Hidden 7 yrs ago Post by Genni
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The only reason I backed down from an original faction was that the concept of Synth raiders conflicted too much with the given lore of the setting. Since the Enclave haven't been mentioned you shouldn't have as much trouble squeezing them in.
Hidden 7 yrs ago Post by Leos Klien
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Leos Klien A gun to kill the past.

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Yeah, but still I'll await confirmation from the GM, hopefully I'll be allowed to do it as that would open up some interesting opportunities come roleplaying time.
Hidden 7 yrs ago Post by NecroKnight
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@Leos Klien

Make your faction and I shall judge it then.
Hidden 7 yrs ago 7 yrs ago Post by Leos Klien
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History: The Nahant Enclave donned the addition to it's real title upon arriving and settling at the Nahant Oceanological society, far to the North East of the commonwealth, it's location was deemed of great strategic value due to the single bridge that connected the area to the mainland, although the Rebel fortress Libertalia located south of the settlement was regarded as a threat, the group repelled several raiding parties and eventually the two settlements decided to have a mutual agreement to not attack one another and stay out of each others way - trade was also established but kept to be infrequent as possible to prevent any further disputes.

The group of Enclave survivors has a long and bloody history, and their numbers have thinned considerably since their exodus from the Capital wasteland a few decades ago, whilst the Nahant Enclave still maintains many of Edens beliefs, the group is aware of many mistakes made by the President, which ultimately led to his demise, and indeed the fall of the Enclave.
The groups main purpose is to reestablish themselves and become a force to be reckoned with once more, the day that occurs will they then start pursuing a slightly modified Eden Doctrine upon the surrounding settlements and area.

Needless to say, ever since their arrival to the Commonwealth things have gone downhill considerably fast, the group decided to isolate themselves after the Brotherhood showed up, growing slowly and remaining heavily on the defensive - they did not wish to attract the ire of their old foes, learning that the Enclave still existed would have made them a prime target against an enemy they simply had no means to fight - as of yet.
This allowed them to remain fairly intact and indeed the isolated nature of their location meant that the cataclysmic events of the war that followed was barely even noticed by the settlement, their leader and the settlers themselves had no wish to get caught in the war and kept to themselves, growing and fortifying their location.

At the time of the "Kill switch" order, the existence of Synths had become very apparent, and just how well they had infiltrated society, whilst the Enclave had known and heard about the existence of synths prior to this event, they had long decided that based on what they had heard that a synth was little different from a human, although reports about the earlier generation synths and their destructive capabilities - due to their remote location though, they never actually witnessed the earlier generations synths.
At the time of the kill switch a number of different things happened, the raider fortress Libertalia underwent an upheaval and power struggle due to their leader being ousted as a synth, after a great deal of fighting and bloodshed a new leader rose to power, a hard line against all synths due to the recent uprising, as well as that the raiders began asserting their control again, which put pressure on the Nahant Enclave, an all out conflict seems to be on the horizon between the two groups.
Thankfully, the Enclave was spared from the majority of damage from synth infiltration, being a knew settlement didn't omit them from the kill switch order but the fact that the power hierarchy was all limited to wastelanders foreign to the Commonwealth meant that not a single synth was in any upper of even semi-important position, when the attack came, they were put down with ease, although a few innocents were killed during the attack.
Since then, outsiders have had a much harder time finding a home or place in Nahant, undergoing a rigorous screening process, a very watchful eye for weeks and an incredibly difficult climb through the ranks.
The Enclave makes trips out into the North to recruit people to their group from outside the Commonwelath, in order to prevent or at least lower the chance of further infiltration.
Once again, despite this, synths are allowed to live here - declaration that they are a synth before entry helps instil trust as they know that an eye will always be kept on them, an they will never be able to acquire a leadership role, but nevertheless a home can be found here for them.
By the time the major events passed the aftermath was taking it's toll on the rest of the Commonwealth the settlement had grown quite large in size, their group accepting synth and human alike, although refusing entry to any ghoul.
By this time their control had extended to the Nahant Sheriffs department, and the entry to the rest of the settlement had become heavily fortified and well manned - the constant supply of meat from the ever common Mirelurk that dotted their shores meant that they were a well fed and fast growing settlement that had begun to attract attention from the rest of the commonwealth - people knew of its existence now, but very very few people knew of it's past.

The settlement is armed with the Enclaves signature weapons, the Plasma Rifle and Pistol, however they are rarely ever used and only ever in an emergency due to the scarcity and expense of the ammunition required to use them, the defence force that operates similar to the old Enclave Army, a well structured and organised pseudo-military with ranks receives training every week; a minimum of 6 hours, with specially modified single barrelled shotguns that fire bags of sand in a similar trajectory and speed of the Plasma projectile, allowing the defence force to be somewhat trained and accurate with the weaponry once they need to be used, making them a deadly and efficient force with these weapons, despite their rare use.


Notable people: Lt.Col Henry Muller (OC), 1st Lt Mia Cross, Enclave scientist Volk Kramer (Npcs)
Hidden 7 yrs ago 7 yrs ago Post by Genni
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...the Rebel fortress Libertalia located south of the settlement was regarded as a threat ... trade was also established but kept to be infrequent as possible to prevent any further disputes.

...their group accepting synth and human alike, although refusing entry to any ghoul.

Since Libertalia was under the control of a synth going by the name Gabriel and the Nahant Enclave accepts synth citizens, how did the "Kill All" synth attack order at the end of the Brotherhood-Institute War affect the faction?
Hidden 7 yrs ago Post by NecroKnight
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@Leos Klien

What Genni said. There isn't any direct way of determining whether or not a human is a human or Gen-3 Synth. While any Gen-2 (aka metal men) are easily able to be seen and loyal to the Institute to a fault.

I'd like you to edit the part about accepting synths - since its confirmed in Fallout 4 lore, there isn't any way to detect them from regular humans - plus I would like to know how the synth attack affected you.
Hidden 7 yrs ago Post by Leos Klien
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Leos Klien A gun to kill the past.

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In reference to the "accepting of synths" part, I meant that the group didn't care if you were a synth - so if one of them were open about it, they'd be accepted nonetheless, due to the fact that Eden wasn't even human they're far more accepting of Ai or synthetic life forms than most groups are at this juncture.
But yes they have no way of proving their existence, or who is one, and who is not (barring a bullet) but they are accepting of them, if they decided to divulge their existence.
Anyway, I'll add some more to the sheet.
Hidden 7 yrs ago Post by NecroKnight
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@Leos Klien

Do that if you could please. Thx.
Hidden 7 yrs ago Post by Leos Klien
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@NecroKnightAll done ^_^
Hidden 7 yrs ago Post by Elgappa
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Elgappa

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Faction Sheet:
The Commonwealth Peoples Liberation Army






"It is the Chain of Oppression, that keeps the common man down, and the Big Man up! The chain now held by the Brotherhood of steel! No more, do i say! We are here to break the chain! For the People of the Commonwealth!"



History: Eric Jones, better known as Captain Jones, was a leading and respected Member of the Minutemen, who turned disillusioned over ineffective leadership of General Becker, before leaving the Minutemen with his closest Supporters, to become a Mercenary.
During a job to loot a caravan for a rival Trading Faction, he stumbled over an old book, "The Red Guidebook of Wisdom: To Our American Allies". And while most of his men turned to drinking, Jones would read the old pages, finding old ideas and tactics inside them. It was around this time, that Quincy finally broke the Minutemen, which was the Proof Jones needed to see how ineffective the noble approch of his old brothers-in-arms was, and how much it needed for a stronger hand, a leader who would fight for the greater good, not fearing the costs!

The need for a Great Chairman!

During the Days of Chaos, the Mercenaries of the Captain would hire their service to the Vault 81, a juicy target for anyone around. Yet for Captain Jones, it was worth sacrificing his men in endless battles against those who wanted to raid the Vault, as he finally had access to old World knowlage, great minds to debate with, and finally, the unexpected secrets the hidden compartment of the Vault held, in form of not only vast records, but also a sentient mind, in form of the Robot Curie.

It was around this time, that Captain Jones, lead an Coup inside the Vault, declaring himself "The great Chairman", and enforcing his new Ideology of "Commonwealth-Communism". Said Coup, sadly, did not came without sacrifices, and Vault 81 is just a shadow of its former self, its population halved, and most of its machinery destroyed. In the Chairmans eyes, acceptable losses, for an base to send out his radio signals from, in the form of the "Peoples Liberation Radio" moderated by the rather charismatic Comrade Curie.

Notable People: Chairman Jones, Comrade Curie, Comrade-Lieutenant Combes, Comrade-Commissar De Luca
Hidden 7 yrs ago Post by NecroKnight
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@Elgappa

Approved.
Hidden 7 yrs ago Post by NecroKnight
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@Leos Klien

Approved.
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roleplayerguild.com/topics/170986-fal…

The RP is up - those who are accepted, post your done factions into the char tab and we might seem to get this party started.
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