(Title courtesy of TheLoneRanger)
Over two centuries have past since the Great War brought a nuclear holocaust to the world. Entire nations great and small fell, civilization collapsed, and an untold number of people perished. In the span of but a few hours, the world was one big, radioactive ruin, never to be the same.
But as it always has, humanity arose from the ashes, persisting on. And the more things changed, the more they stayed the same. They fought, killed, and rebuilt, as they always had. They banded together, forging brand new nations from the ruins of the old. Now these new nations face the daunting prospect their predecessors faced: What to do with world?
You, the player, will be the one to answer that question. As you take on the mantle of leader, you will decide your faction's, and the world's, fate. Using the power of diplomacy, economy, and military might of your nation, you decide the future. Will you seek power, land, and monetary gains? Will you crusade for your own brand of justice? And perhaps most importantly:
Will you succeed, where your predecessors failed?
Welcome friends and fellow forumites! I, Aldin, come today to propose to you something we haven't done in some time: A proper nation RP! This RP is intended to be a world-wide RP, meaning if you wish to RP a faction outside of the Continental US, you are more than welcome to do that. I am also modeling this off of the zany-ness of the American Conventions, so later on in the RP, there is indeed the potential for some crazy tech and whatnot. Creativity is always encouraged, so remember, if you come up with a faction that you think might not fit, post a sheet anyway! The worst we can say is no, and we almost always simply ask for something to be tweaked slightly and you'll be good to go! For reference, this will take place about 20 years after the events of New Vegas, though this can be changed as the RPers see fit. Without further adieu, here are the rules! (Taken from past Conventions and modified by yours truly)
Rules:
1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumnavigating South America which would obviously have consequences for your plans.
Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: crisis is sure to follow.
2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.
3. Your representatives are still characters and individuals, give them personalities, backstories, interests, and feeling.
4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without making a post is one week. Beyond that, if you do not continue to give some sort of update on your status, your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others, it is possible for you to return at any time to the RP, however, you may find your nation in dire straits without your leadership. You may come back and take up the mantle of another nation if you wish.
5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit. You are expected to abide by the group's decision, whatever the case may be.
6. War will be decided by a majority vote of all members. If you lose the vote, you will lose the war/conflict. You are expected to abide by this ruling. If you do not, you run the risk of being kicked from the RP.
7. As I myself will be taking up a nation, I will not be acting as the overseer or GM of the RP. In accordance with past renditions of these sort of RPs, this will be run by the group. Due to past issues with this, I will stress it again There are NO GMs for this RP. The group will decide any sort of issues we may encounter
8. These conventions are meant to be non-canon, so if you are expecting something that sticks close to what we see in-game, this isn't the RP for you. It has the possibility to, and most likely will, get pretty crazy.
9. In order to advance your faction, you must make timelines stating what you are working on during the interim periods between conventions. Timelines are optional, but if you don’t make them, your nation will stagnate. As a result, you cannot also go back and say that you have been working on a project without notice for the past several turns. You may keep projects secret if you wish, but you must make mention in the OOC of said project. Note that this does not mean that other IC will know.
10. While this RP will delve into technology that many will consider "out there" (And indeed, that is the point) the issue with the Aliens is this: For all intents and purposes, they do not exist in the RP. The colonization of other planets is off-limits as well. Keep it in the Earth and her orbit everyone.
11. Nations are divided into 5 "Technology Tiers" which are: (Examples follow [Note these are just examples, nothing set in stone])
Tier 1: Very High Technology, 1,000,000 (Brotherhood of Steel, Enclave [Power armor and its manufacturing will be solely with this tier, to start with])
Tier 2: High Technology, 1,500,000 (Followers, Reavers, the Shi)
Tier 3: Medium Technology 2,500,000(NCR)
Tier 4: Low Technology 4,000,000 (Legion, factions like them)
Tier 5: Very Low Technology 6,000,000(Tribal factions)
For balance purposes, this different tiers have relative amounts of population that they need to stay within. The higher your Tier, the lower the amount of total population you can have, and vice-versa. It may not always make sense, but it is necessary for balance. (Note the number listed can be tweaked should the group wish. Those are listed just as a basis to go off of that I came up with off the top of my head.)
Factions in this RP will be all the ones from the main game (NCR, Legion, Enclave, etc). You are also able to create your own as well. Once again, they don't have to be based in the Continental US.
(Note: RPers will have creative license with the faction's background, meaning things may not always be what they were in-lore. For example, my faction, Adamas, was at one time the West Coast Brotherhood that left NCR territory for Texas. You can't overwrite someone else's background once it's been accepted, so keep that in mind when creating your faction. First-come, First-serve.)
(Other note: For this RP, House managed to drive back both Legion and NCR so Vegas could be independent.)
I will edit the OP later on with taken factions and their sheets. Everything not on the list, or spoken for in the OOC, is fair game.
Faction List:
Aldin:
Faction name: Adamas (Formerly the West Coast Brotherhood)
Capital City: Varset (Formerly Houston)
Flag (optional): http://i580.photobucket.com/albums/ss241/Aldin_Kiris/PrincipalityofSolusFlag_zps66aa41ad.jpg
Description/History: In 2221, the Brotherhood of Steel officially packed up shop and moved out of California due to the elders becoming increasingly wary of a growing NCR. Rather to risk all-out war with the NCR, they decided to head eastward, into the land that was formally known as the Pre-War state of Texas, a land that would prove to the Brotherhood's paradise and future land of their fledgling nation.
After what seemed to be an eternity of traveling, the Brotherhood of Steel had finally found its new home: a major Old-World city known as Houston. It was here the Brotherhood settled down, regrouping their forces and beginning again. Various vagabonds, ruffians, and tribals were ruthlessly assimilated into the rapidly strengthening Brotherhood. They rebuilt Houston (renaming it "Varset"), thrived off its land, and spread throughout much of the Pre-War state, claiming other major cities such as Austin and Dallas.
It wasn't all so easy however. An army of mutants under the command of a Super Mutant named Attis, a mutant who harbored strong resentment toward the Brotherhood, led a resistance movement against the recently-arrived Brotherhood. Though Attis and his army were beginning to become a real threat to Brotherhood expansion and domination of the region, the Brotherhood eventually broke the back of Attis' rebellion, leading to the collapse and assimilation of the mutant army. This happened in a number of ways, the chief being the Brotherhood's military and technological might, as well as the large schism that occured within Attis' army created by the large number of mutants who didn't hate the Brotherhood or want to fight, instead wishing to cooperate with them.
The final blow to Attis' rebellion came when the fledgling Special Forces group of the Brotherhood known as the Sentinels managed to infiltrate and capture Attis himself. The Brotherhood had a public (and highly publicized) execution of the anti-Brotherhood leader, destroying the already-crumbling moral of the rebellion. The Pro-Brotherhood mutants took over the faction, and formally rejected Attis' beliefs, claiming him a heretic and a terrorist. With that, they opted for total surrender, hoping their conquerors would have mercy.
Surprising enough, they got their wish. Upon seeing the combat prowess of the Super Mutants, rediscovering the reason for their creation, and the fact the mutants not only surrendered peacefully and labeled Attis a terrorist, the Brotherhood had a change of heart for their now-conquered enemies. Instead of killing or enslaving them, they offered them a choice: Join the Brotherhood as full members, or leave in peace. Upon seeing this act of mercy towards a conquered enemy, the mutants readily joined up. In time, the Mutants and the humans of the Brotherhood began to see each other as just that, Brothers. This would lead to a sort of bond between the two peoples, one that has not been broken yet.
13 years had passed, and the Brotherhood and their new mutant brothers grew into a powerful people. It was then a social revolution of sorts occurred. With the casting off of the Codex of the Brotherhood, many felt that they were more than just merely the Brotherhood of Steel. Feelings of nationalism overtook the masses, reaching up to even the highest of the Brotherhood's ranks, even unto the High Elder of the Brotherhood at the time, Geoffrey Harlond. High Elder Harlond decided to rally the people to this cause of independence from the old ways, and by way of striking down those who opposes him, a new nation were born, a nation known as the Adamas, with High Elder Harlond being crowned as their ultimate leader, and the first Chancellor.
Years passed and Adamas grew. The force of the military's technological and martial might, it expanded across a great portion of the Pre-War state, ruthlessly cutting down any who might dare to resist the newly-forged Adamas’ iron will and assimilating the broken people into citizens of the new nation. The Adamas was finally beginning to look like a proper nation, and the people rejoiced at their success.
It was during this time Harlond passed away mysteriously, leaving only his apprentice and a vacuum of power in his absence. The nation mourned, and built many statues of Harlond as a way of showing reverence to the first Chancellor of Adamas.
More misfortune soon ensued. With the Chancellor, the de facto ruler, dead, the generals of the army clambered to get the most coveted position in Adamas. On the brink of a civil war, a man by the name of Aiden Griff, the late Harlond's apprentice, stepped up and ceremoniously claimed the title of Chancellor due to the revelation that Harlond had groomed the man from a small child especially for this task, and left a holotape detailing his wishes. The people rallied behind their leader's apprentice, and Griff officially took the mantle of Chancellor.
Many years passed after that. Various chapters of former Brotherhood of Steel members made their way to Adamas, ranging from various sizes. One of note is the Mojave Brotherhood of Steel chapter, who shortly after the 2nd battle of Hoover Dam, ventured toward Solus in order to seek refuge under the new regime. But Adamas was not Brotherhood as the wayward Chapters soon found out. Though they were welcomed with open arms into the fold, the former Brotherhood Chapters had to summarily renounce their ties to the Brotherhood of Steel and swear fealty unto Adamas and the Chancellor. They accepted.
17 more years came and went. The Chancellor was no longer a young man, but not quite old either. McNamara, the former elder of the Mojave Brotherhood of Steel, is now Chancellor Griff's right-hand man, and follows him unerringly. The Chancellor himself has taken up an heir of his own as well, the lead operator of PSICOM, a faceless man known only as Scorch.
At present, Adamas and its Chancellor are eager to find out the fate of the
Government Type: Completely Authoritarian, but with a monarchy of sorts. The Chancellor is considered the most high, and his word is law. All answer to him, and disrespect to the Chancellor is punished severally. There is however a democratically chosen council of elders that act as advisers to the Chancellor, though in reality, that is all they are: advice givers.
Under the Chancellor are his handpicked viceroys, who serve as his governors of the different sections of Adamas. Viceroys are generally picked from generals in the military, though at times have come from the civilian/political sector. Under the viceroys are the rank of Duke, which acts as a Senator and Mayor of smaller areas of Adamas, such as individual cities.
Local government officials are chosen via democratic vote with a majority ruling.
Economy: The economy is relatively capitalist, however, the government of Adamas does not allow for big corporations whatsoever. Any business that large is under the direct control by the government or, as in the case of the arms market, the military. This policy was designed to ensure that despite any sort of individual prosperity, the nation's economy was firmly in the hands of the Government.
As far as economic strengths, some of the major things Adamas relies on are its fishing and agriculture industries, though the focus is steadily shifting towards the manufacturing and construction industries.
Adamas also takes great pride in its arms market, where they mass produce various kinds of weapons and armors for different sorts of reasons.
Culture: The culture of Adamas is almost like one would find in a feudal era, with many different things resembling the serf system. A staple of Adamanite society is the caste system of Adamas, which include the slaves, lower class, middle class, military, upper class, nobility,and finally, Chancellor. Despite the caste system, Adamas seeks to provide the best medical care and education possible so as to increase the future prospects of the nation.
The people of Adamas are an odd sort. If one should visit, they would see a very distinct influence of feudal Japan's culture within Adamas' borders. Things such as kimonos, yukatas, and other various sorts of different influences are quite commonplace and considered the norm. This is due to the first Chancellor, Harlond, who had a fascination with the culture from his readings about them in various libraries across, and in the end drew heavily upon them when he began the process of forming the nation.
The architecture in Adamas also greatly resembles something from a feudal time. Many structures and streets are made of stone and brick, and many statues of military leaders, viceroys, and the past and present Chancellors line the streets, especially in the larger cities.
Another staple of Adamas' society is something they kept from their days and the Brotherhood, their love of technology. Technology has been integrated into as many facets of life as the government of Adamas could possibly manage, and they are always looking for new ways to improve and integrate it into their daily lives.
However, there is one difference from a feudal era. As much as possible the lower, middle, and upper class are to be treated equally, and the old "We are all brothers" mentality from the Adamas’ days as the Brotherhood of Steel remains just as strong now as it did back then, with it being almost a focal point in society.
Military:
The Military of Adamas is a major part of the nation itself, and as such, pride themselves on being as strong as possible. Like in the Brotherhood days, the ranks of Knights, Paladins, Scribes, etc. have remained mostly the same, though a few noticeable changes have been made here and there. There are three branches of the military, and a fourth Special Forces branch.
Adamas Army: This is the land branch of the military, and the biggest. Consists of Initiates, Knights, Paladins, and a new rank, Guardians. Armor usually is a T-51b suit painted in either desert or urban camouflage. Weaponry includes, but is not limited to, pulse or plasma rifles, different types of Gauss weaponry, Plasma defenders, Tesla canons, and the occasional higher-tier conventional military-grade firearms. Vehicles in use by the military are a Post-War variant of the Humvee.
Also serving with the various squads of the army is a single Mr. Gutsy or Sentry bot. Another important thing about military units is there are always at least 2 Super Mutants holding places in the squad, a subtle move by the Chancellor not only to increase combat effectiveness, but also an attempt to integrate them more and more into the lives of the people of Adamas as well. Adamas seeks to take advantage of the Super Mutants' natural abilities such as their strength and endurance, and their weapons and armor reflect this goal. In addition to the standard T-51b Power armor suit, Adamas actively constructs a larger variation of the suit to accommodate the larger Super Mutants; and their armament consists of heavy weapons such as Super Sledges, Gatling Lasers, and Plasma Casters. They are also normally the ones using the Tesla Cannons as well.
Adamas Navy: On par with the Air Force, the Navy consists of old Pre-War US vessels such as destroyers and the like. In times past, the Navy was used to defeat various pirate gangs that plagued the land before the Adamanites arrived.
Adamas Air Force: The Air Force consists of Pre-War and Post-War Huey designs for the helicopters, and a few Pre-War Cessna A-37 Dragonfly model jets. Also used in the Air Force are various cargo planes and bombers.
Special Operations: Sentinels
Sentinel operatives are the best of the best Adamas has to offer. They only serve the Chancellor, taking orders from no one but him. They are commonly used as assassins and infiltrators for the most dangerous of missions. Armor is a U.S variant of the Chinese Stealth Armor, reinforced with ballistic mesh and ceramic plating. Weaponry varies from mission to mission, but the most commonly used weapons are Gauss weaponry, and pulse-based rifles. Operatives do not have a personal life, and are training for combat almost constantly. Also of note is that no mutations are allowed or considered to be Sentinel operatives, even with the support Super Mutants get.
The thing that stands out most about them is the fact that they rarely take their helmets off, only doing so when absolutely necessary, such as eating in the field (and even then, only with fellow Sentinel units around) and hygiene activities. In any event, they will never do any of these things publicly, always opting to do them either secluded from other soldiers/civilians or with fellow Sentinel units. They also have the habit of being rather emotionless, which has led to a sort of urban legend that they are some sort of machine or apparition.
The most well-known Sentinel is an Operative known only as Scorch, and is the heir-apparent of the Chancellor.
Views on Mutation: Mutants are a rather interesting topic in Adamanite society. Originally, mutants were considered nothing more than abominations that needed to be purged from the world, and were generally treated exceedingly harshly. However, when the current Chancellor took office, he pushed his own views on the society, viewing them more as an asset rather than scum needing to be purged. Ghouls gained the status of the lower-class citizenry, quite the step from being killed openly in the streets for sport or being used as slaves. Many find work in the construction business, their superiors finding their radiation resistance invaluable. While some still look unfavorably on them, they are now considered citizens are have all the rights a normal non-mutate might, though prejudice still remains a problem especially in the outer regions of Adamas.
Super Mutants however, are a completely different story. In short, Adamas humans have a high respect for Super Mutants and view them as no different from themselves, facts they are highly proud of. Adamas was built on the backs of both humans and Super Mutants, making the two groups into one people. The very idea of Super Mutants having the same rights as humans in Adamas isn't even a question, it's a undeniable truth. Any other idea regarding them is tantamount to heresy and is taken as a personal affront to all Adamanites and what their nation stands for. In Adamas, Super Mutants and humans have a very strong bond that goes back generations and discrimination against them of any kind warrants a severe punishment. To Adamanite humans, Super Mutants are no different than themselves and anything done against them they take as a personal affront. The same can also be said of Adamanite Super Mutants, who view their human compatriots in the same light and are exceedingly proud of the bond they share and the nation they all came together to create, not as two separate groups, but as one, whole people.
Views on Slavery: While the citizenry are not allowed to be put in any sort of slavery, no one truly cares about it so as long as one of their own is not subjected to it. This means that while they can't become slaves themselves, there is no law banning the use of slaves from other sources. As such, nations that utilize slavery are looked upon the same by Adamas as those nations who choose not to do so.
Population: 1,000,000
Territory: http://imgur.com/SFmX4aO (In the dark blue covering the majority of Texas)
Vatrou:
Flag (optional):
Description/History: Alaska, the last frontier, is still an apt nickname for this land. After the bombs fell and blanketed the world with an atomic winter the death toll was immeasurable. More so in Alaska, whose population struggled to climb back from the brink of extinction. Only the hardiest of man, survived the end of days, those who had bunkers, or took shelter in Vault 118 spent the months only to find a nuclear hell. Some had it better as the bombs couldn’t strike every target in Alaska. Others not so much. It took at least a century before Alaska had a sizeable population, barely. But man once again reclaimed the land.
At first the major cities of Anchorage, and Juneau were irradiated to high hell. Decades passed before the radiation was low enough for humans. And in that time monsters arose from the cities as they spread outwards, some say it was the radiation, others experimentation. Regardless mutated Ants like the Marabunta or vile beasts known as the Wendigo a breed of mutated Moose roam the wilderness. And legends of humanoid creatures,The Autleeir Tah, as they would be later known as. As Native Alaskans eventually came together under the banner of the Arctic Rangers, the military men and women who took shelter in Vault 118. They were formed with Texas Rangers and local law enforcement from Alaska to protect against remaining Chinese Communists, and rebels from Canada fighting for their freedom. Now they fight to protect their families and uphold the law.
It took centuries for contact to be reached in the outlying Native Villages, with early tech, planes and boats were hard to come by. Dog Sleds and Carts were used to connect far flung villages, and bring aid, and news. Many who braved Alaska were hardy adventurers, Outdoorsmen and Survivalists. Many such traits sought after by the Arctic Rangers, among others. Skills of the old world thrived, many Native Elders taught everything from fishing, to sewing, tanning and leatherwork. While Miners dug away at the earth for ores to sell to Blacksmiths. But there are many others who’d rather steal from honest folk, Raider Tribes, and worse Slavers. Many Raiders called Anchorage and Juneau home, but in Anchorage only one clan was strong enough to reign over that city The Clan Bearhorn. They held most of the hostilities between the Rangers for the longest time, attacking caravans, or capturing Rangers when possible. They hold the fewest murders among the other raider tribes. But until recently they have been bitter enemies. But now with the discovery of outside nations closing in, a treaty was signed, and alliance forged. Not just between them, but the elusive Auteeir Tah. Who reluctantly agreed to negotiations.
Government Type: Council.
Economy: The main exports of Alaska is fish, furs and mined ores. Though there are many other forms of goods sold, leather and even chitin from the highly armored, Armored Ants the guardians of a Queen, who periodically sheed to regrow new chitin. It is basically a lightweight Armor plate, which has about the same protection as combat armor. It is unknown what gives it such properties but it’s a valuable asset to those who discover it’s potential. Most of Alaska uses Military grade Ammo as currency. 9 mm as pennies, 10 mm as nickels, 357 magnum as dimes, and 44 magnum as quarters, with 5.56 $1, 20 gauge $5, 12 gauge $10, 45-70 $20, 308 $50, and 50 MG, as $100. There is of course more ammo types, but these will be the most commonly made for currency. And there of course would be non military grade rounds of these used in everyday life.
It isn’t until relations were formed with outside neighbors that bottle caps have been used in foreign trade.
Culture: Many in Alaska have a Survivalist nature and ethics, passed down by their ancestors. Others worship gods of beast and men. The Raven, Ghost Wolf, and Great Mountain Bear are such creatures. Many work hard laboring in fields harvesting crops, and others spend days, weeks out on the hunt. In places most would consider nightmarish. The people of Alaska are not to be underestimated they have lived lives that most men would have long died from, whilst still remaining friendly to each other.Many hunt, and survive off the land, giving many a respect for nature, seen in very few places. Some tribes, offer totems to gods, as thanks for good harvests, and nothing goes to waste. Religion varies some worship gods of nature, and some are indifferent. If you want to know more local Flora and Fauna read my Alaskan Fan Lore, it’d be too much to list it all.
Ships and Planes: The NAC has twenty Bush planes, and more than a hundred ships, all but ten of them are little more than small fishing vessels, some being large canoes. And the largest ship The Icebreaker. Which is used to cut paths through frozen seas, to reach Villages that would be impossible to reach otherwise.
Transportation: Dog Sleds, and Boats are the primary forms of typical transportation, Bush Planes are normally used in times of urgency, and Horses although not rare, in Alaska, are often hard to find and tame, they tend to herd near the border of Canada, or along the coast lines. Making finding them difficult. Dog Sleds normally are used year round, for summer months Sleds made of Pre-War bicycles or cars are used, with dog boots made of leather.
Many in Alaska, are avid Outdoorsmen, and Survivalists, who hunt native animals and raid ruins of the past for forgotten treasures. Most of the Economy is in trade, things like hide and furs; meats and fruit. Are valuable. Alaska's great forests are filled with trees, and on it's seas, fishermen, cast their nets. Bringing in fresh fish mostly uncontaminated, by the rest of the world. Unlike the rest of America, Alaska doesn't have the technological advantage, or mountain of pre-war weapons. They do however have some of the finest leather workers, due to the cultural differences, many different types of leather are made here, fine works worthy of even the wealthiest men, or strongest warriors. There are also many Blacksmiths, who create common tools and everyday items.
JakStar Arms Developed many Military firearms, like Machine guns, carbines, battle rifles, assault rifles, and the all important sniper rifles. They had a few shops in town where they produced these arms. Many of which were either raided for parts, by various groups like Vault 118 the Arctic Rangers. Or are controlled by Raider Tribes.
Ratchet Arms Developed mostly shotguns, submachine guns, multiple barrel firearms, and pistols. For the Military. As in the case of JakStar arms their various locations were raider or are currently occupied by Raider Tribes.
Wild Arms, unlike their Military counterparts focused more so on Bolt action firearms and pump guns. Guns more suited to function in even the coldest of Alaska's Winters. Guns like the Colt Defender Mark I an eight barrel shotgun, or revolvers. Guns with blade attachments or bolt action pistols. As well as multi barreled firearms. A revolver Gatling pistol prototype, a revolver shotgun. Guns that were concept-ed to be used in frozen weather as well as collector pieces. Fancy engraved weapons.
Cobalt was a company contracted to develop Energy weapons and prototypes designed to function in sever weather, guns that could fire in the freezing cold or melting heat. Many energy based experimental weaponry, like Gauss or Laser. As well as things like power fists, and other weapons.
Many of these places are under the control of different Tribes across the state, some manufactures have buildings out away from the cities while others have them in multiple cites. Whatever the case many variations of these guns have surfaced cobbled together by Raiders of Tribals lacking the correct parts.
Military:
Most of the military consists of former soldiers and Rangers. Many who have become hunters. With Alaska's harsh environment, and freezing cold weather. Many automatic guns freeze over and jam. While there are automatic guns, most prefer Bolt Action, Leaver Action, or Revolvers. The simpler a gun is, the easier to fix it. And the less it will jam. With the vast space Alaska has, it's military has trouble policing Native Villages or settlements. And locals tend to enforce their own justice. Or tribal laws.
The Arctic Rangers
Vault 118 commissioned in 2069 after several successful Vaults in the lower 48 states, the project is to be finished by 2081 located in Denali National Park. The Vault itself lacks, a waterchip, and food stores. While it has a door, and power, much of the inner walls are bare, with missing panels and very few furnishings. Much of what is there was added afterwards. Vault 118, is the main military compound of the Arctic Rangers, a branch of the Texas Rangers, and Alaska State Troopers.
The Arctic Rangers officially founded shortly after January 2077, when the city of Anchorage was finally liberated and the Chinese presence was removed.They were the combined forces of the Rangers, and the Alaska State Troopers. They were mobilized to control the pockets of the Canadian freedom fighters. They saw many successful operations, but a redesign was needed for Alaska's harsh climates. They were shipped out in March. to and a few factories were made on base to produce more of the prototype Ranger Armors.
The armor the Rangers wear varies between Rangers themselves. All of them line their armor with fur. While some remove the Dusters, in favor of fur coats. The helmets have blue tinted lenses, and are narrower. their armor is white/gray camo armor.
Vault 118 the military compound of the Arctic Rangers, and the best land for farming. It's citizens and military personal live a hunter gatherer lifestyle.
The Rangers form various military units. The Bear Guard are the Infinity they use mostly leather style armors, crafted by Natives. Many have the look of barbarian like armors, with patches of metal, and furs lining the armors.
The second Unit is the Ghost Squadron, as the name implies the specialize in Stealth, Espionage, and Assassinations. With Females leading the Males in numbers. The wear light leather armor with ballistic vests or ceramic plates.
The Elite Bear Guards Wear Combat armor, and use heavier weaponry.
The last, is the Arctic Rangers, they are the best of the best from each squad. Capable of filling multiple roles, and are equipped with the Arctic Ranger Veteran Combat Armor. With blue tinted narrow lenses. They are equipped with whatever they have and need. Most choose Bolt action rifles, but many choose what they want. The Rangers are often called Arctic Wolves. Depending on rank or experience.
Rangers, or Arctic Rangers due to the white/gray camo armor they wear, patrol what they can, though many outsiders who venture unprepared face death before they can arrive by nature, or beasts. Many Native Tribes, patrol their own lands, some of which border Canada. However, given the large amount of land it is possible a nation could invade, and live in Alaska, most are too far away and with the harsh climate. Would kill those unprepared, with predators, sickness, and simply the vast amount of barren land, unsuitable for farming. The Slope has a permanent layer of Permafrost, it freezes the ground and makes it hard as ice. The lands more suitable for farming lie towards the coast, where more predators, and wildlife lives. Vault 118 has farming land. The Vault itself lacks, a waterchip, and food stores. While it has a door, and power, much of the inner walls are bare, with missing panels and very few furnishings. Much of what is there was added afterwards. Vault 118, is the main military compound, and while the men living there are mainly active troops. Alaska has always had a militia in it’s tribes.
Standard patrols consist of six men, usually accompanied by a Arctic Wolf, for constant training. Arctic Ranger Population 950,000. Thirty percent of them are mostly farmers, though they still have a crack aim, when a missed shot is the difference between life and death, well that’ll make you hit more often. That and most if not all grew up huniting.
Clan Bearhorn. They are the only influential raider tribe in Anchorage, who after learning of outside threats, reluctantly formed a alliance with the Arctic Rangers, deciding that both wouldn’t want Alaska to fall into the wrong hands or tampered with by outside forces. It’s been thirty years since they first learned about other nations. Though the Rangers had known longer than that. Many still don’t know if they even pose a threat. But Victoria Bearhorn fears they do.
Culture, Clan Bearhorn acts much like a family, a home to many. The Clan Bearhorn founded by Morton Bearhorn, rules their Raider Tribe from the Beartooth Theatrepub. Believing heavily in Gods and Religion surrounding a Great Mountain Bear God called Vltron, and his Pseudo Valkyries the Vulpines. Fox like creatures. They live a lifestyle similar to the Norse Vikings of Legend. Many Raider Tribes call Anchorage their home. But Morton Bearhorn was one of the few with the men and power to hold the title of King. They are widely the largest and most powerful Raider Tribe in Anchorage holding most of the city under their power. Now with Morton long dead, the descendant of Morton, Victoria Bearhorn rules the Clan. With almost all of her men warriors and killers. Few are left to take other trades of work.
The Natives, who live scattered across Alaska from Nome, to Barrow, to Dillingham and everywhere in between, most live nomadic, or semi nomadic lifestyles wandering across the state. Only Nome is the only established settlement. Bringing thousands of tribes every winter for food, safety and medical aid.
There are many unaffiliated Raiders and Slavers. And while they roam everywhere many slavers call North Pole Alaska home, called Santa’s Sweatshop by many they enslave helpless victims of all races. To be used as the buyer desires.
The Auteeir Tah. They live in mountains and high elevations, where humans struggle to reach. While they have their own culture very few know about it. The Autleeir Tah. Created using a variety of genetic research, they are a anthropomorphic mountain goat people. With a generally high level of intelligence. With thick muscular Plantigrade legs, and color variations regarding fur. They were not some hairless creature, no head to toe they were covered in fur. The only places where the fur was thinnest were at the head, and hands. The head appeared to be that of some demon with human like facial features with the exception of a rather large jaw and long horns which defined certain characteristics.
If the horns wrapped upwards curling around and pointing in front of their face, they were a more dominant and aggressive by nature.
If they wrapped downwards towards the jaw pointing in front of them, they were more docile and submissive. A trait more often associated with females.
And if they wrapped towards the back of the head and pointed in the back they were more intelligent and possessed more human thought processes than usual.
They're hands have rough with hard tipped fingers, almost like their horns. But only on the skin surface.
While they were generally intelligent and possessed human speech. They don't like humans and prefer to live on their own back in the mountains.
The culture divaricates not just amongst the two genders male and female. But between the different traits and ethos that diverge from them. For example females are often submissive and their horns grow to shadow that trait, males even the more intellectual among them who often lack the physical strength and stature of the more dominant find proper mates from this particular trait pool, giving enough diversity to keep different traits alive and evolving. They are omnivores and make their own weapons aside from when they find firearms. The technology they have is rather advanced, but no more so than the Humans that live in this radioactive world.
The Autleeir Tah from sub groups where certain aspects stand out. There are at least four known to man. The Huerra which are the war like and dominant among them, battles rage between them and other sub groups like them. They naturally seek out challenges from dangerous predators, the Great Mountain bear for instance. Hunting is done alone to prove one’s worth and strength. Any weapon may be used so long as it’s found or made during the hunt. Any weapon placed by others is strictly against their set of codes. Similar the the bushido code, Justice, Courage, Mercy, Honesty, Politeness, Honor, Loyalty, and Character. It was assumed that they modeled themselves after the Samurai of ancient Japan. How they knew so much about them is a fact shrouded in mystery.
They are war like indeed, yet never incite it. Raiders and hunts are their main forms of excitement. They fiercely protect their own, even if they’re from another sub group. They rarely interact with humans aside from raiders who meet their end at the tip of their blades, guns. Should the off chance that they associate with Humans they act affably until such a time where the human party shows hostilities. However their disdain of humans forces the to keep their distance and rarely make contact with them.
Then there is the Bruttahs. Despite the violent sounding name they are the most peaceful of the Autleeir Tah. Farmers and gatherers mostly. They provide food for most of their kind, not just for their sub group. They are docile and fearful of other races, and cower at most natural occurrences, such as storms where strong winds or fire. The gene pool survives by their cowardly nature oddly enough. Males of either the dominant or intellectual nature find obtaining a potential mate easier, and males of the Huerra sub groups despite their strong ethos find protecting weaker females coincides with their war like and protective traits.
Now the Cserit. Or the wise ones, collect knowledge and create new uses for technology. Well versed in the Human language they experiment with new contraptions and tech, such as computers and robots. They also make decisions that have a great impact on their race, where to live, where to hunt. And when to make outside contact.
Then the last ones the Graten. The most common, they live with different and clashing cultures, like the culture of per-war life. They coexist in relative peace. Managing laws and order with a council.
With the Diverse beliefs and cultures they live in different territories often on the edge of another’s. Where they meet and trade goods, sometimes conflict breaks out, but this too is another facet of life for them.
The Autleeir Tah, have certain physical characteristics. They have an average height of about 12 feet, and under the layers of fur, which often time lead most to believe that they are excessively muscular, is quite the opposite. They have small skeletal frames, which are mostly comprised of muscle, to very little fat. Making them very lean, yet still stronger than any average Human. And while they may not be as strong as a Super Mutant, they have certain features that more than make up for that. Other features are a short tail, and long arms and legs.
They’re feet, have three toes, which they normally walk on, that allow movement on rock faces, and even buildings. It in conjunction with their hands which have calcium built up, almost like scales covering the hand, wrist, and feet. Allow them to scale sheer rock faces, and most building with ease. Thier fur may vary in coloration, but brown, black, and gray is the most common, with white being among the least. They are exceptionally quick and agile, and make for tough enemies. Should one anger them.
They have a first, last, and clan. Name. The first is simple enough, it’s what they call each other. The last name, is something that connects them their birth parents, it also becomes the clan name, should one start a new clan, or become the new head. And the clan name identifies who they serve. With the long lifespan, about 130 years, though only the wise ones live that long, the others either wage war, or flee in terror, only to find something worse waiting for them. Sickness and disease are common for them, while they can deal with most illnesses they often succomb to them, if they can’t receive treatment with herbs, or pre-war medicine.
Views on Mutation: The land is so diverse it doesn’t matter to most. So discriminate others don’t care.
Views on Slavery: Many raider gangs practice slavery, but most try to remain indifferent, and some abolish what they can
Population :2,340,000. Arctic Rangers 950,000, Natives 731,000. Bearhorn 620,000. Raiders/Slavers 800,000. The Auteeir Tah 39,000.
The Dominion: Ranger
UCR: Bosmight
Andronicus: Flag (optional): http://imgur.com/3QZvgup Location: The former Massachusetts Institute of Technology in Boston, as well as various buildings and production facilities throughout the city itself which are under Institute control. Description/History: Before the Great War of 2077, the Massachusetts Institute of Technology was the premier university for the advancement of science, engineering, and technological innovation. A highly selective school, it selected the best and brightest for its challenging curriculum and its faculty and research staff were some of the top members in their fields in their respective academic fields. Alumni from the Institute included astronauts, inventors, entrepreneurs and world leaders, including the illustrious Robert Edwin House, who would go on to found the Robco Corporation. Aside from the school’s stellar academic program and record, MIT performed various research programs for private and public sectors of the United States, and was a world leader in the field of robotics and computer technology and some of the most advanced technologies of the pre-war age were developed at MIT’s research laboratories. These included technologies and equipment for both civilian and military use. As the Great War drew nearer, MIT began to prepare for the possibility of nuclear war, and a large bunker was constructed underneath the campus in order to facility the protection of students, faculty, and scientists located there. In addition to protecting the future great scientists of the post-war world, the bunker also held a large assortment of archival information, technology caches, research project information, and multitudes of other misc advanced equipment. Including, surprisingly enough, a rather large armory. Along with the bunker’s construction, MIT was outfitted with a variety of equipment and improvements to help it survive doomsday. The school was outfitted with radiation filters, buildings were altered to be hermetically sealed to keep out harmful radiation, several bio-domes and hydroponic farms were erected to provide fresh food and other necessities. A large concrete wall was also constructed around the entirety of the campus and associated structures and a large steel gate replaced the decorated front entrance of the school. On the night in October 2077 when the bombs fell, MIT’s bunker was utilized effectively, and scientists and their families were kept safe below ground. After the hellish storm of the nuclear holocaust had ended, MIT’s residents emerged and immediately set to work ensuring the survival of the university. Surprisingly enough, business largely continued as usual for the school and within the sealed and protected environment of the Institute, research work continued as if the war had never ended and the relentless march of science and the pursuit of knowledge continued. Heedless of the dying pleas of the great-wars survivors, the Institute kept its gates firmly shut and its walls well-guarded, ignoring the outside world and the new wasteland almost entirely except when matters of study were concerned. For more than 200 years, the place that simply became simply known as “The Institute” to both wastelanders and the individuals continued all manner of pre-war projects, along with maintaining a full curriculum for its own budding young scientists which rivaled that of its pre-war years. Outsiders, of course, were shunned, and those wastelanders which strayed too near to the Institute’s walls would be shot or captured and taken into the Institute, never to be seen again. Over the years however, the Institute has been known to take in wasteland scientist who display remarkable intelligence and scientific aptitude. But making contact with the “admissions” department is difficult, and it may take several years for an application of entry to be approved, and the vast majority of applications are rejected for one reason or another. If approved however, the wasteland scientists have a chance to join the scientists of the Institute and become part of a think-tank of some of the greatest minds of the post-war world. One of the most recent individual to have passed this rigorous test is Dr. Madison Li of the settlement known as “Rivet City.” Since the Great War, the Institute has maintained a variety of research programs, including, but definitely not limited to: -Genetic experimentation and research -Computer technology development -Medical research -Physics and astronomy research. -Weapons development -Advanced robotics research -Orbital satellite deployment and data gathering. In the post war world, as a scientific institution it has almost no parallel and its advanced technologies outshine even that of the Enclave’s by a substantial margin. While its gates remained sealed, behind the doors of the Institute real scientific advancement is taking place and the Institute is limited only by its own ambitions. Government Type: The Institute loosely follows its previous pre-war University Structure with a mixture of pre-war U.S. governmental roles. Its highest “executive” authority is the President of the Institute, under whom is the Vice-President and under them various provosts for administration of aspects of the University, while under them Deans are responsible for various schools within the college (School of Medice, School of Engineering etc.), while department heads are responsible for their own individuals departments (Department of Computer Technology etc.) The highest actual authority however, is the board of directors for the Institute, whose positions are held by some of the most respected scientists and professors in the university. Both the President and Vice-President also sit on the board of directors, and collectively the board decides foreign and domestic policy for the Institute, including things research direction and allocation of research and education funding. Economy: The Institute is a largely self-sufficient entity and rarely trades with the outside world except in exceptional circumstances. Normally it prefers to keep its advanced technologies and research to itself. Within the walls of the Institute though a financial and economic system is still in place and its currency is the Institute Dollar, modeled after the pre-war U.S. Dollar. Much like it was in the pre-war world, Professors, research staff, and security personnel (etc.) are all paid salaries, and money can be used to purchase goods and services within the Institute. Resources for the various scientific projects are collected from the surrounding land in the Commonwealth, usually by extraction robots. Culture: As can be expected, the Institute is incredibly xenophobic and distrusting of wastelanders and anyone who does not reside within the walled university. Aside from this however, the culture inside the Institute is heavily based around academics and scientific study. Teachers, scientists, students and researchers tend to be the most revered and respected of the individuals in the University, while those in more menial positions are regarded as less important. Students are generally picked out from an early age based on where they will end up in life: if they show academic progress, they are enrolled into the Institute’s primary academic programs. If they lack intelligence or aptitude, they are generally put through a more limited program which, while assuredly better than most wastelander’s education, is by no means up to par with the main university program. Those in the main program will eventually go on to achieve doctorates and other advanced studies, while those in the limited program usually go on to be guards or other non-academic positions. Intelligence, creativity, and innovation is immensely respect within the Institute, and the only way to achieve real advancement. Those who make new scientific discoveries or breakthroughs are generally lauded as hero’s and achieve a sort of celebrity status. Aside from all this however, in general the Institute remains relatively ground to pre-war cultural norms, and this is not unexpected. Military: The military of the Institute is largely composed of its security forces, which include both a human and a robotic component. Although the robotic component is much larger, and comprises the bulk of its troops. The human component of the Institute Security Force (ISF) is made up of human guards wearing advanced combat armor and wielding energy weapons or guns and who patrol key areas of importance, guard the gate, and perform all manner of military services, including forays into the outside world. The robotic component is made up of http://epn.tv/wp-content/uploads/2013/08/Elysium-robot-image.jpg, which are unique in being able to move and fight comparable to well-trained human soldiers. They are usually armed with weapons similar to their human counterparts and make up the vast majority of the Institute’s full military potential. Only a small percentage are on active duty at any one time: several hundred typically. While the vast majority of the androids are in reserve storage awaiting activation. The total number of droids available to the Institute is fully known, but is believed to be in the thousands. Aside from its human and robotic soldiers, the Institute also has some military vehicles and a small fleet of advanced combat helicopters. Views on Mutation: The Institute is generally hostile to mutations including ghouls and mutants, and usually its interaction with them only goes so far as experiments and genetic studies are concerned. No mutants or ghouls have ever been admitted to the Institute and generally the Institute maintains a shoot-on-sight policy. Normal wastelander mutation is less a concern, but wastelanders would do well to steer clear of the Institute unless they are scientists looking for entry. If by some chance a wastelander is accepted into the Institute, they must undergo years of continuous gene therapy in order to correct damage to their DNA and genetic makeup before they will be allowed to breed. This rule is not in place to enforce some notion of racial superiority, but only to ensure defective genes and wasteland mutations do not contamination the valuable Institute gene pool. Views on Slavery: True human slaves aren’t kept at the Institute but the university is largely indifferent to wasteland slavery. However, the “Synthe” program is one aspect of the Institute which might be considered human slavery. Contrary to wasteland beliefs, the “Synthes” of the Institute are not highly advanced androids capable of performing bodily functions and remarkable human qualities, but instead that is simply a cover for the true identity of Synthes. That is to say: humans. Wastelanders occasionally captured by the Institute have their minds wiped and after undergoing a series of advanced surgeries, are augmented with a variety of technology: most of which is not able to be physically seen. A control ship is inserted into the patients brain which allows for the Institute to keep tabs on the location of the Synthes and ensure their passivity and obedience. Normally the roles of Synthes include espionage actions, military operations, and specialized labor tasks, but they can also be put to more mundane functions: such as simple servants. While a tight noose is generally kept on all Synthes, malfunctioning control chips and escapees do ocassionally happen, and the Synthe Retention Bureau, a subset of the Institute Security Forces, is responsible for recapturing them before their technology is discovered or they turn themselves against the Institute. Population: 100,000 Flag (optional): Multiple flags for multiple factions. Description/History: The Commonwealth is the post war name for the general area of Massachusetts and parts of New Hampshire and New York. In the post-war world however, The Commonwealth is not a unified faction, but rather a collective name for the various small 'nations', individual factions, and various independent groups which call the Commonwealth region home. By far the strongest of these factions is the Institute, the secretive enclave of scientific research located in the city of Boston. The Institute however, does not govern the Commonwealth, nor does it have any desire to, and rarely bothers to intervene or interfere with the territory surrounding their walled university. However the Institute is almost universally feared and hated for its heedless use of Commonwealth natural resources, which it will take regardless of which faction controls it. Lacking the advanced military technology needed to combat the Institute, the people of the Commonwealth can do little to stop the looming shadow of the Institute from taking what it wants, when it wants it. In addition, with the Institute's presence in the city, Boston is almost completely devoid of habitation, save for the bravest of scavengers or settlers. Other factions in the region however, include a peaceful community of Catholic monks, known as the “Abbey of the Road”: a religious institution based on the western borders of the Commonwealth, its objectives are primary humanitarian based. While it commands a strong spiritual following in the Commonwealth, the Roman Catholic Church based out of the Abbey of the Road shares with the Institute the lack of desire to act as a central governing body for the Commonwealth, and instead sticks to its stated mission of providing aid, fulfilling spiritual needs, and seeking religious relics. Numerous other individual factions reside in the region as well: warlords and minor tribal leaders, and some parts of the Commonwealth remain without any sort of controlling faction at all. For the most part, these minor factions tend to fight amongst themselves just as often as they squabble with foreigners. Government Type: No single unified government. The Abbey of the Road maintains its own religious governance and is led by the Bishop out of the Abbey. Amongst the minor factions, local tribal and town governments tend to be the norm. Some of whom are led by iron-fisted warlords, some of whom are led by councils or a cadre of local community leaders. Economy: Most of the Commonwealth are farmers and Brahmin herders and they export what they can, which tends to include things like fruits, nuts, berries, and other standard food crops. Local trade and barters systems fill the role of trade, as there is not unified system of currency. Along the Atlantic coastline, fishing is the primary way of life, and Commonwealth fisherman have built small fleets of fishing boats to sail back and forth along the Massachusetts coastline looking for catches. These fishermen also help to facilitate sea-trade between different towns settled along the Atlantic. Culture: Many different cultures, ranging from more settled townships, to tribal communities, to raiders and bandits. Military: Most of the independent factions maintain some form of military: which tends to be local militia and conscripted forces. Some are better trained than others, and some are better with a plow than they are with a gun. Since there is not one unified faction, there is similarly no way to muster up these militias into a single unified force. Some factions may actually align themselves with invaders if they see a profit in it. The Abbey of the Road maintains a military force of its own as well, specifically tasked to protect its missionaries and pilgrims, and defend the grounds of the Abbey itself. Known as the Knights of St. Benedict, they are modelled after medieval crusader orders, and serve a similar role. Although they arm themselves with guns rather than swords. Views on Mutation: Differing views. Views on Slavery: Differing views. Population: 900,000 Casey: Flag (optional): They do not use a flag. Location: Nevada (All but far west), Southeastern Oregon, Southwestern Idaho.(Bottom right and Bottom Left Corners) Description/History: Pre Courier Takeover: Vegas' survival is owed to the actions of Robert House. In 2065, House predicted that a nuclear exchange between the USA and China would take place within the next 15 years, and decided to put all of his resources into protecting his home city of Las Vegas. He used his considerable intelligence and vast wealth to ensure that when war finally came, he would be prepared. He created an army of Securitrons, some to police The Strip, but the bulk of them were hidden beneath Fortification Hill for activation at a later date. He also had his own hotel, the Lucky 38, fitted with radar-jamming systems, missile arrays, a laser defense network, and life-support systems, along with Anti-aircraft weaponry. House calculated that his defenses would see off the majority of missiles bound for Vegas, but at least some damage to outer Vegas and the surrounding towns was unavoidable, and that more was to be done. To this end, he had engineers in Sunnyvale develop the platinum chip, a data storage device that would upgrade his defense systems and securitrons to the Mark II OS, ensuring that Vegas and the surrounding area would be safe. The platinum chip was due for delivery by courier on October 23, 2077, the day of the Great War. The attack, however, came 20 hours earlier than House had predicted, and before the platinum chip could leave Sunnyvale, the city was reduced to rubble, the chip buried beneath it. House was forced to make do with his relatively primitive stasis systems and although most of Vegas was saved, he suffered numerous system crashes and was eventually forced into a coma.House awoke from his coma, but bided his time, watching the city be settled by Tribals and Raiders In 2274, (NCR) scouts arrived at Hoover Dam, piquing House's interest. These were no tribals, these were civilized people - somewhere, out in the wastes, a new society had begun. A society that would no doubt see Las Vegas and its power source, the Dam, as theirs for the taking. House's Securitrons finally emerged from the Lucky 38, offering an ultimatum to the raider tribes settled on the Strip: join House and be part of his New Vegas, leave the Strip, or die. Three tribes accepted his offer, the Chairmen, Omertas, and white glove society becoming known as the Three Families. Only the Kings refused and were returned to Freeside. The Three Families, as well as the Securitrons, would be enough to protect the Strip for now, but if the NCR tried to take it by force they would not be able to resist in any meaningful way. Instead, House had members of the three families, as well as a couple of his Securitrons occupy the dam. When the main NCR forces arrived to assume control of the dam, House sent a Securitron forward to call for a parley between the NCR's leaders and himself. Eventually, they reached an agreement in form of the New Vegas Treaty whereby the NCR would get 95% of the Dam's power output, Mcarran as a base of operation, and the permission to establish an Embassy on the Strip, while the Strip gets the remaining 5% power output - much more than required to run the place - and immunity from annexation. The treaty also disallowed the NCR from denying their citizens and soldiers to visit the Strip, leading to a boom in New Vegas' economy, as tourists from all corners of the NCR, as well as stationed troopers on leave, would flock to the Strip and spend their hard earned salaries on gambling, alcohol and prosttutes. Around the same time, on the other side of the Colorado river, Caesar set his eyes on New Vegas. Feeling that the empire he was building lacked a true capital, a place he would be proud to call his Rome, he mobilized Caesars Legion in the hopes of forcing the NCR out of the Mojave Wasteland and taking the city for himself. In 2277 this culminated in First Battle of Hoover Dam, which the Legion lost. The continuous presence of the Legion has created a delicate power balance in the region. The NCR would have taken the Strip long ago, but the presence of the Legion means that if they attacked the Strip, they would be vulnerable to an attack from the Legion at Hoover Dam. ------------- The Events of the Couriers Takeover: When House finnally located the Platinum Chip however it set in motion a series of events that would change Vegas forever. He sent Victor, a semi-artificial intelligence to hire six couriers each carrying something different a pair of dice, a chess peice. However those were all decoys, the sixth courier carried something much more important, something that House needed, something that house required to create his nation and break free from the hands of both the Ncr and the Legion. He carried the Platinum Chip. However on delivery a man known as Benny captured and shot the Courier in the head and stole the Chip. After weeks of recovery the Courier recovered, and he recovered with vengeance that he had to fulfill. He then headed to the Strip where he confronted Benny in his own Casino when he was in his Room and put a silent bullet in his head, however unlike Benny, the Courier made sure that Benny was killed. After recovering the Platinum Chip and searching Benny's Room the courier found Yes Man. A hacked securitron created for the one reason of taking over Vegas. It was a securitron that could replace Mr. House fully and act under whoever controlled it. The courier then immediately brought the platinum chip to the Lucky 38, except however he had a different intent. Once inside, the courier pulled the plug on Mr. House and Inserted Yes Man in his place. From there, the Courier followed Houses original plans and eventually pushed both the Legion and the Ncr out of the Mojave. ------------ After the Events of the Couriers Takeover: After the Courier had pushed the Ncr and Legion out of the Mojave it became clear that if long lasting survival was going to occur, neccesary actions would have to be made. The Courier eliminated all the threatening groups near Vegas including all raider inhabitants. The Courier then set his sights on Helios One and took control of the facility and got the laser weaponry up to full power. He also ordered the invasion of Nellis Airforce base to take control of the Howitzers and strategic position that it offered. Once complete the Courier ordered the creation of new factories, with one mission. The Creation of more securitrons. Factories upon factories were created, creating what really was a securitron army in less then 2 years they were at the the Couriers command. Eventually the Courier had enough power to create a nation in his own image. He invaded the North taking control of all of Nevada. Once completed he came to the realization that Securitrons alone would not be able to defend against attackers. He then took control of old military installations housing Pre-War military bombing planes, Fighter planes, and Apache Helicopters. These aircraft stand at the ready. He also found that many people stood at the ready to defend the nation and found that many times, a human can do things better then a securitron can. So he opened his army to human enlistment. Many came to enlist and they were provided with weapons and armor depending on their squad. For the scouts and sniper they were provided with light weight bullet proof vests and sniper rifles. As for the heavy troopers, they were given Mark 2 Combat Armor and a range of different heavy weapons. Of course new civilization formed all around the new nation due to a certain decline in the Ncr citizens also flocked to Nevada, given the lack of any organized Crime in the couriers territory due to Securitrons. New City's formed and the Securitrons moved in securing and protecting all civilians. The Courier, once his armies were complete, conquered the Big Empty. Destroying all threats in the area, and made it into the Collectives Research Center. Where scientists work constantly at creating new technology, aswell as possibly upgrading the Securitrons interface to the Mark VI. Government Type: Autocracy Economy: A Diverse economy, New Vegas makes money through several different methods; The Export of clean water, the Export of electricity, the export of new technological innovations, The export of cement and a large tourist sector based on gambling. And Major Taxes. Culture: The Culture of the Vegas Collective is a unique one. Modeled completely after Pre-war america. It promotes multiculturalism and is known to be a symbol of the old world. And models Pre-war america. Military: The Bulk of the Military is in the Securitrons. These Securitrons are armed with built in Weaponry such as the 9mm submachine gun, the rapid-fire G-28 25mm grenade launcher, the M-235 missile launchers, and the X-25 Gatling laser system. They also have onboard repair systems that repair the securitron during battle or after battle. Aswell as in the recent years the securitrons onboard repair systems have been upgraded so that after being shutdown or destroyed (As long as the onboard repair system is not fully destroyed), it can rebuild and repair itself back to working condition. During the time of war factories ramp up production and start the creation of more Securitrons. All securitrons are controlled by Yes Man and the Courier. The Vegas collective also houses two Human Branches of ground units. Scout Snipers and Heavy Troopers. The Scout snipers are armed with light weight camo gear and a rifle. The Heavy troopers are armed with Mark 2 Combat Armor and an assortment of heavy weaponry. Navy: None Airforce: The Vegas Collective is armed with an assortment of Bombers, Fighters, and Apache Helicopters. Views on Mutation: All mutation is treated equal, however hostile mutants are eliminated. Views on Slavery: Slavery is not tolerated in the Vegas Collective Population: Roughly 1,000,000 Citizens Vault Ninja: Midwestern BoS: Glitzytomb WonderWombat: Padawan: Eastern Canadian Empire Yes Man: Name: The Steel Inquisitory http://www.fantasyshields.com/archive/c5de04c70439d5d6874034effd81fa2c.png Government: A Militaristic http://en.wikipedia.org/wiki/Autocracy lead by Salem Ashur, only monitored through the use of “Deacons” that advise the Sovereign Salem Ashur on specific areas. Economy: The Economy is stimulated through militaristic expansionism and through trade with neighbors, primarily ammunition and metal based. This is allowed through the use of slavery that allowed the Pitt to prosper this far. Religion: Following the prosperity of the Pitt, the Ashur family became worshipped as the manifestation of god, harkening in the prosperity of the Inquisitory. Military: Minutia: The most basic troop the Inquisitor deploys, they arm themselves with whatever they own and are put into a simple blue and white jumpsuit for their uniform. Individual minutia are advised to reinforce their uniform. These are civilian employed militia forces that simply are used to defend the homeland, they are not deployed offensively, at least not often. They can be promoted into Rangers or Commandos depending on their tasks and proving. Commandos: The knife of the Inquisitory, they are the assault troops of the Inquisition and are equipped with reinforced leather armor that’s been painted with the emblem of the Inquisitory. They are armed with one of three choices, .45 SMG, an http://fallout.wikia.com/wiki/Assault_rifle_%28Fallout_3%29, or an AK-47 and function as the military police in addition to raising the Minutia up to be proficient soldiers. Rangers: Where the Commandos are the knife, the Rangers are the scalpel, their http://static-2.nexusmods.com/15/images/130/2803386-1370035236.jpg is made from repurposed fabrics and their headpiece allows them to breathe when exposed to dangerous toxins. They are armed with “Infiltrators” which are R91’s with a soft stock and a silencer attached. They function as the stealth units of the Inquisition and hush uprisings and scavenge materials from nearby cities that have not been mapped and settled. Reavers: These are the most elite units of the Inquisitory. The Reavers are armed with http://fc09.deviantart.net/fs71/f/2010/313/4/5/war_by_trufanov-d32i21e.jpg which is built from repurposed metal armor and steel from the mills, its akin to primitive power armor and currently lacks the bonuses of power armor, they wear a modified version of the Ranger’s gasmask. They strike with the largest weapons available, often consisting of http://upload.wikimedia.org/wikipedia/commons/8/80/M1918_Variants.jpg and Riot Shotguns. They all carry 10mm SMG’s for close quarters combat and 3 small plastic explosives for emergency situations, individuality is highly suggested so modifications are welcome to the weaponry. The Inquisitors and Reavers are the only ones trained to use Vehicles. They also double as security for the Sovereign, Salem Ashur. Inquisitors: These men are the secret police of the Inquisitory, they are the highest trained Rangers. They are armed with riot gear without a duster and carry an advanced version of the mask used by the Rangers only worn when necessary, extremely bullet proof for medium damage protection. They use suppressed http://cdn2.armslist.com/sites/armslist/uploads/posts/2013/03/26/1343330_01_dsa_stainless_fn_fal_640.jpg Infiltrators and carry supressed 10mm SMG’s for close range combat, and are allowed to carry one weapon of their choice for medium range or further specialization between close and long. They also carry a tomahawk for interrogation purposes and melee encounters. Vehicles: Air: They possess a damaged Zeppelin that lies between two skyscraqers in the Pitt. They also possess a http://upload.wikimedia.org/wikipedia/commons/thumb/2/24/LockheedLodestar.jpg/300px-LockheedLodestar.jpg Land: They possess several jeeps that’ve been reinforced with Steel from the Pitt. Sea: There is a working battleship, but is currently without weaponry, there are remnants of old ships found within scrapyards of the Inquisitory, they could be repaired. Technology: Tier 2 Population: 1,200,000 Nobility/Elite: 3% 36,000 Military: 12%, 144,000 Civilian: 70% 730,000 human, 110,000 mutant Slave: 15% 180,000 Stance on Mutation: Hates all but ghouls, views ghouls as equal but not allowed in military or political affiliations. Super mutants are enslaved. Stance on Slavery: Employs slavery, strong supporter. Territory: http://i.imgur.com/verqV6X.png Background: The Inquisitory of Steel was birthed from Ishmael Ashur’s Pitt following the cure for the “Troggs.” However the cure, the daughter of Ishmael died from the research required for the vaccine. Ishmael’s wife, Sandra could not handle the loss and descended into hysteria, before jumping from the top of Haven. Ishmael Ashur remarried another woman, Rebecca and had a son named Kigran who continued in his father’s footsteps. Kigran had two sons, Salem and Jason. However Jason did not survive childbirth, nor his wife Jessica. Stricken with grief Kigran began large scale reforms, no longer treasuring the raider society and gave birth to the Inquisitory of today. Salem came into rule at age 15 following his father’s death at the hands of nearby raider tribes. The Inquisitory expanded from Pittsburg to near the Capitol under Salem and Kigran’s continual rule of order and expansion. This expansion allowed for the Pitt to grow into an industrial powerhouse, this ushered in a massive development in technology. This boom ushered in new trade options and development of weaponry and armor, which was only further stimulated by the raiding of other areas through expansion. Magus the Red: Faction name: The United Enclave States of America Flag (optional): http://wallpoper.com/images/00/41/12/45/fallout-fallout_00411245.jpg It's essentially the Pre-War US flag, only with thirteen stars in a circle around the E of the Enclave. Description/History: In the year of 2277, the 200th anniversary of the Great Nuclear War, the Enclave emerged from Raven Rock and began a rapid campaign of surgical strikes against various groups that were deemed hostile to Enclave Interests. Intelligence had been gathered for a decade prior, via the use of kidnapping and coercion from captured subjects, to send an agent out would have naturally, been preposterous and would have certainly resulted in the capture and death of the agent sent out. Within weeks, numerous assets had been acquired and enemies destroyed. Thus began the ongoing period that is referred to as: “The Second Age of Manifest Destiny” The Enclave began a process of Extermination against the general wasteland population, those who were willing to go into slavery and serve were allowed to live, those that refused were killed or used as hostages and traps to lure the enemy into the open to be gunned down. With the Capital Wasteland Brotherhood wiped out, only a few select elements that defected survived the slaughter, and a decrease in the Capital Wasteland population by around 64% the campaign was deemed a success and the next stages in the machinations of the Enclave began. Enlisting the services of slavers, The Enclave struck out as it fortified its own position, destroying entire communities and building its own, putting slaves to work building factories and farms and various other things. With factories built, the production rate increased, robots were built, which were put to work in building more factories and other things. New slaves being brought in further increased this cycle. Vaults were cracked open and the pure genetic stock within integrated into the nation. Whilst the population increased, it was increasing slowly. Then, a science team was finally deployed to a vault in the wasteland that had yet to be investigated due to priority listings and the fact the vault was listed as a “Dead Vault” in that the population within had perished years earlier. However, as the great door to Vault 108 rolled back, none could have imagined the effect it would have on the nation. Cloning. Human Cloning. There were some problems admittedly, but it wouldn’t take long for the scientific might of the Enclave to crack it. In the meantime, this exciting development was kept to the side as other plans were carried out. The water purifier was activated, non-poisoned, it was pointed out that with the amount of slaves in the nation, to increase their productivity would require them to be hydrated and that water was required for irrigation and current water purification station levels would be, and were, unable to handle the demand. So, Project Purity was activated to cater for this. The years went by, The Enclave continued to expand, Robotic workers slowly replacing slaves as they could work longer, quicker, more efficiently and required less resources to keep working. At last, ten years after its discover, twelve years after the seizure of the capital wasteland, the Human Cloning Project was finished, as a military application. It was turned into a contingency plan and in the event of war, will be activated, along with various other plans. The years passed and the nation grew and now, in the year of 2301, news has reached its ear. Most Interesting News. Government Type: John Henry Eden is still President –I think that says it all really. Eden has been elected and unanimously voted “President For Life” and now appoints the Cabinet and various other positions to individuals who he deems Patriots both to their country, and to him. It has become an extremely elite meritocratic oligarchy, around fifty individuals essentially run the country, politically, economically and militarily. Economy: State Capitalism – It has been agreed among all citizens in the nation that it would be in the best interests of all that the Government should control the commanding heights of the economy, such as Power Production, Weapons Production and whatnot. Free Enterprise is allowed, regulated only slightly and with the government retaining the right to intervene in the economy, however, the economy is highly automated with mass production systems making business viable only to a small cabal of individuals who essentially, control the economy and answer only to the President, John Henry Eden. The Currency is essentially the Pre-war Dollars and Cents system, however now the money is made out of artificial materials rather than paper and metals. A closed Economy, the United Enclave States of America do not trade with foreigners, they do not accept the cap. By law and popular opinion of the people, the Enclave does not recognise any other currency or country that occupies land that rightfully belongs to the rightful successor of the United States of America. However, it might be willing to trade with exceptions, and will most likely open dialogue between itself and nations that stay out of the pre-war lands that belonged to the United States before the war, and will continue to do so post-war. Culture: Highly focused on the military, menial tasks are carried out by robots. The Enclave has become a nation in that Military service, is the best way to advance through the social structure and enter the non-military world with a much higher chance of securing a job above that of say, a florist or something. Mutants(Anyone outside of the enclave and vaults post war) Are viewed as scum and not really talked about. Military: The Military of the Enclave, though small, is extremely well equipped and trained. It Consists of Three Divisions, The Army, The Air Force and the Navy. Army of the United Enclave States of America The Infantry is the largest in terms of manpower in the Enclave Military. It numbers 9,000 Troopers all clad in at the minimum, Advanced Power Armour MK2 and armed with Plasma Weaponry, Gauss Weaponry and various other advanced weaponry. It is extremely well trained. Near constant drilling, war gaming and active patrols have hardened each soldier into the epitome of a war waging soldier. In addition to the actual manpower, is the robotic corps. This is far larger. However, the bulk of the force is that of Duraframe Eyebots with Plasma Weaponry. However, to support the Infantry in a more heavier firepower role, is that of the Sentry Bot – The Fallout 2 Version. With Gatling Lasers and Rocket Launchers, as well as new duraframe plating, they function as the walking tanks of the Enclave Military, as tanks are bulky and require a crew, sentry bots are more mobile and only require one technician per squad. The pinnacle of the Robotic Corps however, are the William Tecumseh Sherman Class Robots, which are being developed and tested. They are more armoured, more efficient and made with technology that before the war was not really widespread, or invented. Five are planned for an initial run, and if successful, could be produced into the low hundreds. They are all descended from the robot Liberty Prime that was recovered from the Pentagon, which was used as the base outline for the new robots. Various Issues are currently hindering the projects progress. Other than that, the only thing of note are the barely tolerated slaver auxiliaries which number around a hundred and are used as slavers, scouts and pathfinders. Once they have expended their usefulness, they will be liquidised. Air Force of the United Enclave States of America The Air Force consists mainly of the Vertibird Corps. However, it does maintain a dedicated fighter corps nowadays consisting of Douglas F-5d Skylancers. Navy of the United Enclave States of America The Navy is the smallest branch and consists of only a few gunboats, with basic missile launching systems and torpedo systems as armaments and a single Benjamin Franklin Class Submarine. Views on Mutation: Exterminate. Views on Slavery: Anyone that isn’t a Citizen of The Enclave is allowed to be enslaved. As technically, by law, they don’t exist and so, have no rights. Population: 150,000 – Around Ten Thousand Slaves in Addition to this, though they’re rapidly begin liquidised with the increasing automation of menial tasks. Land Occupied: I’d say Washington D.C, Maryland, Delaware, the north of Virginia and West Virginia. Mr. Pink: Mexico faction Faction Sheet: Faction name: Flag (optional): Description/History: Government Type: Economy: Culture: Military: Views on Mutation: Views on Slavery: Population: (You may make a Character Sheet for your leader/anyone of importance if you wish, but it is not required.) Map: http://i.imgur.com/2mOdXao.png
Eventually however Yes Man informed the Courier that unless he took action to regain the huge amount of money he spent on creating his new nation, he would run out of money entirely. The Courier then created what was known as the Power and Security Taxes. It required that everything whether it be the purchasing of food, or the payment of employees would be taxed, these taxes would act as payment for security and power provided by the Courier.