice for years.



Barnkay’s Backstory:
Spoiler

Here is the backstory of how and why Barnaky relocated himself from Vault 0 in Colorado to Chicago, Illinois:

Many years after the Warrior picked Barnaky to become the leader of the Brotherhood, before he massacred mutants and caused the MLA to form, the former states of Illinois and Ohio were becoming the centers of trade, recruitment, weapon manufacturing, and politics within the Brotherhood. For many years Barnaky thought about relocating from his safe stronghold in Colorado but always decided against it due to how difficult it would be to move all of the equipment that they used to control the robot army. However after the MLA attacked and destroyed the satellite relay station that controlled 95% of the Brotherhood’s robot army and caused the rest to self-destruct Barnaky decided to move to Chicago for protection as much as to be in the true center of his empire. His brain was temporarily put in a robo-brain as the Brotherhood took all of the necessary equipment to set him up in Chicago before they filled Vault 0 with concrete and poured radioactive waste all over the entrance. Barnaky was then set up in a Pre-War church within the Stones’ territory in Chicago. He was given some new addition such as being directly connected to the mainframe of all Brotherhood computers, having a Brotherhood radio installed into his system, and being given a giant monitor that shows a picture of his face or a map or enemy if he is briefing his men. Barnaky can only be met if your reputation is Liked or above and you have completed enough of the Brotherhood quest line to not be allowed to join the MLA or the Radiation (that would be about two thirds of it).


Creatures:
Spoiler

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 90% of the time due to their lack of control over their test subjects. This has caused the wasteland with a giant problem, Horrigan MK1s run around in thin metal armor that only protects their torso, Horrigan MK2s run around in thick metal armor that protects their entire body, and Horrigan MK3s which wears a suit of modified power armor without the arms covered. At one point they will have used the mind control devices created by the Enclave in the Capital Wasteland on the Horrigans and will have three Horrigan MK4s in a full suit of modified power armor which (if you are an enemy of the Enclave or not) you will either have to fight or assist.


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
-Sand Men

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


Robots:
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

Locations: (not settlements)
Spoiler

Ancient Border Facility-
Spoiler

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 have their brains put into robots so they could continue researching long after they were supposed to die. In the year 2304 they are still working, developing 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.


Windsor-
Spoiler

The smog combined with the radiation from the Great War mutated everybody from Windsor into mutated cannibals (http://fallout.wikia.com/wiki/Mutant_cannibal). The smog and the cannibals have helped preserve the ruins, keeping out scavengers and keeping the possible loot from falling apart (meaning you will find weapons and armor in noticeably better condition). The Communist Republic of Detroit tried to establish a settlement here but were pushed out by the mutant population.


The Bloom:
Spoiler

The remains of Bloomington. Although no bombs hit Bloomington the nearby nuclear waste dump along with an accident where the town hall’s nuclear reactor leaked caused it to be a highly radioactive area. Many feral ghouls live in the Bloom, keeping people away so the sandmen beneath can live peacefully. The Sandmen are ghouls who have lived in desert like temperatures for decades, drying up their skin. Their clothing is made out of rags, barely held together. They had wandered the desert for decades before settling down in the Bloom. They do not like outsiders; it will take a lot for them to be convinced you’re a decent person.

[/spoiler
Legends:
Spoiler

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-
Spoiler

A legend that the MLA, the Radiation, raiders, and even the Brotherhood 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 Brotherhood 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 each other 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-
Spoiler

Vince the Butcher's one and only ally, he was the champion of a small tribe until the Brotherhood 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 as well.


Ken the Peacemaker-
Spoiler

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 helps 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 permanently 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 warn 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.



Timeline:
Spoiler

This is a timeline of all of the major battles and the separate wars between the MLA and the Brotherhood.

2209- The multiple small resistance groups unite into the Mutant Liberation army, the War of the Free begins.

2214- After a short recession (late 2211 to early 2214) for the Brotherhood they manage to get back on their feet and continue the war against the MLA. This one was called the War of Michigan because both faction were fighting on the Michigan peninsula (lasted until 2221).

2217- The Battle of Chicago took place when the MLA were winning and marching their soldiers to Chicago. They witnessed a terrible defeat and their entire campaign in Michigan was ended.

2225- A political figure named Ymiri takes control of the battered MLA and forms it into a monarchy called the Kingdom of Mutants causing the First War of the King. Ymiri was a very successful ruler, gaining power over most of Ohio and all of mainland Michigan.

2231- The First War of the King ends with the assassination of Ymiri in the Ruined City (his capital at the time). The MLA ones again becomes a loose alliance and the wars begin going in the Brotherhood’s favor.

2236- The Purge of Ohio begins. This even is when the Brotherhood stormed and took over Ohio from the MLA, forcing them into Michigan.

2241- Daniel the Charismatic unites the MLA to form the Second Kingdom of Mutants, starting the Second War of the King. During this war almost all of the Midwest fell under the control of the MLA.

2249- King Daniel is assassinated by one of his highest ranking generals, Frederick Hugh, who then became dictator of the MLA.

2253- The MLA lost all of the Ohio, Michigan, and parts of Illinois. The MLA revolted against Frederick Hugh, the only human to ever lead the MLA, and then went to become a confederacy.

2259- The Brotherhood pushes the MLA into the city of St. Louis, leaving that as their eastern most point and setting up their largest concentration camp very close to the city.

2263- Trentias the Great, a well-known general, becomes the third and final king of the MLA, causing the Third War of the King to start.

2265- Treantias names St. Louis as his capital and pushes the Brotherhood away, naming the concentration camp Vendetta and forming a settlement there.

2270- Trentias steps down as monarch after an attempt on his life cost him his left leg, his adopted son Bulgerus becomes dictator of the MLA.

2273- Bulgerus is killed by an assassin hired by his father, Trentias after he his rule cost them much of their land in Colorado (tough love I guess).

2276- An MLA soldier destroys the Brotherhood relay station, causing about 90% of all robots to no longer follow any orders. Even though the Brotherhood has been on hard times for decades this is a crushing blow. They move Barnkay to Chicago because of how Vault 0 is very far from their base and because they can no longer control the land all of the way to there.

2285- The Battle of Crane-Ford causes the Brotherhood to gain half of the settlement.

2291- The Brotherhood’s last remaining concentration camp is destroyed.


DLCs:
Spoiler

-Warlords:
Spoiler

The Escaped Slave (the protagonist) goes to Denver where the Western Coalition (The NCR, House’s New Vegas, and the Empire of the Khans (the Great Khan’s Empire)) is at war with CL (and CL is at war with two factions that broke off from them). You decide their fate, help the Western Coalition (WC), CL, the Legionaries (one of the new factions that abandon CL), or the Servants of Jupiter (another faction that abandon CL, they're allied with the Legionaries). If you help CL or get SoJ and/or the Legionaries back under their control they defeat the WC and take back Denver, opening up to a few new ideas. If you help the WC alone then CL is defeated in the Rockies but the NCR continues to attack, fighting the Legionaries and SoJ that lasts until the Legionaries and SoJ's defeat years later. If you help the Legionaries and/or SoJ alone then they take the Rockies and are greeted by hostility by the WC which starts a war that lasts for years, it ends when the SoJ and the Legionaries sign a peace treaty with the NCR at Flagstaff. If you get the WC, SoJ, and the Legionaries to become allies CL will be defeated and the SoJ and the Legionaries are given back the land east of the Colorado (due to the WC’s inability to hold it).

If you united the Legionaries and the Sons of Jupiter and have them become allies with the WC then a new Roman Empire is born in the lands that once belonged to Caesar’s Legion. I think this ending should be the canon ending.

-The Deadlands:
[spoiler]
The Escaped Slave receives 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 there 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 monstrous creatures breed and cannibalized 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 your 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 balloon 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.



User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sun Dec 11, 2011 1:35 am

I do not think us members can make one of these threads...

Well the mod who closed it did so 7 hours ago, and wasn't online, so I just figured I'd make it.

And this magnificent peace of work:

My mega-post

Spoiler

Table of Contents
Spoiler


1. General Info
- plot
- factions
- general locations
- skills

2. Character

3. Minor Locations

4. Weapons
- Guns
- Explosives
- Energy Weapons
- Unarmed
- Melee

5. Major Factions
-The Patriots of America
-The Red Ghouls
-The United Federation of Pittsburgh

6. Timeline of the Capital Union

*NEW* 7. DLC ideas

Here is my http://s1121.photobucket.com/albums/l501/thewonderwombat/?action=view¤t=FO4map.jpg! This is a Work in Progress.


1 Fallout 4 featuring Philidelphia

Spoiler


Obviuosly located in Philidelphia, now called Philly

A few reasons it should be considered
-5th most populated city in the U.S.
-Home to some historical sites
-Home to historical monuments
-Next to a river

Plot

How about this plot, this is just off the head no real thinking.

1. Capital Union (will now be refered as the CU) - With sights on expanding they need more large cities to house their large population, Philly is a good target. Being the smartest and best equip faction this is the easiest. Youa re tasked to got sabotage the supple warhouses of the Patriots. Then go kill Wahington and his succesors. They say Liberty Prime will have most of the area cleared out by then. After this is done, you come to the gate of Philly to find
a bloody mess of ghouls, and humans from each faction. Basically Liberty Prime malfunctioned and attacked the "communists" while CU soldiers were engaging. While they set-up another offensive, you have to destroy the UFP's armies by a nuclear bomb which is used as torture in their slave camp/military base. Once done, you find many paladins in the city and you have to go to the final place and kill the ghoul.

2. The Patriots - They want a strong capital for their people The (insert cool title here) ventures into Jersey to find out the Pats need your help. They have just recently found about the Cu and UFP, so they are not taken as a threat. After several easy sentry quests you report your findings, depending on how you complete them will make the end hard or extra hard. If you send good reports, Washington masses a huge army. If you send poor reports you are given minimal support, but first you have to destroy the battleship. When done you come back to get the next task of raiding Philly from the south. While the main force does this, you must kill the UFP and the CU's leaders. Once done you have to kill all ghouls remaining in the area, and the leader. Once done the slides will say how Philly prospers and the Pat's move north to capture that and stuff.

3. The United Federation of Pittsburgh (UFP) (Might get rid of them) - They want a large city to be able to make a much larger army to be feared. (very lame excuse) With their sights on Philly, their main opposition is the BoS, you are assigned take a team of 10 soldiers, custom picked and destroy their main base (very difficult). Once done you go to Philly to find The Patriots storming the City. You then go in and while they are fighting you have to kill the leader, then take out a few waves of Patriots who are storming the place.

4. The Redcoats (still would like a better name) - They want a place to call their own After discrimination for decades after they original left the vault they roamed the Philly wasteland looking for a place to call home. After this and that they settled in Philly, and Ghouls from around the area flocked to it to be safe, especially those from the Capital Wasteland. Now with 3 factions at their doorstep, they decide to ask you, The (insert cool name title here), for help. If you're a ghoul they accept you immediately, if not you have to talk your way in. They want you to sabotage The CU and UFP's supply lines. After this you are set to assassinate General Washington, and sabotage their two supply warehouses. After this, you must hurry back and protect Philly from all three factions at once. They only become hostile to each other when close to the city.

All the endings will be in Independence Hall, but each one has you traveling across the wastes to do different tasks on the opposing factions.

Factions

Lyons BoS - They will obviously play a major role. They have discovered T-51b power armor in facilities in Baltimore while they were traveling to Philly. Only some Paladins wear it though. After hearing how Philidelphia has large amounts of technology and a good amount of people they decide to investigate. They are met by three other factions trying to capture Philly for themselves. The PC can decide to side with them or get rid of their presence or destroy them.

Red coats - They do not take after the British redcoats, but their oppsing faction has used the name and it has influenced their armor.. They seek to control Philly just for the sole fact to not let their opposing faction have control of it. They use conventional weapons ranging from R91 assault rifles to swords. There main quests are to destroy the Revolutionairy's and to get rid of the presence of the Brotherhood of Steel and get rid of the presence of Pitt slavers. They only control Philidelphia

Revolutionairy's - A faction that takes after the American rebels in the 1770's. They wear crude armor and clothing and use weapons that can be easily scavenged. They want to control Philly for reasons to expand their army substantially. They basically created the redcoats and who they are today. They also want to destroy the redcoats. Their quests have you destroy the redcoats and get rid of the presence oof BoS and Pitt Raiders, in more barbaric way than the redcoats.

Pitt Raiders/Slavers - Sent out by Ashur from the Piit. In search of more resources and to gain more land to make the Pitt look more menacing. Though that is their mission they have set up an HQ that enslaves people, and they tend to wreak havoc on the surrounding land. The PC when sided with will have the moest challenging quests to destroy all three other opposing factions in complete barbaric means.

Talon Company - Their HQ is based NW of Philly. Not a major faction but has a lot of quests. As of 2298 their main purpose is being hired by the redcoats to sabotage and slaughter Pitt Raiders/Slavers. Most quests involve sabotaging the Pitt Raiders/Slavers. The rest of the wasteland views them as saviors, but the BoS and revolutionairy's want to have no part to do with them, resulting in if you side with BoS or Rev's they are hostile.

Red Foxes - (Raiders) After over 200 years of living in hostile tribes, one group lead by "The Fox" is determined to unite all the raider tribes into one large group. They are a less violent group of raiders that pillages shacks and towns for their own fate and survival. "The Fox" though still enjoys the thoughts of senseless killing, and doesn't want to leave it all behind, you can either help him, or remove him from power.
Fort Washington - Only large community of people that is not conquered by other large factions. They are a main target of the Revolutionary's. They continuously fail because they cannot get through the defenses. The locals have found a secret underground facility equip with prototype laser technology and prototype power armor which is larger than taditional and has less DR/DT.

Locations

Philly - the Main city that the main factions are fighting for Owned by the redcoats. It is equiped with amazing technology and structual buildings that can support a larger population, at least a fallout population.
Washington Castle - (not to be mistaken with Fort Washington) The ravolutionairy'e place of Operations located in present day New Jersey.
Talon Company HQ- HQ of the Talon Company
Large faction bases - spread out throughout the wasteland. Rev's East, BoS South, Pitt West.
Fort Washington - largest free city in the Wastes, it is based in the North. Present day Fort Washington
Vault 76 - West of Philly, unknown
Vault 83 - North of Philly, unknown
Vault 95 - Southeast - unknown, was going to be in FO 3
Vault 100 South - unknown, was going to be in FO 3
Military Industrial Supply - Red coats own this, it still has years worth of supplies stocked inside, enough to feed a whole city.
Fox River - A portion of the Delaware river that the red foxes call their own.
Stealers HQ - Pitt Raiders HQ and a nice play on words.

skills

1. Crafting - makes clothing/armor/other things from materials found in the waste ex. Leather armor is Brahmin skin and more, affects workbench instead of repair and science
2. Energy Weapons - again same, determines Energy Weapon effectiveness
3, Explosives - Doesn't include shooting weapons, grenades and mines mainly
4. Guns - guns with bullets
5. Lockpick - unlocks doors
6. Medicine - same how you can heal yourself
7. Melee Weapons - determines melee weapons
8. Repair - repairs armor and weapons now lets you repair more
9. Electronics - used to fix energy cells, and generators and such
10. Science - same, affects only minor things with workbenches
11. Sneak - sneaky sneaky
12. Speech - persaudes others + barter
13. Deception - allows the player to lie, and blend in with an enemy faction
14. Survival - same with more stuff
15. Unarmed - same


That's about all I got for now, will probally add on later. I am also working on a map, the first will only have places of importance.


2 Character

Spoiler

Well this is completely new idea for me, but I have seen some other people posting about character stuff, so why not me too!

Character Choices

Human

Traditional Choice (more info to come)

Ghoul
(More info to come)

Custimization

You should be able to choose you body size from 5 different choices

Height

1. Very Short: 5 feet 2 inches feet for men, 4 feet 11 inches for women
2. Short: 5 feet 4 inches for men, 5 feet 1 inch for women
3. Average: 5 feet 8 inches for men, 5 feet 4 inches for women
4. Tall: 6 feet for men, 5 feet 8 inches for women
5. Extra Tall: 6 feet 4 inches for men, 6 feet for women

Weight

1. Skinny: 155 lbs for men 100 lbs for women obviously a thin look
2. Average: 180 for men, 120 for women, the normal look
3. Overweight: 230 lbs for men, 170 lbs for women

Looks

For now I just want the weird looking shadows around the eyes moved


3 Fallout 4 location ideas 1

Spoiler


Vault 83 - A very simple vault experiment. The "researchers" wanted to see how the community would react when they handed out a reverse Vault-Tec jumpsuit, main color being Yellow and smaller being Blue. The different suit was to be given randomly to a citizen every 50 years, it was handed out 3 times before Vault 83 opened. The vault opened in 2231 and a small town appeared next to the Vault after the reacotr leaked massive amounts of radiation.

Vault 76 - A control vault designed to open after only 20 years. After 20 years passed in 2097 the original overseer had died of a heart attack, and the new overseer was smarter than most. He sent out a party of 5 people to see how the world had changed. The detonated warheads left the surrounding area highly radioactive. 3 of the men died and the other two began to turn into ghouls. When the two returned with some of their skin falling off and their hair, the overseer was scared that "zombies" now ruled the Earth and then locked the Vault. The two then moved to Philly to see if the city had any survivors.

Vault 100 - A Vault-Tec experiment. Out of 1000 people 500 were hardcoe criminals, and the other 500 strict cops. All members had their memory wiped. There was also an extreme amount of money and a large amount of civilian weapons put into the vault. Only several years after the war, flaws of the memory wiped emerged and some of the people started to regain their memory. A group of criminals took other members not knowing whether they were fellow criminals or not. They ran away from the vault and settled their own town - guntown. When the player enters the Vault they find it destroyed with guns and corpes all over the place.

Vault 95 - To see how the easiest means of communication could be accomplished Vault-Tec made Vault 95. They had 250 people come from over the world and the U.S. who had no idea how to speak English, but the Overseer could speak English. There where no books or holotapes to teach English or the other languages. The Overseer was then given two list a short and east list full of simple minded tasks, and a very complicated one which had jobs that were necesarry to live. The Vault was raided by the Patriots and only remains of the different languages are there.

Abandoned Camp - A camp that was used for people trying to get into Vault 76, it is seemingly abondoned, but rumor is that the campers collectively dug a small underground shelter of their own in a matter of a few years.

Yellow City - The city built by the remnants of Vault 83. They worship the Yellow Vault jumpsuit and believe that a being will come to them and them as their leader and wear the jumpsuit and lead their people to salvation.

Guntown - A very strict to the code town where there is practically no crime whatsoever. There is an excess amount of civilian guns, such as pistols and hunting rifles. One man wants to raid the armory and capture the town for himself. The town itself is controlled by the Patriots. Each officer was then trained to be more strict than what they already were.

Big Hill (northwest corner) - Obviously on a big hill. Tribals wandered the wastes of Pennsylvannia for decades, until they discovered a shining beacon, being a large hill near Philly. They went to the area, and found many pre war houses around it, the scavenged what they could from the houses and started to build small houses on the hill in a spiral formation, with their town hall on the top. The population is small with small families. They mostly farm, and make unique remedies that is unknown to other parts of the wastes.

Sourland Caravans - Started by survivors of the great war who took refuge in the sourland mountain park. When they came out of the facilities they could still see mushroom clouds in the sky, so they waited even longer. When they re-emerged they decieded they would ship out supplies from around the park to other nearby towns. The radiation almost stopped this relief effort immediately, but they stayed strong and enough survivors remained to continue to ship supplies. This is when all the remaining cars stopped working and they discovered Brahmin, horrible creations of the war. Eventually with more and more people making their own settlements, the people from sourland, made the sour caravans charging the wastelanders and tribals pre-war money and convenient bottle caps.


4 Fallout 4: Philly Weapons

Spoiler


Guns

Pistols

9mm pistol
10mm pistol
.22 pistol
.357 magnum
.44 magnum
12.7mm/14mm pistol
9mm Mauser
.45 auto pistol (maybe)
Hunting Revolver
New Pistols
Luger
7.62 mm pistol

Rifles

R91 assault rifle
Chinese Assault Rifle
AK-112
Hunting Rifle
Cowboy Repeater
Trail Carbine
Assault Carbine
Marksman Carbine
BB gun
Sniper Rifle
FN FAL
Brush Gun
Anti-Materiel Rifle
New Rifles
7.62mm Rifle - AK 47 / 74
Bolt Action Rifle - 1903 Springfield
.30 Wooden rifle - M1 Carbine
Service Rifle - now an M14 design
Assault Rifle - M16 design
Automatic Rifle - now an actual rifle STG 44 (trying to keep away from WWII guns, but couldn't resist)
M199 Assault Rifle - In Fallout 3 mentions as being reliable last M series guns.

Shotguns

Combat Shotgun - FO 3 design
Hunting Shotgun
Lever-Action Shotgun
Single Shotgun
Sawed-Off shotgun
New Shotguns
Double Barrel Shotgun - unless you count Point Lookout
Trench Gun - Model 1987
Blunderbuss
Semi-Auto Shotgun - Browning 5 auto

Submachine Guns

9mm submachine gun
10mm submachine gun
.45 mm submachine gun
.22 sub machine gun
H&K G11
12.7mm submachine gun
New Submachine Guns
H&K MP5 - don't have name yet
H&K UMP - again no name yet

Heavy Guns

Light Machine Gun
Minigun
Bozar

Explosives

Projectile

Missle Launcher
Fat Man
Grenade Rifle
Grenade Launcher
Grenade Machine Gun
New Projectiles
Crossbow - similar to Call of Duty explosive only
RPG-7 - comes with its own rare ammo

Thrown/Mines

Frag Grenade
Plasma Grenade
Pulse Grenade
Incendiary Grenade
Dynamite
C4
Frag Mine
Plasma Mine
Pulse Mine
New Thrown/Mines
Explosive Grenade - powerful grenade
M80 - basically a toy in FO combat people get scared then mad at you when thrown
Land Mine - bigger and stronger than Frag

Energy Weapons

Pistols

Plasma Pistol
Plasma Defender
Laser Pistol
Wattz 1000 Laser Pistol
Pulse Gun
Recharger Pistol
Gauss Pistol
New Pistols
Tesla Pistol - Shoots a lightning bolt type shot

Rifles/Not Heavy

Laser Rifle
Wattz 2000 Laser Sniper - had to change it
Plasma Rifle
Multiplas Rifle
Recharger Rifle
Tri-Beam Laser Rifle
Gauss Rifle
Laser RCW
New Rifles/Not Heavy
Laser Assault Rifle - hold 30 rounds more accurate than RCW with Iron sights
Tesla Rifle - Again shoots lightning basically
Some kind of Plasma Gun

Heavy Weapons

Gatling Laser
Plasma Caster
Tesla Cannon
Flamer
(heavy) Incinerator
New Heavy Weapons
Plasma Launcher - basically will shoot a plasma Grenade

Unarmed

Unarmed

Brass Knuckles
Spiked Knuckles
Power Fist
Zap Glove
Displacer Glove
Ballistic Fist
Boxing Glove
New Unarmed
Tape and Glass - tape with glass on it
Iron Fist - a glove with Iron on the outside

Melee

Bladed

Machete
Ripper
Chainsaw
Combat Knife
Knife
Fire Axe
Hatchet
Straight Razor
Switch Blade
Thermic Lance
Chinese Officer sword
New Bladed
Pocket Knife - a 7 inch kind of blade
Sword - one hand sword one that collectors would get
Katana/ whatever it could be called - again something a collector would have had

Blunt

Baseball Bat
9-Iron
Cane
Lead Pipe
Tire Iron
Nail Board
Sledge Hammer
Super Sledge
Rebar Club
Shovel
Police Baton
Crowbar
New Blunt
Frying Pan
Nightstick
Fire Place Stick - seems like a creative idea
Shock Stick - like Jingwei's sword but a police Baton, would have been to calm riots
Staff - basically a long stick

Thrown

Throwing Knife
Throwinf Hatchet/Tomahawk
Throwing Spear
New Thrown
Ninja Star/Shuriken
Ninja Throwing Knife


5 Main factions

Spoiler


Patriots of America (formerly revolutionairies if you read my ideas post)

General Washington

A boy, named Thomas and his parents who were poor and starving wondered the ruins of D.C. in the years around 2252 endlessly each and every day. When the three of them were in the area of the national mall they were attacked by a group of super mutants who had plans to capture them. The mutants unable to capture them quickly made the decision to kill them. Thomas ran to the Washington Monument and climbed all the stairs to the very top. There he made a small camp and would scavenge for food and water each day during the safety of the night, slowly gaining skills that would inevitablly help him in the future. Eventually Thomas' scavenging trips became longer and longer until one trip he got caught at the Arlington Library. Interested that day he looked up the history of America. His favorite subject was the Revolution which inspired his name Washington. His dream then became to re-establish the 13 original colonies to their former glory. At the beginning of 2272 (wiki's date) he set forth to the North. When he arrived at his home he saw men in huge suits of armor setting up a huge barrier around the monument. There he met a crazy man who told him about the good fight. Thomas took this personally as restoring America, to do this he would destroy everything "evil" that in his eyes was anti-american. Knowing how D.C. was in ruins he set his sights on Baltimore one of the nations old capitals. In 2273 when he arrived in Baltimore he found it in ruins also, he also found hundreds of people suffering from radiation poisoning and the countless raiders around. For five years he taught them what he learned how to scavenge and hide. During these years he also learned much more skills in combat and trained the wastelanders as much as he knew. In 2278 he left Baltimore on his own. Within days the wastelanders he had trained followed began to follow him as their leader, thus he named his tribe/group the Patriots of America. After discovering that Philadelphia was overrun with ghouls he decided he needed to wipe them out as they were "evil" and keeping America from being a great country again. He lead the group to New Jersey to an Air Force base. He had the group spend hours building thorough defenses. At the same time he set up a government/leadership in the visions of the Constitution. The people unanimously voted him into office as the president where he would enact a Marshall Law and control everything as a dictator. In 2296 he finally sets his sights on the his capital of America, Philadelphia.

The Patriots of America

Scavengers and Wastelanders from Baltimore were in terrible shape. They were starving and thirsty and each day was a struggle for life. In 2273 when Thomas Washington came they were suprised that anyone would come out of their way to their slice of hell. For the five years they were taught to survive by Tom they came to look at him as a leader. Finally when he left the people came together and followed him out of the city to wherever he may have gone. In 2279 when they arrived at the military base the began to scavenge immediately. They found large amounts of munitions in the base, but they could only see with binoculars. Eventually they made a team which prepared to go into the bunker. They found hundreds of skeletons crowded around one small door. Inside the first room was the luggage and and food of the hundreds of dead civilians trying to gain safety inside the bunker, unfortunately it was all highly irradiated. On the other hand their luck was still in their favor as the bunkers door has fallen apart from years of neglect. They found even more skeletons and some feral ghouls. After a couple days of fighting they found the dark recesses of the bunker which was full of food untouched by the war and guns to supply a small army. With their new weapons they set their goal to expand to take Philadelphia. They spent a decade destroying towns forcing raiders and other wastelanders to join there nation. With a growing population they had to set up a real government modeling old America as in new Constitution. They smartest men and women of the settlements came togethers and created their own Constitution. With Marshall Law enacted almost immeadiately, Washington promised his people that they could be free and finally enjoy life once they were able to set up America's new capital in Philly. To do this they needed to destroy the vast amount of ghouls in the ruins of Philly which remained largely entact. With their main goal to conquer Philly they needed to expand their armies with a proper training and soldiers.

What's New?

Washington Castle - Current day McGuire Air Force Base. I have said mostly everything in the above posts. It is used as the main base for the Patriots, and it surrounded by three walls, first concrete, second concrete, third forcefield like Fallout 3 found on the base. There is one main entrance, and an emergency exit that leads out from a sewer. There is plenty of weapons and armor. Population: 359

Adamsville - Named after Samuel Adams, other argue John Adams, only thee educated. It is the Patriots second largest city/town. This area is the main town for civilians of the faction. It is mainly a farming village to feed all the people, but there is still an armor and gun dealer in town. There are almost no military personel in the town, but it is of no interest of any place.

Fort Greene - Named after the General Nathaniel Greene, it is the second base for the military close to the front lines. It houses more men than Washington Castle, but they are mostly infantry and no specialists (not rank). It is a very simple square building surrounded by a concrete wall. It sits a couple miles away from the Delaware River and is an important role to take Philly.


The Pitt

During the conflict with the slaves, Ashur guranteed them good things to come, as his wife had discovered how to make vaccinations. The slaves listened and settled down, but not before they hunted down Wehrner. Years later after all the slaves were free of radiation, and all the trogs were wiped out. The Pitt began toexpand into the city.They discovered even more scrap metal and weapons and more ammo types. Ashure then decided to trade the ammo much more widely, excluding the Capital Wasteland. Around 2285, Ashur started to grant slaves more freedom, and hired them as workers. This decreased the soldiers pay, so the rebeled, but the loyalists were better equipped and stopped it rather quick. Ashure realized how powerful his army was and decided to expand further on around Pittsburgh. Some of the wastelanders refused to join, but most accepted this and made many farming towns to support the Pitt's growing numbers.

Towards the end of the 2280's, the Pitt looked like a good place to live. The streets were cleaned up, the people much nicer, and their terriotry thouroughly protected. With all the good things, and more to come Ashur officially announced that the Pitt would break away from the U.S. and become The United Federation of Pittsburgh. It included several cities including its Capital the Pitt, Youngstown in Ohio, and as far as Harrisburg in Pennsylvannia. With the massive expanding Ashur saw its citizens being upset, so he decided his last conquest of his life would be Philadelphia, little did he know 3 other groups wanted it too. When they arrived in Pottstown they set up camp in an old warehouse. They headed to Philly, to see men in black armor running from the town, when they investigated they found 4 dead ghouls all dressed in red. They figured it was just ordinary wasteland violence, but the next few days they kept seeing the ghouls in red shooting at any wanderers outside their wall, with intense violence at a certain few. The scouts from the Pitt reported this, and Ashur told them to lay low until they destroyed each other. With 5 years of pointless waiting, Ashur decided to take some action, he enslaved some locals and forced them to work on farms and other jobs. When he arrived personally to the sight he ordered a small group of men to set up a camp to the west of Philly. Now in 2298, their numbers have dramatically increased and there armies are ready to march onto Philly, and claim it for themselves.

Locations:

Pitt-town - Previously Pottstown, the UFP took it over first thing and established an Philly HQ here, only the leaders of the army stay here and the player can only receive a few quests, the guards here have high tier weapons from the start.

Southern HQ - The front lines for the UFP. They have most of the soldiers stationed here. The armies are rather large and the weapons are top notch. There are only tents here along with one large building used as an HQ. The UFP moved their base of operations here.

Stealers Fist - (like the football team) This is the camp where all the enslavement takes place. Slaves come thorugh have their belongings taken then distributed to the Southern HQ or Pitt-town. It is also a farming town where slaves farm furing the day, then pack munitions for the army at night.

Red Ghouls

Ghouls of Philly - after decades of punishment some ghouls were tired of being pushed around by the "bigots" Several wandered the waster as a large group, such as the ones in Broken Steel who want a New Underworld.They knew the best way to keep the humans out was with radiation. After years of wandering they discovered Philly in what seemed a pristine condition. What they didn't know what that the downtown was completely destroyed, but the surrounding area seemlessly left unharmed. They came to the area of Penn's landing and wandered from there discovering the historical sights, mainly Indeoendence Hall. They read up on all the documents and decided to call this area their own.

Slowly but surely they gathered other ghouls around. Again, knowing the humans wouldn't come with radiation the ghouls powered up some nuclear reactors, and let the toxic waster lay around the perimeter. Slowly the expanded outward making a powerful city. They also found a Military Storage sight, full of food and water for centuries, and weapons for thousands. Humans barely ever came to the ghoul "safe haven" and when they did they were questioned, and if found mysterious shot.

After brutal skirmishes with the new enemy, The Patriots, they heard time after time the patriots calling them redcoats. This made the ghouls paint all of their armor and clothing red. There weapons grunt weapons, and their armor leather, combat, and metal.

Now with the areas.

Independence Hall - The town hall of the ghouls.They use the courthouse for putting humans and trial. There is also an upstair, where all the food was transfered to keep it clean, as the radiation surrounds the perimeter. Additional ammo and armor is also stored on the second floor. The leader of the ghouls, a man named Jacob Williams also runs things from the 2nd floor office. In the basemant (I'm pretty sure there is one) you can see labs and scientists working hard. On this level they are trying to find a quick way to take radiation out of water. If you talk to some gulible scientists and hack some terminels, you can find a hidden elevator on the back wall. In the bottom of the place, a much larger lab is set up. Two basic rooms. One smaller room with feral ghouls and scientists, and another with humans and scientist. The small room full of ferals is to see if the ghouls can make them senseable, and the larger room is to see if they can turn a human into a ghoul 100% of the time.

Battleship New Jersey - A museum before the great war. The ghouls found it in the Delawat and pulled it to Penn's landing. It is uses as a military base for the ghoul redcoats. There military leaders live there, and there scientists are working on making it operational.


6 Timeline of the Capital Union (Brotherhood of Steel)

Spoiler


This was made by Sebor13, and is an will be edited in the future by Sebor13 and myself

March 4th 2278 (random date that came to mind)- Lone Wanderer activates the Purifier.
May 11th 2278- The Enclave was beaten at AAFB.
June 24th 2278- Lyons Pride gets into Vault 87 after months of planning, they place explosives on key support beams and the entire Vault collapses, the children of Little Lamplight are gathered and brought to the Citidale against their will.
August 16th (today in real life) 2278- The BoS respond to increased raider attacks on Megaton by placing six soldiers there (four initiates and two paladins), they slowly start to make Megaton BoS territory.
December 17th 2278- Big Town is put under the protection of four BoS Initiates in responce to waves of supermutants attacking in that area.
January 3rd 2279- Arefu (which was under the protection of the Family) gets three BoS Initiates stationed there.
January 9th 2279- BoS attack and take over Evergreen Mills and the raider attacks stop, Megaton is then heavily influenced by the BoS.
January 23rd 2279- Vault 101 opens again, with Amata in charge. Megaton's front walls are taken down and are used to circle around Springvale and the now opened Vault 101.
February 5th 2279- Eight BoS soldiers are sent to Tenpenny Tower to place it under their protection, Tenpenny refuses to let them in and sends his guards to kill them. The Guards are slaughtered and Tenpenny is placed under arrest and the citizens of the tower go about as normal.
February 19th 2279- The day the BoS official become a country with the Citidale as it's capital and Owen Lyons as its first president.
March 4th 2279- Captial Union soldiers are stationed in Rivet City and it is annexed.
March 22nd 2279- The Capital Union demands the Outcasts either hand over all of their stolen tech and surrender, or die, only two surrender, the rest are slaughtered and their tech is taken.
April 11th 2279- Talon Company is pushed out of the Capital Union's territory as the take full control of Downtown D.C.
April 19th 2279- The Capital Union finds Canterbury Commons and takes it over, making the poorly defended caravan hub thrive.
April 23rd (My birthday) 2279- Megaton, Bigtown, Arefu and Tenpenny Tower are officially annexed by the Capital Union.
May 9th 2279- The Capital Union recruits the Regulators as its secret agents of sorts and two of them are sent to Paradise Falls disguised as slavers.
May 26th 2279- The Capital Union attacks Paradise Falls, killing everybody except Eugoly Jones who is arrested and the slaves who are freed.
June 3rd 2279- The Capital Union annexes the Temple of the Union who form a politcal party in their government.
June 14th 2279- The Capital Union finds Oasis and begins studying the vegetation.
June 27th 2279- The Capital Union finds the Republic of Dave, all of the advlts run out guns blazing and once they're killed all of the children are brought to the Citidale.
August 13th 2279- The Capital Union finds Andale and uses it as a carvan stop on the way from Rivet City to Tenpenny Tower.
August 18th 2279- The Capital Union finds Girdershade and uses it to help them expand further west.
September 11th 2279- The Capital Union runs low on Power Armor for new recruits and uses combat armor that is spray painted brown as for initiates, this soon becomes the more common uniform.
September 30th 2279- Eugoly Jones, Allstair Tenpenny, and the surviving Outcasts stand trial for crimes against humanity and the Capital Union, they're all exectued.
November 7th 2279- Owen Lyons dies of a heart attack and the Lone Wanderer becomes the new president.
November 24th 2279- the last of the supermutants in the CW (besides Fawkes and Uncle Leo who have fled north) is killed.
December 4th 2279- Underworld is discovered and the ghouls are forced to leave, they head north.
January 15th 2280- The Capital Union begins expanding outside of the CW, annexing towns and bringing fresh water and protection to all.
February 19th 2280- The Capital Union celebrates how much it has accomplished since its official beginning.
November 4th 2280- Richmond is discovered by a large amount of Capital Union soldiers (thirty) they're held hostage by a large faction called the Confederacy.
December 5th 2280- The Regulators manage to sneak in and cause a prison break, getting all of the Capital Union soldiers out alive and starting the invasion of Richmond.
January 8th 2280- The Capital Union takes over all of Richmond and the surrounding settlements, a stalemate between them and the Confederacy begins the same day.
March 13th 2281- the Capital Union finds a large miltary base with T51b Power Armor, a new squad called the Heavy Hitters (similar to how Lyons Pride is a squad) begins.
June 10th 2281- The Captial Union meets the United, a large group of raiders who control western Virginia.
March 3rd 2282- the Lone Wanderer is killed by a Confederate assassin, Harkness is elected as the new president and he begins a campaign against the Conefederacy.
March 5th 2282- Project Purity is renamed the Lone Wanderer Memorial.
April 2nd 2282- the Capital Union is haulted by a fifty foot tall concrete wall to the south, the Confederacy built it to keep them from taking more land.
December 10th 2282- the United is pushed out of what used to be Virginia and disolves into a bunch of raider gangs.
June 3rd 2283- Harkness retires and 16 year old Arthur Maxson is placed in charge of the Capital Union. He makes a policy saying they will not expand further until they have absolute control over their current land and all of their settlements thrive.
February 20th 2284-All hostile wild life in the Capital Union is killed.
October 5th 2284- People from the Confederacy are fleeing to the Capital Union for its free, clean water and its protection.
Jaunuray 23rd 2293- Arhtur Maxson repeals the order saying they will not expand and they begin taking land to the north and the west again, but at a snails pace.
March 4th 2297- the Capital Union discovers Philidpelphia and the factions looking to take it over.
May 2nd 2297- the Capital Union discovers the Pitt and bring Three Dog to Philidelphia to spread propoganda by radio and public appearance (I forgot to put this in before, he was used as a propoganda piece to take over the CW and beyond, he is now a preacher of the Capital Union (he dresses in businesswear (they actually found out how to make and clean cloths so its just businesswear) and looks like a politician)).


7. DLC ideas

Spoiler


Thanks to Sebor13 for the great idea.

The Sound

After the Great War and once Nuclear Winter was gone the polar icecaps melted due to the lack of an Ozone layer. The ocean began toget more and more water, causing the floods to Block Island, Fishers Island, and northern Long Island (you're probably going to have to look it up, thats around the northeastern edge of Long Island). Only southern Long Island and Fire Island remained. Years later a large sail boat that was used as a pirating boat by the ghoulified crew shipwrecked on the shores of Fire Island. Slaving was a commen business around there and they got really into, forming the Sound Slavers with Fire Island as their headquarters. However the entire Sound is not populated by slavers, about half of the island is made up of farmers who use tons of slaves and will turn in all escaped slaves they see. The current leader was the founder's first mate when they were pirates, Jeremiah Smith (named after the most successful Fire Island land pirate, land pirates make the cargo ships believe they're the town or base where they are supposed to make their delivery) who is less cruel then the one before him.

In the DLC you have to escape and make your way to Jeremiah Smith on Fire Island to either kill him, hold him hostage, or join him.

8. Minor Locations #2

Spoiler

Fallout 4 Minor Locations 2

Yodel

From the pre-war town of Doylestown comes Yodel, a small little town, population 13. There is little to do here, but recently the sourland caravns have stopped shipping goods to them for unknown reasons, and they are willing to join the Capital Union or The Pat's. The people who live here are very weak, and socially deprived. The town name comes from a local myth. It now says that the greatest of evils cam to the town, but a band of warriors stood against them, and when the warriors attacked they had screams similar to yodels that could be heard from miles away. The Legend is fading, but you can help them. A quest would set up Yodel as an important trade stop, from Sourland, to Walker to the CU.

Walker (Called Walker town on my map)

Previously one of the most important trade stops for the Sourland company, when it was called Bartertown. There town was large and prosperous, but with the introduction of the CU and the UFP the sourlands have been pushed out of the area. The town has tried to set-up and make their own caravans, but none have suceeded due to lack of resources. The only people who come to town now are calle Walkers as they just walk through town and never stay or do anything. You can decide there fate to let them die out or help them find a resource they can trade or connect them with Yodel and Sourland. If you make them independant sourland will struggle, and Yodel will die.

Weapon Testing Facility

Surrounded by the new marshes of new jersey this high-tec research facility was for testing the latest in weaponry. There current project was surface to air missles that were precise enough to shoot down ICBM's. Other standard research was conducted also including alien tech, but that had no success, but you can find alien weapons in the facility, namely the alien blaster. During the Great War the facility figured it was now or never to try their missles, they had some success, partly saving the city of Philly, leaving the historical site of Penn's landing and beyond, and other factories intact, but not all the missles were successful, even some failing and destorying local areas.

Prince town

One of the many Princeton's in the U.S. but the name has changed to Prince town. They want and demand independance from factions all around except the sourland caravans. The town is rules similarly to a monarchy. Instead of a king, the leader is a Prince, thus the name. Sourland Caravan company has a large department there, creating a market, that is used by many others.

Rantan

A pre-war community by the name of Rantan, just like today! This small city is home of the Sourland Caravan company. In the center is the HQ with some other buildings surrounding it, these are buildings like foos shops, and other merchants. On the outside of this is the houses of all the people, and beyond that are the ranches and farms. The community is self producing with food and water. Due to the city being run by a caravan company it is in the form of an oligarchy, but some want it overthrown and made better, to help the people. Also the leaders know that many people need weapons, and need them cheaper, so they also have been building a factory for this purpose and need help with this. (Sourland is the outpost where the caravans are directed and the majority of goods are sold.)

Grandbridge

Formerly the Delawre Memorial Bridge, now fixed and fortified by the Capital Union. It is one of the most fortified structure known to the locals, and controls all Traffic heading throughout the area. There are several gates and waiting rooms to get clearence. A new addition is the elevator (just a pulley system for now) on the Delaware side of the bridge, on the bottom are several boats in case of emergencies. This is one of two access points to get into Wilmington which is under CU control. This one can be accesses later in the game, but with no consequence, the other way would be a challenging way to sneak into the are from the north.

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