Fallout: Your Faction!

Post » Fri May 14, 2010 4:19 pm

Basic Rules:

1. Faction name

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

3. Followers.

4. Allies.

5. Enemys (Must have at least one)

6. Location

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

8. History

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

My Example:

Faction Name: Paladins of the Right, and Virteous.

Faction Morality: Very Good, Helping those in dire need.

Followers: My followers consist of any who are willing to help. Small requirments are knowledge of at least to subjects, most apriactiated, science, medicine, repair, and guns. All are welcome and in time are trained.

Allies: Outcast Brotherhood of Steel, Followers of the appocolypse, NCR, and any with extensive knowledge of medicine, science and repair.

Enemys: The Brotherhood of Steel, Ceaser's legion, and Hostile organisations.

Location: Our location is essentially in the Mojave Desert and secure bunkers around it.
_____________________________________________________________________
Technology: Our technology vary's from what people we have in our current group.

Fighters/Scavengers/Defenders: A version of power armour. Polished with a shine bright enough to spot a mile away but with sensor arrays to spot enemys two miles away. Built in the armour are stocks of upgraded stealth boys. Armour has been striped of extra plating but has re-enforced metals/harder metals added on slightly added maximum mobility with maximum protection. Helemts are small metal thin knight like helms with glowing eyes to provided night vision. Weapons typically consist of laser weaponry although we also use any weapons we can get our hands on.

Doctors/Scientists/Repairmen: Padded leather armour with stealth boys added in. Weaponry is small fire arms, with the occasional handgrenade. Links may be added in for home-made drawings, but is unlikly.
______________________________________________________________________

History: We started as a small organisation, wearing leather armour for protection, wandering the wastes, giving caps, rad away, and purified water to those in need of it when one fortunate day, we found a goup of brotherhood outcasts. We supplied them with vital supplies and in return, granted use acces to knowledge of power armour, how to strip it down and upgrade it. Making fortifications and modifications to the armour we had found we established a small bunker located near new vegas. There we met the followers of the appocolypse, and with an agreement to supply and help eachother, we began to expand. Travelers who were weary, or sick came to us to aid them. Some decided to join us. Helping us in great ways. Some brought us supplies, we knew then these people were our scavengers and we began training fighters, defenders, and scavengers. Acces to knowledge of power armour and weaponry helped as we trained and armoured these people to the best of our abilitys, while they sloganed our campaign and helped us expand even more. After that, people began to pour in. Technitions to keep our bunkers repaired and fortified, scientists to invent new ways to help people and make medicine, and doctors, to further treat people and save lives. Eventually the NCR began to realise how vital we are and, after a small negotiation, offered to help us by sending caps our way for the access to power armour training. This is when our enemies setteled in, the Brotherhood of steel, knowing their secret was out, and that power armour training was becoming public, decided to hunt us down, so that no more, would we spread the word of power armour, Ceasers legion was on bad terms with the NCR and with the NCR on our side, we were deemed enemies. Finnaly raiders and gangs hunt us down for our expensive war materials, for spare caps. We knew then we should stop expanding until it was deemed safe, and our organisation became bigger before we were killed. We finnaly set up heavily defended bunkers while still remaning to help people and had a place to call home.

Have fun coming up with ideas!

Remeber, nothing can be too dirty or too weird until it break the law! ;) I can't wait to see your Ideas!

~Skotcher!
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Fri May 14, 2010 12:32 pm

1. The Lords

2. True Neutral

3. Liam Neyalli

4. None.

5. None damnit! Okay, maybe Blods.

6. They operate in Mosak, a small farming town to the south of Trademart, to the east of Leason and north-east of Charreval

7. High tech weaponry, Power Armor (Not using it though), Tesla Armor, turrets, robots, computers and drugs.

8. The leader Minotaur, was from a BOS chapter, when the NCR expanded a war between the BOS and NCR made him flee. He would not die for the sake of isolationism.
So he traveled, got himself a gang which he named The Lords.
They started scavenging technology and he learned his members how to disassemble, reassemble and repair technology they found.
They set up shop in Mosak, trading their tech they've recovered to other factions like Red Circle, Flesh Caravans, Heartland Tribals and The Saviors causing all factions in their area to be at a stalemate with each other while The Lords collect their profit.

9. This factions has no quests. There is a faction called The Creepers that want The Lords gone.
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Fri May 14, 2010 8:39 am

1. Wings of Gabriel

2. Neutral, leaning towards good

3. Gabriel, Aaron, anyone who doesn't appose them is on their side, kind of a reverse "if your not with me, your against me"

4. Jacobstown, Followers, Anyone willing to lend supplies

5. BoS (west, we'd be cool with the east), Caesar's Legion, Vipers, Khans, Powder Gangers, Mr. House (but just on a "I don't like you, you don't like me" basis)

6. Near Jacobstown

7. Leather Armor, Standard guns

8. Started by a couple of Follower's who decided it was better to eliminate what they thought was steering the world towards destruction instead of the Follower's methods, not at odds with them, but trying to cooperate and help them, taking a more "our ends justify or means" look on the cause, sometimes they're sense of scope leads to trouble with people who look more towards survival than civilization. But they're main goals are to eliminate Raiding, Slavery, and Cannabalism throughout the wasteland, and to bring, peace, supplies, and means of protection anyone in need. As well as eliminateing any groups they thing are leading the world to destruction. In addition to this, they aim to bring complete unity between ghouls, super mutants, and humans, because of this, they've found a home and allies with the super mutants of jacobstown.

9. Marked: All along the watchtowers: Involves moving the two founders (Gabriel and Aaron) to Jacobstown and helping them sign a treaty with marcus, than recruiting different factions and people to support them with technology/manpower.
Unmarked: Deliver: BoS holotags (50 caps), Viper Tongues (10 caps), Khan fingers(25 caps), Legion scalps(25 caps), and powder ganger feet(10 caps) to Aaron for caps.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Fri May 14, 2010 10:17 am

1.) Midwestern Command (The Greater Midwestern Commonwealth)


2.) Neutral


3.) All who call America home are our 'followers'... though there are many whom have never heard of us, and more who resist us out of greed, anarchistic intent, or pure psychosis. Those within the ranks of the United States Combined Armed Forces are the most loyal and patriotic of the followers, and they gladly lay down their lives in the effort to restore this once-beautiful nation to her former glory. Life will never be the same... but it doesn't have to be hell, either.

4.) The Midwestern Brotherhood of Steel, a longtime foe, was eventually contained to their bunker-hideouts. Rather than wiping them out, as they had tried so very hard to do to us, we offered them the means to save themselves: the Chicago Armistice of 2268. Following the signing of this treaty, Midwestern Command assumed active jurisdiction over of all surrounding lands. The Beast Lords, Raiders, and surviving Super Mutants were all pacified and brought into the fold. As allies, they were given permanent citizenship status throughout the Sates of Illinois, Michigan, and Wisconsin... and access to the resources necessary to begin rebuilding.

5.) Remnants of The Calculator's robot army still lurk in the shadows... although they now lack the capacity to tell friend from foe. Additionally, there are many gangs of raiders who splintered off from the major factions. One, a group calling themselves the White Cross Brigade, has gone so far as to declare open war against the Midwestern Command... and regularly ambushes unsuspecting caravans and supply trains.

6.) Fort Sherridan, Illinois is our headquarters... although, as an outlying arm of the Enclave... we still acknowledge that a certain amount of authority rests with High Command. Midwestern Command maintains facilities and operates throughout the following states: Illinois, Indiana, Iowa, Michigan, Minnesota, Missouri, Ohio, and Wisconsin. These states have been re-designated as the "Greater Midwestern Commonwealth"

7.) Standard Issue United States Combined Armed Forces Load-outs:

Light Infantry- H3RM35 Advanced Tactical Combat Armor (a copy of the original design documentation was located in an abandoned PoseidoNet Redundancy Server Compound several miles outside the ruins of St. Louis), AER-9 Laser Rifle / Urban Assault Plasma Rifle, and various grenades. Additionally, many infantrymen prefer to carry the old-but-durable Glock 86 Plasma Pistol.

Heavy Infantry- H3RM35 Advanced Tactical Combat Armor, Rockwell BigBazooka rocket launcher / Winchester P94 Turbo Plasma Rifle, assorted grenades, and a personal sidearm.

Mechanized Infantry- Advanced Power Armor Mk. II / Midwestern Brotherhood Power Armor, any assortment of weapons and grenades, and a personal sidearm.

Mechanized Combat Brigade- Any assortment of salvaged / re-constructed vehicles... heavily armed and armored for use as front-line combat units. Mechanized Combat Officers have been known to utilize everything from small compact cars to heavily armored metro buses in the constant search for a better war machine.


8.) Colonel J. Edward Travies and his unit were stationed aboard the Poseidon Oil Rig during the assault by the tribal known as The Chosen One. Although they would have gladly sacrificed their own lives to ensure that all civilian personnel were safely evacuated from the rig... President Richardson issued the order for Travies and his men to escort the passengers aboard the final Vertibird to safety... admitting that, with their unit aboard, there would be no room for him. It was probably the first, and only, selfless action President dike Richardson would take during his career.

Once on the mainland, Colonel Travies issued an immediate promotion to Major Johnathan Tannanbaum... raising him to the rank of Captain and placing him firmly within the role of 'Second-in-Command'. From there, he rounded up all of the civilians in his care and filled them in on his plan. He had heard of a facility in the east... far away from the West Coast... where they could begin anew. He showed them all a map... a pre-war map of military facilities which had been constructed specifically to withstand a nuclear war.

While most were across the continent, on the East Coast... one in particular stood out: Fort Sherridan, Illinois.

It takes the unit three months to cross the damning wasteland on foot, along the way scavenging for supplies and bartering away what little they have to spare for water and food. Along the way, many perish... succumbing to a mixture of starvation, disease, and the oppressive desert heat. When they finally do reach Colonel Travies' fabled Fort, what they find a small, bombed-out city filled with raiders and criminals... and a massive blast-door which would remain sealed for another two decades.

If all seemed hopeless... it would certainly take a turn for the worse.

The locals attacked ferociously and without warning. The first to fall was Colonel Travies, impaled through the chest-plate by a sharpened spear. Civilians and soldiers took up arms alike, fighting back against their assailants until all lay dead or wounded. Captain Tannanbaum went first to his commander, who with his dying breaths ripped the dogtags from his neck and told him to 'continue to fight the good fight'.

From that point on, Colonel Johnathan Tannanbaum refuses to back down. He engages in an all-out war with the tribes of raiders and bandits immediately surrounding his new headquarters... driving them further and further back with every subsequent blow. His own forces only grow, in turn, as the local populations of newly-freed lands are eager to strike back against those who had conquered them.

For the next six years, Colonel Tannanbaum and his unit works to restore Fort Sherridan to its former glory. Day and night, citizens and soldiers alike work in shifts to repair the ruined housing structure and base facilities... all while constantly fending off the ceaseless attacks launched by their enemies. The reconstruction of the city comes next, and it is during this period of time that refugees fleeing the war between the Midwestern Brotherhood of Steel and a resurgence of raider gangs from the North begin flooding in. These refugees bolster the workforce even further, and by the end of the year... Fort Sherridan is again a fully functional military facility, defending the people of Illinois from the many dangers of the wasteland.

In 2250, the Midwestern Brotherhood of Steel and Colonel Tannanbaum's self-designated Midwestern Command meet for the first time. The results are explosive... power armored infantry on both sides engage in an all-out firefight after negotiations falter. A small settlement by the name of Gray Town is entirely annihilated... and the citizens are forced to evacuate Southward to Fort Sherridan.

Several days afterward, the first contact is made with Enclave High Command. Colonel Tannanbaum is informed that Enclave Command has been monitoring his progress... and that it has been decided that he is to be named 'Regional Commander' for the Greater Midwestern Commonwealth. Furthermore, in a landslide victory, he was elected by proxy to serve as the Commonwealth's representative Senator.

At the ripe old age of 28, John Tannanbaum of Illinois becomes the youngest Senator to be sworn into office since Tennessee Senator John Eaton in 1818.


Over the following years, many trials and triumphs are had... but if one were to ask Senator Tannanbaum what his proudest moment was, he would to tell you that it was the signing into law of the Chicago Armistice of 2268. For the first time since arriving in Illinois, Midwestern Command found itself lacking an organized enemy. This period of peace allowed for a massive expansion of Brotherhood and Enclave holdings in the area. The cease-fire between these two would become permanent on July 22, 2271... when Lieutenant Catherine Shepard of the 122nd Mechanized Infantry would become the first Enclave loyalist accepted within the ranks of the Midwestern Brotherhood. Thousands more would follow suit between 2271 and 2274, when the two uniforms would become virtually indistinguishable.

Senator Tannanbaum would retire from active duty in 2281, a Brigadier General and 59 years of age. Elder Catherine Shepard would succeed him as the Regional Commander, while he would continue to serve in his role in the Senate until his death in 2309.


9.)

Quest (gains faction status): "There's One Born Every Minute - A nuclear weapon, the most terrifying of all post-war weapons, has been detonated just fifteen miles outside the city of Detroit. How and why are unimportant. What matters is discovering who acquired the device, and how many more of them there may be. The quest itself leads you on a journey through the depths of a Pre-War nuclear weapons factory, which for the twenty years leading up to the Great War had been secretly operating as a Chryslus Motors assembly plant. Discover who has brought the factory back to life and stop them from producing another bomb... or reclaim the plant in the name of the United States of America, and bring her one step closer to the Pre-War Nuclear Super-Power she was. Optional: Learn the true reason for the explosion outside Detroit, and uncover the hidden plot by the White Cross Brigade to throw the entire Commonwealth into chaos. This leads into a second quest (so long as you have not killed the relevant characters or activated the factory's emergency quarantine protocol)."

Quest (gains faction status and ghoul rep): "I Don't Want to Set the World Fire - Jacob Daxter, the ghoul responsible for the nuclear explosion in the previous quest, has informed you that he was simply hired to transport the weapon to a nondescript drop-spot for a sizable amount of caps. If you spoke with him previously (or if you speak with him now), he will inform you that he is but one of the many original workers from the secret bomb factory who now reside there as a hidden society of ghouls. The high amounts of radiation within the lower levels of the facility help keep their bodies from deteriorating. So long as they remain close to the massive radiation emitted by the bombs... they can at least retain the -appearance- of normal human beings. Those who leave the factory undergo a rapid, irreversible ghoulification process so traumatic that it has a nearly one-hundred percent chance of leaving the victim feral. Daxter proposes a deal. He sells out the guys who hired him... if in return you will make a case for the ghouls before the Commonwealth to keep the bomb factory operational."

Quest (unmarked): "For the Commonwealth! - General Tannanbaum has put a bounty upon the head of anyone bearing the mark of the White Cross Brigade. Captain Rita Prescowe has asked you to shoot any of these murderous fiends on sight. Members of the brigade can be identified by the white cross each wears around his neck. Bring this cross back to Captain Prescowe for a reward. (open ended)"

Quest (unmarked): "Black Devils - In the wasteland, you may randomly encounter the body of a slain man over which a young woman (Meegan Fontaine) is sobbing. Upon seeing you, she will either run over to you and beg for help or, if you are wearing any variant of Enclave power armor, immediately turn hostile and begin firing at you. If she turns hostile, a single shot is all it takes to stop her... after which she will fall to the ground screaming pained obscenities. Give her some med-X and a stim-pack (if she had to be shot) and she will calm down enough to tell you that a group of men wearing the same black armor as you came through several hours earlier and killed her husband. They would have done far worse to her... but their leader told them they had to be in Newton Junction (another city named for a sign, this time a freeway sign reading 'No Trucks over 18 tons' and 'County CC Junction Road') by nightfall. Following their trail leads you to Newton Junction, where a group of heavily armed Enclave Soldiers has run out the local population and taken over. Speaking with them reveals that they are, in fact, another group of straggling soldiers from the West Coast. Depending upon your speech skill, they can be negotiated into surrendering... however, failing the speech check will result in the entire group becoming hostile towards the player. Complete the quest by traveling to Fort Sherridan, where Meegan can be found saying a few words over her husband's grave. Players with high enough charisma and a speech skill of 75 or more can seduce the grieving widow... who as it so happens is a fairly skilled survivalist and companion. Either killing or arresting the Enclave Soldiers results in a rep increase with the Commonwealth. Seducing the widow results in a companion and a Karma penalty of -1 (for laughs, mostly, at your own sleaziness)."
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Fri May 14, 2010 2:52 pm

1. Faction name: Seattle Union. (Made up of the Republic of Seattle, the Kitsap Alliance, Olympic Allied Cities, Cascades, United States Military Remnants)

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

3. Followers: Republic of Seattle, the survivors of Seattle and the surrounding area. The Kitsap Alliance, the citizens of Bremerton, Silverdale, Port Orchard, Bainbridge Island, and Bangor. Olympic Allied Cities, the various small cities that have arisen in the Olympic mountain range. Cascades, same as Olympic. Remnants of the United States military who currently operate out of the remains of Fort Lewis and other military bases ina quasi-Spartan state.

4. Allies: Beyond the Union itself, they maintain good relations with the BoS, Followers, and most 'far away' civilizations.

5. Enemys (Must have at least one): Currently, sadly, the NCR. Ceaser's Legion. Various tribes in the Cascades and from Eastern Washington. Multiple large-scale raider organizations.

6. Location: Western Washington.

7. Technology (Wepons, armour, etc...): The Union has a multi-tiered military force. The Remnants of the United States military, unlike the NG deployments in the Capital Wasteland and the assault carbine used by guards at Nellis, field equipment that was to be used by armed forces that were sent to Anchorage and to all points from that. Kitsap Alliance meanwhile has a small working number of Naval vessels- Bangor and Bremerton were major Naval bases at the time of the war. The end result is a very well equipped nation- the average soldier is more well armored and armed than NCR troopers, so much so as to be worrisome(though power armor/energy weapons are still restricted to elite units due to conservation concerns).

8. History: Pre-Great War, Seattle and the surrounding area became the epicenter of a massive military build-up due to the location 'close' to Anchorage as well as the annexation of Canada. While it lost its importance after Anchorage was retaken and efforts shifted, it was chosen as one of three test sites for the *INTERESTING NAME FOR MISSILE SYSTEM HERE* anti-ballistic missile defense system. Thanks to the American military shifting to other locations, it also became a slightly lesser target in the eyes of the Chinese.

This would prove to be a very fortunate thing.

Fifty nuclear warheads would find their way into the area. Forty-seven were destroyed by the anti-missile system. Of the three, one hit downtown Seattle, another Whidbey Island, and the third failed to detonate over Bangor.

Chaos reigned. However, unlike in other parts of the country, everything was not lost. But this is where the story does split into five different ones:
1- Seattle Republic. Seattle and the surrounding area were the most directly affected area. Hundreds of thousands of people died in the weeks following(and including) the Great War. Seattle itself became a radioactive wasteland. The area around it became a chaotic wasteland and it was not until the late twenty-second century that some semblance of order came to the area. A group of wealthy land-owners, religious figures, and reformed gang leaders led a purge of Bellevue. From there, they retook areas south of Seattle- the areas containing the vast factories that had been built prior to the Great War to produce arms for the American military locally. Using this position of strength, the factories still in operational order thanks to reliance on nearby turbine generators, they were able to co-opt many gangs and raiders and over time pacified the greater Seattle area. Of course, things were not entirely simple. In order to produce the many fine things that they had schematics for, they needed resources- resources from the Cascade and Olympic mountains. This forced the Seattle Republic to sell itself in some ways to nearby forces. To the Kitsap Alliance, the Republic offered their factories that could build the parts needed to keep their vessels afloat. In return, the Alliance Militia proved useful in bolstering the numbers and firepower of the Union. These numbers allowed them to move into the Olympics and Cascades, convincing both areas to send resources to the Union in return for protection from the large raider organizations. This proved to be trouble; the raiders were well-organized and numerous, and the Union had only a slight advantage in numbers. This forced the Union to turn to the Remnants, the dwindling United States Army loyalists, for aid. Years of negotiating finally ended with the Remnants handing over many schematics and allying themselves with the Union in return for funding of a separate military force that would answer only to the Remnants' commander. With this bolstered strength, the Republic started dealing death blows to Raiders across the state.
Around this time, it was decided that all of these various forces should formally entire into a Union of some sort. They all remained independent in some ways, but in 2271, the Seattle Union was born. The Republic maintains nearly 35% of the Senate, giving it more power than any other faction. It holds elections every five years for President, who in turn chooses a Minister for the Union Council, a supreme court of sorts.

2- Kitsap Alliance. Bangor was a target, but thankfully, the bomb did not go off. Chaos would become a fact of life across the country, and Kitsap County was not immune. Most organized governments fell a decade or so after the bomb. However, several factors contributed to Kitsap County not being as heavily terrorized during the dark years. First and foremost, the Puget Sound Naval Shipyard and the Naval Reserve in Bremerton had, in stock, several combat worthy surface combatant vessels. This combination meant that the city of Bremerton controlled enough firepower to ward off any large raider attack or threat. Secondly, the area itself could easily be barricaded from the rest of the state, and this was done so in 2100. By the time a large attack was mounted in the latter half of the century, the Kitsap Alliance had been formed. In the meantime, the Kitsap County cities found themselves isolated by choice. While several towns such as Port Townsend and Poulsbo collapsed, many others remained viable. The need to share resources in the relatively small area necessitated an alliance of sorts. These bonds strengthened when radiation poisoning from Seattle and from nuclear stockpile leaks in Bangor started seriously impacting the area. By 2160, the Kitsap Alliance was a strong coalition. It would be tested.
A large raider organization had taken Olympia and had a vast 'empire' that stretched into the Olympics. They launched repeated assaults against the "Kitsap Corridor", and were repulsed with terrible losses every time. After nearly two years of slaughter, the raiders tried a different tactic. They started construction on dozens of small, wooden skiffs with which they planned to bypass the corridor. An escaped slave brought this information the Alliance, who immediatelt sent forth the fleet. It was a little too late, in some regards. A few skiffs full of raiders bypassed the defenses and landed in the city of Port Orchard. However, this was to prove to be of little to no importance- dozens of skiffs were destroyed by the guns of the naval vessels. The vessels then fired a small allotment of missiles and hit targets in Olympia, destroying the docks and breaking the will of the raiders. The organization collapsed back into the Olympics.
This three year war had showcased the strength of the Kitsap Alliance. This show of force would prove legendary- and costly. Without the means to resupply or refit ships, with each passing year, the Puget Sound Naval Shipyard found itself slowly cannibalizing parts of the fleet not in use to jury rig needed repairs. Over the years, this degraded the combat effectiveness of the fleet. By the time the Seattle Republic reached out to the Alliance, the Alliance had no choice but to accept the terms of the deal. They now provide a healthy portion of the economic power of the area as well as a large percentage of the population. Their contribution to the military is considerable and their naval power makes any combat around Puget Sound a deadly proposition for their enemies. The Alliance is ruled by the Group of Five, the leaders of Bremerton, Silverdale, Bainbridge Island, Port Orchard, and Bangor. Bangor practices and Oligarchy and Bainbridge Island a Monarchy- the rest are democratic. Current conflicts are mostly between Bremerton, which wields the largest population and the naval vessels, and Bainbridge Island, which houses the majority of major economic interests. They hold 25% of the Senate of the Union.

3- Olympic Allied Cities. Unlike the Kitsap Alliance, Seattle Republic, and Military Remnants, the Olympic Allied Cities were without any sort of organized militia effort post-collapse. Indeed, without organized government and with no attention paid to it by what forces were available, the Olympics became a hotbed of Raider activity. Many cities and towns became Raider territory, forcing innocents into the mountains. Over the years, this redeployment became total. In the mountains, most new towns centered around old mining operations that were created pre-collapse, mining for the raw materials needed for war production. These small towns were connected by a string of runners, snipers, and spies known as the Mountain Rangers, who over the years were able to deal with a great degree of success all raider issues- indeed, their tactics were so useful that Raiders started moving East, thinking they had literally killed or enslaved the entire area. During this lull, the cities that had kept contact with one another through the rangers grew into a shallow coalition. They grew and became far less secret. The defeat of the raiders in the Kitsap Corridor multiplied their presence in the Olympics. Not able to hide this time, the Olympic Allied Cities and their Rangers found themselves embroiled in a long, bitter war with Raiders. Their deal with Seattle eventually gave them breathing room and currently they are expanding. There are two sorts of cities in the OAC; the Old Towns, where the major mining operations are currently still underway, and the New Towns, where large groups of people live in abject poverty and are still easy pickings for the remnants of raider organizations long broken. The OAC has no one leader; instead, each Old Town has a number of New Towns under their control consumerate with the quality of protection and force that can be given. Therefore, the Old Town with the most New Towns is considered the strongest- and the head of that Mining Operation(Known as The Boss) is respected as the best. They currently hold 25% of the Union Senate.

4- Cascades. Where the future may be decided. In the beatific Cascades are multiple Vaults and secret government facilities...but before we get to that, one must realize that outside of those areas, the real important features are that of nature. The passes become narrower with time, and with towns growing thanks to the influx of people fleeing the chaos in the cities, several large encampments were created. A remnant expedition around the time of the first large raider attacks saw the vital location of an encampment in a mountain pass and formally took it over and turned it into a military state. While harsh, this proved necessary. Raider attacks in an around the Cascades sent refugees streaming towards the city, known in military parlance as Outpost Alpha(Known now as just Alpha). The war between the Raiders and Outpost Alpha raged unabated for years. The raiders were finally broken as a vast, organized force(for a while, anyway) in 2184. Alpha then forcefully transported many thousands of peoples to the mines, where they started up operations. Everyone was required to swear allegiance to the Alpha Empire or die. By 2200, the area was booming. When the raiders came back however, it was in greater numbers(having been humiliated in the Kitsap Corridor, swept away from Seattle, and losing faith in the Olympics) and with even greater fierceness. Having a much larger area now to defend and a populace less enthused with the cause, the Alpha Empire found itself hard-pressed. The deal with Seattle is credited with saving the area from destruction, though the humiliation of having to crawl back to the Remnants and to the 'soft urbanite scum' from Bellevue is a major geopolitical concern for the Emperor, a distant relative of the CO of the Remnants and the spawn of the bloodline of the original XO of the Remnants who refused to follow the original CO. The Alpha Empire is also home to many strange events- strange power readings in several mountains, vaults that have yet to open, and a mountain pass to the east that has become far busier as word travels of some looming threat. It currently holds15% of the Union Senate, a compromise that also allows the Alpha Empire to extract dues and tariffs for all goods travelling into and out of eastern Washington through the Cascades.

5- Remnants. Washington was home to a somewhat large military presence when the world ended. There were desertions, small skirmishes, even some who turned to raiding- but the majority followed the orders of General Oliver Tack. Commanding the 4th ID initially, in the years that followed he would come to lead all military forces in the state. A fair man, he would let many leave to join their families when it became clear they would be of no help. Those that remained faced a tough journey. They were sent from point to point across the state in order to quell riots and help instill order. Eventually however, the Remnants found their operational range too limited and too constrained to be peacemakers. Setting up patrol routes that would allow them tap into the strategic oil reserves while not overextending themselves, they started to become a non-factor in the decades after the Collapse. They would occasionally launch devastating strikes aimed at Raiders, but over the years, they started to become isolated. Their numbers dwindling, the Remnants decided to send out patrols and scouts across the state to find recruits and to keep them appraised of events in the area. One of these patrols would found Outpost Alpha; most brought back recruits and tales of horror. This was how the Remnants survives for multiple generations, finding recruits, battling Raiders, and constantly training. Eventually, they became a quasi-Spartan society. However, even Spartans can die. Every loss was almost irreplaceable, and every bullet spent, every piece of armor sundered, and every gun captured or destroyed meant a complete defeat for the Remnants. Generations of fighting across Washington in order to find recruits willing and able to join them took their toll on the Remnants. By the time the Union was formed, the Remnants were in desperate need of all manner of supplies. Now, they are stronger than they ever were, providing the fist with which the Union plans to knock out their foes. They are a purely military society and do not involve themselves in the politics of the Union.


Recent History:
In 2259, the NCR made contact with the various factions in the area. There was little further done until 2271, when NCR was able to establish an embassy in Bellevue along with other 'nation states' that the Union was aware of. However, this was to be the extent of good relations.
In 2282, the NCR absorbed the Empire of Oregon, a loose coalition of cities. This pushed a large formation of raiders and slavers north. The Union responded with a massive military campaign to clear southern Washington of Raiders. The ensuing Raider War was one-sided and brutal. The NCR's push north conflicted with the ensuing mass colonization of newly-freed Southern Washington; in 2290, a small skirmish took place between two patrols north of the Columbia river. The NCR retreated into Oregon and the Union consolidated its position in southern Washington. Officially, war does not exist. However, officials on both sides confirm that it wouldn't take much for war to break out.

9. Optional: Quest (To get in, to earn its perks, etc...)
Too many.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Fri May 14, 2010 11:29 am

1. Faction name: Holnists

2. Faction morality (Good, bad, neutral, etc...): Bad'ish'... dark gray?

3. Followers. Along the lines of the Legion, but don't deny the use of tech, and heavy use of drugs.

4. Allies: Fiends, and the Brotherhood

5. Enemys (Must have at least one): NCR, Legion, the Postman :stare:

6. Location: Oregon

7. Technology (Wepons, armour, etc...): What ever they can scrap, gather, and stockpile

8. History: The hypersurvivalists, more commonly referred to as Holnists, after the founder of their ideal, Nathan Holn are often viewed as little more then the Legion... on drugs. Nathan Holn was an author who championed an extreme, violent, misogynistic and hypersurvivalist society. Holn is said to have himself been hanged by the NCR, but his ideas have already been deeply implanted into peoples minds, and the Holnists are now under new leadership. Holn after having watched a Brotherhood tech. raid was inspired, and decided that the best way for a small group of people to survive was to take everything they could, and stockpile it. Knowing they would garner many enemies with this proccess he decided to build an alliance with the Brotherhood by tradeing what old world tech they scavanged for the drugs that the they had found.

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

Will add more later out of time right now...

*NOTE*

Yes 90% of this is from the Postman novel... As little as possible has been changed for it to better fit into the Fallout world.
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri May 14, 2010 2:11 pm

Hi, I'm loving the Ideas guys, keep them up :thumbsup: , I do have another faction for you and here it is:

Name: The Brotherhood of Talnasheal (Tal-Na-She-Al)

Morality: True Evil

Followers: All those willing to sacrifice others and part of themselves to Talnasheal, saviour of the first of our kind. Followers must have the symbol of the holy one carved into their forehead.

Allies: None. All followers of others factions are considered impure but all are welcome to join, but must first be cleansed.

Enemies: All who are not pure.

Location: A secret vault. Built by Talnasheal. Location is seccurley hidden and all who say the true name of the vault die. Collars with rigged explosives have a trigger word, this word is the name of the vault. Posts have been set around the wastes.
_________________________________________________________________________________________________________________________________________
Technology:

Weapons: Fitted into all followers is a hand-made rifle. This rifle does a fairly large amount of damage and can use almost all common ammunation, excluding more advanced ammunition like energy cells. Using a quick attachment bolted into the gun users can replace current weapon loader with a new one.

Armour: All members carry a metal armour type. This armour has many spikes on shoulders, knee- caps, elbow pads, and on toes of boots and knuckles on gloves, proving to be a deadly weapon if usual weapon breaks or is lost in battle. Helm resembles hockey mask with back plating to it. After every kill followers skin parts of head and pastes it to mask. The more kills, the better materials used on body armour, more spikes and better condition. Mask remains the same.

Training: All members go through intense training. Followers are trained to feel no pain as members beat initiates many times to near death untill fear is gone and pain is non-existant. Initiates learn to use all weapons and armours found in the wastes and repair condition of weapons and armour followers are using. This can include breaking down guns to use the metal parts for holes in armour, and using weapon loaders to fit their rifle. Initiates under take the making of food, medication, and in desprate times, consuming the flesh of the same species. This can include brotheren. Many Initiates die in the proccess and any unfit, or scared of proccess are shot. Survivors of the bullet wound are given second chance. If still scared, or try to flee, their heads are slowly carved off while looking into the mirror to watch. To make sure they do not close their eyes, for maximum suffering, eyelids are cut off.
_________________________________________________________________________________________________________________________________________

History: Born before the great war, Talnasheal was a normal person, but because of a deformation during birth, was considered hideous by the community, and if in public, was ignored and hated. Any contact with people he was beaten and locked in the prison cell for days without food, for "attacking people in the community". This, over time, made him hate people and know that he had to be selfish, and evil in order to survive. After many years he built a shelter behind his parents house. With no help from the community, or from his parents, who deemed him a hell spawn and denies ever having a child, he built the entire thing by himself, and to make sure no one came to kill him he built blast doors, so sucure, no high explosive could penetrate even the first layer of the door. There he continued to build more and more levels with the hidden materials found underneath the house, (that were suprisingly never found by the goverment.) and in time had a five level construct with many security levels so that, if someone did get in, anybody would be killed who did enter without permission. After building one day he broke through a wall to an underground library. He begin to scout it and eventually discovered were the entrance was. There were skeletons crushed under rubble and some bodys lying around. After going through many bodies he found a journal explaining why a great library was built hundreds of feet below the ground. Searching through the library he found books on science, medicine, repair, survival, unarmed, guns, and skills that would be needed in the future. Using his new found knowledge he began to make robots, and servants. He sent these robots out into the town to refortify and restock his bunker with supplies, like food, proper shelter, weapons, ammo, and other neccesitys. Eventually he built camera's outside to make sure nobody got through, or begin to enter without his permission. Having an immense amount food supplys, a water purifier, and animals so he never had to get food again, people began to hear about his haven. People all over the U.S. with deformities, or being outcasts, came to his shelter. Feeling sympothy for the people that suffered the same fate as him, he let them in and he taught them many things for proper survival, and the continuation of this safe haven. One day while he recieved his last group of people his radio hummed and he heard that bombs were falling. He shut the doors and on his computer came the words "Proximity Alert!" He watched through his camera as the people who abused him and broke him begged for mercy outside the door. He smirked as he saw a bomb drop near the surronding area and blast them. Some collapsed right away while others suffered and painfully died. He thought they were safe, but never accounted for radiation getting through his bunker. Some died on the first levels, while others become deathly ill on the second. He blocked these parts off to save the rest of the community. Unfortuanatlly most of his animals were on those levels and he had to do with the limited animals on his floors for future food supplys. His main food source was located in the storage floor, or the fourth floor. Slowley he noticed something began to happen to him and his followers. They began to lose their skin and hair. He never thought that after sealing his third level doors, that radiation could get through. They became ghouls, and he became feral. Still able to communicate to the people, with the little bit of humanity left in him, he told them that these books would help them survive when the outside became habitable. Luckily the animals never died, or became sterile and they fed off them until the last couple of years when the animals became ill with a disease. With no cure, the community began to starve. Then they relised the only way to survive was to eat their own kind. After hundreds of years underground, the corpses upstairs had rotted away, but on the second floor some people had survived. Knowing this they went to the next level and ate their brotheren. Talnasheal knew that in order to prosper once more they had to gain access to the outside. Taking a risk they left the safty of their vault, and outside they found that the radiation did nothing to them. Taking advantage of this they began building a small base around the vault using supplys from the few untouched or not to badly destroyed buildings. The empire started. As time went on, people discovered this colony and tryed to communicate. The people had killed most of the visitors, and fed the community. When food stocks began to fill they thought of how to supply themsleves, or how to build their order. Trading with the caravans that sometimes ventured around them, the learned how to build their own guns, their own armour, and began to start farming or take the animals the caravaners brought with them for food and other things. Some people who came looking for shelter were shown the way of living these people had adopted, most left but some, looking for power and ways to survive, stayed. Luckily one of the people that stayed was a soldier. He taught them how to use the weapons properly, and how to not feel pain through intense beatings and training. As the colony began to expand so did its knolewdge. During these years people started to call Talnasheal, their saviour, and carved his name into their foreheads to honour him. Scouts told him of this, and fearing that people would come and kill him. He locked himself in the vault and told the people that, in order to join his clan, people must cut off one limb and offer it to him, in gratitude, and with his extensive knowledge of medicine, create a false limb for the them, and so the Brotherhood, of Talnasheal started. No one now knows were his bunker is, and people who do are the ghouls he started with.

Quest: Future update coming for quest. Sorry :sad:

Waiting to hear more from you guys!

~Skotcher!
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Fri May 14, 2010 12:03 pm

Keep the Ideas coming!
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Fri May 14, 2010 7:09 pm

This is a development of an idea I had for a Vault, the details of which are as follows:

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

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

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


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 Freedomville, 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 (Standard De-Jure Rifle for Regular Infantry), L1A1 SLR (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, Sterling L2A3 (De Jure Standard SMG for Light 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
  • 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
  • Laser Rifles (but not many)


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, (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.
    • 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 a Cavalry and Armoured regiment.

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, 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

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 Freedomville, 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 is even a new Regiment of Armoured Vans equipped with 50' Cal HMGs and Anti-Tank Rifles which send all foes running in fear. As well as experiments into building Biplanes and Dirigibles 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.

9. 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.
User avatar
Queen Bitch
 
Posts: 3312
Joined: Fri Dec 15, 2006 2:43 pm

Post » Fri May 14, 2010 7:51 am

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.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Fri May 14, 2010 8:53 am

1. Creaves

2. Generally good to their people, although use cruelity to make people join them...

3. a geoup called the Victorians believe the Creaves will be the saviors of the enitre planet.

4. besides the Victorians none... hated by everybody else.

5. Their worst enemy is a large group of tibals that united for fear of being annexed by them, they're called the Union... besides them are local tribes and raider gangs of their region... the raiders all known as barbarians there and rumors are spreading that they've formed an army north of the Creaves...

6. northern Kentucky

7. mainly use makeshift guns (taking pipes and petrified wood and turning it into a gun and their armor is mainly scraps of metal to big to be guns strapped to either bullet proof vests or normal clothing...

8. were a group of people who's town was destroyed by raiders (barbarians) so they found a small canyon made by the nukes and decided to make a home there (since it is relatively safe and no longer radioactive) which is how they got their name... the Creaves is still their capital. in the year 2167 their crops went bad so they began persuading tribes to form alliances with them, eventually becoming a full blown (no TWSS jokes!) country... when they met the Union originally a large series of battles began that lasted six months as both the Creaves and the Union attempted to break through their enemies borders. Eventually made a treaty that has been broken over thirty times by both sides (civilians and soldiers of both sides murdered or kidnapped, held hostage)

9. Their goal (which I believe is what you mean) is to recreate the world under a facist country...
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Fri May 14, 2010 11:20 am

Loving these great Ideas! I'll have a new Idea as soon as I have the time! In the mean-time, keep flowing the Ideas!
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri May 14, 2010 12:36 pm

1. Faction name: The Assassin's Brotherhood

2. Faction morality: Good

3. Followers: Those who are willing to help and rebuild the waste and wont compromise the brotherhood

4. Allies: NCR, Followers of the appocolypse, The Boomers, The MidWest Brotherhood of Steel, and the East Coast Brotherhood of Steel

5. Enemys: Legion, and any gangs

6. Location: Secure Bunkers across the Old United States

7. Technology :Power armor, assassins suits, energy wepons, silence guns, and regular guns

8. History: Classified

9. Optional: The Freer
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Fri May 14, 2010 6:22 pm

1. Faction name: The Assassin's Brotherhood

2. Faction morality: Good

3. Followers: Those who are willing to help and rebuild the waste and wont compromise the brotherhood

4. Allies: NCR, Followers of the appocolypse, The Boomers, The MidWest Brotherhood of Steel, and the East Coast Brotherhood of Steel

5. Enemys: Legion, and any gangs

6. Location: Secure Bunkers across the Old United States

7. Technology :Power armor, assassins suits, energy wepons, silence guns, and regular guns

8. History: Classified

9. Optional: The Freer



ROFL, is their leader Ezio? or Altiar?
User avatar
Noraima Vega
 
Posts: 3467
Joined: Wed Jun 06, 2007 7:28 am

Post » Fri May 14, 2010 9:22 am

1.) Faction Name: The Lamented, The Tribe of Sorrows


2.) Faction Morality / Ideology: N/A (All members have only one thing in common, they have been exiled from their tribes for the commission of 'atrocities' against their own people.)


3.) Followers / Members: Dark Sister Obrisa leads the clan. Those who follow her are the assorted tribals cast out from their native clans. Murderers, cannibals, rapists, and psychopaths... these are the ranks what make up the Lamented Ones. Those sent to live amongst the Tribe of Sorrows are forever branded with the mark that unifies them all... a blood-red tear flanked by the representative symbol of the criminals tribe of origin. Those who cross paths with a Lamented One are permitted under tribal law to kill them on sight. To speak, trade, or even gaze upon one for too long is forbidden, and will result in being branded as well.


4.) Allies: N/A (their violent and often chaotic nature reduces any chance at forging alliances to a minimum.


5.) Enemies: Everyone is an enemy to the Tribe of Sorrows. The Lamented are an enemy to all.


6.) Location: Although they exist across a wide portion of the American South-East... it is impossible to ever know for certain when or where the Tribe of Sorrows may have migrated. Locals keep track of sightings involving the brand of The Lamented... but often times a singular outcast is not indicative of where or when the tribe as a whole will migrate. Since only those within the tribe know where it will be situated during any given season, only those unfortunate enough to stumble across their encampment first hand have ever managed to report back the least bit of information.


7.) Technological Capabilities: They may look tribal at first glance... but rest assured that while their access to high-grade weapons and armor may be limited... their skill and ferocity when wielding it are nothing short of terrifying. Electro-spears are the weapon of choice, perfect for skewering and disabling an enemy without causing any permanent harm. This allows them to take their catch home alive... where they take great delight in torturing and breaking their prisoners until they beg for death. When the need for lethal force arises, these tribals are in possession of a great many energy weapons. These plasma rifles and pistols, as well as various models of Watts laser armaments, were recovered from the vaults of Pensacola Naval Air Station... along-side the single suit of http://www.newvegasnexus.com/downloads/file.php?id=37261 power armor which The Dark Sister wields. All others are typically clad in whatever fashion best pleases them... if at all.


8.) History:

(This and Quests to be filled in later.)
User avatar
Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Fri May 14, 2010 8:02 am

Cool Idea man, maybe you could try to unclassify those history documents! ;) Also, could you make the quest with details? :disguise:


the quest would involve assassinating a high value slave trader and helping to free the slaves in that compound
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Fri May 14, 2010 11:45 am

the quest would involve assassinating a high value slave trader and helping to free the slaves in that compound


Sweet. Could it involve a flamethrower? :hubbahubba: :flamethrower: :flame: and burning the slave leaders alive? :D
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Fri May 14, 2010 9:32 am

1. Faction name: The Assassin's Brotherhood

6. Location: Secure Bunkers across the Old United States

7. Technology :Power 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.
User avatar
Kira! :)))
 
Posts: 3496
Joined: Fri Mar 02, 2007 1:07 pm

Post » Fri May 14, 2010 3:30 pm

Sweet. Could it involve a flamethrower? :hubbahubba: :flamethrower: :flame: and burning the slave leaders alive? :D

sure use w.e weapon you want
User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Fri May 14, 2010 6:41 pm

FACTION NAME: The Vault Confederacy

MORALITY: Neutral

FOLLOWERS: Mainly restricted to Vault Citizens, though natives of the island can join the VC without much ado. Outsiders can gain entry, but can rarely become citizens, and have to live in segregated places on the Island. Their children, however, are eligible for citizenship if born on the island. The leader of the Vault Confederacy is Michael Blake, the head of the Overseer Council, and also the Supreme Commander of the Vault Army.

ALLIES: None, though it maintains cordial relations with the various local Brotherhood of Steel chapters.

ENEMIES: The Pitt Raiders, Enclave, the Institute

LOCATION: "Vault Island" (Manhattan), also has frontier posts on the mainland as well as Staten Island and Long Island.

TECHNOLOGY: The Vault Army is equipped mainly with Vault Armor and assault/laser rifles, though large scouting missions throughout the region and continued battles with raiders of all kinds, the Vault Confederacy has a slowly growing stockpile of combat armor, and even has acquired a few dozen suits of advanced power armor from skirmishes with the remnants of the East Coast Enclave. Plasma weapons are rare, but do exist on the island, mainly due to trade with the outside.

HISTORY: Before the war, Manhattan Island, and the city of New York in general, was a great center of commerce, and was one of America's greatest population centers, having a population of 17,000,000 by 2065. Due to the importance of the island, Vault-Tec was contracted by the government to build a great series of Vaults under the island to go under the classification of a single Vault - Vault 100 - to serve various purposes. Many of these vaults were control vaults, while others had a specific purpose. However, all the vaults on the island - which it literally pot-marked - were heavily armed, as Vault 100 was, as a whole, intended to see how far an independent island nation could go. Relatively unattended to due to the large amount of ruins on the island, the Vault Dwellers retook Manhattan Island from under the noses of both the Brotherhood and Enclave, so much so that both factions learned of the new independent island by way of rumor. While the surface infrastructure is shaky at best and only being rebuilt now, the island has relatively extensive subterranean infrastructure from which its inhabitants take full advantage of, whether its the great many Vaults or New York's truly epic subway system. After the recent "surfacing" of the Vault Dwellers, the various Overseers of the Vault 100 complex met in the ruins of the Empire State Building, establishing that as the symbolic center of their new Vault Confederacy. The very first test of this new "nation" came in 2276 - raiders from the Pitt came to take Vault Dwellers and loot their technology. Banding together, they had two lines of defenses - the first was hastily constructed fortifications on the mainland, and the second were the bridges, which the Vault Dwellers rigged with explosives. Due to gallantry on the part of Michael Blake, the leader of the unified Vault Armies, the raiders were repelled, and the bridges remained intact, though it was close. The Vault Confederacy certainly has its negatives (lack of advanced technology), but the positives (unified people, strong leadership, large population) certainly make up for the lack of technology. The Vault Confederacy also has an ongoing conflict with forces sent from the Institute, which seem to dominate the North East. The Vault Confederacy's feud with the Enclave isn't a very "firey" one, considering that the citizens of the VC are mostly what the Enclave considers "pure". Even so, the Enclave wanted entry to the vaults and considered Manhattan a good strategic location. They send small attack parties and perhaps a vertibird squad every so often, but haven't and aren't projected to launch a full scale assault on the island.
User avatar
TOYA toys
 
Posts: 3455
Joined: Sat Jan 13, 2007 4:22 am

Post » Fri May 14, 2010 4:31 pm

@Bad Karma

I hate to burst your bubble but that faction is a little Overpowered/too advanced for a post apocalyptic world, I would even say Mary-Sueish, although mine isn't great so I can't really talk.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Fri May 14, 2010 2:42 pm

Wicked Ideas guys XD.... and girls. ;) Keep them ideas running :bolt: Oh and what the hell why not :ahhh:
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Fri May 14, 2010 10:37 am

@Bad Karma

I hate to burst your bubble but that faction is a little Overpowered/too advanced for a post apocalyptic world, I would even say Mary-Sueish, although mine isn't great so I can't really talk.


It's not written to be included as is, some parts of their technology are to be considered the path along which they evolve, and keeping their equipment true to the style set out. Obviously the tanks would be restricted to one help them restore a tank quest per game (similar to tactics, but not using a Tommy Cooker this time). Also, they'd have to tech up with the rest of the wasteland, most notably the NCR and the MWBoS. The laser weapons really depend on how powerful they are in the games that feature this faction, in NV they were roughly equal to guns (if not somewhat underpowered in comparison). In case it's the limited weapon/power armor production part, it merely serves as an explanation as to why they have their own types, I like factions having their own style of weapons. If you think their territory is too large, I think it would be best to keep it vague.

BTW, I kinda like your faction, as well as the others.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Fri May 14, 2010 10:02 am

I think my biggest gripe was the Naval part, I mean, most people would be a bit more concerned about the situation on the land, I can see a few tugboats being used to launch raids, but warships seem a little too advanced.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Fri May 14, 2010 10:20 am

I think my biggest gripe was the Naval part, I mean, most people would be a bit more concerned about the situation on the land, I can see a few tugboats being used to launch raids, but warships seem a little too advanced.


I agree, a navy should not be introduced unless it's absolutely necessary. I just had to include it for completeness. IMO riverboats would be step one. I can see people going out catching fish though. As with everything included, it has to serve a purpose, furthering the story.
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Next

Return to Fallout Series Discussion