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Author Topic: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|  (Read 2456 times)

Lidku

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Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« on: December 23, 2017, 08:41:13 pm »

(I was originally going to post this on 4chan /qst/, but the site is too disorganized and the ReCaptha wouldn't appear. 4chan also has a word limit... I hope this /qst/ tides your interest as you settle into Christmas holiday. WARNING: Wall of text a head)

We all know the grandiose stories of the Mojave Wasteland. The people that live within it, the need for survival, and of course cold hard caps.

Many groups of people seek out the control of the Mojave, for it has been scarcely touched by radiation and harbors hidden prosperity if one were to search deep enough. Where do you stand amongst the rugged wastes?


First you must choose the timeline in which our own group/faction that will be active in it. After the timeline is decided, all events thereafter will come about as usual, unless decisions that will have unseen affects will change the future. >NOTE<: Due for the sake of originality, some Canon factions are barred options to play as. I just feel that over the years fans of Fallout fawn over groups that have been done to death already. The Mojave itself and Nevada have been scaled up in size. Locations not found in the game will be prevalent. The Quest is not exclusive to the Mojave, Clark Country region. Your faction/civ can decide to travel as a whole to different locations. This is not recommended early game unless Nomad since it is a massive undertaking to-do so. The Quest MUST start in the Mojave first though. All of the Post-War USA Commonwealth is open to travel across. If established by nigh significant means the player faction/civilization can colonize or move to different continents entirely.(This applies to moving your ENTIRE peoples, assets, weaponry, and resources to whole new location. This wouldn't be the same as sending an expedition group or caravan to a faraway locale)

>2260-2265(Easiest)
Easier to build up faction's status in the Mojave since essentially it would have been the oldest established group within it and less opposition. The other bickering Raider/Nomad/Tribal Clan's are at their strongest in this era since NCR nor Legion has made no contact. A Remnant force of the Master's Army arrives from Grapevine Peak, far north from the Mojave. The force splits up from disagreement after arriving to Black Mountain. Freeside is ruled by a wastelander tribe named the 12 Gaugers, led by a domineering Warlord-Chieftain Urad. Boomers gain information of the downed B-29 plane in lake mead. The scouts of both Great powers begin initial expeditions.

California Raider Clans flock to the Mojave as the NCR is too cohesive to raid within it. Jackals, Vipers, and Scorpions are numerous but very weak low level opposition from decades of batterment from NCR.

Spoiler: Bookmark Details (click to show/hide)

>2267-2270(Medium)
Great Khans arrive in the Mojave from the Spring Mountains. The Bright Brotherhood happens upon REPCONN. Seeing the rockets within the launch base level of the factory, Jason Bright has a radiation induced vision and declares the area as a holy site. A maraudering force of proto-Fiends assault Vault 3, completely sacking the place. They then decide to cease a Nomad way of life after Motor-Runner is raised to prominence and forces the rest of his group to stay put. This is the beginning of the Fiends.

Spoiler: Bookmark Details (click to show/hide)

>2271-2274(Moderate Hard)
The New California Republic establishes a Foward Operation Base in a Pre-War highway checkpoint, coming in from Bullhead City after it was annexed in a series of skirmish wars against the tribals living there. Word of this force is spoken from the bittered voices of tribes decimated that tried to resist NCR. They tell of how they don themselves just as pre-war soldiers of the old world and possesses organization never witnessed before. Shamans or Post-War roving Scholars note how similar the NCR is to the former USA. Everything will be changed and changed fast. Intelligence Agency factions are in high demand and more rivals for Merchant groups. 

Spoiler: Bookmark Details (click to show/hide)

>2274-2276(Chaotic Medium)
200 years ago, the sprawling urban city of Vegas was not the tribal warfare it is now. It used to be a literal Oasis in a barren desert. It was a city in the middle of nowhere, but it rose up and with it, the rest of civilization in Nevada. In the glimmering center of this prosperity was Robert Edwin House. Just as somesort of Lich from a Grognac tale itself, he has waited in hibernation for centuries to outlast The Bombs. Now House views what his city has become and is bent on restoring it at any cost. Lest his newly foreseen enemies tear his jewel away from him. Freeside descends into lawlessness after the Chief Urad is assassinated. His tribe is then driven out by the non-tribal populous since city dwellers detest "primitive" tribals. Syndicate Crime factions and Gangs run rampart after the stability of the 12 Gaugers was ousted.

Canon gang Kings attempt to formulate a quasi-stability. Canon Caravan Companies and Post-War Companies begin to take interest in the Mojave with established NCR presence.

Spoiler: Bookmark Details (click to show/hide)

>2277-2279(Chaotic Hard)
Caesar's Legion finally reveals its presence in the Mojave region. Long since have scouts dwelt within the eyed place ever since the assimilation of Dry Wells east of the Colorado. Caesar's Legion is a forceful solidification of 87 wastelander tribes bought to heel by Edward Sallow. Its might is greatly immense that it occupies almost all of Arizona and has influence in New Mexico, Colorado, and Utah. Caesar has vicious plans to finally settle his warband into a standing force of soldiers, not as highly trained organized warrior nomads who need to constantly raze in order to keep the state going. This treasured goal of aspiration comes in way of Hoover Dam. The Courier is unwittingly responsible for the desolation of Hopeville and Ashton. The Divide is formed.

NCR initially had low interest in the Mojave and sought other places in Nevaded worth of interest. After the advance scouts from the Mojave Outpost brought news of Hoover Dam, all eyes were put on it. NCR had an ongoing truce with House under threat of heavy losses and already had a treaty deal. But now, the NCR faces the threat never encountered in its formation. A ground shattering war takes root west and east of the Colorado river. Everything is pushed to its limit as NCR and Caesar's Legion duke it out in what seemed what would decide the fate of the region. After weeks of bloody figthing, no side officially wins, but NCR remains hold of the Dam. More will be shed to keep hold of such an Old World structure..

Spoiler: Bookmark Details (click to show/hide)

>2281(Varied)
Two years of stagnating standoff have left a status quo of tension. Deadly skirmishes are common between NCR and Legion, but no concrete developments have been established. House continues his plans in the form of a Canon Intelligence Agency: Mojave Express. Courier Six is ambushed and shot on October 11th by Benny. Later in the night he is dug up by a House controlled Securitron and brought to care in the nearby Canon Township, Goodsprings. A new faction is erected after the hostile takeover of NCRCF. I-15 is cut off from the middle due to Deathclaw infestation from Sloan Quarry.

Spoiler: Bookmark Details (click to show/hide)

This is the first phase of game creation. After the start date range is decided, faction creation and lore will begin.
« Last Edit: December 23, 2017, 09:54:41 pm by Lidku »
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Greatness942

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #1 on: December 23, 2017, 09:19:05 pm »

Ooh! A Bay12 Quest! Finally, one of those comes on here.

How many votes can a single person put out? Because both 2267-2270 and 2274-2276 sound quite appealing to me.
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Offer them each a glass of a local drink, Rwandan Flower Wine, which contains secret ingredients to help calm the drinker such as crushed amethyst, dandelion wine and just the right amount of marijuana.
I desire, for whatever reason, to create Space Louisiana.

Lidku

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #2 on: December 23, 2017, 09:47:17 pm »

Ooh! A Bay12 Quest! Finally, one of those comes on here.

How many votes can a single person put out? Because both 2267-2270 and 2274-2276 sound quite appealing to me.


One vote per person of course. Due note that major events are almost certain to happen once it reaches the time date into a new bookmark. Choosing a "bookmark" simply means that divergent ahistorical lore will begin to start of it away from the default story timeline.
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crazyabe

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #3 on: December 23, 2017, 09:50:56 pm »

>2260-2265
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“Don’t quote me.”
nothing here.

Lidku

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #4 on: December 23, 2017, 10:29:33 pm »

I'll wait until about 10:35:00, then I will start the game at 2260-2265 as crazyabe voted for if no other votes are cast.
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ZBridges

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #5 on: December 23, 2017, 11:01:35 pm »

>2277-2279
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SOLDIER First

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #6 on: December 23, 2017, 11:05:09 pm »

>2277-2279
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Black lives matter.

Ardent Debater

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #7 on: December 23, 2017, 11:11:22 pm »

I'll back 2260-2265 along with crazyabe.
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VoidSlayer

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #8 on: December 24, 2017, 12:09:36 am »

2260-2265

Let's build up a community and try to stand the test of all the shit that is coming our way.

Lidku

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #9 on: December 24, 2017, 12:25:12 am »

>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
---------------------------
|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.

Spoiler: Special Gameplay (click to show/hide)

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.

Spoiler: Special Gameplay (click to show/hide)

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.

Spoiler: Special Gameplay (click to show/hide)

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.

Spoiler: Special Gameplay (click to show/hide)

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.

Spoiler: Special Gameplay (click to show/hide)

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.
Spoiler: Special Gameplay (click to show/hide)

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

Spoiler: Special Gameplay (click to show/hide)

Intelligence Agency: Wasteland based information gathering group that relays information to and fro. Slightly similar to assassins but radically different.
Spoiler: Special Gameplay (click to show/hide)

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.
Spoiler: Special Gameplay (click to show/hide)

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.
Spoiler: Special Gameplay (click to show/hide)


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.
« Last Edit: December 25, 2017, 03:58:32 pm by Lidku »
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Ardent Debater

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #10 on: December 24, 2017, 10:46:50 am »

Apologies accepted, no need to worry. I think we should run a Cult, because that should be interesting, game-play-wise. Maybe based around a radical sect of Christianity, or worship of something innocuous from Before The War, maybe a specific piece of media, or a specific historical figure. I'm a bit blank for ideas, thoughts?
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Paxiecrunchle

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #11 on: December 25, 2017, 10:13:50 am »

This looks fun, hopefully i can still vote.

Lidku

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #12 on: December 25, 2017, 04:14:09 pm »

This looks fun, hopefully i can still vote.

We've already decided on a timeline already. We're in the phase of faction creation. The players will have to confer with eachother and decide on what type of society they wish to establish in the Mojave seen in the BASE CONFIGURATION post. Right now one person is thinking the faction of this CYOA should be a Cult faction, which relies on subverting host civilizations/major/minor factions. This group type can utilize particular people of all skill types from any faction type since the driving force of Cult is a pervasive fanatical ideal. There are two phases of a Cult: Subversion and Revelation. Subversion is when the faction as a whole operations in the facets of multiple civlizations/groups at once. Influence is particularly low, but recruitment/inductments are vastly more easier to take hold.

The wasteland is a decrepit place filled with no hope or religious belief system. Usually people act only out of survival or personal gain. A Cult in a Subversion phase maneuvers into the minds of faithless people with advantageous affect.

Once the Cult faction reaches a critical mass only determined by the GM, it will ascend into the Revelation phase. All adherents in the Cult will be regarded with immense suspicion for how fanatical and downright strange the people of this faith, with customs deviating from the usual Wastelander tradition of "not giving a fuck, survive only". NCR, BoS, and all City Site factions on the West Coast are extremely suspicious to Cult based factions due to the Children of the Cathedra decades ago.
Scientologists will instantly become your rival once your Cult succedes into the Revelation phase. Raiders, Tribals, Survivalist, and Nomad factions are susceptible to take up your belief Ideals. This can net powerful allies or even direct Tributaries.

Of course, the players have many other choices of faction types to choose from if they wish.
« Last Edit: December 25, 2017, 04:21:33 pm by Lidku »
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Ardent Debater

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #13 on: December 25, 2017, 05:03:58 pm »

This looks fun, hopefully i can still vote.

We've already decided on a timeline already. We're in the phase of faction creation. The players will have to confer with eachother and decide on what type of society they wish to establish in the Mojave seen in the BASE CONFIGURATION post. Right now one person is thinking the faction of this CYOA should be a Cult faction, which relies on subverting host civilizations/major/minor factions. This group type can utilize particular people of all skill types from any faction type since the driving force of Cult is a pervasive fanatical ideal. There are two phases of a Cult: Subversion and Revelation. Subversion is when the faction as a whole operations in the facets of multiple civlizations/groups at once. Influence is particularly low, but recruitment/inductments are vastly more easier to take hold.

The wasteland is a decrepit place filled with no hope or religious belief system. Usually people act only out of survival or personal gain. A Cult in a Subversion phase maneuvers into the minds of faithless people with advantageous affect.

Once the Cult faction reaches a critical mass only determined by the GM, it will ascend into the Revelation phase. All adherents in the Cult will be regarded with immense suspicion for how fanatical and downright strange the people of this faith, with customs deviating from the usual Wastelander tradition of "not giving a fuck, survive only". NCR, BoS, and all City Site factions on the West Coast are extremely suspicious to Cult based factions due to the Children of the Cathedra decades ago.
Scientologists will instantly become your rival once your Cult succedes into the Revelation phase. Raiders, Tribals, Survivalist, and Nomad factions are susceptible to take up your belief Ideals. This can net powerful allies or even direct Tributaries.

Of course, the players have many other choices of faction types to choose from if they wish.

So what you're saying is that, if we were to choose a Cult as our faction type, the beginning segment of the game would entail us slowly converting other factions from the inside and generally acting as a subversive sub-faction within the factions of the Mojave Wasteland, and the latter segment of the game would entail us converting enough followers to reach critical mass, upon which we explode in what amounts to a religious revival/holy war, depending on our philosophy?
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VoidSlayer

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Re: Fallout: NV [Civ/Faction RP] |Lore Divergent CYOA|
« Reply #14 on: December 25, 2017, 05:58:15 pm »

If it is gonna be a cult, need a good gimmick.  Here is a really rough one on plane/vehicle worshiping robot haters.

BASE CONFIGURATION
---------------------------
|Name|: Church of the Sky Father

|Faction type|: Cult

|Identity|: Priests of the Sky Father wear aviator uniforms and orange traffic cones on their heads while typically being combat drug fueled berserkers.  Followers vary depending on their faction but have a focus on holy vehicles, often decorated as though they are alive (teeth, eyes, horns ect).

|Ideals|: The faction believes that the great sky father watches the world from above and once sent his children (vehicles) to save mankind.  Man however corrupted them and created abominations (robots) they could dominate, which is what lead to the war.  The Sky Father still wishes to help mankind, but mankind must help itself as well, creating anew, and punishing those who abuse his children.  All vehicles are or were alive and should be respected as holy, damaged vehicles should be repaired and destroyed ones should be used to repair working ones then the remains buried.  They should also be taken from the unbelievers who would abuse them.  Church is held in the largest vehicle available, typically crashed airplanes that have been partially restored (like the roof and walls; not flight).  Ritual blood sacrifice is rare and typically performed on unbelievers and robots by crushing under a truck.

|History|: Long ago an airplane flew over a small settlement, inspiring a man to seek out more like it.  When he found the holy hats and the uniform of a sky rider in a dead airplane he became depressed and binged on a ton of local drugs, having visions of the sky father.  Somewhere in his drug fueled vision/rage he took down a motorcycle/van gang of raiders and helped a small town which helped spread his bizarre word. 

Several priests have come with the raiders and nomads from the NCR, who did not appreciate drug addled madmen trying to steal their caravan trucks.  A few followers among the raiders and nomads allowed them along.  The raiders in particular like both expertise in fixing vehicles and a moral excuse to murder people (and take their stuff).

|Alignment & Disposition|: The faction has a positive message of salvation through cooperation and submission to the sky father, destruction of robots and veneration of vehicles.  New communities are approached with good deeds and help, but they are willing to work with anyone who follows the Sky Father and often start conflicts over robots and who is allowed to own vehicles.  They currently have a bad reputation for counting Raiders among their followers and arriving from outside the local area.
« Last Edit: December 25, 2017, 06:00:24 pm by VoidSlayer »
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