Written by TheLongRanger
Set in 2288
Hello fellow forumites. I made this topic to see whether or not anyone would be interested in a Columbia-like RP based in the Mojave Wasteland. Essentially, it would be the same theme of being more character-driven, less focus on large factions like those in the Conventions/Summits/Councils. The factions would include those in New Vegas itself and whatever we create.
The basic idea is that House, using his upgraded Securitrons, managed to repel both the NCR and Caesar's Legion. The NCR's corruption finally bested them soon after, with support for the Mojave campaign collapsing and major upheaval reverberating through the Republic. The Legion, with Caesar's ailing health, creeps back, falling past the Colorado River and receding to their own lands for a time. However, five ( or ten ) years later, the NCR's new leadership begins to encroach upon the New Vegas region once more, with the forces of the Legion not far behind, both hungry for resources to supplement their weakened nations. The reason for the retreat of both the NCR and the Legion being smaller forces, to put every faction on a more equal playing field.
That premise is basically to setup the RP. Numbers would likely need to be adjusted accordingly, since we do have larger factions in the Mojave, in some cases. More emphasis could be placed on gambling, chems, things of that nature.
This is not meant to steal the momentum from any other RP, or try to move things along, simply a thread to see if any interest exists. The RP would not need to be setup immediately, it could be done in the future, the premise's appeal is more important. Also, there would be no set GM, the majority would rule, as it has.
A faction-listing:
The NCR ( Reduced )
The Legion ( Reduced )
The Omertas - Vatrou
The White Glove Society
The Chairmen - Lt. Andronicus
Freeside
Las Sucias -Tundrafrog1124
Enclave Remnants - Vault Ninja
Great Khans
Powder Gangers
Settlements such as Primm and Goodsprings
Boomers - Crimson Paladin
Black Mountain Mutants
Jacobstown
The Fiends/Vault 3 - tybat11
The Brotherhood of Steel, Mojave Chapter - Aldin Kiris
Followers of the Apocalypse - Doc Boots
Gun Runners
Van Graffs
Crimson Caravan Company
The Kings - Casey
Bright Brotherhood
http://www.gamesas.com/topic/1495727-a-house-of-cards-ooc-thread-3/ Faction and Character sheets in previous thread.
Rules
2. Technology must advance at a believable rate, if at all. Few factions have the aptitude to make any sort of strides. Realism is a core aspect of the RP.
3. Please do not be unruly. If more than a few people have an issue with something you're doing in the RP, please speak to them about it in private messages or if it concerns the entire RP, the OOC thread. Cohesiveness is extremely important.
4. Be respectful to your fellow RP'ers, do not discount their opinions based on whether or not you like them. Everyone has a say and nobody is left in the dark on decisions affecting the RP. Do not bicker in the OOC thread, if you have something to say, message the person, settle personal disputes there, if at all.
5. War must be agreed on by those affected, do not attack out of the blue without notifying the party you are attacking. Let them know and discuss outcomes with them beforehand, to settle a final result, and then let us know in the OOC. If you cannot reach a decision, bring it to the OOC, where the majority will come to a decision. No extra time will be spent arguing, take it to messages.
Mechanics
Faction Sheet
History:
Location:
Population (300): Keep this realistic, most have under 200 for population some have a bit more but generally keep it under 300.
Economy:
Culture:
Government:
Military:
Weapons:
Armor:
Views on mutation:
Character Sheet
Age:
Gender:
Height:
Weight:
Race:
Skills:
Appearance:
Personality:
Weapons:
Clothing:
Bio:
Newly Accepted Characters. I won't update the full list just yet. But I will soon enough when I have more time.
GhostlySentinel
-- Jeanette Vasquez
History: Vasquez was born in New Vegas around thirty five years ago. Her father was a hitman in Freeside, and her mother a merchant. She never knew her father well, and her mother raised her alone. Her childhood was rough, and as her advlt years crept upon her she began to turn to drugs for comfort and firearms to make her way in the world. By the time she was eighteen she was working with a street gang, and when she was twenty three the gang worked for her. Eventually, though, her luck ran out, and a another gang called the Marauders moved in and killed her group, taking her land and fortune. With nowhere to go, she found herself living in the gutter, shooting psycho instead of eating and constantly running from the Marauders. It didn't take her long to decide that she couldn't live this way, and one day she rose to her feet and began to walk.
Perhaps she lost her mind, or maybe found it, but when her feet finally stopped she was a changed person. She was tired of taking from the weak, tired of killing for gain. But most of all, she hated who she'd been, and all those like her. It wasn't long before she was hunting down raiders in the Capitol Wasteland, and eventually she found a group of people called Regulators. She fought with them, and they became family to her. She was there through the thick and thin, but after eight long years she was ready to come home.
She still carries the scars from her time in the Capital, but the western sun heals. She sees new opportunities in New Vegas, and the bad memories will soon be just that...
six: Female
Appearance: Tall and muscled, with short cropped hair. Latin heritage gives a dark tone to her skin.
Personality: Bold and brash, sometimes violent and often rude, her heart's in the right place.
Skills: Her experience traveling has left her with a good survivalist's sense, and she's skilled with melee weapons and firearms. If need be, she can use explosives without harming herself, but she isn't a pro by any means.
Weapons and Armor: She carries two weapons, an LMG that was modified by the Regulators to be lighter and a once-chrome Desert Eagle handgun that was a gift from a comrade in the Regulators. She wears an old Regulator duster with the sleeves cut off, a white tank top and tattered blue jeans with combat boots and leather gloves. She wears two different Regulator dog tags on a chain around her neck, one of them is her own and the other stamped 'Munk Jones: Head Commander.'
Occupation: Drifter
Faction Allegiance: None
Padawan228
-- Jacobstown
Jacobstown
History:
The year was 2281, Jacobstown was still but a myth crawling from the lips of Wastelanders. One day Marcus was patrolling the gates of Jacobstown when he saw a figure in thr distance. The figure seemed to be scrambling with Cazadores and Mantises. Marcus thought this figure was like the usual human visitors who approached Jacobstown, someone who would terrorize the Super Mutant refuge. The figure finished its tussle and still made its way towards Jacobstown. Marcus did not realize then that this mysterious figure would send Jacobstown on a different path than that of a xenophobic town.
This mysterious person helped the human doctor, Henry, with a local nightstalker problem. More importantly this let Doc Henry continue his research on the Stealth Boy Mk. II. The new Stealth Boys would let the Nightkin be able to turn invisible without the negative repercussions of mental instabilty.
The mysterious person came back to town one day with an air around them, one of getting ready for battle. The stranger had a conversation with Doc Henry and they both left. Henry left his research for his assistant, a female ghoul named Calamity, to continue.
About a week after the person and Doc Henry left, NCR rangers were seen fleeing up the hills towards Jacobstown. Some of the mutants wanted the rangers killed, but Marcus wouldn't allow it. He told his townspeople that they were not to shoot these rangers, for they may be beneficial like the stranger who had come to them before.
The Rangers were stopped outside the gates where Marcus made them lay down their arms. They complied and Marcus questioned why they were running and they spoke of losing the Second Battle of Hoover Dam and House kicking out the NCR. They were running because they had scouted out an envoy of Securitrons coming this way. Marcus told them to hide in the lodge and that he and Keene, a prominent nightkin figure, would deal with the Securitrons. The two found the Securitron group and convinced the group that Keene had scared off the rangers a few weeks earlier. The two returned to Jacobstown and Marcus told the rangers that they were welcome to stay in Jacobstown as long as they didn't even think of betraying the town.
After a year or so the mutants began to truat the humans and many actually enjoyed their company. They realized that their only hope in being viewed as an equal in the eyea of the Wasteland was to have humans in their settlement. The ex-NCR rangers told the mutants that they should find humans who had been wrongfully accused and had been sent to jail on false premises. They said that if anybody could give these people a second chance it would be the mutants of Jacobstown.
This began a campaign of breaking certain humans out of jail that lasted about three years. The nightkin would sneak into jails and listen to cries of the men and women and then they would interrogate the men and women. If the men and women passed the test, the nightkin would break him or her out of jail and escort him or her back to Jacobstown. They rescued around 25 humans, raising their human population to about 30.
Calamity finally got the Stealth Boy.Mk. II out of the prototype stage. Now that the Stealth Boy research was complete she wished to expand the research of the Jacobstown lab, which she was the only member of. She went to Marcus asking for his help in finding scientists and doctors to help her research. Marcus sent out the ex-rangers to go searching town-to-town for scientists and doctors who were looking to help out a town and a fellow scientist. They found a few human and ghoul scientists/doctors who were willing to work for free. Another valuable resource that the group found were hackers. The hackers kept the isolated town in the loop with news around the Mojave Wasteland via reports from contacts in settlements like Goodsprings, Primm, Novac, and even Freeside.
Throughout the seven years, the town has grown into a city spanning the mountain range outaide of New Vegas, except for one area where ghostly sounds were thought to be heard from (The Enclave Remnant Base). Houses were set up throughout the mountains, a hospital wing was added to the lodge, a council chamber was added to the lodge, the Bighorner ranch grew, farms were established, and even a bar was built.
Jacobstown has grown a lot since that mysterious person swooped into town one day and helped set Jacobstown on a course towards a better Wasteland.
Population:
150 (Total)
50 (Super Mutants)
25 (Nightkin)
25 (Ghouls)
50 (Humans)
Culture:
Jacobstown is a town to begin again and start anew. This town has become more than a super mutant refuge ever since a mysterious person helped them out years ago. However, Jacobstown has earned a negative reputation for accepting the outcasts of society and treating them as equals. Jacobstown is accepting of all races but some Super Mutants do tend to flaunt their power over the humans and ghouls occasionally. The humans in Jacobstown tend to be criminals/wrongdoers wishing to make a new name for themselves or loners who harness great skills but tend to stick to themselves. The ghouls that are in Jacobstown because are there because it is a place where they believe they won't be judged as zombies or other creatures. The Super Mutants and Nightkin have been in Jacobstown the longest and the more arrogant ones tend to use that as an excuse to break rules or not do what they are told. However, anyone who is a nuisance on society will be exiled but they are given a second chance of redemption by doing a task decided by the Council.
The citizens desire nothing more than to be a part of the world again. The Super Mutants and Ghouls are afraid of being shunned. The humans have grown to care for the mutants so they would not abandon their friends. Jacobstown may not be as bright and flashy as New Vegas but it is definitely a shining jewel in terms of freedom and equality.
Government:
The government of Jacobstown is run by a Council. The Council is made up from a representative of each race (One ghoul, One super mutant, One nightkin, and One human).
The Council makes most decisions regarding Jacobstown. They decide the fate of criminals, manage food/agriculture, and are in charge of keeping up morale.
Military:
Jacobstown has a small militia with different skills from person to person. The ex-NCR rangers try to help teach the militia how to be better fighters.
Common Militia:
-Humans & Ghouls:
Usually armed with a Caravan Shotgun or Hunting Rifle. They usually wear leather armor. Better fighters are equipped with reinforced leather armor. They carry a sidearm of either a 10 mm pistol or frag grenades.
-Super Mutants:
Usually armed with Assault Carbine or Sledgehammer. They wear armor forged of scrap metal though their skin acts as great armor as well.
Special Militia:
-Nightkin:
The nightkin are scouting/sabotage units. The scouts will use anything that can get them a better view, whether it is a pair of binoculars or a sniper rifle, of what they are facing. The sabotage units sneak into whatever they plan on attacking and will lay explosives and even use pulse weaponry (rarely since it is incredibly scarce) to sabotage electronics.
-Hackers:
Hackers are also sabotage units in the sense that they can open doors linked to terminals. They can also steal data from terminals, getting a good look into private info; they upload viruses into terminals that could take over turrets/robots linked to that terminal.
-Medics:
Medics will try their hardest to get their fellow militia members into the fight.
Fortunately the militia hasn't been used for anything other than hunting. But could that also mean that they have gotten soft since the militia was.formed? Only battle shall tell if the skills still remain.
-- Lockheart
Lockheart
Age:
231
Gender:
Male
Height:
8' 10"
Weight:
487 Lbs
Race:
Super Mutant
Appearance:
Lockheart has darker green tinted skin, like other West Coast Super Mutants. He wears armor made of scrap metal and rubber tires going up his arms. Lockheart's face has many scars and scratches littering it. He has a huge gash running along the left side of his abdomen.
Bio:
Lockheart doesn't go by his birth name, Reginald Livington. Instead he goes by his great-grandfather's nickname. Lockheart was born a few miles outside of The Cathedral in 2141.
When he was 18, his mother and father were killed by a raider group who also kidnapped Lockheart. They taught Lockheart how to be a seasoned Raider and he stuck with them for two years until The Master rose to power.
Lockheart and his Raider band stood no chance against the brute force of the Master's Super Mutants. For the second time in his life, Lockheart was stolen and forced to join a group he didn't want to be a part of. Inside the Cathedral, Lockheart was dunked into a tube containing the infamous FEV.
For months, any sense of insurrection was beaten out of Lockheart as he became a member of the Master's Army. The work he did in the army was far more brutal than anything he did with the raiders. He could dismember people with his strength alone, his skin would absorb bullets and stabs, and he had an anger inside of him that had grown since his parents' death.
One time when he went to fight some Vault Dweller who was trying to stop the Master, he had a close brush with death. The Master had ordered Lockheart to kill this naysayer, if he failed he should never return. Lockheart had tracked and found the Vault Dweller. The two had about a twenty minute long battle. During the scuffle the Vault Dweller slashed a knife through Lockheart's lower left abdomen. It was the first time he had bled since he became a Super Mutant. As he fell to the floor, the Vault Dweller now held Lockheart's life in his/her hands. The Vault Dweller threw a bandage down to Lockheart and told him, "You're different than the other mutants, go on to better things."
This was the first act of kindness Lockheart had seen in a long time in the Wasteland. Lockheart was now free from the chains of servitude with a whole world ahead of him.
He took the Vault Dweller's advice and found up and coming settlements and helped them build a foundation. He would then leave, afraid of being shunned by the Wastelanders. That was, until he met Marcus. He found a settlement named Broken Hills, a safe place for humans and mutants to live in harmony. That was until an anti-mutant conspiracy had taken place, fortuantely some tribal person (who Lockheart thought reminded him of the Vault Dweller) had stopped the sinister conspiracy.
However, Broken Hills shortly fell after Marcus had left with the tribal. Lockheart tried to keep the town together, but unfortunately without the uranium in the mines the town broke apart. Lockheart began to wander around the Wastes again, trying not to get attached to anyone place. Around 2281, Lockheart stumbled into Black Mountain. As he approached Black Mountain, he met another mutant named Neil. He warned Lockheart to not listen to Tabitha's lies on the radio. Black Mountain was not safe for mutants, he should try Jacobstown instead.
Lockheart was uneasy about visiting Jacobstown but he finally got around to it. To Lockheart's surprise Marcus was the mayor of Jacobstown. Marcus remembered Lockheart from Broken Hills and gladly welcomed him into Jacobstown. Marcus told Lockheart of his plans to create another place for humans and mutants to work together again, no strings attached. He told Lockheart how a stranger, who reminded him of the tribal, helped Jacobstown out so much and they were going to build a better Broken Hills.
When the Jacobstown Council was formed in 2286, Marcus appointed Lockheart as his advisor. Lockheart gladly accepted the position and helped Marcus with decisions he couldn't make alone. Now Marcus wants to see if the world is ready to accept the Mutant-Human Utopia (for Wasteland standards) by sending Lockheart out as a diplomat to New Vegas.