It was a fun story but many of the people involved dropped out for one reason or another.
I'd like to reboot it.
Here's a summary of the back story in bullet form
- Lone Wanderer and BOS destroy the Enclave
- BOS pushes to eradicate Super Mutant presence
- Outcasts see opportunity and attack BOS
- Elder Lyons appoints his daughter as his successor, on his death bed
- BoS is fractured by the decision, some unhappy with the idea of being run by a blood line
- Factions pop up supporting various leaders, but Sara Lyons becomes leader
- Sara Lyons dies during a mission, possibly murdered, leaving leadership up for grabs
- Outcasts join with BoS followers unhappy with idea of being run by a blood line
- Factions war
- In time one leader remains, Chancellor Adam Gaul
- Under his control the BoS invades the Pitt once more, reaping the bounty of their goods
- As time marches forward the BoS expand their territory and tightly control technology
- Now they march toward the Southern tip of the East Coast, Florida
The story then picked up in Florida.
Several posters picked a region from this map.
http://i446.photobucket.com/albums/qq184/Terra_Firma_Inf/Map.png?t=1273932433
They then came up with Factions in that area.
The originals factions are described below, the Spoiler Tags contain detailed descriptions of the groups.
I have spoken with a few of the original posts and we would like to start this again.
If you were an original participant I'd love to start again with you. If you weren't I'd love to have you join, either as the Faction identified below or as your own new one.
Alternatively, if that doesn't sound like much fun, I'd like to do a time skip and start a new RP based in this world after the original thread took it's course.
Here is a link to the original thread
http://www.gamesas.com/topic/1108477-the-sunshine-state/
Regions from Left to Right and Top to Bottom
Region: Alpha
Writer: Ant1ive
Faction: Zion
Leader: Elias "Neo" Sebastian'
Background:
Spoiler
Name: Elias Sebastian
Age: 34
Race: Human, Black
Appearance: 6"1 Average build, short black hair, rough, stolid appearance, never smiles
Clothing/Armor: biker goggles with bandanna and leather armor, with adjacent shoulder-holsters for weapons
Weapons: Trench Knife, Combat Shotgun, .32 Pistol
Bio: Elias Sebastian was born a bastard child by a fiend father and a druggie mother. As an effect of such horrid conception, he has a visibly lazy left eye. Also he had a cleft lip that eventually was removed thanks to a minor operation when he was seventeen, leaving a visible scar. When he was twelve he left his mother and run away to the nearest area of safety, Dewey Town. His mother, who was too busy drugging up on jet, didn't bother to even search for him. While there he was raised as by a bartender named Roland, and his wife Carrie. During his time there, he was considered an outcasts by the children due to his facial features, and even the advlts avoided him, but Roland and Carrie loved him past the scars. It was suspected by the town that the only reason they took him in was because Roland was fertile, and had been praying for a child ever since he married.
Roland's wife Carrie was the owner and priest of a church called New Zion, which she kept open as an asylum for all weary traveler's. She often brought young Elias down to study the Bible. When she died, she passed ownership down to twenty year old Elias, who then decided that he would do great things.
On his twenty third birthday, he left Dewey Town and created his own Town, called Zion. He gave himself the name Neo, which meant new or different. When it started, the sanctuary, diner, and beds were all in the same chapel, but over a decade later that place has become a whole region. Nobody knows Elias by his name, only as Neo.
Zone Chosen: Alpha
Zone Geography: Zion is has no defined boundaries within Alpha region. If asked, it could be defined as a small town composed of a few buildings. The primary reason as to why it is still stable, is because it is the most popular city in the region, surrounded by many other factories, buildings and avenues, all made by members of the church and their kin. Because of this, the place is one well-knit city, complete with an armory, supply store, inn, restaurant, clinic, and of course, the church, located in the center of the city. Around the eastern border of the city are irradiated cesspools, which are deadly to anyone within 100 yards. The western border is the primary passage to the Phi Region, which allows for inter-faction trading.
Name of Faction: Zion
Faction's Specialties: The city of Neo, or Zion, isn't really specialized in anything. It is mostly well balanced and self reliant. If anything, the scouters/scavengers known as the Apostles, are the strong-point of the faction, for they scrounge the Aplha region daily. They have an appointed leader, by the name of Gregory, who commands a force of about fifty men, ten of whom he sends out every day. There have only been two casualties reported since their first outing.
All of the transportation they posses has been improvised based on what the apocalyptic state has to offer. A few Yao Guai have been trained, and are used to carry carriages over areas of land. They can't travel far without rest however, and do not fare well in the swamps. Sea travel is their most used form of travel, since they have scrounged a small fleets worth of ferry's (three).
Age: 34
Race: Human, Black
Appearance: 6"1 Average build, short black hair, rough, stolid appearance, never smiles
Clothing/Armor: biker goggles with bandanna and leather armor, with adjacent shoulder-holsters for weapons
Weapons: Trench Knife, Combat Shotgun, .32 Pistol
Bio: Elias Sebastian was born a bastard child by a fiend father and a druggie mother. As an effect of such horrid conception, he has a visibly lazy left eye. Also he had a cleft lip that eventually was removed thanks to a minor operation when he was seventeen, leaving a visible scar. When he was twelve he left his mother and run away to the nearest area of safety, Dewey Town. His mother, who was too busy drugging up on jet, didn't bother to even search for him. While there he was raised as by a bartender named Roland, and his wife Carrie. During his time there, he was considered an outcasts by the children due to his facial features, and even the advlts avoided him, but Roland and Carrie loved him past the scars. It was suspected by the town that the only reason they took him in was because Roland was fertile, and had been praying for a child ever since he married.
Roland's wife Carrie was the owner and priest of a church called New Zion, which she kept open as an asylum for all weary traveler's. She often brought young Elias down to study the Bible. When she died, she passed ownership down to twenty year old Elias, who then decided that he would do great things.
On his twenty third birthday, he left Dewey Town and created his own Town, called Zion. He gave himself the name Neo, which meant new or different. When it started, the sanctuary, diner, and beds were all in the same chapel, but over a decade later that place has become a whole region. Nobody knows Elias by his name, only as Neo.
Zone Chosen: Alpha
Zone Geography: Zion is has no defined boundaries within Alpha region. If asked, it could be defined as a small town composed of a few buildings. The primary reason as to why it is still stable, is because it is the most popular city in the region, surrounded by many other factories, buildings and avenues, all made by members of the church and their kin. Because of this, the place is one well-knit city, complete with an armory, supply store, inn, restaurant, clinic, and of course, the church, located in the center of the city. Around the eastern border of the city are irradiated cesspools, which are deadly to anyone within 100 yards. The western border is the primary passage to the Phi Region, which allows for inter-faction trading.
Name of Faction: Zion
Faction's Specialties: The city of Neo, or Zion, isn't really specialized in anything. It is mostly well balanced and self reliant. If anything, the scouters/scavengers known as the Apostles, are the strong-point of the faction, for they scrounge the Aplha region daily. They have an appointed leader, by the name of Gregory, who commands a force of about fifty men, ten of whom he sends out every day. There have only been two casualties reported since their first outing.
All of the transportation they posses has been improvised based on what the apocalyptic state has to offer. A few Yao Guai have been trained, and are used to carry carriages over areas of land. They can't travel far without rest however, and do not fare well in the swamps. Sea travel is their most used form of travel, since they have scrounged a small fleets worth of ferry's (three).
Region: Phi
Writer: Silly Cat
Faction: Red Suns
Leader: Keith Coffield
Background:
Spoiler
Name: Keith Coffield
Age: 34
Race: Caucasian
Appearance: Oily black hair with a rugged wasteland beard. Despite being a raider at heart, is usually clean of any grime or blood when not in battle. Rather tall height with a muscular body. (After all, in order to be a leader of raiders, you better be able to kill any of them who disagree at any time)
Clothing/Armor: A necklace with several "trophies" collected from previous battles. Wears the fur of wolf as a cape, along with as a small combat vest for some protection while maintaining maximum mobility. Wears damaged and faded brown pants cut down to shorts. Also wears a skull of a mutated alligator in battle.
Weapons: .357 Magnum, and a Homemade Longsword
Bio: Keith Coffield is the son of Jackson Coffield, the man behind the formation of the Red Suns. Keith was treated with royalty, well what royalty there is in being a raider. He was able to learn everything he need from his dad, as he never found out what happened to his mother. He is much more intelligent than the average wastelander, and knows how to use military tactics in the battlefield, which has allowed the faction to be as successful as it is
Zone Chosen: Phi
Name of Faction: Red Suns
History of Faction: The faction was originally just a group of raiders, who banded together in order to get what they wanted. However, one raider suggested that there would be a benefit if they conquered the locations they raided, rather than simply leaving them behind to recover. This man was Jackson Coffield, a man originally raised by two wastelanders who happened to know quite a bit about survival, and still knew how to read, a rare ability in the wasteland. Unfortunately, Jackson's parents were killed in a massacre in the town they resided in. Shortly after, Jackson joined the same group of raiders responsible for killing his family. However, Jackson intended to organize the raiders, and start what soon would be a powerful faction in the wasteland. Eventually, he rosed to power, and was in charge of the newly founded faction, the Red Suns.
The Red Suns were able to conquer what is known as the Phi section of Florida. Shortly after, they encountered other factions, and since then the faction has been mostly still in their region, not trying to conquer any other near factions due to repeats of little success. Since the passing of Jackson, Keith has tried to make negotiations with other factions, which is regarded highly controversial among other members of the Red Suns.
Faction's Specialties: Being raiders, their technology is inferior to most of the other factions in the Florida region. What they lack in technology and firepower is numbers, and strategy. Since everyone in the faction is trained to be a warrior at birth, all of the Red Sun raiders are trained in firearms, hand to hand combat, and are taught how to use psychological warfare. Most raiders are usually only equipped with a melee weapon of sorts, and a one handed firearm. Some carry an explosive for suicidal use, or as a last resort. The common tactic with the Red Suns involves charging fast in every possible direction, and to kill their enemies in the most gruesome way possible, in order to scare the other enemies into retreating, or simply becoming weaker. Some charges led by the Red Suns have used vehicles, including riding the local wildlife, and motorcycles. If not for their numbers and speed, the Red Suns wouldn't even exist.
Age: 34
Race: Caucasian
Appearance: Oily black hair with a rugged wasteland beard. Despite being a raider at heart, is usually clean of any grime or blood when not in battle. Rather tall height with a muscular body. (After all, in order to be a leader of raiders, you better be able to kill any of them who disagree at any time)
Clothing/Armor: A necklace with several "trophies" collected from previous battles. Wears the fur of wolf as a cape, along with as a small combat vest for some protection while maintaining maximum mobility. Wears damaged and faded brown pants cut down to shorts. Also wears a skull of a mutated alligator in battle.
Weapons: .357 Magnum, and a Homemade Longsword
Bio: Keith Coffield is the son of Jackson Coffield, the man behind the formation of the Red Suns. Keith was treated with royalty, well what royalty there is in being a raider. He was able to learn everything he need from his dad, as he never found out what happened to his mother. He is much more intelligent than the average wastelander, and knows how to use military tactics in the battlefield, which has allowed the faction to be as successful as it is
Zone Chosen: Phi
Name of Faction: Red Suns
History of Faction: The faction was originally just a group of raiders, who banded together in order to get what they wanted. However, one raider suggested that there would be a benefit if they conquered the locations they raided, rather than simply leaving them behind to recover. This man was Jackson Coffield, a man originally raised by two wastelanders who happened to know quite a bit about survival, and still knew how to read, a rare ability in the wasteland. Unfortunately, Jackson's parents were killed in a massacre in the town they resided in. Shortly after, Jackson joined the same group of raiders responsible for killing his family. However, Jackson intended to organize the raiders, and start what soon would be a powerful faction in the wasteland. Eventually, he rosed to power, and was in charge of the newly founded faction, the Red Suns.
The Red Suns were able to conquer what is known as the Phi section of Florida. Shortly after, they encountered other factions, and since then the faction has been mostly still in their region, not trying to conquer any other near factions due to repeats of little success. Since the passing of Jackson, Keith has tried to make negotiations with other factions, which is regarded highly controversial among other members of the Red Suns.
Faction's Specialties: Being raiders, their technology is inferior to most of the other factions in the Florida region. What they lack in technology and firepower is numbers, and strategy. Since everyone in the faction is trained to be a warrior at birth, all of the Red Sun raiders are trained in firearms, hand to hand combat, and are taught how to use psychological warfare. Most raiders are usually only equipped with a melee weapon of sorts, and a one handed firearm. Some carry an explosive for suicidal use, or as a last resort. The common tactic with the Red Suns involves charging fast in every possible direction, and to kill their enemies in the most gruesome way possible, in order to scare the other enemies into retreating, or simply becoming weaker. Some charges led by the Red Suns have used vehicles, including riding the local wildlife, and motorcycles. If not for their numbers and speed, the Red Suns wouldn't even exist.
Region: Beta Zone
Writer: grandobsidian
Faction: The People's Frontier
Leader: Able Bronswick
Background:
Spoiler
Name: Able Bronswick
Age: 38
Appearance/Race: Caucasian, male, 5'8", 165 lbs, black hair
Armor/Clothing: White Shirt, Hunter's camouflage vest, rough jeans, cowboy hat.
Weapon: Ruger mini 14, Woodcutter's hatchet.
Location: [Edit]Beta Zone
Faction Name: The People's Frontier
History of Faction: The southern coastal region is pristine subject of apocalyptic desolation. Clean water is a vital resource only available after a process of desalination and de-irradiation. Further inland zones are more populated by ghouls born in the blast or from a "lucky" case of rad-poisoning. Other mutants spawned over generation creating the more monstrous and crudely built swamp-breeds that haunt the local legends.
Stuck between an endless ocean and dark swamp, a young Able Bronswick began his dream of carving out a real existence instead of a basic means of survival. Though his family had more privileged access to fresh water and food, Able convinced himself life could be better not only for himself but for the suffering wretches of the Gulf-coast. At 26, he had found a handful of like minded individuals to begin his campaign. More settlement fell in line through a dashing use of charisma and deceit and others were beaten into line or trampled underfoot. Even the swamp-breeds and ghouls that were still mentally stable were recruited.
Able began calling his empire "The People's Frontier" proclaiming his mission of advancing his people's place on the earth. His operations involved underhanded tactics to secure supplies and land while attempting to maintain a peaceful appearance by deploying "unsponsored" raids by skilled hunters and mutant soldiers that couldn't be decisively linked back to his nation-state. Gradually, the Frontier gained a foothold allowing them to remain largely self-sufficient but never overlooking the opportunity to continue raids on small borderland settlements when more supplies were needed.
Faction/Specialties: The Frontiersmen live by simple means. They live off fish and whatever game they can drop. These people are also less technologically savvy then then northern states, but have mastered some crude machines that supply basic needs. Generations of continuity have lead to great success in small group skirmishes while avoiding full-scale combat all-together. The lack of technology requires the Frontiersmen to become skilled methods of survival. In particular the lack of large game has taught hunters expert trapping and stalking that can be translated into combat.
Able's soldiers have proven their ability to cross even the most exhausting terrain even laden by supplies and equipment in astonishing times. Various mutants make unprecedented changes in battles being able to withstand above-normal pain or simply striking fear in a combatant as one bares down in a blind charge.
Age: 38
Appearance/Race: Caucasian, male, 5'8", 165 lbs, black hair
Armor/Clothing: White Shirt, Hunter's camouflage vest, rough jeans, cowboy hat.
Weapon: Ruger mini 14, Woodcutter's hatchet.
Location: [Edit]Beta Zone
Faction Name: The People's Frontier
History of Faction: The southern coastal region is pristine subject of apocalyptic desolation. Clean water is a vital resource only available after a process of desalination and de-irradiation. Further inland zones are more populated by ghouls born in the blast or from a "lucky" case of rad-poisoning. Other mutants spawned over generation creating the more monstrous and crudely built swamp-breeds that haunt the local legends.
Stuck between an endless ocean and dark swamp, a young Able Bronswick began his dream of carving out a real existence instead of a basic means of survival. Though his family had more privileged access to fresh water and food, Able convinced himself life could be better not only for himself but for the suffering wretches of the Gulf-coast. At 26, he had found a handful of like minded individuals to begin his campaign. More settlement fell in line through a dashing use of charisma and deceit and others were beaten into line or trampled underfoot. Even the swamp-breeds and ghouls that were still mentally stable were recruited.
Able began calling his empire "The People's Frontier" proclaiming his mission of advancing his people's place on the earth. His operations involved underhanded tactics to secure supplies and land while attempting to maintain a peaceful appearance by deploying "unsponsored" raids by skilled hunters and mutant soldiers that couldn't be decisively linked back to his nation-state. Gradually, the Frontier gained a foothold allowing them to remain largely self-sufficient but never overlooking the opportunity to continue raids on small borderland settlements when more supplies were needed.
Faction/Specialties: The Frontiersmen live by simple means. They live off fish and whatever game they can drop. These people are also less technologically savvy then then northern states, but have mastered some crude machines that supply basic needs. Generations of continuity have lead to great success in small group skirmishes while avoiding full-scale combat all-together. The lack of technology requires the Frontiersmen to become skilled methods of survival. In particular the lack of large game has taught hunters expert trapping and stalking that can be translated into combat.
Able's soldiers have proven their ability to cross even the most exhausting terrain even laden by supplies and equipment in astonishing times. Various mutants make unprecedented changes in battles being able to withstand above-normal pain or simply striking fear in a combatant as one bares down in a blind charge.
Region: Sigma
Writer: Dr. Strangelove
Faction: Iron Fist (PMC) PMC is a Private Military Company, think Blackwater
Leader: Hermann Krebbs
Background:
Spoiler
Name: Hermann Krebbs
Alias/Nickname: Commander Zero (This is what he will go by)
Age: Unknown (Suspected to be somewhere between 28-32)
Race: Caucasian Human
Eye Color: Brown
Skin Tone: Olive
Hair Color: Dark Brown
Hair Style: Messy
Hair Length: Short
Facial Hair: Goatee
Weight: 189lbs
Height: 5’10
Clothing/Armor: Black worn Military Boots, Jungle Camo Cargo Pants, Flak Jacket, Black T-shirt, Black Beret w/Iron Fist Patch
Weapons: Swiss K31 Rifle, Twin Wattz 1000 Magneto-Laser Pistols, K-BAR Knife, Grenades
Gear: Extra Ammunition, Various Food Rations, Canteen of Water, First-Aid Kit, Twin Underarm Pistol Holsters.
Bio: Hermann Krebbs is a man with a past that spans no farther than when the Brotherhood’s first attack on Florida failed, turning them back. The man, known by nobody, and seen by nobody fighting against the Brotherhood, first made his appearance at the outset of the Brotherhood’s military fighting. Sadly, Hermann who was apart of a quickly gathered militia was cut down and destroyed by the heavily armed and armored Paladins and Knights. Krebbs made it out of the fighting barely with his own life, and that of the only person he could call a friend. The man’s name was Tom, but Tom soon died of disease and Hermann was left with nobody to fight with once again.
Tom, Hermann’s only real friend through his known existance, and probably the closest person ever to get in high regards of Hermann really took a toll on the man when he died. Tom, and those already dead, were the only one’s to know Hermann’s real name. After Tom’s death, Hermann ceased being called his real name, and soon took up the mantle of “Commander Zero”.
Slowly Hermann now known as Commander Zero, found followers, and soon word spread of Hermann’s following all across Florida and the Brotherhood occupied lands north of Florida. Slowly Hermann began to build a Militia that was much more organized, trained, and able to combat the Brotherhood than before when he’d fought them the first time. But soon Hermann took to an all new idea, one that he could benefit from the fighting much more than most were doing.
Zone Chosen: Sigma Zone
Name of Faction: Iron Fist (PMC)
History of Faction: Started by Hermann aka “Commander Zero” after a month long recovery, Iron Fist was at first just a collection of ragtag mercenaries from all over, come together to make a bigger profit for their skills. But after Hermann and his primary team rummaged through what was now a mostly flooded Jacksonville, they found old books on Military training. It was certified by the old US Government, so Hermann took it to a serious book. They found more, and soon began training who they had.
More and more Mercenaries, and Soldiers of Fortune soon came to Jacksonville, where Hermann had set up their Head Quarters deep in the flooded city, better known as Jackson Forge. At first, Hermann and his ban of Mercenaries just controlled a small area. But soon their skills were needed by outlaying settlements and towns in the Jacksonville and farther areas. Soon enough Hermann and his Mercenary company controlled all areas within what was known as the Sigma Zone, and soon started to contract out to the various other places in Florida.
Iron Fists Motto soon started to become: “Where ever conflict arises, there will always be an Iron Fist to help.” This stood true, as every Iron Fist Mercenary had an Iron Fist badge on his or her shoulder that showed a clenched fist made of Iron. Signifying them as Iron Fist Soldiers of Fotune. And the soldiers themselves stood up to the motto everywhere they went, whether for good or bad.
Faction's Specialties: Being how Jacksonville was before the war, a somewhat high ended city with weapon and armor factories, Hermann took what blueprints he could and put them to use in the newly fixed factories that now stood above the water line, rather than below. They make their own weapons, according to the blueprints, and armor such as Combat and other types of Armor. Being a PMC, and having a vast amount of different skills from different places and having to do many different tasks, the Iron Fist PMC is skilled in everything but aerial combat which isn’t a possibility in the world they live in. They’ve learned Guerrilla Warfare, Sabotage, Some Stealth, Bomb making, Weapon repairs, etc. Hermann expects his people to be the most competent and wanted Mercenaries in all of Florida, and so has them train five days a week or more, honing their valuable and deadly skills when they’re not out on contract somewhere.
Alias/Nickname: Commander Zero (This is what he will go by)
Age: Unknown (Suspected to be somewhere between 28-32)
Race: Caucasian Human
Eye Color: Brown
Skin Tone: Olive
Hair Color: Dark Brown
Hair Style: Messy
Hair Length: Short
Facial Hair: Goatee
Weight: 189lbs
Height: 5’10
Clothing/Armor: Black worn Military Boots, Jungle Camo Cargo Pants, Flak Jacket, Black T-shirt, Black Beret w/Iron Fist Patch
Weapons: Swiss K31 Rifle, Twin Wattz 1000 Magneto-Laser Pistols, K-BAR Knife, Grenades
Gear: Extra Ammunition, Various Food Rations, Canteen of Water, First-Aid Kit, Twin Underarm Pistol Holsters.
Bio: Hermann Krebbs is a man with a past that spans no farther than when the Brotherhood’s first attack on Florida failed, turning them back. The man, known by nobody, and seen by nobody fighting against the Brotherhood, first made his appearance at the outset of the Brotherhood’s military fighting. Sadly, Hermann who was apart of a quickly gathered militia was cut down and destroyed by the heavily armed and armored Paladins and Knights. Krebbs made it out of the fighting barely with his own life, and that of the only person he could call a friend. The man’s name was Tom, but Tom soon died of disease and Hermann was left with nobody to fight with once again.
Tom, Hermann’s only real friend through his known existance, and probably the closest person ever to get in high regards of Hermann really took a toll on the man when he died. Tom, and those already dead, were the only one’s to know Hermann’s real name. After Tom’s death, Hermann ceased being called his real name, and soon took up the mantle of “Commander Zero”.
Slowly Hermann now known as Commander Zero, found followers, and soon word spread of Hermann’s following all across Florida and the Brotherhood occupied lands north of Florida. Slowly Hermann began to build a Militia that was much more organized, trained, and able to combat the Brotherhood than before when he’d fought them the first time. But soon Hermann took to an all new idea, one that he could benefit from the fighting much more than most were doing.
Zone Chosen: Sigma Zone
Name of Faction: Iron Fist (PMC)
History of Faction: Started by Hermann aka “Commander Zero” after a month long recovery, Iron Fist was at first just a collection of ragtag mercenaries from all over, come together to make a bigger profit for their skills. But after Hermann and his primary team rummaged through what was now a mostly flooded Jacksonville, they found old books on Military training. It was certified by the old US Government, so Hermann took it to a serious book. They found more, and soon began training who they had.
More and more Mercenaries, and Soldiers of Fortune soon came to Jacksonville, where Hermann had set up their Head Quarters deep in the flooded city, better known as Jackson Forge. At first, Hermann and his ban of Mercenaries just controlled a small area. But soon their skills were needed by outlaying settlements and towns in the Jacksonville and farther areas. Soon enough Hermann and his Mercenary company controlled all areas within what was known as the Sigma Zone, and soon started to contract out to the various other places in Florida.
Iron Fists Motto soon started to become: “Where ever conflict arises, there will always be an Iron Fist to help.” This stood true, as every Iron Fist Mercenary had an Iron Fist badge on his or her shoulder that showed a clenched fist made of Iron. Signifying them as Iron Fist Soldiers of Fotune. And the soldiers themselves stood up to the motto everywhere they went, whether for good or bad.
Faction's Specialties: Being how Jacksonville was before the war, a somewhat high ended city with weapon and armor factories, Hermann took what blueprints he could and put them to use in the newly fixed factories that now stood above the water line, rather than below. They make their own weapons, according to the blueprints, and armor such as Combat and other types of Armor. Being a PMC, and having a vast amount of different skills from different places and having to do many different tasks, the Iron Fist PMC is skilled in everything but aerial combat which isn’t a possibility in the world they live in. They’ve learned Guerrilla Warfare, Sabotage, Some Stealth, Bomb making, Weapon repairs, etc. Hermann expects his people to be the most competent and wanted Mercenaries in all of Florida, and so has them train five days a week or more, honing their valuable and deadly skills when they’re not out on contract somewhere.
Region: Theta
Writer: MrSmileySmile
Faction: The Republic Of Danton
Leader: George Danton
Background:
Spoiler
Name: George Danton
Age: 37
Race: Caucasian
Appearance: Tall but not notably so. His moderate physical appearance belies his physical strength which only just hints at his determination.
Armor/Clothing: Generally brown khakis and some sort of button up. When battle begins he wears Combat Armor Mark II.
Weapons: FN-FAL and Machete
Bio: George Danton inherited control of the Theta Zone a few years before rumors of BOS expansion began reaching into his lands. He continued the Danton family legacy, intense militarization, imperialism, and taxation on any who which to pass between Northern and Southern Florida. He has come to be known for his lack of subtlety. Uprisings are met with overwhelming force, challengers to his throne are put down in public.
Zone Chosen: Theta
Name of Faction: The Republic Of Danton
History of Faction: The Danton family did well for themselves before the flames of war scorched the Earth. A family with a proud history of military service they had built up a considerable fortune buying real estate and farming. Hard times befell them as the nation processed through the annexation of Canada, the government dipping it's hand into their produce and livestock. When the war finally hit that tipping point that became the apocalypse the families holdings had been reduced considerably as had it's pride.
Rebuilding from the ashes the remnants of his family tried to reclaim their property but found resistance from squatters who had taken up residence in their properties. With no one to enforce ownership it fell upon the Danton family to take what was theirs. While they were at it they took from a few others as well. They clashed often with what would become the New Wales Republic and managed to chip away settlements of their own. In time, as the New Wales Republic withdrew inward to centralize their power, the Danton family came to own the bulk of what would come to be known as the Theta Zone, though those living there and in neighboring areas simply referred to it as Danton, Florida.
Under the rule of George Danton they have slowed expansion but increased militarization. His predecessors had met with the wall created by the chemical weapons of the New Wales Republic and prior to his ascension to leadership were priming themselves for first expeditions into those territories by way of the Epsilon Zone. Gas masks had already been sent out and plans of attack were being written up. Where his ancestors conducted raids on nearby Zones George Danton has sought to establish alliances, particularly as the BOS war machine ate up more and more of the East Coast. Plans to encroach on the lands of the Nationalist Society of Kennedy and declare war on New Wales were at once canceled and their records destroyed.
Faction's Specialties: The Republic of Danton has managed to acquire technology from many of the other territories due to their central location. In time their knowledge of production and repair of these weapons has increased so that they might keep what they do have functioning, but not yet so far that they can produce new technologies or even reverse engineer the more complicated arsenals. Nonetheless legal and illegal trade has resulted in a considerable collection of the weaponry used throughout the South-Eastern seaboard.
They excel at guerrilla warfare learned in the long process of reclaiming their prewar lands from first common wastelanders and then the much larger New Wales Republic. Though these war methods have fallen by the wayside as George Danton has tried to legitimize his families lands there are contingents within Danton that are eagerly awaiting the call to war, and war never changes.
Age: 37
Race: Caucasian
Appearance: Tall but not notably so. His moderate physical appearance belies his physical strength which only just hints at his determination.
Armor/Clothing: Generally brown khakis and some sort of button up. When battle begins he wears Combat Armor Mark II.
Weapons: FN-FAL and Machete
Bio: George Danton inherited control of the Theta Zone a few years before rumors of BOS expansion began reaching into his lands. He continued the Danton family legacy, intense militarization, imperialism, and taxation on any who which to pass between Northern and Southern Florida. He has come to be known for his lack of subtlety. Uprisings are met with overwhelming force, challengers to his throne are put down in public.
Zone Chosen: Theta
Name of Faction: The Republic Of Danton
History of Faction: The Danton family did well for themselves before the flames of war scorched the Earth. A family with a proud history of military service they had built up a considerable fortune buying real estate and farming. Hard times befell them as the nation processed through the annexation of Canada, the government dipping it's hand into their produce and livestock. When the war finally hit that tipping point that became the apocalypse the families holdings had been reduced considerably as had it's pride.
Rebuilding from the ashes the remnants of his family tried to reclaim their property but found resistance from squatters who had taken up residence in their properties. With no one to enforce ownership it fell upon the Danton family to take what was theirs. While they were at it they took from a few others as well. They clashed often with what would become the New Wales Republic and managed to chip away settlements of their own. In time, as the New Wales Republic withdrew inward to centralize their power, the Danton family came to own the bulk of what would come to be known as the Theta Zone, though those living there and in neighboring areas simply referred to it as Danton, Florida.
Under the rule of George Danton they have slowed expansion but increased militarization. His predecessors had met with the wall created by the chemical weapons of the New Wales Republic and prior to his ascension to leadership were priming themselves for first expeditions into those territories by way of the Epsilon Zone. Gas masks had already been sent out and plans of attack were being written up. Where his ancestors conducted raids on nearby Zones George Danton has sought to establish alliances, particularly as the BOS war machine ate up more and more of the East Coast. Plans to encroach on the lands of the Nationalist Society of Kennedy and declare war on New Wales were at once canceled and their records destroyed.
Faction's Specialties: The Republic of Danton has managed to acquire technology from many of the other territories due to their central location. In time their knowledge of production and repair of these weapons has increased so that they might keep what they do have functioning, but not yet so far that they can produce new technologies or even reverse engineer the more complicated arsenals. Nonetheless legal and illegal trade has resulted in a considerable collection of the weaponry used throughout the South-Eastern seaboard.
They excel at guerrilla warfare learned in the long process of reclaiming their prewar lands from first common wastelanders and then the much larger New Wales Republic. Though these war methods have fallen by the wayside as George Danton has tried to legitimize his families lands there are contingents within Danton that are eagerly awaiting the call to war, and war never changes.
Region: Delta
Writer: Sharonhorste
Faction: The Two Suns Confederacy
Leader: Esmerelda Snowsong
Background:
Spoiler
Name: President Esmerelda (Esme) Snowsong
Age: 81
Race: Caucasian
Appearance: Blond hair (going white-ish) arranged in a tight bun at the back. She has a long face and bright blue eyes, and though she seems authoritarian at first sight, there is a twinkle in her eyes, and she has a small scar down her lip and a tattoo of a dragon as a reminder of her reckless youth.
Clothing/Armor: Long, clean black dress and shiny black shoes. she has a silver ring with an emerald also.
Weapons: At first sight: none. But she has a small stiletto knife up her sleeve and a .32 pistol. She prefers to use her charisma rather than her fists.
Bio: Esmerelda was born in the 2220's, exact date unknown, but quickly became a prize warrior of the Two Suns Confederate. She was also very charismatic and brilliant at haggling: She always got the best deals out of caravans. It was no surprise to anyone when at the age of 26, Esme was elected President of the Confederate, and has been so ever since. Her best friend is a wily old woman named Sarah Goodwin, and Esme is under fire for allegedly 'giving her the Nation's power.' This is untrue however,
Zone Chosen:
Delta
Zone Geography:
The Delta region is full of swamps and jungles. The Two Suns Confederate has renovated a massive number of cities and towns along the coast and inland, and their industry is booming. The ocean is still irradiated, but not as much as it has been; the radiation is slowly dissipating.
Name of Faction:
The Two Suns Confederacy.
History of Faction:
Originally the region was mostly full of small villages and towns trying to make a living. The town of Blue Falls (Now named Delta) rose to a staggering population of 6,700, and elected their first President- Andrew McInnes. Subsequent Presidents were Jack Swanston, Bourke Melbourne, Julian Collie and David Morgan-Robinson. Esme is their sixth President, and has been so for almost 60 years. There is a seed of dissent though, and there are factions which would be happy to see her dead. Two Suns is a free democracy, and upholds the Five Rights:
Free Speech, Free Religion, Free Thought, Emaciation and Democracy,
And the Five Virtues:
Justice, Courage, Humility, Wisdom and Discipline.
Faction's Specialties:
Though originally poor, the Nation found gold, silver and quartz close to Blue Falls, and their industry boomed; and as an added bonus the Two Suns Dollar was backed by those three minerals. Eventually finding uranium and coal, Two Suns were able to start proper industry and most manufactured items today come from the Two Suns Confederate.
Everyone in Two Suns is trained to fight, as Ghouls and other beasties are a constant threat, but only the standing Army are trained properly and have proper weapons and armour. They prefer to use words to win wars rather than guns, and only become involved in a conflict if it involves them or a close ally.
Age: 81
Race: Caucasian
Appearance: Blond hair (going white-ish) arranged in a tight bun at the back. She has a long face and bright blue eyes, and though she seems authoritarian at first sight, there is a twinkle in her eyes, and she has a small scar down her lip and a tattoo of a dragon as a reminder of her reckless youth.
Clothing/Armor: Long, clean black dress and shiny black shoes. she has a silver ring with an emerald also.
Weapons: At first sight: none. But she has a small stiletto knife up her sleeve and a .32 pistol. She prefers to use her charisma rather than her fists.
Bio: Esmerelda was born in the 2220's, exact date unknown, but quickly became a prize warrior of the Two Suns Confederate. She was also very charismatic and brilliant at haggling: She always got the best deals out of caravans. It was no surprise to anyone when at the age of 26, Esme was elected President of the Confederate, and has been so ever since. Her best friend is a wily old woman named Sarah Goodwin, and Esme is under fire for allegedly 'giving her the Nation's power.' This is untrue however,
Zone Chosen:
Delta
Zone Geography:
The Delta region is full of swamps and jungles. The Two Suns Confederate has renovated a massive number of cities and towns along the coast and inland, and their industry is booming. The ocean is still irradiated, but not as much as it has been; the radiation is slowly dissipating.
Name of Faction:
The Two Suns Confederacy.
History of Faction:
Originally the region was mostly full of small villages and towns trying to make a living. The town of Blue Falls (Now named Delta) rose to a staggering population of 6,700, and elected their first President- Andrew McInnes. Subsequent Presidents were Jack Swanston, Bourke Melbourne, Julian Collie and David Morgan-Robinson. Esme is their sixth President, and has been so for almost 60 years. There is a seed of dissent though, and there are factions which would be happy to see her dead. Two Suns is a free democracy, and upholds the Five Rights:
Free Speech, Free Religion, Free Thought, Emaciation and Democracy,
And the Five Virtues:
Justice, Courage, Humility, Wisdom and Discipline.
Faction's Specialties:
Though originally poor, the Nation found gold, silver and quartz close to Blue Falls, and their industry boomed; and as an added bonus the Two Suns Dollar was backed by those three minerals. Eventually finding uranium and coal, Two Suns were able to start proper industry and most manufactured items today come from the Two Suns Confederate.
Everyone in Two Suns is trained to fight, as Ghouls and other beasties are a constant threat, but only the standing Army are trained properly and have proper weapons and armour. They prefer to use words to win wars rather than guns, and only become involved in a conflict if it involves them or a close ally.
Region: Gamma
Writer: QuantumFrost
Faction: Acropolis Republic
Leader: Alexander Mendez
Background:
Spoiler
Name: Alexander Mendez
Age: 45
Race: Hispanic
Appearance: 6ft Tall, average complexion for race, slightly tanned, black hair creased backwards, brown eyes
Apparel: Large, grey trench coat, national emblem on the left sleeve. Hand-made military cap, generic civilian gas-mask covering face; black pant's
Weapon's: A Wattz-1000 modified laser pistol, Civilian variant model. A polished pre-war Bowie knife.
Bio: Alexander Mendez was born in the city of what is now known as Monterrey, Mexico. He started life early as a courier for various raider faction's vying for control over the technologically advanced society within the city. Mendez was a charismatic person, and knowing the good he could do, tried to turn the raider faction's against one another. At the age of 23, Mendez was in control of a small but progressive merchant caravan, trading with communities far north, such as Phoenix, Juarez, Houston, and various other cities. His name grew, and so did his bounty. Mendez's parent's both died in an assassination attempt by a small band of professional mercenaries, also attempting to kill him. Mendez fled Monterrey and headed north with the remnants of his broken business, trying to find out who tried to kill him. Many year's passed, and Mendez ended up in the deep South of the U.S, where he found himself upon a small community of pre-war survivors. Using his charisma, he convinced the local leader to give him a senatorial position, commonly known as an "Senator". Mendez climbed up the social ladder of the community, alway's looking out for the people he had leverage over politically. Few year's passed before the town over-threw the local mayor and appointed Mendez as the supreme leader. Mendez took the post with content and began using the advanced technology the town's pre-war bunker offered to construct a highly advanced nation of doctor's and chemist's.
Mendez is now the first and only mayor of the Acropolis Republic, and is in complete control of the communities welfare. His history is far and past, and he lead's the Acropolis Republic with a strict but just hand, never allowing any rich or influential merchant's into his communities market.
Zone: Gamma
Zone Geography:
The Acropolis state is what some might consider an " Bunker on Buffout" , filling the population of 12,000 citizen's within it's confines. The Acropolis Republic isn't even a territory, rather just a large, heavily fortified pre-war bunker some few kilometers away from a deserted town. The Acropolis is an advanced military nation, providing low tier ballistic weaponry to local power's in the vicinity through largely secretive trade event's. The Republic is over 2 square kilometer's of condensed concrete and steel, the most advanced feature's of the community are the heavily protected hydrophonic farm's and the small scale manufacturing facilities. Acropolis is also well known for it's rather secretive nature, and as such has an heavily invested security force; compromised of 100 security guard's, armed with meager Pre-war riot gear and gas mask's, but it's weaponry is top notch, featuring all form's of grenade's and laser weapons.
Acropolis surrounding's are more desolate forest/marsh fauna mixed with a few radioactive lake's and lagoon's. The A.R's home region of Glades neighbor's Hendry, a treacherous network of irradiated marsh and hill's filled with tribal group's of varying, but assured hostility. The only notable feature beside's the bunker would be the town it is of close proximity to. This town feature's a rather moderate amount of shelter and working facilities, but is infested with all form's of plague carrying mutant's, such as giant cockroaches and sewer rat's. Most people would never go near the area, but the advanced weaponry Acropolis trade's is more than worth the effort. Currently Acropolis has attempted to make a trade route through their home region of Glades into Hendry, then access the Collier region of the Omega zone.
Faction Name: Acropolis Republic
Faction History: The Acropolis Republic was a largely isolated pre-war community stuck within a crumbling bunker, over-populated and over-polluted. The former mayor was Joseph Bragg's, but was replaced by Alexander Mendez, who with his charisma, largely convinced the people to repair and even begin re-constructing the bunker. Mendez used the long buried stash's of pre-war technology to transform an isolated community of 3000 into a bustling hub of technology and trade in the Gamma Zone, opening various local market's into the community, building up a now-current community of 12,000 citizen's and 100 security guard's. The Acropolis Republic developed into a weapon's dealer, giving various raider group's and local faction's limited and valuable laser weaponry, creating a military chaos of sort's in the region, with raider faction roasting raider faction.
Current event's in the Acropolis Republic's history include the expansion of the bunker's trade market into other zone's, giving many local power's an edge over other's, throwing more profitable chaos into their market's. Alexander Mendez is still contemplating expansion, and the future of the Gamma zone remain's unclear.
Faction Niche: The A.R is an advanced nation-state, and has a top-notch security force armed to the teeth with laser weaponry. Many raider group's and government's battle constantly over the market access to their quality weapon's market, making the A.R a very wealthy nation, providing top service's to it's citizen's. The niche is the nation's laser weaponry market and usage, being able to deter many of the threat's a normal wastelander would encounter. The A.R also has a minor niche of having one of the healthiest population's in the wasteland, with disease and internal strife all but eradicated under the guidance of Governor Mendez. Most faction's know when to stay far and when to open up to the A.R, and this respect has spread their name far and wide.
Age: 45
Race: Hispanic
Appearance: 6ft Tall, average complexion for race, slightly tanned, black hair creased backwards, brown eyes
Apparel: Large, grey trench coat, national emblem on the left sleeve. Hand-made military cap, generic civilian gas-mask covering face; black pant's
Weapon's: A Wattz-1000 modified laser pistol, Civilian variant model. A polished pre-war Bowie knife.
Bio: Alexander Mendez was born in the city of what is now known as Monterrey, Mexico. He started life early as a courier for various raider faction's vying for control over the technologically advanced society within the city. Mendez was a charismatic person, and knowing the good he could do, tried to turn the raider faction's against one another. At the age of 23, Mendez was in control of a small but progressive merchant caravan, trading with communities far north, such as Phoenix, Juarez, Houston, and various other cities. His name grew, and so did his bounty. Mendez's parent's both died in an assassination attempt by a small band of professional mercenaries, also attempting to kill him. Mendez fled Monterrey and headed north with the remnants of his broken business, trying to find out who tried to kill him. Many year's passed, and Mendez ended up in the deep South of the U.S, where he found himself upon a small community of pre-war survivors. Using his charisma, he convinced the local leader to give him a senatorial position, commonly known as an "Senator". Mendez climbed up the social ladder of the community, alway's looking out for the people he had leverage over politically. Few year's passed before the town over-threw the local mayor and appointed Mendez as the supreme leader. Mendez took the post with content and began using the advanced technology the town's pre-war bunker offered to construct a highly advanced nation of doctor's and chemist's.
Mendez is now the first and only mayor of the Acropolis Republic, and is in complete control of the communities welfare. His history is far and past, and he lead's the Acropolis Republic with a strict but just hand, never allowing any rich or influential merchant's into his communities market.
Zone: Gamma
Zone Geography:
The Acropolis state is what some might consider an " Bunker on Buffout" , filling the population of 12,000 citizen's within it's confines. The Acropolis Republic isn't even a territory, rather just a large, heavily fortified pre-war bunker some few kilometers away from a deserted town. The Acropolis is an advanced military nation, providing low tier ballistic weaponry to local power's in the vicinity through largely secretive trade event's. The Republic is over 2 square kilometer's of condensed concrete and steel, the most advanced feature's of the community are the heavily protected hydrophonic farm's and the small scale manufacturing facilities. Acropolis is also well known for it's rather secretive nature, and as such has an heavily invested security force; compromised of 100 security guard's, armed with meager Pre-war riot gear and gas mask's, but it's weaponry is top notch, featuring all form's of grenade's and laser weapons.
Acropolis surrounding's are more desolate forest/marsh fauna mixed with a few radioactive lake's and lagoon's. The A.R's home region of Glades neighbor's Hendry, a treacherous network of irradiated marsh and hill's filled with tribal group's of varying, but assured hostility. The only notable feature beside's the bunker would be the town it is of close proximity to. This town feature's a rather moderate amount of shelter and working facilities, but is infested with all form's of plague carrying mutant's, such as giant cockroaches and sewer rat's. Most people would never go near the area, but the advanced weaponry Acropolis trade's is more than worth the effort. Currently Acropolis has attempted to make a trade route through their home region of Glades into Hendry, then access the Collier region of the Omega zone.
Faction Name: Acropolis Republic
Faction History: The Acropolis Republic was a largely isolated pre-war community stuck within a crumbling bunker, over-populated and over-polluted. The former mayor was Joseph Bragg's, but was replaced by Alexander Mendez, who with his charisma, largely convinced the people to repair and even begin re-constructing the bunker. Mendez used the long buried stash's of pre-war technology to transform an isolated community of 3000 into a bustling hub of technology and trade in the Gamma Zone, opening various local market's into the community, building up a now-current community of 12,000 citizen's and 100 security guard's. The Acropolis Republic developed into a weapon's dealer, giving various raider group's and local faction's limited and valuable laser weaponry, creating a military chaos of sort's in the region, with raider faction roasting raider faction.
Current event's in the Acropolis Republic's history include the expansion of the bunker's trade market into other zone's, giving many local power's an edge over other's, throwing more profitable chaos into their market's. Alexander Mendez is still contemplating expansion, and the future of the Gamma zone remain's unclear.
Faction Niche: The A.R is an advanced nation-state, and has a top-notch security force armed to the teeth with laser weaponry. Many raider group's and government's battle constantly over the market access to their quality weapon's market, making the A.R a very wealthy nation, providing top service's to it's citizen's. The niche is the nation's laser weaponry market and usage, being able to deter many of the threat's a normal wastelander would encounter. The A.R also has a minor niche of having one of the healthiest population's in the wasteland, with disease and internal strife all but eradicated under the guidance of Governor Mendez. Most faction's know when to stay far and when to open up to the A.R, and this respect has spread their name far and wide.
Region: Epsilon
Writer: Yttrium
Faction: City of Shade
Leader: Victor Alden
Background:
Spoiler
Name: Victor Alden
Age: 24
Race: Native American
Appearance: 6'7 and 210 lbs., Victor has to maintain a fit and muscular shape in order to keep things relatively peaceful among the rest of the clans. Has long, brown hair that is pulled back into a ponytail and a beard. Tan complexion with numerous scars covering his body
Armor/Clothing: Usually wears tattered pants and nothing else. For battle, he will generally wear leather armor, but tries to keep the armor to a minimum.
Weapons: Powerfist
Bio: Victor was born into the Alden clan during one of the political struggles for power that plague the City of Shade. Victor was brought up in the harshness that is his home, both parents being killed when he was six. He struggled and fought for most all of life, being taught that strength is the only key to power. Just like all leaders before him, he killed the previous in hand to hand combat and anointed himself and his clan as the rulers of the region...for now.
Zone Chosen: Epsilon
Name of Faction: City of Shade
History of Faction: The City of Shade is without a doubt one of the most evil and fearsome places in the state. It is a region that has been a harbor for slavers and raiders, a region plagued by constant internal fights and war. It has been a major trade for firearms, slaves, and drugs. But because of the people the inhabitant it and the nature of it's business, it has become one of the most hated factions. Everyone is taught to fight at a young age, if only to defend themselves, from themselves. It is composed of various clans that operate inside, run by one other clan. This clan rules with absolute power and authority, but never lasts long. The brutal nature of this place means that one can not lead for long without being killed and having an internal war rage until the cycle repeats itself.
Faction's Specialties: The City of Shade has some of the most fearsome fighter, because this faction only knows power through strength, it citizens are extremely tough and know how to fight at a young age. But because of the political situation, most of the fighting is done inside the borders or the soldiers are loaned out to other factions as mercenaries. The City of Shade is also good in trade with slaves, firearms and drugs, though it's economy is still unstable. Because of it's bad reputation, most trading is done in secret with the other factions.
Age: 24
Race: Native American
Appearance: 6'7 and 210 lbs., Victor has to maintain a fit and muscular shape in order to keep things relatively peaceful among the rest of the clans. Has long, brown hair that is pulled back into a ponytail and a beard. Tan complexion with numerous scars covering his body
Armor/Clothing: Usually wears tattered pants and nothing else. For battle, he will generally wear leather armor, but tries to keep the armor to a minimum.
Weapons: Powerfist
Bio: Victor was born into the Alden clan during one of the political struggles for power that plague the City of Shade. Victor was brought up in the harshness that is his home, both parents being killed when he was six. He struggled and fought for most all of life, being taught that strength is the only key to power. Just like all leaders before him, he killed the previous in hand to hand combat and anointed himself and his clan as the rulers of the region...for now.
Zone Chosen: Epsilon
Name of Faction: City of Shade
History of Faction: The City of Shade is without a doubt one of the most evil and fearsome places in the state. It is a region that has been a harbor for slavers and raiders, a region plagued by constant internal fights and war. It has been a major trade for firearms, slaves, and drugs. But because of the people the inhabitant it and the nature of it's business, it has become one of the most hated factions. Everyone is taught to fight at a young age, if only to defend themselves, from themselves. It is composed of various clans that operate inside, run by one other clan. This clan rules with absolute power and authority, but never lasts long. The brutal nature of this place means that one can not lead for long without being killed and having an internal war rage until the cycle repeats itself.
Faction's Specialties: The City of Shade has some of the most fearsome fighter, because this faction only knows power through strength, it citizens are extremely tough and know how to fight at a young age. But because of the political situation, most of the fighting is done inside the borders or the soldiers are loaned out to other factions as mercenaries. The City of Shade is also good in trade with slaves, firearms and drugs, though it's economy is still unstable. Because of it's bad reputation, most trading is done in secret with the other factions.
Region: Omega
Writer: The Happy Xivilai
Faction: The Everglade
Leader: Sh'kah Tzar
Background:
Spoiler
Name: Sh'kah Tzar
Age: 25
Race: Evermutant
Physical characterists (race): Evermutants are roughly two to three time the size of humans, as large and if not larger than supermutants. Also like Supermutants, Evermutants were originally humans, but they were horribly mutated into an inhuman form. However, this is where the similarities end between the two mutants, Evermutants lack the grotesque exagerated muscle structure of Supermutants, and they have a proportional amount of muscular build for their massive size. They have also managed to maintain their intelligence, unlike Supermutants, who are barely capable of speech. Of course, they are resistant to extreme amounts of radiation, due to their habitat, and have immunities built to most of the diseases the Everglades have to offer. Other than a few outward appearances, Evermutants have the same internal structure as humans, and they eat, sleep, live, breathe, and die like humans.
What seperates Evermutants from humans other than their incredible size is their outward appearance. Their skin is dark red, which turns darker as they grow older. Their eyes are reptilian, and come in multiple varieties of colors, not just blue, green, brown, or hazel. Evermutant's teeth has become sharp, and there are apperant fangs protruding from the upper jaw, giving them a very fierce appearance. As part of a manhood ritual, male Evermutants scar their skin with fantastic designs and swirls, each style unique to each family.
Appearance (character): Sh'kah is respected as one of his tribe's greatest warriors, which is apperant through his muscular phisique and athletic abilities. His eyes are reptilian like all of his race, but his eyes are bright yellow, giving him a downright frightening glare. According to Evermutant standards, he is extremely handsome and dashing, giving other males the right to envy Sh'kah. When he isn't busy making official decisions or fighting tribal battles, Sh'kah wears a bright smile that is welcoming and friendly to those of his kind. His manner isn't boastful, but civil and respectful. However, Sh'kah has a nasty temper, one that helped him earn the right to lead his tribe. His fury is quick and devastating, something no one dares to tamper with.
Clothing/Armor: In Evermutant culture, it is a disgrace to your family to cover your body markings with clothes or armor, so Evermutant males are prohibited from wearing any torso clothing. Sh'kah instead wears typical S'korlahg tribal warrior attire, which is essentially various reptilian skins sewn together to create loose fitting pants. Radwood bark is used as armor, which covers the thighs, knees, and shins.
Weapons: Traditional Evermutant recurve bow and arrows- A typical bow carved from the trees which thrives in the Everglades, with arrows the size of spears. The arrows have radwood tips, which is a wood that becomes harder than steel when superheated. The arrows are usually coated with a various forms of lethal poison, which can be derived from almost any fungus or plant that grows in the irradiated Everglades.
Gladegator dagger- A tooth of a gladegator
Vactor jar- A jar filled with a cloud of Vactors, a rare parasite that eats flesh from humans. Thousands of Vactors can barely darken a fingernail, but it only takes that many to devour a living human in less than a minute. After the Vactors have feasted on a meal, they simply die of starvation in less than a minute.
Bio: Sh'kah was born into the S'korlahg tribe, a war oriented tribe that has claimed the heart of the Everglades as their home. Sh'kah was the firstborn of a father who was the tribal leader, making Sh'kah next in line to the throne. But first, he had to survive the trials until he was considered a man by the tribe.
It is Evermutants' culture to put their male children through gruesome tests of strength, survival, and other sinister tests. Sh'kah quickly learned from his rigorous test of manhood, and he managed to survive until he was eighteen years of age, when he was finally given a name, and a ceremonial Gladegator tooth to carve his family markings into his own skin. For hours he spilled his own blood in order to prove himself worthy of his family. Finally, after he had cut the last pattern, Sh'kah was finally accepted as a Tzar, and a man. In one year's time the scars from his ritual began to glow softly, the final sign of his manhood, and the signal for his warrior training to begin.
For years Sh'kah trained to be as great a warrior as his father, and he fought in many tribal battles. In the years he fought alongside his father, the two were growing a fearsome reputation. Many of the tribes believed that Sh'kah and his father were Gods of War, due to their sheer fierceness in battle, and their iron rule over their people. However, one day after retiring to a village deep within the Everglades, the village was ambushed by a rival tribe. Sh'kah and his father did their best to save the village, but their enemies numbered too many, and the village was burned to the ground. As they were escaping, Sh'kah's father was impaled by a thrown spear from the persuing enemies, and Sh'kah was forced to leave his father to die while he escaped.
Sh'kah was widely unopposed for the throne, and those who did were crushed under his might. Finally, he was the tribal leader, and he had great plans for the Everglades. Sh'kah started with military conquest, defeating every tribe in the Everglades with astounding speed. Within three years he had united the entire Everglades under his rule, for the first time in history.
Chosen zone: Omega
Zone geography: Omega zone has been completely engulfed by the thick marsh of the Everglades over the years. Dry land is a rarity in the Everglades now, and what little land is left is often consumed by flash floods and the common downpour of rain. The terrain is covered in thick murky water that glows slightly green due to the high concentration of radiation. Rainfall is common, almost to the point where it pours every other day, causing flash floods and water levels to rise. Unlike the barren wastelands beyond, vegetation is plentiful, mainly in the form of trees that reach upwards of two hundred feet, and have trunks the size of houses. Fungal growth can be found everywhere, in the trees, in the water, and even in the air. Most of the stuff glows like small organic lightbulbs with different colors, and most often they are extremely poisonous to consume and touch. The radiated swamps contain gruesome diseases the likes of which the wastelands have never seen, and those who have never been exposed to the diseases are almot guaranteed to die within days of entering the Everglades.
though the Everglades promises poor hospitality, there are still creatures who have managed to live in these conditions. Mutated forms of reptiles such as Gladegators, Radvipers, Vactors, and Rockturtles are a common sight in the swamps, and they all share the Everglade's brutal hostility towards outsiders. The most docile mutant of the Everglades is what most would consider savage, the Evermutants. They live like primitive people, with villages constructed high in the canopies of trees, away from any danger in the swamps. They're makeshift homes are made from Radwood and leaves lashed together with moss woven into rope.
Name of Faction: The Everglade
Faction Bio: The outside world refers to the southern end of Florida as Omega zone, which is now completely flooded by the irradiated waters of the Everglades. The murky swamp is home to all manner of ridiculously huge reptiles, such as the monstrous Gladegator. Massive rad-trees thrive in the radiation infested waters, along with uncountable varieties of fungus and other vegetation. The Everglades is also home to a whole new race of mutated humans, the Evermutants.
As the threat of nuclear bombs approached Florida, many fled to the Everglades, knowing there they are safe from harm. Many established settlements deep within the swamps called 'havens'. Finally, their worst nightmare became reality, and the urban population of Florida was decimated in one day, those who fled to the Everglades remained unharmed, for now.
Fearing the outside wastelands, the citizens of the havens remained. Over the many years the Everglades grew to engulf the entire bottom tip of Florida. Soon radiation began to leak into the swamps, and many died from radiation sickness, but some survived. In their isolated havens those sole survivors mutated over the years into Evermutants.
Unable to leave the Everglades, and cut off from civilization and industry, the Evermutants became primitive, having lost all their technology. When the Brotherhood of Steel first made their naval landings in the Everglades, they discovered that the Everglades were not as deserted as they had hoped. Multiple times they have tried to send scouting parties to survey the Everglades, but not once has any of the scouts returned alive. Communication in the Everglades is non existant due to the fact radio signals are unable to penetrate through the dense irradiated vegetation, and armored vehicles are quickly bogged down in the swamp. For now the Brotherhood has abandoned the Everglade campaign, but only for the moment.
Faction specialties: Ever since the first scouting parties of the Brotherhood landed in the Everglades, The Everglade has been forced to adapt to combat the new threat of invasion. Sh'kah ordered that his army be trained in geurilla warfare, sabotage, hit and run tactics, and setting deadly traps perfect for demoralizing and thinning out the Brotherhood. The new trained forces were having stunning success on scouting parties the Brotherhood insisted on sending into the Everglades, but that all changed the day the Brotherhood sent in an armored vehicle with an escort. No amount of traps, arrows, poison, fire, or even Vactors had any affect on the mobile fortress. Sh'kah had an idea though, he sent men to lure the hulking tank through the swamp and into a nest of Gladegators.
The plan worked with stunning success, and the massive Gladegators anhialated the Brotherhood armored vehicle along with the escort. After hearing of the success, Sh'kah ordered the immediate training of the Evermutant's first ever armored division, made up entirely of tamed Gladegators.
Gladegators are monstrous creatures, though they have little noticeable mutation from their small cousins, the alligators. A female Gladegator can easily weigh 1500-2000 lbs, and stretch over 20 feet from tail to snout. Their hide is thick and rough, impervious to bullets and lazer pulses, though their underbelly is soft and fleshy. The Gladegator tooth is probably by far the most terrifying aspect of the creature, with serrated edges and a length that could easily impale a man, with or without Power armor. With the new Evermutant armor division, The Everglade now stands a fighting chance against the Brotherhood.
Other than military specialties, the Evermutants are purely self-sufficient, totally isolated from civilization. They are capable of supplying themselves with everything they need right from within the Everglades. Their food comes from a type of moss that grows plentifuly in the canopies, as well as an orange-glowing algae that thrives in the swamps at the base of the trees. Hunting the bountiful amounts of Rockturtles is also common source of food. Due to their isolation from the outside, and other's inability to survive in the Everglades, the Evermutants have never been intoduced to the outside world. As far as others are concerned, the Evermutants are a fantastic fairytale to scare children from entering the swamps, and for that matter, the Everglades.
Age: 25
Race: Evermutant
Physical characterists (race): Evermutants are roughly two to three time the size of humans, as large and if not larger than supermutants. Also like Supermutants, Evermutants were originally humans, but they were horribly mutated into an inhuman form. However, this is where the similarities end between the two mutants, Evermutants lack the grotesque exagerated muscle structure of Supermutants, and they have a proportional amount of muscular build for their massive size. They have also managed to maintain their intelligence, unlike Supermutants, who are barely capable of speech. Of course, they are resistant to extreme amounts of radiation, due to their habitat, and have immunities built to most of the diseases the Everglades have to offer. Other than a few outward appearances, Evermutants have the same internal structure as humans, and they eat, sleep, live, breathe, and die like humans.
What seperates Evermutants from humans other than their incredible size is their outward appearance. Their skin is dark red, which turns darker as they grow older. Their eyes are reptilian, and come in multiple varieties of colors, not just blue, green, brown, or hazel. Evermutant's teeth has become sharp, and there are apperant fangs protruding from the upper jaw, giving them a very fierce appearance. As part of a manhood ritual, male Evermutants scar their skin with fantastic designs and swirls, each style unique to each family.
Appearance (character): Sh'kah is respected as one of his tribe's greatest warriors, which is apperant through his muscular phisique and athletic abilities. His eyes are reptilian like all of his race, but his eyes are bright yellow, giving him a downright frightening glare. According to Evermutant standards, he is extremely handsome and dashing, giving other males the right to envy Sh'kah. When he isn't busy making official decisions or fighting tribal battles, Sh'kah wears a bright smile that is welcoming and friendly to those of his kind. His manner isn't boastful, but civil and respectful. However, Sh'kah has a nasty temper, one that helped him earn the right to lead his tribe. His fury is quick and devastating, something no one dares to tamper with.
Clothing/Armor: In Evermutant culture, it is a disgrace to your family to cover your body markings with clothes or armor, so Evermutant males are prohibited from wearing any torso clothing. Sh'kah instead wears typical S'korlahg tribal warrior attire, which is essentially various reptilian skins sewn together to create loose fitting pants. Radwood bark is used as armor, which covers the thighs, knees, and shins.
Weapons: Traditional Evermutant recurve bow and arrows- A typical bow carved from the trees which thrives in the Everglades, with arrows the size of spears. The arrows have radwood tips, which is a wood that becomes harder than steel when superheated. The arrows are usually coated with a various forms of lethal poison, which can be derived from almost any fungus or plant that grows in the irradiated Everglades.
Gladegator dagger- A tooth of a gladegator
Vactor jar- A jar filled with a cloud of Vactors, a rare parasite that eats flesh from humans. Thousands of Vactors can barely darken a fingernail, but it only takes that many to devour a living human in less than a minute. After the Vactors have feasted on a meal, they simply die of starvation in less than a minute.
Bio: Sh'kah was born into the S'korlahg tribe, a war oriented tribe that has claimed the heart of the Everglades as their home. Sh'kah was the firstborn of a father who was the tribal leader, making Sh'kah next in line to the throne. But first, he had to survive the trials until he was considered a man by the tribe.
It is Evermutants' culture to put their male children through gruesome tests of strength, survival, and other sinister tests. Sh'kah quickly learned from his rigorous test of manhood, and he managed to survive until he was eighteen years of age, when he was finally given a name, and a ceremonial Gladegator tooth to carve his family markings into his own skin. For hours he spilled his own blood in order to prove himself worthy of his family. Finally, after he had cut the last pattern, Sh'kah was finally accepted as a Tzar, and a man. In one year's time the scars from his ritual began to glow softly, the final sign of his manhood, and the signal for his warrior training to begin.
For years Sh'kah trained to be as great a warrior as his father, and he fought in many tribal battles. In the years he fought alongside his father, the two were growing a fearsome reputation. Many of the tribes believed that Sh'kah and his father were Gods of War, due to their sheer fierceness in battle, and their iron rule over their people. However, one day after retiring to a village deep within the Everglades, the village was ambushed by a rival tribe. Sh'kah and his father did their best to save the village, but their enemies numbered too many, and the village was burned to the ground. As they were escaping, Sh'kah's father was impaled by a thrown spear from the persuing enemies, and Sh'kah was forced to leave his father to die while he escaped.
Sh'kah was widely unopposed for the throne, and those who did were crushed under his might. Finally, he was the tribal leader, and he had great plans for the Everglades. Sh'kah started with military conquest, defeating every tribe in the Everglades with astounding speed. Within three years he had united the entire Everglades under his rule, for the first time in history.
Chosen zone: Omega
Zone geography: Omega zone has been completely engulfed by the thick marsh of the Everglades over the years. Dry land is a rarity in the Everglades now, and what little land is left is often consumed by flash floods and the common downpour of rain. The terrain is covered in thick murky water that glows slightly green due to the high concentration of radiation. Rainfall is common, almost to the point where it pours every other day, causing flash floods and water levels to rise. Unlike the barren wastelands beyond, vegetation is plentiful, mainly in the form of trees that reach upwards of two hundred feet, and have trunks the size of houses. Fungal growth can be found everywhere, in the trees, in the water, and even in the air. Most of the stuff glows like small organic lightbulbs with different colors, and most often they are extremely poisonous to consume and touch. The radiated swamps contain gruesome diseases the likes of which the wastelands have never seen, and those who have never been exposed to the diseases are almot guaranteed to die within days of entering the Everglades.
though the Everglades promises poor hospitality, there are still creatures who have managed to live in these conditions. Mutated forms of reptiles such as Gladegators, Radvipers, Vactors, and Rockturtles are a common sight in the swamps, and they all share the Everglade's brutal hostility towards outsiders. The most docile mutant of the Everglades is what most would consider savage, the Evermutants. They live like primitive people, with villages constructed high in the canopies of trees, away from any danger in the swamps. They're makeshift homes are made from Radwood and leaves lashed together with moss woven into rope.
Name of Faction: The Everglade
Faction Bio: The outside world refers to the southern end of Florida as Omega zone, which is now completely flooded by the irradiated waters of the Everglades. The murky swamp is home to all manner of ridiculously huge reptiles, such as the monstrous Gladegator. Massive rad-trees thrive in the radiation infested waters, along with uncountable varieties of fungus and other vegetation. The Everglades is also home to a whole new race of mutated humans, the Evermutants.
As the threat of nuclear bombs approached Florida, many fled to the Everglades, knowing there they are safe from harm. Many established settlements deep within the swamps called 'havens'. Finally, their worst nightmare became reality, and the urban population of Florida was decimated in one day, those who fled to the Everglades remained unharmed, for now.
Fearing the outside wastelands, the citizens of the havens remained. Over the many years the Everglades grew to engulf the entire bottom tip of Florida. Soon radiation began to leak into the swamps, and many died from radiation sickness, but some survived. In their isolated havens those sole survivors mutated over the years into Evermutants.
Unable to leave the Everglades, and cut off from civilization and industry, the Evermutants became primitive, having lost all their technology. When the Brotherhood of Steel first made their naval landings in the Everglades, they discovered that the Everglades were not as deserted as they had hoped. Multiple times they have tried to send scouting parties to survey the Everglades, but not once has any of the scouts returned alive. Communication in the Everglades is non existant due to the fact radio signals are unable to penetrate through the dense irradiated vegetation, and armored vehicles are quickly bogged down in the swamp. For now the Brotherhood has abandoned the Everglade campaign, but only for the moment.
Faction specialties: Ever since the first scouting parties of the Brotherhood landed in the Everglades, The Everglade has been forced to adapt to combat the new threat of invasion. Sh'kah ordered that his army be trained in geurilla warfare, sabotage, hit and run tactics, and setting deadly traps perfect for demoralizing and thinning out the Brotherhood. The new trained forces were having stunning success on scouting parties the Brotherhood insisted on sending into the Everglades, but that all changed the day the Brotherhood sent in an armored vehicle with an escort. No amount of traps, arrows, poison, fire, or even Vactors had any affect on the mobile fortress. Sh'kah had an idea though, he sent men to lure the hulking tank through the swamp and into a nest of Gladegators.
The plan worked with stunning success, and the massive Gladegators anhialated the Brotherhood armored vehicle along with the escort. After hearing of the success, Sh'kah ordered the immediate training of the Evermutant's first ever armored division, made up entirely of tamed Gladegators.
Gladegators are monstrous creatures, though they have little noticeable mutation from their small cousins, the alligators. A female Gladegator can easily weigh 1500-2000 lbs, and stretch over 20 feet from tail to snout. Their hide is thick and rough, impervious to bullets and lazer pulses, though their underbelly is soft and fleshy. The Gladegator tooth is probably by far the most terrifying aspect of the creature, with serrated edges and a length that could easily impale a man, with or without Power armor. With the new Evermutant armor division, The Everglade now stands a fighting chance against the Brotherhood.
Other than military specialties, the Evermutants are purely self-sufficient, totally isolated from civilization. They are capable of supplying themselves with everything they need right from within the Everglades. Their food comes from a type of moss that grows plentifuly in the canopies, as well as an orange-glowing algae that thrives in the swamps at the base of the trees. Hunting the bountiful amounts of Rockturtles is also common source of food. Due to their isolation from the outside, and other's inability to survive in the Everglades, the Evermutants have never been intoduced to the outside world. As far as others are concerned, the Evermutants are a fantastic fairytale to scare children from entering the swamps, and for that matter, the Everglades.