Hidden 7 yrs ago Post by NecroKnight
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War never changes...yet those in it might, if given the possibility

The Boston Commonwealth, once the likely growing jewel in the Eastern Seaboard has fallen into total anarchy. The man, whom would have been known as the Sole Survivor doesn't leave the coffin of Vault 111. He dies in the same place, as did his wife and the rest of the people Sanctuary. His death changes the Commonwealth in ways nobody could have imagined...

The last 'True Minuteman' dies in Concord against Raiders, upholding and protecting the ideals he had trusted and was left to die for. Nobody would mourn their loss, nobody would even remember.

The Brotherhood of Steel arrives in a show of force to the Commonwealth, yet their arrival is bittersweet - as Recon Squad Gladius is all but killed, except for Paladin Danse. Whom is both shaken and determined in finding out about their target and the strange energy signature in this region. Thus begins the Brotherhood-Institute War - as blows are traded both on the field and in the shadows; as the Brotherhood slowly pieces together the puzzle of the Institute on their own, yet never a clear picture of their capabilities.

As it happens, the Railroad continues their fight against the Institute and gains an enemy in the Brotherhood after the events of Bunker Hill - as Brotherhood Knights fire on both Institute synths, regular synths and Railroad members whom were trying to keep fighting to a minimum. This conflict only agitates the Brotherhood' dislike against the common wastelanders whom they think are supporting the Railroad.

Settlements: both regulars trying to make living, raider dens and even those whom have submitted to Brotherhood 'protection' are caught in the crossfire. Hundreds die in the fighting, as Brotherhood xenophobia clashes against Railroad indifference and Institute apathy. Eventually enough, the Institute' location is discovered and an assault force is deployed - sadly, lacking the firepower of Liberty Prime - many Knights and Paladins are ambushed and killed in the fighting. As the Institute slowly but surely evacuates to the surface, alongside their synth servants. In the hour of the Brotherhood' triumph however, comes also the Commonwealth and by in-turn the Brotherhood' downfall.

The Institute activates the last 'fail-safe' before fleeing from the C.I.T. ruins. Namely a 'kill-order' is given to all Generation-3 units in Hidden-Mode. Thus hundreds of people suddenly attack their friends, family and neighbors in madness. Settlements and the few towns in the region are affected. Raiders or Gunners. Settlers or even Brotherhood. As namely Paladin Danse, a secret synth, within the Brotherhood itself goes mad and through his actions causes the Prydwen to crash into the sea near the Boston Airport. Turning the entire Brotherhood-Institute War into a pyrrhic victory for all sides involved.

The Brotherhood has lost more men and equipment than they can count - thus Elder Maxson takes what men remain loyal to him and stars a journey back towards the Capital Wasteland. A few Brotherhood Knights remain, both to continue their mission and eager to exact some vengeance against the 'inbred wastelanders' that lead to the death of many of their brothers and sisters.

The Railroad is also shaken to the core, as their wish and desire to save synths, has caused the death of more numbers of them than they could count - while pulling dozens of innocent souls into the crossfire. In so much numbers, that many members can not deny - that the organization needs to change its ways and soon.

The Institute, once secure and safe within its underground labs and facilities are suddenly faced with the reality of the Wasteland themselves - a wasteland that sees them with both fear and hate. A reality, that is only kept at bay by their synth soldiers - of whom only small numbers remain and dwindle by the day.

Diamond City, once the jewel of the Commonwealth is rocked to the core, when their Mayor goes on a mad rampage - killing his secretary and several guards, before he shot for dead and revealed to be a Synth in disguise. Leaving the city both in-fear and leaderless for the time being.

Goodneighbor, remains as it was - a hub for the freaks, criminals and ghouls - whom the Commonwealth had pushed away yet now remained as the only location, that was safe from the chaos outside.

Even outside the Commonwealth, things didn't remain stable. The Raiders of Nuka-World eventually splinter - as the leadership of Overboss Colter, finally reach its limit. Without anybody to take his place and less people believing in Porter Gage' promise of change - the Overboss is eventually assassinated and electrocuted within his power armor in the Gauntlet. Turning the ruins of Nuka-World into a three-way war between the Pack, the Operators and the Disciples - with the rare and short moments of peace, coming from the efforts of Porter Gage.




Thus the Commonwealth remains, in chaos and in anarchy - as many of the strongest players have been knocked down onto an equal playing field. Yet the wheels of fortune have begun turning once more - as small factions start to arise from the ashes and hopefully claim the Commonwealth as their own.

Whom will you be? A settler? A raider? A scientist, taking in your first breaths of unfiltered air? A synth, suddenly granted freedom? An ex-Minuteman hoping to restore order in this chaos? A Railroad agent, hoping to protect people both synth and human? A citizen of Diamond City? A leader? A warlord? The choice is yours.




Faction Sheet:

Name: (The name of your faction)
Flag/Emblem/Mark: (A flag, a marking or something that will identify your faction/person)
History: (How did your faction/person came to be during the Days of Chaos?)
Notable People: (Your leaders and important characters, whom you will be mostly utilizing in this roleplay)




(The Brotherhood isn't sadly open to be taken - they are the GM' faction and are sadly not welcoming any new recruits. They will be however, flying around the Commonwealth and will punish any Wastelander whom suddenly finds a warehouse filled with Sentry Bots or a cache of Fat-Men - so play fair and grow slowly. Ad Victoriam)
Hidden 7 yrs ago Post by Andronicus23
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Thinking about joining....would Far Harbor be too far removed from the action to be relevant?

I was considering taking over The Institute remnants and having them migrate over to Far Harbor. The premise would be that after scouting out locations of still-active Vaults, they determined that Vault 118 showed some of the most promise, and so moved their operations there with the goal of expanding and renovating it.

They'd still be interested in the goings-on in The Commonwealth, but after the debacle that happened I would think it would be logical for them to want to get the hell out of dodge.
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Hidden 7 yrs ago Post by Leos Klien
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@Andronicus23I would think, personall, that Far Harbour is a bit too removed from the Commonwealth to act as a major faction in this RP, considering you need a boat to get there and functioning boats capbanle of traversing the radioactive swill that is the sea probably aren't very common.
But that's just my thoughts on it.
Hidden 7 yrs ago Post by Andronicus23
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On the other hand, it does seem like a shame to exclude Far Harbor entirely from this. Since its such a great location. But I agree the logistics might make it a little hard.
Hidden 7 yrs ago Post by Elgappa
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Far Harbor needs the Revolution and the wisdom of Comrade Curie!
Hidden 7 yrs ago Post by Leos Klien
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@Andronicus23I agree, you could be connected to Far Harbour, you could a settlement they've established on the mainland for better trade, which would be a better idea on implementation.
Hidden 7 yrs ago Post by NecroKnight
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@Andronicus23

To be honest, I wasn't sure on how to include Far Harbor in this.

So you'd be eager on having Far Harbor be turned into a four-way situation? The Harborists, the Children of Atom and those in Arcadia?
Hidden 7 yrs ago Post by Andronicus23
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@Andronicus23I agree, you could be connected to Far Harbour, you could a settlement they've established on the mainland for better trade, which would be a better idea on implementation.


Well my idea would be that their essentially masquerading as Vault Dwellers. And trading with the people of Far Harbor (and in turn The Commonwealth) for goods that they still need.

If putting The Institute in Far Harbor is too disconnected though, I'll try for a different location. It was just my first choice.

To be honest, I wasn't sure on how to include Far Harbor in this.

So you'd be eager on having Far Harbor be turned into a four-way situation? The Harborists, the Children of Atom and those in Arcadia?


I'd be fine with that. That way if anyone wanted to take up any of those factions, they'd be free too. The Institute would be keeping their heads down initially and essentially just pretending to be newly emerged Vault Dwellers, but they'd be keen on scouting out the island and figuring out how best to position themselves there.
Hidden 7 yrs ago Post by NecroKnight
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@Andronicus23

Your call. As the situation is, your guys might be out in the Commonwealth for the first time. Plus your only security might be your synth bodyguards =P.
Hidden 7 yrs ago Post by Wampower
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@NecroKnight

Kellog is still unaccounted for
hmm

Hidden 7 yrs ago Post by NecroKnight
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@Wampower

Indeed he is...=3.
Hidden 7 yrs ago 7 yrs ago Post by CaptainBritton
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Church's Partisan Regiment



History: The story of the few now known as 'Church's Regiment' began in 2282. One Captain John Thomas Church had been commander of a company of light foot in the Commonwealth Minutemen for seven years. Falling under the command of Colonel Hollis and his regiment, Church had been sent on incessant 'relief missions' to settlements, often resulting in little more than poking at shadows in the dark. Fed up by a seemingly feckless commanding officer in Colonel Hollis, a federalist colleague by the name of Captain Jones, and the ignorant General Joseph Becker, Church confided his grievances in his own staff. Before the proper case could be made before the General, Becker was killed in a raid on the headquarters camp.

Now left with a Colonel whom he despised for their moderate views and recklessness, Church instead made an ultimatum. Either Colonel Hollis would pass command to another officer, or Church's company, and any other sympathetic souls, would mutiny. Hollis, not one to be pushed over, refused, and in the winter of 2284, Church, along with 126 minutemen, left Hollis's camp. They would soon relocate further east, to the coast, coming to inhabit the area around Kingsport Lighthouse, naming the new permanent encampment Fort Heath, in reference to a fort part of the Boston Harbor Defenses, which had existed mere miles from the lighthouse, but had been utterly flattened and turned indefensible during the Great War.

Church built a true fortress at the site. Layered wooden palisades bound by steel trusses, weather-proof huts dug into the ground, a seawater desalination system, and an observation post built in the barren lighthouse were all features of the Fort. Small amounts of settlers were brought into the Fort during this time, and most merchants were allowed to market their wares to the citizens and soldiers within. For three years, Fort Heath prospered.

In 2287, the aptly named 'Days of Chaos' began. Weeks, even months of chaotic shifts in power followed. The Quincy Massacre all but wiped out the Minutemen, with even those who managed to escape with their lives being slaughtered in the streets of Concord. Gunners and raiders doubled down their raids. The Fort was put under increasing pressure. Breaches in the first layer of palisades became more and more common, and the Fort lived day to day between sieges, rationing all consumables, and seldom being able to send out scavenging parties.

Though Church's Regiment and the residents of Fort Heath remained relatively neutral on the larger scale, they were bled slowly by the constant attacks. Even these disorganized assailants proved a handful. In early 2287, the Kingsport Lighthouse was reduced to rubble by repeated structural damage. Now, Fort Heath lay battered, but not yet broken, the weakened soldiers and citizens within not yet dead, and their spirit not yet extinguished.

Notable People: WIP
Hidden 7 yrs ago 7 yrs ago Post by NecroKnight
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@CaptainBritton

I like. You plan on adding anything else?
Hidden 7 yrs ago Post by Andronicus23
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AKA: CIT Relocation Initiative





History:


History: During the attack on CIT by The Brotherhood of Steel, scientists, personnel, and Synths inside The Institute began a coordinated evacuation protocol. In order to buy time for the escape, a number of Synths were left behind to stall The Brotherhood’s forces, but many other first, second, and third generation synths retreated alongside their human masters.

With their hidden underground paradise breached and destroyed, members of The Institute had only one choice: retreat to the hated surface. Their first objective was to rally their surviving forces and take an inventory of their supplies and resources: their second objective was to get as far away from The Brotherhood of Steel as possible.

With Father gone, leadership fell to the remaining leaders of The DIrectorate who took charge of the remnants and set out to relocate The Institute’s denizens to a safer region. It seemed logical to attempt to locate and seize a working Vault which, barring official government bunkers, was likely the closest thing to their home that they would be able to find. To that end, Synth scouts were sent to Vaults in the northeast United States whose locations had been known on CIT databanks. Of the units that successfully returned, the most promising location appeared to be a Vault in what used to be Bar Harbor, Maine. The Synth that scouted this Vault had apparently been invited inside after he was mistaken by the residents as being a pre-war detective. The Synth reported back that the Vault was in excellent condition and that it appeared to be inhabited almost entirely by robots.

Wasting no time, The Directorate ordered The Institute personnel to the island by seizing a large oceanic research vessel from the Nahant docks, and landing in Bar Harbor (now known as ‘Far Harbor’) after a few days of sea travel. Stealth Courser units were deployed onto the island, and with Gen-2 and Gen-1 Synth units in support, they launched an attack on Vault 118. The robots of the Vault were easily overwhelmed and seized, and it proved trivial for Robotics Division scientists to reprogram the robobrain residents and their Mr. Handy and Protectron attendants to serve The Institute’s interests.

Since taking control of the Vault and meeting the immediate needs of food, water, and power. The Institute has been keeping their heads down and observing the island as well as their old home in The Commonwealth. Working under the guise of newly emerged (and quite secretive) Vault Dwellers, they established limited contact with the residents of Far Harbor, trading some goods between them. When they send agents out beyond their new Vault home, a strict protocol of secrecy is maintained. Using Institute weaponry, armor, or equipment beyond the Vault is strictly forbidden and great care is taken to ensure that nothing could be traced back to them.



Notable People: Members of the previous Directorate (Clayton Holdren, Allie Filmore), Dr. Victor Harland (OC), Z9-23 (OC) and other members of The Institute.
Hidden 7 yrs ago 7 yrs ago Post by NecroKnight
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@Andronicus23

Approved. Please add it to the char tab.
Hidden 7 yrs ago Post by Leos Klien
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@Andronicus23I noticed that you mentioned the Nahant docks in your CS, if you wanted we could do a bit a collab in our CS's about both factions meeting each other during this time?
Hidden 7 yrs ago Post by CaptainBritton
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@CaptainBritton

I like. You plan on adding anything else?


Just a short description for the Colonel and maybe some of his staff.
Hidden 7 yrs ago Post by Andronicus23
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@Andronicus23I noticed that you mentioned the Nahant docks in your CS, if you wanted we could do a bit a collab in our CS's about both factions meeting each other during this time?


Sure, that sounds good to me. Perhaps The Institute traded information about their fight with The Brotherhood in exchange for The Nahant Enclave's assistant in acquiring and outfitting the vessel or something?
Hidden 7 yrs ago Post by NecroKnight
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I plan on starting this tomorrow so everybody get your mirelurk jerky ready, tune in to Old World Tunes and prepare your skirts - cause things are about to happen.

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Hidden 7 yrs ago Post by NecroKnight
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@Leos Klien@Andronicus23@CaptainBritton@Elgappa@Genni@Polaris North@Wampower

It has begun. I have started 'events' for each of you guys, to jump into and take charge. You can interact among yourselves, with others - or if you desire, bounce your interactions of me. Whom I will act as the Brotherhood, and any NPCs you might wish.
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