1. Faction name: The Assassin's Brotherhood
6. Location: Secure Bunkers across the Old United States
7. Technology
ower armor, assassins suits, energy wepons, silence guns, and regular guns
Don't you mean the Dark Brotherhood of Steel?
THE CANADIAN BROTHERHOOD OF STEEL.
VERY GOOD
TEAMED UP WITH THE EAST COAST BOS!
Enemies: Enclave
Located in Toronto Canada
Same armor and weapons as the East Coast BOS but all snow camo.
We are basically the Canadian army and the remaining US soldiers who were left abandoned in Canada. We want to take Canada back from the Enclave. We help people in need and want to keep Canada secure from anyone we see as enemies. Therefore the NCR can be our enemy because they'll try to take over.
Let me guess, you get your orders from http://southpark.wikia.com/wiki/Stephen_Abootman and your primary mission is to distribute coffee to all Canadians?
Anyway, here's what I came up with
I have several faction ideas, one of them being a cannibalistic faction that keeps, grows and breeds slaves for food, has electric styled energy weapons (with stun setting, the best way to keep meat fresh is to keep it living) and they name their weapons after kitchen equipment/terminology. They generally keep to themselves and don't bother anybody else, but when attacked they enslave their attackers and add them to their livestock. Another idea I've had is a Sparta faction, based around a modern day American Sparta community, but style themselves after the original Spartans. They have weapons named after Greek mythology/terminology like the miniphalanx (Phalanx type 20mm Gatling gun, only this time a 5mm minigun version) or the Gastraphetes (wookiee bowcaster style plasma rifle). However for this post I will restrict myself to my favorite concoction. BTW, I've changed history to culture as I think it fits in better.
1. Faction name: Confederacy, using the Confederate Battle flag/Rebel flag (and I think it should be starless to keep people from asking questions about the stars, but I would not be against a version with stars, this also goes for any flags mentioned)
2. Faction morality: Generally good for their own kind, whilst gray to dark for everybody else, as regions have a large amount of self governance laws and morality may vary.
In detail:
There is slavery, but enslavement of Confederates (even outside their jurisdiction) is punishable by either death or government service (for a set term being a slave for the government working on community farms, in the mines etc.). As such, slaves are generally bred or imported. Their first slave source came from Vault inhabitants. There are however ways to become a free citizen.
Vault inhabitants are looked down on, not just for being the first source of slaves, a common tactic being the founding of a settlement in front of the Vault and once it opens, enslave the inhabitants and seize their GECK. Vault inhabitants are also considered weaklings due to the fact of them not growing up in the harshness of the wasteland.
Ghouls ain't people, they're a pest and should be shot on sight. Bounties are paid for bringing in ghoul heads. The same is true for mutants. As such, these abominations can't be enslaved as they have to be wiped out no matter what. Also,helping them escape or hide is a crime worthy of severe punishment and possibly execution.
While technology is accepted, robots are illegal. When found, they are scrapped for anything useful. Thing is, you just can't rely on their programming so if it doesn't require a human at the controls it's illegal. This includes automated defenses and androids, however implants are accepted so long as they don't mess with your free will.
3. Followers: Most are born Confederate, there are options for outsiders to join. Some local Autumnist Enclave and Brotherhood of Steel chapters have been absorbed into the Confederacy, giving them limited power armor and energy weapon production capabilities.
4. Allies: Everybody that agrees with them, helps them clear out the wasteland, or supplies them, although you'd better not break any of their laws (slavers that enslave Confederate citizens outside Confederate borders are still considered enemies).
5. Enemies:
Regular Enclave, due to the Enclave's view on wastelanders
Some BoS chapters, due to the technology the Confederacy possesses
The Railroad, for hiding 'em androids or helping them escape, instead of turning them in
A faction that hides ghouls and mutants and helps them escape (faction is armed with revolver rifles), calling then the ghoul liberators for now
Empire of http://www.youtube.com/watch?v=VAE83ZgsPBE (now in tatters)
Everybody that invades them
6. Location: Take a wild guess
Spoiler
Including parts of all the old Confederate States, it originated in the Deep South the core region includes the states of South Carolina, Mississippi, Alabama, Georgia and Louisiana. It is however unclear as to where it all started. Without a capital and representatives meeting in a different place every time, chances are the Confederacy has no single birthplace.
7. Technology and organization:
Every Confederate unit has it's own section of a camp, fortress etc. When outside they fly their unit flag over their section, when inside they hang their flags above the doors leading to their section. Limited power armor and energy weapon production capabilities. In order to increase production, regular weapons are usually converted to become energy weapons. (just take all the weapons based upon German weapons in http://www.gamesas.com/index.php?/topic/1148014-schematic-based-weapon-ideas/page__p__16794833__hl__craftable__fromsearch__1#entry16794833 and keep in mind they would have to be renamed, as I'm only talking about models, they start out without any upgrades (like scopes) added to them, the sniper rifle still starts out with scope, so imagine the rest scopeless. The energy weapons fire laser bolts, doing more damage but traveling slower when compared to laser weapons and doing less damage but traveling faster when compared to plasma bolts. They also only use 1 ammo unit per bolt.
Service rifle is the Gewehr 43, renamed to (Confederate) service rifle obviously. Their regular troops are called riflemen/women (maybe with a flag that has a gun on it). While the http://en.wikipedia.org/wiki/Stonewall_Brigade and http://www.youtube.com/watch?v=nfK_aSGZFwo use the same weapons, the Stonewall Brigade (if in doubt, use a brownish/yellowish butternut type of gray as their color) uses power armor, whatever they can get their hands on so that's T-45d, T-51b and Enclave Remnants style suits, but not the enclave helmets as I just don't like it's looks (makes you look like a bug). Kelly's Irish brigade (not sure what unit that is, but maybe style them after the Confederate 10th Tennessee, Sons of Erin) uses combat armor (also whatever is available). Ordinary Riflemen use gray frock coats (DT around 10) with and gray caps (but this time don't use 2 crossed rifles, use a bugle instead). The service rifle comes with a bayonet (using one would require some changes to game mechanics, like including fire modes)
Snipers are called Sharpshooters, styled after the Palmetto Sharpshooters (South Carolina) and use a Sharps rifle (lever action version, not the Sharps rifles/carbines of the time) in order to stay true to their name.
Grenades are Ketchum style civil war era percussion grenades, along with TNT and dynamite as well as older fuse grenades. All made from homemade powder (just call it powder and use different amounts to create different explosives, can also be used for bullet production, at least one component is charcoal made by carefully burning trees)
Flamers are in use, and they usually use home grown flamer fuel (homegrown corn + homegrown sugar + homemade alcohol)
Lever action shotguns are available for when the situation calls for such weapons
Missile launchers are used against planes and armor
Cowboy Repeaters are generally used by Rangers, styled after Terry's Texas Rangers
Bushwhackers form the intelligence agency. Their mission includes intelligence gathering, infiltration, sabotage and assassination. As a result their quests can be very dark. They use the Mauser C96 pistol (for it's select-fire, including full auto, capabilities, Confederate/Bushwhacker pistol might be a nice name) and it's DL 44 laser pistol (for when something need igniting, maybe Confederate/Bushwhacker igniter/laser pistol makes a nice name) counterpart. In NV terms, both are considered advanced sneak weapons. They also use hunting rifles (remember Cheney). Further equipment includes Chinese power armor (named stealthsuits), and
stealth-boys, however because they're so rare, they are hardly ever used and normal clothing is preferred. Janitor outfits combined with the laser pistol are fairly common for indoor assassinations, allowing the Bushwhacker to clean up the ash straight away. In order to not arouse suspicion, bushwhackers have to own farms or plantations so people don't ask question about where their income comes from while they are never seen working.
Should Fallout start including vehicles (something I do not want to see) the following are used (long after the Great war obviously, but I'll just include it as well) by the Cavalry (styled after Stuart's Cavalry). The cavalry is also tasked with restoring any vehicles as well las the development of any new ones. The artillery does the same for heavy guns, the Navy for ships and the Airforce for planes.
Pickup truck (http://en.wikipedia.org/wiki/File:2008_GMC_Sierra_3500HD_SLT_crew_cab_--_10-30-2009.jpg with 4-door crew cab, 4-wheel drive, long bed) armed with twin MG-15s/twin laser LMGs and it's used as light recon and in addition it can, transport almost anything, including mortar teams and towing artillery.
Panzer 3 but it has it's gun replaced with a 30mm chain gun similar to the Apache's. The armor is also upgraded and is more evenly spread. Vehicle will have to be renamed (but I like the German style of naming tanks after predatory animals, maybe call it a nightstalker)
Panzer 5 Panther. Good to go as it is, Only thing is the armor need to be spread more evenly along the sides and rear
King Tiger. Another one that's good to go, although this one doesn't have the frequent breakdown of the original German version. It's still slow, heavily armored and carries the best AT gun of it's time.
The artillery uses the 10.5 cm leFH 18/40 howitzer, 88mm AT/AA guns and nebelwerfer rocket launchers. Mortar and HMG teams are assigned to the infantry.
The navy is split into the Fleet and the Marine Corps and relies on the heavy use of submarines styled after the WW2 German U-boats, the CSS Hunley being the most famous. Other ships used are frigates and destroyers known as commerce raiders, as well as armored cruisers and battleships known as ironclads. They have very few aircraft carriers, but they do exist. They aren't nearly as large as the modern American Carriers. Riverboats are also used. The submarines are the pride of their navy.
All the cavalry, naval and artilleries really big guns are upgraded to include railgun accelerators, allowing projectiles to be fired at even higher velocity.
The Airforce most dangerous air combat weapon is the ME 262 (again with different name), but other planes are more common, including other WW2 German styles planes as well as civilian planes modified for combat duty. Vertibirds are also available and used as both transport and attack helicopters.
The medical corps (blood stained banner) also has a few outposts, guarded by a riflemen platoon as well as a few sharpshooters. These outposts provide medical care for any locals (even non-confederates, but no to enemies), and their animals. The guards still shoot ghouls on sight.
All vehicles run on either electric power (light vehicles) or bio fuel (heavy vehicles)
8. Culture and history:
The Confederacy relies on a decentralized government, decisions are made as local as possible.Since the year of starvation cannibalism is legal, however only slaves as well as people executed may be eaten. It was during this period that slavers enslaving Confederate citizens were executed and as a result eaten. Despite these new laws, this period saw a huge increase of slavers enslaving Confederate citizens, however records do not indicate any citizens gone missing or actually being enslaved, a small detail best not mentioned in Confederate circles. Shortly after this, Chinese soldiers in the for of the Empire of [censored] Wok under the command of it's Emperor, Colonel Herro Prease, invaded the Confederacy thinking it was still suffering from starvation. Confederate High Command quickly responded to the invasion by burning down any trees in Imperial controlled territory. Once their chopsticks began to break down, unable to replace them the starving Chinese withdrew to their hidden military base located under their restaurant. Once Confederate troops began closing in on their base, the Herro Prease dynasty and a few loyalists evacuated on a boat. It is unknown where they are now hiding and no doubt planning their return. The Irish brigade was used to deal with any remains as a result anybody left behind was turned into http://en.wikipedia.org/wiki/Crubeens, http://en.wikipedia.org/wiki/Skirts_and_kidneys, http://en.wikipedia.org/wiki/Irish_stew and http://en.wikipedia.org/wiki/Drisheen. Also, because the base captured by the Confederacy allowed them to make stealthsuits.
The Confederacy generally keeps to itself, they do regard the protection of their citizens to be universal in a mess with one, you mess with us all line of politics. While the inhabitants of Vaults inside Confederate territories are destined to become slaves, Vault communities created outside the Confederate States are treated as equals. Providing they haven't wronged the Confederacy that is. It is also expected that you keep your robots away from the Confederacy and while you don't have to actively hunt ghouls and mutants you may not help them escape or hide them.
Military service is highly recommended for both men and women. Relationships between soldiers are allowed and even encouraged. Most military couples found a farm or plantation after they leave the service, and ex soldiers are the primary source of recruits for the Bushwhackers intelligence agency. Men and women are equal in the Confederacy.
The educational program pays special attention to marksmanship, military tactics, militaristic sciences (like creating explosives, how guns work laser technology), slave handling, crop and farm management, and alcohol and cigar/cigarette production.
The currency is CS Dollars, most of it being paper money, but 1, 5, and 10 cent are tin coins. Energy is generated from natural sources, including solar panels, watermills and windmills. They operate at least 1 radio station involved in spreading the news from a Confederate point of view.
Some of the songs they play between news bulletins
http://www.youtube.com/watch?v=0vPVTqWJd28&feature=related
http://www.youtube.com/watch?v=A2F-drjUwNU&feature=related
http://www.youtube.com/watch?v=XNRkF3thRvM&feature=related (first part in this vid, with Confederate lyrics or without lyrics)
http://www.youtube.com/watch?v=A_F7juzmjss
http://www.youtube.com/watch?v=tVYOMi5TDEI
http://www.youtube.com/watch?v=5kWADI4umuM
http://www.youtube.com/watch?v=mO9bPrLJW60&feature=related
http://www.youtube.com/watch?v=Rci-dF1bszo&feature=related
http://www.youtube.com/watch?v=HDq09oSt9o0&feature=related
9. Quests, achievements etc:
http://www.youtube.com/watch?v=JAVDpYTcTmM:
There are some suspicious activities going on around an abandoned plantation. You have to investigate and report back. Try to keep a low profile and do not engage unless fired upon. Once there you find out the plantation is being used by the ghoul liberators to hide ghouls as well as the occasional robots and androids. You report back in and get a new assignment to clear them out. There's no reward, however you are allowed to keep the plantation and get the option to buy slaves and upgrades (distilleries, different crops, weaving facilities cigarette production, solar panels etc) from the Confederacy. Any ingredients produced here can not be sold, but can be used in quests (so you won't be able to get infinite money from it).
We'll all drink stoneblind:
Turn in alcohol to be used as anesthetics and disinfectant.
Johnny fill up the bowl:
provide encampments with food
http://www.youtube.com/watch?v=A0spaXm7Sbg&feature=related (achievement):
At one point in the game have x amount in Confederate money
...Even if it's made of tin:
Turn in (bent) tin cans and get a few cents for each one you turn in.
Raise up them Stars 'n Bars:
Retake a Confederate outpost
If we all turn out with a Rebel shout:
Prepare troops for an assault, this can include healing soldiers, turning in alcohol to be used as anesthetics, turning in the
components of flamer fuel as well as powder as well as convincing people to support the Confederacy
The South shall rise again:
Title for siding with the Confederacy at the end of a game
Southerners hear your country call you:
Convince people to support the Confederacy in whatever way they can
Insert questname here:
Hunting ghouls, mutants and robots and getting a bounty paid for each head you bring in.
To arms in Dixie:
Help the army deal with a group of ghouls, mutants and their sympathizers that's been harassing Confederate towns
Advance the flag of Dixie:
Help the Confederacy annex a hostile settlement/destroy a hostile outpost. The settlement can also be convinced to rebel against their current rulers and subsequently join the Confederacy.
http://www.youtube.com/watch?v=3O09J2a_izw:
Your average love quest, like you did for the Boomers.
The girl I left behind:
Another love quest, but this time you can try to get the girl to join unit of the soldier that gave you this quest.
Actually, going through Confederate Civil war songs, there's tons of names for similar quests go and kill/capture/talk to quests, so I'll just move on to the more interesting quests.
For Southern Rights:
A group of slavers have enslaved Confederate citizens. You are to locate them, free the citizens and wipe out these slavers. Explaining how everybody else should keep Confederate law in mind when dealing with Confederate citizens. Another option might be that you can enslave the slavers and hand them over to a cannibalistic faction.
http://www.youtube.com/watch?v=jEIm3pe5wbA&feature=related:
You have to help the Confederate Cavalry to get a Panzer 3/Panzer 5 up and running. You have to fetch a few parts, among them are the parts to get the railgun accelerator operational (the parts being conductors, scrap electronics and some magnets). Also you have to convince a a group of Germans to help with the program. This is easily done by mentioning factories and tanks, although they first think you're talking about fuel tanks, forcing you to inform them that you're talking about the armored vehicles they promptly respond with "ah you mean Panzer, factories und Panzer, zhat is fun, we will help". Once operational the quests title song is played near the factory.
http://www.youtube.com/watch?v=nS4giqtbRBM:
You help restore a King Tiger tank. When your actions are done, you have to wait for a while (about a week) for them to get the tank back up and running before you receive your reward. Once you come back for your reward, you will be taken outside the building and you get to watch the tank leaving the building while you hear this Rocky theme in the background.
For Dixie land I take my stand/Northern treachery:
A very dark quest, for either the Confederacy or a large opponent (similar to the NCR/Confederacy/Legion etc). Endgame quest that involves the bushwhackers, and closes the endgame for one of these factions.
First the "Northern treachery" part:
(You can't move during the first part) You report back to the ambassador/major from Faction X after completing the previous quest. This guy tells you that you're now supposed to report to somebody higher in rank/more involved with the war. After pointing you in the right direction he tells you how he's going to enjoy retirement, misses his family, how he's glad to come out of this alive with all the bushwhackers going around killing people lately, that sort of thing. Next you see somebody wearing Chinese power armor/a stealth boy decloaking. He motions with his gun to both of you to move to the door. Keeping you at gun point, both of you enter the private office of the guy you've just reported to. The guy in the Chinese power armor walks up to you and hand you a note telling you how you've betrayed the Confederacy, and that if you continue this way you will be killed. The thing is, as he walk up to you, you see he's an exact copy of your own character. Next you see him walking to the guy you've just reported to while he's cowering under his desk begging for mercy. Tough luck though, the trigger is pulled and the guy disintegrates. He hands you a note asking you if you understand what he means. You can only nod in agreement. Next comes in the janitor he grabs his vacuum cleaner and cleans the pile of ash, despite you telling him that used to be somebody important (you can move from now on). After you walk out the building it's blown up
Next you report to the person you were supposed to report to. You are searched regarding the murder you've just witnessed and you are arrested since you carry the murder weapon. In your cell you can do nothing but wait, until somebody near the window hand you a note through the prison bars. It tells you he knows you're innocent, but that the jury certainly won't believe. It also informs you of a way to get out. You write back asking who's giving you the notes and you receive a note back telling you that it's nice to see a familiar face. After swapping notes, you receive the Mauser C96 and are told to use it to eliminate the guy you've been told to report to. After that, you hear somebody yelling something like "what's going on there, get away from the prison bars, he's not supposed to have any visitors". Next you hear some gunfire and an explosion. You go back to sleep and once you are brought out, the guy you're supposed to report to asks you what's happened and all. You can show him the notes, although it doesn't convince him. He asks you about the gun that's been given to you and you can hand it over, causing him to let you continue your work for his faction and closing the Confederate storyline. You can also at any point during this conversation bring out your gun, kill him and his guard, grab your gear and head back out, closing the storyline with this faction but allowing you to keep working for the Confederacy.
Now the "For Dixie land I take my stand" part:
Completing your previous mission for the Confederacy closed the Faction X storyline. You get a new mission to inform a contractor (might make a nice player name, the Courier the Vault Dweller, the Contractor) to discontinue his/her work against the Confederacy. You have to make sure he understands the message though. To do so, you are to go to said outpost/embassy and help a Confederate agent, dressed up as a janitor, get in. In order to complete your mission you receive a Confederate laser pistol. You also receive a suit of Chinese power armor to help you get in. To get the janitor in, you have to disable a cleaning robot, as they're resorted to using these due to assassins infiltrating as janitors. The rest of this part is up to the janitor. After a few days, you get an update informing you the janitor is in place. Now you walk up to the embassy/outpost and activate your stealth field. Next part, you are forced (by the game) to go through the same series of motions as mentioned in the "Northern treachery" part except this time from the assassin's POV. Once you regain control of your character, you have head for the boiler room and with the gas leaking out of the pipes there you have to stand next to an exit and ignite the leaking gas (using your laser pistol) to blow the building up (in Herr Flick's voice 'it was an accident'). You report back in and have to hand back your laser pistol and Chinese power armor.
A little while later you can continue this quest and have to head to the prison this Contractor is imprisoned in and pass a few notes to him. To accomplish this you also receive the Mauser C96 you have to had to him in order for him to make his escape. Once there you pass the notes through the prison bars as well as the gun. Next you wait outside until you hear a gunshot and you rush in, killing everybody along the way. Once you arrive in the right office, you find the body of the contractor and the body of the guy that's supposed to be killed. You can loot the corpses and evidence chest to get the Mauser and the DL-44 back. You get an optional quest to cause a bit of chaos as since you're here anyway you can help the prisoners break out of jail. Under the barracks section there's also the fortunate gas leak just waiting to be ignited.
One more thing, the reason I think the Confederacy is gray is not because of their uniforms (but it helps) but because they help normal wastelanders they get into contact with, that's their good part (sort of a FoA style approach). They also keep to themselves. The darker part is their abomination hunting and their slavery, however that is not unusual in the wasteland.
I hope you like it, took me about a week to write it, but I have had the idea for a Confederate faction for some time already. Maybe I'll go work on the other factions later. And feel free to recycle the Herro Prease dynasty, that's the reason I've let them escape.