#ghoul is hesitant to accept the existence of birds. he has never seen one in his life
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Can I just say that I have never had more fun than when I have just fully made shit up about the danger days universe. If they won’t give me more then god fucking damn it I’ll do it myself
#love this album. the dangerdays#poison picked out kobra's name and kobra thought it was the coolest shit ever#ghoul is hesitant to accept the existence of birds. he has never seen one in his life#through a series of unfortunate circumstances jets helmet ended up with at least 9 penises drawn inside it#poison has good aim with a raygun but never ask him to throw you anything you will probably die#none of them are qualified to look after a little girl#mcr#my chemical romance#gerard way#mikey way#frank iero#ray toro#party poison#kobra kid#fun ghoul#jet star#danger days#killjoys
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Factions
This is a list of all factions currently in the roleplay. No more custom factions can be added currently,for there are quite a few already.
Minutemen
The Minutemen were a civilian militia founded as a result of the efforts by various small communities to protect themselves against the numerous threats present within the Commonwealth. 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. Only remnants of the Minutemen and their supporters remain. With the exception of Preston Garvey, one of the few survivors to escape the massacre and thus still loyal to the cause of the organization, the minutemen had effectively ceased to exist as a cohesive group.
Leader: Open
Brotherhood of Steel
The Brotherhood of Steel is a neo-knightly military order that rose from the ashes of the American military on the West Coast in the years following the devastation of 2077. The organization’s tenets include the eradication of mutants,synths, and the veneration of technology. The Brotherhood has never been very keen on sharing their resources with their fellow wastelanders, considering them too ignorant and irresponsible to possess advanced technology,although the eastern chapter is more lenient about this than their Western counterparts.Despite their obsession with technology they will destroy technologies they deem too dangerous or uncontrollable,such as Institute synths. Consider joining the Brotherhood? While they’d give you the rules,there’s a thing you need to know beforehand. If you’re not completely 100% human,you can’t join,unfortunately.
Leader: Arthur Maxson {Open}
Railroad
The Railroad is an underground movement with a primary aim of freeing sentient synths from their creators at the Institute.It is a joinable faction situated in the Commonwealth who assist runaway synths. Their main command centre is located in the Old North Church in Boston, after their previous base was compromised following a raid by the Institute. They maintain a network of safehouses and clandestine contacts reminiscent of their namesake, the 19th century Underground Railroad, which helped slaves escape and reach free areas. To remain covert,members use a special marking system called “Railsigns” to mark cache, safehouse, and dead drop locations, as well as the presence of allies and/or danger.
Leader: Desdemona {Open}
The United Institute
Three companies/groups. All united to create The United Institute. After the great war,Blume and Cyberlife merged with the mysterious Institute to create a bigger,better group. One that has more power at it’s disposal. One that creates more than ever imaginable. The United Institute is known for creating large groups of synthetic humans,referred to as synths and androids. These synths/androids look so human,you wouldn’t even realize that they aren’t. They are created to act as servants,entertainment,personal assistants,anything you could ever need help with…but some also replace the ones you love. People get kidnapped and replaced,which is why they are feared. Thanks to Blume’s tech,the UI can spy on anyone and anything in the Commonwealth in the form of bird and mannequin cams. That’s how they track down the rogue ones,who fled,who became ‘deviants’ as Cyberlife CEO Elijah Kamski would say. The UI also works on creating synthetic animals as they were before the war,as well as all sorts of medicine and food sources.
Leaders: - Father {Open} - Dušan Nemec {Open} - Elijah Kamski {Open}
Vault Dwellers
This small group is made up of all the Vault 111 residents. Awoken 210 years after the Great War,they find themselves in a world unbeknownst to them.Things have changed since they were put on ice.They have little knowledge of how things work now.They are not fully aware of the danger around them. Factions fight amongst each other to have one of them on their side,because prophets have told that they might be the wasteland’s only hope.The only ones able to save what’s left of America.All it’s members come from different backgrounds,from different universes.They have skills that are a rarity in the wasteland. They’ve taken it in their hands to rebuild Sanctuary,and made it their own personal HQ.
Leader: Open
Children of Atom
The Children of Atom believe that each atom contains within it an entire universe, and when an atom is split many universes are created. Therefore, instead of seeing the Great War as destructive, the Church believes it was a creative and unifying holy event.The Children of Atom also see death more as a celebration of life and unification to Atom through “the Glow.” “The Glow” is the earthly embodiment of Atom and the Children of Atom’s direct connection to Atom. The Children of Atom view the ghouls as “Atom’s forsaken” or those who have unfinished business and, for denying the ghouls their unification with Atom himself, Atom touches them with “the Glow” and asks that they spread the word of Atom to those around the world.Those ghouls that refuse to accept the “gift of the Glow” and refuse to spread the word of Atom are doomed to becoming feral ghouls.
Leader: Mother Isolde {Open}
Blasters
A group of misfits made up of anything one can think of - Ghouls,super mutants,robots,synths,monsters,raiders, literally anyone who wants to join,if you meet the standards to become a Blaster. Similar to the Rust Devils they have skill in building and fixing up robots,also customizing,reprogramming and stripping them down for parts.Difference is,they aren’t as savage and kill non-hostile robots for parts.They take pride in their work and will pay a ton of caps for Nuka-World robot parts,and Vim robot parts. They can be seen wearing power armor during battle. X-03/Hellfire Power armor,black in color,with different neon markings based on rank,and the Blasters decal. They’re known for wearing jackets with a fluffy hood and Blaster decals. Afraid power armor won’t fit? A tall or big individual? Don’t worry! The power armor is custom made thanks to blueprints found in the Galactic Zone in Nuka-world.
To become a Blaster you must: - Respect G’s rules,and respect those around you,no matter who or what they are,where they come from. - Have some knowledge on robotics. If you don’t,it’s also okay. But,having knowledge is preferred. - Don’t keep secrets of any sorts. Especially those along the lines of being a spy for some faction. - You better be prepared to help others in need,again,no matter who they are. Unless they’re the Brotherhood,of course. The Brotherhood can help themselves. Same goes for the UI. - Don’t pick fights with others,unless it’s playful. You’re gonna suffer if you’re found hurting/killing others on purpose. - Don’t test G’s patience. He will not hesitate to put a bullet through your skull. - The Atom cats are friends,not enemies or rivals.
Leader: G {Taken}
Atom Cats
The Atom Cats is a minor faction dedicated to the usage of power armor. They seem to be a reference to mid-1950s Greasers, with leather outfits and a hotrod-themed paint job for their power armor. They are often pressured by Gunners and raiders who are trying to steal their suits.It is unknown as to why the faction started or where they acquired their large arsenal of power armor suits. It is known that they have roaming scavengers that visit the garage roughly every other day and sell the Atom Cats the armor they find.They use T-60 power armor,black in color with flames all over.
Leader: Zeke {Open}
Carnies
Not exactly a faction,but might as well be. The Carnies refer to all the staff associated with the traveling wasteland circus.Acts, stall owners,everyone,even the animals. According to the ring master,the circus will be in the Commonwealth for a long time. There are a lot of acts,and it’s tough to join,unless you’re already a member.A real tough clan of people.Backgrounds of all the carnies are unique,and they hate power armor.The animals are not put in cages,instead,all tame,walk along or sit on the train,which they made able to move,and without tracks. The train and all it’s cars ride on tank track.The tent can be seen from the high Boston buildings.The exact location of the circus differs from time,but the current location is high up on the map.In a big field North East of Sanctuary.
To be a Carnie you must: - Be a member of the staff,have an act or have some sort of job. Jobs differ from stall owners to those cleaning up after the animals to the people that put up the tent. - You can be of any species,any gender. As long as you’re not looking for some way to steal or kill,or disrespect. - Of course,you have to listen to the ring master’s rules and orders. - Keep in mind that it’s difficult to join unless you’re already a member. If the ring master sees potential,you have a chance.
Leader/Ring Master: Open
Nutricii Ad Aurora
Scattered remnants of survivors of the bomb drop many, many years ago found themselves... clumped together, raiders, pyschos, Diamond City, hell even the institute. Nutricii Ad Aurora was a group founded by Gilgamesh David Cruise approximately thirty years after the bombs fell in a small cluster of factories that are unrecognizable in the modern day. The goal of this new group of people you may ask? Bringing Society back to where it was.
Gilgamesh had wide dreams of being able to retake America, disfusing the radiation and getting those sprawling metropolitain cities online again, however this would not be achieved within his lifetime instead leaving the task up to generations of crazy brilliant scientists behind him. This led to a series of inovations that where... astonding on the surface a reborn factory, genuinely working defended by clockwork automatons... MEDICINE was being produced there, and being sold as the factions main form of trade to the outside world.
Rules of the Nutricii Ad Aurora:
1. You must bring SOMETHING to the table to join the faction, having skills in some kind of advanced science or otherwise. 2. There is to be no infighting between the Bringers of the Dawn, this is a bastion for progress back to the old ways of life, not a place for petty squabbles. 3. All resources for projects are decided by the grand Vizier who is decided at the annual 'Automata Assault' 4. The leader is to listen to the people, if they aren't the people are within their rights to invoke a call to a council of the oldest 12 members of the faction to determine the worthiness of the ruler. The council has the right to deny your request out right. 5. This is not a place for discrimination, if you are looking for a place to preach hate this is not the place.
Current leader: ???
Project At Eden’s Gate
The Project at Eden's Gate was a pre-war doomsday cult and armed terrorist paramilitary group, led by Joseph Seed and his siblings. After the bombs dropped,only a small amount of the cult made it out alive. Still lead by,now all ghoulified,Joseph and his siblings,as well as the Deputy. While there is no longer need to brainwash people,they still do it to an extent,using the now mutant moon flowers to make Bliss. Bliss used to control old members and new. The Peggies are still highly militaristic with a large arsenal of weaponry. The Deputy might not approve of the Seeds' ways,but they are the only people they still know from before. Nahant chapel is their current base of operations.
Leaders: - Joseph Seed {Open} - John Seed {Open} - Jacob Seed {Open} - Faith Seed {Open} - A mysterious masked person who goes by 'Dep(uty)’ and 'Rook(ie)’ {Open}
Enclave
The Enclave is a nation state built that developed from continuity of government of the pre-War federal government of the United States, frequently styling itself as the United States of America. Prior to the War, the founders of the Enclave operated as an informal secret organization of the same name. They comprised members of the U.S shadow government and military industrial complex. While most of the Enclave were defeated in various locations and various times (Most groups have ceased to exist) a small group still strives,slowly putting an army together,building up their HQ to be as great as those before. Creators of the X-01,X-02 and X-03 variants of power armor. It is unfortunately unknown where the base is located,and those who know and who are not members,are killed or kept prisoner.
Leader (Commonwealth): Open
New California Republic
The New California Republic (NCR) is a federal unicameral parliamentary republic founded in New California, comprised of five contiguous states and additional territories and holdings in pre-War regions in Nevada,Utah, Arizona, Oregon, and parts of Mexico. The Republic dedicates itself to the values of the old world: Democracy, liberty, the rule of law, all in order to make the wasteland a better place. However, its policies resulted in difficulties in recent years.
After the victory at the second Battle of Hoover Dam with the Courier's help,the NCR continued ruling the Mojave. After the courier disappeared,a small group was sent to track her down. They tracked her to the Commonwealth,where they set up camp to act as an HQ. From there,they will observe,and see if they can track her down. It is unknown where the camp is,but rumor says it is out in the badlands in the Nuka World area.
Leader (Commonwealth): Open
Note: The courier is unaware of their presence. She did not lead them to Boston,but they tracked her down to there.
Caesar’s Legion
Caesar's Legion is an imperialistic dictatorship founded in 2247 by Edward Sallow and Joshua Graham, inspired and partially based on the ancient Roman Empire. The Legion is an ultra-reactionary, utilitarian slave army supported by several tributary populations; although legionaries use trappings of Roman culture, these are not imposed on the Legion's civilian subjects. It's legionaries are predominately reconditioned tribals, slave soldiers forming a well-organized, culturally insular fighting force.
After the death of Ceasar,and fleeing to Arizona after the defeat at Hoover Dam,the Legion got themselves a new leader. This leader proposed an idea,and this idea was to expand in territory. Following some traders,a small group of Legionaires found themselves in the Commonwealth. Their mission? Seek potential to join the Legion,and seek potential to build up a base. It is unknown where their camp is.
Leader (Commonwealth): Open
Followers Of The Apocalypse
The Followers of the Apocalypse are asecular-humanist organization originating in New California. Followers focus on providing education and medical services to those in need, as well as furthering research in non-military areas. One-time allies of the New California Republic, they have since parted ways due to disagreements over Republican foreign policy.
As a personal decision after the NCR's victory,a lot of the members of the FotA followed after the courier in hopes of finding greener pastures. While some parted the group to help those in need medical attention along the way,the group settled down in the Commonwealth. There they chose one of the many hospitals in the area as their HQ,and by doing so,they are starting it up again,in hopes of helping many of the people in the area.
Leader (Commonwealth): Open
Brotherhood Outcasts
The Brotherhood Outcasts are a contingent of Brotherhood of Steel soldiers who split from Elder Lyons' group at the Citadel in 2276. The Outcasts attribute their departure to their belief that Elder Lyons has lost sight of the Brotherhood's true mission, and the reason for their presence in originally the Capital wasteland, and now the Commonwealth; the discovery and acquisition of advanced pre-War technology. Their secondary objective is to keep dangerous technologies out of the hands of raiders, tribals, and everyone else without the aptitude necessary to safely utilize them. Their power armor is black and red,the distinction between them and the BOS. Maxson heard of their presence,and orders soldiers to shoot them on sight. Because of that,they retreated to an unknown location in the heart of Boston,where they haven't been found as if yet.
Leader (Commonwealth): Open
Great Khans
A Great Khan often carries all of their possessions with them, if they should decide to have anything besides the bare essentials. Because of this, as well as their aggression, the other factions view them as savages. However, unlike the Jackals, Fiends, Scorpions and Vipers {NV raiders}, the Great Khans are not hostile towards new-comers. If the Great Khans begin to dislike someone, however, they will often show great hostility. The Great Khans subsist mainly on hunting and farming. In the 2270s, the Followers of the Apocalypse taught the Great Khans reading, writing and basic science in hopes that would create medical supplies, but the efforts backfired. Instead, the Khans began to produce chems in the Red Rock drug lab. The canyon is a harsh environment for plants, however, leading to the Great Khans dependence on drugs, which they can create quite easily and can sell to a multitude of factions. The Great Khans' preferred form of warfare is through war parties, where multiple central figures lead their own individual units into individual battles, and adapt on the fly, rather than being ordered by a main unit.
To expand territory,and make more caps,Papa Khan sent a few groups after different caravans that were heading in different directions,as well as some essentials,and enough supply to sell for a few weeks. At some point,one of the groups got attacked by a raider group that thought they were also trying to attack the caravan. They fled,somehow keeping most of their supply,and ended up in the Commonwealth. They set up camp in one of the many skyscrapers in Boston,between Diamond City and Goodneighbor. By doing this,they sell to both towns. They make their own chems,and will eventually head back to the Mojave. But that won't be for a long time.
Leader (Commonwealth): Open
Guardians of Boston Zoo/The BZ Guardians
Similar to the Carnies,this group isn’t really a faction,but they might as well be. This refers to all the staff of the Boston Zoo. Not many of the original staff are left,as most died after the bombs dropped. Now it’s just a few ghouls keeping all the animals of the zoo who survived safe and fed. As mutated as the animals are,they’re still the same lovable creatures they were before. Or well,the descendents of the originals. The staff protect the zoo,and don’t exactly let anyone in. Lately though,people seem to have this tendency to drop unwanted animals off at the zoo,espeically dogs,cats and cattle. Luckily,the Guardians do their best to build up big enough enclosures,as the zoo is surrounded by miles of open plains,and to keep them healthy and fed just like the rest.
To be a BZ Guardian: - Unless you’re one of the original staff,you might have some difficulty getting in - You need knowledge on animals,hunting,aiding animals,grooming animals,training animals (Dogs especially),or building. Each skill is much needed. - If you are persistent,you can be trained and join. - Everyone respects each other and the animals. - If you are caught killing or injuring animals or staff,you will get thrown to the deathclaws. - If available,you will get an old zoo uniform. - Everyone is equal. There are no higher ranks. Only newbies and the veterans. No leader,and that works out well.
Leader: There is no leader,everyone is equal
Forged
The Forged are similar to raiders, set apart only by their small numbers and fanatical obsession with the destructive power of fire.According to various terminals found within Saugus Ironworks, their leader came from outside the Commonwealth looking for recruits to form a new gang. Initially, the process seemed to have been slow, with many recruits failing the gruesome initiation rituals. Their number of recruits increased though after the Forged killed many of the notorious Gunners from the nearby Hub City Auto Wreckers during battle.New recruits must pass several trials to prove their worth before becoming one of the Forged.Once initiates pass these trials, they must change their name to a “tougher” nickname, typically one that invokes fire and machinery.
Leader: Slag {Open}
Gunners
The Gunners are a paramilitary mercenary organization and are the largest single unaligned faction in the Commonwealth, acting independently of any government or settlement. They are well-disciplined,highly-equipped soldiers for hire with their own customs and signage, who control numerous strongholds both in and around the Boston area.The origins of the Gunners and their recruitment techniques are largely unknown although it is known they employ from raiders, who upon joining, may have difficulty adjusting to the strict environment and regimentation of being a Gunner.Based on patterns of speech and terminal entries, the Gunners place great emphasis on loyalty and do not tolerate insubordination.
Leaders:-Captain Wes {Open} -Baker {Open} -Tessa {Open} -Clint {Open} -Cypress {Open}
Rust Devils
The Rust Devils are a raider gang that appeared in the Commonwealth near the arrival of The Mechanist, and set up their main outpost at the Fort Hagen satellite array. They are differentiated from typical raider gangs by their extensive use of robots. The Rust Devils scavenge throughout the Commonwealth for functional robots and parts, which they reprogram and heavily customize; they are used for raids or base defence. Any robots they cannot capture or reprogram are stripped down for either parts to maintain their existing robot cohort, or to build armor for themselves. The Rust Devils are openly hostile to everyone,including other raider gangs.
Leader: Ivey {Open}
Operators
The Operators can be easily classified as an organized crime group or can also be referred to as a gang, or crime syndicate, with their main motivation being profit. They appear less savage and bloodthirsty than The Disciples and Pack, with more functional outfits compared to the outlandish garb of their counterparts, resembling more of a paramilitary organization. Additionally, they have a more approachable and reasonable demeanor compared the other factions. Unfortunately for them, they became trapped in Nuka-World, along with the other two Nuka-World raider gangs. They are unable to expand their operations due to the lack of action by Overboss Colter, who decided to not follow through with Porter Gage’s original plan. However they are an effectively dangerous group,who should not to be underestimated.
Leaders: Mags and William {Both are open}
The Pack
The hierarchy of the Pack is based on wolf packs, with their leader being referred to as the “Alpha,” they follow the rule of 'survival of the fittest’. As with certain other animals,they use their colorful and outlandish looks to boast.It is common for Pack members to challenge the reigning Alpha to win the title, which ends with the winner remaining as the dominant of the pack, this usually means that the Alpha is the most violent member, but not the most capable leader. As Pack law forbids killing other members, the losers are generally shamed and then exiled. The members are identifiable by their colorful outfits and bizarre face paints. Most members wear masks depicting an animal.
Leader: Mason {Open}
Disciples
In criminology terms, the Disciples most common factor is the act called 'thrill killing’, meaning that they are bloodthirsty and sadistic by nature. The Disciples are more akin to regular wasteland raiders than the Operators and the Pack. They follow the natural way of the world: Kill or be killed, survival of the fittest. The only rule they follow is “Don’t get caught.”, meaning the Disciples are pretty much free to do as they please, including killing members of the other raider gangs, as long as they don’t get caught.
Leader: Nisha {Open}
Killjoys
An infamous raider gang situated in the small flooded town of Hyde park,known for wearing modified animal costume/mascot heads,as well as their impressive skills in explosives. Lead by the notorious Gerard,who believes that explosives is the only way the Killjoys can make some noise. The gang began after a young Gerard and some friends came across an old holotape that contained a video from long before the Great war. It was a music video,it had a catchy,but somewhat violent tune. From there,it inspired him to create this gang. They built Hyde park up as an HQ,where they ambush passerbys and steal anything useful to them. It takes a lot to be a Killjoy,and if you don’t have the skill or spunk,you’ll be thrown to the mirelurks. Their animal costume/mascot heads are modified to act as gasmasks,contain flashlights to act as headlamps,even to have night vision. Be careful when you come across this gang. It is advised to give up what you have when they have you cornered,and do what they ask. Don’t test their patience.
Leader: Gerard {Open}
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