Factions

Akratus said:
I would like to see the actual potential that Fallout 3 had. A fallout 1 on the other side of the country. Not a copy mind you, or a game based on Fallout 1 but a game made in the same mindset.

My god! A good enclave vs a bad BoS! It's genius, no? And that's how easy it is to fix Beth's kindergarten level Fallout 3 design. Yes, yes, thank you for the applause.

Here's a thought: ineptly humanitarian BoS led by an incompetent Lyons... versus a capable Enclave led by the good Colonel Augustus, who will rule over the Capitol with an iron fist- but also provide safety and water. Throw in some Outcasts that could be swayed to support either side, some Talon Company for hire, and bam, you've got what Fallout 3 could have been if done *slightly* better- or rather, if took advantage o the material it gave itself.
 
I know we'll probably never see Canada in an actual Fallout game, but here's some factions I've been dreaming up for my Ronto story anyway.

The Icebox.

The last of Canada's legitimate Old World government and military who went underground after the US annexed the country and went into cryogenic stasis in a secret lab in Fraserdale Ontario. The protagonist works for them, scouting the wasteland to see if it's safe to return.

Ronto, aka. Hogtown.

A thriving merchant city consisting of the lion's share of former downtown Toronto. They have a strong army thanks to the large amount of weapons left behind by the US occupation forces. Founded by survivors of a civilian partisan group from the war, they believe the Canadian government abandoned them and want to remain independent. The name Hogtown comes from both the pig-like gas masks their soldiers wear and the gigantic mutant boars known as Okotos they breed for food. They have strict regulations about guns inside the city walls, which has created a black market for illegal gun runners like...

... The Extreme Close Rangers.

A gang of gun runners operating in and around Ronto. Styled after an urban street gang, in contrast to the typical Mad Max-type thugs one usually encounters in Fallout. Named after an actual Toronto gang known as the Point Blank Soldiers.

Saga.

A tribe of Viking wannabes based in former Mississauga. Driven to fight endlessly by their religious belief that only those who die in battle will go to heaven, though most of them would probably do it even if they didn't.

The Dragons.

A gang of martial artists who run Chinatown. Mostly an excuse to have loads of Fist of the North Star references, probably.

The Original Six.

The thriving, but secretive civilization descended from the various First Nations peoples that survived the war. Outsiders know little about them except that they hate mutants of any kind, human or animal and will kill them on sight, often organizing large, ritualized hunting parties for them. Their braves wear armor made from old hockey gear emblazoned with the number 6, a tribute to the influential pre-war Native hockey player turned freedom fighter John Caribou (loosely based on a combination of the real life Native hockey great Fred Saskamoose and the Red Green show's Edgar KB Montrose). Though they usually shy away from outsiders, in recent days they've been venturing nearer and nearer to the other settlements.

The ROME.

The former Royal Ontario Museum, which has been turned into a coliseum by some Legionnaires who got REALLY lost during the retreat from the First Battle of Hoover Dam, where slaves are forced to fight to the death using ancient weapons taken from the exhibits. On special occasions animatronic dinosaurs are released into the ring.

The Sicarii.

A group founded by Old Mac, an ex-slave of the Legion's commander. After he and some other slaves escaped the ROME they took refuge in the ruins of the Jewish Community Center, where they found many pre-war books that were still mostly readable. Old Mac, the only one who could read, learned of a group called the Sicarii who had fought an enemy very much like the Legion in the distant past and decided to share their teachings with the others and styled their group after the ancient freedom fighters.

Reformed Canadian Mechanized Patrol.

Formed by remnants of the legitimate authorities that didn't go into stasis at the Icebox, these successors of the Mounties protect the trade routes between Ronto and other settlements from raiders with heavy weapons and ramshackle vehicles. Most of them have devolved into a cruel protection racket over the years, but there are those in the organization who wish to return to their former glory.

The Dogpark.

High Park, its plant and animal life in the process of recovering from the nuclear holocaust, is ruled by coyotes and feral dogs, under the leadership of Kicks, a gruff but benevolent talking cybermutt created by the US military shortly before the war and his adopted daughter, the wild child Cakes.
 
I would love a good military faction without power armors or energy weapons. Like now days top end military with as little vehicles as possible.

And obviously a faction of evolved super penguins... Set in Alaska! :D
 
@Dutch Ghost: Since I love your Fallout Texas setting and already contributed with some ideas, I will offer some more insight. Hope you appreciate.

(I won't be able to do this 100% right now, but I'll edit later).


The Dutch Ghost said:
Angels (...) proclaimed that it was the evil of science and technology that had strayed man from the path of God and into the arms of the devil, causing the great war to happen.

This concept is broad, and that's why it is very good. Since I'll refer to it in later comments, let's call it "the basics". My first suggestion is that you take into consideration this idea: the Angels think/believe that it was the SCIENCE! that burned the world, not the good old science (which led to navigation, steam, gunpowder, industry, etc).

SCIENCE! led to suspicious AI computers (man playing God!), cruel energy weapons (killing a man is sad, turning him into goo is EVIL!), unholy implants/genetics (distorting human purity is HERESY!), apocalyptic nukes (that was NOT God's rightful judgement, but a global scale SIN!).

In short, they should be against "the deviations which made the god-fearing western industrial society decay into a techno-nuclear worshiping disaster!".

This general mindset would allow for the faction to be very diverse, with have both good and evil people. There could be any kind people, with 03 being the most common:

-> A radicals minority that advocates a total abdication of technology and complete focus on religious fervor (and terror), like you proposed;

-> A progressive minority who wishes for a return to "the golden of 20th century", a bit religious (mainly the regular faith/pray/etc and the position against high tech stuff, which is consensus in the faction) but also fond of traditional manufacture/industry, etc.

-> The bulk of the faction would consist of moderates, conservatives which care more about keeping their communities productive, religious and shielded from the heresies of SCIENCE! Simple research is tolerated, but rigorously watched to prevent deviations (utilitarianism: does it serve our society? and is it in line with our faith?). Machines are ok if simple, with man always in control (steam/valves/gears/etc). Gunpowder is the way to go in times of war, but big guns may be an issue.


The Dutch Ghost said:
Their goal now is to convert every human in the wasteland to their distorted version of the Christian faith and destroy every example of advanced technology or record of scientific knowledge they can find.

Like I suggested above, destroying advanced stuff as well as factories, projects, etc is ok for such a faction, but only advanced stuff. Why should they destroy the entire Abbey when it holds both old fashioned books and holodisks? Again, it would be nice to see some places burned to the ground by radical elements, creating a diplomatic problem for the main faction (aka: a quest for the player)... but in general, it would be nicer to see these guys make a purge of some stuff they abominate, preserve some things (like books, depending on the content) and trying to convert the occupied settlements.


The Dutch Ghost said:
They are especially hostile towards technology using governments and factions and consider these a blight on the earth, either capturing and crucifying them (or killing them in other awful ways) or torturing them in order to 'save' and convert these people.

This concept made me think of something cool: while radicals and progressives could be found anywhere among the populace of the Angels' territories, a(some) small group(s) of organized radicals could be operating in the... borderlands, so to speak, and conducing unsanctioned operations in NCR/Legion/ATLANTIS/etc territories/settlements/bases/whatever.

This would be cool because you could do like yo originally intended: a small group of wackos who only give trouble the ATLANTIS faction (and to the players), while reserving the big picture for the future. The main faction, introduced later, could be trying diplomacy or war with others main factions (NCR/Legion/ATLANTIS/Texas Rangers/etc) depending on the situation, while trying to put radicals in line/fix their messes/etc.


The Dutch Ghost said:
Still even the Angels know that they can disregard all the tools of evil in their mission to 'save' the wasteland, and they do use tools like high powered weaponry, armor, communication tools and even advanced medicine they have recovered from places like Fort Worth.

They believe that through prayer and self punishment they absolve themselves from the sin of using these unholy items
.

Ever heard of the Techpriests of Mars, in Warhammer 40.000? Xeno technology is usually destroyed, but sometimes they make purification rites to purge the device of "alien taint" and bless them into service of the God Emperor... :smug:

Such things could be done in secret by underground/rogue elements/groups of progressive behavior among the Angels... only to be judged and sent to labor camps by the main faction (or be tortured/cruxified by radicals). Hope you like this concept.

Of course, radicals could do like you said (sin and then repent), but I advise they do that for things that wouldn't be seen as heresy by , like using stimpacks after a fight in enemy territory (instead of good old first aid, with stitches and painkillers) or using a computer in a prewar facility (just to destroy it later). It would be nice to see them prefer death over touching that blasphemous laser rifle.
 
I think a super secretive society that exists in conspiracy theories before you progressively piece together the veracity of its existence would be cool.

Two choices would be to either claim a big victory for the faction that compromises their secretiveness or preserve its secrecy for the sake of preservation.
 
I don't know about you but I loved the idea of Intelligent Deathclaws so it would be awesome to see them back, even in small numbers.
 
No. What Cyborg was in FO3? None. There were synthetic humans, but they weren't cyborgs. He's talking about the classical game depiction of cyborgs, like half of the demons from the original Doom games (only humans, not demons), or the characters from the Deus Ex franchise. Actual Cyborgs, humans with artificial mechanical enhancements, not artificial humans, which the Fallout series HAS included. Characters like the Lieutenant and Horrigan, that kind of thing.
 
You are correct.

I want big mechanical arms and lenses for eyes.

Something similar to this would suit Fallout (more so New Vegas though)

[spoiler:153ee643f9]
towncalledmercy_6102.jpg
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AlphaPromethean said:
You are correct.

I want big mechanical arms and lenses for eyes.

Something similar to this would suit Fallout (more so New Vegas though)

[spoiler:e88b4e60d9]
towncalledmercy_6102.jpg
[/spoiler:e88b4e60d9]

Shift from power armor to power augmentations.
 
Speaking of that Cyborg faction, I think they should be a cross between the Cybermen from Doctor Who and the Iron Hands from 40k.

They think Trans-Humanism is the next step in our Evolution and is the only way to survive the inevitable second great war (As they believe will happen due to the rising power of factions throughout the wasteland) , and as a member progresses through the ranks, more and more parts of the body are replaced (emotions and feeling are also slowly removed), until eventually they become like the leaders of the faction, who are essentially brains in a bipedal robot.
 
Wish there was a faction (like the Fiends) that you could join and just rain terror on the wastes. A Fascist faction would be cool too, perhaps a Communist one as well.
 
ANY faction with a decent background and interesting characters would be enough.

Even the most standard group such as the raiders could become something more if they are properly developed. I felt fallout 1 & 2 didn't let us down in their time but beth ...
 
I would really like to see this kind of faction:

"The Utopia"

It would be a slightly elitist, very rich in resources community. They would be completely walled off and trying to create a place away from the violence and decay of the wastes. The leaders would be a dedicated council of scientists and learned leaders. It would be a green and prosperous community that succeeds in shedding post-apocalyptia.

And then you get to blow the fuck out of it.
 
Since this thread has an awful lot of posting, but not a lot of replying, I'm going to bounce some responses off of people and post my idea... let's get some brain-storming here! We could all use it.

Rontonian said:
I know we'll probably never see Canada in an actual Fallout game, but here's some factions I've been dreaming up for my Ronto story anyway.

The Icebox.

The last of Canada's legitimate Old World government and military who went underground after the US annexed the country and went into cryogenic stasis in a secret lab in Fraserdale Ontario. The protagonist works for them, scouting the wasteland to see if it's safe to return.

Ronto, aka. Hogtown.

A thriving merchant city consisting of the lion's share of former downtown Toronto. They have a strong army thanks to the large amount of weapons left behind by the US occupation forces. Founded by survivors of a civilian partisan group from the war, they believe the Canadian government abandoned them and want to remain independent. The name Hogtown comes from both the pig-like gas masks their soldiers wear and the gigantic mutant boars known as Okotos they breed for food. They have strict regulations about guns inside the city walls, which has created a black market for illegal gun runners like...

Both solid ideas. You've obviously put thought into this.
The Okotos are very nifty. Does Hogtown have an agricultural base outside the pigs, though?
The Icebox is another cool one. Would the protagonist be frozen with them, or a hired wastelander? And I take it Hogtown and the Icebox would oppose one another later?

Whatever you plan to do with these ideas, I fully support them. They'd be a cool tabletop game.

Now, for my two cents- a faction composed of the remainders of the U.S Armed forces! I'm running a tabletop RPG set in the Fallout universe as GM. Got a good party so far!

First, backstory.

BACKSTORY

During the war of Alaskan Reclamation, the Pacific Northwest- especially Seattle- served as the last stop for military hardware and manpower being shipped up to the front-line. This isn't unlike Seattle's role during the Yukon gold-rush.

So, naturally, Seattle was a center of American military power when the war hit.

The threat of Chinese submarines and the actions of Mr. House led to the construction of missile-defense stations in the Puget Sound.
House wanted to protect his aeronautics and military hardware branch of RobCo, the in-universe replacement for Boeing, so the defense systems he set up in the Vegas area were erected in choice locations around the Puget Sound and Olympic Peninsula.
This is mainly to explain why Seattle is such a valuable location and isn't totally shitbombed.


THE NAT-GUARD REMNANTS

Part U.S Army, part glorified mercenary force.

The Nat-Guard is actually composed of ex-Army, Marines, and local Police, not just National Guard. When the bombs hit, Seattle was spared from the direct effects of the nuclear holocaust (Thank House!). The people, naturally, went fucking bonkers. Riots and mobs of thousands, as is to be expected. The people who had signed up for it quietly retreated to the thirteen Vaults in Washington state. The depopulated and chaotic cities were in no better state, however. Seattle was almost totally abandoned, when the Guard arrived.

The soldiers stationed at nearby Fort Lewis, riot control, and a good lot of Marines and Army who would have otherwise been shipped up to Alaska quickly hammered the city into shape. Under the leadership of a few choice generals and other officers, they rapidly established a tenuously-held peace in Seattle, before moving up to Everett and a few other major cities. A good number of them joined the riots- and those fled the cities, going AWOL to become mercenaries and heavily-armed highwaymen.

Seattle, Everett, along with a community that developed rapidly in the Northgate Mall along I-5 soon became refuges for survivors of nearby states. Public transportation of Snohomish and King counties was reestablished, to accommodate these stragglers and refugees. Many were bused to Everett, as other cities were overpopulated. Earthquakes spurred by the force of the bombs crushed several Vaults in Mt. Rainier and Mt. Olympia like tin cans. The fleeing Vault Dwellers further supplemented the population of the cities, despite only numbering 300 people or so.
This is all a matter of weeks after the War. Suddenly, it happened: The Rain. Another story for another time, back to the Nat-Guard.

Now, in 2097, the cities of Seattle and Everett are close partners and governed by independent but allied councils of citizens. The councils are mostly former officials and mayors from before the war. Everett supplies foodstuff by means of struggling farms full of mutant crops and cows. (Some of the cows are being born with TWO heads!)

The Nat-Guard protects these cities and works as peacekeepers. Also, vital caravans are guarded largely by them. The average soldier is dressed in banged up light Combat Armor or Combat Armor Reinforced in drab green. Some newer recruits are only issued helmets with their uniforms. I was hoping for a WW2-era American soldier look for this faction.
With close ties to the city councils, they police and defend from threats like mutants and criminals. However, they have separate leadership and are becoming functionally more similar to a mercenary force than an army. Their leaders are occasionally at odds with city councils, also.
Is the coalition of cities in the Puget Sound going to be ruthlessly controlled by a powerful army, ala Prussia?

/END

Reading over this... Christ, what a mess. It was very hard to organize. I apologize if it's unreadable, but I have to ask for feedback. The last thing I want to do is run a poorly-thought out game for my friends.

Feedback? Advice?
 
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