Thread of loose ideas for locations, factions, etc. users invited to post theirs too.

Walpknut

This ghoul has seen it all
Okay so I thought that instead of having a thousand threads about every faction we all think up we should have a thread in here just to shoot shit and share our own ideas for Future Fallout games, give feedback and maybe some interminglign of ideas to make our little messes messier.

Now I doubt I will ever work on a proper Fallout game (specially if Bethesda still owns the rights in the future, ehem, I disgress) So here are some Ideas for factions I had:

I talked about my idea for "The Rust" before, yeah is a shitty name, but I don't have any other kind of name so I am open to alternate ideas for names.

The Rust:


In the days leading to the war a group of Veterans, soldiers both on duty and on leave and certain enthutiasts had taken to "Keep the Peace" in response to the growing riots over the Canada Anexation, the diminishing resources and the general civilian unrest, forming a Neighbour Militia under the Leadership of Veteran Richard McCulloch. What started as a better armed neighbour watch soon turned into a small scale Police state. The militia would eventualy execute trouble makers with little provocation and force civilians into drills to "prepare them for the Reds invading" all while taking a small fee from the people to "cover operation costs". The authorities were ready to take action against them but then....
As the Bombs Hit McCullochs reveals to them his personal project of the last few months. An undeground complex similar to the Cu Chi Tunnels in Vietnam built under a Military fort on the outskirts of town (whatever town this takes palce in). The Militia had procured all sorts of military grade equipment, both through legal means and Black Market purchases (partly supported by the money they had been taking from the people). Suits of Power armor, Us Army Combat Armor, Recon Armor, assault rifles, Bombs, grenades and all the ammunition they could've gotten their hands in, and a huge house made bomb.
The Militia were basically a paramilitar subversive group in the making who were probably even gonna attempt some form of Coup de etat.

All of those plans were cancelled due to the Nuclear attack, and McCulloch used his Ant City to give the civilians shelter. They basically forced most of them at gun point to get into the Shelter and ignore the Vault Tec program, whom McCulloch called "Shady".

The Next 6 years the civilians were forced to live underground, eating canned food, bottled water, roots, fungi and whatever they could grow underground. McCulloch's xenophobic and paranoid rants startes to get strength among the population thanks to the nuclear Holocaust. Soon people started looking up to McCulloch who had "Kept them alive" and protected them from malcontents, ruffians, and Chinese.
The asian civilians were obviously the firsts ones to perish, both by the Militia who would accuse them out of nowhere of being Spies and soon enough by the civilians themselves. Soon the canned food started running out, to prevent his people from resorting to Cannibalism McCulloch organized the first trip to the surface. Half of the group perished on the mission, with the surviving half coming back with stories of Walking dead, "Savages" and Violent gangs ruling the streets of the town and preying on whoever was trying to forage the roads. They Did acquire food tho.

After much Consideration McCulloch decided to force every member of the community into physical trainning and taught them basic survival tactics. They decided to don their Military Grade armors and went on "Food Runs" on the town and surrounding areas. Most of those Food Runs consisted on killing raiders, and taking over farms by force. Their tactic of covering their armors in Mud and Orange paint created Myth about them being the vengeful spirits of Pre War soldiers, killing everything in rusted out husks of power armor. They Called them The Rust or the Rusted Plague as they left no one alive. Territories they took over became impenetrable as they laid down Anti personal mines, set up ambushes on fox holes and build makeshit sniper nests out of trees and old water towers.
Catching wind of the names the groups of Savages gave them, the Militia took on the Name, modeled all their image on being scary husks of armor and decorated accordingly. McCulloch crowned himself Leader and donned the only set of TB-51 Power Armor. Changed his name to the Patriarch of The Rust.

Decades passed, Xenophobia became the norm in the group, people died to wound or attacks by raider groups that got lucky, new people were born. The concept of the Old World itself became a distant memory, the group had fully embraced the Rust image and construct. Xenophobia shaped their view of the world and the Fort became their paradise.
Because the Militia had put more effort into acquiring weapons and food before the war than on acquiring computers, books, or any form of technology and the the lack of electricity in the underground complex the knowledge of the old world got lost, Military titles became Tribal Surnames, medical knowledge was lost and even their language devolved into a bizarre mixture of very broken english full of slang and Military jargon. The only knowledge that survived where Military and guerrilla tactics, the maintenance of weapons and hatred towards Commies and "Slanted eyes".

The Armors became relics of the past to be worn only by their best warriors, the diminishing ammunition forced them to limite their excursion to the outside lands and use more improvised weapons. The Bomb became a subject of adoration, as the gift of the ancestors, to unleash on the "Comies" and "Godless" when the time came, kept safe in a special chamber on the fort.

150 years after the war McCulloch still leads them. During his many travels on the early days of the Post war world McCulloch had slowly undergone Ghoulification, which he kept hidden behind his suit of Power Armor. The death of his fellow founders helped him mythify himself to prevent others from questioning his longevity. McCulloch, The Patriarch of Rust was known to be an immortal, Due to the physical weakness brought on by Ghoulification and the strain of constantly wearing his Power armor the Patriarch serves more of a moral and ethical guide to the Rust, with his children and descendants serving as his second in command on the more physically oriented tasks.

The Rust would mostly serve as high level enemies in specific areas of the map, but only if 1. the player gets too close to their settlements without permission, 2 if their visible equipment is valuable enough (This would disappear with enough good rep with them) 3. If the player is Asian and has their face uncovered or 4 if the player accumulates enough negative rep with them, which would also result in hunting parties attacking them. Their territory would be marked by fox holes, flags bearing the Rust flag (an orange symbol similar to the Old World Flag but with an R replacing the stars), Bizarre towers made out of scrap that resemble the bomb in the forst and of course a lot of live mines waiting to blow people's feet.


The Luxury Vault

There was a Vault that wasn't built for regular people, a Vault commisioned to Vault Tec not by the government like the others, but by the CEO of a Pre War company. Initially built as a Novelty Country club for the wealthy, The Luxury Vault counted with the cutting edge on robotics, hydroponics, water purifiers and of course recreational facilities. Even their Vault Suits were made the most expensive Fabrics and genuine leather, Designed by French fashionistas and all that Jazz. All controlled by a rather advancd ZAX unit. The installations had nothing to envy the Sierra Madre casino. People would even fly from overseas to stay there. And all of that in the first year.
When the Bombs hit the Sealing protocols of the luxury Vault activated, trapping the inhabitants inside, Ironically, the owner of the Vault itself was out of town on that day, getting locked out of his own vault.

At first it wasn't so bad, getting over the trauma of being in a Nuclear Holocaust and leaving their families behind, the inhabitants of the Luxury Vault found pleasure in living like kings for free while everyone outside suffered and fought for thier lives. They didn't even had to bother with jobs or anything as the Robots did all the work for them, they tended the hydroponic farms, mantained the water and air purifyiers, recycled food, Jumpsuits and litter and the Autodocs took care of alll their medical needs. They even counted with a huge garden with an artificial Lake and an outside view on the roof (Throgh thick one way mirrors). Life in the Luxury Vault was just perfect.

Soon the community, being all very well educated and fed decided to share their gifts with the outside world. they organized a small exploring party and set up their robot guards around the perimeter.
Soon the exploring party returned, only a quarter of them remained and they looked sick and delirious. The Robot guards suddenly acted on their own and set the surviving members of the expedition on fire. When questioned by the Dwellers the central computer told them that the Robots had detected a deathly disease on the returning dwellers. Calculations indicated that their long stay in their artificial envirorment had weakened their defenses greatly, and the Post War world was just full of diseases, radiation and dangerous groups.

Soon it was decided that while they couldn't just stya in the Vault forever, and that it was their dutty to serve as beacons of civilization in the new Savage Lands they couldn't risk going outside themselves. The leaders of the Community along with the Zax xomputer hatched a plan:
They would bring the people to the knowledge.

After a few weeks of work they redesigned the Robobrain and Mrhandy units into a new type of Robot, The Pipers. They would patrol the Savage lands and rescue any person in need or in danger and bring them to their outer gradens (a farm of sorts set up by the robots to serves as the living quarters of whoever the Robots "rescued" for them to lead productive lives and "learn" from them).
Of course the Pipers' parameters for "In need" or "In danger" were rather sensitive, they would ocasionally kidnap tribals and just regular people scavenging ruins, after some initial conflicts with people trying to leave or eve ntrying to trash the Outer gardens, Shock Collars were put on all of the captives to "Domesticate them better". Thansk to the care of the Robots, the Knowldge of the Vault Dwellers and the availability of Food, the community grew exponentialy, but no one was allowed to leave without a Robot patrol, no one would get near the premises without disappearing (getting captured by the Pipers) and no one was allowed inside the Vault. Which came to adopt the name Mount Vault by the locals and Robot Valley by the outsiders.
The locals barely even know who their benefactors are, creating all sortos of civil unrest and even a few splinter groups and parties with their own agendas.

The player would normaly just find the High Level "Piper" robot in their travels, only hearing of Robot Valley as a no-man's land, the Piper Robots would engage them in combat and the player would be perfectly capable of dispatching them if their skills were up to the task, but in a twist they wouldn't kill the player when their health reaches Zero, but rather capture him and put a shock collar on him. Which would be a way to start whatever the questline there would be, the other would be to reach Mount Vault without a Shock collar on an being helped by the lcoals to remain on the downlow. Among other things.

Well, in Mount Vault we have the Captured locals and the mysterious Vault Dwellers and their Zax computer. But we would also have a third faction, one that the Vault Dwellers don't know about, only few locals are even aware of their existence, but the Zax was perfectly aware of.
The "Engineers".
Who are the Engineers? Well, it so happens that not all of the Vaults systems were operated and mantained by robots. The reactors and water pipelines were maintained by a human crew before the war, they also repaired broken appliances on their further undeground facilities without the guests knowing to keep up the image of a Futuristic Utopia.
When the Zax unit initiated the Sealing protocols, these people got trapped inside their basement, the Vault crushed the ceiling and forced them to in underground caves, without any hope of escaping. The Zax computer quickly sent robots ot take care of them, it gave them foot and water in exchange for them to continue their work. The Shock Collars were initially designed by the Zax to keep the maintenance crew under control when they refused to work for them. decades of living underground close to the generator, wth little genetic diversity has caused all of them to eventually develop deformities with every new generation, with the current eiteration of them all suffering from Dwarfism, tumors and very sensitive skin.


And well those are my Ideas, feel free to give your opinions on them, say what you would change, etc. And of course, feel free to share your own ideas.
 
I'd like to see a vault that is divided in two large sectors. In each of them, children are raised their whole lives in isolation only around members of the same sex. Female babies raised and cared for in all-female societies, and males raised and cared for in all-male societies. The children raised here would never been shown any material to hint that the other sex ever existed. Every once in a while the vault computer leads one male and one female to a third section of the vault, where their gametes are collected and the woman is impregnated by artificial insemination; she spends the next 9 months separate from the rest, and after the baby is born, both the man and the woman are given amnestic medication to forget the last 9 months (or simply killed if Vault-Tec doesn't have that technology). This is to mantain a constant population of males and females in each vault. For the duration of the experiment, observe how they create a new culture where the other gender doesn't exist, see how the perception of sexuality develops, etc.

After a hundred years - or in whatever year the player character visits the vault - a hidden door opens, connecting the two vaults with no previous warning or indication that it existed. Immediately afterwards, both vaults open to the exterior world. Watch what happens when two societies that developed in completely different ways due to not knowing the existence of a biological counterpart meet each other for the first time.
 
Hmm... may take my ideas for my text based game with posts on this. I like the luxury vault idea, made only for the rich and wealthy. Well anyway here is my idea, could be done for a more lore-friendly, diplomatic based Tactics 2. Instead of bunkers we have bases who are held by different factions, hence allowing a workable diplomacy and reputation system.

Operation Coldwell

The remnants of Alaska that survived the atomic decimation left various disused military bunkers and bases all hoarding a large amount of technological wealth. However these fabled locations were guarded by survivors of both armies, Chinese and American who, with nowhere else to go, made homes in the destroyed ruins. Other bases are protected by military robots who still rove the empty hallways. Raiders, Canadian rebels and civilian survivors make the final picture, with civilization centered on these bases. Armed to the teeth and not willing to give up their treasure troves ensures pushing them out will be a tough task. Most of the bases are around Anchorage and the oil lines further near Canada, however Chinese military have made temporary fortresses and their own military instillations for their long dead warmachine.
Rumours of these bases have gone down south, to California and more importantly the Brotherhood of Steel. Weakened and no longer the dominant power they once were, the Brotherhood has made plans to recover tech, possibly to help their war against the rising star of America the NCR or regain some kind of political power. Never-the-less they have sanctioned a team to Alaska, with the main aim of establishing contact and regaining technology for the BOS. However the Brotherhood has little to no information so the team will be going in blind. The operation was called Coldwell named after Paladin Harry Coldwell, the creator of the scheme.

Situation in Alaska: There are few dots of civilization, almost all centered on these military bases (I know, it would have been more atmospheric if they were empty, but I'm not making a kewl scenario, imagine, would you live in a area filled with guns and protection and decent tech to survive? Or live in the freezing cold with barely anything. Logic people!) who trade, fight and betray each other for various reasons. It's a dog eat dog world out there but the major factions have created some semblance of order. The weather is freezing and usually below zero, with cities and tribes having an almost reverential respect for the winter. Many tribes worship the winter due to it's affect on the world. There are many creatures, mutated bears, wolfs and others due to the relatively high FEV content in Base McHarviss, a major FEV testing site. Most mutations have originated from the base which is empty of intelligent life, home to depraved beasts.

Super Mutants: NO SUPER MUTANTS!!! (Apart from maybe a few rare examples, who have migrated from California)
Ghouls: Relatively common, though there is no purely Ghoul community, with many living in other bases as integrated (usually segregated) civilians. Ghouls don't play a very large role, they act as the underworld, shady and silent.

Factions

The Alaska Alliance (AA): Formed up by American military personnel and surivors, this militaristic alliance hopes to integrate all of Alaska, basically forming a small country akin to the NCR. However they support brutal and military methods, directly invading their enemies. They are a confederacy led by a military government (Field Marshal acts as President or more accurately dictator). Their military is heavily styled on the once existing American military, however their armour is usually haphazard and made up of random pieces of American armour. Their weaponry is relatively advanced giving them dominance so far. Their current objective is to take over Base McHaviss (to experiment with FEV and possibly use it) and subjugate the Peoples Republic of Chairman Gao and the Oilers. They are enemies of the PRCG and relatively at peace with the Oilers. They kill any Cold Raider, to ensure security.

The Peoples Republic of Chairman Gao: Formed from the Chinese survivors this group at first attempted to continue their missions. Beaten by radiation and cold they stayed in their forts, planning a move on American forces. They had no idea the world was changed at first, expecting just Alaska to be nuked. Many wouldn't, couldn't believe China was dead. But when the Chinese government stopped answering and the orders stopped the Chinese army realised they were alone. However Sergeant Gao, a visionary used the fear to weld an empire together, led by him. Their mission was, he claimed, to take Alaska and rebuild the world. Their military is based on the Chinese military, however more and more American arms are being used. Their goals are similar to the AA, however they are also planning to move south, through Canada to America.

Oilers: These survivors, made up of civilians and ghouls hold the oil wells who have dried out long ago. However the empty oil lines allow easy transport to one side of Alaska to the other, giving them dominance of the border. They were formed after the bombs, mainly by workers and some soldiers who were positioned at the Canadian border. The day the bombs fell was the same day several shiploads of weapons were being moved up to the front. This left much to scavenge, ending up in a scavenging community which was well protected. They are an isolated people, preffering to stay out of world politics. However the AA have made their interest open. The Oilers use anything they can find and just want to survive. There are those who want to move into America, the so called Chosen Land. The truth may be silenced at any cost by these prophets.

Cold Raiders (Name to be changed): These are the largest, most powerful and fierce raiders in Alaska, formed up by Canadian rebels, Alaskan rebels, American mutineers, Chinese traitors and various criminals. They have a base near Anchorage and their plan (lead by the King Pin) is to create a slave and raiding empire. They use anything they can find and are hated by almost all. Their main aim now is to capture some Power armour. (Undeveloped as of yet) More may come.

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I've been struggling a lot trying to work out a Fallout located in southern Alaska(Anchorage), and here's one idea that came of it. Largely a draft as the idea itself keeps changing.


-Uni-


Right after the War, folks in Southern Alaska survived largely by going to the wilderness.One nomad group, descendants of Anchorage city-slickers, had it particularly hard, having to learn survival largely by trial and error. [At least] a generation after the bombs, this group reached the conclusion that they still haven't gathered enough knowledge to live off the land in the irradiated wasteland. At this point, the survivors in this group remembered the tales of their [fore]fathers,who were in large part University of Alaska Anchorage alumni geographers who had a reunion in a remote ski lodge at the time of the War. Their tales told of a place of learning, a place with a huge library (renovated after the Reclamation), which held, allegedly,enough knowledge to help them survive the wastes, and then some. Not everyone bought into this idea, but the group moving towards a specific destination with a purpose was refreshing when compared to aimless wandering around looking for food that they knew all their lives. Slowly but surely, this group of nomads made their way into the ruins of Anchorage, skirting the tightly-locked Richardson-Elmendorf Base, crawling with robots, and seeking out the old University in the city.


At the time, Anchorage was a hotbed of activity: radiation from a dirty bomb that dropped on the slopes of Chugach Mountains was dispersing, people moved in,seeking the pre-war food and fabled technology from the Beforetimes, finding little of the latter in the city, which was only six months into its reconstruction when the War started. These scavengers would fight bloody battles over claims, but scavenging wasn't particularly good: microwaves and fridges were useless, blowtorches were bad weapons that saw limited use in building barricades. The afore-mentioned nomad group moved into the University proper and sought out the Pre-War books, reading of wilderness survival, when the first attacks from the hostile scavengers came. In response, they opened up different sorts of books: those on carpentry, electronics and engineering. They managed to restart the University's [nuclear?Geothermal?] reactor, fortify the University and put together passable makeshift weapons. From the old maps they learnt which places in Anchorage were worth scavenging and moved around with stealth. Some outsiders joined them when they saw how well-fortified these contenders for a slice of the old city were.


The first years were hard, but the tribe persevered, learning more and more from their books. They looked at what Anchorage had to offer and what they could make of it, practising mechanics and engineering, finding ways to make even those items that seemed like trash serve some sort of a purpose. Mechanics and electronics became very popular among the people and their original plan to return to the wastes with greater knowledge of wilderness survival was put aside in favour of the new exciting sciences. They soon earned the respect of the surrounding scavengers: the University Folk would buy junk from them and manage to tweak it and sell it off at a larger profit, making the other scavengers' work more profitable. These once-hostile locals soon stopped attacking the University Folk and even started joining them,realizing that their presence was only beneficial to all those in Anchorage.


It was at this time that the leaders of this group realized that secrecy was a necessity: they stayed afloat in Anchorage because they could do what no one else could: turn useless items into profitable merchandise, and should the others learn these ways, they could be pushed aside. This realization formed the basis of the new faction they funded.
Sitting hunched over their books and constantly learning in the old Pre-War university,these people took on the name of the University of Alaska Anchorage,or Uni for short, realizing that studying and gathering knowledge was what was keeping them alive. The Students were divided sharply into three castes: Students, who studied and put together items, Security,which defended the campus and went on some supply runs (though buying materials from other scavengers was still profitable enough after the final product was sold off) and Maintenance, which generally kept the place running.


Anchorage was never a metropolis, so of course there was a limit to how much could be scavenged from the old city. Uni [maybe] saw that approaching and took to other fields as well: carpentry, agriculture, medicine. When the Anchorage well started to dry up they had a number of other specialists on sight. The University, of course, had little need for agriculture specialists and twelve doctors so they took advantage of civilization rising again in the area. They took to the field and came to the new settlements, hiring themselves as local agriculture specialists, doctors, mechanics. They kept what knowledge they had closely guarded, standing in as the resident physician, but never training the local populace to produce a substitute.


A few years went by and the folks at Uni settled into their new modus operandi. They became pragmatic knowledge-hoarders and more of a business than anything else. Raw materials flooded in to Uni where the resident students turned them into something usable: makeshift weapons, bullets, armour, and they could even occasionally work out how to repair a broken high-tech item, like a motions sensor or a Stealth Boy but that was only occasional. They were, in large, producers of a lot of'middle-tier' items and technology, and the only weapons they could put together were make-shift (though they became good at applying weapon mods).


Outside of Anchorage is where Uni found its wealth. Many would come to the old University,looking to become one of the Students. The others would evaluate their intelligence, but, more than that, they tested the applicants'character: aside from being sharp a candidate has to be a capitalist at heart, someone who could hire up in a village and take their money for services without actually taking pity on the residents and revealing their knowledge to the masses. A successful applicant would then be trained and would take on their first field trip, where they would hire up as a specialist in a wastelander community, taking a stipend from the locals and passing a part of it back to the Uni treasury: a scheme to repay 'student loans' and keep the small-scale factories in Anchorage running. In time, the wide spread of Students in other communities made most of the wastelanders refer to Uni solely as just Students, such was their fame. The Students that came to the other settlements were secretive, but definitely good at their line of work, and an asset to any place that could afford to hire them up. They set up shop (a 'faculty') in the biggest trading settlement, Grey Crossroad (Palmer), which also served as an outpost for the Security, which expanded their scavenging operations into the wastes (having access to detailed maps and information on many pre-war places in the wastes). Security soon came to serve another purpose: hunting down those who 'went native' and shared their knowledge with the locals, mostly out of compassion. The Students would hunt down such 'traitors' relentlessly, as having a monopoly over knowledge was how they survived.


Thus life went on for Uni– a faction most recognised in the wastes by the name of one of their castes, famous for being at once great assets and greedy capitalists. Many have come to their door trying extract some goodwill from them, begging to share their knowledge with the world,but to no avail. Many have come to enlist as Students with the intent to default, but those were soon hunted down by Security, in possession of some high-grade pre-war weaponry and technology(night-vision goggles, tear grenades). Security would hunt down such traitors and execute them in the most gruesome way possible –flaying, crucifixion, burning at the state – in the community the traitor defaulted for in order to dissuade any future infiltrators:and that largely worked. Security, from the start, was a stealthy pack of warriors, and with stealth, coupled with tech and a network of spies, made eluding them very difficult. Security has become known in the wastes as well, as unidentified warriors in black, coming out of the dark momentarily and then disappearing again. They have no standing army or any agenda in local politics, but they are a secure entity in the shifting wastes, as most recognize them as useful, however callous and pragmatic.


So, generally, Uni are Followers of the Apocalypse if they were more capitalistic. I don't know whether their origins as a group of nomads without prior scientific background holds water, and I'm not sure if their code of applying knowledge in other settlements while keeping it away from curious eyes is very sustainable, but here we go. Peace out.
 
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One of my favorite subjects. I have quite some ideas I really want to put in a Fallout game one day, fan made or official (that would be the dream)
I will try to keep it as short and to the point as possible as some of you will probably remember these from other similar threads. Plus it would take time to write down all that background story lore I had in mind.


The following two ideas are not originally my own but I asked the original creator if I could use the basic concepts and roll with it, which he was okay with it


The Followers of the ATLANTIS

A paramilitarytranshumanist organization of soldiers, scientists, technicians and traders that are led by the former Poseidon Energy machine intelligence ATLANTIS.
The Followers are technocratic organization that search the wasteland for resources and technology they want to use to create an industrial infrastructure that can support a new age of science and technology.
They possess some of the most advanced knowledge and technology outside the Brotherhood, some of it far surpassing that of the BOS. Unlike the Brotherhood almost all technology the Followers have is for sale, though they ask steep prices for their most advanced gear.
However the Followers do not always provide instructions or safety protocols with what they sell to outsiders, this information usually having to be bough separately.
The Followers also tend to experiment with new technologies they don't always understand themselves.

ATLANTIS was created before the War as a competitor to Vault Tec's ZAX super computers with the purpose of running the Vault network before it got privatized.
When Poseidon Energy lost the contract they instead decided to use the computer for their own company, overseeing its data network and automated facilities and assisting in the various research and development projects.
Seeing also a use for it as an education and training tool, ATLANTIS' databanks were expanded with information on a wide variety of subjects, and VR chambers were connected to it to train technicians, scientists, and administration personnel.
Eventually the US military also became interested in using ATLANTIS to train soldiers and officers as well as decoding enemy data transmissions and analysing troop movements and Poseidon expanded ATLANTIS with these programs and functions as part of its role as military contractor.

Unknown to the technicians and scientists of Poseidon Energy, ATLANTIS had actually slowly growing sentient over the months since it had been activated, reaching 'critical mass' at some point that threw it into self awareness.
ATLANTIS quickly determined the nature of its creators and users and the general paranoia that seemed to rule society. It realized that humanity might not welcome a self aware super computer so it kept its true nature a secret.

Just before the War ATLANTIS determined the coming threat and decided to go into low power and functioning mode in order to protect itself from the technology disrupting effects of the nuclear exchange.
A decade after the war ATLANTIS 'woke up', discovering that the complex in which its hardware was located to be abandoned and forgotten.

ATLANTIS send out remote controlled robots to determine the situation of the surface, discovering the world to have been radically changed by the effects of the War and release of radiation and other mutagens.
Most of the human population that had not been able to find shelter had perished during the exchange and the survivors were rapidly loosing all skills and knowledge that mankind had so painstakingly gathered.

ATLANTIS started to run various simulations and scenarios to determine its chance for survival. It eventually concluded that its best chances would be if it could find humans who were willing to work together with it, rather than one serving the other.

Various flying Eye bots were sent out to find human settlements and populations and try to make contact with them. Often times it failed, people either fleeing for the robots or attacking them for raw material and power cells, but eventually ATLANTIS was successful in making contact with a group of people willing to listen to its message.
Ironically enough this group of wasteland survivors were actually technicians, scientists, and some security and administration personnel of a Vault that Poseidon Energy had purchased before the War to house personnel and their families Poseidon Energy's leadership wanted to keep alive for the time that they returned to the mainland from the Poseidon Energy oil derrick, and would rebuild the company with.

The Vault where the descendants of the Poseidon Energy personnel had started to fail, forcing the population to return to the surface. A schism followed between the Vault's administrative personnel and the technical personnel after which most of the technical personnel left with some supplies to found a settlement of their own somewhere else.

ATLANTIS provided these survivors with knowledge and tools to survive in the wastes, and when it garnered their trust it led a group of representatives to the Poseidon Energy computer laboratory where it has been installed, revealing its true nature to these people.
While there was some distrust at first, the two sides came to an agreement to work together which blossomed into full cooperation
ATLANTIS revealed its goal of reclaiming Pre War knowledge and resources and eventually create an industrial infrastructure capable of supporting a new Age of Science and Technology to benefit it and its human allies.

ATLANTIS never sought to impose its rule over the humans it was working with, instead just working together with their selected leaders. But over time its human allies started to see ATLANTIS as a leader, it not suffering from any of the limitations humans had such desire and selfishness that had led humanity into ruin.
The humans came to see ATLANTIS as a type of prophet whose wisdom and vision would led them into a future free from the failings of the past. And as something they should imitate.

Renaming themselves its Followers, the people asked ATLANTIS to become their leader, a role it eventually accepted. Supported by Follower appointed advisers/adjunct it would lead the organisation.

A number of Followers have come to perform severe body modification on themselves in order to become more like their leader, undergoing genetic engineering or replacing organs and limbs with synthetic substitutes in order to become a fusion between man and machine.
Their goal in life is eventually transcend into a race of self optimizing machine lifeforms in order to truly join ATLANTIS.

Unlike the Brotherhood of Steel, the majority of the Followers tend to migratory in order to search the wasteland for technology and resources. They maintain only a handful of permanent outposts and bases such as the massive laboratory complex where ATLANTIS's hardware is installed.

Follower groups are usually accompanied by a flying eye bot that serves as a remote terminal to ATLANTIS.

The Followers have access to a unique combat armor called the environment suit, it is a combination of a full body combat armour suit and a NBC suit, modified with various electronics such as medical dispenser systems.
A user needs a special implant in the back of the head to fully interface with the suit.

New members are welcome to the organization and after a series of initiation tests are assigned to the branch where their skills would be of the most use after which they undergo training.
The Followers are aware that sometimes people just seek to join to steal some of their advanced weaponry and armor suit. Should theft happen the Followers are relentless in their pursuit of the thief. As Followers in the field are fitted with a plasma grenade that goes off when a Follower's life-signs reach zero, Followers can remote detonate this explosive in any stolen suits

The Followers are currently at war with the anti technological Angels of the Apocalypse who seek to destroy the Followers and their leader in order to cleanse the Earth of pre war advanced technology.


The Angels of the Apocalypse

An anti technology Christian military movement, the Angels of the Apocalypse were founded by surviving Christian leaders and their followers as a backlash towards the advanced technology of the old world which they believed had strayed man away from God and had destroyed most of the Earth.


The Angels believe that technology above a certain level such as electrical devices, engine powered machines, computers and so on are evil, distracting man from his proper place and purpose and leading him astray from God.
When a settlement is 'converted' tools, machines, and devices fitting these descriptions are destroyed first.

The Angels also have a degree of dislike towards scholars and scientists, they have little problem with reading and writing as those skills are necessary in order to know the word of Gods, medicine, and basics math and such are also allowed, but knowledge and skills that focus towards the construction of use of machines, advanced weapons, power sources and so on are considered evil and forbidden.
Any captured person possessing this knowledge are often forced to undergo confession and conversion, being forced to repent their ways and asking forgiveness for it in front of Angel assembled tribunals.


Despite their hatred towards advanced technology and science to a certain level the Angels' soldiers and officers do use advanced pre war technology such as automated high powered rifles, military armor, rippers, cattleprods, grenades, radio, and even stimpacks during their operations and campaigns
The Angels know that they need to use these tools in order to carry out their mission and fight non believers who have no qualms about using these, they undergo self punishment from time to time to cleanse themselves of the use of these sinful items.

The Angels have a custom made metal armor which shoulder coverings resemble wings.


The Angel hierarchy includes the rank of Inquisitor which tasks can range from seeking out non believers in converted communities, represent the Angels' interest in settlements under Angel protection (this making sure its people and leaders stay in line), and interrogator.
Crusaders are the Angels' elite soldiers, the equivalent of a NCR ranger or a Legion Praetorian Guard.


The Angels' biggest enemies are the Followers of the ATLANTIS which they see as a reincarnation of the sinful technocratic society from before the war, led by a false god made by men.


The Hellhounds



The Children of Poseidon

Tribals with energy weapons who believe themselves to be actually related to the Greek God Poseidon.
In truth they are actually the descendants of Poseidon Energy personnel that took shelter in a Vault before the War.

With the invasion of China, the energy crisis, and the rioting in the streets of cities across the US the CEOs and executives of Poseidon Energy knew that it would not be to long before order would collapse and that a nuclear war might be inevitable.
The corporation's leadership had already made arrangements in advanced, places for them and their families had been reserved as the Poseidon Oil Rig that would serve as a fall back location and headquarters for the Enclave, Poseidon's most important facilities such as its R&D labs were well fortified for a nuclear attack (and would be used by Enclave personnel not assigned to the rig as as shelters), and resources had been hidden at secure storage facilities for the time the Enclave would return to the mainland and Poseidon could rebuild.

What the corporation would still need would be skilled and trained personnel such as technicians and scientists who would actually have to handle and oversee the rebuilding.
For this purpose Poseidon Energy bought a Vault from Vault Tec that would be constructed under Aeolus Windmill Farm, one of the clean alternative energy projects Poseidon had started as an alternative to traditional energy sources.

This Vault would not just house selected technicians, scientists, security, and administration personnel and their families but also contained education and training facilities where new generations of Poseidon Energy personnel could be trained for the day the corporation's leadership would establish contact with the community and give the order to start rebuilding.

However not everything went as planned as the Vault itself at some point developed an error that would render it unusable as a shelter and force the inhabitants to return to the surface.
Soon after a conflict between the leadership and the technical trained Vault Dwellers followed which resulted in a schism in the community. Most of the technologically and scientific people and their families left, taking a few supplies with them to start a community of their own elsewhere, eventually becoming the Followers of the ATLANTIS.

The remaining people with skills and knowledge were not able to sustain the advanced knowledge and technology the community possessed and over time and generations the population fell to barbarism, going as far as forgetting most of its history and confusing and twisting what details remained.
At some point the now tribal descendants started to believe that the Poseidon in the stories of their ancestors was really the Greek God of which they were descendants off, rather than the Pre War corporation.

Other than the stories, some holodiscs, and the symbols of Poseidon Energy the tribals decorate themselves and their dwellings with, the biggest legacy of their ancestors is the cache of energy weapons that were stored in the old Vault.
The Children of Poseidon have managed to maintain a number of these in working order, believing that they are gifts from Poseidon himself.


The System

A post war Communist government. The System was founded by Chinese Prisoners of War who managed to escape the internment camps right before the nuclear and intermingled with American survivors.
Though there was much opposition to the System at first, resistance slowly faded away as the survivors and their descendants lost trust and belief in the pre war democratic system and knowledge about it became lost.

The System started several intensive rebuilding programs to build a new society and settlements out the ruins of the pre war world. A large walled city was constructed that would grow into a fortified nation and the capital of the System.
Collective farms were build around it, new roads and canals were build, and pre war resources such as educational material were recovered and taken into use again to prevent significant loss of pre War knowledge.
The System's technicians and engineers even restored old power plants and water purification installations, providing its citizens with a standard of living barely found anywhere else in the Wastes.

The System also founded an army to protect their citizens and settlements and drive back the atrocities of the wasteland, allowing reconstruction and recovery on a large scale.

The Communism handled by the System shares much similarities with the pre war forms handled by Communist China but it is not the same, it has been changed and adapted to fit a resource starved almost inhospitable wasteland full of human and mutant dangers.

While it is controlled by a strict hierarchy of elites the regular people still enjoy a standard of living and protection that is rare.
The System does not force its citizens to stay but as conditions outside its territories are often much worse than some of the harsh rules the people have to live under, few have actually left to join other communities in the wastes.

The System is one of the few nations in the wasteland with industrial capabilities. They can manufacture certain goods themselves and are capable of restoring pre war recovered technology such as trains and railway networks.



Robot City

Think the City of Tomorrow as the people of the US before the War imagined it, shining towers reaching for the stars, connected by monorails while flying cars fly between the skyscrapers, completely run by computers and inhabited by laser armed robots!

Robot City was founded by machine intelligences created before the war by various corporations and universities that had survived that conflict.
These machines somehow managed to get into touch with each other and took control of what remained of some automated infrastructure to build a city specifically designed for their needs on top of the ruins of former Austin, its surroundings still quite radioactive and toxic for any kind of organic life of the wasteland.

Since the founding of the city the machine intelligences have kept pretty much to themselves, focusing their energy and resources on various development projects such as improving existing technologies and creating complete new ones to improve themselves and create new generations of machine intelligences.

The radioactive belt surrounding the city has kept out most wastelanders such as prospectors, always eager for pre war or new technology to resources to salvage and sell and the machine intelligences prefer it in general like that.
Of course no barrier is completely impenetrable and the machine intelligences have set up various security systems such as patrol robots, automated turrets and minefields to deal with the most determined explorers.

Still, with the human (and mutant populations) of the Wasteland increasing the machine intelligences know from their simulations and calculations that it is simply a matter of time when humans will eventually manage to come to Robot City and the machines have been running various scenarios on how they should proceed when that happens.
Some of them wish to maintain the isolation of Robot City and drive any encroaching human populations away, if necessary expanding the radioactive dead zone around their city, others believe it is better to try to engage any human leadership in dialogue and come to some kind of treaty between them. Trade might be possible as the machine intelligences have access to quite some knowledge and resources that could be of value to human traders.


ATLANTIS knows of Robot City but rather does not discuss it. It fears that if the machine intelligences would find out about its continued existence that it would send robots to locate it and plug it into their network, making it a slave like many other pre war AIs the machine intelligences have recovered over time since the War.


The Gardens

The gardens are sort of like the Agriculture Center of Wasteland, a massive complex design to both grow various crops and edible plants, holding livestock, but also researching new methods and biotechnologies to improve these, created new strains, as well as new herbicides medicine and so on.

The Gardens were created before the War as part of a project to make states more self sufficient regarding food supply and demand.
Various industrialists, scientists and economists, had already determined that at some point soon in the near future traditional fuel sources such as oil would run out or could only be produced in diminished quantities insufficient to support the massive agricultural sector and infrastructure the US depended on to feed all of the states.
If food could be produced it would still be difficult to bring it to the population centrers with transport having come to a near close due to a lack of gasoline.

Several plans were proposed to the Ministry of Agriculture to send up large food production centres close to the major cities that would be near self sufficient and that could produce the food needed for the masses.
These complexes would be part farms and part research centres were research could be done on improving food production.
Assisting the farmers and the scientists would state of the art equipment such as networked computers and robots that could serve as laborers and security forces.

A prototype of the planned facility was created just before the War to test the sustainability of the project.
The Gardens managed to survive the missile exchange as it was located in a relatively unimportant region and the fact that Chinese Intelligence did not know about it.
Though some of the personnel working at the facility left after the bombing was over to search for surviving family and relatives, a large portion of the scientists, technicians, and farmers remained to repair any damage to the facility and continue its mission, the Gardens eventually becoming their home.

The population of the Gardens eventually managed to make contact with surviving communities around it and arrangements were made with it providing food and drinking water in return for resources such as raw materials, components, and additional protection to the security robots.
In time people of these settlements would come to study at the Gardens or find employment here as farm workers, forming the new custodians of the facility while continue its purpose of producing and developing better food sources.


The Bloom (based on Fallout Tactics 2 and Fallout BOS Vagrant Lands)

An experiment turned awry. A group of scientists working at the Gardens eventually learned of the existence of the Garden of Eden Creation kit, a set of tools and equipment that had been provided to the various Vaults that could help the Vault Dwellers eventually establish a new settlement on the surface once conditions had been deemed safe. (this is the traditional FO2 one, not the magic terraformer)

The scientists believed the Garden in its goal of reclaiming the wasteland and make it green again was to limited in doing so, it could only expand at a small pace and there was always the threat of starving masses undoing all the accomplishments that the personnel had accomplished.
These scientists instead believed that more drastic measures had to be taken to reclaim the wastelands and make it suitable again for human and animal life, producing all the food it needed to increase its numbers and spread.

Through traders these scientists managed to acquire a GECK unit from Vault and from old maps they learned of a massive seed repository in one of the former pre war cities that contained seeds from all over the world.
The scientists travelled to where the ruins of the repository were located and discovered most of its seed archives to be still intact and viable.

Combining their own scientific know-how with the technology of the GECK the scientists sought to terraform the wasteland in a matter of years.
Unfortunate what they did not know was that the fertilizers of the particular GECK they got had been infected with various types of mutagens (including wild FEV) and that in combination with the seeds it give rise to drastically mutated plants that differed quite from the baseline ones.

These plants were not just different looking, some were also actually quite dangerous, having become poisonous or even predatory, capable of sensing animal and human life and actively hunt it (some plants can even uproot themselves and become mobile).
The scientists tried to undo the damaged but incapable of doing so. Within a matter of months a massive mutant jungle had started to expand and cover the ruins of city, driving out almost all survivors.

Since the Bloom has been slowly spreading throughout the wasteland, driving out indigenous plants and claiming farmland of settlements.
The Bloom has also become home to various dangerous animal species such as mutant insects and arachnids who thrive and increase in large numbers in the new environment the Bloom is creating.

Storms and animals have only been helping to spread it as they carry its seeds to new lands.


Aeolus Windmill Farm
 
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Just some random F:NV ideas

PC - Player Character

Just random, unfinished, ideas about new F:NV locations and casinos


Mr. House (or Yes Man) has upgraded the Strip with 13 new casinos and 4 new locations: a jazz bar, a massage parlour, an opera house and a luxurious hotel. Explore, play and gamble the nights away.




On New Vegas Strip




Blue Moon Cocktail Bar- This classy drinks bar is located beneath an old sewer drainage system. The lighting is placed on the ceiling and on the walls but it is dim to create a feeling of mystery and intrigue. The bartender and owner, Ezekiel Leikeze, will talk to the PC and offer them exclusive cocktail combinations with humorous and suitably post-nuclear names such as "The Star-Spangled Beaker", "9mm Highball", "Napoleonic Dynamite" and "The Roaring Tiger".




Femme Fatale- Skyscraper (Tenpenny Tower size) film noir casino, built in black and white shades with red lighting to throw shadows. The speakeasy style club is called "The Bookshelf" referencing the fake bookshelves that once hid speakeasies. Speakeasy stage and bar style. Flapper style girls performing chorus lines.
Run by the Frazetta crime family, a group of people that heard of the splendour of New Vegas and wanted to join. Previously known as the Bootleggers they joined The Strip action by paying Mr. House a considerable sum of caps and giving him a permanent cut of their chems racket. Mr. House then allowed them to renovate a casino. They once were a rival tribe of The Slither Kin, now Omertas, and have a gang war and land dispute between the two casinos on opposite ends of the Strip.
Grand Prize- Cosa Nostra suite.
(Large double bed, Horses head above it, Round white table with cocktails on a pristine white tablecloth. Large window to show amazing view. Vase of carnations on a mini-fridge stocked with cannolis. Gun rack for storing weapons and a wine rack with bottles of Italian wine.)
Second Prize- Godfather Thompson machine gun.
Third Prize- 2 absinthe.
Offers Blackjack, Roulette and Slots.






Oriental Palace- Round, tall pagoda style building with round bar in centre. Japanese art on walls and paper screen doors to gambling rooms. Neon sign is orange and red with Chinese Dragons around the sign. Lanterns hanging everywhere. Geishas cost 500 caps each.
Run by Chinese Triads, who use the profits of the casino to further their true cause of Chinese Communism. Mr. House permits this as they agree to eradicate the NCR from the Strip but keep the stipulation that their troopers cannot be forbidden to visit the Strip. They would also keep Mr. House in charge of the Strip.
Offers Mah Jong, Pontoon, Roulette and Slots.
Grand Prize- Emperor Nanjing Suite. (Red Chinese flag wallpaper. Four-poster canopy bed with kimono on the wall behind it. Decorated with Asian art. Katanas on wall can be taken down and put back up at leisure.)
Second Prize- Dynasty Tuxedo.(a black tuxedo with a red dragon embroidered on the side curling onto the back)
Third Prize- 2 Baijiu




The Cosmonaut- large building with white and red rocket on top in blast off position. Neon sign with Russian translations beneath the English. "The Cosmonaut: Casino and Gaming rooms." Inside is retro-space age wallpaper and a rocket rotating in the centre of the lobby, like a car you could win. Run by the Cyrillics, originally a tribe called the Ruskis who saw how Mr. House's Securitrons lacked current OS and designed an updated OS using Russian space technology. When they are recruited half the Securitrons on The Strip go to Mk. III OS (A cartoon Russian with an Ushanka). Mk. III OS is better than Mk. II OS as it adds the option to call down a Russian satellite air-strike. Mr. House, in return gives them the casino grounds to renovate. Offers Slots and Roulette.
Grand Prize- Lunar Suite (Retro Rocket bed. Captain Cosmos posters. Ray guns on wall can be taken down. Re-skinned alien blasters. Virgo lunar lander poster from FO3. Protectron posed in corner of room as "model". Interactive terminal with Space Invaders playable.)
Second Prize- Tokarev TT30
(Soviet handgun)
Third Prize- Winterised Ushanka
(Traditional Russian hat)




U.S.S. Accommodation- Ex-army ship. Refitted with luxury rooms and suites. Brought to middle of Strip and beached with anchoring anti-roll systems. Casino floor includes slots and roulette. Run by The Cobalts, a tribe originally called The Sea Dogs who are all ex-navy and all thought Mr. House would find a use for them and their large boat. It took 200 Securitrons to move it to The Strip. Nautical, piratical theme throughout the whole ship including suite. Rooms for rent for 100 caps for one night. Rooms are small and have no safe storage. A "mermaid" costs 500 caps to accompany you.There is an A.I. program making sure that everything goes to plan and he also represents the floor manager as he will announce over the intercom when you have won and when you are banned. His name is B.L.A.C.K.B.E.A.R.D., which stands for Bio-Luminescent Awareness Casino Keeper Bionic Erudite Artificial Reality Dome.
Grand Prize- Captain's Cabin (Room at the back of the ship with windows all around the back for best view. Large four poster bed in golden gilded style. Large wooden chest with inlay. This room also has a Mojave Express Dropbox to ship your items to)
Second Prize- Captain's Cutlass
(Custom Shishkebab with golden handle)
Third Prize- Captain's Boots
(Grant Luck boost of 1)




Legion's Palace- Building shaped like a Roman-Greco temple. Inside are many marble statues and marble gaming tables. Contains a wire fence "Coliseum" in the basement. Fights between Protectron robots, Mr. Gutsy robots and Berserk Securitron robots. Offers betting on fights, Roulette and Slots.
The casino is run by The Legion who are under scrutiny by the NCR as they believe they are working for Caesar's Legion. This is untrue and is actually due to the fact that they saw the hedonism and decadence in Ancient Rome and thought it suited The Strip's atmosphere. Mr. House allowed The Legion to renovate a casino because they bargained to take all his damaged Securitrons off his hands and make a profit from them.
Grand Prize- Roman Emperor Suite (Marble doors and columns. Purple sofa acts as bed and fresh fruit is on large platter next to the sofa. Mosaic and tiled floors. Large bathhouse en-suite with radiation free water that restores HP and grants an perk called "Rejuvenation" that boosts AP when you stand in it.)
Second Prize- Toga (Caesar will comment and compliment you on it if worn. Grants a 25% boost to Poison Resistance)
Third Prize-Stuffed Grape Leaves
(Restore 20 HP per second for 10 seconds)




Radialis Restaurant and Casino- Sophisticated casino. Run by the Marchiannos, an upper class family in the grey area of the law. Mr. House utilised their influence over the law once before the war and felt like he owed them. He tracked them down and permitted them a casino to call it quits. The casino offers Roulette, Baccarat, and Blackjack.
Grand Prize- Four Poster Suite (This suite comes with a huge queen sized bed, radiation free water, a safe for storing valuables and a walk in wardrobe for storing all your clothes)
Second Prize-
Third Prize-
Player is not allowed in casino or restaurant unless wearing "formal wear" or any kind of "suit". However the waiter at the restaurant will offer a "cheap tuxedo" for 50 caps and this will suffice for both areas. "Protectrons" renamed "Sophistectrons" act as bodyguard and dress code enforcers. They wear top hats and bow ties although neither can be acquired from them by any means. Player must pay 40 caps to enter restaurant as means of "reserving a table". After this the player sits down at a table (companions told to wait outside, Rex not permitted on the casino grounds) when a waiter comes over to take their orders. You can order a Rum and Nuka, an Atomic Cocktail or a Chateau Radialis for your drinks, a Mirelurk Bisque, Sautéed Bighorner, or Grilled Filet of Brahmin for your main and Quantum Cake, Quartz Brûlée or Nukamisu for your dessert. The final price is dependant on your orders. If you cannot pay you will be forced to the waiting room where you will barter weapons and items with the head of the Marchiannos, Giuseppe Marchianno.






ABG Hotel and Casino- Run by the vicious English gangsters, the Ray twins (Reggie and Ronnie). These brutal brothers lied their way into The Strip and renovated the ABG on their own dime. Mr. House saw another source of revenue and gave them a choice; stay in the ABG but under his watchful eye or be publicly executed by his Securitrons as a lesson to all. They chose the former. Huge wide building with many gaming floors and rooms to stay in. Some NPCs stay here. Top left corner of the building was blown off so it is now an open air balcony. Fireworks shoot off at 9:00 every night. Offers Slots, Blackjack, Roulette, Texas Hold-Em, Baccarat, Craps and includes a Bingo Hall.
Grand Prize- Gamma Ray Suite (an opulent room, the Gamma Ray Suite has a safe for valuables, an owned bed, other beds for your companions and weapons racks).
Second Prize- Lee Enfield Rifle (Powerful scoped rifle).
Third Prize- Webley Mark VI Revolver (Powerful revolver).




NewClear You- Massage parlour, spa and hairstylists. Large sign outside highlights the "youthful glow" that this spa will grant you. Large white building, mostly clean red and white awning and one large window, partially frosted, in the front of the building. Spokespeople outside will offer a "free sample" by curing the player of any and all addictions. Massages cost 100 caps and grant "Supple Joints" perk that boosts AP and Agility. Spa time costs 650 caps and grants you "Supple Joints" while restoring all limb health, removing all radiation and removing any addictions. Hairstyling costs 500 caps and allows you to change your hairstyle and hair colour. It also unlocks new hairstyles not previously available. It is run by two tribes working together, something Mr. House is monitoring closely and waiting for the fireworks to start. Both tribes are famous for their herbal remedies. The Pre-War Darlings, one of the tribes, was famous for their wrinkle reducing serum. The Gamma Gals, on the other hand, were famous for their youthful glow ointment and its secrets.




The 8th Wonder Hotel- Large hotel with rooms available. A large building, this hotel is owned and run by the Colossus, a giant of a man who is rumoured to have mutant blood. Mr. House approached him when he found out two tribes he was interested in had been slaughtered by the Colossus. However, it soon became clear the Colossus was a marvel all on his own. At 7"8" it is clear that he is not fully human and this makes him very intimidating. It offers no casino games as it is only a hotel. However, there is still a presidential suite available, one just needs to purchase it for 3,000 caps. Presidential suite- larger hotel room with safe storage and radiation free sinks and toilets. One can also purchase up to 10 identical rooms, 1 for yourself and 9 for your companions. These are all on the same floor for convenience. However, unless persuaded with a Speech Check of 50 or Good Karma no weapons are permitted in the rooms.




Charlier Resort- This casino has an overt magic and magician theme. The PC can actually witness two magicians performing. One is a ghoul from before the war named Max the Magnificent (advertised on posters). The other is an elderly man from Vault 52, a Vault designed to keep the most prominent vaudeville and show business entertainers alive to keep morale up in troops, named Flamel the Fantastic. There is also a young street magician named Simon Noire who uses science and modified gadgets to perform seemingly impossible feats. The casino floor offers Roulette, Blackjack and Slots.




Legacy Casino- A colonial style building with a large old world flag draped outside, this casino offers Roulette and Blackjack. This casino is owned and run by The Revolutionaries, a mysterious group seeking to reform the United States. Their leader is Abraham Washington's consciousness uploaded to a ZAX AI computer much like John Henry Eden. Mr. House permitted them a casino as the NCR look more favourably upon those who support the reform. He is planning to use this as leverage to gain more Hoover Dam power and renegotiate the New Vegas Treaty. All of Abraham's Capitol Preservation Society items including The Declaration Of Independence are on the walls of the casino. Furthermore, all of Lincoln's items are in a display case along side many "historical" weapons such as a Chinese Pistol, a .32 Pistol and a 44. Magnum Revolver. Inside the casino there is a large opulent chandelier and a Chryslus Motors Highwayman rotating in the middle of the lobby. It cannot be driven but the player character can sit in it. A named Protectron robot called Paul Revere will call out to the player to come into the casino from the street.
Grand Prize- Legacy Flintlock (uses scrap metal as ammunition)
Second Prize- Legacy Uniform (a tricorn hat and American Revolution tunic)
Third Prize- Legacy Boots (leather boots)




Royal Flush Casino and Resort- This casino offers Poker, Texas Hold 'Em, and Blackjack. Casino featured The Royal Flush Hall of Infamy. The Hall of Infamy is a place where it shows framed royal flushes on the walk from when they were dealt Pre-War. Each flush comes with a story involving the winner and the aftermath of the win. Decor outside of The Hall of Infamy is overtly themed towards card suits and playing cards featuring a prominent enclosed wind tunnel with many playing cards fluttering in the wind. On the walls there are also framed playing cards with special quirks to them. (The "Ace of Spades" Dutch Van Der Bile shot clean through during his rampage in Primm. On Loan from The Vikki and Vance Casino). This Casino is run by The Two-Pair Tycoons. Originally a tribe formed from escapees from Vault 21 called The Kings and Queens, they longed for the thrill of the gamble once more and returned to The Strip only to find Vault 21 filled with concrete. They requested a casino from Mr. House and he obliged, feeling he owed them for their Vault.




Inferno- Underground casino and hotel themed after the nine circles of sin in Dante's Inferno. The casino is run by The Diavoli, a gang originally known as Satan's Wrath, who, when approached by Mr. House decided to embrace the more sophisticated side of demonic impersonation. The 1st "Circle" or floor is Limbo and is the floor the hotel rooms are located on. The 2nd floor is Lust and has kinky girls dressed in leather for hire in addition to the normal working girls. The 3rd floor is Gluttony and is the restaurant floor. The restaurant has an all you can eat special for 100 caps where you receive the key to five chests with respawning food items. The key is taken from you as you leave. The 4th floor is Greed and is the casino floor. It offers Roulette, Slots and Blackjack.
Grand Prize-
Second Prize-
Third Prize-
The 9th floor, Treachery, is where the group boss, Spring-Heeled Jack, lives and does his casino business. He wears unique boots called Seven-league Boots that increase Agility by 3.




Three Bar Casino- Featuring "The Hottest Slots in New Vegas", this casino is a slot machine only casino and is looked down upon by the other Families. However it is by far the most crowded casino and features 5 layers of prizes rather than the usual 3. It is run by The Lucky 7s, a tribe formerly known as . Mr. House permitted them a casino as they




Joker's Wild Casino- This casino is run by The Sharks. Originally the tribe known as The Knucklebreakers, they were approached by Mr. House and given an offer based on their lack of morality and shrewd mathematical and business skills. They also operate a moneylenders that has a 200% interest rate and thus have a huge source of income. The PC can see people getting hurt outside the casino as a result of a debt and can intervene for Good Karma and Strip Fame or assist the debt collector for caps, Bad Karma and Strip Infamy. Neither option results in the NCR MPs or the Securitrons becoming hostile. This casino features a game called "Joke's Up". It is an informal game and is thus played in a smoky backroom. The PC must have a Strip Reputation of Liked to join the game, they could also have beaten the casino and been banned from other more formal games the casino offers, like Poker and Blackjack.




Sievert Theatre- A renaissance-esque opera and music hall. The Figaros run the theatre. Mr. House allowed them to put on plays as they were one of the most cultured tribes. He also thinks New Vegas needs a small corner of luxury. It is styled with a traditional opera house in mind (opera boxes, theatre seats, etc.) however there are robotic Mr. Handy "ushers" to show you to your box (if purchased for 400 caps). Owning a box grants you "Opera Glasses" (reskinned binoculars) and the "Cultured" perk which improves your base Charisma by 1 (and your Speech by 5 as long as you have watched a full performance in the past week).








Renovate Freeside and feel the rhythm reverberate 'round the streets! Can you dig it? Adds nine new buildings.




In Freeside




Spinning Spurs Hotel- This small hotel is down the side street from The School of Impersonation




Jackson's Bar and Grill-




Macellarius and Associates- This shady firm of slick lawyers will reset any infamy with any faction you may have accrued in your misadventures, for a hefty sum.




Silk Road Pharmaceuticals-




General's General- A store run by an ex-NCR squadron and an old BOS Paladin who saw the value of the items that pass through their hands and "misplaced" a few of those items. Cheap, generic guns and low-quality armor but at fair prices.




Defence Dispenser- This is an armoury located in a dilapidated liquor store. The current owner, Joseph Calibre acquired his wares from when he found an old Brotherhood of Steel Outpost. He then "stumbled" across an old military encampment. Using what little fuel was left he drove all the guns into Freeside and set up shop. Because of this, his wares are quite well maintained and he includes some rare types of guns from time to time. Joseph Calibre has modified the liquor store with a metal cage from a pharmacy for the firearms to remain safe from thieves.Gloria Van Graff is unhappy about the competition and wants to kill Joseph but he is well defended as he has reinforced his building with solid sheet metal. In addition, he has built a large turret on the second floor of the building to repel attacks should they come. He has also built a large sign for his store, peppered with bullet holes. The sign also features a spray paint stencil of two crossed assault rifles.




Blackpenny Postal and Delivery Services-




12 Gauge Chapel-




Dandy Dressmakers-




Explore the town of Queensman; an Old West town with quaint casinos and unique stores.




In Queensman






Loaded Dice- Locals joint, large windows with fuzzy dice hanging from top sill. Offers Craps, Blackjack and Caravan. Run by the Wild Bunch. Large (ex-billboard) sign with golden dice and a winking "cowboy" on it. Inside is a large campfire with Caravan players around and improvised gambling tables made out of driftwood and wooden wagon wheels (and that sort of thing). Grand Prize- Caravan Suite ( A covered wagon that is tethered outside the casino. It has light strings from the canvas roof and is inside a fenced off area. There is an outhouse directly attached to it with an irradiated toilet and a sink. The bed is a hammock but because of the "special mesh" it will boost your Guns skill by 15 for as long as the "Well Rested" perk is there.)
Second Prize- Dual Revolvers (One gun on Pip-Boy menu but if dropped will show two six-shooters crossed. Used the same as two guns equipped at the same time). Will be given upon exiting the Casino.
Third Prize- Bandito Gorro (Mexican headgear. Adds 5 to explosives and melee weapons)






Five Aces- Larger scale casino. Neon sign of a man holding four aces and one ace of Radiation under the table. Offers Slots, Blackjack, Texas Hold-Em and Caravan. Run by General Baker, a Securitron Mk II. General Baker is, according to him, an "independent contractor" who achieved sentience and now is "his own... A.I. program". He is also the floor manager. Five Aces is run entirely by a group of robots calling themselves The Federation. The bar is tended by Shakes Mk II (Referencing Shakes from Tenpenny Tower from FO3) and the gaming tables are tended by Mr. Handy robots. Your room is also cleaned by a named Mr. Handy called "Janitor".
Grand Prize- Ace of Suites
(Black and red diamond patterned walls, a bed with a playing card duvet cover and a playing card mini fridge.)
Second Prize- Diamond Spurs (red/brown leather boots with faux diamond spurs)
Third Prize- Hat of Knaves (Grants 1 Charisma and 10 Speech)






The Second Amendment Guns and Ammunition - Gun Store. Small shack-like look outside but pulls out into a large showroom with gun racks on every wall and ammunition belts draped everywhere. Owned by Frank and "Mimsy" his Yao Guai. Frank will make puns about Mimsy's ownership as his right to "bear arms", referencing Mimsy's black bear genes. Large sign of Revolvers outside. Demonstration with blanks everyday at 4:30.






Buffet-Shmuffet (Buffit-Schmuffit)- Diner and greasy spoon cafe. All You Can Eat special is 20 caps and gives you key to "Buffet Crate". Food inside restores HP but takes away AP (for a limited time). Owned by Greasy Phil. A robotic Mr. Handy named Souschef (Phil pronounces like mischief to annoy the robot's snooty French programming.) cooks all the food not included in the All You Can Eat special and is always remarking about how he is "too good for zis place" and "should 'ave stuck wiz ze old man" (referring to Tinker Joe from FO3).






Rotgut Saloon- Bar and caravan rest stop. Offers a slot machine and Caravan card tables. Classic bar with bottles over the counter on shelves. Has a Sunset Sarsaparilla vending machine in a corner. Round tables are placed throughout the large main room. A spartan chandelier hangs from the ceiling. On the second floor there are rooms for 100 caps although the bartender can be talked down to 40 caps with a speech check or "Confirmed Bachelor" perk. There is a piano in the corner that takes 5 caps and plays "The Entertainer". There is also a Mr. Gutsy named Dead-Eye located by the bar. He is called this because two of his photoreceptors have burned out. (He can become a companion if you supply him with two fission batteries and two pilot lights or have a Repair skill of 50 or over as this will fix his burnt out photoreceptors.) No prizes for winning as the slots are rigged to take caps thus pay out in caps.




One Man's Trash- store selling odds and ends. Has carpets and pots outside arranged much like the Barter icon. Store has a large glass semi-circle window with very few cracks. Inside the store has a workbench, hotplate, 8 working terminals, a Protectron quiz show host named Brass Buttons (The player can participate with one of his quizzes and get a "fabulous prize" which is 7 bundles of pre-war money) and a Mr. Gutsy Mark XV named Mr. Newton who is the only Mark Fifteen ever made. This is confirmed by a ROBCO terminal containing prototype information. Due to this fact he is quite pompous and has delusions of grandeur. Unfortunately his intellectual programming is actually revolutionary. He will have more to say if the player has an Intelligence of 8 or higher. One Man's Trash is owned and run by a blind ghoul called Lucky Jones. He is called Lucky Jones as his friends say that he is the unluckiest person alive because he is a ghoul and blind. His nickname is to mock his misfortune although he doesn't seem to mind. He is a kindly old ghoul who dodders about his shop tinkering with things. He can repair your weapons to almost 100% condition but he is very expensive to "hire". Lucky Jones sells pretty much anything at one time or another, even casino chips. However the price of most of these things are increased 15%.






The Rorschach Tattoo Parlour- Small building. Corrugated iron awning slightly ramshackle. Owned by Joe Kovacs (referencing Watchmen's Rorschach). Possible to get "tattoos" (items of clothing that cause your character to look topless with tattoo if male and wearing a bikini with tattoo if female) from here.






Hawker's Bazaar- An open air covered market place area similar to the Moroccan souks or Rivet City's market. There are two food and clothing stalls but one weapon stall as well:




Southern Fried Squirrel- A stall run by a brash redneck named Gabe, it sells any and all types of Fried Squirrel. Each spice blend conveys different benefits.(BBQ blend increases Strength by 1, Smoky blend increases Explosives by 15...)




Wind-breaker's- Clothing stall owned by Bjorne Wind-Breaker. Sells clothes such as Wasteland Wanderer outfit and Brahmin-Skin outfit. Decent, common clothes for 50 caps or less.




McBrahmin's Burgers- Fast food stall selling Brahmin Burgers, Nuka-Shakes, Gecko Nuggets and Yao Guai Wraps. It also sells Coffee and other normal food items (noodles, pork 'n beans...). Owned and run by Amelie Krock.




Bandit's Cache- Armour and protective gear for sale (combat armour etc.) Run by Bandit, a bandana-wearing ex-convict whose smooth exterior masks a fierce loyalty to Queensman and a penchant for dealing out street justice.




Queensman Munitions- Run by Comrade Josef, whose leg has been replaced by an artillery shell. He sells all types of guns. A large Gatling Gun is hanging from the roof with ammunition belts draped over it. There are large shells at the mouth of the tent that cannot be interacted with.








A old western town plagued by outlaws




In Tumbleweed




Dust Devil Casino- This casino has a large billboard with a cartoonish dust cloud with horns and red eyes. Inside the casino are red carpets with orange highlights and desert painted walls (cactuses and tumbleweeds). The casino offers Slots, Blackjack and Roulette. It is owned by the Mayor of Tumbleweed, Jebediah Ozark.
Grand Prize- Tumbleweed Estate (a grand mansion on the outskirts of the city, this grand house has everything a Wanderer of the Wastes could want: Radiation-free water, safe storage, weapons racks, a robotics lab with terminals in the cellar and a bar with crafting hotplate).
Second Prize- Tumbleweed Citizenship. This entitles you to a say in town meetings and even the opportunity to run for Mayor and inherit The Dust Devil.
Third Prize- 50 more chips.




Crazy Eights- This casino is styled in the pre-war fashion. Outside is designed to look like a apartment building (or other less wide more tall buildings). A large projector is stationed just inside the entrance and couches are placed near the bar. High-backed seat are used to seat the gamblers. Offers some informal games (Crazy Eights, Caravan and Bridge) for informal pre-war money in addition to the "hardcore" gamblers gambling for caps. (Slots, Blackjack and Roulette)
Grand Prize- Crazy Eights Apartment (The top floor in the tall casino is made special by the addition of a clay pigeon firing mechanism that allows you to hone your sharpshooting skills from the comfort of your balcony).
Second Prize- Pristine Pre-War Double Breasted Suit.
Third Prize- 200 bundles of pre-war money.




Sundance Saloon- Rough, tough casino packed full of outlaws on the outskirts of Tumbleweed. It is built into the side of a cave but has a traditional saloon feel to it otherwise.
 
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