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Nation Building Fallout: 2290

OOC
Here
Other
Here

Pat

Three Thousand Club
Name:
Symbol:
Territory:
History:
Ideology:
Population:
Leadership:
Economy:
Technology:
Military: (be reasonable).

Also please submit character sheets of your own design. I don't really need much, just names, appearances, essentials like that, along with whatever you think would be relevant. To make things slightly interesting (this will rarely if ever actually be used since this roleplay is primarily story focused rather than a game with mechanics), the S.P.E.C.I.A.L. limit is capped at thirty five, including the mandatory one in each S.P.E.C.I.A.L. attribute (individual attributes go up to a maximum of ten).

When it comes to determining the outcome of Fallout New Vegas and Fallout 4, we'll go with whoever picks the most protagonist centric faction. If someone wants to be Mr. House or the Courier, or the Sole Survivor, what they want overrides the wants of an NCR player, Legion player, Railroad player, BOS player, ect when it comes to what sort of CANONICAL ending happens. If nobody becomes said characters, then a dice roll will be used to determine who wins the Second Battle of Hoover Dam and/or the War for the Commonwealth. While people can make factions based in Mexico or Canada, it's strongly advised to pick an American location for your faction.
 
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The Montanan Republic
WIP(edits to be made to all sections within next days)

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Territory: Montana, most of Idaho, Western North and South Dakota, Northern Wyoming


History:
The Montanian Republic's history is one of interesting proportions. Vault Tec never built much in the region as there was not too much reason for it, the population wasn't extremely large, but local governments in the largest cities did take to constructing their own vaults. These were not as advanced as the Vault Tec ones but generally removed the experimentation half of the equation. These vaults were constructed in the Northern Commonwealth's largest cities, and were numbered 1-8. There were smaller scale vaults but they weren't of enough importance or didn't work as intended. While the lower population meant that the Northern commonwealth wasn't as blanketed in nuclear weapons like the other commonwealths were the area still suffered the effects, as winds carried radiation and everything possible across the land.

The first foundations of the republic were laid when citizens of Vaults 1 and 2 emerged around the old world city of Helena in 2118. These vault dwellers worked together and sought to rebuild the old city, which hadn't been too badly damaged but was still sizabley rubble, marking Helena as the first settlement of the Republic. They had no EDEN kits like those of other regions did, but the nature of the region hadn't been as severely mutated as other regions have. In time the people adapted to their new climate, though winters were always harsh to survive. The Montanans grew into more of a proper nation when they began to establish small settlements around the region and made their way up the Missouri to Great Falls. People there had formed their own settlements as well and after some discussion the two decided to band together in the Treaty of 2132.

With this initial land the nation began to expand rapidly, snaking their way down the Madison River which had been renamed the Adel River, in honor of the founding leader of Helena. Wastelanders began to be drawn attracted to the region as well, and by 2150 the nation would have expanded as far west as Missoula and east as Miles City. The region began to prosper as trade grew between the towns and Helena was becoming to be a proper small city as its population grew larger and larger. In the 2170s the nation launched the great southern expeditions which saw most of modern day Idaho be absorbed into the nation, further growing the population by a large amount.

As the nation grew larger Raiders became more dangerous of a threat as goods took a while to reach the spread across cities, and the local militias became not enough to handle the threat. Thus on February 9th, 2178, the Montanan National Army was established, and would begin a long hard process of driving the raiders away from major road networks. In 2183 the Republic set its eyes eastward and annexed the lands up to the eastern reaches of the Missouri river in the former Dakotas, stopping on the west bank in most cases with a few notable exceptions such as in the case of Fort Medina, built near pre war Bismarck.

All of this propelled Montana to its current borders, and industry began to build up in Helena as coal mines opened up across the country, providing warmth and power sources to the residents for the harsh winters. Central Helena's vaults had been able to power the core city but as it expanded the case began to be less so, and primitive power plants began to operate, that of the coal burning variety. Such was the case for most of the other cities as Nuclear Energy was just too advanced at the moment. In some towns electricity as a whole was non existent, and the government of the 2200s sought to rectify this. Old pre wa rails were discovered and able to be reverse engineered over time with replacement of the old worlds nuclear energy by even older coal and steam burning engines. The first rails were constructed and linked Helena with Great Falls, Missoula, Butte, and as far as Billings in the east and Idaho falls in the south.

These networks while large and much more efficient than foot travel have been prone to attack and thus in recent years trains have been modified to be heavily defeneded and armored, becoming impressive beasts of transport. By the mid 23rd century the core rail network had been secured mostly and patrols were increased across foot networks to keep the raiders at bay. Helena and Great Falls have become proper cities with proper industries, and steel mills pop up employing people and fueling the new industrial expansions of the Republic, working in tandem with the Coal Mines across the nation to bring the new "modern age" to the great north. Mutants are still a sizable problem across the nation, especially on the non core roadways, often causing issues, as the military isnt able to efficiently crack down all across the nation on these beasts due to budget and manpower limits.

On the political spectrum the republic has generally gone through a mostly democratic process, though after the former president George Haroldson was ousted a military junta was established which has so far continued to push the ideas of the republic though free elections have not been held yet. The rail networks are evermore growing and the nation continues to prosper, with the Montanan Heartland beginning to look more and more like its pre war wilderness, with grasses and new trees growing near the riverbeds.

Ideology:
"Oro en Paz, Fierro en Guerra "
Stemming largely from Scandinavian ancestry these people have always been hardy and ready to do what they must. Their motto comes from old world sayings and means Gold in peace, Iron in war, which describes the Montanan mindset. As their nation formed they began to follow these principles as well as possible, aiming to churn profit and be prosperous in peace times but hard as iron resisting whoever dares step foot in their land. For a government to function in this state it must be able to remain popular with the entire nation, as seen when former president Haroldson was ousted due to a massive drop of popularity after charges of corruption were pressed against him and his government. The people also enjoy the idea of a strong central government, as it is needed to keep a large nation like theirs afloat with such distances between some population centres.

Population:
83,530 people
Major cities include Helena, Great Falls, Fort Medina, Billings, and Missoula

Leadership:
The Montanans operate generally under a unitary presidential republic, though since the overthrowing of George Haroldson in 2273 the military has been in power via a junta led by General Joseph Stanton. Currently the populace has been relatively quiet about it as Stanton hasn't done anything to anger the country yet. He promises elections will resume once the nation is stabilized but nobody is certain when that will be.

Head of Government and State: General Joseph Stanton

Economy:
The economy of the Montanan Republic is somewhere between the trappings of a Free Market economy and a State Run Market, with some sectors dominated by state run companies and other by private individuals. The Montanan economy is growing and while not to the level of say the Cascadians or Californians in the west still enjoys a significant level of development in the heartland cities. Major employers range from furniture producers, steel mills, or more specialized factories/smithies to textile mills in the outskirts of the city, with the heartland holding more luxurious or educational required jobs such as business managers, communications managers and radio workers, and the such. In the city and countryside alike powerful families have emerged, heading various businesses and sectors of the economy, helping drive the expansion of the Montanan markets. All of this together places the Montanans in a industrializing economy, not primitive but still far from achieving vast luxury.

More rural areas see large scale agricultural and mining work, in order to supply the industrial jobs of the cities, though new sectors have begun to open up as repairs have been done on major dams, opening various business around these dams for things like radio stations, power management, and the such. The massive spread of land between large cities means that while areas are industrialized the countryside remains relatively behind and primitive, one could compare this to a situation like our worlds Russia throughout the 19th century, with large industrial hubs and vast agricultural land.

The Montanan Republic operates its own currency, the Montanan Real. History of pre-war currency were known throughout some vaults to extents and some of the quicker discovered were the ancient Spanish Reals. The Montanans enjoyed the name more than the dollar, feeling it added a sort of uniqueness and adopted it soon as the currency. It is divided into smaller copper or bronze coins in forms of 1c, 2c, 5,c 10c, 25c, and 50c, with larger "Real" Coins cast of iron/steel in form of 1R, 2R, 5 R, then golden coins of 10R, 20R, 50R, and then notes of 100R and 500R. The currency is pegged at roughly ~3 caps to the Real. Wages throughout the Republic are somewhat low for what you might expect, with your basic miner earning maybe 10R per day, of course this means that things appear as "cheap" throughout the nation while its actually because of the generally lower wages. In the heart cities on the better off jobs wages are more around 70R per day, causing prices to be higher but also more luxury goods to emerge as people begin to earn more. As the economy grows and wages slowly increase it is predicted that soon the gold coins will be phased out in exchange for easier to print bills.

Technology:
The Montanan Republic is in an interesting spot with technology. While the technology of the past, nuclear and grand exists in the core regions of major cities a vast majority of the nation doesn't even have full levels of electricity yet. The railroad stretches across the nation via steam and coal power not nuclear, and various power plants that are not based off of dams rely on the same methods to generate power. Not too entirely reliant on the technology of past the paper and pencil reigns supreme for a good portion of document keeping, though computers exist within the largest cities. The Montanans have mastered the radio and it is spread across the nation to the most remote settlements on the other hand, allowing for information to travel with relative ease. Great Falls is known as the technology hub of the Republic, where most of its new modern things come from, merchants bring back things from Cascadia and California and keep researchers in the city to pushing to be able to develop their own native technology of this level. Currently in small limited amounts and reserved for the richest smaller more compact computers and the such are being developed.

On the military sector the bullet reigns supreme, quicker and easier to produce than laser weaponry the Montanians have kept the classic gunpowder weapons in high regard. Seen as reliable and consistent laser or plasma weaponry is seen more as a novilty at best, with gunpowder being the preferred weapon of choice.

Health industries are a rapidly developing sector in Montana, with all the dangerous factory and mine work leading to rapid advancements in medical care. In the main cities hospitals with proper facilities exist but are somewhat expensive, to counter this the government operates state run clinics and hospitals wherever they can to try to get people good medical services. Drug prices are kept relatively low, and many doctors roam the lands offering their services.

Military:
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(Montanan soldiers assembled for parade in Helena after recent victory against large raider force in the eastern Dakota Territory)

The Montanian National Army is essentially the entire military force of the great republic. The closest thing to a seperate branch that exists is the Army Air Corps, who fly what small air fleet the nation holds. Conscription is a vital part of the Montanian forces and every man from 18-30 who is not the sole provider for their family or serving in the medical field is essentially required to serve for 6 years in the army, 2 years active duty and 4 years in the reserve ready to be called up at any time. Mercenaries are often as well hired and in some case integrated into the army as professional groups, and the army is regarded as a very well experienced and trained force, which is constantly at war with the threats of the country.

Due to the vast amount of land needed to be defended and the volatile nature of the wilderness the Army is always kept on high alert, pushing raider forces back and clearing areas of mutants. Men are trained often to operate without a guaranteed supply line, preparing them for the task that is defending the vast countryside. As the population of the republic isn't the largest small calibre artillery has been adopted on a large scale, allowing for a much harder punch onto any enemies and keeping the forces relatively mobile. No infantry group is complete without at least one mortar or mountain gun, and the army maintains standardized uniforms, firearms and melee equipment, artillery, and vehicles. One of the most feared parts of the Montanan army is the Armored Train groups, who are attached to the freight trains of merchants and keep goods safe from raids or mutants. These trains are extremely well armored, able to resist small arms fire of all calibre and are generally equipped with multiple heavy machine guns and artillery pieces in turrets. These forces have so far been able to repell near all who would previously attack the railroads and ensure a generally safe passage though the infantry regularly has to patrol the track itself. Other than the trains not many vehicles are seen within the army, aside from rare armored cars or the such. The MNA sits roughly at a constant size of 6,000 men, with the rapidly growing population the army hopes to maybe even cover 10,000 men by decades end. To combat this generally 3,000 mercenaries are kept in the army at all times, to keep numbers high.

The Montanan National Army Air Corps(MNAAC) operates a small fleet of vertibirds, and generally serves more to drop men into specific zones where needed, or providing air support to military zones.​
 
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Callosalist 37th
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Territory
Though the 37th street vault doesn't really control Manhattan [As evident by the name], it does exist and operate mostly within the borough, occasionally moving out into the Bronx and Queens, and is a power player in the area despite it's size.
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History

In Vitro

`On a thesis in Calossal Syndrome,` [2073]
John Moore

Good morning, Ms. Shepphard.

I apologize for the delay in writing back to you on the hypothesis you had mailed me months ago. It was extremely interesting, and I've been mulling it over with some colleagues. The story about the patient you'd had with pure aphasia was extremely thought-provoking, and it had gotten many here excited. Your proposition in multi-dexterity was useful, and we've come to a point where we believe we can offer funding into the idea. We've also managed to put Vault-Tec on board with the experiment, and they're willing to repurpose a control vault for it. You've done a service to the country, Miss.

Now, the project will take atleast the next three years to properly setup, theorizing surgical procedures and transcribing them for robotic usage, etcetera. I apologize for the abruptness of the letter but I'm very busy, I'll get in touch when possible, maybe within a week or two. Until then, continue your work and wait for any further prompting.

Regards,
Moore

Ignis Aurum Probat

In February of 2073 a professor of psychology working at the University of New York submitted a thesis in "Calossal Syndrome" and it's applications to a leading military theorist in the Navy. It would be months until bureaucracy permitted a returning letter, by that time however, Izabelle Shepphard had passed from a bad fall in her kitchen. During the inception of Vault 37 there was a large amount of ethics debates among multiple lead researchers working with Vault-Tec, though their work was eventually outsourced to less ethically minded individuals and after three and a half years of hard labour, endless nights of surgical experimentation, and many a shout-match between union representatives and corporate middlemen the vault was completed on September 30th, 2076.

The original research task had been to monitor individuals of a vault after undergoing a half-disconnection of both hemispheres of the brain, however this would undergo evolution during the lifetime of the vault. This procedure, once the door had closed, was masked as a simple mass vaccination. For almost 72 hours the occupants ate, talked, got used to their surroundings, and waited to be called for their surgery. By the end of almost three days a grand total of 647 individuals had undergone Corpus Callosotomy's, with failed surgeries in 18 people, who were summarily euthanized and cremated. Over months, vault personnel would induce phantom-hand tendencies in the citizen's, and eventually issue sign language classes to the population.

Omnibus Idem
jdj


Ideology


Population

1783 Lefts and 1783 corresponding Rights

Leadership
Overseer Callum Harvey

Economy



Technology


Military
There are 206 personnel in the vault associated with security services, 141 of which are associated with direct combat. In the vault population security is light, as most citizens have been issued batons as per [Incident 2-P]. Outside, 37th Street is more or less armed to the teeth, the rubble from the blasts was used to create the west and east walls; long blown-out groundfloor apartment blocks had been made into pillboxes and bunkers.

The Defense Force [Titled DeFo] of the vault largely consists of volunteer and conscripted citizens. The DeFo is based in a defensive combined arms doctrine with the suits of power armour, and unarmoured footsoldiers operate in 10-person squads. Most DeFo footsoldiers are completely absent of armour other than VaultSec helmets and hazard suits, as the extent of warfare is generally based in bunkers and pillboxes where armour is not as directly needed. Open combat is handled by power armour units and the few protectrons that the vault keeps armed.

The DeFo was blessed during the Settling Wars to be issued five suits of T-45 Power Armour, which, though semi-decayed due to years of radiation breakdown, are still extremely effective vehicles for the vault's pacification efforts. After extreme usage of fusion cores a restriction to extension cables was put on the power armour group, and nowadays the DeFo exclusively uses direct power from fusion outlets in the vault fed outside into the suits for easier rationing of cores.

The DeFo has managed to strong-arm uniforms out of the infrastructural sweatshop in the vault, an urb-type camouflage is mostly used, with vault jumpsuits issued here and there during shortages.
 
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The San Antonio Robotic Butler's Association

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Welcome, Traveler, to the Robotic Butler's Association! We are, as I presume you can imagine, an association of butler bots based here, in lovely Salt Lake City!

A bit of history about us, then: there were never many of us robot butlers in Salt Lake City to begin with. Less than 5% of the population owned one. The end of the world didn't do anything to make them more prolific, either. At this point, the Association only numbers 428 strong. We call this building our home. I believe it was the University of Utah? A bit odd in my opinion, this is after all Salt Lake City, not Utah!

At any rate, I imagine you must be curious as to how we got here! ...We don't quite know either. Some of us just congregated here, and then some more, and then some more! Why not? Everyone else was here, so we all might as well, right? The sentry bots were always here, however. 50 strong, at the moment! We've been able to add to their number using the machining labs on site!

Of course, we require materials all the time, to build new robots and fix ourselves. Any such raw material is a boon for us, and we're quite willing to work with outsiders to procure such materials. To this end, we can of course use our machining lab to create many desirable items, such as firearms or even generators!

At any rate, that is the Robotic Butler's Association. Our doors are open to everyone. Except scavengers. Antoine is left to deal with scavengers.
 
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Name
Federation 66

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Territory
The Federation’s territory centers around it's capital in Texarkana, with footholds in Texas, Arkansas, Oklahoma, and Louisiana.

History
2255
• Lucas Kane meets Frank Penn and Pauline Westburg in an old biker bar, Legion 66
• Lucas meets Alexander, Olivia, and Isabelle Reed while scrounging for parts to repair the motorcycles of Legion 66.
• Lucas and the others get into a firefight with a squad of Texas Expedition Paladins inside a pre-war motorcycle dealership and rescue an intelligent Super Mutant named Loud.
• Having uncovered it's location, the team travels to an old factory that once produced motorcycles. There, they once again encounter the Texas Expedition and must take care of them to retrieve the last of the parts needed to repair the bikes of Legion 66. Olivia is killed in the battle.
• Lucas Kane, Frank Penn, Alexander Reed, Loud, and Pauline Westburg found the Club 66 Motorcycle Club after repairing the bikes of Legion 66.

2256
• The Club 66 MC has grown quickly within the span of a year, at first through scouting runs and eventually through broadcasts set up by Technical Officer Oliver Earp
• The Club 66 MC faces common skirmishes with the Texas Expedition and various raider gangs

2262
• After several years of aggressions between the groups, war breaks out between the Club 66 Motorcycle Club and the Texas Expedition

2266
• A brief period of peace begins between the Texas Expedition and Club 66 as a large group of Super Mutants settle nearby
• The Texas Expedition and Club 66 attempt to collaborate in the fight against the local Super Mutants, with varying success

2269
• The Super Mutant threat is eradicated by the founders of B66 and a rookie squad of Texas Expedition Paladins
• With the Super Mutant threat taken care of, little time passes before small skirmishes begin to once again break out between B66 and the Texas Expedition
• The rookies leave the Texas Expedition in favor of the Club 66 MC

2272
• All out war resumes between B66 and the Texas Expedition after their Elder falls ill and their Head Paladin takes charge

2277
• The Texas Expedition dissolves upon the death of their Head Paladin, losing the war against the Club 66 Motorcycle Club
• The members of the Club 66 MC, alongside ex-BoS prospects, found Federation 66 in an attempt to return stability to the surrounding wasteland and make up for the brutal effects of the war

2290
• The Beginning of Fallout: 2290
Before the Federation, there were the Club 66 Motorcycle Club, and the Texan Brotherhood of Steel. The Brotherhood of Steel had originally come to Texas in chase of the Super Mutant army from Mariposa, but had settled after defeating Attis' army.

The Club 66 Motorcycle Club, on the other hand, was founded in Texarkana in 2255. A Vault Dweller from Vault 66 in Chicago, Illinois had been travelling along Route 66 when he was run south in Oklahoma by a squad of Midwestern Brotherhood Paladins in a Hummer. They wanted the motorcycle he rode, a pre-war relic from Lucas' vault.

He managed to lose them around Texas, ending up in the town of Texarkana. There, at a bar named Legion 66, Lucas met Frank Penn and Pauline Westburg. Frank, a ghoul, had once been a mechanic in the Den and Pauline had been learning from him. Frank and Pauline were living in the bar, hoping to repair the motorcycles that sat plentiful outside the old biker bar. Joined by Lucas, they went scrounging for parts in a nearby dealership that had sold bikes and in the process met Alexander Reed, his wife Olivia, and their newborn daughter Isabelle.

There, they also had their first encounter with the Brotherhood of Steel Texas Expedition in the form of two Paladins. The two groups ended up in a fire fight, with Lucas and his people coming out on top. From the bodies of the Paladins, they recovered details on the location of the factory where the motorcycles sold at the dealership had once been made in Dallas, Texas. They also rescued an intelligent Super Mutant by the name of Loud that had been pinned down by the Paladins.

Lucas and the rag-tag group travelled to Dallas to scour the factory for parts. Alexander and Loud stayed behind, to take care of Isabelle and the bar. Arriving at the factory, they found the Brotherhood had once again beat them to the punch and again ended up in a fire fight.

They managed to take down the squad of Paladins, but Olivia was killed in the battle. Her death was not in vain, however, as they were able to retrieve all the parts they needed to fix up the bikes at the Legion 66. After returning to the bar, and burying Olivia, they did just that. Lucas, Frank, and Pauline worked together to get the bikes running and the Club 66 Motorcycle Club was founded.

In it's first year, the Club grew quickly and soon had a decent following. Enough that the entire town of Texarkana, Texas was held by the Club. At first they had grown through scouting runs, but after meeting Oliver Earp they were able to set up broadcasts and bring in even more members.

The Club faced common skirmishes with the Brotherhood and bands of raiders, but in 2262 war broke out between the two groups. This war would last until 2266, when peace talks were forced by the settlement of a Super Mutant army in the Red River Army Depot. The Club and the Brotherhood attempted to collaborate in the fight against the Super Mutant army, with varying degrees of success.

The Red River War lasted until 2269, when the founders of the Club 66 MC and a squad of BoS initiates destroyed the Red River Depot and scattered the Super Mutant forces.

With the hinge of their peace gone, small skirmishes once again began to break out between the Brotherhood and the Club. Forced to choose between their home and the friends they had made, the initiates chose to leave the Brotherhood and join the Club.

Aside from small skirmishes, some form of peace lasted between the groups until the Brotherhood's Elder fell ill in 2272 and their Head Paladin took charge. This second war lasted until 2277, when the Club managed to kill the Brotherhood's Head Paladin and destroy their main bunker in the region.

The remaining Brotherhood forces either fled further west, or joined the Club. Among those who joined the Club was the Brotherhood's Head Scribe, and after talks between she and Lucas they came to the decision of founding a nation. Taking from the roots of the Club 66 MC, Head Scribe Newman dubbed the new nation ‘Federation 66'.

Since it's founding in 2277, the Federation expanded outward with it's capital of Texarkana in the center. With the help of Head Scribe Newman, now Secretary Newman, the Federation was able to recover and integrate a fair amount of Brotherhood technology.

Ideology
The Club 66 Motorcycle Club was founded on the ideals of freedom and family. This ideology followed within the Federation, where everyone is to be treated as family from the greenest Prospect to the President himself. Despite the militaristic background of those coming from the Brotherhood, the Federation is unaggressive and hopes to avoid conflict as long as others don’t impose upon them or threaten their people. However, the influence of those with roots in the Brotherhood of Steel has caused conflicting feelings towards mutants and Synths especially in the Texan Chapter, though numerous mutants and even a Synth serve in high-ranking positions and overall the Federation is incredible tolerance compared to much of the Wasteland. Chain of command is also highly respected, being integral to both the former Brotherhood and Club, and the Presidents, most notable that of the federal council, are all held in incredibly high regard. Brotherhood influence has also led the Federation to hold technology in high regard and former Scribes led by their former Head Scribe, the federal Secretary, work tirelessly towards the recovery of Brotherhood and assets as well as the advancement of Federation technology.

Population
27,768 people;
9,256 Prospects, 15,100 Members, and 3,412 Enforcers

Leaders
A President works in tandem with a council of ten other officials. The Vice President, Secretary, Treasurer, Chaplain, Road Captain, Sergeant-at-Arms, Enforcer, and Technical Officer are appointed by the President. The Member representative is voted in by the Members, and the Prospect Representative is voted in by the Prospects. When a President leaves office, the next president is voted in by the council. Member and prospect representative’s votes count double.

The federal government oversees four state governments, each following the same hierarchy of President, Vice President, Secretary, etc. The Texan Order, Oklahoman Order, Louisianite Order, and Arkansan Order all fall under Order 66, the federal government.

Economy
The Federation has made no moves to establish it's own currency, and operates freely on caps and trade the same as most of the Wasteland.

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Technology
The President, Vice President, and Quartermaster all being trained mechanics, and the technological knowledge of those that had been with the Brotherhood, has gifted the Federation with a fairly advanced level of technology. They have a small fleet of restored motorcycles, trucks, and Hummers as well as 20 vertibirds. On top of that they have access to a decent stockpile of Midwestern power armor and energy weapons. All in all, the Federation has a decent balance of ballistic and energy weapons.

Former Brotherhood Scribes, headed by Secretary and former Head Scribe Jessie Newman, work tirelessly alongside Enforcers to recover Brotherhood assets and Pre-war technology while also furthering the technological level of the Federation.

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Military
While all Prospects must receive some form of basic combat training as part of their trials to become a full Member, those who take it a step beyond and join the Federation's standing military become Enforcers. The Enforcers are overseen by the Quartermaster, who is charged with overseeing the entire standing military. The President does take part in some military decisions, but overall control rests on the Quartermaster.

The Enforcers have Four branches; Patches, Iron Soles, Aviators, and Road Hogs. In total, the Enforcers consist of 3,412 units with 2,194 Patches, 612 Iron Soles, 80 Aviators, and 526 Road Hogs.

The Patches are by far the largest branch of the Enforcers, consisting of the Federation's basic infantry.

The Iron Soles utilize the suits of Midwestern power armor recovered from the former members and outposts of the Texas Expedition.

The Aviators operate the 20 Vertibirds the Federation recovered from the Brotherhood's primary Texan bunker.

The Road Hogs are made up of 263 Riders, 131 Carriers, and 132 Heavies. Riders are those that ride the motorcycles the Club originally formed around. Carriers drive trucks, and are often paired with Riders. Finally, Heavies operate the Hummers left over from the Brotherhood.

People
Name: Lucas Kane
Age: 57
Gender: Male
Species: Human
Backstory: Born in Vault 66, a control vault meant to preserve automobiles of all kinds, Lucas became enamored with the motorcycles in particular. So much so that he eventually stole one from the vault’s collection and headed west along Route 66, ending up in Texarkana. From there, his history is the history of the Federation.
Position: President

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Name: Frank Penn
Age: 67
Gender: Male
Species: Ghoul
Backstory: Born and raised in the Den, Frank learned to work on vehicles from a mechanic named Smitty. He worked with Smitty until the day he was taken by Super Mutants and dipped. Being an impure human, Penn became a Ghoul rather than a Super Mutant.

He awoke alone in the wasteland, and after deciding he couldn’t come home he started to head east. He met Pauline Newman in New Reno, where she had been trying and failing to get work at the local Chop Shop. From there the two fixed up an old Highwayman and continued heading east until they ended up at Legion 66, an old biker bar.
Position: Vice President

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Name: Jackson Kane
Age: 24
Gender: Male
Species: Human
Backstory: The son of Lucas Kane, Jackson was raised on the ideals of the Federation. A deep love of motorcycles was born of frequent rides on his father's growing up. Hoping to one day follow in his father's footsteps, he was raised to become a leader and appointed as Road Captain at a young age to gain experience leading.
Position: Road Captain

Strength: ●●●○○○○○○○
Perception: ●●●●●●●○○○
Endurance: ●●○○○○○○○
Charisma: ●●●●○○○○○○
Intelligence: ●●●●●●●○○○
Agility: ●●●●●○○○○○
Luck: ●●●●●●●○○○
Name: Jessie Newman
Age: 39
Gender: Female
Species: Human
Backstory: The former Head Scribe of the Texan Brotherhood, when the Brotherhood was defeated the Club she was among those who joined them. It was her who convinced Lucas to grow the Club into a nation and gave it it's name.
Position: Secretary

Strength: ●●●●●●○○○○
Perception: ●●●●●●○○○○
Endurance: ●●●●●●●○○○
Charisma: ●●●○○○○○○○
Intelligence: ●●●●●●○○○○
Agility: ●●●●●●○○○○
Luck: ●○○○○○○○○○
Name: Marvin Hart
Age: 40
Gender: Male
Species: Human
Backstory: Marvin Hart was a Brotherhood of Steel initiate, part of the rookie squad that was crucial in bringing to end the Red River War. When hostilities began to resume between the Brotherhood and the Club, he and the rest of his squad defected before the outbreak of war.
Position: Treasurer

Strength: ●●●●●○○○○○
Perception: ●●●○○○○○○○
Endurance: ●●●●○○○○○○
Charisma: ●○○○○○○○○○
Intelligence: ●●●●●●●●○○
Agility: ●●●●●●●○○○
Luck: ●●●●●●●○○○
Name: Alexander Reed
Age: 54
Gender: Male
Species: Human
Backstory: Born and raised in Rivet City, Alexander was a devout follower of Saint Monica's Church as well as a scientist. He assisted on Project Purity until James left, deciding to travel west to the University of Utah where his grandfather had studied pre-war. He never made it there, meeting Olivia Keaton in Louisiana. The two fell in love and continued west together until they had a baby girl in Texas. They stayed in the area for some time, and eventually ran into Lucas.
Position: Chaplain

Strength: ●●○○○○○○○○
Perception: ●●●●●○○○○○
Endurance: ●○○○○○○○○○
Charisma: ●●●●●●●●○○
Intelligence: ●●●●●●●○○○
Agility: ●●●○○○○○○○
Luck: ●●●●●●●●●○
Name: Pauline Westburg
Age: 55
Gender: Female
Species: Human
Backstory: Pauline was born in New Reno to a mobster and a port star. Her mother wanted nothing to do with her and her father was killed by a rival mob. Instead she was raised by her uncle, a mechanic in the Chop Shop. Growing up all she wanted was to be a mechanic like her uncle, but he refused to teach her and the Chop Shop refused to hire her.

When Pauline met Frank Penn, she saw him as her opportunity to finally become a mechanic. With his help she was able to fix up her father's old Highwayman, and together they headed east. Eventually they ended up at an old biker bar where she would meet her future husband, Lucas Kane
Position: Sergeant-at-Arms

Strength: ●●●●●●●●●○
Perception: ●●○○○○○○○○
Endurance: ●●●●●●●●●○
Charisma: ●●○○○○○○○○
Intelligence: ●●●○○○○○○○
Agility: ●●●●●●●○○○
Luck: ●●○○○○○○○○
Name: Loud
Age: 147
Gender: Male
Species: Super Mutant
Backstory: Once a part of the Master's army, Loud headed east after the Vault Dweller defeated his leader. He spent some time in Broken Hills under Marcus' leadership, then headed further east until ending up in a motorcycle dealership in Texas. There he was pinned down by two Brotherhood Paladins until being rescued by Lucas. From then forward, Loud pledged his allegiance to Lucas.
Position: Quartermaster

Strength: ●●●●●●●●●●
Perception: ●●●○○○○○○○
Endurance: ●●●●●●●●●●
Charisma: ●○○○○○○○○○
Intelligence: ●●●●●●○○○○
Agility: ●●●●○○○○○○
Luck: ●○○○○○○○○○
Name: Oliver Earp (X9-64)
Age: 60
Gender: Male
Species: Synth
Backstory: Once a Courser under the command of the Institute, X9-46 abandoned the Institute in favor of DiMA alongside Chase. He was fortunate enough to be away on a mission to Far Harbor when the Institute captured the Synths at Arcadia. All those he knew having been taken away, X9-46 headed west and ended up at the University of Utah for a time where he met a group of robotic butlers. Eventually, feeling out of place among the less sentient robots, he headed south into Legion territory. There he met an NCR Ranger named Oliver Earp. The two spent some time together, until they were discovered by a group of Legionnaires.

The Ranger and Synth managed to take down the Legionnaires, but Oliver was mortally wounded in the battle and X9-46 lost his legs. He was able to drag himself to a nearby NCR settlement on the outskirts of Legion territory, hiding his Synthetic nature from his saviors and taking the name of his passed friend. From there he was able to get himself a scavenged wheelchair for some form of mobility. Eventually he was able to hitch a ride with a Midas caravan, heading east in hopes of finding someone trustworthy and capable enough to repair his legs.

While travelling through Texas, the caravan stopped to trade with the Club 66 MC and Oliver met Lucas. They spoke, and the Synth decided to give the Club a chance. If things didn’t work out he could always catch a ride with the next caravan. But, Oliver felt comfortable with the member of the Club and eventually revealed to a select few his secret. Lucas, Frank, Pauline, and after the foundation of the Federation eventually Secretary Newman.
Position: Technical Officer

Strength: ●●●●●○○○○○
Perception: ●●●●●●●●●○
Endurance: ●●●●●●●●○○
Charisma: ●○○○○○○○○○
Intelligence: ●●●●●●●●●●
Agility: ●○○○○○○○○○
Luck: ●○○○○○○○○○
Name: Murphy Yung
Age: 254
Gender: Male
Species: Ghoul
Backstory: Before the Great War, Murphy Yung was a surgeon in Montana. But when the bombs dropped, he was exposed to large amounts of radiation and became a Ghoul. Continuing his medical practices, he ran a clinic in Montana for many years as the Montanan Republic formed around him. As time went on, Murphy became a hindrance to the Montanans for several reasons. The area around his clinic complicated railroad expansion, resided near a coal mine, and sat on prime orchard land. So, Murphy headed south. He was in Oklahoma when he heard one of Oliver's broadcasts, following it to the Club.
Position: Member Representative

Strength: ●●○○○○○○○○
Perception: ●●●●●●●○○○
Endurance: ●●●○○○○○○○
Charisma: ●●●●○○○○○○
Intelligence: ●●●●●●●○○○
Agility: ●●●●●●○○○○
Luck: ●●●●●●○○○○
Name: Peter Morgan
Age: 58
Gender: Male
Species: Human
Backstory: Peter Morgan was a Legion Centurion, but defected when his daughter was to be sold off as a slave. Heading east out of Legion territory, he picked up one of Oliver's broadcasts and decided the Federation would be a decent place to raise his daughter.
Position: Prospect Representative

Strength: ●●●●●●○○○○
Perception: ●●●●●○○○○○
Endurance: ●●●●●●○○○○
Charisma: ●●●●●○○○○○
Intelligence: ●●●●○○○○○○
Agility: ●●●●●○○○○○
Luck: ●●●●○○○○○○
Name: Isabelle Reed
Age: 35
Gender: Female
Species: Human
Backstory: Isabelle Reed was born to Alexander and his wife Olivia the same year the Club 66 MC was founded. She grew up with the Club, and had dreams of someday joining the inner circle. Her wish came true when she was appointed as the President of the Federation's Louisiana territories.
Position: Louisianite President

Strength: ●●●●●●○○○○
Perception: ●●●●○○○○○○
Endurance: ●●●●●●●○○○
Charisma: ●●●●○○○○○○
Intelligence: ●●●●●●●○○○
Agility: ●●●●●○○○○○
Luck: ●●○○○○○○○○
Name: Redd Beard
Age: 47
Gender: Male
Species: Dwarf
Backstory: Once living on the edge of Sarsaparillan territory, Redd Beard frequently saw Federation bikes on the horizon. One day, he saw one of the Riders get taken down by a raider with a sniper rifle. Rushing across the border, Redd shot the raider down before she could take the motorcycle. With nobody else around, Redd took the bike for a spin. That day, the diminutive man fell in love. So he kept riding, all the way to Texarkana where he joined those who shared his newfound love.
Position: Oklahoman President

Strength: ●●●●●●●●●○
Perception: ●●●○○○○○○○
Endurance: ●●●●●●●●○○
Charisma: ●●●●●○○○○○
Intelligence: ●●●●●○○○○○
Agility: ●●●●○○○○○○
Luck: ●○○○○○○○○○
Name: Francisco Lopez
Age: 139
Gender: Male
Species: Ghoul
Backstory: Born in Shady Sands when it was still a simple village, Francisco watched his hoke grow into a great nation under the leadership of Tandi. He became a scout for the newly founded New California Republic, until a trip to the Glow transformed him into a Ghoul. Horrified by his new appearance and unwilling to return home, he wandered the wastes for decades until he came across the Club in Texarkana.
Position: Texan President

Strength: ●●●○○○○○○○
Perception: ●●●●●●●●●○
Endurance: ●●●○○○○○○○
Charisma: ●●●●●●○○○○
Intelligence: ●●●●●●●●○○
Agility: ●●●●●○○○○○
Luck: ●○○○○○○○○○
Name: Curie
Age: 231
Gender: Female
Species: Super Mutant
Backstory: Before becoming a Super Mutant, Curie had been a denizen of Vault 87. There, she and her fellow vault dwellers were exposed to the Forced-Evolutionary Virus and became Super Mutants. Curie was one of only three Super Mutants from the vault to regain cognitive thought similar to that of a human, the others having been her husband and her uncle pre-war.

Locked in a cell with the mutant that had once been her husband, the two had no memory of their past. The cell in which they were locked contained a computer, from which the two would learn about the history of the world before the war. It was this research that allowed the two to regain their civility. He who had once been her husband took the name of Guy Fawkes, whereas she took the name of Marie Curie. The two remained in that cell together until a Lone Wanderer released them.

Fawkes joined the Wanderer in their travels, but Curie chose to leave in the pursuit of scientific knowledge. This search eventually led her to be captured and imprisoned for study under the Texan Brotherhood of Steel. When the Brotherhood fell, Curie was welcomed by Lucas and Loud into the newly founded Federation.
Position: Arkansan President

Strength: ●●●●●●●●●●
Perception: ●●●●○○○○○○
Endurance: ●●●●●●●●○○
Charisma: ●●○○○○○○○○
Intelligence: ●●●●●●●●○○
Agility: ●●○○○○○○○○
Luck: ●○○○○○○○○○
 

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(WIP)
Name
Midas Inc.
"Midas"


Symbol

1595201149067.png

Territory


History


Ideology

"We've made it our goal to supply our valued customers with the necessary goods they require in order to make it in this harsh world. A country can only stand if on the foundation of a strong community. Here at Midas, we're all family."

Population

"Midas Inc. employs thousands across the midwest and eastern states of our beautiful country. From ranchers to farmers, to our specially trained Midas Security Force, Midas Incorporated gives countless Americans the opportunity to provide for themselves and their loved ones."

Leadership


Economy


Technology


Military
 
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C.P.G.

fallout__united_territories_of_the_commonwealth_by_okiir_daqk60c-fullview.jpg

SUMMARY



The Commonwealth Provisional Government's territory extends from the scenic Martha's Vineyard to it's rustic cousin of Mount Desert Island. Though it's been a mere three years since 2287 when the Sole Survivor crippled both the Railroad and the Brotherhood of Steel, in their near absence from the irradiated region New England's wasteland has been forcibly civilized by the man known to the Minutemen as generalissimo and to the Institute as director at an astonishing rate despite complications in establishing beneficial public relations early on with it's industrial heartland of Boston even with multiple successes with Far Harbor in addition to Nuka World.

Underground, the story was different. As the Institute's top field agent and problem solver from the day he set foot within the organization's subterranean habitat, it became clear to the scientists Nathaniel Delaney was a worthy successor not only for Father but for Kellogg as well in ensuring the Institute could rely upon having the necessary resources, security measures, and cohesive vision for their work to continue unchecked. Nate took it upon himself to seize Dr. Amari's memory loungers in order to jumpstart an ambitious initiative to restore all of C.P.G. territory to something akin to prewar America by utilizing the memories of primarily ghoul volunteers.

By 2290 this determined effort has made it possible for the average citizen to walk across Boston without fear of harm, to enjoy luxuries taken for granted before the Great War on a daily basis, and stroll through restored parks filled with synthetic flora. Homes constructed in the last few years have amenities positively unheard of in the local wasteland until the Institute came to power, farmland is more productive than ever, and reopened factories manufacture goods for export by outbound caravans. Though the Commonwealth still has a long way to go, under strong leadership it has managed to make tangible progress towards a future built on the foundations of the past for it's population of tens of thousands similar to the New California Republic.

LEADERSHIP

fallout-4-concept-art-fallout-d-wallpaper-preview.jpg

Strength: 5.
Perception: 5.
Endurance: 5.
Charisma: 5.
Intelligence: 5.
Agility: 5.
Luck: 5.​

Nathaniel Delaney, a decorated war hero who bravely silenced the artillery overlooking Anchorage during the Sino-Japanese War as a U.S. Army soldier serving with the 108th Infantry Regiment, 2nd Battalion, never knew he would live to see the aftermath of the nuclear fires that threatened his family in Sanctuary Hills suburbia. Although his military training and combat experience molded him into a capable survivor for the challenges ahead of him when he emerged from cryogenic stasis, it was his charming easygoing demeanor that won him the hearts and minds of the Commonwealth unaware of his darker side he keeps hidden from the everyman.

MILITARY

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The Commonwealth Retention Bureau forces are two thousand androids, four hundred power armor robots, and eighty coursers. Organized militia groups are used as auxiliaries for these soldiers, with more established civilian settlements possessing artillery guns. Although not particularly numerable, teleportation capabilities combined with exhaustive reconnaissance has led the Institute under Nathaniel Delaney's reforms to adopt a doctrine of mobile guerilla warfare, avoiding the likes of patrol and garrison missions wherever possible.
 
My Post (1).png
Territory
Fallout Map - The Devil's Gulf.png
Notable Communities: Mobile (Capital), New Orleans, Tampa


History
Established in 2214 by surviving descendants of the old world. After numerous conflicts between coastal communities, a man known as The Devil (Norman Horne) decided to make a venture to unite the Gulf Coast under common rule. Horne was a native of Mobile, Alabama, one of the thriving communities of the time for their talented fishing and naval dominance. Fishing in the wasteland was not an easy profession, for a fisherman had to determine the radiation levels of each catch to ensure the safety of consumption. The Mobile community formed efficient methods with the combination of technology (radiation detectors and sensors on each vessel) to accomplish their success.

The coastal conflicts arose from petty disputes such as territorial claims, resource claims, etc. All it took was a few killings and destruction to set off a chain reaction that would last many years. Soon enough, reasoning didn't matter. Hate between the communities was fueled so much so that they were ready to kill upon knowing if someone was from one of the other communities, that's all it took. This was also due to the conditioning put into place by each separate community in order to program their people.

Horne lived through wars and had experienced death. He was an elite operative for the Mobile community and was well versed in the art of killing. During one skirmish, Horne barely managed to dodge a rocket, though not the combustion. It was said that his face had completely melted off, but no one knew for sure. He always wore a mask after that day, one that resembled a skull. His survival and service brought much attention back in his home community. He was celebrated as a war hero. This was also the start of his political career. You see, when you live in a hate-filled community, you tend to be swooned by one who had slayed uncountable enemies. Horne was also known to be quite clever and mischievous. His time in Mobile's military had amassed a strong following from other service-members. He won his first running in a landslide and became Governor of Mobile on 2208.

His first term consisted of aggressive policies towards territorial and resource gain. He knew how the military worked and what needed to be done in order to eradicate those that resisted. Instead of outright war, he had his units work in the dark. Assassinations and covert operations reigned supreme, causing his opposition to scramble desperately (for his focus on the shadows threw them off, after many many years of straightforward battles of might). His enemies labeled him a coward- but it wasn't long before their heads divorced their necks.

It was with these same methods that he sought to control the Gulf and to swallow the other communities. Succeed in these endeavors, he did. Fear was a driving factor in this effort. His reputation had far exceeded that of anyone else in recent history along the coast. It did not take much to lose your life by orders of Horne... just one negative comment. He balanced his over-the-top policing with rewarding loyalty. Those that fulfill their roles in society will live comfortable lives, those that go beyond will advance their positions. Those that fail will be at the bottom of the totem pole, or worse. Horne gained his title The Devil from his charismatic nature and the ability to ERASE anyone who thinks ill of him.

Now, in the current year of 2290, Horne is celebrated as if he were a religious figure. It is unclear to the commons if he is still in command, or if he had passed years ago, for if he were still alive, he would be a very old man. This uncertainty is never discussed out loud, for obvious reasons. The truth is that Horne's eldest son inherited the role of The Devil. Baxtor Horne is 72 and the sole leader of The Devil's Gulf. He serves the role of The Devil, so his actual identity does not differ from that of his father. The Horne family all have titles of Demons.


Ideology
One Rule, each person is a cog in a machine that is much greater than their individual selves. There is much importance placed on fulfilling one's role in society, and going beyond the expectations will incite reward. The image of The Devil is worshiped, along with relative ferocious qualities. Passion, anger, hate, and so on are encouraged in the settlement of conflict. Duels are allowed to take place, for hope of generating exceptional warriors. The conditioning in this governing state is so intoxicating that the leadership has no concern of revolt whatsoever. From birth, children are fed information so that they may approach decision making and thought processes a certain way, a way that is in favor of The Devil. Chaos... yet order.

Population
52,632 (not including mechanized enforcers)

Leadership
Dictatorship under The Devil. Current leader is Baxtor Horne, a man almost as cunning as his father and most certainly as ruthless. Below The Devil are The Demons, which are any member of the Horne family (by blood). Below that is The Council, which is made up of all governing figures throughout the territories. Each settlement has a governor and vice-governor: these members are apart of that council. The Council keeps The Devil's Gulf running effectively and efficiently while the upper leadership only concerns themselves with matters of interest.

Economy
There is a mint in Mobile that produces coins of varying values (1, 5, 10, 25, 50, 100), each with a depiction of The Devil.


Technology
Fairly advanced, they are capable of producing powered armor suits, robotics, computer systems, vehicles, etc. Where they excel at is naval technology, ships and seafaring machinery. With the acquisition of the gulf territories, Horne transitioned to a period of an industrial boom. Factories and plantations were incorporated in numerous settlements to produce products and technology that were fit for a higher, more orderly society. Even food production became industrialized, which allowed for the concern of shortages to slowly diminish. Upon discovering the ancient oil rigs that line the Gulf Coast, excitement arose, only to be for naught. They had been long dried up. Rather, instead of letting those rotting stations go to waste, The Devil's Gulf renovated them into outposts to keep an eye on the seas.


Military
2,200 Infantry Units (human)
4,100 Enforcers (robot, used for policing along with military activities)
145 Power-Suit Special Forces (human)
15 Artillery Guns (long-distance, land)
32 Armored Carriers (transport, land)
6 Rhinos (heavy [tank], land)
940 Naval Units (human)
215 Sea-Hunters (robot, special forces)
1 Battle Cruisers (large, naval)
8 Hammerheads (medium, strong bow for ramming, naval)
19 Wave-Drifters (small, naval)
1 Submarine (submerged, naval)
42 Air Units (human)
8 Vertibirds (air)


Total Units (excluding equipment): 3,327 human personnel, 4,315 mechanized personnel
 
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Name: Sunset Confederacy
Symbol: A B.B. Repeater over a blue star, onto top of a grey circle and planted on a Sarsaparilla red flag.
Territory:
Purple Area
1596051538921.png

History:
2242
The original settlers from what was once known as Louisiana had arrived in what was once known as Dallas, and settled in a location known as the Sunset Sarsaparilla Water Park. The 281 settlers were refugees who had survived a deadly raid from a tribe known as the Flying Sticks.

2245
The Settlers had managed to fully fortify the Water Park, turning it into a fortress against the Flying Sticks, using the park’s supplies and weapons to form a self-sustaining society. A small band of 30 settlers had joined Sunset Town.

2247
Sunset Town had found a small herd of Dire Shires, two headed horses, and instead of hunting them for meat, they herded them into the park and broke them for riding and labor purposes.

2252
Sunset Town allied with several smaller settlements, as more and more people joined their war against the Flying Sticks.

2253
The war against the Flying Sticks ended when the leader of the tribe, Devil Flies, and his retinue had been killed by an elite squad of outriders led by Ethan Marver who had taken up dressing like the animatronic Festus, and dressing like cowboys of old wild west.

2254
A year of relative peace and growth, around 22 settlements have cooperated together and formed the Sunset Confederacy, making the Sunset Sarsaparilla Water Park, now known as Sunset City, into the capital of the new nation. Ethan Marver has been elected as the first president.

2265
The Sunset Confederacy had grown to become a nation of 31 settlements. President Marver kept close ties with the military, and helped build up the Confederacy’s military until it is what it is now.

2270
The Confederacy began expanding westward, where the wide open plains allowed for fast reaction and reinforcements by mounted lawmen and soldiers. 7 more settlements had joined the Confederacy.

2272
A single Vertibird has been repaired and taken out on a maiden flight. The engines shut down half-way through the test, and it crashed into an observation outpost where President Marver had been watching from. President Marver lost a leg, but has not allowed the accident to discourage him from building up the Confederacy into what it is now.

2280
The Confederacy encountered the Legion. After some scouting, and the loss of an entire Posse to Legion scouts, the Confederacy had decided to avoid expanding any further towards the west and dedicated time to expand towards the south and east as to avoid Legion aggression.

2281
A new faction had been encountered in the east.

2290
Current times

Ideology: The Sunset Confederacy holds the idea that there are two things worth more than Caps. That is loyalty and Sarsaparilla. Nuka has no place in the Confedracy, outside of fringe towns and settlements, and loyalty is a very scarce resource in the wasteland so the Confederacy believes that doing good, remaining loyal to those who help you and taking out those who hurt you, will allow them to exist for a very long time. However they are rather wary of outsiders, especially tribals as they have had a long and bloody history ith the Flying Sticks tribe, and the Legion.

Population: 28,000

Leadership: President Ethan Marver

Economy: The Sunset Confederacy uses bottle caps, just the like majority of the wastelands. The Confederacy earns most of their money via trading of food that they have hunted on the plains, lumber, scrap metal, and trading with outside merchants and traders.

Technology: The technology of the Confederacy is rather primarily, and any advanced technology tended to be scavenged and adapted from pre-war tech. They use horse drawn wagons, and most of their craftsmanship tends to be hand-made rather than factory made, however their weaponry consists primarily of adapted laser guns, robots and even a single vertibird.
Military: The Confederacy, due to the many dangers of the plains, and the somewhat impulsive nature of the populous, has a large militia force to police and protect a settlement, and a moderately sized military force. While the number of Lawmen varies depending on the area and population, the general estimation is that for every 10 citizens, there is 1 Lawman, and for 20 Lawman there is 1 career soldier. However this number can vary, grow and shrink depending on their needs, as the Confederacy reserves the right to conscript any citizen into the military.

There are four recognized branches within the Confederacy military.

Lawmen: The Lawmen are the militia of the Confederacy, primarily made up of young volunteers and veteran discharged soldiers. They police settlements and protect the peace, and are armed with a B.B. Repeater Pistol as a standard. However they do not have any other form of standardardized gear, so it is not uncommon to see Lawmen carrying weapons scavenged from pre-war ruins or bought from traders and merchants. Lawmen supplement their ranks with the use of protectrons, scavenged and salvaged from all around the Wasteland.

Soldier: The Confederacy Soldiers are the basic rank and file of the Sunset Confederacy. Like Lawmen, many Confederate Soldiers are young men and women who volunteered to be part of the Sunset Confederacy’s military, though in times of war, the Sunset Confederacy reserved the right to conscript young men and women in order to swell their ranks. Standard Soldier equipment consists of a B.B. Repeater Rifle, B.B Repeater Pistol as a side arm, a knife, and 2 frag grenades. Depending on the nature of the battle, or demands of the battlefield, the Repeater Rifle can be replaced with a B.B Scattergun, or B.B. Sniper Rifle.

Outrider: While Soldiers hold the line, Outriders form the main killing power of the Confederacy. They ride two-headed mutated horses across the plains of Texas against monsters and raiders alike, using their speed and mobility to get the drop on their enemies before taking out important targets with their sharpshooting skills.

Festus’s Boys: Festus’s Boys as an elite Outrider group, formed by President Ethan Marver back during the war with the Flying Sticks. They are made up of veterans of the army and lawmen alike, and have near complete freedom of what they are allowed to equip and ride out with. Similar to NCR rangers, they act as scouts, and independent agents, setting out mobile outposts in the wilds of the Confederacy and beyond, keeping tabs on their neighbors and reporting their findings directly to the President.
 
WIP

Name: New California Republic

Symbol:

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Territory:

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History:

Following the disaster of the 2nd Battle of Hoover Dam, the political establishment of the NCR was roiled in controversy and led to General Oliver stepping down and President Kimball's landslide loss during re-election. This shift in political power was in no small part due to then Senator of Redding, Hanlon. Hanlon's campaign was effective in shifting the focus of the NCR from the war-hawkish and aggressive policies of Kimball into a more nuanced and measured approach. With a more diplomatic touch, the NCR under President Hanlon has began rebuilding ties with the Followers of the Apocalypse, offering them monetary and medical assistance during the wave of refugees that flooded New Vegas after the 2nd Battle of Hoover Dam. Incidentally, with a literal army of robots now protecting New Vegas from outside threats, the NCR also found an unlikely ally in the Brotherhood of Steel who emerged in the midst of the chaos to take control of the HELIOS One station and was effectively patrolling and retained control of that portion of the Mojave. The NCR for its part has begun the slow process of slowly returning to the Mojave and has once again formed an outpost in Primm, a process that was admittedly awkward at first, but the allure of NCR trade and money made the residents of Primm open to discuss further with the NCR once more.

Ideology:

Progress, Equality and Civilization

Population:

1,150,000

Leadership:

President Hanlon

Economy:

The foundation of the NCR economy is upon two resources: great brahmin herds and swathes of arable land, making meat, leather, milk, and crops abundant throughout the nation. From these foundations, a growing light industry and manufacturing industry has grown. The

Technology:



Military:​
 

Attachments

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Slitter Gang
slitter gang.png


Territory: None/Nomadic

History:
There isn't a whole lot to tell about the Slitter Gang. They are not a unique instance in the irradiated wasteland. This lot of mangey vultures is just like any other band of raiders that crawled out of the rust and concrete. They prey upon any that they can overpower. They are not brave. They are not practical tacticians. Rather, they are opportunists. They pick the fights they know they can win, and tuck tail and run when they know they can be beat. When an area becomes scarce of easily obtained resources, and the routes grow thin of travelers, the group moves on until they find better grounds to scrounge and hunt.

Their history goes back as far as the oldest of them can remember. And when their elder members die, so does that knowledge. But each new day is very much like the one just passed, and their is often very little of importance to tell in the lineage of a raider gang. At least, not one as small and insignificant as the Slitter Gang.

Ideology:
Unlike other factions, raiders are not an established organization, but rather a collective term for the countless groups of bandits, thieves, murderers, junkies, sociopaths and psychopaths who dwell in the blasted wasteland and its ruins. They have no true "society", living simply by the philosophy that might makes right and killing anyone who gets in their way. Most raider gangs are small, consisting of up to a couple dozen members and make a living scavenging the ruins that are strewn across the carcass of the world.

Population: 30-ish, +/- a handful of recruits

Leadership:
The Slitter gang functions on a simple basis of the strongest member taking charge. Whenever any member feels they are more worthy of leading the gang, they can challenge the current leader for their position. This ensures that the most physically capable member of the gang holds the head position. This leader is simply referred to as the "Gang Leader". The Gang Leader often employs the most cunning members as their immediate subsidiaries in order to keep control over the rest of the group. These members are referred to as "Group Leaders", and have a dozen other members under their directive. There are usually about three Group Leaders comprising the Slitter Gang. Under the Group Leader, hierarchy is established through a simple social pecking order and is otherwise not officially established.

Currently, the Slitter Gang is without a Gang Leader. The last challenger killed the old leader. However, they succumbed to their own wounds shortly after the brawl and died. As such, the spot was left unfilled. The remaining Group Leaders have yet to step up for fear of also being challenged for the position, both immediately or in the future.

Economy:
While the Slitter gang occasionally trades within their own ranks, they are just as apt to steal from one another. They don't value caps, as they never buy anything from anyone. Though the gang members have noted that caravan members and wayward travelers often carry the caps on their person. Some of the gangers collect them for purely ornamental reasons. They know that other factions see caps as currency. But they just don't care.

Technology:
Raiders do not readily manufacture or repair anything overly complicated. Firearms are usually used until broken, and then discarded. Melee weapons are made from scrap when not of true combat design. When well-armed merchants, mercenaries, or other travelers are waylaid, their gear is stripped and distributed amongst the offending gangers that took them down. A very, very few individuals in the gang have taken tutelage from a Mr. Handy robot that was onced used in a vehicle repair shop. They keep together a small number of pre-war vehicles that have been revived and refitted for the use the gang. Their continued operation is tentative at best, and they need constant maintenance.

Military: N/A
 
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Nomi
Slitter Gang Grunt / Mediocre Salvager

Age: Mid to Late teensBL3.png
Sex: Female
Orientation: Hetero
Height: 5' 4''
Weight: 116 lbs.
Eyes: Green
Hair: Black

S.P.E.C.I.A.L. (+17 Points)
  • Strength: 3
  • Perception: 5
  • Endurance: 2
  • Charisma: 3
  • Intelligence: 1
  • Agility: 6
  • Luck: 4

Background:
Ever heard of a ghoul gettin' it on with regular folk? Sound pretty gross, right? Well, that was Nomi's parents. One of the Slitter Gang's members was a Ghoul named Harry. He bumped uglies with her mom, though it was hardly consentual. Danna was her name, and she murdered Harry in his sleep a few nights later. But the damage had been done, and a little half-ghoul spawn was already starting to form in Danna's belly. Now... half-ghouls ain't really heard of in the wasteland. Hell, I don't think they're heard of anywhere. Supposedly, the radiation fries everything to sterility and it just don't work out. Well, consider Nomi one of nature's little miracles then, because the little wretch popped out nine months later.

You can't really tell her ghoul heritage from lookin' at Nomi. In fact, she's not bad lookin'... for a raider. But trust me, it's there. For one, she don't really seem affected by rads. When Nomi was little more than a tyke, a whole bunch of the Slitters died from some tainted water. I mean, ALL water is tainted out here. But this stuff was real bad. All of the scavengers that had drank from the poisoned water went belly up in a matter of days. That is, except for Nomi. She went along like nothing happened. That's when some of the Group Leaders got the idea to test out the theory that the little half-ghoul might have an immunity to radiation sickness. They sent her into known hot zones, places where no human could get through without coming out glowing and sure to die. Sure enough, Nomi descended into the ruins only to return a few hours later with her arms laden with gear and foodstuffs that had remained untouched since the bombs fell.

Needless to say, Nomi has since been met with a definite security within the ranks of the Slitter Gang. Her ability to get into regions where others would surely die from rad exposure has also proffered up considerable material gain to the half-ghoul. As such, she has much to trade with her fellow gangers. This has gleaned her a favorable standing within the gang, as she is fairly generous with her trades.

It should also be noted that the older Nomi gets, the slower she seems to age. It has been speculated by some of the more astute gang members that this could be attributed to her half-ghoul nature. As ghouls are seemingly immortal, it could be possible that Nomi has inherited this latent trait as she grows into a young adult. By the best count, she is somewhere in her mid to late teens. Raiders ain't the best at remembering dates and such.
 
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