NATION

PASSWORD

Fallout: Incursion (OOC & Signups)

For all of your non-NationStates related roleplaying needs!
User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Fallout: Incursion (OOC & Signups)

Postby Alinora » Tue Feb 07, 2017 1:54 pm

Image

FALLOUT: INCURSION

"...You may rest easy. Know that the future is in safe hands, that mankind will thrive under our guidance."



Background

"If only we'd understood what Bunker Hill meant for the Commonwealth...

It wasn't that we didn't know - it's that we didn't want to believe it. I dunno... the Institute, the damned boogeymen of the Commonwealth, attacking those Railroad boys to get their synths back, and then the Brotherhood swooped in... it was a fuckin' bloodbath. I mean, that type of thing happens all the time here, but, we couldn't see how really important the Bunker Hill Incident really was. I remember the "Man out of Time", some guy from before the War - Ben Avery or something - changed the whole damn Commonwealth, and it started at Bunker Hill.

They call him the Director.

Shortly after the Bunker Hill Incident went down, everyone was still trying to figure out what the hell happened. Everyone's blood was everywhere, and everyone was the culprit. I guess everyone was numb by that point, and nobody batted an eye when Avery - the Director - and his synths marched again. It was a quiet death, the Railroad's. Unsuspecting - like killing a baby while it sleeps. A small army of the Institute synths, led by the Director, proceeded to activate the wholesome slaughter of the Railroad at their headquarters, up in the Old North Church. Nobody knew for a couple of days - I guess it took that long for someone to show up at the HQ and see all their buddies butchered, but the news hit hard. Everyone was scared, I guess - I get it.

The Railroad was... gone, for the most part, and most people tried to just accept that. There was, at least in Diamond City, an uneasy veil that covered the whole damn place. Who was next? Was it us? What was the Institute planning? Most of us figured it was only a matter of time before ol' Maxson and his Knights and Paladins started slugging it out with Avery's Institute, and we were right. At least, that there would be fighting, but by no means was there a war.

With one quick swipe, the Institute obliterated the Brotherhood of Steel. Sending everything they had, the Institute launched a preemtive strike on the Brotherhood's base at the Boston Airport - seizing control of their prized, shiny gadget, 'Liberty Prime'. Turned Maxson's own guns against him - used Prime to down the Brotherhood's airship, the Prydwyn. Even today, it's husk is docked at the Boston Airport - an uneasy reminder of the Brotherhood's fate.

And just like that, there was nobody to stop the Institute. Only days after the Brotherhood bit the dust, Synths from the Institute marched right into Diamond City like they owned the place - s'pose they did, actually. A lot of eyes turned to the Minutemen to stop the Institute, but instead, the two groups worked together. Apparently Preston Garvey and Ben Avery were friends, and neither one wanted any more fighting in the Commonwealth. They began to cooperate, and together, the Minutemen and the Institute set to work.

I'd be lying if I said was wasn't wrong about the Institute - they certainly didn't act the way we expected them to. They helped us, mostly - hell, they did a better job than the Minutemen at times. Their technology improved the lives of people all across the Commonwealth, and their Synth troops were both quick and efficient. Settlements that came under attack rarely had to wait for the Minutemen to show up, because the Institute could deploy troops in just minutes. The Minutemen held out strong, and continued on with their goals of uniting the Commonwealth - separate from the leadership and authority of the Institute.

Overall, as time went on, public opinion of the Institute drastically improved. They were still a major unknown - still nobody knew where they were, or exactly who they were, but they had made it clear that they were there to help. The Institute never directly interfered with the authority of others - never did they implement laws in Diamond City or drastically change people's way of life. For many, they were silent protectors. For others, their hearts were still filled with contempt, understandably. The Institute had still done terrible things in the past, and undoubtedly, still were.

However, most were fine with letting the Institute's secrecy illude them, and would have rather taken their help than question their leadership. In a place like the Commonwealth - place that relishes in chaos and endless violence - any attempt to bring civilization to the wasteland was welcomed, and people rarely questioned what hand was feeding it.

Though now, all that seems like ancient history. It's been around four years since the Institute took charge, and while many things have improved, their fragile peace with the Minutemen is beginning to wane. Public opinion seems divided, and good ol' Director Avery and Preston Garvey don't see eye to eye so much anymore. The turmoil - the threat of conflict - seems to weigh on everyone's shoulders. War is something that most people are numb to in the Commonwealth, but even so, it isn't something most people are out looking for.

As fate would have it, however, conflict between the Minutemen and the Institute isn't the only thing threatening to tear the Commonwealth apart. There are a lot of reports of a group calling themselves "the Enclave" making moves in the area, along with remnants of the Brotherhood of Steel and Railroad. There are also whispers of some Raider army coming up from the south - "the Horde", or something like that. Rumor has it that these guys tore through the Capital Wasteland a few years back, basically wiping out the shattered factions of the Brotherhood and overall, causing a shitstorm down there.

So, in short, we've got our hands full. Let's just hope that years of progress don't get flushed down the drain."

- Nick Valentine



- Staff -

OP Squad -

Events Squad -



- Groups & Factions -


Image

- THE INSTITUTE -

Under the leadership of Director Benjamin Avery, the Institute's role in the Commonwealth has seen massive changes. After leading the Institute to defeat the Railroad and Brotherhood of Steel on behalf of Father, Avery assumed control of the organization with his passing, and began leading it towards a more prominent role in assisting with the rebuilding of civilization. Using past connections, Avery was able to broker a secure peace with the Minutemen, and the two groups coordinated in the organization and defense of the Commonwealth. Under the new leadership, the Institute found itself using it's vast military capabilities to protect settlements from attack, while using their technological edge to help the people of the Commonwealth prosper.

As their influence in the everyday life of the Commonwealth increased, people eventually became more used to their presence. Gradually, the idea that the Institute were evil "boogeymen" began to fade away, and while many were still curious of the shady organization, they no longer believed that it wanted to kill them. In many cities, especially those like Diamond City, Sanctuary, and Starlight, the Institute began to be looked on favorably. Though outsiders were yet to see, or even learn the location of, the Institute, their contributions to progress in the Commonwealth were fundamental.

Though now, the Institute is finding its position as "the undisputed authority in the Commonwealth" under attack as the fragile peace with the Minutemen begins to crumple, and new players begin to spring up in the region. Though, internal issues also threaten peace, as the interventionist policies of the current Director have frustrated many of the Institute's eldest members, who've been known to harbor staunch isolationist ideals. Regardless, the Institute's army and influence grows every day - ready to face anything that were to threaten it, or the Commonwealth.

Institute Population: 576
Maintenance & Recreational Synths: 2,650
Synth Army: 6,500
Coursers: 125


Image

- THE MINUTEMEN -

After the Railroad was wiped out by the Institute, and the Brotherhood's destruction by the same shortly after, many Minutemen believed they were next on the list. They were wrong. The man who assumed control of the Institute, Ben Avery, was himself a Minuteman and friends with Preston Garvey, and it was through this connection that the Minutemen survived. With Avery the Director of the Institute, Garvey became General, and began to coordinate all Minutemen in the Commonwealth - working with the Institute and it's synths to help defend and advance settlements and protect citizens. However, it was through working with the Institute that they quickly became somewhat obsolete. The Institute could respond to any call for help in minutes, while it could take the Minutemen up to hours to reach certain settlements. Their rallying call began to quiet, and public favor started shifting to the Institute.

Though, General Garvey still held dearly onto their core values: making the wasteland a better place. Hoping to make all the impact possible, he began deploying more Minutemen to individual settlements to go about the daily defense of it, rather than try to rush whenever there's an attack. After all, the Institute rarely bothered to send synths to guard settlements unless they were the largest. The Minutemen soon became more of a maritime force, and a presence who's motivations were often questioned.

By 2291, many Minutemen began to question the leadership of General Garvey - many still furious that he brokered peace with the Institute, despite the things they have done to the Commonwealth. The Minutemen began fracturing, with different members taking charge of different branches and only loosely remaining under the leadership of Preston Garvey. Though, with tensions now sparking between the Minutemen and the Institute, much of it's divided leadership is poised to come together to secure the future of the group. No matter what obstacles stand in their way, the Minutemen are still determined to follow their original goals to the letter.

Minutemen Regulars: 5,920
Minutemen: 4,105
Minutemen Volunteer and Non-Combat Support: 789


Image

- THE GUNNERS -

The Commonwealth's most organized, yet most ruthless mercenary organization, the Gunners showed some of the fiercest resistance to the efforts by the Institute and the Minutemen. In the early days after the Institute took charge, a series of operations were launched against the Gunners that severely crippled their strength in the region, but they have since adapted, and still pose a considerable threat across the Commonwealth. After Gunners Plaza was overrun by Institute and Minutemen forces in in 2289, they relocated to Vault 95, which has become a near-impenetrable stronghold.

The Gunners oppose both the Institute, Minutemen, while also making it a point to terrorize the general population of the Commonwealth. Their real intentions still aren't known, and while a menace, the Institute's Director is reluctant to strike at Vault 95 for fear that it would be a slaughter. Unless major change occurs, the Gunners will remain a major player in the Commonwealth.

Gunner Regulars: 2,256
Gunner Conscripts: 1,440
Gunner Veterans: 612
Vertibirds: 4


Image

- THE ENCLAVE -

While they are yet to arrive in the Commonwealth, it is the ultimate destination for an army of Enclave forces and a significant number of civilians who fled from Chicago after a failed coup. Led by General North, they have made a long journey east, but their journey still continues.

Enclave Military Personnel: 1,500
Civilians & Scientists: 1,000


Image

- BROTHERHOOD OF STEEL REMNANTS -

Having suffered a catastrophic preemptive strike by the Institute that destroyed the Prydwyn and killed off much of it's leadership in the Commonwealth, including Elder Maxson, the Brotherhood began to fall apart. Losing the figure that united them, the factions of the Brotherhood of Steel back in the Capital Wasteland were vying for power, and eventually descended into Civil War. During this time, the remnants of the Commonwealth Detachment had their own problems - struggling to find leadership and organization. Many members abandoned the Brotherhood and assimilated into the Commonwealth, though were hunted by the Institute's Coursors. Others established small outposts, though they were frequently attacked and in many cases, were wiped out by Institute forces.

For the two years following the Brotherhood's defeat at the hands of the Institute, they struggled just to simply exist. Their first major stride at reorganizing came when a Paladin known as "Raleigh" began gathering groups of survivors together, and established a permanent headquarters in the old Boston Mayoral Shelter. For a time, they thrived through maintaining strict isolation, but this was shattered in May of 2290, when the Director led a force of Institute Synths to wipe out these Remnants. Most of the group was killed off, including Raleigh, and the shattered remnants fled once again. By this time, the raider army known as the "Hoard" had reached the Capital Wasteland, and waged a successful war against the fractured Chapter there. Years of progress was wiped out, and the few who survived fled. A large number went to rejoin with the Midwestern Chapter, but a significant portion (largely Casdin's Outcasts) fled north, hoping to reform a Commonwealth Chapter. They arrived in December of 2290, finding the remnants of Maxson's detachment mostly-exterminated by the Institute.

The Brotherhood Remnants set up a headquarters at the Sentinel Sight in the southern region of the Glowing Sea. With just two Vertibirds in their once-legendary air fleet, and limited resources, the Brotherhood set up jammers to prevent attacks by the Institute, and have since begun launching small-scale operations through the Commonwealth - gaining the attention of many.

Brotherhood Soldiers: 68
Scribes and Maintenance: 37
Vertibirds: 2


Image

- RAILROAD REMNANTS -

The Railroad undoubtedly suffered the harshest fate of the Institute's enemies: wholesome slaughter. Shortly after the Bunker Hill Incident, Institute forces who'd presumably discovered the location of their headquarters slaughtered their leadership in a matter of minutes. The very people who formed the organization were killed off in a single swipe, and the group fell into disarray. Still, the Railroad was a complex and deeply-rooted organization, and despite the fact that most of it's leaders were killed off, it continued to operate against the Institute. They claimed to fight against "Institute Oppression" - attacking synth patrols out in the wasteland, but their most daring attack came in July of 2288, when an agent ran into a synth patrol in Diamond City and detonated a grenade - killing himself, various synths, and 3 Diamond City residents.

It was from that point on that the people of Commonwealth came to see the Railroad more as a terrorist organization than freedom fighters, especially as they adopted more opportunistic tactics that disregarded the lives of locals, if only the Institute took hits. Bombs being planted in towns, booby-trapped roads, and hiding among the civilian population - all tactics adopted by the Railroad. Though, not all groups of the Railroad use said tactics - due to their disorganization, cooperation is hard to achieve - many groups of Railroad agents are at conflict as to what tactics should be used, and if their current path is the morally right one.


Image

- THE HORDE -

Likely one of the largest organized raider armies ever to be formed on the East Coast, the Horde's origins are mostly a mystery, but they presumably came from further south - possibly Georgia or Florida. Consisting of around 15,000 men and women - savage and warlike - the Horde was responsible for utterly destroying what was left of the Eastern Chapter of the Brotherhood of Steel in the Capital Wasteland, and killed thousands of people who prospered under their leadership. The Horde has since been marching north, destroying everything in it's path and killing anyone who didn't join them, and they rapidly approach the Commonwealth with the capability to unleashing complete devastation to it's people.


Image

- THE TEMPLAR -

Based from Jamaica Plain, the birthplace of the Commonwealth Church, the Templar are technically a paramilitary organization operating under the law and authority of the Institute - primarily tasked with the defense of Jamaica Plain, the recovery of Religious artifacts and texts, humanitarian support for the needy, and protection of the Faith from those who would intrude upon it. The Templar were formed in April of 2290, while the Commonwealth Church was growing in popularity. Fearing that Christianity would replace them in popularity, and believing that it was "false", the Children of Atom launched a series of attacks on the under-defended settlement of Jamaica Plain. For more than a week, the town was surrounded, but local residents fought back - painting the Templar cross on their clothes and army and fighting off hordes of Atom worshipers. Today, the Templar carry out the Will of the Church in a manner that does no violate Institute law - but are granted leniency for violations. They can commonly be found protecting religious sites, or engaged with Children of Atom.


Image

- CHILDREN OF ATOM -

The Children of Atom are a well-known religious cult based out of the "Crater of Atom", which is located deep in the Glowing Sea. They are a highly aggressive bunch - scouring the wasteland and attacking anyone who will not convert to their beliefs. While once and extensive force to be reckoned with, especially in the southern parts of the Commonwealth, they made the mistake in 2290 of launching an attack on a settlement under the Institute's banner: Jamaica Plain, which at the time, was the epicenter for a rising Christian movement. Their attack, now known as the Battle for Jamaica Plain, lasted just over a week, and ended in heavy loses for the Children of Atom when Christians calling themselves "Templar" rose up and beat them back. Today, the Children of Atom maintain but a fraction of their former strength - beat back by the Templar, and forced to isolate themselves largely to parts of the Glowing Sea and the Crater of Atom.



- Information Center -


Diamond City
The "Green Jewel of the Commonwealth", it's most iconic location, Diamond City is the face of the Commonwealth. After the defeat of the Brotherhood of Steel in '87, Institute forces marched into the city with no resistance, and have since maintained control of it (though, they have not been known to directly interfere in it's laws and politics, but it's defense). Though the Institute has shared control of various settlements with the Minutemen throughout the Commonwealth, Diamond City is one of few that remained under their strict control. It is a major center for all trade within the Commonwealth and beyond.

Standard of Living: 9/10
Population: 700
Institute Garrison: 250
Diamond City Security: 150


Sanctuary
A relatively younger settlement located in the far northwest of the Commonwealth, Sanctuary was founded by now-Director of the Institute, Ben Avery, and leader of the Minutemen, Preston Garvey, after their home in Concord was attacked and destroyed by Raiders. It grew rapidly through 2287, gaining a sizable population and serving as a major operations base for the Minutemen. After the Institute defeated the Brotherhood of Steel, Synth troops inevitably ended up marching into Sanctuary. Under the treaty that brought the Institute and Minutemen to cooperate on a broad scale, the two factions shared control and mutual defense of Sanctuary. The Institute established a permanent Command Center within Vault 111 and built a fort up around it, and while the Minutemen were permitted in the fort, the Vault itself was reserved for Institute personnel only. Now, with tensions between the Minutemen and Institute rising, many citizens of Sanctuary fear that those defending them may turn on one-another, and bloodshed will tear the town apart.

Standard of Living: 7.5/10
Population: 225
Institute Garrison: 50
Minutemen Garrison: 65
Sanctuary Militia: 40


Starlight
One of the most pro-Institute settlements in the Commonwealth, Starlight was initially established by Avery, back during the days when he was the General of the Minutemen. Shortly after the Brotherhood's defeat, and the Institute assumed control as authority in the Commonwealth and began launching operations against opponents, the Gunners launched a massive assault on the then weakly defended Starlight, and it was only with the direct support of Director Avery and Synth reinforcements that the town was saved. Since, it has grown into a massive settlement, and has very good living conditions thanks to the Institute's housing method: capsules, which fill much of the settlement and provide cheap, safe homes. A small group of Minutemen reside here, but pale in comparison to Institute forces and Institute-raised militia.

Standard of Living: 7/10
Population: 145
Institute Garrison: 45
Minutemen Garrison: 15
Institute-raised Militia: 90


Bunker Hill
This settlement saw a massive change in it's leadership, and the way it interacted with the rest of the Commonwealth, after the Bunker Hill Incident. The battle, a three-way fight between the Institute, Brotherhood of Steel, and Railroad, was a shock to the whole Commonwealth, but had a deep impact on Bunker Hill's citizens. A peaceful, non-involved trade hub soon found itself turning over leadership to the Institute - largely for fear of being wiped out - and it quickly developed into a hub for Institute-Minutemen military operations throughout Boston and the northern Commonwealth. Today, it has one of the largest garrisons of both Synth and Minutemen forces, and many describe life as one of "military occupation" and "weariness." Common public opinion through Bunker Hill is staunch independence, being against the leadership and assistance of the Institute and Minutemen, whose presence has caused many attacks that otherwise wouldn't have occurred.

Standard of Living: 8/10
Population: 200
Institute Garrison: 50
Minutemen Garrison: 65
Institute-raised Militia: 25


Jamaica Plain
Initially established by as a field outpost for Minutemen, Jamaica Plain has grown into a large, welll-defended hub for trade, and the epicenter for the resurgent Christian movement in the Commonwealth. Focused around the church in town, the town has grown into a religious, cultured group - with very specific social expectations that are held in a very high regard. While they maintain small garrisons from both the Institute and Minutemen, they're militia is well-known for being a very powerful, and independent, military force. Known as the Templar, they are sworn to defend Holy Sites and ensure that Christians can practice freely. They are, however, restricted by laws implemented by the Institute.

Standard of Living: 7.5/10
Population: 120
Institute Garrison: 10
Minutemen Garrison: 5
Templar Regulars: 30
Templar Militia: 50


Goodneighbor
The only settlement completely independent of outside influence, Goodneighbor remains a haven for the scum and filth of the Commonwealth. After the Brotherhood of Steel was defeated, and Synth armies began marching into towns and settlements across the wasteland, a short but heated engagement broke out between them and the Neighborhood watch, resulting in casualties on both sides. Shortly after, the two came to an agreement that no Synth forces would be garrisoned in Goodneighbor, so long as the town pays a small tax every month to the Institute. For the people of Goodneighbor, it wasn't idea, but they didn't have to worry about obeying the Institute's laws. Goodneighbor today is a very crowded, very dirty place, as many people fled to it to escape the Institute. This has led the Neighborhood Watch to have to crack down on squatting - a crime now punishable by hard labor, or death.

Standard of Living: 3/10
Population: 420
Neighborhood Watch: 100


Concord
Once a settlement that was overrun by Raiders in October of 2287, Concord was later reclaimed when Minutemen and Institute forces launched an assault that wiped out the Raiders, and paved the way for re-settlement. It later became a haven for people who were turned away by the selective Sanctuary further north, and has grown into a very populous, and prosperous, settlement. Thanks to the technological know-how of the Institute, Concord has developed greatly - with a school, functioning plumbing systems, a city government, a mail service, and various other services.


Standard of Living: 8/10
Population: 235
Institute Garrison: 30
Minutemen Garrison: 45
Local Militia: 160

Vault 81
Vault 81 is the only vault in the Commonwealth still classified as "operational", and has had a prosperous past, even though recent years have been straining. After the Institute assumed control of the Commonwealth, Vault 81 assumed that little would change in their own lives, until hundreds of people - terrified of the Institute - demanded entry. They tried pleading, but when refused, they attempted to force their way in. The Vault Massacre was the result - an event in which Vault Security opened the door, only to unleash a hail of gunfire onto the outsiders. Many were killed in this event, and the outsiders looked back with hatred as they saw the massive door of Vault 81 close behind them. On the surface, the City in Exile took shape - a horrid place of crime and disease, who's citizens hated the people in the Vault. Trade between Vault 81 and the rest of the Commonwealth was strained, and while the Institute showed a desire to resolve the situation, they were too focused on their various campaigns to be able to dedicate the resources. Thus, the situation between Vault 81 and the City in Exile has continued to deteriorate to a point of total distrust, and outright hatred. There have been a handful of reports of children from the city disappearing - taken by Vault 81 for what the surface dwellers refer to as "evil experiments", when in reality, the Overseer's sympathy for these impoverished children has pushed her to accept them into the Vault.


Standards of Living: 8.5/10
Population: 365
Vault Security: 75

City in Exile
A large, shabby town built up around the entrance to Vault 81, it was initially developed from desperate wastelanders who were fleeing the Institute and wanted access to Vault 81, but were turned down by it's Overseer. Early on, they tried to gain access by hoarding around the door with a massive crowd while attempting to hack the controls. Vault Security reacted by opening up the door, and greeting the wastelanders with a wall of gunfire. This event, now dubbed the Vault Massacre, is the catalyst for the tense relations between the Vault and Surface Dwellers. People on the surface are taught to hate the Vault Dwellers, and people in the Vault are taught to believe that the surface world seeks their destruction. Today, the City in Exile is a horrid place of crime and filth - surpassing even Goodneighbor. Water is in short supply with a population too high to sustain, and many traders are afraid to travel here because of the threat of being mugged or killed. Most people live in tiny, makeshift shacks, or sleep on tarps in tents. Disease is ramped, and it is common to find corpses laying in the streets. There have been reports of young children going missing, with the common belief that the Institute took them, when in reality, Vault 81 had. The Minutemen have tried to send a garrison in the past, but they've failed, and the Institute prefers not to meddle in the filth. There is a Security Force, but they are small, underfunded, and under the orders of a corrupt mayor based out of the City Hall, known as the "Scrap Palace".


Standards of Living: 2/10
Population: 265
Exile Security: 25

Egret Tours Marina
Built up by settlers in 2287, shortly before the Bunker Hill Incident, Egret Tours Marina eventually became the epicenter for the Gunner-Commonwealth War, the conflict fought between the Institute-Minutemen alliance, and the Gunners. Throughout 2288, the Gunners launched dozens of assaults on the settlement, which were repelled, but at dire costs. At the time, only the Minutemen were able to retaliate since the Institute had been dedicating it's forces towards purging Boston's many mutant and raider bases. The roads and wastes between Egret Tours Marina and Gunner Plaza became graveyards as hundreds were killed. As the Gunners began to gain the upper hand when they used one of their few Vertibirds to bomb the settlement - killing 37 people - the Institute halted their operations in Cambridge and Boston and diverted forces to assist the Minutemen. In February of 2289, Director Benjamin Avery led a massive Institute attack force alongside General Garvey's Minutemen for an assault on Gunner Plaza, overrunning it and capturing their headquarters. While the Commonwealth-Gunner War is still ongoing, Egret Tours Marina hasn't seen much conflict since, and has grown stronger from it.


Standards of Living: 6.5/10
Population: 195
Institute Garrison: 10
Minutemen Garrison: 35
Local Militia: 70


Schooling in the Commonwealth
One of the Institute's greatest contributions to the Commonwealth is the high regard they have for education. In most major settlements, and even smaller ones, they have worked to establish schools in which children can learn the things they will need to not only survive, but thrive. Most teachers are 3rd Generation Synths, programmed to be as charismatic and kind as possible to the children. Children are taught firstly, how to read and write - a skill many in the Commonwealth do not have. Children are also taught mathematics, history, and the sciences. In addition, they are taught that the Institute is there to help them, and that loyalty is the first sign of intelligence - made popular slogan seen in schools, "Loyalty is Intelligent!"

However, not only children have access to education. Adults also have access to free education, for the Institute believes that an educated people are the most rational, and that education is the best chance at creating a progressive generation. Materials for schooling are paid for via taxes, that all citizens in all corners of the Commonwealth have to pay.


Remembrance Day
Every year on October 23rd, the people of the Commonwealth, from all walks of life, honor and mourn the lives that were lost as a result of the Great War. Wars and conflicts are often put on halt for the extent of the day, candlelight vigils are held, and groups gather to remember those who were lost in the fateful event. While similar ceremonies are held elsewhere, Remembrance Day is a tradition the people of the Commonwealth hold close to their hearts.


Image

- LAW OF THE COMMONWEALTH -
WRITTEN AND ENFORCED BY ALL PARTIES OF THE INSTITUTE, IN COORDINATION WITH REPRESENTATIVES OF THE COMMONWEALTH


LET IT BE KNOWN that the laws, rules and regulations given forth by the Institute be followed loyally by all citizens of the Commonwealth, and UNDERSTOOD that those who infringe upon these laws, and the rights granted to their fellow man, will be met by the FULL and ABSOLUTE extent of the Institute's criminal punishment. Let the PURPOSE of these enacted laws UNDERSTOOD, and the reasons for their creation. The laws and regulations given forth by the Institute are to PROTECT the people of the Commonwealth, and to ensure lasting PEACE, ORDER, and LIBERTY.

These laws are to be clearly displayed in a CONSPICUOUS location in each and every town and city of the Commonwealth, and it is the RESPONSIBILITY of local governance to INFORM the people of this. Those who FAIL to do so could face CIVIL OR CRIMINAL PUNISHMENT.

- ARTICLE I -
Tax Codes


ALL CITIZENS living under the authority of the Institute have the CIVIL DUTY AND RESPONSIBILITY to pay their share. Citizens, businesses, and settlements, will all be applicable to these laws, and those who VIOLATE these laws will be met with PUNISHMENT.

  • Taxes will be due at the end of each month, turned in at the nearest Tax Collection Station, or from Tax Collectors.
  • Every individual will be required to turn in 10% of their monthly income.
  • Businesses are to turn in 25% of their monthly income.
  • Employees of a business also have to pay their Individual tax.
  • The independent or appointed governments of every city and town have the exclusive right to 75% of tax revenue. It is expected that this money will be put back into the community, through paying government employees, or in general, helping improve conditions.
  • Those who have the ability to pay, yet do not, will be charged with Tax Evasion and other appropriate charges.
  • Those who do not have jobs and cannot pay can visit their nearest civil representative, who can either appoint a job to said individual, or find someone who can.
  • Those who cannot find a job, or make less than 300 caps/month, are temporarily exempt from taxes.

- ARTICLE II -
Jobs


It is EXPECTED for every citizen to not only PAY their FAIR share, but WORK to improve their community as a whole. There are a wide array of jobs available in the Commonwealth, whether local, or to a larger expanse.

  • There are a wide variety of simple, unskilled labor jobs, including farming, maintenance, and the collection of taxes.
  • Skilled labor jobs include, but are not limited to, the medical field, the sciences, law enforcement, plumbing and skilled maintenance.
  • For those who cannot find jobs, they can report to their nearest Civil Representative, who will find opening in certain fields.
  • If one cannot find a job locally, other organizations can help find jobs abroad.
  • Those who have a disability that prevents them from working have the ability to receive financial support.
  • Children as young as age 10 can work, but 50% of their wages must be immediately collected for taxes, and they cannot work any positions that threaten their lives.
  • Those who purposefully refuse to become employed, or through some means, fake a disability, will be subject to full punishment up to execution.

- ARTICLE III -
Criminal Law


Those who INTENTIONALLY inflict harm or wrongdoing upon others will be subject to the FULL MEASURE of the justice system. Punishments may be adapted, removed, or added, to an extent, by individual settlements, but THESE LAWS are ABSOLUTE.

CRIMINAL LAWS:
  • Do not steal from a fellow citizen, a business, a local government, or the Institute. This includes intellectual property.
  • Do not buy or receive stolen items with the knowledge that said item/items is/are stolen.
  • Do not attack, maim, kill, or perform a similar action on another person.
  • Do not vandalize anything that does not belong to you.
  • Do not force anyone to perform sexual acts on you, and do not perform sexual acts on another person without their consent; do not perform sexual acts on anyone under the age of 15, unless both parties were born within 3 years of each other.
  • Do not perform already-mentioned tax violations.
  • Work.
  • Do not involve yourself in illegal/immoral business practices.
  • Do not purposefully act to undermine the efforts or authority of your local governments, or the Institute. Such actions will regarded as treason.
  • Do not assemble in large gatherings without permission from local governments.
  • Do not damage, or steal, Institute property. This includes synths, and all things constructed/provided by the Institute.
  • Most of the laws provided by the Institute will be enforced by local authorities or the local garrison - only crimes directly against the Institute and it's assets will be dealt with directly by the Institute.

CRIMINAL PUNISHMENT
  • Whose found guilty of murder, treason, and high-tier theft will be sentenced to execution.
  • Low-tier theft, tax evasion, assault, and other similar crimes can result in imprisonment.
  • These laws may vary among cities and towns, who's governments may prefer alternative forms of punishment.
  • He/she who commits a crime is therefore forfeiting their rights.
  • Three Strikes Rule will be applicable - those who commit three counts of a Prison-level crime can expect execution, or life imprisonment.
  • No individual can serve more than 10 years in prison for a specific crime.

- ARTICLE IV -
Rights and Duties of a Citizen

  • Every citizen has the RIGHT to the Freedom of Speech and Religion, so long that neither are in a violent manner.
  • Every citizen has the RIGHT to own and operate a weapon for self-defense purposes, so long as said individual has no criminal background, and has the appropriate permits.
  • Every citizen has the RIGHT to a quick, but fair, trial when accused of a crime.
  • Every citizen has the RIGHT to safe living and working conditions.
  • Any citizen who is found guilty of a crime therefore forfeits all rights, though their Duties still remain.
  • Every citizen has the RIGHT to defend themselves from foreign and domestic threats.
  • Every citizen has the DUTY to pay taxes.
  • Every citizen has the DUTY to obey every law given by the Institute, and by their local governments.
  • Every citizen has the RIGHT to utilize any substance/drug they wish, so long as it does not negatively impact others. When drug use begins affecting those around a citizen, said citizen has the DUTY to end use of the substance.


RULES AND REGULATIONS

Most people get the jist of rules in an RP, but I feel like I should have them down to avoid confusion.

  • No godmodding, meta-gaming - none of that.
  • This is a character RP, with elements of a faction RP. Multiple people can be in one faction.
  • Cuss as much as you want, I don't care. Just don't attack or harass people.
  • OP word is law - this isn't a democracy unless there's a poll.
  • There are going to be things with this RP that may not be clear, to which all you need to do is ask about.
  • Please, dear God, be realistic.


If you read the spiel in the beginning, you may have noticed this group called "the Hoard" marching towards the Commonwealth - they going to be the main antagonist of this RP, but I will make it a goal to juice up the gameplay in other ways. Likely, there won't be issues directed at a specific faction or person, but more general things that might apply to a specific location, if that makes any sense. These include, but aren't limited to:
  • Radiation storms
  • Ghoul hordes
  • Deathclaws and other enemies appearing

More specific examples are possible, but expect your character to run into some obstacles. My CO-OP, Alouite, will be assisting me with these and I will likely appoint someone to be an events coordinator at a later time.


Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Political Alignment:[/b] (Which faction, if any, are you a part of?
[spoiler=S.P.E.C.I.A.L.][box]40 Points to assign (Take Note that 0 = Extreme Weakness in Category, 1-2 = Below Average, 3-5 = Average, 6-7 = Above Average, 8-9 = Outstanding in Category, 10+ = Benchmark in Category)

[hr][/hr]

Strength:
Perception:
Endurance:
Charisma:
Intelligence:
Agility:
Luck:[/box][/spoiler]
[b]Skills:[/b] (List at least four, they can be related to SPECIAL stats)
[b]Weaknesses:[/b] (List at least two, they don't have to be major, and are recommended to be related to SPECIAL stats)
[b]Weapons:[/b]
[b]Other Items:[/b] (Clothing, Food, Gear, Gadgets, Bottlecaps and other personal or valuable resources on person)
[b]Bio[/b] (Minimum of 7-10 sentences and basic comprehension of grammar and logic):
[b]Questions:[/b]

[****Keep For Tracking****]


Code: Select all
[b]Faction Name:[/b]
[b]Membership:[/b] (No more than 100 please)
[b]Leader(s):[/b] (Should be your character)
[b]Headquarters:[/b] (If none, a place they frequent or something like that)
[b]Goals:[/b]
[b]Strengths:[/b] (Don't go overboard)
[b]Weaknesses:[/b] (Actual weaknesses please)
[b]History:[/b] (How did the group come to be?)


Last edited by Alinora on Thu Feb 09, 2017 11:35 am, edited 13 times in total.


User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Tue Feb 07, 2017 1:55 pm

ANNOUNCEMENTS!

  • Welcome to the Commonwealth!
  • Looking for character ideas? Check out the Vault 81-City in Exile plot point for ideas!
  • IC is anyone's guess.


RECENT EVENTS
Last edited by Alinora on Thu Feb 09, 2017 8:25 am, edited 2 times in total.

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

Postby Pacific Brotherhood of Steel » Tue Feb 07, 2017 2:05 pm

Faction Name: The Terran Space Command, AKA TSC
Membership: 167, 70 of which are civilians rescued from Rivet City. Of the remaining 97 there are 60 engineers/scientists, 5 pilots, and the remaining 32 are what remains of the TSC’s military. Three are Hammerhead units, one squad of eight Thunderfists, and then the rest are two squads of TSC marines.
Leader(s): Jacob Warren
Headquarters: Grounded Zeta
Goals: Rebuild the TSC and take revenge on the BoS
Strengths: Highly advanced technology and high mobility when compared to most factions.
Weaknesses: Heavy reliance on Zeta being in space as a place to fall back on has made the TSC very vulnerable without such a thing. They are also severely undermanned after the quasi-war with the BoS and the very real war with the Horde.
History:
The TSC came about after the defeat of the Enclave at the Adams Air Force Base. Jacob Warren lead a successful assault against the AFB that ended in the scattering of the Enclave as their leadership lie destroyed. After this Jacob would marry Sarah Lyons, someone he had fallen for when he first met her trying to find his dad at Galaxy News Radio.

A couple months later Jacob would leave the CItadel once more to go back into the wasteland, the life of married man not exactly what he thought it would be. His relationship strained with Sarah, he sought something to cool off with and stumbled upon remnants of the Enclave holed up in DC. They had been hidden there ever since the fall of the purifier, abandoning the Enclave under the command of Lt. Wilson Bridger. They were not the Enclave that he had fought, even though he had already begun to doubt the evil of the Enclave.

A grand idea came to Warren, a new faction, one without the troubles of the Enclave or the Brotherhood. He brought them to Zeta.

Zeta became Warren’s pet project for the next few years, building the new crew into one of the most fearsome forces that ever graced the Capital. Their power even rivalling the BoS. Warren never planned against the BoS. By this time Sarah was now the Elder of the Brotherhood and he would never want to hurt his wife even if they weren’t exactly getting along. Warren just wanted to bring safety to the wasteland without the strings that came with the Brotherhood.

This new endeavor went to heights he could never imagine. The TSC discovered the new alien threat under the ocean and the moon and destroyed them with the help of the Russians. A story in itself as Jacob always said. They slowly pacified the areas of the wasteland that was either ignored or neglected as the Brotherhood tried to eliminate the mutants of DC.

Megaton and Rivet City became major parts of the TSC. Several outposts were created across the wasteland to guarantee the protection of smaller, burgeoning settlements that would otherwise be exposed. They also targeted the raiders of the Capital Wasteland. A year long campaign that ended in the destruction of Paradise Falls.

But not all was well within the Capital. Sarah died. Well, according to Jacob, she was killed. Killed by one she trusted most, Maxson. Though it was never proven correct, there were always those that whispered such things and it greatly affected Jacob. Almost immediately he was at the throat of the Brotherhood threatening to lay waste to them for their perceived transgressions. But with the loss of Zeta’s main cannon during the short battles with the leftover aliens and the folding of the outcasts back into the Brotherhood, it made them unassailable for now.

But Jacob put everything he could into overcoming this. Production of weaponry and munitions was tripled and the military was filled with recruits who were willing to go forth and liberate the Capital from what many perceived as a different Brotherhood from before. Not like the Lyon’s Brotherhood. More hostile to outsiders and not willing to help like they did before. All was coming to a head when the Horde appeared.

It began in Megaton with a 26 day siege that caught the TSC off guard. Megaton was abandoned in favor of falling back to more favorable positions in the Capital and the Brotherhood felt the Horde next. The Citadel was besieged for two months and it seemed the BoS was going to break the invaders due to the high amount of casualties they received. But they just kept coming and soon the Citadel fell much like Megaton did. Out of ammo and desperate.

The Horde marched through the DC ruins and crushed any who opposed. A final defense was prepared in Rivet City to hopefully evacuate civilians there and salvage as much as they could from the site. Fawkes, a good friend of Jacob, would take the supermutants with him and charged into DC to hold off the army of the Horde long enough to allow Rivet City to be scrapped. Their strength and knowledge of DC making them excellent diversions for the Horde. None were seen again.

They walked in and three days later the Horde came out battered and bloody. They assaulted Rivet City and destroyed it within six days. The last of the TSC in Zeta, they went north, looking for Maxson, and looking for revenge.
Last edited by Pacific Brotherhood of Steel on Tue Feb 07, 2017 2:16 pm, edited 1 time in total.

User avatar
Lunas Legion
Post Czar
 
Posts: 31126
Founded: Jan 21, 2013
Psychotic Dictatorship

Postby Lunas Legion » Tue Feb 07, 2017 2:07 pm

Tagging for later app (probably tomorrow or Thursday).
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

Confirmed member of Kyloominati, Destroyers of Worlds Membership can be applied for here

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Tue Feb 07, 2017 2:14 pm

Pacific Brotherhood of Steel wrote:Faction Name: The Terran Space Command, AKA TSC
Membership: 167, 70 of which are civilians rescued from Rivet City. Of the remaining 97 there are 60 engineers/scientists, 5 pilots, and the remaining 32 are what remains of the TSC’s military. Three are Hammerhead units, one squad of eight Thunderfists, and then the rest are two squads of TSC marines.
Leader(s): Jacob Warren
Headquarters: Grounded Zeta
Goals: Rebuild the TSC and take revenge on the BoS
Strengths: Highly advanced technology and high mobility when compared to most factions.
Weaknesses: Heavy reliance on Zeta being in space as a place to fall back on has made the TSC very vulnerable without such a thing. They are also severely undermanned after the quasi-war with the BoS and the very real war
History:
The TSC came about after the defeat of the Enclave at the Adams Air Force Base. Jacob Warren lead a successful assault against the AFB that ended in the scattering of the Enclave as their leadership lie destroyed. After this Jacob would marry Sarah Lyons, someone he had fallen for when he first met her trying to find his dad at Galaxy News Radio.

A couple months later Jacob would leave the CItadel once more to go back into the wasteland, the life of married man not exactly what he thought it would be. His relationship strained with Sarah, he sought something to cool off with and stumbled upon remnants of the Enclave holed up in DC. They had been hidden there ever since the fall of the purifier, abandoning the Enclave under the command of Lt. Wilson Bridger. They were not the Enclave that he had fought, even though he had already begun to doubt the evil of the Enclave.

A grand idea came to Warren, a new faction, one without the troubles of the Enclave or the Brotherhood. He brought them to Zeta.

Zeta became Warren’s pet project for the next few years, building the new crew into one of the most fearsome forces that ever graced the Capital. Their power even rivalling the BoS. Warren never planned against the BoS. By this time Sarah was now the Elder of the Brotherhood and he would never want to hurt his wife even if they weren’t exactly getting along. Warren just wanted to bring safety to the wasteland without the strings that came with the Brotherhood.

This new endeavor went to heights he could never imagine. The TSC discovered the new alien threat under the ocean and the moon and destroyed them with the help of the Russians. A story in itself as Jacob always said. They slowly pacified the areas of the wasteland that was either ignored or neglected as the Brotherhood tried to eliminate the mutants of DC.

Megaton and Rivet City became major parts of the TSC. Several outposts were created across the wasteland to guarantee the protection of smaller, burgeoning settlements that would otherwise be exposed. They also targeted the raiders of the Capital Wasteland. A year long campaign that ended in the destruction of Paradise Falls.

But not all was well within the Capital. Sarah died. Well, according to Jacob, she was killed. Killed by one she trusted most, Maxson. Though it was never proven correct, there were always those that whispered such things and it greatly affected Jacob. Almost immediately he was at the throat of the Brotherhood threatening to lay waste to them for their perceived transgressions. But with the loss of Zeta’s main cannon during the short battles with the leftover aliens and the folding of the outcasts back into the Brotherhood, it made them unassailable for now.

But Jacob put everything he could into overcoming this. Production of weaponry and munitions was tripled and the military was filled with recruits who were willing to go forth and liberate the Capital from what many perceived as a different Brotherhood from before. Not like the Lyon’s Brotherhood. More hostile to outsiders and not willing to help like they did before. All was coming to a head when the Horde appeared.

It began in Megaton with a 26 day siege that caught the TSC off guard. Megaton was abandoned in favor of falling back to more favorable positions in the Capital and the Brotherhood felt the Horde next. The Citadel was besieged for two months and it seemed the BoS was going to break the invaders due to the high amount of casualties they received. But they just kept coming and soon the Citadel fell much like Megaton did. Out of ammo and desperate.

The Horde marched through the DC ruins and crushed any who opposed. A final defense was prepared in Rivet City to hopefully evacuate civilians there and salvage as much as they could from the site. Fawkes, a good friend of Jacob, would take the supermutants with him and charged into DC to hold off the army of the Horde long enough to allow Rivet City to be scrapped. Their strength and knowledge of DC making them excellent diversions for the Horde. None were seen again.

They walked in and three days later the Horde came out battered and bloody. They assaulted Rivet City and destroyed it within six days. The last of the TSC in Zeta, they went north, looking for Maxson, and looking for revenge.


Accepted, of course.

User avatar
Intermountain States
Minister
 
Posts: 2340
Founded: Oct 12, 2014
Capitalist Paradise

Postby Intermountain States » Tue Feb 07, 2017 2:27 pm

Tagging for 2 Brotherhood in Exile applications, Haylen and Elder Danse
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. :)
Search boxes are your friends

User avatar
Cyrisnia
Senator
 
Posts: 3982
Founded: Jun 09, 2014
Ex-Nation

Postby Cyrisnia » Tue Feb 07, 2017 2:30 pm

Trump-level wall of text inbound.

Faction Name: The Minutemen
Membership: Minutemen Regulars: 5,920
Minutemen: 4,105
Minutemen Volunteer and Non-Combat Support: 789

Spread out across the Commonwealth, the Minutemen directly under Preston's command number about 300-350 during the most crucial of times, with the average attendance at base being around 100-120.

Leader(s): General Preston Garvey
Headquarters: (If none, a place they frequent or something like that)
Goals: To make the Commonwealth a safer, better place.
Strengths: (Don't go overboard)
Weaknesses: Divided due to Preston making peace with the Institute, people vying for power. Preston may be a keen observer of how things generally are in the Commonwealth, but his motif is that as l
History: (Partially taken from the wiki, pls no judge)
The Minutemen were founded as a result of the efforts by various small communities to protect themselves against the numerous threats present within the Commonwealth. As the organization expanded, acquiring dividends in both infantry and resources, they first gained recognition after successfully defending Diamond City from a super mutant attack in 2180.

Upon gaining enough resources, the organization eventually assumed control of Fort Independence, transforming it into their main base of operations. Renamed as 'The Castle,' the group repurposed a large portion of the fort into an armory, also erecting a big radio tower in the courtyard to broadcast the signal for 'Radio Freedom,' a radio station with the purpose of notifying all members of the Minutemen about communities in distress and other notifications, to all over the Commonwealth.

After operating for a significant amount of time, in 2240, the Minutemen were forced to abandon the fort, the reason being a giant mirelurk queen, as well as her other mirelurks, suddenly assaulted The Castle with the intent to nest in and around it. Thinking it was a super mutant attack, General McGann locked himself deep into the armory behind a myriad of defenses. With this last-ditch effort to protect the armory from being entered, he effectively doomed himself to die by dehydration, a demise hastened by his consuming a fair portion of the bottles in a case of wine. Despite this, his act of defiance prevented the mirelurks from nesting within the armory bastion, preserving it well for future use.

The last leader of the Minutemen, General Becker, was killed at some point after his appointment/election as leader. Upon his death, the Minutemen began to experience internal strife, as the various groups couldn't agree upon a successor. The loss of The Castle only exacerbated the problem, and this disagreement on a new leader caused the political landscape to become incredibly fragile. The entire situation came to a head following the Quincy Massacre, many of the militias making up the group disbanding in disgust or turning to banditry, following the almost inevitable loss of popular (and its attendant material) support.

Following the whole ordeal, only remnants of the Minutemen and their supporters remained. With the exception of Preston Garvey, one of the few survivors to escape the massacre and thus still loyal to the cause of the organization, the Minutemen had effectively ceased to exist as a cohesive group.

This all changed with the arrival of the Sole Survivor.

Meeting in the Museum, Preston Garvey and the Sole Survivor began working on retaking the Commonwealth from the problems it had, making it a much safer place than it originally was -- regardless if its still "safe" or not.

Through a few months, the Sole Survivor and Preston eventually put an end to the Brotherhood of Steel's meddling in the Commonwealth, began helping to defend settlements, and established an uneasy peace between the Minutemen and the Institute, despite the protests of many.

Today, the Minutemen may stand at an all time high with their numbers, but at an all time low with unity.

b]Name:[/b] Preston Garvey
Age: 32
Gender: Male
Appearance: lemme mark it on your map ; )
Political Alignment: The Minutemen



Strength: 7
Perception: 10
Endurance: 7
Charisma: 9
Intelligence: 8
Agility: 10
Luck: 5

Skills: Inspirational, Intimidation, Local Leader, Rifleman, Strong Back, Steady Aim.
Weaknesses: Slowly (but surely) losing faith in the Minutemen as the Institute takeover. Doubts self.
Weapons: This machine, Gyrojet launcher,, 10mm pistol.
Other Items:
Bio Its like 11:30 at night and I CBA to do it right now so here's a brief outline that I shall finish tomorrow:
-
Questions:

b]Name:[/b] Piper Wright
Age: 26
Gender: Female
Appearance: Here, uniform looted from BOS, Minuteman logo sewn on back + painted onto any armor.
Political Alignment: Minutemen



Strength: 6
Perception: 10
Endurance: 7
Charisma: 10
Intelligence: 9
Agility: 10
Luck: 6

Skills: Inspirational, Quick Hands, Animal Friend, Toughness, Locksmith, Pickpocket.
Weaknesses: Overconfident, still recovering from the death of Nat.
Weapons: The most dangerous of them all.
Other Items: Trenchcoat, modified BAR, N99 10mm pistol, modified .22 carbine.
Other items include food and drink (usually her two favorites -- bubblegum and moonshine), old newspapers, some books, and various survival supplies.
Bio Its like 11:30 at night and I CBA to do it right now so here's a brief outline that I shall finish tomorrow:
-
Questions:

[****Keep For Tracking****]
Last edited by Cyrisnia on Sun Feb 12, 2017 2:45 pm, edited 2 times in total.
R E D L E G S


【BORN TO ABOLISH】
SOUTH IS A F**K
鬼神 Kill Em All 1859
I am free man
410,757,864,530 DEAD REBS

User avatar
Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Feb 07, 2017 2:42 pm

Can never have too much fallout. It's rare that someone makes a Fallout 4 RP. I'll have my application up shorty.
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Tue Feb 07, 2017 2:43 pm

Vacif wrote:Can never have too much fallout. It's rare that someone makes a Fallout 4 RP. I'll have my application up shorty.

Beautiful, and haven't see you around for a while.

User avatar
Ormata
Senator
 
Posts: 4953
Founded: Jun 30, 2016
Iron Fist Socialists

Postby Ormata » Tue Feb 07, 2017 2:48 pm

TAG

You're SPECIAL...you're SPECIAL...you're SPECIAL...SO SPECIAL

S-P-E-C-I-A-L

Spells out that you're quite swell!

Sorry. Dan Bull came out. I'm thinking a BoS (Or former BoS) app.

User avatar
Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Feb 07, 2017 3:06 pm

Alinora wrote:
Vacif wrote:Can never have too much fallout. It's rare that someone makes a Fallout 4 RP. I'll have my application up shorty.

Beautiful, and haven't see you around for a while.

Yeah, you never seem to poke around in the Pub anymore NAR. Good to see you're still making cool stuff. Quick question, what happened to the Yangtze? Would it be off limits to touch it? Could I make a group based in Quincy?
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

User avatar
The Solomani
Envoy
 
Posts: 332
Founded: Dec 31, 2016
Ex-Nation

Postby The Solomani » Tue Feb 07, 2017 3:09 pm

I'm gonna tag this, still trying to decide what to play as.

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Tue Feb 07, 2017 3:13 pm

Vacif wrote:
Alinora wrote:Beautiful, and haven't see you around for a while.

Yeah, you never seem to poke around in the Pub anymore NAR. Good to see you're still making cool stuff. Quick question, what happened to the Yangtze? Would it be off limits to touch it? Could I make a group based in Quincy?

Zangtze emptied it's payload helping the Director in his campaigns with the Institute, and a group in Quincy? Depends. They could be a sub-faction of the Minutemen.

User avatar
Taldaria
Bureaucrat
 
Posts: 43
Founded: Feb 04, 2017
Ex-Nation

Postby Taldaria » Tue Feb 07, 2017 3:15 pm

Are weapons and gear Fallout 4 only or can we use FO3 and New Vegas stuff as well?

User avatar
Vacif
Senator
 
Posts: 4817
Founded: Mar 22, 2015
Ex-Nation

Postby Vacif » Tue Feb 07, 2017 3:17 pm

Alinora wrote:
Vacif wrote:Yeah, you never seem to poke around in the Pub anymore NAR. Good to see you're still making cool stuff. Quick question, what happened to the Yangtze? Would it be off limits to touch it? Could I make a group based in Quincy?

Zangtze emptied it's payload helping the Director in his campaigns with the Institute, and a group in Quincy? Depends. They could be a sub-faction of the Minutemen.

Okay, good to know I wont have to worry about someone with Tac-Nukes. I was thinking of making a settlement out of Quincy, it's got a lot of potential, and I'd assume some place so fortified would of been retaken and repopulated.

EDIT: Would I have to put up a faction all for Quincy if it is a subsidiary of the Minutemen?
Last edited by Vacif on Tue Feb 07, 2017 3:21 pm, edited 1 time in total.
Looking for help on Pub-lishing your RP? Come check us out!
Member of Task Force Atlas
Nation name pronounced Vuh-sea-f, sometimes shortened to Vac, or 'Cif.

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

Postby Pacific Brotherhood of Steel » Tue Feb 07, 2017 3:30 pm

Taldaria wrote:Are weapons and gear Fallout 4 only or can we use FO3 and New Vegas stuff as well?

You can use things from 3 and NV, yea.

User avatar
Alinora
Minister
 
Posts: 2501
Founded: Jun 10, 2016
Ex-Nation

Postby Alinora » Tue Feb 07, 2017 3:35 pm

Vacif wrote:
Alinora wrote:Zangtze emptied it's payload helping the Director in his campaigns with the Institute, and a group in Quincy? Depends. They could be a sub-faction of the Minutemen.

Okay, good to know I wont have to worry about someone with Tac-Nukes. I was thinking of making a settlement out of Quincy, it's got a lot of potential, and I'd assume some place so fortified would of been retaken and repopulated.

EDIT: Would I have to put up a faction all for Quincy if it is a subsidiary of the Minutemen?

No.

It would also have Institute forces.

User avatar
Taldaria
Bureaucrat
 
Posts: 43
Founded: Feb 04, 2017
Ex-Nation

Postby Taldaria » Tue Feb 07, 2017 3:41 pm

Pacific Brotherhood of Steel wrote:
Taldaria wrote:Are weapons and gear Fallout 4 only or can we use FO3 and New Vegas stuff as well?

You can use things from 3 and NV, yea.

Thank you for your quick reply. I am also curious about Nuka-World and the raiders there. Did I miss it in all of the write up or who is in charge there now?

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

Postby Pacific Brotherhood of Steel » Tue Feb 07, 2017 3:42 pm

Taldaria wrote:
Pacific Brotherhood of Steel wrote:You can use things from 3 and NV, yea.

Thank you for your quick reply. I am also curious about Nuka-World and the raiders there. Did I miss it in all of the write up or who is in charge there now?

Whomever, or whatever, someone who apps for it wants. Within reason of course.

User avatar
Taldaria
Bureaucrat
 
Posts: 43
Founded: Feb 04, 2017
Ex-Nation

Postby Taldaria » Tue Feb 07, 2017 3:46 pm

Pacific Brotherhood of Steel wrote:
Taldaria wrote:Thank you for your quick reply. I am also curious about Nuka-World and the raiders there. Did I miss it in all of the write up or who is in charge there now?

Whomever, or whatever, someone who apps for it wants. Within reason of course.

Alright, thank you very much. I will begin working on my app then. I might post a bit latter as my internet has been down for 3 day and my phone has thus far been the only way for me to post.

User avatar
Skyhooked
Senator
 
Posts: 4107
Founded: Mar 18, 2016
Ex-Nation

Postby Skyhooked » Tue Feb 07, 2017 3:49 pm

Faction Name: "Silk trails" company
Membership: (No more than 100 please) 29 humans, 1 mr. handy, 4 ghouls and 1 super mutant.
Leader(s): (Should be your character) John Kelly.
Headquarters: (If none, a place they frequent or something like that) They managed to settle in a few abandoned houses in Concord.
Goals: To become successful, rich and large independent caravan company and live in luxury.
Strengths: (Don't go overboard) This group is well equipped and has pretty much caps and cargo in it's possession. And their guards are pretty experienced.
Weaknesses: (Actual weaknesses please) There are not too many of them. And since they came from afar, they barely know local customs and geography. All they have is not perfect map of the Commonwealth.
History: (How did the group come to be?) "Silk trails" faction appeared, when Crimson Caravan expedition was sent north to establish new trade connections. They expected their payment at small Crimson Caravan outpost there, they expected payment for cargo they brought, but were cheated. So, they decided to leave their former employers and find a fortune for themselves. They set off with all their cargo, as far as they could and stopped at the Commonwealth, a place which is far enough from their former employers. There they started their own company.

OOC: I wonder, is Concord free? So my faction can settle in few it's houses.
Last edited by Skyhooked on Tue Feb 07, 2017 4:39 pm, edited 4 times in total.
Skyhooked is MT/PMT with a few FT elements. Military is factbook only. NS stats are mostly non canon.
If you wanna know more about this haven of sin: https://forum.nationstates.net/viewtopic.php?f=23&t=418281&start=1

Our country offers: Alcohol, guns, cigars, weed, gambling, beaches and tons of souvenirs. And our current special: PL-74 Plasma rifle 25% discount!

Refreshing News:
Skyhooked is at war with Octavia, still holding agaisnt endless hordes of robots, vampires and traitors of humanity!/Global Defense Council was formed to help Earth hold agaisnt invasion./Luckily, we survived long enough and forces of Mandate of Humanity have arrived. (https://forum.nationstates.net/viewtopic.php?f=5&t=484352)

User avatar
Dernland
Ambassador
 
Posts: 1713
Founded: Jul 15, 2014
Ex-Nation

Postby Dernland » Tue Feb 07, 2017 3:54 pm

Can I reserve the Lexington Pharmacy and the surrounding area? Working on an app.
I am a Mormon

I have no wives
I love jello


I don't hate homosexuals
Potatoes are a staple of my diet, but only because my family's Irish


I'm not rich.


TG me any more stereotypes and I'll see if they fit.

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Tue Feb 07, 2017 3:55 pm

I will bless this RP with a nice fat tag.
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
Prusslandia
Powerbroker
 
Posts: 8972
Founded: Jan 14, 2014
Ex-Nation

Postby Prusslandia » Tue Feb 07, 2017 3:59 pm

Faction Name: The Unity; The Chosen.
Membership: 1 Human, 1 Mr. Handy, 1 Protectron, 30 Nightkin.
Leader(s): Michael Graves, known as The Father. Chalmer, The Father's second in command.
Headquarters: Corvega Assembly, now referred to as The Cathedral.
Goals: To evolve Humanity into a race of unified super-men, via exposure to FEV.
Strengths: Currently, the largest strength of the Unity are the Nightkin. The realization of the Master's "Master Race", the Nightkin retained their intelligence after being transformed into Super Mutants. These ubermensch possess great speed, strength, and resilience. They are immune to disease and suffer no ill from radiation. These beasts are skilled killers, and can go toe to toe with an Enclave trooper or a Brotherhood Paladin, perhaps even an Institute Courser. Additionally, the Nightkin are no longer affected by the schizophrenia that they are known for, as the calming presence of The Father in their minds does not allow for such thoughts.
The other strength of The Unity is The Father himself.The Father is a powerful telepath, able to influence the minds of both his Children, and those who have yet to see the Light. He can read the thoughts of those in clsoe proximity, and even speak in the minds of his Children, no matter their location.
Weaknesses: Primarily numbers. While the boons provided by the FEV are great, they come at the terrible cost of sterility. The only way losses can be replaced or their numbers risen is through subjecting a human to FEV exposure, and even then this is a mixed bag, as only Humans with a low radiation count will retain their intelligence; The average irradiated wastelander is likely to lose their intelligence, becoming a simple-minded brute.
Additionally, The Father, while powerful mentally, is not a physically adept man. He can hold himself in a fight with an average Wastelander, but is reliant upon his Nightkin for protection against any sort of true threat.
History: Sometime after the rebirth of the Father, he came upon a group of Nightkin, the crazed supermen that had long plagued the deserts of the Southwestern Commonwealth. These indigo-shaded demons had been driven from the New Vegas area, alongside others of their kind. Some were came from the 'State of Utobitha', whilst others were from a small settlement called 'Jacobstown'. Both of the settlements had been sacked, though many within the group debated upon who exactly did the sacking. Some stated NCR did it, while others claimed the Legion, and a few of the crazier ones claimed some God-Courier performed the slaughter

This mattered not to the Father. Exerting his will upon them, they bended knee and swore loyalty, especially as he told them of his ultimate plan for the Wasteland. This came easy to them, as all had been apart of another army, another Unity under a different God. The change in God mattered not to them, only that the plan had been renewed. And so, they marched eastward, having heard the many rumors and reports of Super Mutants upon the East Coast. The West had been decimated of their kind, through the actions of NCR and the Legion, not to mention the average Wastelander themselves. Thus, the Father planned on taking hold of the Mutants there, and consolidating his power. With the army he foresaw, he would come liked a flood upon the West when the time was ready, securing the FEV there. And when this occurred, Unity would truly begin.
Last edited by Prusslandia on Sat Feb 11, 2017 11:45 am, edited 2 times in total.
Add 7000 to 8000 posts to my post count.
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I’m back owo

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads