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8 yrs ago
Current All work and no play, makes these old bones dry.
3 likes

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Work, work, work. Rain, work, work.

Giant mutant chicken-sandwich.

Most Recent Posts

@Genni

Go ahead.
@Wampower

Accepted.
@Ashevelendar

Show me your faction and I shall think about it. For now, anything goes...within reason of course.

@Genni

A bunch of gang members need to explain why suddenly they all died? They are Raiders after all, not Brotherhood.

Kill-all means KILL ALL. No matter if they were Synth or otherwise - plus, if your bunch is a band of raiders. It might have been a VERY big stretch on why you have as much synths in your ranks as they are. Since the Institute wouldn't see much reason on replacing several members in a single gang.

Also, as I've said - you'd be much easier having your gang be formed from escaped Institute Synths of the Brotherhood attack. Since that breaks less lore.
@Genni

Perhaps, perhaps. I like your idea honestly. It's something new and fresh, I shall give you that.

Hmm. I suppose so, you might want have your RPing going in Nuka-World. Since likely enough, if anybody found out whom you guys were - chances are, you'd be attacked post-haste. As the one thing the Commonwealth might agree on is 'Gen-3 Synths are ebil' - so you'd have a REALLY hard time telling the difference or finding people willing to admit they are Synths.

I am guessing, as long as it took the Brotherhood to set the CIT on boom-mode. So perhaps fifteen-twenty minutes.
@Genni

You have to keep in mind, that it would be a very difficult thing to 'check-up'. Three groups of synths currently exist:

Those whom were freed by the Railroad and weren't affected by the Institute 'kill-all' signal. Those whom escaped during the Brotherhood attack on the Institute. And those whom currently are bound and serving the Institute scientist on the surface.

Thus your either a Synth, whom suspects but has no way of checking it up. OR a group of Synths whom escaped the Institute and decided to take up raiding.

(If you were an Institute placed one, chances are you would have gone berserker on anybody close to you)
Brotherhood of Steel (East Coast)


Flag/Emblem/Mark:



History:

When the Brotherhood of Steel had come to the Commonwealth, they had come in great spirit and eagerness. To namely protect the world from the dangerous of ignorance and the threat of technology gone amok. The Institute was one such faction, taking the notion of technological progress and accelerating it beyond reason.

Engaging in acts and research that lead to the end of Old World and the start of the Great War. Thus the only choice of the Brotherhood was war - against the Institute, the supermutants and ghouls of the Commonwealth. Sadly, as the Brotherhood-Institute War dragged on - more and more brothers and sisters become disillusioned or more radical in their cause.

Thus, when the end of the Institute was at hand - so too, was the crippling of the Brotherhood from within. As Paladin Danse turned on his own people and lead to the crashing of the Prydwen into the sea. Those whom had remained on board, only a handful of them escaped. Namely Proctor Teagan, the quartermaster and Lance-Captain Kells. With many of its finest equipment and people at the bottom of the Boston sea - the Brotherhood sadly had to call a retreat.

A handful chose to remain, whether out of duty or a desire for vengeance against the Commonwealth for so many dead. One of whom is Proctor Teagan, whom leads the Brotherhood remnants in the Commonwealth - blaming the death of Ingram, a dear friend and love, at the Commonwealth scum. While Captain Kells has remained, to die upon the land that took the Prydwen - flying the last operational vertibirds in the region. They maintain control over the Boston Airport and the rare settlement close to them.

Notable People:

Proctor Teagan and Captain Kells



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)
@Superboy

Aww nuts. So what happens to your nation?


Samgolan Technocratic Union


National Assembly


With unemployment still gripping the country and a sudden rise in crime as well - the STU has proposed up two acts that would hopefully help Samgola come to grip with the two most prominent issues plaguing their nation.

Namely they are the Community Protection Act, or CPA - namely to help the local communities deal with this sudden spike in crime and help police officers improve relations with the community and lessen the danger against them.

And of course the Special Economic Zone Establishment Act or SEZE Act - namely to improve Samgola' standing in the global market and invite foreign investors into Samgola and inject an economic boost into the economy.



@EveryMemeAKing

Can we start getting this thing on again please?
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