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PostPosted: Mon Oct 09, 2017 4:20 pm
by Revlona
Ulls wrote:Need any slaver, raider, pirate, or other factions that just want to kick the dog?

All three probably

PostPosted: Mon Oct 09, 2017 4:57 pm
by G-Tech Corporation
Revlona wrote:
G-Tech Corporation wrote:Cool, cool. I’m game for some Fallout.

Oh yay, one of my favirote RPers


Cainesland wrote:
G-Tech Corporation wrote:Cool, cool. I’m game for some Fallout.


Hi, G-Tech. Good to see you again :).


o/

Name: The Sons of Blood and Iron
Purpose: To ascend humanity towards her true purpose and return her to her position of dominion upon the earth.
Hostility: 7 - Variable. The Sons are not inherently a violent faction, but are not above taking captives of prospective Potentials in order to ascend them, and treat most mutated forms of 'wildlife' as little better than subhuman. Fiercely territorial, though open to trade with reasonable factions composed of baseline humans.
Size: 200 individuals
Sundry: The Sons of Blood and Iron are composed nearly exclusively of men and women, survivors of Vault 245, who were modified by the extensive scientific instrumentation within the Vault for either military purposes by the original Overseer of the Vault, Doctor Lazarus, or altered so as to better survive the Wastes after the Awakening by Arch-Fabricant Gregor Strumm. They make their home in the buildings erected over Vault 245, the Spire of Eternity, and actively recruit new test subjects for the Arch-Fabricant, willing or unwilling.


Nation: G-Tech Corporation
Name: Gregor Strumm
Species: Altered Human (referred to as Augment or Ascended)
Appearance: A tall Caucasian man with deep brown hair the color of mud, eyes a piercing emerald but distinctly abiotic in their makeup. Gregor favors armored attire when leaving the Spire, but can otherwise be found in a weathered pre-War gray greatcoat that hints at his origins. Half of his skull has been replaced by a metal plate of dubious provenance, and so he prefers to wear headgear of some kind at most times, trending towards a woven skullcap.
Age: 195
Brief Biography: A fiercely religious man prior to joining the Vault experiment in New York, Gregor was the natural-born son of a Soviet sleeper agent inserted into America during the height of the Cold War. As he grew up he excelled academically, with his parents eventually informing him of their true origin, and thus the young Strumm worked his way into the ranks of Vault-Tec's research staff in the leadup to the end of the world. Placed secretly deep within Vault 245 as one of their lead scientists and set to be awakened in 2170 to peruse the research data from the Vault itself, he was repulsed by Overseer Lazarus' methods, and disposed of him upon realizing the breakdown of the Vault system. He eventually redressed some of the worst excesses of the mad Doctor as best he could, and only recently has led the surviving Augments back to the surface of New York.
Loves: A strong drink, a day when the world isn't on fire, and peace and quiet. Also, the wonders of the new world.
Likes: Tinkering with mechanical contraptions, comely lasses, order and prosperity.
Dislikes: Chaos, uncontrolled mutation.
Hates: Ignorance, threats to the Sons that he has now led out into this new world.
Preferred Weapon: Rifle, for the clean kill of a distance, if killing is necessary.
Occupation: Arch-Fabricant of the Spire of Eternity and the Sons of Blood and Iron


Name: The Spire of Eternity (known by locals as the Weld)
Faction: The Sons of Blood and Iron
Hostility: As the primary base of operations of the Sons of Blood and Iron, the Spire reflects their inherent relations with other factions or characters.
History: Erected through a partnership between the military and Vault-Tec during the days before the War, the Weld is a massive complex of four fortified skyscrapers built of steel and concrete to withstand even the heaviest nuclear blast, one of the only known aboveground Vaults. Equipped with a variety of automated defenses and security measures that hardy thieves and pillagers quail before, it has stood as a skeletal boogeyman over the downtown of New York ever since America ceased to exist. Now occupied in truth by the Vaulters that have become the Sons of Blood and Iron, its shadow falls long over the city.

PostPosted: Mon Oct 09, 2017 6:55 pm
by Mifan
Tag

PostPosted: Tue Oct 10, 2017 3:36 am
by Tribe of Rinos
Ulls wrote:Need any slaver, raider, pirate, or other factions that just want to kick the dog?

Always could use more of those

PostPosted: Tue Oct 10, 2017 3:47 am
by Tribe of Rinos
G-Tech Corporation wrote:
Revlona wrote:Oh yay, one of my favirote RPers


Cainesland wrote:
Hi, G-Tech. Good to see you again :).


o/

Name: The Sons of Blood and Iron
Purpose: To ascend humanity towards her true purpose and return her to her position of dominion upon the earth.
Hostility: 7 - Variable. The Sons are not inherently a violent faction, but are not above taking captives of prospective Potentials in order to ascend them, and treat most mutated forms of 'wildlife' as little better than subhuman. Fiercely territorial, though open to trade with reasonable factions composed of baseline humans.
Size: 200 individuals
Sundry: The Sons of Blood and Iron are composed nearly exclusively of men and women, survivors of Vault 245, who were modified by the extensive scientific instrumentation within the Vault for either military purposes by the original Overseer of the Vault, Doctor Lazarus, or altered so as to better survive the Wastes after the Awakening by Arch-Fabricant Gregor Strumm. They make their home in the buildings erected over Vault 245, the Spire of Eternity, and actively recruit new test subjects for the Arch-Fabricant, willing or unwilling.


Nation: G-Tech Corporation
Name: Gregor Strumm
Species: Altered Human (referred to as Augment or Ascended)
Appearance: A tall Caucasian man with deep brown hair the color of mud, eyes a piercing emerald but distinctly abiotic in their makeup. Gregor favors armored attire when leaving the Spire, but can otherwise be found in a weathered pre-War gray greatcoat that hints at his origins. Half of his skull has been replaced by a metal plate of dubious provenance, and so he prefers to wear headgear of some kind at most times, trending towards a woven skullcap.
Age: 195
Brief Biography: A fiercely religious man prior to joining the Vault experiment in New York, Gregor was the natural-born son of a Soviet sleeper agent inserted into America during the height of the Cold War. As he grew up he excelled academically, with his parents eventually informing him of their true origin, and thus the young Strumm worked his way into the ranks of Vault-Tec's research staff in the leadup to the end of the world. Placed secretly deep within Vault 245 as one of their lead scientists and set to be awakened in 2170 to peruse the research data from the Vault itself, he was repulsed by Overseer Lazarus' methods, and disposed of him upon realizing the breakdown of the Vault system. He eventually redressed some of the worst excesses of the mad Doctor as best he could, and only recently has led the surviving Augments back to the surface of New York.
Loves: A strong drink, a day when the world isn't on fire, and peace and quiet. Also, the wonders of the new world.
Likes: Tinkering with mechanical contraptions, comely lasses, order and prosperity.
Dislikes: Chaos, uncontrolled mutation.
Hates: Ignorance, threats to the Sons that he has now led out into this new world.
Preferred Weapon: Rifle, for the clean kill of a distance, if killing is necessary.
Occupation: Arch-Fabricant of the Spire of Eternity and the Sons of Blood and Iron


Name: The Spire of Eternity (known by locals as the Weld)
Faction: The Sons of Blood and Iron
Hostility: As the primary base of operations of the Sons of Blood and Iron, the Spire reflects their inherent relations with other factions or characters.
History: Erected through a partnership between the military and Vault-Tec during the days before the War, the Weld is a massive complex of four fortified skyscrapers built of steel and concrete to withstand even the heaviest nuclear blast, one of the only known aboveground Vaults. Equipped with a variety of automated defenses and security measures that hardy thieves and pillagers quail before, it has stood as a skeletal boogeyman over the downtown of New York ever since America ceased to exist. Now occupied in truth by the Vaulters that have become the Sons of Blood and Iron, its shadow falls long over the city.

If their not overly aggressive, why are they a 7?

PostPosted: Tue Oct 10, 2017 5:43 am
by G-Tech Corporation
Tribe of Rinos wrote:
G-Tech Corporation wrote:


o/

Name: The Sons of Blood and Iron
Purpose: To ascend humanity towards her true purpose and return her to her position of dominion upon the earth.
Hostility: 7 - Variable. The Sons are not inherently a violent faction, but are not above taking captives of prospective Potentials in order to ascend them, and treat most mutated forms of 'wildlife' as little better than subhuman. Fiercely territorial, though open to trade with reasonable factions composed of baseline humans.
Size: 200 individuals
Sundry: The Sons of Blood and Iron are composed nearly exclusively of men and women, survivors of Vault 245, who were modified by the extensive scientific instrumentation within the Vault for either military purposes by the original Overseer of the Vault, Doctor Lazarus, or altered so as to better survive the Wastes after the Awakening by Arch-Fabricant Gregor Strumm. They make their home in the buildings erected over Vault 245, the Spire of Eternity, and actively recruit new test subjects for the Arch-Fabricant, willing or unwilling.


Nation: G-Tech Corporation
Name: Gregor Strumm
Species: Altered Human (referred to as Augment or Ascended)
Appearance: A tall Caucasian man with deep brown hair the color of mud, eyes a piercing emerald but distinctly abiotic in their makeup. Gregor favors armored attire when leaving the Spire, but can otherwise be found in a weathered pre-War gray greatcoat that hints at his origins. Half of his skull has been replaced by a metal plate of dubious provenance, and so he prefers to wear headgear of some kind at most times, trending towards a woven skullcap.
Age: 195
Brief Biography: A fiercely religious man prior to joining the Vault experiment in New York, Gregor was the natural-born son of a Soviet sleeper agent inserted into America during the height of the Cold War. As he grew up he excelled academically, with his parents eventually informing him of their true origin, and thus the young Strumm worked his way into the ranks of Vault-Tec's research staff in the leadup to the end of the world. Placed secretly deep within Vault 245 as one of their lead scientists and set to be awakened in 2170 to peruse the research data from the Vault itself, he was repulsed by Overseer Lazarus' methods, and disposed of him upon realizing the breakdown of the Vault system. He eventually redressed some of the worst excesses of the mad Doctor as best he could, and only recently has led the surviving Augments back to the surface of New York.
Loves: A strong drink, a day when the world isn't on fire, and peace and quiet. Also, the wonders of the new world.
Likes: Tinkering with mechanical contraptions, comely lasses, order and prosperity.
Dislikes: Chaos, uncontrolled mutation.
Hates: Ignorance, threats to the Sons that he has now led out into this new world.
Preferred Weapon: Rifle, for the clean kill of a distance, if killing is necessary.
Occupation: Arch-Fabricant of the Spire of Eternity and the Sons of Blood and Iron


Name: The Spire of Eternity (known by locals as the Weld)
Faction: The Sons of Blood and Iron
Hostility: As the primary base of operations of the Sons of Blood and Iron, the Spire reflects their inherent relations with other factions or characters.
History: Erected through a partnership between the military and Vault-Tec during the days before the War, the Weld is a massive complex of four fortified skyscrapers built of steel and concrete to withstand even the heaviest nuclear blast, one of the only known aboveground Vaults. Equipped with a variety of automated defenses and security measures that hardy thieves and pillagers quail before, it has stood as a skeletal boogeyman over the downtown of New York ever since America ceased to exist. Now occupied in truth by the Vaulters that have become the Sons of Blood and Iron, its shadow falls long over the city.

If their not overly aggressive, why are they a 7?


The inherent view of themselves as superior to ghouls/mutants/baseline humans. They’re also not above raiding other settlements for new “recruits”.

PostPosted: Tue Oct 10, 2017 6:55 am
by Tribe of Rinos
G-Tech Corporation wrote:
Tribe of Rinos wrote:If their not overly aggressive, why are they a 7?


The inherent view of themselves as superior to ghouls/mutants/baseline humans. They’re also not above raiding other settlements for new “recruits”.

All accepted. Have fun.

PostPosted: Tue Oct 10, 2017 12:32 pm
by Kingdom of Tunisia
Tag.

PostPosted: Tue Oct 10, 2017 1:13 pm
by Skyhooked
Name: John Kelly
Human Mutant or Ghoul: Human.
Appearance(picture preferred but can describe): Pretty tall, has red hair and small beard, wears reinforced leather armor.
Age: 27
Brief Bio(1 paragraph): John Kelly was birn in the Hub, in trader's family. He learned many things about trading and commerce during his childhood, and he had interest in that. When he grew up, he became a caravaneer, who worked for Crimson Caravan company, and eventually became a leader of one of the caravans. During his trade mission in New Vegas, he was cheated with payment, so he left his employers with his caravan and created his own company in far place.
Loves(can leave blank): Finding an good opportunity, comfort.
Likes: Trading, travelling, nuka cola, guns.
Dislikes: Bureaucracy, Crimson Caravan (Grudge over this incident.)
Hates(can leave blank): Slavers, raiders.
Preferred Weapon type(pistol, rifle, big guns): Pistols, revolvers, shotguns.
Occupation(If any): Caravaneer, leader of a small trading company. Can be a mercenary sometimes.

Name: Silk Trails company.
Purpose: They trade many different goods, compete with other traders and try to expand.
Hostility(1-10): 4/10
Rough size estimate: 120-140 people. Also there are three supermutants from west coast, twelve ghouls, four Mr. Handies, and one customized sentry bot.

Anything Special?(uniform, history, etc): John Kelly's caravan was cheated during the paycheck, so they stole the goods, and together with a few other caravans set up north to distant lands, to find lucrative opportunities. When they found a fitting place, they established a trading outpost. They behave like a usual trading company, which tries to survive and prosper. As traders, they are not too aggressive, however they will fight raiders and slavers at any opportunity. Also their caravans are heavily guaded.

Name: Stout's hub.
Faction(Raider, BOS, etc.): Silk Trails company.
Hostility(1-10): 4/10
History(optional): Stout's hub is a trading outpost, which was named after Jensen Stout, the caravaneer, who found a good spot near a crossroad, and settle there.
Location in NYC: Hells kitchen
Appearance(optional): Few buildings and a marketplace, surrounded by palisade from wood, metal and some rubble.

PostPosted: Tue Oct 10, 2017 1:20 pm
by Isapito
Skyhooked wrote:Name: John Kelly
Human Mutant or Ghoul: Human.
Appearance(picture preferred but can describe): Pretty tall, has red hair and small beard, wears reinforced leather armor.
Age: 27
Brief Bio(1 paragraph): John Kelly was birn in the Hub, in trader's family. He learned many things about trading and commerce during his childhood, and he had interest in that. When he grew up, he became a caravaneer, who worked for Crimson Caravan company, and eventually became a leader of one of the caravans. During his trade mission in New Vegas, he was cheated with payment, so he left his employers with his caravan and created his own company.
Loves(can leave blank):
Likes: Trading, travelling, nuka cola.
Dislikes: Bureaucracy, Crimson Caravan (Grudge over this incident.)
Hates(can leave blank): Slavers, raiders.
Preferred Weapon type(pistol, rifle, big guns): Pistols, revolvers, shotguns.
Occupation(If any): Caravaneer, leader of a small trading company. Can be a mercenary sometimes.

Name: Silk Trails company.
Purpose: John Kelly's caravan was cheated during the paycheck, so they stole the goods, and together with a few other caravans set up north to distant lands, to find lucrative opportunities. When they found a fitting place, they established a trading outpost. They behave like a usual trading company, which tries to survive and prosper. As traders, they are not too aggressive, however they will fight raiders and slavers at any opportunity. Also their caravans are heavily guaded.
Hostility(1-10): 4/10
Rough size estimate: 120-140 people. There are few supermutants(From west coast) and ghouls among them. Also have some robots and many brahmins.
Anything Special?(uniform, history, etc):

Name: Stout's hub.
Faction(Raider, BOS, etc.): Silk Trails company.
Hostility(1-10): 4/10
History(optional): Stout's hub is a trading outpost, which was named after Jensen Stout, the caravaneer, who found a good spot near a crossroad, and settle there.
Appearance(optional): Few buildings and a marketplace, surrounded by palisade from wood, metal and some rubble.

Could I ask where exactly you are located in the city.

PostPosted: Tue Oct 10, 2017 1:25 pm
by Skyhooked
Isapito wrote:
Skyhooked wrote:Name: John Kelly
Human Mutant or Ghoul: Human.
Appearance(picture preferred but can describe): Pretty tall, has red hair and small beard, wears reinforced leather armor.
Age: 27
Brief Bio(1 paragraph): John Kelly was birn in the Hub, in trader's family. He learned many things about trading and commerce during his childhood, and he had interest in that. When he grew up, he became a caravaneer, who worked for Crimson Caravan company, and eventually became a leader of one of the caravans. During his trade mission in New Vegas, he was cheated with payment, so he left his employers with his caravan and created his own company.
Loves(can leave blank):
Likes: Trading, travelling, nuka cola.
Dislikes: Bureaucracy, Crimson Caravan (Grudge over this incident.)
Hates(can leave blank): Slavers, raiders.
Preferred Weapon type(pistol, rifle, big guns): Pistols, revolvers, shotguns.
Occupation(If any): Caravaneer, leader of a small trading company. Can be a mercenary sometimes.

Name: Silk Trails company.
Purpose: John Kelly's caravan was cheated during the paycheck, so they stole the goods, and together with a few other caravans set up north to distant lands, to find lucrative opportunities. When they found a fitting place, they established a trading outpost. They behave like a usual trading company, which tries to survive and prosper. As traders, they are not too aggressive, however they will fight raiders and slavers at any opportunity. Also their caravans are heavily guaded.
Hostility(1-10): 4/10
Rough size estimate: 120-140 people. There are few supermutants(From west coast) and ghouls among them. Also have some robots and many brahmins.
Anything Special?(uniform, history, etc):

Name: Stout's hub.
Faction(Raider, BOS, etc.): Silk Trails company.
Hostility(1-10): 4/10
History(optional): Stout's hub is a trading outpost, which was named after Jensen Stout, the caravaneer, who found a good spot near a crossroad, and settle there.
Appearance(optional): Few buildings and a marketplace, surrounded by palisade from wood, metal and some rubble.

Could I ask where exactly you are located in the city.


Good question. Let me think about it for a while...

Also, I would recommend adding this question to the town or faction questionnaire.

PostPosted: Tue Oct 10, 2017 1:27 pm
by G-Tech Corporation
Hm. It’s a long way from New Vegas and the west coast super mutants.

PostPosted: Tue Oct 10, 2017 1:28 pm
by Skyhooked
Also, what places in the city are already occupied? I don't wanna make a stupid mistake and place trading outpost right in the middle of some raider fortress. As soon as I get to know this, I will be able to pick the place.

G-Tech Corporation wrote:Hm. It’s a long way from New Vegas and the west coast super mutants.


Yep, that's hell of a distance. But you know... famous Oregon trail was very long too, so that's actually not as far fetched as you may think.

PostPosted: Tue Oct 10, 2017 1:53 pm
by G-Tech Corporation
Skyhooked wrote:Also, what places in the city are already occupied? I don't wanna make a stupid mistake and place trading outpost right in the middle of some raider fortress. As soon as I get to know this, I will be able to pick the place.

G-Tech Corporation wrote:Hm. It’s a long way from New Vegas and the west coast super mutants.


Yep, that's hell of a distance. But you know... famous Oregon trail was very long too, so that's actually not as far fetched as you may think.


True! But it was also less infested with radscorpions, bandits, and mutants :P

Anyway, that’s up to the OP.

My character, the Arch-Fabricant, is operating out of a base in northern Manhattan.

PostPosted: Tue Oct 10, 2017 2:08 pm
by Tribe of Rinos
Skyhooked wrote:
Isapito wrote:Could I ask where exactly you are located in the city.


Good question. Let me think about it for a while...

Also, I would recommend adding this question to the town or faction questionnaire.

Good idea, I'll add to it now

PostPosted: Tue Oct 10, 2017 2:12 pm
by Ulls
Yeah, what places are occupied by factions in New York?

PostPosted: Tue Oct 10, 2017 2:17 pm
by Isapito
Skyhooked wrote:Also, what places in the city are already occupied? I don't wanna make a stupid mistake and place trading outpost right in the middle of some raider fortress. As soon as I get to know this, I will be able to pick the place.

G-Tech Corporation wrote:Hm. It’s a long way from New Vegas and the west coast super mutants.


Yep, that's hell of a distance. But you know... famous Oregon trail was very long too, so that's actually not as far fetched as you may think.

I don't think there's much west of the Humber right now so i'd recommend somewhere in the south west of the city. Southern Manhattan or Statin island depending on exactly how close to the centre of things you want to be.

PostPosted: Tue Oct 10, 2017 2:27 pm
by Isapito
Ulls wrote:Yeah, what places are occupied by factions in New York?

My Ramoth town and Da Boyz are in the south around the Jamaica bay area. Hades the ghoul faction is in northern Brooklyn, Corduroy Tower is within that. Valhalla is located in the real Valhalla north of the main city. The Sons of Blood and Iron are in northern Manhattan. I'm not sure where Shozubaw the Red Guard's base us supposed to be.

PostPosted: Tue Oct 10, 2017 2:29 pm
by Tribe of Rinos
Valhalla is in queens 5
Image

PostPosted: Tue Oct 10, 2017 2:37 pm
by Skyhooked
G-Tech Corporation wrote:
Skyhooked wrote:Also, what places in the city are already occupied? I don't wanna make a stupid mistake and place trading outpost right in the middle of some raider fortress. As soon as I get to know this, I will be able to pick the place.



Yep, that's hell of a distance. But you know... famous Oregon trail was very long too, so that's actually not as far fetched as you may think.


True! But it was also less infested with radscorpions, bandits, and mutants :P

Anyway, that’s up to the OP.

My character, the Arch-Fabricant, is operating out of a base in northern Manhattan.


Fair enough, but folk on Oregon trail didn't also have those fancy stimpaks, which make healing instant. Also despite obvious lack of radscorpions and super mutants, it wasn't very much safer. Snakes, not too friendly indians...

But let's not get carried away.

PostPosted: Tue Oct 10, 2017 2:38 pm
by Isapito
Tribe of Rinos wrote:SNIP]

My mistake, I just googled Valhalla New York/

PostPosted: Tue Oct 10, 2017 2:40 pm
by Skyhooked
Hmmm... what about Hell Kitchen? Is it occupied?

PostPosted: Tue Oct 10, 2017 2:41 pm
by Revlona
Skyhooked wrote:Hmmm... what about Hell Kitchen? Is it occupied?


I'm gonna have to steal your 3 super mutants for my little community

PostPosted: Tue Oct 10, 2017 2:49 pm
by Tribe of Rinos
Isapito wrote:
Tribe of Rinos wrote:SNIP]

My mistake, I just googled Valhalla New York/

I made it up. If it exist it's a coincidence.

PostPosted: Tue Oct 10, 2017 2:50 pm
by Tribe of Rinos
Skyhooked wrote:Hmmm... what about Hell Kitchen? Is it occupied?

Not that I know of