Fallout: Brotherhood

**Fallout: Brotherhood** is a non-canon Fallout campaign set in the midwestern post-war United States, following the exploits of the midwestern Brotherhood of Steel after their exodus eastward in the Great Schism. The game has a

## Factions

* **Brotherhood of Steel**: The Midwestern Brotherhood of Steel is no mere chapter of the Brotherhood from Lost Hills, it is a different sect entirely with its own philosophy and ideals that diverged from the orthodox Brotherhood sometime after the events of Fallout 1. The *Eastern Brotherhood* as they call themselves do continue the mission to preserve pre-war technology, but they differ from the Brotherhood in Lost Hills in that they recruit outsiders to join their ranks and use their knowledge and technology to pacify the wasteland and educated the savages and tribals in order to advance humanity once again. However, they are opposed by various factions in the Outlands who wish to either remain independent or have their own vision for the wasteland.
* **The Commission**: Based in the largest civilized settlement in the Outlands: *St. Mary's*, the Commission are a loosely-organized group of gangs, militias and organized crime families that were the major players in outer Chicago before the arrival of the Brotherhood. Believing that the Brotherhood's expansion in the Midwest threatened their families' independence and business ventures, Luca "Lucky" Adriano organized a town meeting in St. Mary's of the various factions in order to minimize internal strife, maximize revenue, and secure independence. The Commission continued even after Adriano's disappearance, mainly due to the threat of the brotherhood, but it's an uneasy alliance and would only take the actions of one man to make it fall apart.
* **The Priestly Congregation of St. Mary's**: The Congregation are the priestly order that control St. Mary's, a town of religious folk in the northern Outlands. The Township of St. Mary's is a growing community of religious folk that are very protective of their land and see themselves as a bastion of God's glory in the wasteland. However, the Congregation does have missionaries who go out to preach to the nearby communities (mostly tribals). They believe the Brotherhood to be an enemy because of their sometimes brutal subjugation of tribals and their reverence of Roger Maxson, which they believe borders on idolatry.
* **Stone Wolves**: The Stone Wolves are a tribe located in the mid-Outlands, south of Three Cross Point. They are a warrior tribe known for their ritualistic tattoos and wearing crude face masks into battle. They are adversaries of the Three Crosses, and are in a state of war with them at the start of the game.
* **Three Crosses**: A tribe in the north known for their bowmen and public crucifixions of their enemies. They are based in a village at Three Cross Point.

## Companions

### Dutch

Dutch is a really buff former mercenary-turned-bodyguard for the Commission, recruitable if you pay off his bosses in order to transfer over his contract to you. He doesn't talk, at least not with words, and can only grunt and make odd noises coupled with hand movements in order to convey any sort of message. He kicks ass in combat but doesn't have very many technical nor social skills to aid the player. He is secretive about his personal life ... at least that's what people think since they can't really understand him. He likes using grenade launchers and has a fascination with vertibirds for some reason.

### Father Francois

Father Francois is a priest from Quebec and a descendant of French-Canadian rebels who were active during the American occupation of Canada. He is rather eccentric and is passionate about defeating enemies of God, at least anyone he *thinks* is an enemy of God.

### Kumara

A female warrior from the Stone Wolves tribe, Kumara is the daughter of the tribe’s chieftain Janius and is one of the strongest fighters the tribe has ever known. She is initially interacted with at the Stone Wolves Village, where she is seen sparring with her fellow tribals. She is one of the more intolerant people regarding the Three Crosses Tribe; she wishes to simply end the rivalry by simply marching over there and taking over Three Cross Point. Kumara can become a companion after agreeing to aid the Stone Wolves in solving the dilemma between the two tribes. If the player solves the quest either by making peace between the Stone Wolves and Three Crosses, or rallying the Stone Wolves to wipe out their adversaries, Janius offers Kumara’s hand in marriage to the player, which can be accepted or not. If accepted, Kumara will seem to reluctantly comply with her father’s wish and perform her duties as a wife. If not accepted, Kumara can still remain as a companion and can be romanced at a later date, provided the player has high affinity with her and has completed her personal questline.

Kumara is strong and durable, and skilled with melee weapons, but her technical abilities as well as her charisma and intelligence are lower than average. She is able to craft rudimentary tribal healing remedies, and crude melee weapons, but not much other than that. Kumara makes a good combat companion, but not one for players who need a more technically skillful or medicinally-educated companion. Being one of the village's hunters, she is quite perceptive with a higher survival skill.

She enjoys combat, but has a very cold personality and it will be difficult for players to be allowed in. Beneath that exterior however, is a person who is able to appreciate art and poetry.

### Max

“*Enhanced Cyberdog - Codename: Max*” is a cyberdog created by a former Enclave scientist with full sentience and vocal cords, which give him human-intelligence and speech capabilities. He is found at Fort Venworth in a non-operational state in the hands of the Brotherhood of Steel Knight Owens, who wants to repair the cyberdog but lacks the skill in order to do so. The player can repair Max with a repair skill of 70 or a science skill of 50 and spare parts. Max will travel with the player provided they have at least neutral karma. Max has a high sense of morality and will hate the player if they perform evil acts.

### Zang

A native of San Francisco, Zang is a former raider turned mercenary. He is encountered at Old Olympia, where he is seen bickering with the local general store clerk over prices on weapons. Zang is evil and will only agree to accompany the player provided they have neutral karma or below, and won’t go with the player unless they “hire” him as their personal bodyguard. If the player attains good karma and/or does too many good things, Zang will leave the player’s party due to his refusal to work for a “goody two-shoes”. Zang is not romanceable per se, but can be talked into casual sex with a speech check, provided that the player is female. If a male character makes suggestive comments, Zang will angrily rebuff your remarks and call you a litany of homophobic slurs.

Zang has average intelligence, perception and strength, but he is quite durable, agile, and charismatic, but very unlucky. His main weapon is a long-range lever-action shotgun that he usually keeps loaded with slugs. This weapon is comparable to Charon's shotgun in Fallout 3, with similar effectiveness. Zang does not have power armour training by default, so he will need to be taught by a player who has power armour training themselves.

Zang is one of the best combat companions in the game, but the tradeoff is that he is very evil and will dislike the player if they do good deeds. He also hates tribals and will insult them during conversation, making conversation with them more difficult. He is also a mercenary and demands that he get a share of the loot during your travels. Every week, he will demand $200 worth of items, which can be in the form of weapons, stims, chems, armour, and actual money; though he will initially refuse some of the things you give him that he doesn't find desirable, telling him he can sell it at the next town they enter will allow you to give him more items.

## Weapons

### One-handed energy weapons

#### **Laser pistol**

The Wattz 1000 is the civilian model of the M13 Modular Energy Handgun, used mostly in special forces divisions within the U.S. military. It received good reviews by the forces who used it and was briefly set to replace the rather inefficient AEP-5 laser pistol, but some shady politicking led to the AEP-7 pistol winning the contract instead. The Wattz 1000 remained popular in the civilian sector however, and the Wattz pistol far outstripped the AEP-7’s civilian model in sales.

It uses a laser focusing diode in lieu of a crystal array, resulting in a lower wattage threshold than military and law enforcement models. Regardless, the Wattz 1000 is one of the most dependable energy pistols ever created and will be cherished by those lucky wastelanders who can get their hands on it.

#### **Plasma pistol**

The Glock 86 plasma pistol was designed before the Great War by the Gaston Glock artificial intelligence. It was the standard sidearm for the armed forces of the European Commonwealth during its final days and enjoyed fairly solid sales in the American market, as well as a stint as the standard sidearm of the Southwest Commonwealth National Guard.

It fires a small bolt of superheated plasma and is powered by small energy cells, but drains them quicker than a laser pistol. Subsequent models made use of microfusion cells, but due to the outbreak of the European Wars and the restriction of trade with any former European Commonwealth member, none of them made it to the States - not legally anyway.

Regardless, the Glock remains a force to be reckoned with in the wasteland thanks to its high power and common ammunition, and would greatly benefit anyone’s arsenal; that is, if you can pick one up before the Brotherhood finds them all.

#### **Vree Model 3**

During the mid 22nd century, the Brotherhood of Steel was able to use much of the technology salvaged within New California to design its own weapons. One of the most impressive designs was the Vree Model 3, a modified Wattz 1000 laser pistol named after Head Scribe Vree of Lost Hills, the head of weapon development. It became the standard sidearm for Brotherhood Knights and is carried by many in the Outlands today.

The Vree Model 3 retains the basic look of the Wattz 1000, but is fitted with a magnetic field targeting system, which tightens the laser emission and gives the pistol extra penetrating power. As with most Brotherhood technology, this pistol is not to be given to outsiders, especially since this technology was designed by the Brotherhood themselves.

#### **YK32 pulse pistol**

The YK32 Pulse Pistol is an electrical pulse weapon that was developed by the Yuma Flats Energy Consortium. Though powerful, the YK32 was never considered a practical weapon due to its inefficient energy usage and bulky design. However, its appearance as the main sidearm in the pre-War TV series Flair Jordan gave enough attention to the weapon that it was prevented from being a financial flop.

Although outdated in comparison to the YFEC’s later pulse weapon projects, it is still considered strong for what it is and a surprising amount have survived nuclear devastation. It uses common small energy cells as ammunition and is very effective against robots and power armour-equipped opponents, making it on the Brotherhood’s list of dangerous technology.

### Two-handed energy weapons

#### Laser rifle

The Wattz 2100 Laser Rifle is a mil-spec laser rifle adopted by the United States Marine Corps in the later years of the Sino-American War. The Wattz 2100 prevailed following the much-publicized battle for the Modular Energy Service Rifle Trials against the AER9 laser rifle, which was adopted by the US Army in limited numbers.

#### Plasma rifle

The Armalite APR-280 Urban Plasma Rifle was a plasma rifle adopted by the US Army prior to the Great War.