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Post by Coin on Dec 3, 2015 17:23:38 GMT
Factions of the Commonwealth Since the destruction of the Commonwealth many groups of people/beings with different ideals began appearing throughout the wastelands. Each of these factions have their own purpose and attitude towards survival be it through helping the defenseless, protecting your own kind or the love for killing things.
There are a few factions that have risen above the rest. This is a short list of each faction you can find throughout the Commonwealth and Wastelands. Keep in mind that non-hostile and neutral factions can still be hostile towards you depending on your race or faction. For more details, please continue to the next page.
Non-Hostile Factions: - Minutemen // Pg 14. - Brotherhood of Steel // Pg 11. - The Spirit Worshipers // Pg 16. Neutral Factions: - The SIS // Pg 18. - Super Mutant Forces // Pg 17. - Children of Atom // Pg 12.
Hostile Factions: - Raiders // Pg 15. - Gunners // Pg 13.
It is very likely that other Factions exist within the Commonwealth and Wastelands.
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Post by Coin on Dec 3, 2015 21:08:35 GMT
Brotherhood of Steel Brotherhood of Steel is an organization with characteristics of a military order. They were originally dedicated to controlling and regulating technology in the wasteland. After many complications in the West, the Brotherhood rebuilt under the command of Elder Arthur Maxson and made their way to the East. There main operation began focusing around destroying the Institute and controlling the East. It fell through when the Railroad and Minutemen came together and took down the Brotherhood.
Despite the downfall of the Brotherhood in the East, a small group of dedicated survivors came together and secretly began rebuilding the organization. They cleared out Vault 75 and successfully hid under the radar of Minutemen while they were busy eradicating the Commonwealth of other threats.
While they rebuilt, they spent much of their time trying to contact any Brotherhood divisions still in the West but all attempts failed. Despite the failed attempts, they kept a distress line open in hopes that someday it will reach another division and reinforcements will be sent.
In the year 2392, War between the Minutemen and Gunners had began to escalate. Knowing the Minutemen were distracted with the war, they decided to announce their presence to the Commonwealth. In this announcement they created an 'Agreement' with Minutemen. They agreed that no being under the protection of the Minutemen would be harmed unless the life of Brotherhood member was in danger. Any disciplinary actions of those who committing crimes within the Commonwealth would be decided by the Minutemen. Due to the current war between the Minutemen and Gunners, the Brotherhood was given permission to eliminate them upon sight.
The Brotherhood of Steel is made up of Humans only. Any non-human beings, including Ghouls, are not prohibited and are to be eliminated.
The East Coast Brotherhood of Steel is organized in two separate ranks: Knights (Military) and Scribes (Civilians).
Knights are professional soldiers, and the main backbone of the Brotherhood's ground forces. They are categorized in three groups: Trainees, Knights, and Paladin. Only the most trusted and honored Paladins are promoted to ranks of Sentinel and Elder.
Scribes are responsible for researching and manufacturing technology, weapons and armor for the knights and paladins. They are also categorized in three groups, better known as 'Orders', the Order of the Sword, the Order of the Shield, and the Order of the Quill. The Head Scribe is in charge of all three Orders.
Due to extremely low number of members in this particular division, many of the ranks have been temporary removed. They are indicated with a strike through the name.
Military Ranks: - Squire - Initiate - Initiate Soldier // Trainee Rank // Unlimited numbers - Aspirant - Knight/Lancer Knight // Main Soldiers // Unlimited numbers - Lancer Sergeant - Knight Sergeant // Head of small troops within Squadrons // 4 total - Knight Captain - Knight Commander - Paladin // Head of each Squadron. // 2 total - Star Paladin - Paladin Commander // Head of Paladins. // 1 total - Lancer Captain - Sentinel - Elder // Leader of Brotherhood branch // 1 total
Civilian Ranks: - Scribe Initiate // Trainee Rank // Unlimited numbers - Scribe/Lancer Scribe/Prime Scribe - Senior Scribe // Researchers of their Order // Unlimited numbers - High Scribe/Proctor // Head of their Order // 1 for each Order. 3 Total - Head Scribe // Head of all three Orders // 1 total The current goals of the division is continue attempts to contact other Divisions in the West while harvesting as much militarized technology as possible.
They also aim to aid the Minutemen in eradicating the Commonwealth of the Gunners. Upon the elimination of the Gunners or the arrival of reinforcements, the Brotherhood plains on taking advantage of the Minutemen's weakened state. At such time, they will either force the Minutemen to disband or eliminate them as well.
Once the Brotherhoods dominance over the Commonwealth is secure, they will continue to eradicate all Synths and Mutants, including Ghouls, from the Commonwealth. Only then will the rebuild of the Eastern Stats be possible.
Children of Atom: Currently Neutral but under close watch due to increase of aggressive behaviors.
Ghouls: Enemies. Be aware that any non hostile Ghouls are under the protection of the Minutemen and are not to be harmed in their presences. If no Minutemen are present, kill upon sight. Complete Elimination of their kind will be carried out upon the arrival of the reinforcements.
Gunners: Enemies. Kill on sight.
Minutemen: Currently Allies. Under the agreement made between the Elder and Minutemen leader, all criminal acts outside of the Brotherhood of Steel faction is to be judged and punished by the Minutemen. If at any point a member of the Brotherhood feels their life is in danger they may protect themselves by executing the threat without the Minutemen's permission.
Raiders: Enemies. Give warnings to surrender. If non-compliant, kill on sight. All human prisoners will be sent on trail. If found guilty of harming or killing a Brotherhood member, they will be executed. Otherwise, they will be handed over to the Minutemen to honor the 'agreement'. All non human prisoners are to be executed upon sight.
Spirit Worshipers: Currently Allies. They are under the protection of the Minutemen and pose no immediate threats. Further discussion on their fate will be determined when reinforcements arrive.
Super Mutants and Super Mutant Forces: Enemies. Be aware that any non hostile Mutants are under the protection of the Minutemen and are not to be harmed in their presences. If no Minutemen are present, kill upon sight. Complete Elimination of their kind will be carried out upon the arrival of the reinforcements.
Synths and the SIS: Enemies. Be aware that any non hostile Synths are under the protection of the Minutemen and are not to be harmed in their presences. If no Minutemen are present, kill upon sight. Complete Elimination of their kind will be carried out upon the arrival of the reinforcements.
Some info gathered from Fallout Wiki
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Post by Coin on Dec 3, 2015 21:08:44 GMT
Children of Atom It is not certain when the Children of Atom was first organized, but many believe it was shortly after the bombs were released on the Commonwealth. Though they claimed to be a simple religion, many believed them to be a cult or suicide pack.
The 'religion' started off very small, slowly spreading across the wastelands and eventually reaching the east. In many places, the religion never truly 'enlightened' the public. This included the East up until 20 years ago. Since the 'birth' of the Juvan in the year 2384 and the increase of 'Spirit Worshipers', the Child of Atom began spreading their beliefs more vigorously. Due to the confusion of the Commonwealth, many began to follow church simply because they did not believe the teachings of the Spirit Worshipers.
Many of the true believers feel that the Juvan and the Spirit Worshipers are Demons in disguise, meant to destroy the word of Atom and doom creation. Due to this belief, they began what they call 'The Holy War' against the Juvan and Spirit Worshipers.
The Children of Atom were once made up of purely humans. However, with the aggressive growth of the religion, many ghouls and even Super Mutants have began following them. There is rumor that a few Synths also follow the religion claiming that they have been given a 'second chance' to spread the 'word of Atom'.
The Church does not have ranks. Instead, it has two leaders; One male and one female. The Confessor and Mother of the Church. When one of these two leaders discard their meager bodies (Dies), a new leader is chosen out of the Divine Followers.
- Follower // Worshiper of Atom // Unlimited numbers - Divine Follower // Extreme Worshiper of Atom // Unlimited numbers - Confessor // Male Leader // 1 total - Mother // Female Leader // 1 total
Goals & Views The children of Atom believe that each Atomic Mass contains an entire universe within it. When this mass is split (nuclear fission) it creates two new universes. The detonation of thousands of nuclear warheads during the Great War is considered a divine event that created over a trillion new universes. Instead of seeing the Great War as a disaster, they interpret it as an act of creation, and the ultimate Holy Event. They see death as a celebration of life, unification in Atoms glow. Ghouls and now Mutants as well, are being 'tested' by Atoms glow. They believe, that unless a Ghoul or Mutant fully gives themselves to the 'gift of Atoms glow', they will be doomed to wounder the world as a feral ghoul. Juvan are believed to be 'demons' meant to tempt humans away from the glow of Atom. They believe that those who follow the Juvan (The Spirit Worshipers) have lost the sight of Atoms glow and must be enlightened through death. The only way to release the tortured soul of the Juvan is by bathing it in Atoms glow (Drenching them in radiated water) and burning the body in a holy fire, either alive or dead. Allies & Enemies The Children of Atom are allies with all humans who have not yet fallen to the trickery of the Juvan.
Anyone who has lost sight of Atoms glow must be purified through death. Since the Juvan are 'demons' bent on the destruction of Atoms glow, they are considered enemies and their bodies must be purified.
Some info gathered from Fallout Wiki
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Post by Coin on Dec 3, 2015 21:09:03 GMT
Gunners The Gunners began as a small group of soldiers who had gone rouge after the Great War. They used their specialties to do the mercenary jobs that no one else dared to do. As they slowly became more popular they gained the nickname, the Gunners. The name quickly spread across the Commonwealth attracting other mercenaries and small groups of raiders into the group. Eventually the Gunners became one of the largest and most feared groups within the Commonwealth.
They were notorious for destroying small, defenseless settlements. Larger settlements also became targets when either had something the Gunners wanted, or couldn't pay them for a job they completed.
In 2287, the settlement of Quincy became one of their main targets. In attempt to protect the settlement, the people called out for the Minutemen to help aid them. However, conflicts withing the group had caused only one of the Minutemen forces to arrive. One of the Minutemen who was disgusted by the group, betrayed them and told the how they could easily take the down town. Taking the mans advice, the Gunners were able to infiltrate the settlement. A great battle broke out between the Gunners and Minutemen which eventually broke out into a bloodbath. It ended in one of the Gunners greatest victories of all time and the disbandment of the Minutemen.
Unfortunately for the Gunners, their victory was short lived. They lacked discipline and order which kept them from successfully taking over the rest of the Commonwealth. That very same a year, the Minutemen regrouped under new leadership. After the elimination of the Institute and Brotherhood of steel, the newly regrouped Minutemen began taking over the Commonwealth, starting with removal of the Gunners within Boston. Eventually they launched a successful attack on the Gunners main headquarters. It almost looked like an end to the Gunners as most of the members were forced south, many fleeing to Quincy.
The leaders residing in Quincy refused to allow their base to fall. They defended it vigorously, locking themselves in tight. Try as they might, the Minutemen were already spread thin by the remaining groups of Raiders and Super Mutants along with the past victories they had just had. Eventually they were forced to retreat and wait until they were able to regroup in stronger numbers. A regroup that never ended up happening.
For several the years, the Gunners managed to stay intact, keeping mostly to the south and making Quincy their new headquarters. In the year 2369, a new leader rose within the Gunners and began organizing group. The new leader was considered a strategist mastermind and within the next ten years, the group was completely retrained. They were quickly transformed into not only the most feared group in the Commonwealth but one of the strongest.
At the peek of this new found strength,the year 2369, the Gunners made a full on assault against the Minutemen. Their first attack was on The Castle and came to a complete surprise to the Minutemen. The Gunners attack was successful and they quickly moved on to many of the smaller settlements throughout Commonwealth. It turned into a battle between the Gunners and Minutemen that ended up wiping out over half of the settlements within the Commonwealth. Even with the destruction of most of the Commonwealth and dwindled troops of both the Gunners and Minutemen, the war still rages on today.
All races are accepted as a Gunner as long as they are not weak. New members often have to go through initiation to prove their worthiness. Most Gunners are young due to their chosen life style. Those who grow too old or weak are often given a task in which they wont return from. Only the most respected elder members are able to settle within the safety of the Headquarters instead of being sent off to their death.
Gunners ranks are paramilitary based on the Great War military rankings. Due to the dwindling numbers of the Gunners, some ranks have been removed.
- Conscript // New Recruits // Unlimited numbers - Private // Main Soldiers // Unlimited numbers - Corporal - Sergeant - Lieutenant // Leader of Small Troops // 6 total - Captain - Major // Leader of Separate Squads // 3 total - Colonel // Second in Command // 1 total - General // Leader of the Gunners // 1 total
Goals & Views The Gunners are one of the largest, most dangerous group of mercenaries and raiders known to the Commonwealth. They believe only the strongest of being should live and aim to take over the entire Commonwealth. They are also known for hording any military weaponry they can get their hands on. There end goal, after taking over the Commonwealth, is to create a dictatorship, establishing the Commonwealth as their own 'country'. Due to past practices of the Gunner medics, it has become tradition for all Gunners to get their blood type tattooed onto their forehead. Anyone without the tattoo is not considered a full member. Allies & Enemies Anyone who is not a Gunner is considered an enemy. It is acceptable to kill anyone not within the organization with a few acceptations. If that person is capable of gaining and paying large sums of bottle caps, they are considered 'worth while', unless, of course, you greatly dislike said person.
Killings anyone who could become a potential threat to Gunners is welcomed. This includes and is not limited to anyone on the Bounty list as well as all Minutemen. Remember, Gunners never take prisoners and never surrender. Any encounters with such beings should result in their death or your death.
Some info gathered from Fallout Wiki
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Post by Coin on Dec 3, 2015 21:09:12 GMT
Minutemen The Minutemen were first founded in the year 2180 by ordinary folk of the Commonwealth. They were meant to help protect the various settlements in the Commonwealth from invaders. Their reputation grew enormously when they successfully protected Diamond City from a vicious attack lead by Super Mutants.
Since then, they were highly respected by most of the Commonwealth as the protector of the people. A reputation that was slowly being out shinned by a string of horrible defeats. First was the loss of their main headquarters, The Castle. The final blow that caused the Minutemen to disband, was the mas Quincy Massacre.
A group of raiders known as the Gunners were attacking the settlement. Only one group of Minutemen showed up to defend the town. Despite their desperate call for the rest of the Minutemen to help defend Quincy, no one else came. With the help of an inside source, the Gunners were able to sneak past the defenses, and began to open fire. It ended in a bloodbath and only a small group managed to escape the massacre. The Gunners tried to hunt them down, managing to kill a few of the survivors while the rest fled north.
It was that very same group that managed to rebuild the Minutemen under the lead of a new General. In that very same year, the new General managed to recreate the Minutemen and reunite the Commonwealth. Together, they took down the Institute and soon after, the Brotherhood of Steel. They were even able to reclaim The Castle again. They then continued to clear out the rest of the Commonwealth of all threats.
As the threats dwindled to an all time low since the end of the great war, the Minutemen began helping the Commonwealth settlements grow. They were so busy attempting to unite the Commonwealth, that they hadn't noticed the Gunners slowly restoring their strength. By the year 2369, the Gunners lunched a sneak attack on The Castle, conquering and killing everyone there. That the beginning of long war between the two factions causing destruction to more than half of the settlements in the Commonwealth. Thankfully for the Minutemen, the Brotherhood of Steel announced that they hadn't been completely destroyed. To prove they wanted to help the Commonwealth, they made an agreement with the Minutemen, becoming their ally. Though the Minutemen have decreased considerably, the support of the Brotherhood help immensely. Still, the war continues on today.
The Minutemen are made up of all races and settlements willing to work together to protect one another.
The Minutemen ranks are paramilitary, based on the Great War military rankings. Due to the dwindling numbers of the Minutemen, some ranks have been removed.
- Conscript // New Recruits // Unlimited numbers - Private // Main Soldiers // Unlimited numbers - Corporal
- Sergeant - Lieutenant // Leader of Small Troops // 6 total - Captain - Major // Leader of Separate Squads // 3 total - Colonel // Second in Command // 1 total - General // Leader of the Gunners // 1 total
Goals // Views The Minutemen represents the combined efforts of the Commonwealth settlements in an attempt to create a stable and safe environment. "Protection for the people, by the people." Though they use Military ranks to identify their leaders, they believe in someday uniting the Commonwealth in a democracy much like it was before the bombs fell. Allies // Enemies Brotherhood of Steel Due to the agreement made between the leaders of both organizations, the Brotherhood of Steel has become allies of the Minutemen. All Brotherhood members who break this agreement is to be dealt with by the Brotherhood.
Children of Atom Due to their growing aggression towards none believers, it is advised to be weary when approaching. As a neutral faction they should be judged through fair trial. However, at the event that an innocent may be harmed, a more aggressive approach towards them is advised. Protection of the Commonwealth comes above all else.
Gunners A highly vicious and dangerous group. All attempts of reason with them has failed. They have claimed themselves to be enemies of the Minutemen and will try to kill you upon sight. It is advised to protect yourselves and the settlements from the Gunners using whatever means possible.
Raiders Many of these groups have declared themselves enemies of the Minutemen. Though they can sometimes be reasoned with, your safety and the safety of the Commonwealth should always come first. It is advised to use whatever means possible to protect both.
Spirit Worshipers A very hospitable and friendly group of people. The only aggression seen by them was purely out of self defense. Currently allies and accepting the aid of the Minutemen.
Super Mutant Forces A group of Super Mutants attempting to live in peace with the rest of the Commonwealth. Though they are considered allies, caution should still be taken as many Mutants have a hard time controlling their aggression. All should also be reminded that not all groups of Mutants have the same views as the Super Mutant Forces and can be highly dangerous. Protecting yourself and the allied settlements should be top priority.
The SIS A large group of Synths who were originally under the protection of the Railroad. Since the Railroads disbandment, the group has gone rogue and has become highly aggressive. Protecting yourself and the allied settlements should be top priority. Keep in mind, not all Synths are part of the SIS and many are not dangerous.
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Post by Coin on Dec 3, 2015 21:09:19 GMT
Raiders Since the end of the Great War, Raiders have plagued the Commonwealth and its people. Due to the mass number of Raider groups within the Commonwealth, they are often identified as only large faction when in fact, they are not. Due to this common identification, most Raiders respect and stay clear of other Raider territories in an unwritten agreement. Though the numbers of Raiders has dwindled to the handy work of the Minutemen, and later the war involving Gunners, Raiders are still a large threat to many small settlements.
Raiders are made up of many different races. However, some groups only accept certain races. It often depends on the group and their beliefs. The largest unnamed group of Raiders is currently made up of all races.
Most Raider groups are unorganized and only consist of a leader and a few of their closest friends as the hierarchy of the groups. The largest known Raider group is found Western Commonwealth and current hierarchy is set up as followed:
- Raiders // Main Members // Unlimited Numbers - Elite Raiders // Second in Commands // 4 total - The Leader // Leader of the Raiders // 1 total
Goals & Views Most Raiders have the same goal; Survive in whatever means you can. Usually they are made up of druggies or criminals that were kicked out of their home settlement. Most Raiders are not above killing to get what they want or to protect their territories. Allies & Enemies Raiders view everyone as enemies and will pray upon those weaker than them. Most raiding groups will respect other Raider territories by staying clear of them. However, it is not unheard of Raider groups fighting with other Raider groups.
Due to dwindling numbers of the Raiders since the rise of the Minutemen, most Raiding groups have made a neutral alliance with the Gunners in order to help eliminate the Minutemen.
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Post by Coin on Dec 3, 2015 21:09:27 GMT
Spirit Worshipers The Spirit Worshipers first came into existence in 2301 when the plants and water around the Institutes ruins began showing signs of being radiation free. They believed that a Divine Spirit had blessed the land, thanking them for destroying the 'evil' Institute. They began calling it 'The Holy Land' which was quickly slurred into Holland.
At first the religion only consisted of a small handful of people who had settled around the shores of the Institutes ruins. People were more inclined to believe that radiation free water and plants were due to some sort of unknown experiment the Institute had been working on before destruction. A few even began to feel they had made a mistake destroying the Institute. It wasn't until the sudden disappearance of the settlers living in Holland that the religion began to boom in numbers. There were no bodies or signs of struggle. It was as if the people had completely vanished into thin air, causing complete bafflement to those who tried to explain it.
Over the years the religion slowly began to calm down again, though it wasn't uncommon to hear the words 'Spirit be with you' among the commonwealth.
In the year 2384 the religion once again began to grow in numbers when the sudden appearance of the Juvan began appearing across the commonwealth. No one has seen how these people appeared on the earth, but over a hundred of them appeared over night. All of them claimed they 'awoke' knowing nothing more than what they believe is their name. The healing powers of these humans caused a mass number of people to believe that they were the creation of a divine spirit, sent to the earth in order to revive it to its former glory. With this belief they began to worship the Juvan, even if they chose not to believe in the religion.
The Spirit Worshipers accept everyone and anyone into their religion except Synths.
The Spirit Worshipers are organized into four main groups. The most common of the four is the Seeds. They are people who have had 'the seed of the Divine Siprit' planted within their hearts and are now beginning their spiritual walk. Buds are those who have had their seed planted, and are learning to how to grow under the teachings of the Tae. They are commonly seen assisting the Tae in their worships and daily routines. The Tae, not to be mistaken for the slang word meaning Pooh, are the the preachers of the religion.
- Seeds // Those who Believe // Unlimited numbers - Buds // Students and Servants of the Tae // Unlimited numbers - Tae // Head Worshipers // 5 total - Prime Tae // Leader of the Tae // 1 total
Goals // Views Their main goal is to spread the word of Divine Spirit and help it heal the world. They believe they can help heal the world by devoting the body and soul to the earth. They also believe that the Juvan were a gift from the Divine Spirit to remind them why they worship its great power. If they continue to give their body and souls to the earth, the Divine Spirit will revive it to its former glory. Ghouls and Mutants are beings who have been punished by the Spirit Worshiper for the poisoning of the earth. Their bodies are a warning to those who wish to harm the earth. Those punished by the Divine Spirit are forced to show the world the evil deeds through their hideous appearance. They must live with punishment until the Divine Spirit believes they punished long enough, and can return to the earth. (Die) Allies // Enemies The Spirit Worshipers accept all living creatures with open arms, even if their spirit is clouded with the hatred created by cults such as the Children of Atom. However, if the said being is committing crimes such as creating artificial life, or destroying life, their spirits must be stopped. Such acts are considered 'Using the righteous hand of the Divine Spirit'.
Synths are not 'living' creatures and where created by pure evil (The Institute). Since the Divine Spirit gifted the Commonwealth upon the destruction of the Institute, destroying a Synth is also considered 'using the righteous hand' and will result in great fortunes.
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Post by Coin on Dec 3, 2015 21:09:35 GMT
Super Mutant Forces The majority of the Super Mutants in the Boston Commonwealth were created by the institute. Many of the first Super Mutants were innocent people, mostly from Diamond City, who were kidnapped and experimented on. When they were no longer of use to the Institute they were either killed or released back into the Commonwealth.
Since the defeat of the Institute and the rise of the Minutemen, many of the Super Mutants were eradicated from the main cities. Due to the inability to reproduce, the Super Mutants in the area were on the brick of extinction. A select few of the smarter Super Mutants came to realize this. In their last hope of survival, they joined one another and relocated to Fort Hagen. After words, one of the leaders of the newly formed group surrendered himself to the Minutemen. Upon his surrender he offered a peace treaty to the leader of the Minutemen. An agreement was made between the two groups. As long as the Super Mutants showed no signs of aggression and attempted to fit into the community, they would be spared. However, any signs of aggression would result in being eliminated.
With the new agreement in place, the group of Super Mutants, who began to call themselves the Super Mutant Forces, made Fort Hagen their new home. For the most part the group kept to themselves and claimed that any outside Super Mutants were not part of their fraction. However, as the years passed, they did begin to kill anyone who entered their territory without permission. This went unpunished by the Minutemen who were too distracted with the war between the Gunners to worry about the Super Mutants protecting their territory.
Upon realization that the Minutemen no longer had eyes on them, the leaders began searching for ways to repopulate. Though none of them in the faction were smart enough to come up with a solution, the various scientists they kidnapped did. It was through one of these scientists that they learned about a Super Mutant named Dr. Brian Virgil. He had been one of the leading scientist working on the Institutes Super Mutant projects and was likely still alive as Super Mutants didn't seem to die from natural aging. After months of searching, they found and kidnapped the doctor. With his 'help' they were able to recreate the FEV (Forced Evolutionary Virus) without the rest of the Commonwealth knowing.
Since then, their numbers have been slowly increasing, choosing only a minor number of humans to transform. Though they are currently still a neutral faction, they hope to someday become strong enough to rule the Commonwealth and enslave the rest of the humans.
The faction is completely made up of Super Mutants and a small number of kidnapped scientists.
The Super Mutant Forces don't have true Ranks. They simply have their 4 leaders while the rest of the Mutants are classified by their jobs. For example, butchers are classified as Super Mutant Butchers. However, Some jobs are considered to be more respectful than other jobs. For example, Super Mutant Warlords are more respected than Super Mutant Wall Makers.
Goals // Views Though they claim their goals are to coexist with the rest of the Commonwealth, their true ambitions reside in recreating their former glory. They hope to completely repopulate their kind with only the smartest and strongest Super Mutants. Once large enough, they plan on concurring the Commonwealth and enslaving all man kind. Allies // Enemies Brotherhood of Steel There is a neutral hatred between the two groups. The Mutants can sense that most of the Brotherhood members wish them dead and so they return that same feeling. Due to this, the Mutant Forces have claimed the Brotherhood to be enemies and will kill any they run into.
Children of Atom A collection of the stupidest humans. The group was clearly created to separate the lest intelligent humans from the rest of the Commonwealth. Though they can be irritating and sometimes amusing, they should not be harmed. In fact, many of them will likely praise you for being a superior race. This group of humans will make perfect slaves in the future.
Gunners An aggressive group of humans. Many of these humans would make perfect Super Mutants. The Minutemen have also decided killing these humans will not break the agreement. Kidnap the leaders and kill the rest.
Minutemen Currently allies. Due to the agreement made with the Minutemen, no human under the protect should be harmed. Failure to abide to this agreement can result in your death.
Raiders Aggressive and usually spineless. They are also not under the protection of the Minutemen and therefore you may kill them as you please.
Spirit Worshipers A sickeningly friendly group of humans. Likely the group was created to ride their annoying prescience from the rest of the Commonwealth. No matter how much they may annoy you, they are under the protection of the Minutemen and should not be harmed. They shall be the first we eliminate when the Super Mutants rule the world.
The SIS Robots created by the humans to look like other humans. They were created to be slaves but sickeningly kind humans released them. Only harm if they attempt to harm you. They shall be made into perfect slaves when the Super Mutants rule the world.
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Post by Coin on Dec 3, 2015 21:09:39 GMT
The SIS The SIS (Synth Institute Salvation) was first created by the Railroad as a salvation for the Synths and Scientists who had escaped the destruction of the Institute. Due to the high aggression of the rest of the Boston Commonwealth, they were forced into hiding. Vault 95, ended up being the perfect choice. Those who did not wish to live within a Vault, were spread across the rest of the Commonwealth. Most Synths who did not wish to live their had their memories of the Institute wiped. A small number of the surviving Synths and Scientists hid from even the Railroad and moved on to living in secret.
Though aggression was apparently high between the humans and Synths living in the SIS, they managed to live together peacefully for nearly ten years. It wasn't until the Railroad Faction disband that an internal struggle took place. Soon enough, every human living in the SIS was either killed or thrown out of the vault. The Synths claimed that the humans had not been treating them as equals but instead as slaves. The removal of the humans was the end result of a riot. The surviving humans, however, claim they had been living in fear of the Synths the entire time and knew that someday they would be either killed or kicked out.
The group of surviving Synths kept to themselves for nearly a decade. During that time, the first generation Synths began to break down until finally there were no functioning first generation Synths left. Many of the second generation Synths also began to stop functioning leaving the third generation as minority of the Synths living in the SIS. Due to the malfunctions of many of the first and second Synths, small groups of Synths began leaving the vault to raid near by settlements for parts. Due to the war going on between the Minutemen and the Gunners, these raids were considered minor and left unpunished. When malfunctions began with the third generation of Synths, larger settlements ended up becoming targets of the group. People began calling these groups of Synths, the SIS, instead of using the name for the actual settlement.
The SIS is completely made up Synths and a few human prisoners.
The Ranks of the SIS primary based on the jobs they perform, however their are a few selected third generation Synths with actual leadership ranks. No second generation Synths are able to obtain these ranks.
- Synth Citizens // Working class of the SIS // Unlimited numbers - Synth Troopers // Fighters of the SIS // Unlimited numbers - Synth Eradicator // Elite Troops // Unlimited numbers - Synth Leads // 3rd Gen only, heads of the Troops // 4 total - Synth Director // Main Leader of the SIS // 1 total
Goals & Views Many of the SIS Synths have memories of their life before their origins were used to create what they are today. They believe this to be a way for all humans to achieve immortality while also escaping the effects of radiation. To sum it down, they are the future of the Commonwealth. Their goal is to someday replace the human population, however, many complications arose. First, was the creation of more Synths. They have not yet been able to create more though are working endlessly to achieve this. Second, is the mass amount of malfunctions that began among all of the first gens, many of the second gens and a minor number of the third gens. Most of their efforts have been redirected from creating more Synths to finding ways to prevent third gen Synths from malfunctioning. One promising experiment ended in failure when it whipped the memory of a large number of third gen Synths. Despite this set back, their goal have not yet changed. Allies & Enemies Brotherhood of Steel Enemies. Eliminate before they eliminate you.
Children of Atom Neutral. They have been helpful in lowering the numbers of Spirit Worshipers. They can still be aggressive so eliminate when the need arises.
Gunners Enemies. Highly aggressive faction. Eliminate to protect the SIS.
Minutemen Neutral. They were once the allies of the Railroad and currently have no quarrels with the SIS.
Raiders Enemies. Highly aggressive and usually disrespectful. Eliminate to protect the SIS.
Spirit Worshipers Enemies. They claim Synths are evil creations and must be eliminated to please some Divine Spirit. Eliminate to protect the SIS.
Super Mutant Forces Neutral. Currently have no quarrels with the SIS.
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