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Intermountain States
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Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Sat Jan 21, 2017 7:38 pm

The Traansval wrote:
Intermountain States wrote:Wouldn't the 5.56mm be more plentiful than the .308 and cheaper to manufacture as well?

Then again, I too use the BAR for my Texas Rangers and Marines along with the R91 and the Light Machine Gun. Of course, the BAR is largely reserved for some units in the field.

Maybe there is something about Ammunition that i don't understand or know here, but i don't see why 5.56 would be easier to manufacture than the .30-06.

Still, the .30-06 is more powerful than the 5.56.

Generally speaking, larger caliber ammunitions cost more to manufacture and with the US military using 5.56 NATO rounds since the mid-to-late 20th century, 5.56 rounds would be much more abundant.
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Alinora
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Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Sat Jan 21, 2017 7:39 pm

Waztaskio wrote:
Alinora wrote:
Faction/Nation Name: The Institute
Faction/Nation Territory: The Institute; has influence in the Commonwealth and agents across the wasteland.
Capital City/Faction HQ: The Institute; advanced facility in an unspecified location of the Commonwealth.
Population: Around 100 personnel, 5000 synths (without daily production)
Government: The Institute is run by a Director, who was full control over.
Leaders:
Director: Michael Hampton (will be Bruce at start)
Head of the Synth Retention Bureau: Dr. Zimmer
Head of Advanced Systems: Joseph Arden (Michael Hampton at start)
Head of Robotics: Lucas Axter
Head of BioScience: Joan Williams (Peter Harlic)
Head of Facilities: Sierra Wessing
Military: The Institute, while largely known for it's role as a major scientific group, has a large and mighty army comprised mostly of their feared Synths. They come in many classes, that perform different tasks.
Synth - Cheap and easy to produce, Synths are the most basic unit used in the Institute's military. Alone or in a small group they're harmless, but many, mixed with higher-tier ones, they can be deadly.
Synth Strider - A bump up from the regular synth, but certainly not the strongest.
Synth Patroller - Unlike synths and synth striders, Patrollers meet the equivalent of a high-level NCO or an officer. They are stronger, more accurate, and deadly in combat. Also unlike the lower-tier synths, striders are usually dressed in a clean-pressed synth uniform and wearing some form of synth armor - often heavy with a field helmet.
Synth Leader - The head of the pack in squads, Synth leaders are usually equipped with a black variant of Synth Armor, and a extremely deadly.
Synth Trooper - The backbone of the Institute's military, Synth Troopers make up most of it's ranks. They're a professional force, equipped with clean-pressed suits and armor.
Synth Assaulter - Usually equipped with heavy weapons and explosives, Synth Assaulters serve as sappers and heavy weapons support. They vary, however, with some being equipped with synth armor and others not.
Synth Eradicator - One of the toughest of the Institute's synths, just below the Courser. They are fast, strong, accurate, resilient, and deadly in combat. While are synths are hard to distinguish, apart from uniforms and armor, the Eradicator's combat skills make it easily identified.
Courser - "The Coursers are designed to be elite killing machines, unlike others of the synth 'race'. They are noted by the Railroad and the Institute to be exceptional even for synths, as they possess exceptional strength, combat prowess, awareness and endurance, They are widely feared by the Railroad, as their first instinct when they see a Courser is to cease all operations and remain low.

It is stated by several members of the Railroad as well as Justin Ayo that Coursers are designed to be smarter, faster, stronger, and more perceptive than the average combat synth. They are equipped with the best equipment the Institute has to offer, and often lead earlier model synths into battle. Other times, however, they can serve as spies in big cities or small settlements, and oftentimes when operating in this manner they work with other Coursers, who then funnel the gathered intelligence back to the Synth Retention Bureau.

While the training program that Coursers are put through is not described in detiial, Justin Ayo claims that coursers are taught armed and unarmed combat, disguise, infiltration and mechanical skills. It is implied to be strenuous both physically and mentally, as Ayo himself states that most synths who are considered eligible for the program drop out within the first few days due to the physical costs of the program. In addition, the fact that Coursers have been spotted standing around dozens of dead bodies without any signs of emotion implies that Coursers are stripped of their emotion in order to effectively carry out orders without question from their SRB masters. However, the Sole Survivor can travel with a Courser, X6-88, and after gaining max affinity with him, he seems to have a sense of sarcastic humor and admiration for his master, implying that they can relearn the emotion that the Courser program denied them if they remain on the surface for too long.

While for the most part, the Coursers work as either a synth retrieval unit or a squad leader, they have also been known to operate as a type of "hitman" for the Institute. While observing Conrad Kellogg's memories, X6-88 can be seen giving Kellogg information on Brian Virgil, which implies runaway scientists and other former non-synth Institute personnel are assassinated by Coursers or those under the watch of the SRB, as it can be seen with Kellogg. Brian Virgil even states although he ran away from the Institute some time ago, he fears sooner or later, a Courser will find him, and he has thus prepared using a defense system of turrets and a military Protection unit, even though he's right in the middle of the Glowing Sea. He's very afraid of them, simply stating about Coursers that "they're very good at what they do."

Coursers typically fight under the cover of Stealth Boys, which can confuse the opponent and make the courser harder to fight. They use stimpaks to heal themselves if injured.

Some, but not all coursers, have a stern look on their face with a monotoned voice. With the exception of Chase, all coursers encountered are male, though with different facial styles.

The Synth Retention Bureau is the main organization that the coursers work for. They are the ones who assign coursers their missions, and provide access to the surface via relay from their courser chip, a form of teleportation. The SRB primarily uses Coursers to retrieve and reset escaped synths, with deadly efficiency.

According to Justin Ayo, Coursers are trained from Generation 3 Synths, though not all trainee Coursers may pass. Those who pass will be inducted as Coursers, while those who fail will have their memory about the training wiped and reassigned."
- Fallout Wiki credit ^

Weapons - The most common weapon used by Institute synths is the Institute Laser Rifle, but they also use various other arms.
Tactics and Fighting Style - The Institute doesn't engage in battles in which two sides from different camps and bases attack, but with quick and calculated strikes both behind enemy lines and along the front designed to cripple the enemy, while retreating before the enemy can react. The Institute prefers fighting to be quick, and prefers their attacks to be sporadic and unpredictable. However, the Institute would much rather avoid major engagements completely, and employs spies, cells, and assassins to carry out an information war. Synths are more likely to be seen scavenging an old base or hospital than attacking a raider outpost, but if the raiders were to interfere, it would be a swift and efficient bloodbath. While it's military is highly efficient and very powerful, the Institute commonly uses infiltration and espionage.
Major Towns or Locations: Institute forces can often be seen patrolling areas of the Boston Empire and beyond, but their presence is often questioned, and their motives are unknown by the people of the surface.
History:
Everything up until around the formation of the Boston Empire is as it was in canon.

After Father, who's DNA was vital in the creation of Generation 3 Synths, was killed and the position was taken by a man known as Bruce, the Institute took a more progressive role in the Commonwealth. While they maintained secrecy, agreements were made with the then-established Boston Empire to assist in rebuilding. The Institute began using it's Synths to defend the Commonwealth, and it's technology to improve the lives of the people. While many within the Institute supported helping the world above, the shift of the Institute slowly, but surely, was torn away from their research, and they became overwhelmed with responsibilities on the surface. Maintaining their secrecy and protecting themselves became increasingly difficult as their presence on the surface increased, and as the years have passed, many have come to resent Director Bruce.

Many have slowly began to rally around Michael Hampton, the standing Head of Advanced Systems, who has been butting heads with the Director for a long time now. He has already garnered the support of Dr. Zimmer, Head of the SRB, Sierra Wessing, Head of Facilities, and Lucas Axter, Head of Robotics, and tensions within the Institute are growing - each side wondering who will make the first move.

Is The Boston Empire giving you a steady stream of resources? Like raw materials to build up the Synth Army to be that big?

That's just the standing number of Synths that have been made - most of which currently inside the Institute. Given the production rate seen in-game, and the fact that Synths scour the wastes for supplies, it's not an impossibility. I can lower it if you'd like.

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Zepplien
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Postby Zepplien » Sat Jan 21, 2017 7:39 pm

Pacific Brotherhood of Steel wrote:On my normal soldiers you would find R-91's, LMG's, etc. Basic equipment.

On the Rattlesnakes you'd find FN FAL's, BAR's, City-Killers, Bozars, Plasma Rifles. The expensive stuff.

Though that isn't to say that you wouldn't find these rare weapons on my normal troops, but they'd be reserved for the 1st battalions of army groups and NCO's.

That seems like real expensive rifles to equip 1,000 Rattlesnakes with...
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The Traansval
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Founded: Jun 26, 2016
Left-wing Utopia

Postby The Traansval » Sat Jan 21, 2017 7:39 pm

Ulls wrote:
Prusslandia wrote:Well, there isn't any ground entrance iirc- That's why I sent an airteam.

I'm about to send my caravan to D.C. Was thinking that the Enclave would figure out that they are there and wander why were there.

You know the guy who owns DC isn't active very often, only about once a day, so this is really quite unfair to do this to him while he cant respond.

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The Traansval
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Left-wing Utopia

Postby The Traansval » Sat Jan 21, 2017 7:40 pm

Zepplien wrote:
Pacific Brotherhood of Steel wrote:On my normal soldiers you would find R-91's, LMG's, etc. Basic equipment.

On the Rattlesnakes you'd find FN FAL's, BAR's, City-Killers, Bozars, Plasma Rifles. The expensive stuff.

Though that isn't to say that you wouldn't find these rare weapons on my normal troops, but they'd be reserved for the 1st battalions of army groups and NCO's.

That seems like real expensive rifles to equip 1,000 Rattlesnakes with...

A FN-FAL?

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Waztaskio
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Founded: Jun 09, 2013
Ex-Nation

Postby Waztaskio » Sat Jan 21, 2017 7:41 pm

Alinora wrote:
Waztaskio wrote:Is The Boston Empire giving you a steady stream of resources? Like raw materials to build up the Synth Army to be that big?

That's just the standing number of Synths that have been made - most of which currently inside the Institute. Given the production rate seen in-game, and the fact that Synths scour the wastes for supplies, it's not an impossibility. I can lower it if you'd like.

I mean, I know they scour. But to say you have 5,000 is kinda high unless someone is giving you a steady stream of raw materials on top of your scouring. However, I can accept around 1,500 Synths to start out with if that's not the case.

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Alinora
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Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Sat Jan 21, 2017 7:42 pm

Waztaskio wrote:
Alinora wrote:That's just the standing number of Synths that have been made - most of which currently inside the Institute. Given the production rate seen in-game, and the fact that Synths scour the wastes for supplies, it's not an impossibility. I can lower it if you'd like.

I mean, I know they scour. But to say you have 5,000 is kinda high unless someone is giving you a steady stream of raw materials on top of your scouring. However, I can accept around 1,500 Synths to start out with if that's not the case.

1,500 is perfectly acceptable

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Ulls
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Posts: 3020
Founded: Jan 02, 2017
Ex-Nation

Postby Ulls » Sat Jan 21, 2017 7:42 pm

The Traansval wrote:
Ulls wrote:I'm about to send my caravan to D.C. Was thinking that the Enclave would figure out that they are there and wander why were there.

You know the guy who owns DC isn't active very often, only about once a day, so this is really quite unfair to do this to him while he cant respond.

I was going to connect with them, but my presence may alert Columbia as well.

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Intermountain States
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Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Sat Jan 21, 2017 7:42 pm

The Twelve Isles wrote:
Intermountain States wrote:Wouldn't the 5.56mm be more plentiful than the .308 and cheaper to manufacture as well?

Then again, I too use the BAR for my Texas Rangers and Marines along with the R91 and the Light Machine Gun. Of course, the BAR is largely reserved for some units in the field.


YOOUUU!

Your back! Please dear sweet merciful Texan's, assist the soldiers of New Start before they all get eviscerated by angry spiders.

Mobile to Marion takes around 52 hours to walk, 13 hours 17 minutes on bike via the US-43N. It's gonna take a while
I find my grammatical mistakes after I finish posting
"A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed"
Lunatic Goofballs wrote:I'm a third party voter. Trust me when I say this: Not even a lifetime supply of tacos could convince me to vote for either Hillary or Trump. I suspect I'm not the only third party voter who feels that way. I cost Hillary nothing. I cost Trump nothing. If I didn't vote for third party, I would have written in 'Batman'.

If you try to blame me, I will laugh in your face. I'm glad she lost. I got half my wish. :)
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Pacific Brotherhood of Steel
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Founded: Nov 07, 2013
Ex-Nation

Postby Pacific Brotherhood of Steel » Sat Jan 21, 2017 7:43 pm

Zepplien wrote:
Pacific Brotherhood of Steel wrote:On my normal soldiers you would find R-91's, LMG's, etc. Basic equipment.

On the Rattlesnakes you'd find FN FAL's, BAR's, City-Killers, Bozars, Plasma Rifles. The expensive stuff.

Though that isn't to say that you wouldn't find these rare weapons on my normal troops, but they'd be reserved for the 1st battalions of army groups and NCO's.

That seems like real expensive rifles to equip 1,000 Rattlesnakes with...

Mhm. The NCR does it and I have a bit of help.

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Pacific Brotherhood of Steel
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Founded: Nov 07, 2013
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Postby Pacific Brotherhood of Steel » Sat Jan 21, 2017 7:43 pm

The Traansval wrote:
Zepplien wrote:That seems like real expensive rifles to equip 1,000 Rattlesnakes with...

A FN-FAL?

Yes.

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Prusslandia
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Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Sat Jan 21, 2017 7:43 pm

Intermountain States wrote:
The Twelve Isles wrote:
YOOUUU!

Your back! Please dear sweet merciful Texan's, assist the soldiers of New Start before they all get eviscerated by angry spiders.

Mobile to Marion takes around 52 hours to walk, 13 hours 17 minutes on bike via the US-43N. It's gonna take a while

Don't you have aircraft?
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Zepplien
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Founded: Oct 10, 2010
Father Knows Best State

Postby Zepplien » Sat Jan 21, 2017 7:43 pm

The Traansval wrote:
Zepplien wrote:That seems like real expensive rifles to equip 1,000 Rattlesnakes with...

A FN-FAL?

The BARs, Bozars, and Plasma Rifles is more what I was referring to.

To put another way, his closest enemy nations carry 10mm pistols, and AKs with less power rounds in them, and are similar in number to his Special Forces
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

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Prusslandia
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Postby Prusslandia » Sat Jan 21, 2017 7:45 pm

I'm personally at odds with the plasma rifles.
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Pacific Brotherhood of Steel
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Postby Pacific Brotherhood of Steel » Sat Jan 21, 2017 7:46 pm

Zepplien wrote:
The Traansval wrote:A FN-FAL?

The BARs, Bozars, and Plasma Rifles is more what I was referring to.

To put another way, his closest enemy nations carry 10mm pistols, and AKs with less power rounds in them, and are similar in number to his Special Forces

Look, I'm a long established nation with several major cities that have the manufacturing capabilities to do so. In Fallout 2 the Gun Runners are making these guns are are supplying them to the NCR. Minus the Plasma weaponry.

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Waztaskio
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Postby Waztaskio » Sat Jan 21, 2017 7:46 pm

Alinora wrote:
Faction/Nation Name: The Institute
Faction/Nation Territory: The Institute; has influence in the Commonwealth and agents across the wasteland.
Capital City/Faction HQ: The Institute; advanced facility in an unspecified location of the Commonwealth.
Population: Around 100 personnel, 1500 synths (without daily production)
Government: The Institute is run by a Director, who was full control over.
Leaders:
Director: Michael Hampton (will be Bruce at start)
Head of the Synth Retention Bureau: Dr. Zimmer
Head of Advanced Systems: Joseph Arden (Michael Hampton at start)
Head of Robotics: Lucas Axter
Head of BioScience: Joan Williams (Peter Harlic)
Head of Facilities: Sierra Wessing
Military: The Institute, while largely known for it's role as a major scientific group, has a large and mighty army comprised mostly of their feared Synths. They come in many classes, that perform different tasks.
Synth - Cheap and easy to produce, Synths are the most basic unit used in the Institute's military. Alone or in a small group they're harmless, but many, mixed with higher-tier ones, they can be deadly.
Synth Strider - A bump up from the regular synth, but certainly not the strongest.
Synth Patroller - Unlike synths and synth striders, Patrollers meet the equivalent of a high-level NCO or an officer. They are stronger, more accurate, and deadly in combat. Also unlike the lower-tier synths, striders are usually dressed in a clean-pressed synth uniform and wearing some form of synth armor - often heavy with a field helmet.
Synth Leader - The head of the pack in squads, Synth leaders are usually equipped with a black variant of Synth Armor, and a extremely deadly.
Synth Trooper - The backbone of the Institute's military, Synth Troopers make up most of it's ranks. They're a professional force, equipped with clean-pressed suits and armor.
Synth Assaulter - Usually equipped with heavy weapons and explosives, Synth Assaulters serve as sappers and heavy weapons support. They vary, however, with some being equipped with synth armor and others not.
Synth Eradicator - One of the toughest of the Institute's synths, just below the Courser. They are fast, strong, accurate, resilient, and deadly in combat. While are synths are hard to distinguish, apart from uniforms and armor, the Eradicator's combat skills make it easily identified.
Courser - "The Coursers are designed to be elite killing machines, unlike others of the synth 'race'. They are noted by the Railroad and the Institute to be exceptional even for synths, as they possess exceptional strength, combat prowess, awareness and endurance, They are widely feared by the Railroad, as their first instinct when they see a Courser is to cease all operations and remain low.

It is stated by several members of the Railroad as well as Justin Ayo that Coursers are designed to be smarter, faster, stronger, and more perceptive than the average combat synth. They are equipped with the best equipment the Institute has to offer, and often lead earlier model synths into battle. Other times, however, they can serve as spies in big cities or small settlements, and oftentimes when operating in this manner they work with other Coursers, who then funnel the gathered intelligence back to the Synth Retention Bureau.

While the training program that Coursers are put through is not described in detiial, Justin Ayo claims that coursers are taught armed and unarmed combat, disguise, infiltration and mechanical skills. It is implied to be strenuous both physically and mentally, as Ayo himself states that most synths who are considered eligible for the program drop out within the first few days due to the physical costs of the program. In addition, the fact that Coursers have been spotted standing around dozens of dead bodies without any signs of emotion implies that Coursers are stripped of their emotion in order to effectively carry out orders without question from their SRB masters. However, the Sole Survivor can travel with a Courser, X6-88, and after gaining max affinity with him, he seems to have a sense of sarcastic humor and admiration for his master, implying that they can relearn the emotion that the Courser program denied them if they remain on the surface for too long.

While for the most part, the Coursers work as either a synth retrieval unit or a squad leader, they have also been known to operate as a type of "hitman" for the Institute. While observing Conrad Kellogg's memories, X6-88 can be seen giving Kellogg information on Brian Virgil, which implies runaway scientists and other former non-synth Institute personnel are assassinated by Coursers or those under the watch of the SRB, as it can be seen with Kellogg. Brian Virgil even states although he ran away from the Institute some time ago, he fears sooner or later, a Courser will find him, and he has thus prepared using a defense system of turrets and a military Protection unit, even though he's right in the middle of the Glowing Sea. He's very afraid of them, simply stating about Coursers that "they're very good at what they do."

Coursers typically fight under the cover of Stealth Boys, which can confuse the opponent and make the courser harder to fight. They use stimpaks to heal themselves if injured.

Some, but not all coursers, have a stern look on their face with a monotoned voice. With the exception of Chase, all coursers encountered are male, though with different facial styles.

The Synth Retention Bureau is the main organization that the coursers work for. They are the ones who assign coursers their missions, and provide access to the surface via relay from their courser chip, a form of teleportation. The SRB primarily uses Coursers to retrieve and reset escaped synths, with deadly efficiency.

According to Justin Ayo, Coursers are trained from Generation 3 Synths, though not all trainee Coursers may pass. Those who pass will be inducted as Coursers, while those who fail will have their memory about the training wiped and reassigned."
- Fallout Wiki credit ^

Weapons - The most common weapon used by Institute synths is the Institute Laser Rifle, but they also use various other arms.
Tactics and Fighting Style - The Institute doesn't engage in battles in which two sides from different camps and bases attack, but with quick and calculated strikes both behind enemy lines and along the front designed to cripple the enemy, while retreating before the enemy can react. The Institute prefers fighting to be quick, and prefers their attacks to be sporadic and unpredictable. However, the Institute would much rather avoid major engagements completely, and employs spies, cells, and assassins to carry out an information war. Synths are more likely to be seen scavenging an old base or hospital than attacking a raider outpost, but if the raiders were to interfere, it would be a swift and efficient bloodbath. While it's military is highly efficient and very powerful, the Institute commonly uses infiltration and espionage.
Major Towns or Locations: Institute forces can often be seen patrolling areas of the Boston Empire and beyond, but their presence is often questioned, and their motives are unknown by the people of the surface.
History:
Everything up until around the formation of the Boston Empire is as it was in canon.

After Father, who's DNA was vital in the creation of Generation 3 Synths, was killed and the position was taken by a man known as Bruce, the Institute took a more progressive role in the Commonwealth. While they maintained secrecy, agreements were made with the then-established Boston Empire to assist in rebuilding. The Institute began using it's Synths to defend the Commonwealth, and it's technology to improve the lives of the people. While many within the Institute supported helping the world above, the shift of the Institute slowly, but surely, was torn away from their research, and they became overwhelmed with responsibilities on the surface. Maintaining their secrecy and protecting themselves became increasingly difficult as their presence on the surface increased, and as the years have passed, many have come to resent Director Bruce.

Many have slowly began to rally around Michael Hampton, the standing Head of Advanced Systems, who has been butting heads with the Director for a long time now. He has already garnered the support of Dr. Zimmer, Head of the SRB, Sierra Wessing, Head of Facilities, and Lucas Axter, Head of Robotics, and tensions within the Institute are growing - each side wondering who will make the first move.

Accepted.

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The Traansval
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Posts: 9284
Founded: Jun 26, 2016
Left-wing Utopia

Postby The Traansval » Sat Jan 21, 2017 7:47 pm

Name of Character: Jim Bridger
Age of Character: 57
Appearance: Old, yet still quite fit. White short hair, white skin, Anglo features. Wears a plain dark brown shirt, a pelt coat, blue jeans, and leather boots.
Gender: Male
Faction Alignment: The New York Republic
Character S.P.E.C.I.A.L:
S - 6
P - 7
E - 4
C - 2
I - 7
L - 8
Equipment: Brush Gun, Polis Revolver, Bowe Knife.
Character Backstory: Jim Bridger, often called the "Wild man of New York" is one of the foremost Frontiersmen and Pioneers of the Republic. Jim Bridger knows multiple native languages, and spends all of his time out in the wilds of the East, mapping it for the Republic.

Whenever the Republic annexes a new territory, Bridger can be found there, mapping the land, and helping new settlements.

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Pacific Brotherhood of Steel
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Founded: Nov 07, 2013
Ex-Nation

Postby Pacific Brotherhood of Steel » Sat Jan 21, 2017 7:48 pm

Prusslandia wrote:I'm personally at odds with the plasma rifles.

I received them from my new friends. Now i don't have hundreds of the damn things, but I have some. Enough to be mentionable.

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Prusslandia
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Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Sat Jan 21, 2017 7:49 pm

Pacific Brotherhood of Steel wrote:
Prusslandia wrote:I'm personally at odds with the plasma rifles.

I received them from my new friends. Now i don't have hundreds of the damn things, but I have some. Enough to be mentionable.

Hrm, alrighty then.
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Zepplien
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Founded: Oct 10, 2010
Father Knows Best State

Postby Zepplien » Sat Jan 21, 2017 7:50 pm

Pacific Brotherhood of Steel wrote:
Zepplien wrote:The BARs, Bozars, and Plasma Rifles is more what I was referring to.

To put another way, his closest enemy nations carry 10mm pistols, and AKs with less power rounds in them, and are similar in number to his Special Forces

Look, I'm a long established nation with several major cities that have the manufacturing capabilities to do so. In Fallout 2 the Gun Runners are making these guns are are supplying them to the NCR. Minus the Plasma weaponry.

No no, I agree it is reasonable, just...

Between both the UPVT and USSS we have less, and worse-even matched equipped special forces, and less and worse equipped normal troops across the board. I am looking at balance more than reason right now
Generation 29 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)
Come to the Communist side, we have Cookies Wheat
I take boring you to a whole new level!
Never mistake my IC nation for communism. think of it as Zepism, something unique and terrifying
Ode to Zepplin:

You Play as a Bisexual think tank, in a woemans body so gracefully... But as quickly as you came you are gone playing a Chineese Clone... Then you are a stupid, homocidal iddiot who will kill 1000 people for his own power... You are my hero.

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Sat Jan 21, 2017 7:53 pm

The United Equstrian Front wrote:
The Twelve Isles wrote:
I see your people like Jet.

Well, it just so happens that my people have built an entire economy on Jet.

*wink wink nudge nudge*

Uh only Valarie uses it, actually my people are pretty neutral to it and can't see the use in it.


Dammit. I saw a wonderful business opportunity, and it of course had to be trounced.

Why is everyone so against the New Start Republics massive drug trade? All we want is to keep everyone begging for more so that we can have an unending supply of caps coming our way. Theres no desire to control you're economics at all.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
The United Equstrian Front
Minister
 
Posts: 2243
Founded: Mar 04, 2016
Ex-Nation

Postby The United Equstrian Front » Sat Jan 21, 2017 7:55 pm

The Twelve Isles wrote:
The United Equstrian Front wrote:Uh only Valarie uses it, actually my people are pretty neutral to it and can't see the use in it.


Dammit. I saw a wonderful business opportunity, and it of course had to be trounced.

Why is everyone so against the New Start Republics massive drug trade? All we want is to keep everyone begging for more so that we can have an unending supply of caps coming our way. Theres no desire to control you're economics at all.

I never said we wouldn't trade it.
Zepplien wrote:
Pacific Brotherhood of Steel wrote:Look, I'm a long established nation with several major cities that have the manufacturing capabilities to do so. In Fallout 2 the Gun Runners are making these guns are are supplying them to the NCR. Minus the Plasma weaponry.

No no, I agree it is reasonable, just...

Between both the UPVT and USSS we have less, and worse-even matched equipped special forces, and less and worse equipped normal troops across the board. I am looking at balance more than reason right now

Yet my nation's troops would squash them with better tactics, you have to look at that if you want to talk about balance bro.

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Pacific Brotherhood of Steel
Ambassador
 
Posts: 1267
Founded: Nov 07, 2013
Ex-Nation

Postby Pacific Brotherhood of Steel » Sat Jan 21, 2017 7:55 pm

Zepplien wrote:
Pacific Brotherhood of Steel wrote:Look, I'm a long established nation with several major cities that have the manufacturing capabilities to do so. In Fallout 2 the Gun Runners are making these guns are are supplying them to the NCR. Minus the Plasma weaponry.

No no, I agree it is reasonable, just...

Between both the UPVT and USSS we have less, and worse-even matched equipped special forces, and less and worse equipped normal troops across the board. I am looking at balance more than reason right now

And you have vertibirds and literal walking tanks. He has fucking hellatious commie big daddies with electroshock therapy. And power armor.

User avatar
Intermountain States
Minister
 
Posts: 2112
Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Sat Jan 21, 2017 7:58 pm

The Twelve Isles wrote:
The United Equstrian Front wrote:Uh only Valarie uses it, actually my people are pretty neutral to it and can't see the use in it.


Dammit. I saw a wonderful business opportunity, and it of course had to be trounced.

Why is everyone so against the New Start Republics massive drug trade? All we want is to keep everyone begging for more so that we can have an unending supply of caps coming our way. Theres no desire to control you're economics at all.

Because drugs are bad, m'kay? Make a sideline profit in manufacturing stimpaks or transporting cotton to other parts of America.
I find my grammatical mistakes after I finish posting
"A well regulated Militia, being necessary to the security of a free State, the right of the people to keep and bear Arms, shall not be infringed"
Lunatic Goofballs wrote:I'm a third party voter. Trust me when I say this: Not even a lifetime supply of tacos could convince me to vote for either Hillary or Trump. I suspect I'm not the only third party voter who feels that way. I cost Hillary nothing. I cost Trump nothing. If I didn't vote for third party, I would have written in 'Batman'.

If you try to blame me, I will laugh in your face. I'm glad she lost. I got half my wish. :)
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The United Equstrian Front
Minister
 
Posts: 2243
Founded: Mar 04, 2016
Ex-Nation

Postby The United Equstrian Front » Sat Jan 21, 2017 8:01 pm

Intermountain States wrote:
The Twelve Isles wrote:
Dammit. I saw a wonderful business opportunity, and it of course had to be trounced.

Why is everyone so against the New Start Republics massive drug trade? All we want is to keep everyone begging for more so that we can have an unending supply of caps coming our way. Theres no desire to control you're economics at all.

Because drugs are bad, m'kay? Make a sideline profit in manufacturing stimpaks or transporting cotton to other parts of America.

Drugs can be useful bro, especially if we're talking about jet, Mentats, Psycho and all that.

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