Fallout: Factions of The Commonwealth
All of the underground vaults have had some sort of malfunction. You see, all of these vaults were actually a social experiment performed by Vault-tec. However, despite the malfunctions and the failing social experiments, each vault in The Commonwealth of Massachusetts had one sole survivor. In the year 2288, the sole survivors from the each vault emerged from their underground homes.
After emerging from their vaults, the vault-dwellers learn about four fractions that they can join up with. The Minutemen, The Brotherhood of Steel (BOS), The Railroad and "the boogeyman of The Commonwealth" The Institute.
Each of the vault-dwellers have their own reason for leaving their homes, such as the sole survivor from Vault 111, who is looking for their missing son, who was kidnapped while they were trapped. So, what happens when the sole survivors meet up, if they do? Which factions will they join? Find out in this roleplay.
Information about the four factions:
The Minutemen:
The Minutemen were an alliance of civilian militias founded as a result of the efforts by various small communities to protect themselves against the numerous threats present within the Commonwealth. Inspired by the historical minutemen of the American Revolution, settlers armed and trained themselves and pledged to help defend each other. As the organization expanded, acquiring dividends in both soldiers and resources, they first gained recognition after successfully defending Diamond City from a super mutant attack in 2180.
The Brotherhood of Steel (BOS) :
The Brotherhood of Steel (commonly abbreviated to BoS) is a techno-religious military order located in the West and operating across the ruins of post-War North America with its roots stemming from the United States Armed Forces and the government-sponsored scientific community from former Mariposa Military Base before the Great War, dedicated to controlling and regulating technology in the wasteland. Though small, the Brotherhood has been an influential group in the history of the wasteland, first as a survivalist group, then a major research and development house, then finally as the enemy of the New California Republic, fighting a bitter war for control of technology in New California. Having suffered defeats in the West, the Brotherhood would be strengthened on the Eastern reaches of the continent, under Elder Arthur Maxson.
The Railroad:
The Railroad is an underground movement with a primary aim of freeing sentient synths from their creators at the Institute.
The Institute:
The Institute is an advanced scientific organization based in the Commonwealth. It is known and feared for its ability to produce advanced synthetic humans (also known as synths) of high enough quality to pass as true humans. The secretive nature of the Institute has turned it into somewhat of a boogeyman figure on the surface, and its presence is a major cause of paranoia for the people of the Commonwealth.
Vault List & Information:
Vault 75-
Located underneath Malden Middle School, this vault was presented to the public as a safe place for children in the school to take cover in the event of a nuclear war. When the bombs eventually fell in 2077, every designated family with a student attending the school, along with the teachers, made it to the vault in time. Upon entering, the children were separated from their families and escorted to the atrium, while the adults were executed by security staff, under the guise they were receiving "orientation." This act of murder coincided with the purpose of the vault, which was to enhance the gene pool of its selected residents to create stronger and more intelligent subjects. The surviving children were harshly tested mentally and physically - bordering on torture, and without regard for the survival of weaker individuals - as part of the experiment.
Vault 81-
Vault 81 is unlike almost any other known vault in the Commonwealth, in that it still contains sane and active dwellers. The old overseer's terminal (which is stored in the generator room) makes a heavy implication that this success is not due to them having a more benign experiment to conduct (like with Vault 101), but rather because the original overseer actively sabotaged Vault-Tec's original mandate by refusing to carry out the initial experiments. However, a virus broke out a couple of centuries later, and killed most in the Vault, leaving one survivor.
Vault 95-
Vault-Tec created Vault 95 as a rehabilitation institute for people who suffered from chem addiction. The residents of the vault would continue with the program for five years, after which a planted Vault-Tec agent would then unearth a pre-placed, hidden supply of chems to test the social and psychological reactions of the community.
As reflected in the Vault 95 terminal entries, the rehabilitation program was effective in managing the addiction of its residents, with decisions to maintain the program remaining unanimous throughout the vault's early years. Private logs reveal that the introduction of chems effectively tore apart the family that the residents had created for each other, with some residents caving almost immediately to their urges. This stash may be found as one descends the stairs into the residential area, heading straight to the bathrooms and then looking right. Despite the fate of the vault, the stash still contains moderate quantities of chems and alcohol.
Vault 111-
Vault-Tec designed Vault 111 to observe the effects of long-term cryogenic suspended animation on unsuspecting test subjects. Vault 111's staff consisted of an overseer and a small team of scientists, security guards and facility maintenance personnel employed on a short-term basis. Test subjects were lured to Vault 111 from the nearby neighborhoods of Sanctuary Hills and Concord and were placed in stasis pods after being told deceitfully that the purpose of the pods was for decontamination.
Roles:
Preston Garvey, One of the few minutemen remaining at the start of the roleplay
Elder Maxson, Leader of the Brotherhood of Steel
Desdemona, Leader of the Railroad
Shaun, the son of the sole survivor from vault 111, Leader of the Institute
Sole survivors from Vaults 75, 81, 95, 111 and 114. Information about vaults are in the comments.
Gunners (Leader is taken by @Cfavano)
Raiders
Other Minutemen
Other Institution Scientists, Coursers, and Synths
Other Railroad Members
Other Brotherhood Of Steel Soldiers
Bookmarks