Fallout: Your Faction!

Post » Fri May 14, 2010 8:12 pm

Did this thread just die? :cryvaultboy:
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Bambi
 
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Joined: Tue Jan 30, 2007 1:20 pm

Post » Fri May 14, 2010 9:50 am

Did this thread just die? :cryvaultboy:

Not yet.
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Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Fri May 14, 2010 10:46 am

Faction Name: Outer Heaven

Faction Morality: Neutral

Followers: Danford Research Facility members and Vault 242

Allies: Icarus Mercenaries, Remnants of Alaska, NCR(Allies for now though they know of there expansion policy and how they want Outer Heaven territory and technology)

Enemies: Caesar Legion(They pose a threat to there goals) Brotherhood of Steel(Wants there technology and even killed there citizens) Enclave(Want Outer Heaven territory and technology) Raiders(You should know) Ronto(Canada), and anyone hostile.

Location: Seattle, Vault 242 in Mount St Helens, All of Washington, Oregon and Idaho.

Technology: The Outer Heaven Army use an array of weapons to small arms to heavy weapons explosives and energy weapons. They can usual make small arms explosive and some heavy weapons. There energy weapons come from the Van Graffs and others trading outfits. Soldiers are divided into 5 main groups. Other soldiers are support, radar, intelligence etc.

Goal: Reach Space and Establish Colonies on Mars and other planets in 30-50 years.

1. Outer Heaven Scout
Light Stealth Armor(Copy of Chinese Stealth Suit but with plus 5 DT and a built in binocular)
Infiltrator Assault Rifles or Laser RCW
10mm Stealth Pistol of Plasma Defender
Combat Knife

2. Outer Heaven Soldier
Combat Armor MK2
R91 Assault Rifles or Laser Rifle
10mm Pistol or Laser Pistol
Combat Knifes

3. Outer Heaven Heavy Trooper
Advance Power Armor
Gattling Laser/Minigun or Flamer/Heavy Incinerator or Plasma Caster or Missile Launcher
.44 Magnum or Plasma Defender
Chainsaw or Super Sledge or Thermic Lance

4. Outer Heaven Sniper
Light Stealth Armor(Copy of Chinese Stealth Suit but with plus 5 DT and a built in binocular)
DKS-501 .308 Sniper Rifle or Laser Rifle with Scope
Plasma Defender
Combat knife and Throwing Knives

5. Outer Heaven Battle Medic
Light Reaction Armor
10mm Smg or Laser RCW
10mm Pistol or Plasma Defender
Combat Knife
Medical Equipment

They also have pre war robots to there disposal.

Trump Card
Irving Bipedal Robot
A black project by the US Military and Danford Research Facility to defeat the Chinese, it was to be mass produced but it was never due to the Great War. Only 2 exist and are used only in Major battles and High risk operations. 1 is guarding Vault 242 the capital and another is on stand by. Its Strong and Agile though enough shots from a rocket should destroy it. The size is of a Pacification Robot from Fallout Tactics
Armament
Beak Mounted Machine Gun
Missile Pod
Camera

History: In Vault 242, Overseer Johnson orders 78 members of a security team to scout out the area to see if its ready for recolonization. David Platner the leader of the expedition went out of the wastes. He found out that the Wastes were feasible to go out but a rockslide blocked Vault 242. Platner group eventually wander the wasteland to find a place for shelter. Many members died due to starvation, fatigue, and raiders. Only 46 remained. Eventually he finds a old pre war military base and settles in it. Platner eventually forms Outer Heaven Mercenaries Group. Outer Heaven gained a lot of money, tech and recruits due to being contracted by towns to protect them. Eventually there biggest mission was from Lead Scientist named Dr Montgomery from the Danford Research Facility to free it from a large group of raiders. After freeing the the research facility, he heads to Vault 242 and destroy the rocks blocking Vault 242. After going back to his home, Dr Montgomery holds a meeting with Platner, Overseer Johnson and other Town mayors and decide that Outer Heaven should become a nation. Eventually word spread from radio and many towns in Oregon and Idaho joined Outer Heaven. On 2185 the first conflict of Outer Heaven is when a large BOS Scavenging party tries to raid Danford Research Facility. Though the BOS get in they are obliterated by Outer Heaven Soldiers and robots. After this, the BOS sends scouts every once in a while. On 2186 they meet NCR. Currently on 2282, Outer Heaven is at war with Ronto(Canada).

Quests
Quest Activation: You are approached by a Outer Heaven Scout and says "We have been watching your progress, are you the Courier. You say yes. He will tell you that there nation requires you and will reward a lot. You head to Vault 242 and talk to President Platner. He tells you that time is now to prepare for our exodus into space. He tells you about there goal and asks you if you want to help. Say yes or no. He then tells you the stuff you need to do

Defence: Help Outer Heaven Army repel a major attack from the Ronto Army.

Lost Town: Investigate Tonopha and find out what happened. You head to Tonopha and find large stakes with soldiers on it. You find out that it was the Legion who razed the town. You head back to Platner that Tonopha was attacked by the Legion. Platner thanks you and you get caps. Later you overhear a conversation were Platner decides to send troops to Legion territory and harass them.

First Leap: Head to Arizona and reactivate Bloomfield Space Center. You travel to Arizona with 20 Outer Heaven Troops. You find out that the Rusty Hooks Raiders occupy it. You eliminate them. Next reactivate Bloomfield computers. Then you find a abandoned large colony ship. You tell Platner and is amazed by the discovery. You get caps xp and a perk.

Ending
NCR Ending:
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Kristian Perez
 
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Post » Fri May 14, 2010 12:04 pm

1. Faction Name : Logan State, Capital : Camp Logan (Remnants of Logan Airport in Boston)

2. Faction Morality : Generally good, the citizens of Logan are helpful and kind to immigrating wastelanders and refugees. The small army of Logan constantly fight the Commonwealth's onslaught over post-apocalyptic Massachusetts.

3. Followers : Refugees from all of post-apocalyptic Massachusetts travel to Camp Logan and surrounding Boston areas to escape the dictating scientists of The Institute and the rule of the Commonwealth.

4. Allies : -The Railroad: Logan State houses Railroad Leaders in their boundaries and they are centrally located in The Station (Old Boston Underground Subway) which are inside Logan borders. Railroad scavengers give a share of whatever they find to Logan and Railroad workers rewire androids to successfully integrate them into the community.

-The Shire Refugees: The Shire is what remains of New Hampshire in New England, famous in the wasteland for being one of the few lands where they can successfully be self-sufficient, which is exactly why the Commonwealth attacked it. The Scientists of the Institute ordered their android armies to take the land to secure food for themselves. Refugees of the attack fled to Camp Logan where many of them joined the Logan army wanting revenge against the Commonwealth. The other refugees currently work day and night in a partly-intact greenhouse at the edge of Boston trying to restore their food source for the citizens of Logan.

5. Enemies : -The Commonwealth: Although mysterious to all other existing settlements in the wasteland is no stranger to Logan State. The Commonwealth is run by a large group of scientists at The Institute (Remnants of pre-war Massachusetts Institute of Technology). The Commonwealth holds all of western Massachusetts and Southern New Hampshire however have been stopped short of Boston due to the efforts of the brave Logan State. As the Institute mysteriously manufactures its own army of androids, they are untrained and inexperienced militarily and the trained and rugged troops of Logan have been able to fight them back. The Council of scientists at the Institute are fighting a tough battle and as more of their troops die in battle or escape from the grasp of the Commonwealth the Institute has to waste needed supplies and androids to replace the KIA and deserters. When the Commonwealth conquered Massachusetts citizens were made into slaves, many unable to escape the Commonwealth's onslaught.

6. Location : Boston, Massachusetts. Logan State is centrally located around Camp Logan, the settlement of Imax (Old Museum of Science), and Scollay (town made up of destroyed skyscraqers, and the Church of Christ).

7. Technology : When the bombs first hit Logan State had only primitive technology. It's been said that one of the first soldiers used a pair of scissors as a weapon. As the soldiers scavenged the Boston area however they found out that Boston housed some firepower, not a lot, but enough so that each soldier in the small army could carry their own firearm.

- Vanguard : Scouts within the Logan army, they warn the main troopers of Commonwealth attacks and steal information from within the Institute itself.
Equipment
-Light Leather Armor
-Hunting Rifle w/ or w/o a Scope
-Binoculars
-Walkie-Talkie

Minuteman : Volunteer decommissioned army veterans or females that will take up arms against an invasion force that enters the Boston area.
Equipment
-10 mm Pistol or Hunting Rifle
-Regular clothes

- Trooper : The Regular soldiers of the Logan army. They fight on the front lines and make up the main force of the Logan army.
Equipment
-Assault Carbines or Service Rifles
-Heavy Leather Armor or Combat Armor
-Usually 1 or 2 Frag Grenades

- Marine : The Special Forces of Logan State. Elite Troopers hand chosen from the army and specially trained in Explosives, Sniping, Stealth, Energy Weapons, and Hand to Hand Combat. They silently move across the canols of outer Boston in canoes and secretly take out androids. Deadly and accurate if something needs to be done these are the men you want doing it for you.
Equipment
-AK-112 Assault Rifle or Anti-Material Rifle (Depending on the Situation)
-Black Heavy Combat Armor
-Gloves w/ Brass Knuckles attached
-Specialized Night Vision goggles

8. History : (I'm probably going to get a little carried away with this :fallout: )

---The travelers at the Logan International Airport in Boston, Massachusetts stared at the Television screen in horror on the cool fall day of October 23, 2077 as the news reporter declared a National State of Emergency had been declared and everyone should remain inside. Televisions all over the airport were all on the same station now as the people stopped and screamed out in fear for their lives. Out of all the chaos 26 year old, Calvin Talious remained calm standing in the Terminal and reviewed what needed to be done.
"Alright, alright look around you," Talious said to himself. He knew that in approximately ten minutes the United States would possibly cease to exist and all hell would break loose. He needed to maintain order in this airport if any chance for these people's survival existed. He turned around and saw a huge African-American man standing just feet away from him.
"Sir," Talious stepped towards the man. "Sir I'm going to need your help," the man looked down at the shaggy haired 6 foot white American.
"What for?" the man asked suspicious.
"Things are about to go to hell and I'm gonna need you to protect me while I try to calm everyone down," as Talious got out the last of his words the Airport shook violently and he was thrown from his feet and hit the ground hard. He struggled getting to his feet and turned back to the man once again, "that's our que." The man didn't say anything but, "My name's Henry," he nodded and ran over to a table and grabbed a pair of scissors. Talious nodded and ran up to set of chairs and stood on top of them.
"People please calm down," This was the first time he had a good view of the madness happening before him. People wrestling each other over food and water and people sobbing and pointing out the window to the giant mushroom cloud over western Boston. "PEOPLE," Talious yelled at the top of his lungs. Most of the people stopped what they were doing and turned to him. "We need to work together! We should be helping each other not fighting!" he heard a yell behind him and turned. Henry had just stabbed a man through the neck trying to kill him.
"I got your back, sir," he said and someone else stepped forward to declare he was with Talious.
"Make your choice here and now, you can either be safe," he said glancing towards Henry who was the biggest person in the Terminal. "or you can be against us, and then your fate is not your own."
Many families stepped forward, Talious noticed the crowd was atleast 200 people large and atleast 150 of those people had stepped forward to be with him.
"Alright all women and children stay here, you'll be guarded by some of your husbands and fathers and the males here," he noticed some males breaking off pipes to use as weapons, Henry in particular had given up on the pair of scissors and got himself a huge pipe. "The rest of the males come with me and we need to round up the rest of the people in this Airport before something terrible happens." The rest of the Pre-Logan army members moved out to conquer the small but plentiful groups of people inside the Airport. ---

And so it began, even though the truth has been lost throughout the ages that is the true account of how the Logan State began. Calvin Talious along with Henry Cooke and the help of volunteers successfully rounded up or killed the rest of the people inside the airport in a month and also began to scavenge supplies around the Terminals and luggage. Soon their 150 person colony became a 4,000 person community and Talious was unanimously elected leader however he included Henry and others and made a Council. Renaming the settlement Camp Logan and establishing jobs and started a bartering system (later switched to the cap system). He also established an army and made Henry Cooke the Commander of all armed forces. By 2090 scavengers were traveling outside and searching the ruins of Boston for supplies and equipment. By the turn of the 22nd century Logan's population doubled and some engineers and scientists founded the civilization of Imax where they continued their advanced work on technology.
For the next 100 years Logan prospered and expanded throughout the ruins of Boston, until they met up with the Commonwealth and their android army. The Battle of the Bridge (Cambridge) in 2268 ended in a bloody stalemate between the two sides when Logan Marines blew up the bridge (literally a bridge) that connected Boston and the Institute. However the androids work night and day trying to repair the bridge and are almost there even despite Logan efforts to defend them off. With their backs against the wall who knows if Logan will be able to pull through and defeat the Commonwealth once again and restore honor and hope to Massachusetts.




Yay, it's over :P, it was a little long but it was fun to write and create my own faction :D!
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Robyn Lena
 
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Joined: Mon Jan 01, 2007 6:17 am

Post » Fri May 14, 2010 11:08 am

Faction Name: The Black Seals

Faction Morality: Light Gray

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

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

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

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

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

Troops - Leopards, Eagles, Seals, Yeti.

Leopards - Scouts (Sets 1, 2, 3) Soldiers (Sets 1, 3, 4) Medic (Set 4)

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

Eagles - Pilots (Set 1) Air Drop troopers (Sets 2, 3) Drop & Load Defense (Sets 3, 4)

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

Seals - Elite Snipers, Scouts, specializing in S&D, Reconissance, Assassination (every set applies to all)

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

Yetis - Strongest troops, Power Armored, deadly

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

History -

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

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

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

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

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

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

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

Starting Quest

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

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

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

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

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

After: You can change your role, or continue with your current quest line, or choose to go on temporary leave.
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Kristina Campbell
 
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Joined: Sun Oct 15, 2006 7:08 am

Post » Fri May 14, 2010 1:39 pm

Its good to see this thread well and alive.

BTW Im thinking of writing a new post for a contest. Make a new faction, and out of my personal favourites, ill pick some, you get to vote, and a new post will select the winner!

Your Prize? The satisfaction of winning! I will set a date to read every one of these factions, (I have been but I forget some, with my not being on latley :sadvaultboy: ) and hopefully, people will put some more effort into it! (Although MOST of you have :P, and the no effort includeds me, if you have kept up with the post!)
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.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Fri May 14, 2010 5:04 pm

1. Faction name:The Crusaders of New England

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

3. Followers: Alex the Conqueror

4. Allies: The Brotherhood of Steel, Follower's of the Apocalypse.

5. Enemys (Must have at least one):Enclave, NCR

6. Location:Main base is at New York, but they are all over New England

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

Recruit-R91 Assault Rifle & 12.7 mm Pistol, along with a RPG-Armor: Recon Armor

Squire-Laser Rifle & Plasma Pistol-Armor: White Power Armor

Knight-Plasma Rifle and Laser Pistol-Armor:White Power Armor

8. History:The Crusaders are a faction that controls New England. They were born from New York, fro=m Enclave Control. They pushed the Enclave out and northbound. The Crusader's followed them, slaughtering them. The Enclave, out of New England. They came into contact with the NCR, on a push toward the East. The NCR declared war, and a stalemate ensured. Lives were lost, men died.

9. Optional: Quest (To get in, to earn its perks, etc...)
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michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri May 14, 2010 10:26 am

1. Faction name: Northern League

2. Faction morality: Neutral, with a leaning towards good to maintain just order.

3. Followers: People of Canada's Nunavut and Northwest territories and their postwar descendants, including stranded Americans and Inuit expats absorbed into the local populace.

4. Allies: None

5. Enemies: Slavers and raiders of every stripe. Chinese and American holdouts in Alaska. Maintain and deep and abiding suspicion and hatred of US remnants in general when encountered.

6. Location: Along the coast and central areas the the Canadian Shield.

7. Technology: Higher than most, slightly lower than prewar. Has a solid core of US power armor, stolen by partisans during the occupation, winterized combat armor and variants are the standard. Medical technology equal to the Brotherhood of Steel, power and communications tech equal to prewar standards. Has an astounding capability for both water desalination and purification and reclamation of materials from old prewar materials. Massive recycling plants grind up concrete, smelt down steel and other metals, clean radiation and crank out new building materials. Cities are based primarily on geothermal power, supplemented by underground fusion plants.

Very few energy weapons, and lacks the capability to manufacture their own. Favors higher caliber weapons.

Stnadard weapon(s): Marksman carbines rechambered for 7.62x59mm (aka: .308) ammunition and capable of a three-shot burst, 12.7mm pistols, .50 caliber heavy machine guns, .30-06 medium machine guns, 40mm grenade launchers and 90mm shoulder-launched missiles. Surprisingly, despite not being able to manufacture energy weaons reliably, shockswords and other blades are known and common.

Armor is primarily "winterized" combat armor, and it's numerous variants. The T45d power armor is actually the "echo" variant (T45e). The PA was a stopgap between the T45d and T51b, utilizing a reworked hydraulic rotor system in the joints that alleviated some of the 45d's mobility problems at the cost of some of the PA's vaunted strength. An outer layer of new composite ceramic applique armor was added to improve protection and a refined environmental system rounded out the modifications. The redesign was rather inexpensive and a limited run of 250 suits was ordered for frontline trials. The modifications did well, but the project was ultimately canceled with the completion of the T51b project. The T45e wouldn't quite die though, as a standard modification kit was produced to upgrade the D models still in service as a stopgap measure until the T51b could enter full service. 350 T45e and T45d/e Power Armors were en route to Alaska, but were waylaid by Canadian RCMP and military holdouts and acquired for their own use.

Ultimately, the T45 Echo became a footnote as the T51b exploded onto the battlefield.***

8. History: The Northern League is whats left of Canada after the Great War. Founded around hidden bases and villages in harsh, remote areas where Canadian and military and RCMP units gathered to rally strength and strike out against occupying US forces. From these remote and forgotten havens, vicious covert strikes and sometimes full-on attacks were launched against the largely unguarded US rear during the war in Alaska. A convoy containing over 300 T45d and variant power armors was snatched out from under US Army control with all defending assets lost. After the bombs fell, the villages grew as survivors filtered in and the situation became more known. Eventually, these secure enclaves became small fortified cities in their own right; fiercely defended and reliant on the northern seas for life. Given the circumstances of it's formation, a deeply entrenched hatred of the US and it's people is a social norm. Over the past 200 years, the League has grown in size and power, relying on recycling stone and steel from gutted cities to make new materials and sustenance from the oceans to grow and thrive.

With the discovery of (and direct combat with) the Encalve and picking up more and more long-range radio traffic from the areas the US, the League is stirring and gathering it's strength. Scouts have been sent south to look for signs of a resurgent America. Should the stars and stripes again try to take what is theirs, the Legaue will strike first, fast, and hard.

9. Optional: "Peacebringer"

A squad of RCMP scouts has run afoul of a full platoon of Enclave power armor commandos, and the fighting is intense. The US remnants have powered armor and energy weapons, but the infantry scouts are displaying tremendous ferocity and skill, and seem to actually be winning. The player must then choose: Help the Enclave and end up killing everyone, or aid the scouts. Helping the patrol home with ammo, medical supplies and intelligence on the surrounding areas will cause the RCMP patrol to "put a good word in" opening up the chance to explore further north without getting sniped from the treeline.


((***The T45e and T45d/e was an idea I had while kitbashing Fallout power armor into a tabletop setting. In-game it would have a DT/DR 5 higher than baseline T45, have a +1Str/-1 Agi modifier, and grant a total of +30% radiation resistance. An improvement on normal T45d, but outclassed by the simply more advanced T51b. I thought it up because the military isn't the type to make huge leaps from a tested design to something new, no matter how glowing the reports from the eggheads are. The "Echo" model struck me as a good midway point that would improve on the Old Reliable T45d and make it capable of paving the way for the T51.))


The Northern League is composed of proud, hearty and strong people. Tempered by savage wars and descended from those that saw their nation betrayed by it's closest ally and their friends and families slaughtered to fuel an unquenchable greed, the Leagues populace has been raised to never take a step back. They lost their homes once, they will not allow it to happen again. Much like the granite plains and icy tundra, they seem to be cold and harsh people at first, but below the hardened surface is a people of surprising warmth. Arts are encouraged, science is considered a must, and most children grow up learning at least one musical instrument. Much like their fortress cities, they are both uncompromising and welcoming, hard but compassionate.

Their entire society is built around it's military, and that is reflected well in the populace. Basic hand to hand combat and marksmanship is a part of the standard school curriculum alongside reading, writing and arithmetic. Most families have military-grade small arms in the house. Upwards of 85% of the populace is either currently serving, or did at one time.

The League has had very little contact with any other power on the North American continent, save the Encalve, which still claims all of Canada as American territory. The League's soldiers are more than happy to prove them wrong. Violently.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Fri May 14, 2010 7:47 am

Faction name: Gladius

Faction morality: Neutral while leaning towards the evil side.

Followers: Any annexed raider gangs and tribesmen.

Allies: Brotherhood of Steel, Blackhall

Enemies: Talon Company, Regulators, Littlehorn and Associates

Location: D.C Ruins, Megaton, Rivet City, Girdershade, Arefu, "The Fortress"

Technology: About the same technology as the U.S military in Pre-War days. A massive cache of body armour and weapons are at their main HQ and standard weaponry for regular infantry men such as AK-47 rifles, AR-15, and other guns akin to that of Pre-War America. In Gladius, there are 4 main groups.

Standard Infantry: They have regular AR-15, AK-47, or a gun they used back before they joined Gladius. They're equipped with regular Dragonskin Body Armour and are used for regular urban fighting with raiders or taking down hostile contracts. All standard infantry are given training equivalent to Chinese spec op soldiers. They're trained to rely on their body as a weapon rather than rely on guns.

In the subgroups, there are heavy infantry units that use siege weapons like rocket launchers and overall heavy weaponry. If possible, heavy infantry are given power armour to plow through masses of enemies.

Scutum: The Scutum are named after the Roman Legion's shield. They provide an impenetrable wall in any building or fortification owned by Gladius. All Scutum infantry are equipped with the same armour as standard infantry but are given sniper rifles and trained to be very good marksmen with them. All Scutum members are honed in defensive combat using melee weapons.

In the subgroup is the Scutum Phalanx. Equipped with riot shotguns and more reinforced armour, they're the first line of defense in any siege by Talon Company or the Super Mutants.

Pilum: Pilum is named after the Roman Legion Spear. They're the first line infantry and spearhead unit that smashes through the defenses of any attacking or defending forces. They're equipped with close quarter shotguns and sub machine guns. Armour includes power armour if possible but usually heavy body armour. They're trained to show no fear, to move fast and strike fast.

Most Heavy Infantry belong to Pilum. All Pilum members are trained in hand to hand combat.

Imperial Commander: The Imperial Commander is the defacto leader of ALL Gladius forces. The Imperial Commander wears a specially made Kevlar trench coat and has a special energy pistol. There are only two Imperial Commanders, Nick Sakin and Katelyn Parker.

History: After the Brotherhood took control of the Capital Wasteland, raiders became even more of a problem than Super Mutants. But one raider, educated and highly intelligent, Nick Sakin, assassinated the boss of a raider gang and reformed them into a brutally powerful band of raiders. Training them using the Art of War and the mass of infantry training manuals salvaged, the raiders soon became more and more like soldiers. Under Nick's rule, the raiders, renamed Gladius, attacked every single raider encampment from Evergreen Mills to Super Duper Mart.

Soon, Gladius began to turn to attacking mercenaries. One such event, they were using power armour they bought from the Brotherhood of Steel and weapons and armour they found at the National Guard Depot, they attacked the Talon Company in Fort Bannister. Every Talon Company who wasn't killed was brought to "The Fortress" which was the Capitol Building after Gladius renovated it. In the Fortress, all Talon Company members were either brought as soldiers in Gladius or killed.

Finally, Gladius ruled over The Capital Wasteland alongside the Brotherhood. The Regulators, however, thought it was fit for Nick and Katelyn to be put to death for their "crimes" in the Bannister Massacre. Ten different attempts on their life were made and none succeeded. Instead, Sonora Cruz was assassinated and the Regulator's base was destroyed.

Quest Chain, Helping Gladius

The Entry of Gladius: Once the Lone Wanderer activates Project Purity and ISN'T part of the Regulators or Littlehorn and Associates, Gladius makes their appearance. They tell the Lone Wanderer to go to the Capitol Building and meet with Nick and Katelyn. If they are part of Regulators or Littlehorn and Associates, Gladius gives them a chance to repent by selling an equivalent of 1,000 caps worth of anything to a Gladius merchant.

Lightning Blade: When the Lone Wanderer reaches the Capitol Building, Nick asks for the Lone Wanderer to find three Tesla Coils in three different locations. Each location is a very dangerous location and in the most infested areas of Deathclaws or raiders. The Lone Wanderer can choose whether or not to give it to them. In the Helping Chain, the Wanderer gives it to them. In exchange, Nick gives the Wanderer a prototype Rail Gun that does 2x the damage of a regular rail gun.

A Razor Spear: Nick is out and Katelyn gives the Wanderer this quest. She's worried about Nick and tells the Wanderer where Nick is and tells the Wanderer to spearhead the attack Nick is leading. The attack is on Vault 87 and when there, Nick gives the Wanderer a set of radiation resistant armour. The Wanderer spearheads the attack and Nick meets him in the GECK room of Vault 87. He orders the Wanderer to seize all information of a GECK. After that, Nick and Katelyn reward the Wanderer for his services with an all clear to trade with the Gladius Quartermaster.

Scutum, An Invincible Shield: 3 Days after "A Razor Spear", the Wanderer is given a distress message by a Gladius messenger to come to the Gladius Outpost near the Talon Company hideout near the Potomac. The outpost is under attack by both Super Mutant Overlords and Talon Company and the Wanderer is given a prototype Scutum, a body armour that blocks all incoming energy weapons. After all attacking forces leave, the Captain of the Scutum Forces allows the Wanderer to keep the prototype body armour.

Imperium: A week after "Scutum, An Invincible Shield", Nick offers the Wanderer a spot as the Imperial Colonel. If the Wanderer accepts, he can get unlimited temporary followers, the Gladius Infantry and "Gladius", A high performance semi-automatic rifle. If he declines, Nick gives the gift of 10,000 Caps.

Optional: Wedding Anniversary: After Imperium, whether the Wanderer accepts or declines the offer, Nick asks the Wanderer to find the best wedding anniversary gift as soon as possible for Katelyn. This is optional as the Wanderer can decline and Nick finds somebody else to do it. If the Wanderer accepts, he goes to Rivet City and either steals a gift from a new shop that opened up or do a few errands for the man for the gift. When the gift is given, Nick rewards the Wanderer with the final two items. Pilum, a powerful melee weapon that negates all armour with a high critical hit chance, and the Scutum Helmet.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Fri May 14, 2010 2:52 pm

Zerker, forgot to add Blackhall as ally.
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Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

Post » Fri May 14, 2010 12:25 pm

Just a little something as a background BEFORE the events of New Manhattan but I still added Blackhall as allies since the faction stuff before history I count as present day.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Fri May 14, 2010 6:10 am

Faction name= Bringers of Steel

Faction morality= Very good

Followers= Followers are either born into the faction or require a high intelligence and skills: science, medicine, repair, energy weapons, and guns.

Allies= Followers of the apocalypse, D.C Brotherhood of Steel

Enemies= NCR, Caesars Legion, and various other hostile factions

Technology= Combat oriented personnel: For heavy combat situations Power Armor slightly modified to provide extra mobility and flexibility. Weapons include ,
energy weapons, high powered rifles (non/semi/fully automatic) , missile launchers, Gatling weapons (laser and 5mm models).

For light combat situations reinforced combat armor with extra plates for protection, high powered rifles (non/semi/fully
automatic) and high powered pistols

Non-combat oriented personnel: In base Personnel have Recon armor along with high powered pistols
Out-base personnel have doctors coats also along with high powered pistols

Location= Further up north the Capital wasteland

History: A small detachment from the Lost Hills bunker went off North-East to investigate rumors of an abandoned military vault which was supposedly full of valuable
pre-war tech but instead they found a vault still thriving with life. When Elder Robert was given orders to 'clean out' the vault Robert had a change of heart, as
he could not bare to take those Innocent lives away. And with this choice, he told the rest of the group, many of them were outraged and abandoned him.
Those who stayed were closest and loyalest to him, the remaining group traveled 2 miles south-wards before reaching an old military complex hidden
underground. After setting up, scouts were sent out to investigate the surrounding area, By now the Elder Robert had renamed themselves the
Bringers of Steel, his goal was to use their technology to help the people of the wastes, so he volunteered to aid neighboring populace and in return they
joined them. 5 years after they had made contact with the D.C BOS who happily agreed to help each other with their goals. But at the same time, our
patrols had run into NCR who mistook them for Western BOS and our scouts had wandered into Legion territory and barely escaped alive. Since then, our
military has grown enormously as 55 percent of the populace joined the Bringers while another 30 percent joined the science and medicine department.
User avatar
BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Fri May 14, 2010 10:11 am

I decided to go a tad off topic with a idea for a companion from my faction: Sargent James Wellington.

Age: 25

Appearance: Caucasian Male, Physically fit, very short black hair.

Karma: Good-ish

Affiliation: UDKNA

Weapons: Ranged, http://en.wikipedia.org/wiki/Sterling_submachine_gun#Variants, Melee, http://en.wikipedia.org/wiki/Fairbairn-Sykes_Fighting_Knife

Specialist Skills: Melee Weapons, Sneak, Guns

Perk: Cool Running, Increases Player Speed by 25%.

Teachable Manoeuvre: Commando Knife Manoeuvre. James teaches you how the really use your knife, you gain a special VATS attack with all knives when in sneak mode which instantly kills all humanoid enemies who are not in Power Armour. Taught after you complete James' side-quest. (was tempted to call this "Killer Reach Around" but decided against it.)

Bio:
James was born into a village which was under constant attack by raiders, he learnt to hide before he could talk and shoot before he reached puberty. By the tender age of 9 his father had been killed and by the age of 14 his mother had been kidnapped, now under the care of his uncle he had just about lost all hope for the future. Then one day a lawman appeared, a protector of peace, God amongst men and champion of justice; Marshal Clint Morrison and his partner Rodney Ellis rode into town. Then they single handedly defended it from a raider attack and then proceeded to track down the location of their camp, before leading the townsfolk on a successful night time attack, during which James mother was found, with bruises and scars all over her body. Soon the town was brought into the seemingly benevolent fold of the UDKNA and renamed Thermopylae and quickly boomed, a Sheriff was appointed after the Marshal and his partner rode onwards, a representative was sent to Congress in Victoria after the towns first (if one sided) election, and like many of his peers James would give himself a new name, in his case, the surname Wellington, after the famous British general and Prime Minister. He was now happily living with his mother and going to school, for the first time in his life at the age of 14, he was allowed to have a childhood, and like all children he had a dream, in his case it was to be the great man on the horse with the .44 Magnum like the man who saved his town.

By the time he was 18 like all of his peers he was enlisted into the light infantry, during his training he proved to be exceptional and his Commanding Officer recommended that he should for Commando training. However James still wanted to follow his dream and remained in Light Infantry training until he was sent to Fort Anzio on the Western Frontier where he waited 3 years for a non-existent Legion attack to come. When his tour was finished he returned to Thermopylae, where he was shocked to find that the Sheriff had become corrupt with power, at first James wanted to resolve the matter by reporting him to his Congressman and getting him kicked out of office, but all reason left him when he found out the the Sheriff had taken advantage of his mother. Consumed with rage he lured the Sheriff out of town with a false alarm and in the wilderness murdered him, no witnesses. Soon after the Sheriffs non-corrupt (If a little weak willed) deputy took charge and in Congress laws allowing the use of election to select or remove Sheriffs were passed, and whilst there were suspicions nobody liked the last Sheriff enough to investigate James involvement with the murder, but the damage was done, James simply couldn't bring himself to join the Lawmen. So following the advice of his former CO back in training he enlisted in the Commandos.

As suspected by his CO in training, James passed the Commando training course with flying colours. He proved to have exceptional sneaking skills and could move "like a cat" behind an enemy and with a flash of his knife kill them before they hit the ground. Not only that but he was also an exceptional runner with great speed and stamina beating the marathon completion time by a good margin, plus like all Commandos he could handle a wide variety of weapons as the situation demanded, specialising with the Sub-machine gun. After training he would take part in many raids and assaults on enemy bases across the Northern Front proving to be an exceptional Commando and rising to the rank of Sargent. Currently he is station at Fort Gettysburg, this is where you come in...

Side-Quests: A Bit of Blackmail, Old Wounds

A Bit of Blackmail:

Upon entering Fort Gettysburg you may come across Sargent James Wellington in the mess hall playing poker; he is fairly friendly and will tell you about the camp and what he does etc. but will clamp up if you begin to enquire about his past, and outright resuse to join you because of his squad ("What do you think the army is? A hobby?"). However that is not the start of the quest, that is given the Camp's CO Major Guy "[censored]" Charlemagne, who doesn't take take kindly to people who inquire about his nickname ("It's because I lay down the law [censored]"), who gives you the task to bring Sargent Wellington to his office for arrest, when asked what for Guy states that its for the suspected murder of a Sheriff. You then bring James to the CO who places him under arrest and put him in custody to await trial, you may then press James for info, he denies the murder and says the only reason for his arrest is because he was blackmailing Guy by threatening to reveal that he had serious gabling debts and had brought hokers into the base after dark, and in response Guy investigated the suspicious about James past and got him to confess the murder on tape after drinking him under the table. James admits that blackmail was wrong but said he had a change of heart and had written a letter to the CO saying he would keep his mouth shut because the last thing the camp needed was a breakdown of it's CO. The player has 6 ways to resolve the issue:

1. Do nothing, James gets executed by firing squad (no reward)

2. Get the letter James wrote and give it to the Major, then pass a speech check telling him that the evidence is too feeble for conviction and what the Major is ultimately doing is putting a good soldier to death over nothing ("The tape is nothing more than drunken boasting and there is still no evidence of a body") Or if you are idolized by the UDKNA you can use your influence to dissuade him, (Good Karma, XP)

3. Gather evidence of the majors misdoings and give him a bribe of 1000 Dollars (750 with Barter) to pay for his gambling debts and to keep his mouth shut. OR if you are Idolized by the UDKNA lie and say you'll report him to the authorities (You can then extort money from him every 7 days for negative Karma). (No Karma change, XP)

4. Destroy the evidence tape, Major Charlemagne strongly suspects you but can't get any evidence. (No Karma Change, XP, Quartermaster's prices increased)

5. Kill Major Charlemagne (Very Bad Karma, XP)

6. Do a Side-quest for Major Charlemagne as a favour for James release (No Karma Change, Money and XP. Alternatively you may do this side quest afterwards for greater XP and money)

If you chose options 2 to 6 James is released from custody, if you chose options 4 or 5 he is dishonourably discharged by either the Major or his replacement. If not then James himself decides to leave the Commandos on his own accord, not thinking himself worthy. You may then ask him to travel with you and he agrees, or you may let him go on his lugubrious way. Either way he wants to head back to his home town of Thermopylae plus he gives you his beret as a token of thanks. The quest ends.

Old Wounds.

If you asked James to join you back at the camp then this quest automatically begins and he asks you to go to Thermopylae in the near future. If not then you may meet him at his home in said town and ask him to join you, beginning the quest. Either way he wishes to stay in town for a day to say his goodbyes before he wanders the wasteland. You then go around town until you reach the Sheriffs office, but upon entering you find that there had been a struggle and the Sheriff had been kidnapped, you then go to inform the deputy who decides that there may still be time to save the Sheriff. You then go to search the office and James picks up a trail which leads to the bandits camp outside of town, you attack the camp and find the dead body of the Sheriff and bring it back to town, the deputy then takes over and gives you a reward (Dollars and UDKNA Fame).

However afterwards James decides to have a private chat with you back at his house. There he confesses to you that he did indeed shoot the the Sheriff all those years back, and wishes to return to the site with you, you do so, and there you have a conversation about James' past, present and future, with three outcomes

1. You conclude that whilst the killing of the Sheriff was foolish, as was the attempted blackmail, James should realise that he did both actions when he was under pressure and many others would do the same. Plus he did a great service by saving the last Sheriffs body and confronting his past. He realises that human beings have a wonderful ability to change themselves for the better and therefore find redemption. (Good Karma)

2. You conclude that killing the Sheriff was justified and that Major Charlemagne really was an [censored]. James realises that he shouldn't let people get in his way of his feelings and goals. (Bad Karma)

3. You conclude that the past is the past, and what matters now is the present. James realises that the future will look after itself. (neutral Karma)

If you chose option 1 or 2 you may then recommend what James should think of doing after his travelling with you is done, you can recommend:

A, He follow his dreams of becoming a Marshal and join the Lawmen.

B, He proved that he has the makings of a great soldier and should return to the Commandos

either way, the quest concludes and James decides to teach you the Commando Knife Manoeuvre. The quest ends.

Endings:

If you chose options 2, 3 or 6 during "A Bit of Blackmail" THEN chose option 1 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to become a well decorated Commando who leads and participates in many battles, before retiring as a respected Lieutenant Colonel to become a successful and popular politician, OR a Marshal who brings hope and justice to many just like he always dreamed of being when he was a kid, then retiring to become a wise, fair and forgiving judge, remembering that like himself all people can change.

If you chose options 2, 3 or 6 during "A Bit of Blackmail" THEN chose option 2 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to become a fierce and determined Sargent who gets the job done and is highly decorated as such before becoming a ruthless trader who doesn't take crap from anyone, or a corrupt Sheriff who gets voted out of office after the tape with the confession leaks out, leading to his suicide at the realisation that he became what he hated.

If you chose If you chose options 2, 3, 4 or 6 during "A Bit of Blackmail" THEN chose option 3 for "Old Wounds" James then decides on the off-chance to become a decorated fighter pilot in the Air Force and later settles down to become a farmer with his family and an author of a biography of the player character as well as many other successful novels.

If you chose option 4 during "A Bit of Blackmail" THEN chose option 1 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to become a Colonel in the Guards due to Major Charlemagne blocking his entrance to the Commandos, James participates in many battles and settles down with his family and writes a biography of the PC, OR a Marshal who brings hope and justice to many just like he always dreamed of being when he was a kid, then retiring to become a successful businessman.

If you chose option 4 during "A Bit of Blackmail" THEN chose option 2 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to murder Major Charlemagne for refusing him re-entry to the Commandos, but after a successful career James is found out and executed for murder, OR a Marshal who brings respect and justice to many, gunning down many crooks with his .44 Magnum, he then goes on to become a tough and respected judge who shows little mercy to criminals, especially r**pists.

If you chose option 5 during "A Bit of Blackmail" THEN chose option 1 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to become a member of the Commandos, but without the harsh but excellent leadership skills of Major Charlemagne his Commando squad engages in a disastrous raid during which he manages to carry his wounded squad-members out of the firing line at great personal risk, saluaging the operation, but losing his own life from extremal loss of blood caused by several bullet wounds, for his bravery he is posthumously awarded the highest award for combat in the UDKNA, the Order of Cromwell, First Class. OR a Marshal who keeps the town of Thermopylae clean and safe and rises to become a bodyguard of the King, but after the death of his mother and uncle as well as the news that his former unit were mostly destroyed in a ill thought out raid he grows slowly depressed about his life and doesn't hesitate to throw himself over a bomb thrown at the king by a terrorist, killing himself, for his bravery he is posthumously awarded the highest award in the UDKNA, the Order of Cromwell, First Class.

If you chose option 5 during "A Bit of Blackmail" THEN chose option 2 for "Old Wounds" and tell James to enlist in either the Commandos or Lawmen He then goes on to become a member of the Commandos, but without the harsh but excellent leadership skills of Major Charlemagne his Commando squad engages in a disastrous raid during which he decides to complete the mission no matter what, detonating the explosive charges set before all his squad gets out, this salvages the mission but leads to many of his friends deaths, this causes James to go into a fit of depression ending in his suicide the next day. OR a Marshal who keeps the town of Thermopylae under his thumb, but after the death of his mother and uncle as well as the news that his former unit were mostly destroyed in a ill thought out raid he grows slowly depressed about his life and kills himself by talking an overdose of drugs.

If you chose option 5 during "A Bit of Blackmail" THEN chose option 3 for "Old Wounds" James decides to flee his past and ride out west into Legion territory, soon the people of the UDKNA forget about the man called James Wellington. However, there are reports of a mysterious solider who releases and trains slaves to fight the Legion coming in from the West...

If you chose option 1 James is executed by firing squad for the murder of a Sheriff. However Major Charlemagne grows steadily more and more depressed about the killing of the promising Sargent and soon commits suicide out of grief.

If James is killed on your travels, then he, er, dies.

* Info Here:
Spoiler

1. Faction Name.

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

Nickname: The Coonskin Grenadiers, The Kingdom of America

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


Good

3. Followers.

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

4. Allies.

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

5. Enemies (Must have at least one)

The BOS
The Enclave
The Federation of the Wasteland
Ghouls

6. Location(s)

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

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

A fully functioning Vault-Tech Vault.

Weapons:
  • Assault Rifles (Including but not limited to: M4 Carbine, L1A1 SLR (Standard De-Jure Rifle for Regular Infantry), http://en.wikipedia.org/wiki/EM-2_rifle (De Jure Standard Rifle for Guards Infantry), and XL70E3 Enfield (De Jure Standard Rifle for Commando Corps and Long Range Wasteland Group (L.R.W.G.)))
  • Sub-Machine Guns (Including: 10mm SMG, (De-Jure Standard SMG for Grenadiers) Mk. V Sten (De Jure Standard SMG for Light Infantry), Sterling L2A3 (De Jure Standard SMG for Regular Infantry) Sterling L2A4 (De Jure Standard SMG for Commando Corps and L.R.W.G.))
  • Hunting Rifles (Including: SMLEs, M1 Garands (De Jure Standard Rifles for Light Infantry))
  • Combat shotguns
  • Sniper Rifles (Including: Scoped SMLE)
  • Mortars
  • Grenades
  • Petrol Bombs
  • Handguns
  • Revolvers
  • Bayonets
  • GPMGs (FN MAG (De Jure GPMG for Ground Troops), Vickers .303)
  • HMGs (50' Cal)
  • Anti-Material Rifles (Including: Boys Anti-Tank Rifle (De Jure Anti-Material Rifle)
  • Missile Launchers


Armour:

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


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

    Vehicles: (N.B. The vehicles listed are merely representative of whatever the rough Fallout equivalent might be, e.g. the M551 Sheridan might be called the M3001 Jackson 'in-game' and look a bit different but essentially is the same in both capacity and design.
    [list]

  • Motorcycles
  • http://i280.photobucket.com/albums/kk171/fattoler/03-04-2011020844.jpg, used mainly by the http://en.wikipedia.org/wiki/LRDG and in reconnaissance battalions.
  • http://en.wikipedia.org/wiki/M551_Sheridan, Light tank, Used by Armoured and Cavalry regiments, but few in number.
  • http://en.wikipedia.org/wiki/Comet_tank, Medium tank, Used by Armoured Regiments, again, few in numer, however the design specs have been discovered and with the capture of new factores small scale production may be possible.
  • http://en.wikipedia.org/wiki/Conqueror_tank, Heavy Tank, Used by Armoured Regiments, Rare. (I would have used the M60 Patton but I felt Hipsterish)
  • Dirigibles, Used for observation over the Northern front, only 12 in use.
  • http://en.wikipedia.org/wiki/De_Havilland_Venom (because it looks so http://www.bluelion.org.uk/forumImages/ukar/bigginHill_kemble_2009/dsc_7146.jpg http://www.youtube.com/watch?v=aAHOM_MZZBw), Some military aircraft which didn't take off due to maintenance were salvaged by the army and are used in limited quantities for reconnaissance and dive bombing by the United American Airforce (UAAF)
  • http://en.wikipedia.org/wiki/Avro_Vulcan, A lone dilapidated Heavy Bomber, found in an abandoned Air base, one day when it is fully repaired the UAAF hopes to use it to carpet bomb all their enemies into submission...


8. Organisation

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

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

There is also a small Air force.

The system works from largest to smallest as follows:

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

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

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

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

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

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

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

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

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

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

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

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

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

9. History

Vault 57

Theme: Military and Westerns

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

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

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

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

Equipment: All equipment works perfectly. Also GECK.

The Catch: NO WEAPONS OR FIREARMS! XD

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

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

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

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

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

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

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

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

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

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

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

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

Over the next one hundred years the Country grew in size and infrastructure. Battles were fought and won, the population exploded, and San Antonio was slowly rebuilt. There are now farms and small factories building arms and armour, small mines digging out the raw materials to make new weapons. There are also Armoured Regiments consisting of refurbished battle tanks which send all foes running in fear. As well as a small Air force to bomb enemies from the air.

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

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

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

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

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

N.B. If horses are excint, they cloned them.

======

Sidequest: Triumph of the Film*

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

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

*LOL clever pun

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jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Fri May 14, 2010 1:31 pm

Okay, so here's my idea.

In New York City, several hundred people reserved rooms in Vault 154, were the test was to slowly leak radiation over the years in the vault, inducing ghoulification among the residents. After 150 years, the now ghouls exited the vault into the Atomic Apple , were the were greeted by a large group of slavers who who called themselves the Workers(or a better name if you have one). The Workers don't take too kindly to ghouls, and either enslave or senselessly murder them.
After about 50 or so years, the some ghouls start to stand up for themselves and start a revolt that soon becomes an all out civil war. This is where the player comes in and either helps the Workers supress the incident or liberate the ghouls by joining their militia. Some quests and plot would also be included, so brainstorms are welcome!
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Jordan Moreno
 
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Joined: Thu May 10, 2007 4:47 pm

Post » Fri May 14, 2010 1:32 pm

Name-Ghouls Revolting Allegience (GRALL)
Morality-Good except some Worse Choices
Enemy-Slavers
Followers-Most Ghouls
Allies-Whoever doesn't despise ghouls
Tech-Assault Rifles, 10mm SMG, 9mm Pistol, Leather or Combat armor, Knives

History- As required by Vault-Tec industries, testing in NYC's Vault 154 consisted of small amounts of radiation be leaked into the vault, turning its 500 some population into ghouls over time. After 150 years, the vault opened, spilling it's ghoulified contents into the Atomic Apple, or Nuke York City. Already filled with Slavers, the massive urban wasteland wasn't a good place for much-discriminated ghouls. Soon, the Slavers either enslaved or murdered almost all ghouls in Nuke York. Forced to do intense heavy labor and often worked to death, these ghouls were kept in line with guns trianed on there heads and shackles bound to their feet.
After 50 years of torture and unjust, a group of ghouls rebeled against their discriminators and started an uprising. Many ghouls joined this force and it soon formed into the GRALL, then establishing all-out, civil war against the Nuke York slavers. Their leader, Jacob Bronson, commits his life to bringing justice and freedom to ghouls. After defeating the slavers, Jacob is killed by an assassin. His replacement, Smithy, is bent on destroying all smoothskins. He orders firing squads to shoot down all smoothskins they find, including caravans and children. This causes unrest withen GRALL, and turbulence between leaders and militants increases, nearly starting another uprising, this time among the ghouls themselves. The smoothskin who helped Jacobs defeat the slavers is now begged by many ghouls withen GRALL to kill Smithy. He does. This settles much of the unrest in GRALL, but angers Smithy supporters, which are soon silenced by the smoothskins hand.

Quests-First, you must speak to Jacob Bronson, who, in gaining your trust, will send to look for a missing patrol in the subway lines. You find them, or whats left of them, in the subway, fighting some slavers. After the slavers are delt with, you talk to Smithy, their patrol leader, who gives you a report to give to Jacob. You do this.
It turns out the subway line they were in leads directly to a slaver camp. Jacob sends you and a few other ghouls to clear out the encampment. As you do this, you take hostage a young slaver who gives you some info as to why the camp is here. He says it was a rendevous point for a larger group of slavers planning on attacking a nearby ghoul settlement.
You decide to stay and fight off the slavers.
You return to Jacob and tell him the events. He then sends you off to look for more camps like this one.
After finding them, you return to him. He sends out attacks to these camps, and asks you to join them.
In accepting, you become a member of GRALL.
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Carys
 
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Joined: Wed Aug 23, 2006 11:15 pm

Post » Fri May 14, 2010 4:00 pm

1. The Nukee

2. Down with this sort of thing.

3. Nuka-Cola addicted Tribals.

4. Assorted other illiterates and raiders.

5. Anyone found in possession of Nuka-Cola.

6. Omaha; the gutted remains of a Nuka-Cola plant.

7. Tribal. Spears, axes, and pointed sticks are the norm. Possessed of a fleet of makeshift mopeds, running on the plant's abundant, fruit-based compost. Their reverrance for the beverage that gives them their name is evident in all facets of their society: Head dresses made from empty bottles, blades made from broken shards, and ornaments made from bottle caps. Guns are rare, and tend to be traded in exchange for more Nuka-Cola.
I love Nuka!!! I must join!!!!!!!! No, seriously, make a mod or something. Please.
8. Originally a clan of cannibals living out in the Nebraskan wilds, they were tamed and converted to the worship of Nuka-Cola by their meal-turned-prophet, Phil. Following him on a grand treck south, they came upon a vast ruin, which Phil proclaimed to be the source of the godly nectar. Sure enough, they found the place to be overflowing with the stuff. Having taught them his ways and brought them to paradise, Phil left the Nukee, and ventured out into the wasteland, never to be seen again. The tribe are now dedicated to preservation of the drink, and the quest to recreate it. Phil has been transformed in their primative art into a divine, Christ-like figure, his motorcycle helmet turned into a big red halo.

9. A crate full of frozen Passion Fruit is known to exist somewhere in Midwest. Find it, that the production of Nuka-Cola might begin again!

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Marie
 
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Joined: Thu Jun 29, 2006 12:05 am

Post » Fri May 14, 2010 6:19 pm

(was tempted to call this "Killer Reach Around" but decided against it.)


Laughing audibly at work, now my co-workers think I'm insane...




God, I'm such a child.
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Facebook me
 
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Joined: Wed Nov 08, 2006 8:05 am

Post » Fri May 14, 2010 9:31 am

1. The Red Leaves

2. ??? Petty Vengeance.

3. Canadians that sign up, priority on descendants of freedom fighters.

4. Various Canadian factions, towns, and small groups.

5. Enclave/USA

6. Ronto

7. Scavenged technology. A particular focus on power armor since we lost our country because of it. Maple Leaf emblazoned on the front chest. Focus on explosive or high powered weaponry to take down heavily armored targets.

8. Survivors of the Canadian annexation and rebellions. They plan to create an army to invade the states.

9. Optional: Quest (To get in, to earn its perks, etc...) Steal power armor/teach everyone how to use it, including non-faction members. No one will suffer under those armored [censored]s just because they can't figure out how to operate the equipment.
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Da Missz
 
Posts: 3438
Joined: Fri Mar 30, 2007 4:42 pm

Post » Fri May 14, 2010 8:21 pm

1. The Red Leaves

2. ??? Petty Vengeance.

3. Canadians that sign up, priority on descendants of freedom fighters.

4. Various Canadian factions, towns, and small groups.

5. Enclave/USA

6. Ronto

7. Scavenged technology. A particular focus on power armor since we lost our country because of it. Maple Leaf emblazoned on the front chest. Focus on explosive or high powered weaponry to take down heavily armored targets.

8. Survivors of the Canadian annexation and rebellions. They plan to create an army to invade the states.

9. Optional: Quest (To get in, to earn its perks, etc...) Steal power armor/teach everyone how to use it, including non-faction members. No one will suffer under those armored [censored]s just because they can't figure out how to operate the equipment.


Why?
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Austin Suggs
 
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Joined: Sun Oct 07, 2007 5:35 pm

Post » Fri May 14, 2010 6:32 am

Why?

Invade the states and conquer it. We made the mistake of trying to live in peace once. Beat the war drums now, more so while we have a chance.
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JD bernal
 
Posts: 3450
Joined: Sun Sep 02, 2007 8:10 am

Post » Fri May 14, 2010 3:29 pm

Invade the states and conquer it. We made the mistake of trying to live in peace once. Beat the war drums now, more so while we have a chance.


What I mean is after 200 years what's the motivation to invade a country that doesn't really exist anymore. Canada was annexed for about a year and because it was causing problems for the US Army, Canadaian people attacked the pipelines before the annexation even, the Chinese would have rolled right through it if the US had failed at Anchorage and the Canadians were even compensated with Oil from Alaska; those people in the Fallout opening could have been making mercury bombs to put under school buses for all you know.

A 200 year late invasion based on a 1 year occupation :confused: ?

EDIT: Wrong emoticon.
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sarah simon-rogaume
 
Posts: 3383
Joined: Thu Mar 15, 2007 4:41 am

Post » Fri May 14, 2010 7:34 pm

What I mean is after 200 years what's the motivation to invade a country that doesn't really exist anymore. Canada was annexed for about a year and because it was causing problems for the US Army, Canadaian people attacked the pipelines before the annexation even, the Chinese would have rolled right through it if the US had failed at Anchorage and the Canadians were even compensated with Oil from Alaska; those people in the Fallout opening could have been making mercury bombs to put under school buses for all you know.

A 200 year late invasion based on a 1 year occupation :confused: ?

EDIT: Wrong emoticon.

That all looks so moderate and justified compared to the Enclave. I never said they were awesome heroes, I said they wanted petty vengeance.
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Christine Pane
 
Posts: 3306
Joined: Mon Apr 23, 2007 2:14 am

Post » Fri May 14, 2010 4:13 pm

That all looks so moderate and justified compared to the Enclave.


A pointless, baseless insult... thanks :goodjob:.

I never said they were awesome heroes, I said they wanted petty vengeance.


Fair enough, it was aimed just as much at the pleathora of other people who suggest a Canadian Uprising or something to that effect.
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Carolyne Bolt
 
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Joined: Mon Jul 10, 2006 4:56 am

Post » Fri May 14, 2010 11:09 am

A pointless, baseless insult... thanks :goodjob:.



Fair enough, it was aimed just as much at the pleathora of other people who suggest a Canadian Uprising or something to that effect.

I didn't know a fact was a baseless insult. -_- Way to put words into my mouth. *sigh* Yea, surprise surprise Canadians can be patriotic too.

Edit
Unless you ARE the Enclave or something...
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Antony Holdsworth
 
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Joined: Tue May 29, 2007 4:50 am

Post » Fri May 14, 2010 6:25 pm

Yes, well umm, Ive been off lately and Im deciding on making a new thread for a complete quest
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Rowena
 
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Joined: Sun Nov 05, 2006 11:40 am

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