>2277-2279
>2277-2279
-Apologizes to Ardent Debater, crazyabe, and any one else I was already in the process of writing extensively for a few hours and didn't realize there was a tie lol.-
Humanity is always certain to band together. Sometimes for a cause of common goal, sometimes simply out of survival. This is the most important part of the Quest,
where the players must decide what encompasses the factions Identity and its history in the Fallout Universe. Here you will choose what faction type you will be. The Mojave will be forever changed. Bear and Bull face off for the carcass of the Old World, while a great ancient housed in a great tower watches over the savage battle with contempt
BASE CONFIGURATION
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|Name|:(Self Explanatory)
|Faction type|:(See Below)
|Identity|:(How the faction represents itself as a whole. examples: Goodsprings/Novac/Primm wear attire similar to common western pre-war settlers. Powder Gangers don their inmate issued clothing pre-revolt. Brotherhood of Steel have T-51b for higher tiered Paladins, robes for Scribes, Recon Armor/Grey Combat armor for specialist personnel. Raiders have assortments from Warhawks, tattoes, and personalized armor varying from the sort of Raider Sadist armor or the common Leather Armor. Boomers on how they specialized their vault 34 suits after exodus that sort of stuff.)
|Ideals|:(What the faction believes the most and what the society of the faction values)
|History|:(How the faction came about in the Mojave. Is it local or did it arrive. How long has it been in existance. Founder of the faction etc.)
|Alignment & Disposition|:(Whether the faction as a whole is considered good, evil, or inbetween. Fallout is a stone deep grey area, every action is not necessarily considered good or evil, but your actions are judged as such by others. Disposition is how your faction interacts with another group initially after a first contact.)
Every faction is categorized in a function at the start, representing how it will go through the game. Faction type is not linear, but it will take heavy effort to develop into an entire new way of life. This Quest has no real set goal except the survival of your small faction and its continued growth to rival the major Post-War powers.
Townships/Settlements: Your run of the mill are of human development. People band together to attempt to stake out a life of relative peace in the wasteland.
*A group 40 settlers with 2 weeks worth of supplies and food arrive in a ruin or unsettled area to establish a new Town in the Mojave from the already longstanding Goodsprings/Novac/Primm. NCR has high interest in your faction. Raiders have high interest in your faction. Caravan Houses have high interest in your faction.*
Post-War Company: Services even after the end of "legitimate" civilization are still needed. The invisible hand of the market still lingers as a force it seems and Post-War bands of Companies seek profit in whatever niche they fill. The Van Graffs, Gun Runners, and various randomized Post-War era corporations wish to stake out influence to spread their profit.
*Ability to determine a specialization focus. Chem company? Gun company? Nuka Brand ripoffs? Food/Agriculture company? NCR/Caravan faction closely tied with Post-War companies. Established canon competitors are vicious toward player companies and randomized corps. Difference between Caravan House: "Caravans are based on the movement of product from outpost to outpost only usually occupying office camps, whilst Companies start from one Headquartered site and begin to spread influence to other sites."*
Caravan: Without the importance of Caravans in the Fallout Universe, all would have fallen to ruin. Caravans are the essential life blood commerce and survival between settlements. Many great Caravan houses have risen over these past post-war centuries, chief among them the Water Merchants who backed caps essentially all across the wasteland with water. A Caravan's influence can eclipse even a major longstanding faction. More resource management intensive.
*Establish new routes of trade. Trade relation and good reputation is key to survive this faction type. Very deadly Crimson Caravan who is in a dark alliance with Van Graff smutters out uptart Caravan Houses. NCR has HIGH interest in your group and will almost stop at nothing to make this player faction a subsidiary just as Crimson Caravan or the Gun Runners*
Prospector: A faction of roving settlers. Mix of Nomad, Township, and Caravan gameplay. Looked down upon by some most groups for being considered as vagrants.
Raider, Tribal, and Nomads not immediately hostile since historically Prospectors have always dealt with these groups extensively. NCR has no interest to Prospectors. House has great interest to Prospectors. Caesar's Legion detests this faction type the most since he considers them the epitome of profligate.
Vault Dweller/ Vault Dweller Outcasts: One of the easiest groups to be. Since the bookmark is 2277-2279, Vault Dweller Outcasts are only available. VD Outcasts are the same Special Gameplay as Prospector with a few minor differences.
City Dwellers: Tier only unlocked when a Township reaches a populous of 2,450. All major factions plus minor trade factions have great interest governing your site location. Powerful outreaching influence if player Cityship can last independent within a five year timeframe(very hard)
Survivalist: Inbetween Tribal and Prospector, survivalists aren't shunned by more established peoples but are met with suspicious. Gameplay centered around one site locale just as Tribal, but with more advancedment in ways of technology and agriculture focused. Similar to the pre-Divide Hopeville group.
Syndicate Criminal Organization: With the mop of outright Raiders in the West Coast, less savory persons had to find a new way to adapt. They came into cities and began either forcefully inserting their will into major Township/City infrastructure. With a almost lawless west coast, tethering on the edge of chaos, these types of groups were bound to formulate. Syndicate were even around BEFORE the ascension of the NCR. With steep competition in the West in general, upstart organizations seek to stake their claim in the chaotic Mojave. Similar to Yakuza, Reno, and Junktown Gizmo.
*Operates discreetly as possible. Specializes in services out of hands to the common man. Main focus is intimidation and fear. Embeds itself to a particular settled site to attempt control. Brokers special interest deals with major factions and other groups if influence is high enough.
Mercenary: One of the more combat oriented gameplay, Mercenaries come from all walks of life for only two things. Blood and Caps. Professional fighting force that sees alot of action. Expect for your services to be asked by various groups or persons if widely renown. Expect shit jobs and bare boned recognition in the beginning. House may have uses for Mercenaries and NCR will have a "certain" quest for you in the future.
Tribal/Nomad: Unique Gameplay where faction identity plays an extremely important role. After the bombs fell, the remains of humanity had to band together as they did in times when the weight of civilization had no existance. Years of hardship, degradation, and survival have completely whittled out the Pre-War American happy go-lucky into a hyper vigilant person.
*All major factions hold contempt for Tribals, astoutly underestimating their worth. Ideals and Identity play an extremely important role and it is more harder to break away from a different faction type without outside intervention. Can specialize in a favored tribal weapon type. (Energy Guns, Spears, Scrap Sword, Power Fists etc.*)
Raider: Same as Tribal/Nomad but automatically aligned as "Evil". Hardest group to thrive as, but faction morale stacks up with every successful raid. Only not automatically hostile to other Raider groups, but will gladly kill Tribals and Nomads for sports. Favorite enemy to raid or Caravan Houses. If infamous enough, Hero Characters will attempt to genocide you so often.
Assassin: The wasteland, even without no set rule of law at all, is strife with political factions vying for control to enact a
semblance of law. Enemies are made everyday and when someone wants someone dead with the reprisals stacked against them, Assassin factions come into play. Based off the Hitmen corporations of the Old World, a clan of specialized killers have the highest bid stacked on them to target people who need to be gone from the war. Extremely tightknit and Ideals are in a codified rule of operation
Can be a shadow vassal of a Major power or emerging minor group. Can be an Independant contractor Assassin faction. Hostile to every other Assassin faction and allegiances are nigh impossible with the same faction type.
Intelligence Agency: Wasteland based information gathering group that relays information to and fro. Slightly similar to assassins but radically different.
Can choose what type of route you will take in terms of day to day operations. Be a courier company such as Mojave Express? Be a personnel by personnel information gathering agency? Blackmail other groups? Become subsidized by a major faction for more influence and outreach?
Mutants/Ghouls/Robots: Hardest faction to be out the entire game. Various types of situations can play out when being any of these three groups. Little to no allies, often shot on sight, feared, and hated.
Cult: A cult is special in the sense that it can be a sub-faction of any faction or can be a faction of great influence. A cult has a particular obsession with a concept, seeking to spread it all across the Wasteland to be dominant form of belief. Similar to Scientology, Bright Brotherhood, Toaster Cult, and others.
Ability to subvert other groups if viable. Even if the entire faction is wiped out, the Ideal can spread on to another person and can be meticulously re-established. Regarded in suspicion by all factions
Tech/Research: VERY similar to Brotherhood of Steel/Office of Science Industry/Followers of the Apocalypse. Your research is in high interest by the NCR, while it is held in scorn by Caesar's Legion, and House could care less by what cavemen can scrounge up.
Research intensive gameplay, mostly staying in one site of operation while periodically sending people out to search for research supplies. Can be contracted by City, Company, Caravan House, and Syndicate factions.
Gangs: City and Township site based vagrants. Less style and flair as Syndicates, with more emphasis on force then subtle coercion. Detested by all lawful characters and groups. Expect for do gooders. Not locked to be an "Evil" faction. Essentially a less formulation of Syndicates that is more freeform and destructive. Identity is an important aspect of how this gang presents itself.