Adapting Van Buren (Workshop - Complete on Page 30)

There's still a series of corrections and additions that perhaps need to be made, but I assume I'll have time to get around to all of those before the map is completed.

What sort of things do you mean? I'm pretty wary of stuff that's not related to the players i.e background fluff so that is why those areas are sparse, but I wouldn't be surprised if there's stuff I missed mistake wise
 
What sort of things do you mean? I'm pretty wary of stuff that's not related to the players i.e background fluff so that is why those areas are sparse, but I wouldn't be surprised if there's stuff I missed mistake wise
Oh yeah, it's not a ton of extraneous lore or god forbid actual extra content, just a handful of things here and there, minor changes and clarifications.
 
Oh yeah, it's not a ton of extraneous lore or god forbid actual extra content, just a handful of things here and there, minor changes and clarifications.

Ah, you still building a list or you got stuff in mind rn?

I also realized that this entire project has a word count four times the size of my undergrad dissertation, lol
 
Haven't even started the list, have just been skimming through and noticing a few things here and there. Mostly typos. Also I want to do more art assets, though I was probably too general with the ones I've made so far.

I think in the most recent pdf I corrected a fair amount of typos, but there's a lot of weird phrasing and misspelling which came from typing all of it on a phone that I'm only just realizing now on desktop.

What art assets did you have in mind? And yeah the map seems to be taking time. Part of the deal I got with the artist was for a lower price there was no deadline so I'm working on artist time, which, ya know. I sent them an email yesterday and they haven't responded.
 
I think in the most recent pdf I corrected a fair amount of typos, but there's a lot of weird phrasing and misspelling which came from typing all of it on a phone that I'm only just realizing now on desktop.

What art assets did you have in mind? And yeah the map seems to be taking time. Part of the deal I got with the artist was for a lower price there was no deadline so I'm working on artist time, which, ya know. I sent them an email yesterday and they haven't responded.
Object icons mostly, maybe a few more Vault-Boys strictly for the PDF. I want to do a baroque-sun-on-monitor icon for the Vault, and another computer screen icon for the Grandmaster ("Do you want to play a game?") The signs for everything approach was definitely too much. Also I need to still do the Vault PnP icon. And I have an idea for a few possible Four Corners Commonwealth flags, and kind of want to do a "Vault-Tec Welcomes You" series of tourist tyoe things, maybe possibly as the border to the map if it looks good, sort of similar in style to -

u4j8icqd9yr11.jpg


As to the map itself - since the campaign is so far out it's probably not a big deal, though of course you still need to stay on top of them to some extent.
 
Also for some fun here's some pre-made characters I cooked up that would either be something I'd play or keep on hand for a one shot:

Jefferson
739-1110384810-962fd375b129ff49152ad1b325ec4401-2.jpg


Formerly a member of the Brotherhood of Steel, a Sierra Nevada chapter. An initiate in training to be a paladin, fast tracked when the NCR war erupted. His bunker was one of the first to be lost - in the chaos, he slipped away. Smooth talker, he's talked his way into NCR government positions, New Reno mob circles and even outlaw gangs. After his fakery and silver tongue gets the better of him - he skips town. Weak already, due to an accident in five finger fillet his only real usage of weapons is limited to one handed handguns. Though superficially charming and handsome, he's a slimeball at heart.

S - 3
P - 6
E - 4
C - 8
I - 6
A - 7
L - 6

Traits:
-Fast Shot
- One Handed

Tag Skills:
Persuasion
Deception
Small Guns


Kyla
ad9986e138e0254e0bc3acf9b0fbcfd9-2.png

A mere teen when the Chosen One killed Darion at Vault 15, she's a member of the New Khans that's riding the desert looking for purpose. Not abandoning her tribe completely, she's set out to make money.

She holds great respect for Khan values - strength, loyalty, endurance above all. If she's paid for a job, she'll see it through. No matter what. Although her problems with Chems might sometimes get in the way, nobody wants to get in the way of her when she's chemmed up and has a Fire Axe in hand.

S - 8
P - 4
E - 7
C - 3
I - 4
A - 10
L - 3

Traits:
Bloody Mess
Chem Reliant

Tag Skills:
Melee Weapons
Survival
Sneak


Silas
tumblr-c25164f19022e4e91cb72d11d2895f1a-e11f560a-500-2.png

A Follower of the Apocalypse from Dayglow. On a mission to study the language of the Yakuza tribe, he ended up pulled in by the vices of New Reno and became the personal Doctor to the Wrights. However, when a life-saving surgery went wrong, he fled town and barely escaped with his life. Silas is pulled in two directions - his desire for wealth and personal pleasure and his moral duties as a Follower and healer. You could flip a coin on which he chooses in the heat of the moment.

SPECIAL:
S - 3
P - 8
E - 4
C - 5
I - 8
A - 7
L - 5

Traits:
Good Natured
Skilled

Tag Skills:
Doctor
First Aid
Lab Science


Trig
Tribal-PA-helmet-2.jpg


A Cipher of the West on a journey of youthful self-discovery. A magpie for technology and recording it's details in some way, he seems to be a tribal savant - he both does and does not understand the technology he studies. He understands their inner workings, but still views them as works of the Gods. He's good at heart but very naive and gullible.

S - 6
P - 3
E - 5
C - 5
I - 8
A - 6
L - 5

Traits:
Tech Wizard
Trigger Discipline

Tag Skills:
Energy Weapons
Repair
Computer Science




 
Object icons mostly, maybe a few more Vault-Boys strictly for the PDF. I want to do a baroque-sun-on-monitor icon for the Vault, and another computer screen icon for the Grandmaster ("Do you want to play a game?") The signs for everything approach was definitely too much. Also I need to still do the Vault PnP icon. And I have an idea for a few possible Four Corners Commonwealth flags, and kind of want to do a "Vault-Tec Welcomes You" series of tourist tyoe things, maybe possibly as the border to the map if it looks good, sort of similar in style to -

View attachment 20155

As to the map itself - since the campaign is so far out it's probably not a big deal, though of course you still need to stay on top of them to some extent.

Your icon ideas sound excellent but tbh I was leaning in the direction of having New Vegas style icons and borders - with your custom icons for important locations.

Example:

hcwg2jr8vbe61.png
 
Your icon ideas sound excellent but tbh I was leaning in the direction of having New Vegas style icons and borders - with your custom icons for important locations.

Example:

hcwg2jr8vbe61.png
Yeah, I was probably still going to end up doing this, hence why I hedged my statement. I just want to do some tourist guide-y stuff, since that is the artifice of the title.
 
Yeah, I was probably still going to end up doing this, hence why I hedged my statement. I just want to do some tourist guide-y stuff, since that is the artifice of the title.

It's an interesting idea but the map much like that of the original two games is meant to be that of the Pip-Boy (or Prison Boy in this case) view. Perhaps we could jimmy up a cover page that looked touristy?
 
Just for fun, from my Overseer Guide the special encounters I will be running. Also good news, a near final version of the map is due next few days.

Screenshot_20210715-200526.png
Screenshot_20210715-200537.png
 
Also in thinking - I'm not sure I'm happy with Nexus and the Brotherhood storyline as a whole. I really do prefer my Brotherhood to be reclusive metallic monks but I just can't see any path or story that isn't a retread of Mojave Chapter or any other story. It's a real pickle. I wrote the Nexus storyline because I wanted to do something different with the BoS but I didn't particularly like it. If I went the metallic monks way I'd go full canticle for Leibowitz/abbey style with them. Taking heavy influence from the Guardians of Wasteland (I e hostile and xenophobic but the players need that DoD holotape). Show them at their most reclusive and cultist as a way of bridging the gap between "R&D House for the NCR" to "At total war with NCR" in New Vegas. I think a major revision is in order. It should leave you with the feeling that they are, by their nature, incompatible with just about everyone else, and justify Caesar's comments on them as backwards scavengers with no future - that was his experience with them "further east". Set the stage nicely.

Perhaps Maxson Bunker is heavily fortified in the mountains - much like the Guardians they've even become obsessed with pre-war junk - the outer cliff walls fixed with meaningless pre war billboards with the Brotherhood sigil inscribed on it. Because of their prison-boys they're brought in and interrogated. Their scribes are cultist mindless robots that basically just transcribe meaningless crap they find and log into their archives. They've been gone for 10 years from New California and have no idea what's happening there. They're willing to trade the DoD holotape with BoS escort at Van Buren if you perform favours for them - go deep into Cheyenne Mountain and access the deeper levels they couldn't - find the remains of the Calculator. Deal with the maddened squad that have overtaken Nexus and wipe them out. Computer Science PCs could find out in Cheyenne Mountain that there's another DoD holotape at Los Alamos, giving them the opportunity to subvert the Brotherhood. The Brotherhood's betrayal at Van Buren wouldn't be the rogue element of Idella - it's their standard procedure.

In this way I'm starting to realize that this is blending in elements of Wasteland as much as it is Van Buren - which to me is a good thing. It feels more in-tone and torch carrying, which was always the intention.

Barring Rebirth I'm not very happy with New Mexico in general. It feels very fan-ficcy and not very in-tone as I believe the rest of it is.

Thoughts @Hardboiled Android ?
 
Last edited:
Also in thinking - I'm not sure I'm happy with Nexus and the Brotherhood storyline as a whole. I really do prefer my Brotherhood to be reclusive metallic monks but I just can't see any path or story that isn't a retread of Mojave Chapter or any other story. It's a real pickle. I wrote the Nexus storyline because I wanted to do something different with the BoS but I didn't particularly like it. If I went the metallic monks way I'd go full canticle for Leibowitz/abbey style with them. Taking heavy influence from the Guardians of Wasteland (I e hostile and xenophobic but the players need that DoD holotape). Show them at their most reclusive and cultist as a way of bridging the gap between "R&D House for the NCR" to "At total war with NCR" in New Vegas. I think a major revision is in order. It should leave you with the feeling that they are, by their nature, incompatible with just about everyone else, and justify Caesar's comments on them as backwards scavengers with no future - that was his experience with them "further east". Set the stage nicely.

Perhaps Maxson Bunker is heavily fortified in the mountains - much like the Guardians they've even become obsessed with pre-war junk - the outer cliff walls fixed with meaningless pre war billboards with the Brotherhood sigil inscribed on it. Because of their prison-boys they're brought in and interrogated. Their scribes are cultist mindless robots that basically just transcribe meaningless crap they find and log into their archives. They've been gone for 10 years from New California and have no idea what's happening there. They're willing to trade the DoD holotape with BoS escort at Van Buren if you perform favours for them - go deep into Cheyenne Mountain and access the deeper levels they couldn't - find the remains of the Calculator. Deal with the maddened squad that have overtaken Nexus and wipe them out. Computer Science PCs could find out in Cheyenne Mountain that there's another DoD holotape at Los Alamos, giving them the opportunity to subvert the Brotherhood. The Brotherhood's betrayal at Van Buren wouldn't be the rogue element of Idella - it's their standard procedure.

In this way I'm starting to realize that this is blending in elements of Wasteland as much as it is Van Buren - which to me is a good thing. It feels more in-tone and torch carrying, which was always the intention.

Barring Rebirth I'm not very happy with New Mexico in general. It feels very fan-ficcy and not very in-tone as I believe the rest of it is.

Thoughts @Hardboiled Android ?
In short, you're not totally wrong here but I do think you're being a little too hard on yourself.

I do agree that it is in general very difficult to do anything good with the Brotherhood - Fallout 1's Brotherhood is a really rich self-contained narrative that already covers so many angles, and the Mojave Chapter is such a perfect summation of them and their prospects in the future. Obviously it was hard work by some talented writers to get there. In my opinion the depiction of the BoS in Fo2 (and this may be controversial) is pretty poor for this reason, they're just hard to write for despite being such a good faction.

The Brotherhood retreating into isolationism, taken alone, doesn't really do much to "bridge the gap" to me, as it feels kind of unearned: we know that the Brotherhood's obstinance and cult-like devotion made them working with NCR impossible, but the actually interesting part (that hasn't really been addressed) is how, exactly, they get there. So just already being in a state of cultish devotion isn't enough, that's just the hypercharging of the initial Lost Hills depiction and the final Mojave Chapter depiction. I do like the idea of such outright cultish behavior and the nod to the Guardians, but it needs something more. The process is important. Just having a foil to the 'traditionalist' side in the Nexus squad is not enough.

I do like moving it from being the evil action of Idella to standard operating procedure a lot. In retrosepct, the former is pretty moralizing and bethesda-y.

I'm not totally sure that I agree with your diagnosis of the problems in New Mexico. While I could see the argument for the current depiction of the Brotherhood being fan-ficcy, the rest doesn't really - Underpass is very solid, if an afterthought. I don't see any real problems with the Glyphers, the Scorpions, or the Okies on this front (though I do have a few minor unrelated ones). I think you're apprehending that there's something off about New Mexico but misdiagnosing it: in addition to the Brotherhood problems, I think the bigger one is simply a lack of content. The first 7 entries all exist in the service of the Nexus storyline, and those not directly related to it are very minor. Of the two things not really in service of Nexus, only one is really substantive.

I know you're extremely reluctant to add new substantive content in since this campaign is already so large, but I really do think this is what feels off about New Mexico - it's sort of empty.
 
In short, you're not totally wrong here but I do think you're being a little too hard on yourself.

I do agree that it is in general very difficult to do anything good with the Brotherhood - Fallout 1's Brotherhood is a really rich self-contained narrative that already covers so many angles, and the Mojave Chapter is such a perfect summation of them and their prospects in the future. Obviously it was hard work by some talented writers to get there. In my opinion the depiction of the BoS in Fo2 (and this may be controversial) is pretty poor for this reason, they're just hard to write for despite being such a good faction.

The Brotherhood retreating into isolationism, taken alone, doesn't really do much to "bridge the gap" to me, as it feels kind of unearned: we know that the Brotherhood's obstinance and cult-like devotion made them working with NCR impossible, but the actually interesting part (that hasn't really been addressed) is how, exactly, they get there. So just already being in a state of cultish devotion isn't enough, that's just the hypercharging of the initial Lost Hills depiction and the final Mojave Chapter depiction. I do like the idea of such outright cultish behavior and the nod to the Guardians, but it needs something more. The process is important. Just having a foil to the 'traditionalist' side in the Nexus squad is not enough.

I do like moving it from being the evil action of Idella to standard operating procedure a lot. In retrosepct, the former is pretty moralizing and bethesda-y.

I'm not totally sure that I agree with your diagnosis of the problems in New Mexico. While I could see the argument for the current depiction of the Brotherhood being fan-ficcy, the rest doesn't really - Underpass is very solid, if an afterthought. I don't see any real problems with the Glyphers, the Scorpions, or the Okies on this front (though I do have a few minor unrelated ones). I think you're apprehending that there's something off about New Mexico but misdiagnosing it: in addition to the Brotherhood problems, I think the bigger one is simply a lack of content. The first 7 entries all exist in the service of the Nexus storyline, and those not directly related to it are very minor. Of the two things not really in service of Nexus, only one is really substantive.

I know you're extremely reluctant to add new substantive content in since this campaign is already so large, but I really do think this is what feels off about New Mexico - it's sort of empty.

My thought process is such though, in Fallout 1 at Lost Hills they're shown as being somewhat reclusive but they're cordial with the outside world (they actively trade with outsiders) and they are genuinely knowledgeable. Even though they already don't record history, Vree and her research are vital stuff. I think showing them in a reclusive cultist manner focused on scavenging and picking over junk, unable to understand even the fully workings of their own bunker and instead of trading with outside communities they are taking tithe and bullying them - shows their degredation in action rather than as a fact of the past as it is in New Vegas - a player jumping straight from 2 to NV would find this quite stark, I think. Extrapolation from Lost Hills, sure, but still a jump. Showing them in what's frankly a more villainous light makes the Mojave Chapter more interesting - these hypothetical players will have seen the Brotherhood at it's worst, and in the Mojave Chapter with Veronica and the BoS truce - a BoS at a crossroads, a crossroads with backing not just assumed by off screen backstory.

I'm stumped on ideas for the process because the heart of the process is in New California - that breakout of tensions over technology between NCR and BoS. Which can't be depicted in this campaign.

I had an idea that Isaac Gant would be a deserter Scribe (deserter by accident - the BOS think he's MIA) - Prisoner 13 - who is now working the Nutrient Farms in Boulder Dome. He would be the one to inform the players of the DoD holotape's necessity and also the Brotherhood's possession of it. Perhaps he's worried about the Brotherhood learning the location of Boulder Dome because Boulder Dome represents a future and he knows the BoS would simply rip it for scraps and leave with no purpose.

As for the maddened squad - I was going to simply extrapolate the original Van Buren premise. This chapter experimented with Stealth Boys and a squad went crazy. They're less hardliners than just mad dogs that need to be put down.

Any ideas on your end on how to depict them?

As for New Mexico, I might scavenge Wasteland for ideas to adapt to fill the space, but with how much is going on in the rest of the map I'm fine with New Mexico being a high level final ringer. Perhaps something to do with Super Mutants? I'm not sure.

I think making Nexus independent of Brotherhood and giving it its own questline would do some good. The mad dogs can go anywhere in truth. My focus on NM is making it high level content however.
 
Last edited:
@Hardboiled Android Allow me to pitch you a revised elevator pitch version of New Mexico, with Rebirth remaining untouched.

Paladin Brixley is sent east by Lost Hills in 2242 who are very terrified by the Enclave and equally concerned at the growth of the Shi and NCR with the orders "Seek treasures of the Old World. Preserve them. There's war to come" or something equally cryptic. Basically a mission out of insecurity. So out they go and a year later they're in Lone Mesa.

They discover the Watchers, who in this version the satellite never stopped working, and strip out the major technology and leave the satellites dead. The Scribes are basically pouring over centuries worth of junk data from space and defunct orbital crap. The Watchers are left alone otherwise.

Same thing happens at Cheyenne Mountain, they retrieve the DoD holotape and they're fooled by Rebirths disguise.

They retrieve experimental Stealth Boys Mark II from an irrelevant now scavenged psuedo Enclave old world military facility. They test it on their soldiers and they go bonkers. They don't like being seen at all, much like the Nightkin. Brixley confiscated the Stealth Boys and they go crazier. Locking up a whole wing of the bunker and setting off on their own. They paint their armor with dozens upon dozens of eyes and refuse to show their naked skin. They take over Nexus for it's food and water and the tribals cower in the visitor center as the "Unseen Brothers" hide in the satellite buildings, only coming out at night.

In Lone Mesa there's only a handful of armored paladins: a dozen PA suits and the DoD holotape lie sealed behind the locked up bunker, to which the head of the Unseen Brothers holds the keycard. They want to trade the stealth boys for the card - but now the Unseen Brothers are dangerous hands for the technology, and they can't do it.

The players are directed to Lone Mesa by Isaac Gant, a Prisoner 13 working as a nutrient farmer in Boulder Dome who tells them of the DoD holotape. As initiation the Brotherhood will send the Prisoners on a quest deeper into the Cheyenne Mountain bunker to retrieve data from the ruins of the Calculator.

Meanwhile, Underpass was formerly a prospering settlement. A farmers market turned flourishing town as they utilized the local Cain Medical Center and one of the few Wattz commercial energy Weapons gun shops to become a local trading power.
They'd traded very sparsely with the Brotherhood before, who had strong armed them out of energy Weapons in bad trades.

Then comes Ugly John and his platoon of former Unity, bringing technology of their own with them. They take over the town equipped with powerful weapons and armor, and enslave a portion of the population to prospect the ZEUS facility and build the TESLA fence - which not only acts as a human fly zapper but can also zap power armor into temporary shutdown. Not enough to stop it totally but enough to make it tactically disadvantageous. I thought about having Ugly John rename the town to New Mariposa because of his goal of searching for more FEV, but I'm not sure.

After asking the players to go to Cheyenne Mountain and deal with the Unseen Brothers, the BoS will ask the players help in shutting down the fence so they can liberate Underpass. In doing so, they'll kill the super mutants but then peaceibly but forcibly strip the town of technology, including the Cain Medical Center, and simply leave. Players can also help an uprising within Underpass, but eventually they'll try and trade with the Brotherhood and the same will happen.

The Brotherhood are defined by insecurity. Their stealing of technology couched in the strategy and language of the Cold War arms race.

Red Okies get a full settlement. Something suitably Mad Max-y thunderdome esque or Lord Humungus style, because those are always fun and we need more dens of scum and villainy if Phoenix isn't appearing.
 
Last edited:
OK, I'm going to try and analyze and draw stuff out of this on the basis of my inclinations. So what we have now an expedition sent East out of anxiety about a coming war. Not in search of any particular superweapon or superweapons more generally (as per Elijah) but out of the general Brotherhood directive of 'gathering knolwedge,' taken very vaguely, resulting in the New Mexico Chapter being obsessed with a neurotic taxonomization of all tech and data, ignoring more useful avenues and having massive oversights. This hyper neuroticism naturally leads to a kind of insanity on the part of the Brotherhood, exemplified 1) by their seemingly inhuman actions which would be utterly inscrutable to anyone not within Lone Mesa, and 2) the 'Unseen Brothers.'

So the Unseen Brothers result from the misuse of technology that the Brotherhood doesn't really understand, all well and good. But I think with that in mind, they become more interesting as the main foil to the Brotherhood. Rather than just being a random piece of detritus among many of the BoS's single-minded quest, they are an inevitable result: as order approaches infinity it becomes indistinguishable, to a human mind, from chaos, and vice versa. The Unseen Brothers have embraced technology and neuroticized it so far that they've come out the other side as the seeming antithesis, savages. The only way out is through, Ouroboros, etc. etc.

So, this in mind, the Unseen Brothers shouldn't just be Mad Dogs who have posted up at Nexus because it has food and water, but actively and very much into the primitive tribal religion, even though the Watchers aren't big fans of them. Think of them as a cross between a Colonel Kurtz and a Westerner who's way to into Yoga or something in a hokey way that makes actual practitioners uncomfortable. Going further, the ultimate goal of the Unseen Brothers should be entrance into Hecate's confederacy. In essence, it's sort of a recreation of the original Brotherhood storyline but with roles reversed and darker edges.

In terms of how they get there, I don't think it should just be Stealth-Boys. I've always found the notion of stealth-boys in isolation causing schizophrenia sort of silly. I can accept it for Nightkin since they're also 200 year old guys with fucked up weird brains created by psychic links and mutation, so throwing in the rogue element of stealthboys is OK as a catalyst. I think here, in addition to the "Stealth-Boy Mk. 2" use, there should be two other catalysts, drugs and CODE.

Drugs, both afterburner gum and also mentats (maybe Jet and Psycho too), taken for both combat missions and study. Combat because this is an organization constantly overstretching itself (as sending an aimless expedcition out to New Mexico demonstrates) and getting into fights it doesn't need to, putting a lot of demand on their small number of fighters. Study because there's so much data to process unconnected to anything real, just vast reams of pure abstraction to exhaust and debilitate.

CODE I think could make for an interesting tie-in to the main plot, considering it is in a lot of ways at the center of Van Buren and would have been one of its more important contributions to the lore. Further, it's a technology that conceivably could drive people insane.

So here's what the Unseen Brothers look like in my schema: a group within the Brotherhood (a 'circle of steel', if you will) overburdened by combat and scribal duties with particular access to the most advanced technology. They form something of a discrete group within the ranks, and in doing so they get to talking. Fueled by drugs and increasingly debilitating exposure to technology and the stresses of their duties, they have late night sessions of increasingly deluded and harebrained theories, but with some underlying reason behind it. Ultimately they break away, compelled bytheir imaginings of noble savagery as compared to their strictured and utterly unreasonable lives. THey're mad, but there's method to their madness. You could literally make them the Circle of Steel, the best and brightest the BoS has to offer... and even still, the untenability of the Brotherhood system still leads towards its utter breakdown and antithesis.

Underpass sounds good. I think that New Mariposa is something that may have been a name choice in the actual Van Buren, but I would reccomend against.
 
OK, I'm going to try and analyze and draw stuff out of this on the basis of my inclinations. So what we have now an expedition sent East out of anxiety about a coming war. Not in search of any particular superweapon or superweapons more generally (as per Elijah) but out of the general Brotherhood directive of 'gathering knolwedge,' taken very vaguely, resulting in the New Mexico Chapter being obsessed with a neurotic taxonomization of all tech and data, ignoring more useful avenues and having massive oversights. This hyper neuroticism naturally leads to a kind of insanity on the part of the Brotherhood, exemplified 1) by their seemingly inhuman actions which would be utterly inscrutable to anyone not within Lone Mesa, and 2) the 'Unseen Brothers.'

So the Unseen Brothers result from the misuse of technology that the Brotherhood doesn't really understand, all well and good. But I think with that in mind, they become more interesting as the main foil to the Brotherhood. Rather than just being a random piece of detritus among many of the BoS's single-minded quest, they are an inevitable result: as order approaches infinity it becomes indistinguishable, to a human mind, from chaos, and vice versa. The Unseen Brothers have embraced technology and neuroticized it so far that they've come out the other side as the seeming antithesis, savages. The only way out is through, Ouroboros, etc. etc.

So, this in mind, the Unseen Brothers shouldn't just be Mad Dogs who have posted up at Nexus because it has food and water, but actively and very much into the primitive tribal religion, even though the Watchers aren't big fans of them. Think of them as a cross between a Colonel Kurtz and a Westerner who's way to into Yoga or something in a hokey way that makes actual practitioners uncomfortable. Going further, the ultimate goal of the Unseen Brothers should be entrance into Hecate's confederacy. In essence, it's sort of a recreation of the original Brotherhood storyline but with roles reversed and darker edges.

In terms of how they get there, I don't think it should just be Stealth-Boys. I've always found the notion of stealth-boys in isolation causing schizophrenia sort of silly. I can accept it for Nightkin since they're also 200 year old guys with fucked up weird brains created by psychic links and mutation, so throwing in the rogue element of stealthboys is OK as a catalyst. I think here, in addition to the "Stealth-Boy Mk. 2" use, there should be two other catalysts, drugs and CODE.

Drugs, both afterburner gum and also mentats (maybe Jet and Psycho too), taken for both combat missions and study. Combat because this is an organization constantly overstretching itself (as sending an aimless expedcition out to New Mexico demonstrates) and getting into fights it doesn't need to, putting a lot of demand on their small number of fighters. Study because there's so much data to process unconnected to anything real, just vast reams of pure abstraction to exhaust and debilitate.

CODE I think could make for an interesting tie-in to the main plot, considering it is in a lot of ways at the center of Van Buren and would have been one of its more important contributions to the lore. Further, it's a technology that conceivably could drive people insane.

So here's what the Unseen Brothers look like in my schema: a group within the Brotherhood (a 'circle of steel', if you will) overburdened by combat and scribal duties with particular access to the most advanced technology. They form something of a discrete group within the ranks, and in doing so they get to talking. Fueled by drugs and increasingly debilitating exposure to technology and the stresses of their duties, they have late night sessions of increasingly deluded and harebrained theories, but with some underlying reason behind it. Ultimately they break away, compelled bytheir imaginings of noble savagery as compared to their strictured and utterly unreasonable lives. THey're mad, but there's method to their madness. You could literally make them the Circle of Steel, the best and brightest the BoS has to offer... and even still, the untenability of the Brotherhood system still leads towards its utter breakdown and antithesis.

Underpass sounds good. I think that New Mariposa is something that may have been a name choice in the actual Van Buren, but I would reccomend against.

Love what you've done with the BoS here. My only problem is how the BoS get access to CODE, but drugs works just as well I think. I will adapt this.
 
Back
Top