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Nation Building No Nate nor Nora Applications

Pat

Three Thousand Club
Following the below format is optional so long as the necessary information is supplied.

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Factions
Institute Pat Pat .
Zetans Heyitsjiwon Heyitsjiwon .
U.G.C. RayPurchase RayPurchase .
Underdwellers Rictus Rictus .
N.E.R.M.C.O. Moose762 Moose762 .
Motorpool mausedpotatos mausedpotatos .​

Name:

Claims: (Optional if your faction makes this self-explanatory).

Summary: (Basic description).

History: (Something brief can do).

Military: (Make sure to mention anything notable).

Resources: (Basically what you have access to).

Composition: (Who your citizenry are).
 
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Name: New England Regional Military COmmand (NERMCO)

Claims: Officially all of America, NERMCO is afterall loyal to the United States Government, unofficially they're only serious claims are what they control directly, and the various military bases scattered about

Summary: NERMCO was a pre-war military organization founded when the states united into 13 Commonwealths, commanding Aerial and Ground based units stationed in New England

History: NERMCO was a pre-war military organization founded when the states united into 13 Commonwealths, commanding most of the military based in New England. NERMCO was Responsible for managing all the activities there, including reducing civil unrest in it and Canada, some parts of it given command of to NERMCO temporarily. When the bombs hit NERMCO managed to bring about a scatter amount of military units, National Guard, Training Units, hell even some sailors managed to get in before the fallout came. That isn't including all the local families. Now they've finally decided to unlock the bunker, and try to recapture whats left of New England, for New England, for America!

Military: NERMCO has 150 soldiers equiped with top of the line VR sims, laser weaponry, combat robots and lots of power armor (50 T-45 Power Armors, brought from some training units) usually they're divided into platoons of 30

Resources: Pre-war technology and metals from what they can mine out

Composition: The citizens of NERMCO , all 200 of them, are a hardy bunch, with a lot being in the army. Each and every single one wants to go out and reclaim America, and to finish the war against those bastard Commies!
 
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Name: The Zetan Colonizers

Claims: Oberland Station, Relay Tower 1DL-109

Summary: Sent out as a rescue team to secure the remains of Shuttle 513-G, this small team of Zetans were sent to confirm the crash survivor's claims of an ideal spot to begin colonization. Little did they know that it was a lie to get back up and save the fool's pitiful existence. Now, this rescue team is stuck on this damned planet until they make some significant discovery or progress cause Galactic Command wouldn't be happy hearing about wasting resources on this tomb world.

History: The Zetans have always watched over Earth until recently when Mothership Zeta was hijacked during a prison break. Many agents were stranded on Earth and it's orbit. But, the numerous distress signals and messages from Earth drew the attention of the other Zetan ships in the sector. Thus, the Zetans have returned to Earth and will continue to conduct their research.

Military: A squad of Tele-Jumpers, a special force unit of the Zetans specifically trained to go deep within enemy worlds and retrieve lost/stranded agents, information, research, and technology. Coincidentally, these skills also happen to make them pretty good abductors and kidnappers too.

Resources: Futuristic Alien weapons and equipment, powerful radios, salvaged alien ship equipment/tech, space suits, a repaired utility protectron and 2 native female prisoners from the nearby transportation station where some sort of food substance grows.

Composition:
10 Tele-Jumpers
10 Worker Aliens
4 Injured Aliens
1 Crippled Alien Pilot
1 Repaired Utility Protectron

(3 + 10 + 1 + 10 + 3 + 3 + 10 = 40)
 
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The Underdwellers.

Claims: Dunwich Borers Quarry, located in Salem.

Summary: "Don't many folk knows 'bout them things that live down in the deep dark un'ner Dunwich Quarry. Much less believe any o' the stories. Most'll tell you there ain't no truth in 'em'. That it s'all jest scary bedtime stories. But they're real. I seen't 'em. Them 'n their glowin' devil eyes, marching straight down into th' earth. And I knows they saw me back... I swear it. Ain't seen them eyes ever since then, 'n I don't ever want too. So if you're going to the Quarry, you should just turn 'round right now. Cuz it's best to jus' let this bedtime story well 'nuff alone."
-Marty Harris, local brahmin farmer.

History: The Underdwellers are a recent addition to the Boston area. Having newly settled in the Dunwich Borers after a great pilgrimage. Originally from some fertile land far south of Boston, they have traveled a great distance by following the great Northern Road. On which they have walked hundreds upon hundreds of miles, if not more. Unflinching in their journey, they have conquered many trials and overcome much tribulation. Yet still they come. Just to find this special place. So they can begin all over again.

Suffice to say the proud new owners of the Dunwich Borers are very happy to be here, and despite being rather shy, hunched, and unseen... They just can't wait to have all the neighbors over.

Military: No real standing military to speak of as all members are expected to be able to defend themselves. They are armed mostly with various types of simple firearms, heavy weapons/explosives, and various melee weapons. But all with two things in common: Reliability and a hefty weight.

Resources: Ores and Precious Minerals. To a lesser extent, probably anything that can realistically be found or hidden underground.

Composition.
Just your regular 3 1/2 to to 4 foot tall and C.H.U.D.-like average joes! Though one would be silly to think they are weak or helpless simply because they are of small stature. For these hunched little bundles of joy seem to retain the same muscle and bone weight density of their much taller and 'un-mutated' neighbors. Which is rather frightening, if you think about it.
- 4x Supervisors.
- 8x Foremen.
- 79x Miners.
- 4x Mole Rat Broodmothers.
-34 Mole Rats.
-...Oodles and oodles of rusted and woefully empty mining suits.

(8 + 4 + 10 + 7 + 4 + 2 + 9 = 44)
 
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Institute

1920px-Institute_flag.png

Located underground beneath the ruins of the former Massachusetts Institute of Technology private research university campus, a utopian society thrives in a state of seclusion from the irradiated surface. Founded by the children of the Great War's survivors which sought refuge within the basement of the structure, they have in the over two centuries since launched unmanned excursions above their artificially ideal subterranean habitat to conduct experiments and extract resources for the benefit of their community. Although the scientists of each successive generation have and likely will continue to disagree about their policies concerning the Commonwealth and it's comparatively primitive settlements, generally it can be summarized that the Institute's overt and covert interactions alike with outsiders have been characterized by mutual distrust and unnecessary massacres. Infamous for their experimentation and exploitation of those that live on the surface, the Institute is on the verge of activating a nuclear reactor that can adequately supply it's most precious commodity of electricity. Led by Director Lloyd Baird, 'Father' of synthetic robots created in the likeness of mankind, the faction wages a secret war with the Railroad, which has proven to be a frustrating opponent despite the informants and surveillance used by the Synth Retention Bureau. Thanks to it's hydroponic farms, water purification system, tireless scavenging teams, and factories, members enjoy prewar conveniences. Whenever the Institute must exert force to achieve it's objectives, a large force of mechanical androids supplemented by dozens of elite organic coursers can be teleported almost anywhere in the Commonwealth via radiowaves.
 
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Faction Name: The Unified Ghoul Collective (UCG)


Claims: The Glowing Sea, based within Sentinel Site Prescott


Summary: The UGC was created as a means of creating nation run by Ghouls, for Ghouls, avoiding the normal stigma and discrimination that comes from non mutated wastelanders. Whilst there is generally a drive to co-exist peacefully with humans, the UGC is wise enough to know that this will need to be backed up by force of arms.


History: The founder and current head of the UGC is Rex Fullson. Rex has seen a lot during his time, a Captain in the United States Army during the Great War, he was placed in command of a military checkpoint just outside of Norfolk Naval Base, Virginia. The base was one of the main targets, and whilst his post was far away enough to avoid complete destruction, the debilitating effects of the radiation killed half of the 20 men under his command, and left the remaining 11 (including himself) ghoulified. The rag tag group spent their time travelling the country from stop to stop, utilising all of their resources and energy on little more than surviving to the next day. Of course their now inherent radiation resistance enabled them to travel to areas directly hit by the bombs, places full of scavenging opportunities. As time passed however and the surviving untouched humans began to emerge from bunkers and vaults, forming communities and settlements, it became clear that those humans who had borne the brunt of the radiation swept land and were now Ghouls, were viewed with mistrust and at times outright hostility. Rex recognised that the country that he had fought and become irradiated for no longer existed and that the plight of his fellow ghoul brethren was his new drive. As such he began recruiting Ghouls under one organisation, a collective that would ensure their protection and prosperity, thus the UGC was formed. Many of the early years were spent on the road, settling only briefly before packing up and moving on again, attempting to find a place they could call home away from human settlements which could turn hostile to the Ghouls with the flip of a coin. Finally their journey brought them north to the Commonwealth and they found their place, The Glowing Sea. Whilst full of dangerous creatures such as Deathclaws, the huge amounts of radiation gave them protection from human interference. One of the first structures they stumbled upon was Sentinel Site Prescott, quite possibly the target of the nuke which fell not that far away. They began locking down the facility, giving them a near fortress home from which to operate out from, and protecting them from the dangers of Glowing Sea.


Military: The military arm of the UGC are the UGC Rangers, recruited from surviving soldiers from the time of the Great War who have now assumed the role of officers with the majority of Rangers now made up of post war ghouls. Given their weakened physical nature, the Rangers rely more on irregular and guerilla warfare, wearing light to medium armour and homemade camouflage to blend in with their environment, normally in the way of ragged camouflage netting and canvas stitched together in hooded cloaks, giving them a slightly ominous appearance., they specialise in ambushes and hit and run style attacks, before melting away into the wasteland. Their weaponry is almost entirely comprised of old US military equipment scavenged from Sentinel Site Prescott and their previous journeys. As such the Rangers are armed with a variety of assault rifles, combat rifles, and sniper rifles. They have little in the way of laser weaponry or power armour.


The Rangers currently have 68 men ready for combat.


Resources: They have access to a large amount of pre was salvage in the Glowing Sea as they have no need to fear the dangers of raditation, even though there is still the physical peril of the other residents of the Glowing Sea. In their headquarters at Sentinel, they have access to a large amount of nukes, however they have little means of utilising these, lacking a delivery system, a safe way to move the bombs, and detonation codes. However they have broken down some of the warheads in order to utilise the advanced tech that went into their creation.


Composition: Mush as the name suggests the UGC is composed entirely of Ghouls. Most reside solely inside the Sentinel, making repairs to systems and equipment or growing food in greenhouses located in the depths. The only ones who leave the Sentinel on a regular basis are the Rangers who conduct patrols and escort salvage missions, and trading caravans which leave The Glowing Sea, leaving with pre war technology and equipment and returning with food and water (commodities which are hard to come by in The Glowing Sea).


The population is currently 213 strong, all residing within the Sentinel.

S.P.E.C.I.A.L of Rex Fullson:
@ray_purchase rolled 37. (10 + 7 + 1 + 10 + 3 + 5 + 1 = 37)
 
Name: Motorpool AKA " Moties "

Claims: Stoneham.

Summary:
A village called Motorpool despite there being no functional cars. No one knows where the name came from, only that it is there. Mostly farmers and roughnecks. Some skilled laborers but not a glut. The village mainly exports foodstuffs. There is one general store. The village has two guard towers and one two level building. The two level building is the Leader's dwelling and office. The town has a few alarm bells hung around that can be rung to rouse the town.

History:
Motorpool was founded on 2249 by a lone trader. The trader was forced to shoot his pack brahmin as it had stumbled and broken its leg. He set up a campsite, intending to quickly liquidate his wares to passers by and then hike back to the nearest settlement to purchase a new brahmin and pick up a trade contract. He met eleven individuals over the course of a week who were some form of trapper, wanderer, or scavenger. Most had little caps to their name but could do work. The traders temporary shack became slightly more impressive, and the food he was trading for was much more fresh and cheap than what he could get in a settlement. He enjoyed the relatively fresh air compared to the broken buildings of Boston and all of the horrors that lurked Southeast of their skyline. The North was apparennThough he had finally sold all of his wares off and could afford to purchase new supplies, he decided to try to settle where he was. The trader emerged as a leader for the wastelanders around him. The wastelanders built up a small village. In time, the village grew larger and more safe. Farms sprung up to feed the growing population. Caravans occasionally stopped in the village to do business. A scant few of the caravaneers recognized their former business competitor and were astonished by his frugal successes. At the end of five years, the first two story structure was raised. The trader, who had become known as the leader, lived and did business inside of the structure.

Military:
Town garrison of 28, including the two gaolers and the garrison chief. No uniforms or standard issue weapons. The town tries to equip most guards with some form of armor and sturdy clothing.

Resources:
Agriculture and small to medium game. Irregularly acquire items from traders that come from elsewhere in exchange for food. The town has assembled a wind powered grain mill to turn their razorgrain into flour.

Composition:
Out of 317 citizens, most are farmers and laborers. There is a town garrison. There are a few tinkerers who keep the couple basic machines running and the grainmill turning.
 
Name:
The Radbeast Stalkers, more commonly; The Stalkers

Claims:
Camp Resolute, former Sunshine Tidings Co-op.

Summary:
The Radbeast Stalkers are a fairly newfounded faction with the sole purpose to hunt irradiated beasts that pose a threat to human settlements.

History:
The Stalkers were founded year 2280 by a group of 17, most of them from Goodneighbor. Their purpose? ”To make human settlements in the wasteland safe from irradiated beasts”. The group founded Camp Resolute in the site of what was then Sunshine Tidings Co-op, which has now evolved into a small thriving hamlet, housing 77 people. This surge of new hunters has made the group all the more ambitious, their greatest feats being clearing out a deathclaw nest, as well as a radscorpion burrow. Despite the dangerous nature of their profession, a handful of founders still live to this day including their chief, ”Mad” Matt Moody. His rough appearance hints at the dangers the life they lead brings, most notably his clawed out right eye.
The group is well-liked with Goodneighbors mayor, Hancock. They frequently visit their old home to sell the excess meat they collect from their hunts.
While the Stalkers avoid raiders, skirmishes with different tribes have occurred. Killing humans is something they avoid at all costs, so getting in fights with raiders is seen as a sort of failure.
The Stalkers have turned into a new family for various misfits, people who aren’t happy with their ”mundane” lives or have nothing to lose. Among the many humans living in Camp Resolute, you can also find ghouls, a couple of robots and even a super mutant.

Military:
What used to be 17 hunters, most from Goodneighbor, is now 43 hunters (1 super mutant, 3 ghouls, rest human). The faction currently supports a total of 77 people.
-2 Syringers
-1 Flamethrower

Resources:
Overflow of meat because of the hunters. Frequently traded to Diamond City, also to Goodneighbor as often as possible, when downtown Boston is a bit less of a battlefield (very rarely).
Small agriculture, sufficient to supply themselves, but no leftovers.
7 brahmin, for dairy products as well as hauling/caravans.
Supply of various scavenged supplies, there are almost constantly scavengers out in the wasteland.

Composition:
All of the Stalkers have at least one thing in common; they have all given their life to make the Commonwealth a safer place. A total of 77 Stalkers, including hunters, are based in Camp Resolute. The professions vary, there are builders, farmers, brahmin caretakers, nurses, even a doctor. Each and every one of the Stalkers pull their weight in some way. A Mr. Handy roaming the site when they first settled called Dr. Goodfeels is considered part of the composition too.
 
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Name: The United Independent Commons

Claims: Federal Ration Stockpile (Weston)

Summary: This faction is, essentially, a miniature Paramilitary oligarchy. Despite the name, they desire a liberated, rebuilt Commonwealth safe for the common man, woman and child. With the military cross-training its Citizens and having almost all basic departments needed to facilitate everything from education to medicine to manufacturing, the faction is self-sufficient to potentially foresee a rebuilt future, should nothing interfere with that goal.

History: Originally part of the New California Republic, Captain Leon Carter and Veteran Ranger Amelia Miller, disgusted and disgruntled by the NCR's policies, drove them to desert the faction with several Rangers and head East until they arrived at the Midwest Commonwealth a day following the Battle of Hoover Dam. Moving through Colorado, the pair stumbled upon a derelict WesTek facility containing several suits of T51c Powered Assault Armor. It was at this point that the group ultimately decided to construct their Headquarters in Weston at the junction between the Federal Ration Stockpile and ArcJet Systems. After getting their signal beacon set up, they soon began to attract outsiders who wanted to join; meticilously screening every one of them for their potential in helping the faction thrive. Anyone with non-combat training was given defense training by the experienced personnel

Military: The backbone of the UIC, the military forces of the faction have been divided into four categories: Infantry, Mechanized, Air and Special Operations. Alongside the presence of automaton like Assaultrons, Protectrons and Sentrybots that serve as auxiliary infantry to the main force, one notable asset is the seveal suits of T51c Powered Armor that were once used by the Air Force, commandeered by the 1st Powered Armor Assault Unit. The Air and SpecOps branches are comprised of only one restored Vertibird and a squad of Veteran Rangers, respectively. As the Infantry and Mechanized units serve as the bulk of the military, the latter two are seldom used until more resources can be found.

Resources: As of current, the UIC has access to the following:

-Food & Water
-Several suits of T51c Powered Armor (Awaiting storage at PA facilities)
-A stockpile of modular pre-war weapons
-Various RobCo robots (deactivated, awaiting integration by Engineering.)
-Medical supplies
-Munitions and Defensive emplacements (latter under construction)

Composition: The glue that holds everything together, the Citizenry of the UIC are dedicated, optimistic individuals from all walks of life, all across the Commonwealth. Comprised of scientists, former military personnel, engineers, doctors, Vault-selectees and farmers, the UIC is sure to extensively screen each Citizen before they are allowed entry into the faction. After all, only the experienced and committed will prosper.

Currently, there are 100 settlers. 50 are military, 50 are civilians. Further subsets are divided as follows:

-Military Section- (+50)

Infantry: (Responsible for offensive and defensive operations) +10

Mechanized: (Assists Infantry in reinforcements, heavy weapons deployment, and other operations as auxiliary armored units) +10

Air: (Performs aerial recon, strikes, and generally assists ground troops. Currently, only one Air Crew of five is available) +10

SpecOps: (Sent on tasks where missions would otherwise be considered suicidal, these bad-asses are built for infiltration, intelligence, sabotage, and unconventional warfare. They can either operate independently of or with conventional forces.) +10

-Civilian Section- (+50)

Salvagers (people who trade and partake on scavving runs) +10

Farmers: (Responsible for agriculture, animal husbandry, and cultivation of land) +10

Engineers (Aside from maintaining the garrison, they are responsible for construction, maintenance and defense of all structure emplacements) +10

Medical personnel: (Someone you go see when you say, 'hold my beer and watch this!') +10

Security Forces: (Locally trained settlers tasked with scouting, culling deviance and defending the base from attacks should the military not be present for some reason) +10
 
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