See a few familiar faces here to be sure, and have been playing FNV again recently. Glad to see a living Fallout RP on the site as well to boot, and just wanted to at least come by and compliment that! :D
@tundrafrog1124 Has anyone made a faction or characters that are Enclave-related yet? Just to ask out of curiosity and feeling a little tempted as well at least.
@tundrafrog1124 Has anyone made a faction or characters that are Enclave-related yet? Just to ask out of curiosity and feeling a little tempted as well at least.
Unfortunately the Enclave as a faction is not in this RP. I wanted to limit the access of Power Armor to only one faction: Brotherhood of Steel. If you want to RP as an Enclave remnant or descendent that is an option but any unified force of Enclave members aside from the Remnants as seen in Fallout New Vegas isn't an option.
You're welcome to come in as another faction, even a technologically advanced one. We are always looking for new members.
Unfortunately the Enclave as a faction is not in this RP. I wanted to limit the access of Power Armor to only one faction: Brotherhood of Steel. If you want to RP as an Enclave remnant or descendent that is an option but any unified force of Enclave members aside from the Remnants as seen in Fallout New Vegas isn't an option.
You're welcome to come in as another faction, even a technologically advanced one. We are always looking for new members.
Gotcha! And no problem! I don't want to mess anything up here, so I'd rather ask questions about potential factions than let it go unanswered or assume anything I figure. XD
So in that vein, ah, here's a few conceptual thoughts/idea I want to pass by you to see if any of them (if any) are potentially workable or acceptable:
1 ) What about a built-up Jacobstown, which annexed Black Mountain as well after Tabitha was delt with in some capacity, where the cure was found still and mutants have flocked there alongside some mutant-friendly humans working with Dr. Henry or such in this case?
2 ) Or perhaps a Big Empty/Think Tank faction which has some members after someone else got zapped to Mig MT and survived the lobotomizing situation and got things sorted out there? Think Tank still being trapped in the area, with a best ending type of situation there perhaps.
3 ) Perhaps there could be a Sierra Madre-based faction, perhaps, that developed around Christine or Elijah and some former Brotherhood members or even (in another case) maybe centers around the Ghost People and some incorporeated outsiders and a different leader who is either a Ghost Person or otherwise.
4 ) Or if the above do not work, perhaps a Divide faction that became more organized after someone made their way there and resettled the area in some capacity (or refugees fled the green growing and took up in the divide or such)? Since the Marked Men can't leave the radiation there or else they die I think.
Out of these options I believe that the mutant faction would fit best within the RP. While I'm not opposed to factions based out of DLC content since all the DLCs take place outside of the Mojave it would be hard to justify their presence and their relationship to the Green.
With the mutants however, Jacobstown and Black Mountain have both been abandoned by the mutants. While I never explicitly stated to what happened to them, the location of Jacobstown has been taken over by the Green. If you're searching for another place to have them based then I'd suggest: Searchlight or the REPCONN Test-Site
Out of these options I believe that the mutant faction would fit best within the RP. While I'm not opposed to factions based out of DLC content since all the DLCs take place outside of the Mojave it would be hard to justify their presence and their relationship to the Green.
With the mutants however, Jacobstown and Black Mountain have both been abandoned by the mutants. While I never explicitly stated to what happened to them, the location of Jacobstown has been taken over by the Green. If you're searching for another place to have them based then I'd suggest: Searchlight or the REPCONN Test-Site
Noted! I'll do some thinking on the mutants then. See what I can whip up or such. Though I do have a couple questions in that regard before I get started on it:
1 ) Looking at the map, isn't the REPCONN Test Site also green'd a bit as well? Or is it still ok? Am thinking that would be the best place for them, fortified and in an advantageous position. Searchlight feels less so, but if REPCONN was any issue then I'd want to find them a nice secure or advantageous position to set up in as I feel that'd be a logical choice for them given the presence of Dr. Henry at least and/or any potential non-mutants incorporated too by current times in 2288.
2 ) Since Dr. Henry is involved with Jacobstown and the mutants, would it make enough sense if some of the Remnants or all of them banded back together in the process a bit or such for the sake of survival? Doing this as the tough situation of The Green forces them together or such to survive and they can help train any humans around, etc.
Of course if including the Remnants type of thing isn't acceptable, or that'd make sense or get ok'd, then all good! Worst case its just Dr. Henry with them still, I figure, which would still make sense as well.
3 ) Just to run my first concept for the mutant faction by you (as breifly as I can late after work when I am writing this right now) for some initial judgement or at least a 'hey this could generally work or not' type thing:
Dr. Henry gets a cure made with some imported and hired human merc help who stick around, help with the NCR merc situation, and Jacobstown begins to grow and siphon some from Black Mountain. Causes some Tabitha issues. Green gets ignored for a few years due to mutant influx and such going on there. HUman and ghoul assistants for Henry are imported as well to help.
Eventually problem gets worrying or bad enough by early 2286 that Marcus and Niel and Henry are all worried and were looking into it. Bighorners are getting sick and people are too, some have died either there in trying to make it there, and its not the best. Scouted out some potential relocation areas to move to, are forced to evacuate suddenly when the Green explodes around Jacobstown. Niel and Marcus were in contact and basically Tabitha is by now dead or got Rhonda back or whatever to get her out of the way as Black Mountain got worse over time too, so Niel took over the Black Mountain area in the end and freed Raul and so forth before salvaging and taking as much equipment and such as he could with him and those who followed him still. Meet up with Marcus and Jacobstown migrants, who are trying to be secretivve and sneaky due to worries about causing conflict with locals, and with the Green chaos going on elsewhere in the north it helps them hide and move along.
Get to new location, REPCONN Test Site or otherwise, and have to handle those already there but do so and get set up. Build new homes, continue raising what Bighorner livestock that were saved from Jacobstown or were picked up along the way, and they with any humans or ghouls who came along settle down and foritfy up and use the radio equipment after setting up to try to bring further mutants to this safer location to get the cure and assistance. By now have gotten some more Gen 1's and Gen 2's and esepcially Nightkin, in terms of mutants at least, brought in who set up with them as well.
Started getting a few tentative Caravans they were familiar coming back to trade with them, though they are less than before due to the Green situation and chaos caused by that, and either are neutral with Novac or have struck some uneasy or tentative deal with them if not at least some trade or something by now. Just got their footing again, settled down, and are led by a new leader (the OC) who is likely an intelligent (or uniquely mutated even) Super Mutant or Nightkin who eventually took overall control and has been around long enough to have trust from the faction and its population to have taken charge by now.
Not many in the Mojave know where they are still, but word initially is starting to get out again inevitably due to them seeking trade and having set up in the faction's current location for about a couple good years by now on top of the radio messaging. Most rumors and ideas say they are still at Jacobstown or that Black Mountain people fled there due to likely not all the Nightkin there having followed Niel to migrate elsewhere or such.
So there is Green around the test-site but the facility itself isn't currently suffering any major growth. I suggested Searchlight since it is irradiated and that would provide a level of protection that the mutants would be able to use.
I'm not opposed to some of the Remnants banding together but I would want a good explanation as to why. In-game it is very difficult (80 speech check) to convince all of them to fight for the NCR. Even when convinced the game makes it clear its a 'last hurrah' and they retire after the battle. The Enclave remnants are essentially wanted fugitives of the NCR so they would have to operate with the utmost discretion to avoid bringing attention onto them. Likewise, this RP takes place 7 years after the events of FNV. So I'd say that the remnants would be at the youngest early sixties, oldest mid-seventies.
I might suggest incorporating the Bright Brotherhood into your faction. Perhaps with a cure Dr. Henry is able to negotiate a truce between them and the Nightkin attacking the facility. Then he is able to help them activate their rockets and complete their journey. When completed successfully the 'Come Fly with me' quest has the Bright Brotherhood returning to Novac to evacuate and rebuild the settlement after the Legion's attack. This implies they are able to form relationships with other factions and they don't travel too far away.
While I think a relationship with Novac would be possible, in-game it is stated many people in Novac survive off scavenging the Repconn facility. So if it is occupied there should be some explanation as to how that conflict is resolved and if not, then have that be a conflict in the RP.
Hope this answers your questions, please let me know if you have anything else you want to ask. Excited to see what you come up with!
@tundrafrog1124 I just had the sudden idea of them taking like a year to stealthily relocate from Jacobstown to highyl fortifying and building up on Searchlight Airport (and renaming the faction to "Newhaven" once Jacobstown is lost) while secondarily taking over the place and the former Camp Searchlight (to just be called "Searchlight now) and securing the road between these locations for setting up farms and bighorner herds and trying to start up trade again with locals. Especially since the land down there is useable and such, and there was no note in the timeline (as far as I could see at least, i mean) that said those spots were being used!
Hence it gets the faction that by now has been trying to look into fighting The Green as far from it as it can be so its people can be safe, but maintaining an information network and spheres of influence and outposts going up into the north of the Mojave. This also helps trade, and potentially the Boomers might be interested in the intact jets still down in Newhaven (by then formerly Searchlight Airport) to boot! Could make for something fun, perhaps, but I want to check this general gist by you for feasability.
If it isn't feasible, then I can move my location back to Camp Searchlight or the REPCONN Test Site as you suggested before. (Sorry for the fifty questions, btw, I just want to make sure on things. Really sure. @_@)
@Crusader Lord That works with me. Keep in mind though that both Searchlight and the airport are fairly radioactive so any humans would have to be settled elsewhere to avoid radiation poisoning. There is a nearby community at Cottonwood Cove that they could live in.
The Rough Riders are based at Wolfhorn Ranch which is somewhat nearby.
Trade with Boomers is an option but I’m gonna go with the route that any vehicle that has been sitting for 200+ years is beyond being salvaged into something flight worthy.
@Crusader Lord That works with me. Keep in mind though that both Searchlight and the airport are fairly radioactive so any humans would have to be settled elsewhere to avoid radiation poisoning. There is a nearby community at Cottonwood Cove that they could live in.
The Rough Riders are based at Wolfhorn Ranch which is somewhat nearby.
Trade with Boomers is an option but I’m gonna go with the route that any vehicle that has been sitting for 200+ years is beyond being salvaged into something flight worthy.
Noted! And thank you for the information! I had forgotten that the airport was radioactive to some extent as well, but at least it's another potential option for where the faction could set up. Going to decide tonight where the mutant faction sets up so I can get the rest of The factions history hammered out as soon as I can.
On break at work as I send this though, so it'll be some hours yet before I get home to do a little more work on things today at least.
EDIT/UPDATE: Due to certain things that have come to light IRL for me after I posted this orignial message and tonight after work, I will be unable to formally apply to this RP anymore at this point in time. My apolgies for this sudden development, though I do wish to thank you for being kind and answering my (even if a bit too rapid-fire and hectic perhaps) questions and such!
I will still wish this RP the best, however! It is still always good to see a Fallout RP around these parts! :)
Contained below are a few of the major events that have occurred over the last month. Using this information I request that yall create your own faction/character specific timeskip which I will then bring together into one larger detailed post. We'll then go from there.
Timeskip:
October 18th: A relief force of Rangers arrives at the south Vegas safehouse and performs a rescue and extraction operation on the surviving members of the Great Khan ambusht. The survivors are taken to Fort Gulf where their injuries are assessed before they are discharged for medical care as needed. Several of the more grievously wounded troopers die during the extraction. Colonel Denver orders flags to be flown at half-staff in the Mojave for one week in honor of those killed.
October 20: The Trans-Mojave Railroad (TMR) is completed after over two decades of intermittent work. A joint project between the NCR Department of Energy, the Incorporated settlements and various groups out of New Vegas. Three lines are connected, a northern, southern and central line with a central junction (CJ) in the Fremont station in Freeside outside the NCR ghetto. Certain stations are restricted (R) to authorized personnel only.
Northern Line: Callville Bay (T)-Crimson Caravan Headquarters - Freeside (CJ)
Central Line: Junction 15 - Van-Graff Headquarters - Followers South Vegas Outpost - 188 Trading Post - Hoover Dam (R)(T)
The NCR department of Energy formalizes the California Railway Company (CRC) to manage the railroad and work in conjunction with various locals groups to staff and organize the stations. There are only three engines that operate within the Mojave, each one assigned to a single rail-line. The implementation of this rail-line threatens the Crimson Caravan's near monopoly on trade in the region.
October 25th: Van-Graff CSF agents arrive at the Hoover Dam and Helios One to initiate the changing of the guard. They travel into the Mojave from the newly finished TMR. While tension is high, Colonel Denver eventually orders the commanders of these posts to acquiesce to the demands of president Van-Graff and relinquish control of the facilities. The troops assigned to protect these installations are recalled to Fort Gulf.
October 31st: A mysterious broadcast plays briefly after midnight on a frequency between the Mojave music station and Radio New Vegas.
November 3rd: A heavy rainstorm washes over New Vegas bringing devastating flooding to the slums that surround the city. Entire neighborhoods are washed away and hundreds are reported missing. Relief efforts by the Followers and NCR’s 3rd Infantry are limited due to a variety of factors.
November 10: Refugees from Arizona arrive in Cottonwood Cove. They say a Legion vanguard is sweeping across the territories. There are rumors that the Legion is looking for something but the validity of these claims remains unknown.
November 13th: In response to rumors of Legion activity the garrisons along the Colorado River are reinforced and stocked with non-perishables in the event of protracted conflict.
October 19th - Don Dominic calls a sit-down of the Three Families to be held at the Ultra Luxe. Dominic, with the support of Marjorie, accuses Swank of breaking key tenets of The Contract. Swank denies all accusations and abruptly leaves the meeting without further elaboration.
October 25th - The Omerta Family begins a buildup of weapons and illicitly purchased military hardware, increasing their production of small arms across their compounds in Outer Vegas. These weapons are secretly shipped to the Strip. Omerta-affiliated thugs across Vegas are noticeably better armed. Iron Forester Mercs begin actively patrolling Omerta controlled areas of Vegas.
October 30th - Don Dominic Omerta and Marjorie of the White Gloves are married in an overly-elaborate ceremony at the Ultra Luxe. Various underworld figures linked to the Don from across the Southwest attend in a notable gathering of the whos-who of post-war organized crime. The White Gloves and Omerta Families are formerly united by marriage ties. None of the Chairmen attend, nor are they invited.
November 1st - A gunfight erupts between several armed groups in Freeside. The brief but violent skirmish results in 18 dead. Rampant fear and speculation regarding further escalation of the Families’ conflict spreads throughout the city. The Heads of the Three Families all publicly deny any involvement and claim this was an unrelated gang conflict.
November 4th - The Flooding prompts the Omertas to evacuate several of their safehouses in Outer Vegas. In an unexpected move, Dominic publicly announces that the Omertas and White Gloves will be assisting the people of Outer Vegas and Freeside with relief and recovery efforts. Thousands of caps are spent on hiring laborers and opening Omerta-run shelters and soup kitchens to provide aid. The White Gloves agree to open up their considerable food larders to provide adequate stocks to these locations. The Omertas supply a number of makeshift hospitals in the area with medical chems.
November 14th - Legion activity across the Colorado prompts an unusually unified response from the Three Families, who issue summons to the NCR ambassador for clarification on the situation.
October 21st: To recuperate caps spent in purchasing the painting, the Meld commences its first attempts at revenue. Amber volunteers to make crafts, while Charlotte converts the colony's excess rations into restaurant quality dishes. The Meld opens for public dining but fails to gather initial traction. Meals run for six caps; fabric goods for fifteen.
October 26th: The Happy Trails Caravan makes contact with Vault 48. Concerned about wanton expenditures, Henry, Ace of Clubs assigns siblings Queen Isabel and King Justin Moore of Clubs to assist colonial finances and foreign affairs, respectively. Despite his aloofness, Justin is renowned for deft negotiations around Sac Town. They arrive on the 29th.
October 28th: The "Failfest," a local festival that commemorates the day upon which multiple systems across the vault malfunctioned simultaneously. In celebration, all non-vital elements shutdown, leading to a temporary cessation of outside communications. Cutoff from instant messaging regardless, Daniel Floyd takes the opportunity to jokingly, temporarily, declare independence. Fine beverages are purchased for the occasion.
November 2nd: Henry Hinshaw falls ill. Layman doctors concur that the symptoms are caused by terminal cancer. He appoints a successor: the promising Jack of Diamonds Faye Cannon. Tradition dictates that the remaining Aces select a new leader from amongst themselves after the death of a predecessor. Hinshaw's revolutionary decision causes great turmoil. Eve Cannon, Ace of Diamonds and Faye's equally capable younger sister, is the most vocal opponent.
November 5th: Eager to assist the flood relief efforts but too distant for effect, the colony agrees to donate all excess foodstuffs to the Omertas' and White Gloves' food programs. Isabel protests, and her outcry is duly logged and overruled by Floyd. The Queen of Spades helps serve the impoverished and homeless. Choked of supply, the diner closes and has not since resumed operations.
November 6th: Hinshaw passes, leaving behind a fledgling empire of his own creation. He is celebrated as a hero by the entire clan, despite his final testament, maybe genuinely but perhaps in a bid to garner popularity. Portraits and similar artwork adorn his grave and appear throughout the facility. He is sealed in stone under a defunct room on the premises.
November 9th: To compensate for revenue loss, Bradley proposes to take up woodworking, and Charlotte recommends pottery. Both initiatives are fully endorsed. Driftwood is gathered from the ruins of destroyed housing to supply Bradley's endeavor. The first furnishings are crude but practical and commercially viable. The Expedition prospects for clay pits, though the Green limits their options.
November 12th: Eve sends an emissary and Faye arrives personally to beseech Floyd's support. In the heated discussion Daniel leverages the tension by detailing visions for a machine parts factory under the control of the Expedition. Neither party makes promises. He expresses neutrality but affirms his broader loyalty, sending them both away with homemade wood and fabric crafts but otherwise empty handed.
Description: A faction of mutants, ghouls, and humans whose settling within the Divide has resulted in a long, meandering settlement reaching from the Canyon Wreckage and winding all the way down to the walled-up and fortified area of what was once Hopeville itself. This is the true “Jacobsville”, as it were, with the location of the former Canyon Wreckage now being a settlement in the Mojave Wasteland and being the Mojave-facing-front of the faction. Aside from its current safehouse in the somewhat Green-encroached “Cure Cove” location, its presence in the main of the Mojave is at current times small in terms of settlements. It is a cosmopolitan haven for mutants, ghouls, and humans in a general sense, and its leadership and staff have been working on study of and hoping to solve the matter of The Green since the days of it once being just “Jacobstown” in the northwest of the Mojave Wasteland.
At the same time, however, Jacobsville is a faction and a place that has for certain found itself lingering in Mojave rumors and the ‘underground’ of the Mojave to an extent as well by current times. It is a faction with less production and not the largest of populations, even if it admittedly has a growing population, but even so whose desire remains to avoid drawing unwanted or other forms of ill-attention to itself is a stand-out feature. It is, however, a hub of higher knowledge and expertise, and due to this one can get things tinkered on in Jacobsville, find the know-how for mystery or pre-war types of technology, get decent medical care there outside of the likes of the Followers, and even find specialty or rare items for sale to boot. It is a place that, by coming there, forces customers to accept them before they even show up and in that vein keeps away negative attention as well.
While individuals and businesses are willing to make deals with outsiders and work with them, however, there is also simultaneously a communal and close-knit sort of culture within Jacobsville at its very innate core. They are all part of the same fabric, the same community, the same trial-and-fire-tested ‘whole’ and home and the like that binds them all together and gives them hope for building a better future. It is like the phrase ‘blood is thicker than water’, though rather than literal blood relations it is applied in a cultural and community sense to the denizens of Jacobsville. In a world forsaken by the nations/ideals that birthed the wastelands of the former United States of America, they carry what traditions they know on their backs like a flag.....and likewise hoist aloft new hopes and new dreams like a battle standard moving foward as they move on to support the new life in front of them.
The faction internally has remained rather self-sufficient, thus its isolation in a sense from wider matters has generally been a thing by current times, though it externally maintains close ties and trade relations with both the Bright Brotherhood at the REPCONN Test Site and the growing ghoul settlement at Camp Searchlight. While the proximity of the NCR to Novac limits things to an extent in terms of trade or diplomacy there, trade for sure (and some diplomacy even) is also present between Jacobsville and the Gibson Scrap Yard outright otherwise. Unless on active missions, however, Jacoobsville’s mutants do not leave the borders of Jacobsville and aren’t seen outside of it, leaving mostly humans and ghouls to be liaisons with the outside world in turn.
Leadership: Jacobsville’s leadership takes the form of several figures.
The first to note within Jacobsville’s leadership is a large Nightkin named Alexander. A descendant of Vault Dwellers, and among such descendants who got taken to turned into a Nightkin for the army of The Master, though after the death of The Master he wandered off with a group of his kind. His mind ultimately fragmented into several split personalities by the time he and his group made their way to Jacobstown and then Cure Cove for treatment. Yet while out in the wastes, Alexander and his group were a terror to face for the most part. They most often targeted raiders and raider camps for the sake of ‘entertainment’ and conquest, all at their leader’s behest, though upon getting treatment the “Alexander the Great” delusions of this Nighkin came to an end and he came to show his original personality more so: Calm yet tactical, cool-headed yet commanding, just and equitable yet not afraid to get his hands dirty, and understanding yet personally stoic in the face of adversity. Alexander also came with his own personal weapon, a recharger-breeder-infused gatling laser named “Unending Conquest” that can still overheat but functionally has ‘infinite’ ammunition. This one-off weapon was ‘commissioned’ by the Nightkin from some ‘conquered’ Vault Dwellers during his years prior to going to Jacobstown, something that fit his more grandiose madness back in the day but which still remains a beloved personal weapon of Alexander to this day.
The second member of Jacobsville’s leadership is that of Marcus, an intelligent Super Mutant who helped found the original Jacobstown. Niel, Marcus’ former mole at Black Mountain, has also joined alongside him as an assistant. Mostly helping with regards to internal relations and diplomacy on the part of Jacobsville’s mutants, he has remained in the leadership of Jacobsville and helped with other internal matters and Mojave diplomacy by current times.
The third member of the leadership is Keene, whose reception of the cure for the Nightkin’s schizophrenia proved to at least make him much less irritable and self-conscious than he once was. His impatience at times has had its issues even still, but his presence in helping keep order internally over the past years has given him a new and improved ‘voice’ of a sort within the faction by current times. He works with a former Black Lung mercenary human named Noah, and a pre-war female ghoul named Noel in his role of internal security and such. He also wields the “Oh Baby!” super sledge that was originally found deep in the Nightstalker Den in the area of what was once Jacobstown’s surrounding foothills by current times.
The fourth member of Jacobsville’s leadership is Doc Henry, an ex-Enclave Remnant whose time has mostly been focused on trying to solve the issues of The Green more than anything else. Despite having developed the still faction-distributed cure for Nightkin several years ago, he has become near-reclusive with his work in the last two years alongside his other staff. While he rarely comes to meetings anymore, Marcus on occasion visits Henry when the good doctor and scientist has a very rare moment of forced rest from his labors. In lieu of this, Henry often sends a second, a human staff member named Eleonora, as his representative.
The fifth and final member of Jacobsville’s leadership is a pre-war ghoul named George Robert Johnston, he was a former army commander who served in the Great War before being sent home after an injury and being reassigned to the home front after recovering. He was assigned to a nuclear missile launch silo base in the northern Midwest, along with several others under his command, and they had already launched their missiles when the bombs fell. The small bunker they made it into at the base kept them from being annihalated by the Chinese nukes, but it crumpled up well enough that those in the bunker were irradiated to high hell and turned into ghouls in the end. From here it was Georgo who gathered up his men and went to find if there were other 'survivors' closer to the blasts. It was he who felt the weight of the Great War and his part in it on his shoulders, even as he led a group of surviving military and some other distnat locals or ghouls to find a safe haven. It was along the way that the nightmares of the past haunted him, sounds of dying soldiers and the crunch of defening nuclear blasts from the bunker, even as he saw what the United States and the citizenry and everything had become in the wake of it all. Ultimately he and the remaining ghoulified survivors under him, after some struggles to head southwest, made their way to the Mojave Wasteland in the end after losing moistly some 'civilians' along the way as he'd say it. It was here, however, the group would find out about the presence of The Green and its dangers, and going around eastern Vegas to escape it before they moved west again with intent to head to California and see the fabled NCR for themselves. It was, however, that night when George had a dream.....a strange dream, a dream of a place carved up by nuclear fire and filled with storms of harsh dust and sand. A place that, despite how it looked, seemed to have people trailing into it. Settling in it. A filled him with....hope? Hope. It had been a long time since he'd felt that. Hope. Waking from this dream, however, George roused his people and led them further west a bit earlier than he'd usually set out. It was still dark, and very early in the morning, but it was here the ghouls came across a Jacobstown party headed to the Divide. One thing led to another, and by current times Robert has become a voice in the leadership for the ghouls of the faction as well as their representative of sorts within the faction’s leadership. He carries a 12.7mm pistol he bought in the Mojave called the “Li’l Devil”, or “Head Eraser” sometimes by him due to its tendency to ‘remove heads in a hurry’, a bowie knife he took off of a killed Marked Man, and a pre-war Service Rifle that apparently has been fixed up and cared for well for over the past two and some-odd centuries since his time on the front lines of the Great War so very long ago. To say the very least George, the man, the ghoul, the soldier, the criminal, has sought ever since to shore up and support the new 'hope' he and his people have found in Jacobsville and its growing population.
There is also a figure of some note in the faction who goes by the name of "Ulysses", he being a human man with a flag and the weight of it carried on his back who has come to be a figure of some sort within the faction proper. He one day walked into early Jacobsville with silence on his mouth and a look in his eyes. Ultimately he would become a figure in training the scouts of the Jacobsville armed forces in due time, after a behind-closed-doors conversation with Jacobsville's leadership, as well as eventually help run important messages and train new runners within the faction's territory to boot. It is known that he is close to Jacobsville's leadership as well, though he still seems to retain some amount of 'mystery' or 'mystique' to him in the end. However, his ardent support for the faction and the 'hope' he says it embodies has been described by all who meet him as 'more genuine than anything'.
Territory:
***Mojave - Hopetown (Canyon Wreckage; Major Settlement), Cure Cove (formerly the abandoned Tribal Village; was once a Settlement, but currently is now just primarily a safe house, as well as being a point of contact with declining importance in that sense as time goes on that is manned by a very small garrison of five volunteers there keeping it maintained and keeping a lookout), and three pairs of two traders, each pair having roughly three outsourced/hired Caravan guards and two domestically-assigned ones, are stationed at and move between Jacobsville, Camp Searchlight, the Gibson Scrap Yard, and the REPCONN Test Site respectively for regular trade interactions and such (six traders total, each with a total of five guards for a grand total of 15 between the three pairs, and then each pair with their guards have some accompanying pack Brahmin/Bighorners).
***Note: The faction, given the encroaching green getting a bit too close to Cure Cove, is seeking out another viable safehouse location. That among other things at least.
Sphere of influence (What areas of the Mojave is your faction active in): Generally they are active in spots stretching from west to east from the Canyon Wreckage following the Nevada 164 highway to Camp Searchlight, and then north from Camp Searchlight up to Novac and the REPCONN Test Site heading north on Highway 95. They mostly deal in peaceful trade and establishing diplomatic relations.
***Note: More humans live in the Silo Bunker and Hopetown, becoming more common the closer one gets to the Mojave and less common the farther into the Divide one gets. Likewise, and inversely, more mutants and ghouls can be found farther into the Divide and less commonly heading toward the Mojave. However, this is just a general trend for the population rather than a hard rule.
Force Composition (How many fighting members, what are they armed with etc.):
***Numbers - The total fighting power for Jacobsville numbers at 300, though it can be broken down into two parts. The first is the “full-time fighting members”, who consist of 150 full-time soldiers and guards who operate for and within the faction, and the second part consists of up to 150 armed citizens who hold other jobs and such but can be mustered on an as-needed basis otherwise.
The particular breakdown for the 150 full-time soldiers and guards, however, is the following:
20 Nightkin
50 Super Mutants
35 Humans
35 Ghouls
In general, full-time soldiers and guards are generally well-disciplined and well-trained, overall both individually and in working as a team. Professional organization of troops and supplies is used by the faction as well in this vein, mostly to keep things generally organized and allow things to work more smoothly. These ‘standard’ 110 full-time soldiers and guards are generally mixed units, combining the majority of less-intelligent Generation 2 Super Mutants with intelligent leaders and supporting comrades to try to best utilize their strength. A few all-mutant squads do exist as well, though mostly mix intelligent cured Nightkin with Gen 2 Super Mutants to best effect.
Roughly twenty percent of all full-time soldiers and guards, totalling 30 in number, are highly-trained and highly-disciplined ex-Enclave trained humans and ghouls and ex-Master Army mutants. These “Elites” likewise receive better arms and armor than their standard counterparts in turn inherently, and are both held to a higher standard as well as are more effective in the field than their standard counterparts in a general sense. A few are based at the settlement of Hopetown at what was once the Canyon Wreckage, though most are within the territory held inside of the Divide.
The final component and last 10 members of the faction’s 150 full-time soldiers are a squad of 10 top-tier elites within the faction. Composed by a mix of humans and ghouls in particular, it is dubbed “Bannermen”. This unit most notably dons a mixed pattern of Enclave and US Army T-51B and T-45 power armor respectively, as well as the best weapons and most strict and maintained high-grade training and discipline within the entirety of the Jacobsville military. The top of the top, in other words, even above the elite troops the faction fields, despite being ultimately rather few in number.
Meanwhile, mustered armed citizens go once every few months in rotating groups to get some basic drilling/training before going back to their normal jobs and such. Upon being mustered for combat, this is generally meant to make them more ‘prepared’ for things in some sense and ready to go ‘well enough’ as soon as they are brought in.
Rifles/SMGs utilized by the soldiers of Jacobsville include: Hunting Rifles, Brush Guns, 10mm Pistols, Hunting Revolvers, Recharger Pistols, and Recharger Rifles.
Heavy weapons utilized by the soldiers of Jacobsville take the form of: SMMGs (most commonly), Red Glare(s) (A Very Limited Number), and Incinerator/Heavy Incinerator (Just A Limited Number).
Explosives utilized by the soldiers of Jacobsville include: Frag Grenades (most common), Flash Grenades (“Flashbangs”), and Satchel Charges.
Melee weapon utilized by the soldiers of Jacobsville take the form of: Bowie Knives (most common/easy to trade for or produce), Sledgehammers, Super Sledges, and “Blade of the West” replicas either wrought based on those of Marked Men make or which were traded for with individual Marked Men traders in turn.
***Armor -
Standard troops are dressed in reinforced leather armor, including a helmet of sorts, which has metal plates sewn into vitals-protecting areas for added defense. A super-mutant sized form is also used on mutant soldiers in turn. This armor is cheaper to make, cheaper to modify into existence by purchasing regular or lighter leather armor, and offers a general sort of protection and survivability while being light enough to allow soldiers to move on the battlefield.
Elite soldiers of the human and ghoul variety, meanwhile, are equipped and dressed for their own particular roles on the battlefield in terms of armor. Domestically produced armor for elite troops of this sort appears similar to something like Vault Security Armor or regular old world Combat Armor with improved protection in key areas. Likewise salvaged or acquired suits of Riot Armor/Elite Riot Armor from the Divide, including helmets, are used and maintained but cannot be reproduced by the faction as well.
Finally, Nightkin/Super Mutant soldiers are generally dressed in their own armor with similar specifications to those of human/ghoul troops but for a larger-sized individual. The standard mutant soldiers wear the equivalent of standard soldier reinforced leather armor, with the metal plates sewn in and a helmet too of course, though their helmet is usually made of metal outright in this case instead of having leather put over it. Meanwhile elite mutant soldiers don much more metal with their and include added bits of added protection such as face guards and shin protection and the like. Unlike average super mutant armor, the design of these has been generally ‘standardized’ in its make at the very least to give a consistent and different-looking appearance in the field compared to ‘wild’ super mutant ways of making armor.
The faction also possesses ten suits of power armor total/at all, with most of these having been brought in by ex-Enclave soldiers or the Remnants and the remainder having been acquired or salvaged one way or another. Meanwhile training for the use of Power armor has been passed down to the faction by ex-Enclave members, with power armor training having been formally recorded down and been instituted for the Bannermen.
Breathing masks are a staple for ‘unsafe environments’ and areas close enough in proximity to The Green for all soldiers and personnel, including mustered ones, where or on an as-needed basis. Some have been scavenged from The Divide, while the rest have been produced domestically by copying designs. A very small number of respirators (10) exist, though are makeshift and mostly made for fun by one or two bored engineers before being seized as inventory by command afterwards.
***Weapons Production/Acquisition -
In-house ammo and weapon production is not done for export due to its rather limited scope and scale and size, mostly leading to it being streamlined as effectively as possible into what little the faction can create for itself. This has led to a standard for weapons using 10mm and .45-70 Gov’t ammunition, which is locally produced, as well as the production of 12 gauge ammo to be used with the corresponding 12g shotguns and Riot Shotguns. This more streamlined focus in production to only a few ammo types at most has led Jacobsville to make the most out of what they can produce and make for themselves, and has allowed more for the recycling of other ammo and weapon types as materials for in-house production in turn. Meanwhile, the production, trading for, or salvaging of Bowie Knives has become common, and the general fixing up or repairing of acquired, traded, or salvaged Recharger weapons acquired from the Bright Brotherhood at the REPCONN Test Site has become a normal part of trade with that faction. Even SMMGs have entered domestic production to some extent within the Jacobsville faction as a whole to make use of their already-being-used ammo type and domestic production of it in turn.
Otherwise, other weapons and ammunition used are traded for or scavenged locally or by mutant-led scavenging groups sent into the Divide elsewhere outside of Jacobsville territory. In this vein, any existing Red Glares in the faction have only ever been salvaged, or traded for with Marked Men, though existing ones are maintained as best as possible as designs are studied with the ‘hopes’ of at some point in the future producing them at-home at some point. Meanwhile Incinerators and Heavy Incinerators are mostly traded for in general, with very few having been fashioned over the years or makeshift together with advanced knowledge in the first place.
***Loadout -
The most basic loadout for a Standard Soldier of Jacobsvillle includes: A Bowie Knife, a 10mm pistol or Recharger Pistol, Hunting Rifle or Recharger Rifle, and two frag or incendiary grenades. They may also alternatively use a 10mm SMG, Riot Shotgun, or general 12g Shotgun to add more mixed effectiveness to units on the battlefield when closing the distance or having the distance closed against them in turn (or when fighting in closer/urban quarters, etc). Scouting or Sabotage units might utilize satchel charges instead of just two frag grenades, and likewise a custom silenced 10mm SMG/pistol or the like might be used to assist in the stealthy nature of the mission in such a particular role.
Elite Soldiers on the average are armed with the following as the most basic form of loadout: A Hunting Revolver, a Brush Gun, a bowie knife, and two or three frag grenades. Alternatively they will be armed with a Riot Shotgun or be decked out as a heavy weapons specialist. Heavy Weapon Specialists most often carry as a loadout: A heavy weapon (usually an SMMG), a Hunting Revolver, and two frag grenades. Elite melee weapons like a “Blade of the West” or Sledgehammer might also be used in certain scenarios or squads or conditions to boot.
Nightkin or Super Mutants usually end up wielding 10mm SMGs, Riot Shotguns or 12g Shotguns, SMMGs, various faction-available explosives, Super Sledges, Sledgehammers, or even “Blade of the West” replicas made by their kind or traded for with individual Marked Men traders. They are usually heavier and heartier troops that take hits and likewise dish them out rather well at the same time, the ‘meat’ of certain patrols and especially in scavenging teams sent out into the rough dangers of the Divide. Nightkin can serve in scouting/sabotage units using scavenged Stealth Boys acquired from the Divide or Wasteland, or traded for with traders, which are domestically upgraded within Jacobsville territory in turn.
History:
2281 - Doc Henry and Marcus, the effective leadership of Jacobstown at the time aside from Keene, scrounge up caps to hire some caps-desperate mercs called the “Black Lung” via friendly caravan contracts from the edge of NCR territory to help him get night stalker samples and such. They also bring back a strange weapon from the bottom of the night stalker den to boot. Said mercenaries were also present during the confrontation with NCR-hired harassing mercs, and through offering Keene the weapon from the Night Stalker Den and being a presence to reinforce Doc Henry’s side during the nightkin’s attempt to take the experimental Stealth Boy the end result is managing to somehow deter Keene from his actions in the end. Peace is restored within Jacobstown, and with some insight from a pre-war doctor ghoul among the mercenaries’ ranks Doc Henry is able to test his work on night stalker brains moving forward. In the wake of this, the Black Lung Mercenaries move to return to their gloomy corner of NCR territory with a bonus to their paycheck for assisting the town with the other NCR mercs and avoiding a full-on firefight at least.
However, the mercenaries driven off from Jacobstown report back to the one who had hired them, leading to a certain party in the NCR getting the Black Lung Mercenaries blacklisted back in the NCR as a result after returning home for “helping the muties”. Gathering what they can of their things and caps and such, even as the government is going to seize their home base imminently with NCR troop support to evict them, the mercenaries evacuate the NCR and end up coming back to live at Jacobstown. It leads to a brief standoff at the entrance as the remainder of the mercenaries’ company comes back with them, but in the end Marcus, Keene, and Henry are able to agree on the mercenaries moving in to live with them after all of the trouble. The new arrivals begin to settle into new roles, ranging from assisting in the care of Bighorner livestock to assisting Henry in his work to even helping protect the town itself and keeping the roads clear for friendly incoming/outbound caravans.
2282 - With a new assistant in the form of the ghoul doctor who had given him the idea for testing on night stalker brains prior, and Calamity’s continued support as his assistant, Doc Henry in early 2282 finally develops a cure for the Nightkin’s schizophrenia. Keene, at his own insistence, is the first subject to receive the cure and becomes the veritable poster-boy for its effects as he helps encourage the rest of his kin to receive it as well. Word begins to be spread out, and several from Davidson’s outfit at the REPCONN Test Site and eventually Tabitha’s operation on Black Mountain begin to flock to Jacobstown alongside other super mutants and Nightkin from afar being drawn in by the news. Due to worries and concern about the sudden grown in population in Jacobstown proper, however, Keene and several others go south to help clear out the old and abandoned Tribal Village of its Cazadors and work with Doc Henry’s new assistant to set up a secondary living and cure-providing center that would become known as “Cure Cove” in the Mojave.
Strange plants likewise begin to get noticed in the foothills by foragers and scouts from Jacobstown, things that stand out from the normal plantlife and the like. However, the matter mostly becomes moot as the focus on providing the cure and housing new mutants in Jacobstown and at Cure Cove becomes a focus. Davidson refuses to go to Jacobstown, however, at the behest of “Antler”. He also takes the remainder of his people and leaves the REPCONN Test Site after a number of his people defect to go get the cure. The Bright Brotherhood is saved from the violence of Davidson and his people in turn, and begins to expand back into their original territory at the test site while striking a salvage deal with Novac to narrowly avoid a total collapse of the settlement’s notably-declined economy at this point in time. It will take time for Novac to recover from the decline from its time spent cut off from the Test Site and its salvage, but the Bright Brotherhood provides assistance to the town that will forge a closer bond between the two groups in the coming years.
By the end of the year, though, naturally the issues of Greenlung and events of the Mojave have come to the attention of Jacobstown while simultaneously some Greenlung cases have occurred around Jacobstown to boot. Cure Cove, meanwhile, seems to not have any cases of Greenlung. Further, the seeming resistance of mutants to dying of Greenlung, compared to humans and ghouls at least, leads Doc Henry to ponder if they might hold a possible source for a ‘vaccine’ to the condition. However, odd behavior among formerly-infected mutants is becoming more and more common and noticeable to Doc Henry and Marcus and Keene. It is a worrying sight to them, being dubbed ‘Greenlung Insanity’ by Doc Henry, especially as such cases of odd behavior seem to disappear into the foothills in the dead of night or seemingly out of the blue. Several cases of this ‘insanity’ begin to be locked up in the lodge itself for study and attempts to develop a cure for them begin on the part of Doc Henry. With more assistance needed to also distribute the cure to the influx of new mutants, though, the abandonment of Old Mormon Fort by the Followers and NCR coincides with the same time frame that Doc Henry contacts Arcade Ganon and other Enclave Remnants to be eyes and ears for him in the Mojave for more news about Greenlung. Arcade is able to help Doc Henry in the hiring of several disaffected but more ‘amenable’ Followers members who had fled Camp McCarran to assist in his own work, though this comes with some hesitation on the hired members’ part at first after the ‘McCarran Incident’.
2283 though 2284 - This time period of two years sees legends of a "Cure Cove'' location become a spreading rumor in the Mojave as some ill and sickly mistake it for a place to find refuge and cure from the spreading cases of Greenlung. Many have to be turned away who manage to find Cure Cove in that vein, though several more desperate or violent groups of affected cases are instead killed. Some non-ill and anti-NCR or at least amenable-enough Mojave locals both ghoul and human alike, however, find refuge with Jacobstown and at Cure Cove and join its ranks to avoid Abernathy and his rule. Further, a new arrival becomes a secondary Nightkin (OC) leader for Jacobstown and a major figure starting after they help assert control and bring order to an increasingly chaotic Cure Cove location over the course of this year. Connections between the strange plant life continuing to be found in the foothills of Jacobstown and the seemingly new odd cases of 'insanity' in super mutants has fully established within this time period, and in that vein some of Jacobstown’s ever-growing population and new arrivals are instead moved to the burgeoning and expanding Cure Cove location instead. Foraging or scouting is done with procured breathing masks or other such protective gear makeshift together or acquired from friendly Caravans along the way.
More Followers who have become more distrusting of the NCR after the Vault 22 expedition goes missing, and the more amenable of these end up being recruited via Caravan contacts by Doc Henry as well in this time period. These end up being split between cure distribution/production and Doc Henry’s work toward curing Greenlung. A group of four older ex-Enclave, with two younger individuals in the same group with them, eventually reach the Mojave Wasteland in this time period and make contact with Doc Henry and his people after Henry and his friends seek out others to help with their work. Henry’s contacts in the Mojave, however, still help feed him information on what is going on elsewhere with Greenlung and the strange plants within the Mojave Wasteland. Ultimately Jacobstown leadership decides on transferring a portion of the town’s growing population to Cure Cove proper, mostly as it is being fortified into a growing town in its own right over the long-term.
2285 - This year sees the growth and cases get worse as Henry and his people try to look into the Greenlung and strange plants, and more personnel/mutants and things are moved out of Jacobstown to Cure Cove to get them safe and away from things. But it is apparent that things are getting pretty bad on all fronts. NCR presence in the Mojave under the leadership of Abernathy puts its own form of pressure, Jacobstown is suffering from cases of attacking 'monsters' in the night that no one has properly seen or can identify, missing formerly-infected mutants disappearing into the night has still been ongoing, odd behavior continues to be studied by those locked up in the lodge or rarely observed in the wild as more of the strange plant life continues to encroach more and more on Jacobstown in a worrying manner, and the encroachment of bad news from Westside and Judah Kreiger’s flight from there with some more amenable locals from there to live with Doc Henry and his people after the loss of Westside has only stacked up more on the growing population problems at Cure Cove and even still.
With the mounting issues, information the ex-Enclave newcomers have brought leads to Jacobstown leadership deciding on relocating Jacobstown to a location called “The Divide” in Mojave lore after the Jacobstown situation is declared ‘untenable’. Relocation of the population to the Divide in early October 2285 with the first larger armed party of mutants and settlers being sent out there. Overall, however, the migration and movement are being kept covert and secret from caravans and others to try to avoid NCR aggression or otherwise on the road during the course of it. Likewise, the path to the new location avoids NCR-active or NCR-controlled territory in the Mojave for the most part. Stuff likewise begins to be taken out and moved from the Remnants Bunker as well as the Green encroaches upon it and Jacobstown.
Initial contact with hostile Marked Men also occurs at the end of the year, though upon driving out enemy forces as far as Hopeville proper within the Divide in late December the process of securing and fortifying up this gained ground for further settlement is started. This comes at a cost, however, and ultimately sees this become the final extent of the newly-claimed ‘borders’ of the migrants and forces coming from Jacobstown moving to their current maximum extent. Further, an outpost of sorts is set up at the Canyon Wreckage at the entrance to the Divide for newcomers and incoming migrant groups from Jacobstown and Cure Cove.
2286 through 2287 - By March 2286, the outpost built around the Canyon Wreckage has grown large enough to begin life as a proper settlement, and likewise settlement of the divide within the large Hopeville Silo Bunker and fortifying and rebuilding remnants of Hopeville are in full swing. Cure Cove has lost over half of its once overcrowded population by this point, and patrols guide new arriving mutants or other recruits to the Canyon Wreckage settlement. Jacobstown just has a small protective-gear-equipped left, who are all using makeshift or acquired protective gear to go anywhere, that are observing and trying to get data from infected 'Greenlung Insanity'-afflicted mutants and the like before Jacobstown becomes fully lost to the Green. However, the month of April sees the remnants in Jacobstown forced to flee due to the explosive growth of the strange plants after the abnormally-high rainfall that month. Most escape, but some are lost in the process as the remainder escape with what they could bring with them to Cure Cove. Cure Cove is set to remain as an outpost, though a secondary outpost and settlement location at Lone Wolf Radio is established as a redundancy as the continued expansion of the Green continues. Both locations redirect mutants to the new location, setting up their own garrisons and fortifications in the process, while in the end the rest of the population leaves for the Divide.
The final loss of Jacobstown leads to the renaming of the faction to “Jacobsville’ in honor of the growing mixed-population faction’s new status and composition, though this is also done in more part to help new arriving mutants both Nightkin and Super Mutant alike identify and find it easier. Meanwhile the growing Canyon Wreckage settlement of Hopetown becomes the new arrival point for the large majority of incoming mutants and refugees and such like who join the faction’s ranks as well.
Jacobsville also recruits Orion Moreno, who hates the NCR well enough, and Cannibal Johnson to come help out with training and knowledge alongside Doc Henry and others who already live there. Enclave Remnants training and knowledge gets disseminated into the faction functionally enough, though the ideology isn’t passed down in favor of more practical knowledge and the like for locals to help get things set up and improve conditions for those living within the Jacobsville faction’s territory for the most part. That and prepare them in case of NCR troubles….that was at least one thing they could all worry about at the very least. The faction gets its own food production going, with Bighorners still being primary sources but now beginning to formally cultivate and include desert plants like the banana yucca and such that can be grown to feed the bighorners and be food for the people too. The faction also begins to build up capability to produce its own arms and armor to a certain extent, and likewise seeks to establish its own medical capabilities in turn.
Further, seeking trade and diplomatic relations elsewhere in the Mojave, Jacobsville also moves to establish relations with other settlements and groups within the Mojave Wasteland. Of particular note, the faction establishes formal and ultimately close relations with both the recovered Bright Brotherhood at the REPCONN Test Site and a new growing ghoul settlement forming within the ruins of the former Camp Searchlight. Beyond this, the settlement establishes good relations and trade with the settlement of Novac and the nearby Gibson Scrap Yard as well.
2288 - Some avenue of trade is established on the side with the Gun Runners in lieu of the strife between it and the NCR-affiliated Van Graffs, albeit the trade is kept on a legal basis to try to avoid trouble, though beyond this much business carries on as usual. Jacobsville becomes a haven for many who settle within its borders, becoming a cosmopolitan hub of knowledge and trade while still seeking to stay out of the limelight and not seeking to attract attention to draw it to itself. A place where diplomacy and trade and keeping out of the limelight aims to keep it safe and out of the eyes of the NCR or other potentially-harmful polities.
However, more trouble yet ultimately seems to be brewing for Jacobsville and its inhabitants even yet still. The continued encroachment of The Green within the Mojave Wasteland continues to fuel the concern over finding a solution to the problem, as well as begins to encroach on the location of Cure Cove, and if not solved in enough time the spreading plague brought by The Green might consume the whole of the Mojave….and then some. Yet this ongoing problem hasn’t been the only concerning matter either.
Further, the return of the NCR’s attentions to the Mojave with a new ambassador to the Mojave, the completion of the Trans-Mojave Railroad, and the changing of the guard at Helios One and Hoover Dam with Van Graff CSF seems to signal a new chapter in the involvement of the NCR in the Mojave to boot. Rumors from the eyes and ears Jacobsville has within the Wasteland also seem to indicate that the Three Families are up to something or another in their own right, and the silence of Mr House has been concerning in its own right during this time period to boot. This likewise comes as rumors of a lingering Mojave Chapter of the Brotherhood of Steel likewise comes to the ears of Jacobsville leadership. To say the very least, it would seem potential danger has been growing across the board even as Jacobsville has simply tried to go about its own business in things.
But what will come next? No one truly knows….but the people of Jacobsville must keep an eye out and try to be ready nonetheless.