Post by Mr. House on Dec 4, 2011 14:01:55 GMT -6
Is your character's faction not listed here? Just message us, and we'll add it up here.
The New California Republic (NCR) is a democratic federation based in California, with holdings in Nevada, Oregon, and, Mexico and along the Colorado River. The Republic is dedicated to the old world values, such as democracy, liberty and the rule of law. The NCR also strives to restore order and progress in the Wasteland, though in recent years, it has faced difficulty living up to those standards.
MEMBERS
Caesar's Legion is an autocratic, ultra-reactionary, utilitarian slaver society based on that of the old Roman Empire, founded in 2247 by Edward Sallow, later known as Caesar, and Joshua Graham, and led by Caesar since that time. Its legionaries are a well-organized, culturally insular fighting force that, as of 2281, mainly operates east of the Colorado River and the Grand Canyon, in the former state of Arizona. Their capital is the city of Flagstaff.
MEMBERS
The Chairmen and their casino, The Tops, embody an ancient "cool" aesthetic of Vegas, plucked from Mr. House's historical data banks. Before The Strip's renovation in 2274, the Chairmen were a warrior tribe known as the Boot Riders, and their traditions of honor continue to inform how they select their leadership and interact with each other and outsiders.
MEMBERS
Prior to being recruited by Mr. House, the Omertas were a wasteland tribe known as the Slither Kin. The Omertas have just one rule: never betray the family. The Omertas control the Gomorrah casino, a sleazy vice den on a grand scale, and as such embodies the ruthless exploitation beneath the glitz and glamour of the Strip's neon signs. They also control all prostitution that goes on around the casino. While by outside appearances the Omertas seem content with their lot, the family's penchant for treachery and murder is alive and well, and the tribe's leadership is collaborating with Caesar's Legion to bring about the Strip's downfall.
MEMBERS
Rumored to be former cannibals, the White Glove Society is the organization that runs the Ultra-Luxe hotel and casino. The Ultra-Luxe is an establishment of incredible refinement concealing its operators' terrible past; a past which the tribe has taken great lengths to remove from public knowledge, to the point of fanaticism.
MEMBERS
Before the Great War started, Mr. House used his considerable genius and wealth to ensure that no missiles would strike the city of Las Vegas. Though a few warheads did get through in the outskirts, most of the city was spared. Despite this, the Strip itself was not re-settled, and after close to two hundred years, Mr. House immediately began searching for the mysterious Platinum chip, and rebuilding the glory of Las Vegas. Sending out PDQ-88b Securitron scouts, Mr. House started negotiating with local tribes to exchange his considerable resource stockpiles for their help. Some of the tribes resisted, but three tribes eventually gained Mr. House's favor. They became the Omertas, Chairmen, and White Glove Society, running the Gomorrah, Tops and Ultra-Luxe casinos, respectively. Because Mr. House was dedicated to restoring Las Vegas, he insisted on transforming the tribes into families with cultures that hearkened back to Vegas' glory days.
MEMBERS
The Brotherhood of Steel (BOS) is a techno-religious organization operating across the ruins of post-war North America, with its roots stemming from the American military and the government-sponsored scientific community from before the Great War.
MEMBERS
Originally tribals, like most factions seen in New Vegas, the soon to be Kings found an old building emblazoned in rock and roll. Inside they found holotapes, jackets, and a seemingly unlimited supply of hair gel to follow in the footsteps of one great leader. It was jested that the building may have been a site for cult worship of an icon known only as The King. Here to stay, the Kings claim this side of Freeside as their own.
MEMBERS
The Followers of the Apocalypse are a secular-humanist faction mainly operating in the Core Region and with a division in the Mojave Wasteland.
MEMBERS
The Gun Runners are weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. By 2281, they have branches in many areas, including one near The Strip in the Mojave Wasteland.
MEMBERS
A well-known trading company with a number of caravaneers in their employ, the Crimson Caravan originally plied their wares in the Hub, historically famous for plying their trade across the most inhospitable areas. After 2162, the Crimson Caravan begin to grow in power, and an abandoned Crimson Caravan's sign in Trapper Town district of Klamath shows that they have to trade for a time in the region before 2241.
MEMBERS
The Jackals are a band of raider-tribals with a profoundly savage and cannibalistic nature. They originated from Vault 15 with two other raider groups (Khans and Vipers). They are mentioned in Fallout but finally only appeared in-game in Fallout: New Vegas in 2281.
MEMBERS
The Vipers are a band of quasi-religious raider-tribals with a profound shamanistic nature. They originated from Vault 15 with two other raider groups (Khans and Jackals).
MEMBERS
Vault 3 was once an ordinary, happy vault. Unfortunately, it - and the entire southwestern part of the New Vegas conurbation - has been taken over by a large force of raiders calling themselves the Fiends. They are unexceptional in every way, but there are a slew of them. The vault itself is wide-open, practically being a feral den for the Fiends and their huge packs of dogs. Whether it is murder, rape, or burning innocents for sport, the Fiends are more than happy to bring their anarchy to this area, which has become a source of growing concern for the NCR. The Fiends are erratic and dangerous; their mental stability isn't helped by the fact that they are almost constantly high on chems, most of which are provided by the Great Khans.
MEMBERS
The Mojave Express employs couriers to deliver messages and other items across the Wasteland. The company is presumably based out of Primm from the Mojave Express building/ Nash Residence.
MEMBERS
When the NCR expanded eastward into Nevada they took over the old Southern Nevada Correctional Facility in Jean, and created the NCR Correctional Facility. The facility is located near train tracks that run parallel to highway I-15 and the convicts were used to maintain and expand them. As explained by Powder Gangers, no correcting was done—only manual labor. So when the majority of NCR troops guarding the facility were called away to patrol the Colorado River, the convicts decided to take things into their own hands and took over the facility using improvised weapons and explosives.
MEMBERS
Before the Great War, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. Now it's not much of a settlement at all, poorly populated to begin with and more treacherous since the Powder Gangers broke out of prison. The landscape of Primm is dominated by a few empty ranch homes, the rubble of the town's main streets and storefronts, and a small NCR camp set up southwest of town to prevent convicts from pushing further south to the NCR's Mojave Outpost.
MEMBERS
Before the Great War, Goodsprings was a "living ghost town", an old mining community from the early days of the United States of America. The town was resettled relatively recently by citizens looking to stay out of the way of big world troubles and to remain separate from the NCR. In addition, the freshwater springs just south of town provide a safe, clean drinking water source, essential in the post-War environment.
MEMBERS
The faded, cracked concrete and peeling buildings give the impression of depression; and indeed, Novac is little more than a lonely desert highway motel with multiple buildings that have been fortified for the protection of its inhabitants. The name, for that matter, comes from what's left of the old "No Vacancy" sign, on which all but the first five letters have fallen off the sign, so No Vacancy becomes NoVac.
MEMBERS
Freeside is the main slum of New Vegas in 2281. Controlled by the Kings and the Van Graffs, the streets are dangerous and lack the luster of the New Vegas Strip. You will often be attacked by Thugs in Freeside.
MEMBERS
Post-Great War, the area was of little interest to travelers and scavengers due to its remote location and lack of salvageable material. It was not until the past twenty years that it became a permanent settlement for any group. Marcus, the mild-mannered super mutant sheriff of Broken Hills, took it upon himself to find a refuge for the "broken-minded" of his kind. It proved to be more difficult than holding on to Broken Hills, but he eventually discovered Mount Charleston and decided it was a good spot to set up a community.
MEMBERS
A strange cult of ghouls, and a single human fully believing himself to be a ghoul, are lead by a charismatic and prophetic glowing one named Jason Bright. Thanks to what was probably an extremely rare mutation, Bright never turned Feral, and has instead built up a small following of like-minded ghouls, clad in the vestments of a tribe in the final stages of preparation to leave for a "new world"; a promised land foretold by Bright, that is the ghoul's ultimate goal.
MEMBERS
MAIN FACTIONS
[/size][/center]The New California Republic (NCR) is a democratic federation based in California, with holdings in Nevada, Oregon, and, Mexico and along the Colorado River. The Republic is dedicated to the old world values, such as democracy, liberty and the rule of law. The NCR also strives to restore order and progress in the Wasteland, though in recent years, it has faced difficulty living up to those standards.
MEMBERS
Caesar's Legion is an autocratic, ultra-reactionary, utilitarian slaver society based on that of the old Roman Empire, founded in 2247 by Edward Sallow, later known as Caesar, and Joshua Graham, and led by Caesar since that time. Its legionaries are a well-organized, culturally insular fighting force that, as of 2281, mainly operates east of the Colorado River and the Grand Canyon, in the former state of Arizona. Their capital is the city of Flagstaff.
MEMBERS
The Strip
THE THREE FAMILIES
THE THREE FAMILIES
The Chairmen and their casino, The Tops, embody an ancient "cool" aesthetic of Vegas, plucked from Mr. House's historical data banks. Before The Strip's renovation in 2274, the Chairmen were a warrior tribe known as the Boot Riders, and their traditions of honor continue to inform how they select their leadership and interact with each other and outsiders.
MEMBERS
Prior to being recruited by Mr. House, the Omertas were a wasteland tribe known as the Slither Kin. The Omertas have just one rule: never betray the family. The Omertas control the Gomorrah casino, a sleazy vice den on a grand scale, and as such embodies the ruthless exploitation beneath the glitz and glamour of the Strip's neon signs. They also control all prostitution that goes on around the casino. While by outside appearances the Omertas seem content with their lot, the family's penchant for treachery and murder is alive and well, and the tribe's leadership is collaborating with Caesar's Legion to bring about the Strip's downfall.
MEMBERS
Rumored to be former cannibals, the White Glove Society is the organization that runs the Ultra-Luxe hotel and casino. The Ultra-Luxe is an establishment of incredible refinement concealing its operators' terrible past; a past which the tribe has taken great lengths to remove from public knowledge, to the point of fanaticism.
MEMBERS
Before the Great War started, Mr. House used his considerable genius and wealth to ensure that no missiles would strike the city of Las Vegas. Though a few warheads did get through in the outskirts, most of the city was spared. Despite this, the Strip itself was not re-settled, and after close to two hundred years, Mr. House immediately began searching for the mysterious Platinum chip, and rebuilding the glory of Las Vegas. Sending out PDQ-88b Securitron scouts, Mr. House started negotiating with local tribes to exchange his considerable resource stockpiles for their help. Some of the tribes resisted, but three tribes eventually gained Mr. House's favor. They became the Omertas, Chairmen, and White Glove Society, running the Gomorrah, Tops and Ultra-Luxe casinos, respectively. Because Mr. House was dedicated to restoring Las Vegas, he insisted on transforming the tribes into families with cultures that hearkened back to Vegas' glory days.
MEMBERS
OTHER FACTIONS
[/size]The Brotherhood of Steel (BOS) is a techno-religious organization operating across the ruins of post-war North America, with its roots stemming from the American military and the government-sponsored scientific community from before the Great War.
MEMBERS
Originally tribals, like most factions seen in New Vegas, the soon to be Kings found an old building emblazoned in rock and roll. Inside they found holotapes, jackets, and a seemingly unlimited supply of hair gel to follow in the footsteps of one great leader. It was jested that the building may have been a site for cult worship of an icon known only as The King. Here to stay, the Kings claim this side of Freeside as their own.
MEMBERS
The Followers of the Apocalypse are a secular-humanist faction mainly operating in the Core Region and with a division in the Mojave Wasteland.
MEMBERS
The Gun Runners are weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. By 2281, they have branches in many areas, including one near The Strip in the Mojave Wasteland.
MEMBERS
A well-known trading company with a number of caravaneers in their employ, the Crimson Caravan originally plied their wares in the Hub, historically famous for plying their trade across the most inhospitable areas. After 2162, the Crimson Caravan begin to grow in power, and an abandoned Crimson Caravan's sign in Trapper Town district of Klamath shows that they have to trade for a time in the region before 2241.
MEMBERS
The Jackals are a band of raider-tribals with a profoundly savage and cannibalistic nature. They originated from Vault 15 with two other raider groups (Khans and Vipers). They are mentioned in Fallout but finally only appeared in-game in Fallout: New Vegas in 2281.
MEMBERS
The Vipers are a band of quasi-religious raider-tribals with a profound shamanistic nature. They originated from Vault 15 with two other raider groups (Khans and Jackals).
MEMBERS
Vault 3 was once an ordinary, happy vault. Unfortunately, it - and the entire southwestern part of the New Vegas conurbation - has been taken over by a large force of raiders calling themselves the Fiends. They are unexceptional in every way, but there are a slew of them. The vault itself is wide-open, practically being a feral den for the Fiends and their huge packs of dogs. Whether it is murder, rape, or burning innocents for sport, the Fiends are more than happy to bring their anarchy to this area, which has become a source of growing concern for the NCR. The Fiends are erratic and dangerous; their mental stability isn't helped by the fact that they are almost constantly high on chems, most of which are provided by the Great Khans.
MEMBERS
The Mojave Express employs couriers to deliver messages and other items across the Wasteland. The company is presumably based out of Primm from the Mojave Express building/ Nash Residence.
MEMBERS
When the NCR expanded eastward into Nevada they took over the old Southern Nevada Correctional Facility in Jean, and created the NCR Correctional Facility. The facility is located near train tracks that run parallel to highway I-15 and the convicts were used to maintain and expand them. As explained by Powder Gangers, no correcting was done—only manual labor. So when the majority of NCR troops guarding the facility were called away to patrol the Colorado River, the convicts decided to take things into their own hands and took over the facility using improvised weapons and explosives.
MEMBERS
Before the Great War, Primm was "budget Vegas", a tiny town where Californians could go to gamble, the shortest distance between their wallets and a hole in the ground. Now it's not much of a settlement at all, poorly populated to begin with and more treacherous since the Powder Gangers broke out of prison. The landscape of Primm is dominated by a few empty ranch homes, the rubble of the town's main streets and storefronts, and a small NCR camp set up southwest of town to prevent convicts from pushing further south to the NCR's Mojave Outpost.
MEMBERS
Before the Great War, Goodsprings was a "living ghost town", an old mining community from the early days of the United States of America. The town was resettled relatively recently by citizens looking to stay out of the way of big world troubles and to remain separate from the NCR. In addition, the freshwater springs just south of town provide a safe, clean drinking water source, essential in the post-War environment.
MEMBERS
The faded, cracked concrete and peeling buildings give the impression of depression; and indeed, Novac is little more than a lonely desert highway motel with multiple buildings that have been fortified for the protection of its inhabitants. The name, for that matter, comes from what's left of the old "No Vacancy" sign, on which all but the first five letters have fallen off the sign, so No Vacancy becomes NoVac.
MEMBERS
Freeside is the main slum of New Vegas in 2281. Controlled by the Kings and the Van Graffs, the streets are dangerous and lack the luster of the New Vegas Strip. You will often be attacked by Thugs in Freeside.
MEMBERS
Post-Great War, the area was of little interest to travelers and scavengers due to its remote location and lack of salvageable material. It was not until the past twenty years that it became a permanent settlement for any group. Marcus, the mild-mannered super mutant sheriff of Broken Hills, took it upon himself to find a refuge for the "broken-minded" of his kind. It proved to be more difficult than holding on to Broken Hills, but he eventually discovered Mount Charleston and decided it was a good spot to set up a community.
MEMBERS
A strange cult of ghouls, and a single human fully believing himself to be a ghoul, are lead by a charismatic and prophetic glowing one named Jason Bright. Thanks to what was probably an extremely rare mutation, Bright never turned Feral, and has instead built up a small following of like-minded ghouls, clad in the vestments of a tribe in the final stages of preparation to leave for a "new world"; a promised land foretold by Bright, that is the ghoul's ultimate goal.
MEMBERS