American Rebirth OOC

Post » Tue Dec 23, 2014 2:01 pm

The Events of New Vegas have left it's mark on the new world changing the fates of many who sought it's bounties. It's been twenty years since the Second Battle of Hoover Dam. In that time Nations have rose to power or fell to obscurity. Now talks of Wars between nations spreading. And a North American wide broadcast is sent out. In an attempt to curb any hostility and in doing so has revealed the fates of unknown Nations.

Taken from the last Convention.

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. 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 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.)

W0NDERW0MBAT (Lyons Brotherhood; Columbian Union)
VATROU (Alaska; Alaskan Confederation)
Bosmight (NCR)
Andronicus (Illinois; The Midwestern Ecumene )
Aldin (Houston; Adamas)
Tundrafrog (Nevada)
Securitron (British Columbia; The Eternal Resistance)
Fisheye (Washington State and a tiny bit of British Columbia;The Directorate of Cascadia)

Casey (The Pitt)

I'll have the Nations up later.

Adamas

Spoiler
Faction name: Adamas (Formerly the West Coast Brotherhood)
Capital City: Varset (Formerly Houston)

Flag (optional): Adamas Flag

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)

Note I haven't tweaked the numbers or anything, simply re-posted it from the last convention. I'll make the necessary changes as we establish what exactly we want to do with the RP.

Alaskan Confederation

Spoiler

Faction name: Alaskan Confederation

https://www.google.com/maps/d/edit?mid=zYyyCDxW6NzU.kc927qDVVMXk

Flag (optional):

Description/History: The Alaskan Factions have rarely agreed on many things, a form a Central Government for instance. However when they turned to those who'd represent them best they looked no further than the Arctic Rangers. For despite all the disagreements the other factions held regarding them, mostly from Raider Factions who've fought against them. Or those miffed that they weren't considered to represent the State. That believed themselves better than petty squatters. No most Factions understood that during times when the fate of Alaska itself was at stake they could at least trust the Rangers. Who have almost always stood up for what is right. And have fought selflessly for the rights of Alaskans.

So when it came to pass that a message was received that went out on every channel to all who could listen; Alaskans themselves listened in shock as others had survived in the far flung regions of America they turned to the Rangers to lead them. So with Delegates from every Faction accepted in the Coalition all those but Slavers and exceedingly violent Raider types. As well as those who attempted to destroy this alliance at least once before. Mainly those in Juneau.

The Alaskan Delegates set out to attend this Meeting of Nations. Standing by their side is The Bush Company. Clan Bearhorn. The Peoples of Nome and Nomadic Natives. The Sourdoughs, a collection of individuals Medicine Men, and Women who hold great esteem. The Grindhouse Orchestra, another band of Raiders, that while more violent seem to at least back this alliance, if only in word. And The Vanderbilts (OOC Yup Barron is back and so Is Basilio though I have yet to decide what role they will play other than mere mentions), though like the Grindhouse Orchestra they only provide verbal support. And have yet to assign any possible Delegates. And the Dragon Zars, a mercenary group out of Dutch Harbor. And of Course the Autleeir Tah. Who have only thus far supported the Alliance in word. And have sent only two of their kind as Delegates.

Government Type: I have no idea what that would be called? Could use some ideas.

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.

Military: The Military is provided by the collective Alliances and is 10% of the Population, whereas the Troops are the percentage of that ten percent. Rangers offer Mostly foot soldiers Privates, who have some years of service, up to Sergeants. While there is quite a few higher ranking Soldiers like those in the Arctic Wolves the highest ranking and exceptionally skilled. It is a known fact that many of the Rangers, as low ranked as they may be are still crack shots. That isn't the issue, specialized training or high quality equipment is in short supply. Leaving only a select few eligible for proper promotions.

Most of the Rangers aside from the Arctic Wolves. Are armed with whatever they have. Usually it's something from home or a weapon they bought. Mostly bolt action weapons. Bolt Action Rifles, Shotguns, Pistols. Any weapon that can be made into a Bolt Action. Revolvers and Shotguns. And L96A1 Sniper Rifles. Armors include Leather and Hide armors as well as Security Vests much like those found in Vaults. As well as Armors like the NCR uses the medium sets though obviously in Ranger colors.

The Arctic Wolves make up only 1% of the force that the Rangers provide. But are armed in the best gear they want. BARs, L96A1s, http://blackdonner.deviantart.com/art/TKRF-848H-Thornweld-Sniper-Rifle-413786628?q=favby%3AVATROU%2F60296454&qo=9, http://c-force.deviantart.com/art/Sniper-Rifle-Entry-308214882?q=favby%3AVATROU%2F60296454&qo=7, Shock Gauntlets. Dragonovs, M14, Bushmasters, Remington Shotguns like Serbu Super Shorty or Hunting Shotguns, PKMs, Desert Eagles (Which aren't common), Trench Guns, http://www.nexusmods.com/newvegas/mods/55631/?, Mosin Nagants. Mostly WW2 Era weapons, Russian and Chinese Weapons as Russia is so close. And Alaska does have a history with them. Albeit quite an old one. Their Armors are the Arctic Ranger Dusters. In all some of these weapons will be held by one Ranger, things that aren't all too common or are full auto. The percentage the Rangers offer is 35% of the Military allotment.

Clan Bearhorn offered soldiers as well. Highly decorated men and women who are regaled in their deeds. Who actively seek great fighters and large battles in which to die honorably. Their Weapons are quite varied unlike the Rangers they don't have as many decent weapons. Most of their arsenal is junk weapons or that salvaged from ruins. Same for their armors. Some are made with leathers and furs, with plates of scrap metal. Medium armors like Security Vests, and NCR like armors. And heavy armors made of full metal some worked by smiths to be like the armors of Old. Full Plate articulated joints. They make up for 25% of the Military.

The Peoples of Nome offered various groups of hunters and trappers. With Bolt Action weapons and Leather or Fur armors. Mostly whatever weapons and armors they have which isn't all that much. They are 20% of the Military.

While The Bush Company has given their services as Assassins and Spies. Armed in Light Armors with Melee and Suppressed weapons. They make up for 15% of the Military.

The Dragon Zars have at price offered Soldiers as well. Equipped in Medium and Heavy Armors, they use Heavy weapons. Machine Guns, LMGs, Assault Rifles. They are 5% of the Military.

Views on Mutation: Much of Alaska is Mutated. From the plants and animals to some of the people living there. While most don't have much of a prejudice against Mutated beings. Those like Ghouls or the Autleeir Tah regard humans with disdain.

Views on Slavery: Slavery while practiced is illegal in Alaska. And those found practicing it are either killed or ran off.

Population: Tier 3: Medium Technology 2,500,000(NCR)

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