That reminds me, where do you stand on the existence of Vault Zero or the authority of the Fallout Bible?
All spinoffs and side materials are considered secondary canon. If they don't contradict anything else they exist, if not necessarily in the same form due to divergence. e.g. if the FOB gave info on the Pentagon it would be merged with the FO3 pentagon info and adjusted to account for Enclave control.

As far as my personal stance on actual fallout canon,I made a post on it earlier in the thread.
 
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Vote Locked for [X] Plan Tech Up (Sorry it took so long.)

[X] Magical Mystery Tour
-[X] H&H Tool Company
10V; ST 100: 45, Major Success (6 DoS)

-[X] REPCONN HQ
20V; ST 100: 33, Major Success (7 DoS)

-[X] Vault 34
50V; ST 100: 82, Success (2 DoS)

[X] Glorious SPAM
ST 85: 34, Major Success (6 DoS)

[X] The House Always Wins: Part I
ST 75: 2, Critical Major Success (8+C DoS)

[X] Dam Expansion
-[X] Metal Refinery
-1 Metal
ST 70: 55, Success (2 DoS)

-[X] Research Facilities (T2)
-1 Electronics
ST 90: 55, Good Success (4 DoS)

[X] Gold Diggers
-[X] Searchlight Airport (T2)
ST 75: 51, Success (3 DoS)

[X] Fires of Industry (T2)
-1 Metal, -1 Machinery
ST 80: 18, Major Success (7 DoS)

[X] The old world has burned.
-[X] Industrial Technology
--[X] Advanced Old World Manufacturing (T2)
ST 75: 43, Good Success (4 DoS)

--[X] Automated Resource Extraction (T2)
ST 75: 31, Good Success (5 DoS)

-[X] Agricultural Technology (T2)
--[X] Agricultural Automation
ST 75: 71, Bare Success (1 DoS)

-[X] Military Technology
--[X] MicroFusion Packs (T2)
ST 75: 5, Critical Major Success (7+C DoS)

[X] Big Brother (T3)
ST 50: 78, Failure (2 DoF)
AN: 2 higher and you'd have gone up a full level of severity.

[X] The Men Who Knew Too Little (T3)
ST 65: 28, Good Success (4 DoS)
 
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I can't wait to see how this one plays out, it's going to be quite interesting!
I'm still trying to think of a suitable result. I didn't bother outlining a critical result when making the action. I'll probably put extra time into it since it is such an important questline.

EDIT: I did make a supercritical result, a nat 1 would have given the Platinum Chip.
 
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I'm still trying to think of a suitable result. I didn't bother outlining a critical result when making the action. I'll probably put extra time into it since it is such an important questline.

EDIT: I did make a supercritical result, a nat 1 would have given the Platinum Chip.
Maybe House feels like he has found a kindred spirit in Elijah?
 
Maybe House feels like he has found a kindred spirit in Elijah?

I did guess that they'd get on well. Maybe he brought along Veronica to show that not everyone in the Brotherhood was a hardliner and that the future generation was interested in more, but lacked the experience to accomplish it.

Also it would be adorable to see her geek out over a dress.
 
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Maybe House feels like he has found a kindred spirit in Elijah?
That was the Major Success result. For criticals I like to give the Major Success result + something qualitatively different, although I settle for a quantitative increase when necessary. e.g. the repeated crits on Black Mountain didn't just give more loot and cheaper repairs, it gave SIGINT capabilities in the early-game.

I've got a fairly good idea of what will happen now, although I'm still deciding how it will impact the rewards.
 
At the risk of sounding obsessive, any chance House has something to offer us that could help us get into the Remnant Bunker for all that sweet sweet Vertibird action?

He's got to potentially have a bit more tech laying around then the securitons. Hell, if we were really desperate there's potentially the laser turrets The Lucky 38 had to shoot down nukes.
 
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At the risk of sounding obsessive, any chance House has something to offer us that could help us get into the Remnant Bunker for all that sweet sweet Vertibird action?

He's got to potentially have a bit more tech laying around then the securitons. Hell, if we were really desperate there's potentially the laser turrets The Lucky 38 had to shoot down nukes.
Getting a couple laser turrets is more likely than getting access to the Remnant Bunker. House doesn't have access, I'm not even sure if he knows about the Remnants at this point. (I'd have to double check the timeline.)
 
If anything, the Brotherhood has a better chance of getting in using old Army codes from their archives (however small) than a 'mere' pre-war business magnate unless RobCo somehow got the contract for that bunker instead of Vault Tec or some other company.

Hell, they're probably better off trying to get through the door with pre-war industrial tools.
 
Update 7: The House Always Wins?
[X] Magical Mystery Tour
-[X]H&H Tool Company

The expedition reports a baffling number of lethal traps and other obstacles unsuited for even the most paranoid Pre-War corporation. Fortunately, anti-personnel mines don't work on power armour. The rewards prove worth the trouble. The Paladins do not only recover the expected samples of manufacturing technology. The company computers contain data on a Pre-War businessman, Robert Edwin House, who apparently owned RobCo, REPCONN, and that garish casino. It might be worth investigating the casino. You're not one for gambling, but you never know where Pre-War CEOs will keep their best proprietary tech. Just the other day a Paladin found a reactor in an executive's personal safe.

Gained: 2 Steel, 3 Metal, Lucky 38 VIP Keycard, Pre-War Tools,

-[X]REPCONN HQ
You were definitely right to plunder explore the old REPCONN HQ for technology to loot protect. The degraded computer systems did not have any intact rocketry data. They did, however, have a full set of schematics for an experimental plasma rifle. The Q-35 achieves massive improvements in fire rate with an experimental matter modulator adapted from a failed rocket engine. You're not sure how this doubles rate of fire without increasing the energy draw, but you're eager to find out.
While the Q-35 is promising, the true prize is a seemingly innocuous package found in some schmuck's safe. The TX-40e MicroFusion Pack is an experimental MicroFusion reactor, probably meant to replace the TX-25 model used in T-51b model power armour. While not quite so reliable as the venerable TX-25, it makes substantial improvements. Most improvement are incremental, but the increase in power supply is dramatic. With that much power you could... Actually, you're not sure what to do with that much power.

Gained: Q-35 Matter Modulator + Schematics, TX-40e MicroFusion Pack

-[X] Vault 34
Vault 34 is sealed tight when your team of 50 Paladins arrive. Vault doors are notoriously difficult to open by force and practically impossible to hack. Fortunately, your subordinates are not savages. They know how to use radios and do so. The Vault inhabitants are surprised, but pleased to meet civilized survivors. You doubt whether they qualify as civilized themselves; the morons couldn't open their own front door. They probably forgot to plug it in. Fortunately, the expedition includes someone with enough sense to explain the process over radio.
The overseer proves quite friendly. She is glad to see some friendly, well armed faces. (The vault dwellers have a mild weaponry fixation.) Apparently the last group to leave the vault was murdered by savages and they've been stuck inside ever since. It was probably the NCR, none of the other savages have the numbers to defeat such a well armed group. Regardless, Vault 34 is filled to the bursting with heavily armed knuckleheads. You should introduce them to Hardin, they'd probably get along famously.

Established: Diplomatic Relations (Vault 34) [Accepted]

[X] Glorious SPAM
The newly established Brotherhood Radio is off to an excellent start. Listeners as far as Utah can tune in to a 24 broadcast extolling the Brotherhood's virtues. There is some controversy during the planning stages; McNamara objected to the wording of your announcements. Apparently the savages do not appreciate being informed of their status. You agreed to be more circumspect in return for McNamara's cooperation on another contested proposal. Thus Brotherhood Radio comes to include a short segment detailing simple technical advice conducive to survival in the Wasteland.

Established: Brotherhood Radio (Popular)

[X] The House Always Wins: Part I
You think your meeting with Robert, Mr. House, went well. He is a very nice fellow, clearly quite intelligent. Negotiations did not begin well, but their conclusion was rather satisfactory.
The meeting got off to a poor start when Robert was an hour late. When you finally met, he was rather hostile. He demanded that the Brotherhood cease "looting my city," and responded poorly to your reasonable request that he submit his robots to Brotherhood safekeeping. Discussion was thoroughly stymied. Eventually, Robert mentioned some reactor problems, so you offered to take a look. A gesture of goodwill, as it were. Also, an excuse to tinker with a nuclear reactor. He seemed somewhat conflicted, probably wished he could tinker with it himself. Regardless, he agreed and you fixed the reactor. It proved a fairly simple problem, albeit one that could not be solved remotely. Robert provided verbal assistance via securitron, which further shortened the repair process.
After the reactor incident the two of you apologized. Robert apologized for treating you as a "pseudo-religious fanatic" and you apologized for treating him as a non-ambulatory moron. It was agreed that you were capable of studying pre-war artifacts and he of protecting his own robots. The discussion becomes much friendlier, and you find common ground. Robert wants to buy electricity and is willing to provide raw materials for cabling. He also desires increased commerce with the NCR, primarily in the form of tourists. In return, he offers mint condition RobCo technology, including design data.

Allied: Robert House
Boosted: Reputation (New Vegas)

AN: I had a lot of trouble with this one. Hopefully it's alright.

[X] Dam Expansion
-[X] Metal Refinery

The metal refinery is finished. The more efficient refinement process should stretch your supplies of metal further.


Income: 2 Refined Metal
Consumption: 1 Metal
Used: 1 Metal

AN: Refined Metal can be substituted for Metal. It allows you to make more efficient use of scrap metal.

-[X] Research Facilities (T2)
You supervise the construction of the new research facilities personally. You will, after all, be their primary beneficiary. They are quite similar to your workshop at HELIOS only much larger. The extra space will allow the commencement of project too large or difficult for even your genius to complete in a cramped and makeshift laboratory.

Used: 1 Electronics
Locked: [X] Research Facilities


[X] Gold Diggers
-[X] Searchlight Airport (T2)

Your scouts successfully secure the airport and begin prospecting to evaluate the potential salvage.

Locked: -[X] Searchlight Airport

[X] Fires of Industry (T2)
Far below the surface lies a bunker transformed. Once decrepit walls have been restored. Failing lights have become undimmed. Ancient machinery has been replaced with modern, if crude, assembly lines. Dormitories and infirmaries have been replaced with industrial workshops. Everywhere can be heard the dull thrum of well oiled machines. The depths are filled with fire, and steel, and caged lightning. This is the first true Brotherhood factory. Others may have discovered the technology, but none among your fellowship have used it.


Built: Basic Manufactory (100%)
Used: 2 Metal, 2 Machinery
Income: 1 Machinery
Consumption: 1 Metal


[X] The old world has burned.
-[X] Industrial Technology
--[X] Advanced Old World Manufacturing (T2)

You manage to substantially increase the precision of your manufacturing technology. Unfortunately, the improvements come at a severe cost in efficiency and reliability. You'll have to fix that.

Locked: --[X] Advanced Old World Manufacturing

--[X] Automated Resource Extraction (T2)
Development of the new Mr. Ore model robots is proceeding swiftly. Adapted from salvaged Mr. Steels, the improved model will suffice to replace entire teams of human miners. Not that your Brotherhood has any human miners; you are not savages. There are still a few kinks in the design, but they should be ready for production within a month.

Locked: --[X] Automated Resource Extraction

-[X] Agricultural Technology (T2)
--[X] Agricultural Automation

The process has been slow, but some progress has been made on more labour efficient modes of agriculture. A modified Mister Gutsy could replace most of the manual labour of traditional agriculture. While far from ideal, it's better than managing crops by hand. The new 'Mr. Field' doesn't actually exist yet, but you doubt it will take long.

Locked: --[X] Agricultural Automation

-[X] Military Technology
--[X] MicroFusion Packs (T2)

The TX-40e proves the catalyst for your success in replicating the MicroFusion technology. The prototype reactor is not merely more powerful than its mass produced brethren; it lacks the obfuscation and blackboxing present in production model technology. Understanding such a sample is trivial for someone of your obvious genius. You are confident in your ability to produce a MicroFusion Reactor with the reliability of the TX-25 and the power of the TX-40e.

Gained: MicroFusion Packs
Gained: Improved MicroFusion Packs


[X] Big Brother (T3)
The ESS expansion has been stalled due to a lack of resources. The creation of a counter-espionage program has occupied the group for the last month.

Locked: [X] Big Brother (T3)

[X] The Men Who Knew Too Little (T3)
The creation of a counter-espionage program is off to a good start. Elder Lyons has found and recruited a number of the Brotherhood's most perceptive members to serve as its foundation. Training and initial implementation will progress over the next two months.

Locked: [X] The Men Who Knew Too Little (T2)

Assets:
Gossip Mongers
Brotherhood Radio (Popular)
Automated Steel Refinery (Large) [10 Mr. Steels] {-3 Steel Ore, +10 Steel}
Mixed Metal Mine (Small) {+1 Metal}

Bases:
500 Civilians
Large Hydroelectric Generators (100%)
Fortifications (100%)
Hydroponics (100%) {+3 Food}
Mixed Metal Refinery (100%) {-1 Metal, +2 Refined Metal}
Research Facilities (50%)
Department of Offense
2 GW
Pre-War Tools
Medium Pre-War Arsenal
Damaged Chinese Stealth Suits
Research Database: History
200 Knights (Recon)
50 Paladins (T-45d)
150 Veteran Paladins (T-51b)

100 Civilians
Solar Generators (100%)
Orbital Power Relay (100%)
Small Research Facilities (100%)
200 MW
Lucky 38 VIP Keycard
150 Stealthboys
Huge Brotherhood Arsenal
Vertibird Wreckage
Damaged Power Armour (Enclave)
100 Knights (Recon)
30 Paladins (T-45d)

100 Civilians
Electronic Warfare Facilities (100%)
Light Fortifications (100%)
Command Center (100%)
Department of Defense
Strategic Broadcasting and EC(C)M.
Early Warning and Detection Network (EWDN [eww-den]) Control Node.
Small Pre-War Arsenal
50 Knights (Recon)
20 Paladins (T-45d)
15 Veteran Paladins (T-51b)

2000 Civilians
Large Fusion Generator (100%)
Heavy Fortifications (100%)
Residential Bunker (100%)
Residential Bunker (100%)
Basic Manufactory (100%)
Empty Slot (100%)
Empty Slot (0%)
Small Pre-War Arsenal
Small Brotherhood Arsenal
Lucky 38 VIP Keycard
Unique Schematics: Vertibird
Unique Schematics: TX-40e
Unique Schematics: Q-35
Unique Schematics: AES-18
150 Knights (Recon)
25 Mark II Sentry Bots
20 Paladins (T-45d)
10 Veteran Paladins (T-51b)

Medium NCR Arsenal
50 Knights (Recon)
10 Veteran Paladins (T-51b)

5 Knights (Recon)
5 Paladins (T-45d)

Diplomatic Relations: (Vilified->Hated->Disliked->Wary->Neutral->Accepted->Liked->Well Liked->Idolized)
Novac: Liked
A small town focused around salvage, a small motel, and an old gift shop.
Vault 34: Accepted
A heavily armed stronghold ruled by an autocratic overseer desperate to control her Vault's arsenal.
New Vegas: Well Liked
A burgeoning metropolis built around three ruling tribes and an enigmatic technocrat.
 
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Awesome! I was just thinning about this quest the other day! Can't wait to see where it goes now that it's back! :D
 
Planning 7: The Face of Commerce
Your position in the Mojave is finally beginning to solidify. You have a long way to go yet; perhaps your alliance with Mr. House can be of help?

Martial: 2 Actions (1 Elijah, +1 Hardin)
Special: 1 Free Expeditionary Action
[X] Operation: Divine Wrath
The California Brotherhood is capable of making good their own escape. They just need a distraction. Luckily for them, ARCHIMEDES II is the perfect distraction. The NCR military can't organize to stop the breakout if the organizers are all dead via orbital bombardment! Neither can the NCR Congress declare war after being incinerated by a giant laser!
Time: 1 Month
Chance: 60%
Reward: NCR in chaos, up to 6000 Brotherhood refugees. Escalated NCR-BoS war.

[X] Beyond the Pale
Black Mountain has given you the locations to many area just outside your current reach but full scouting will require a human expedition. (Location specific options will unlock as you acquire more FOBs.)
Time: 1 Month
Chance: 0%
Reward: Data on more distant location.

[X] Spoiling Attack
If you deem a faction to be a threat you can choose to launch a spoiling attack. This requires your subordinates to agree that the faction poses sufficient threat to warrant the attack. Unfortunately, the Legion proper is currently outside your range.
Time: 1 Month
Chance: Variable
Reward: Enemy Hurt, Loot Obtained

[X] Yardwork
The Mojave is currently infested with bandits and raiders. While no threat to the Brotherhood, they seriously impede the local wastelanders. Wiping them out would improve both the prosperity of the wasteland and the general perception of the Brotherhood.
-[X] Southeastern Vipers
The Vipers infest areas near to HELIOS and potentially endanger your economic and diplomatic initiatives.
Time: 1 Month
Chance: 10% per 10 Paladins
Reward: Vipers purged from the area south of Novac.
-[X] Southwestern Jackals
The Jackals infest the area northeast of the Long 15 Outpost. Wiping them out would clear the way for the establishment of an anti-NCR front in the area.
Time: 1 Month
Chance: 10% per 10 Paladins
Reward: Jackals purged from the area south of Goodsprings.
-[X] Western Great Khans
A place called Red Rock Canyon shelters raiders and drug makers. Eliminating them would both cut off an avenue of retreat for the main group and secure the area from raiders.
Time: 1 Month
Chance: 20% per 10 Paladins
Reward: Great Khans purged from the area north of Goodsprings.
-[X] Northeastern Great Khans
The most organized group of raiders in the Mojave is based out of the town of Bitter-Springs. While they are strong for mere raiders, eliminating them would greatly strengthen your hold on the Mojave and potentially win you friends in that gaudy mess the locals call a city. In addition, it would help ensure clear supply lines to Hoover Dam.
Time: 2 Months
Chance: 10% per 10 Paladins
Reward: Great Khans purged from the area around Bitter Springs.

[X] Magical Mystery Tour (Can be taken multiple times.)
There are many sites across the Mojave potentially filled with valuable technological relics. Send an expedition to one of them in hopes of great returns.
-[X] Yangtze Memorial
This Pre-War monument has a strange red sword stuck into a receptacle on the central pedestal. It looks fairly advanced and a team of Paladins could probably find a way to remove it.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: A Strange Sword
-[X] Weather Monitoring Station
Seemingly an ordinary weather station, this strange facility seems to be atop a large vault. The only clue you have to the purpose of this vault is what appears to be a slot machine. Curious.
Time: 1 Month
Chance: 0%
Reward: ???
-[X] Remnants Bunker
Your scouts have discovered a strange hatch leading to a well-secured Bunker. No one seems to be home, but you can't seem to get the door open.
Time: 1 Month
Chance: 0%
Reward: Remnants Bunker+Contents
-[X] Cerulean Robotics
This Pre-War company building may house useful robotics technologies.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Sunset Sarsaparilla HQ
Given the tendency of Pre-War beverage companies to somehow obtain military technology, it could be worthwhile to raid the local headquarters.
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Silver Peak Mine
Your scouts detected faint traces of the fusion isotopes released by leaking Fusion Packs near a mine. There's tech in them hills!
Time: 1 Month
Chance: 60% per 10 Paladins
Reward: Loot, Data, ???
-[X] Quarry Junction
Nope. Not worth it. No way you're sending Paladins to die fighting deathclaws just so you can have a bunch of rocks you don't have the manpower to utilize anyway.
-[X] Allied Technologies Office
You don't think there's anything here. However, the sign does say "Technologies".
Time: 1 Month
Chance: 100% per 10 Paladins
Reward: Loot, Data, ???
-[X] Deathclaw Promontory
Normally you wouldn't risk your men against deathclaws. However, there seems to be an active radio present at this particular nest. More importantly, it isn't a type the Black Mountain database is familiar with. This could mean jury-rigged worthlessness... or it could mean Enclave tech.
Time: 1 Month
Chance: 15% per 10 Paladins
Reward: Loot, ???
-[X] Mercenary Camp
One of your scouts saw a mercenary with an advanced Gauss Rifle. You should track him down and repossess it.
Time: 1 Month
Chance: 50% per 10 Paladins
Reward: Loot, ???
-[X] Nellis Air Force Base
The farthest of Hardin's scouting parties have discovered an old Air Force Base filled to brim with weaponry, supplies, and technology. It is also filled to the brim with trigger-happy maniacs armed with explosives, artillery, and even a few suits of Power Armour. An attack could liberate their weapons, but would permanently alienate a powerful faction and be extremely costly in both lives and material.
Time: 1 Month
Chance: 5% per 10 Paladins assigned.
Reward: Loot, Explosives, ??? Power Armour, More Explosives, ???.
-[X] Crashed B-29
The scans you conducted via the Black Mountain facility have revealed something interesting. Lake Mead contains a nearly intact Pre-War Bomber. You probably won't be repairing it any time soon, but it would still be a valuable source of technology.
Time: 1 Month
Chance: 100% per 10 Paladins assigned.
Reward: Mostly Intact B-29.
-[X] Vault 3
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 11
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, ???.
-[X] Vault 19
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Vault 22
Vaults are a reliable source of pre-war tech.
Time: 1 Month
Chance: 60% per 10 Paladins assigned.
Reward: Loot, Data, ???.
-[X] Hidden Valley Bunkers
While Hardin has made significant progress in his excavations, there is still much work to be done before the other bunkers are adequately repaired.
Time: 2 Months
Chance: 30% per 10 Paladins assigned. Knights count as Paladins for this option only.
Reward: Hidden Valley bunkers repaired.

Diplomacy: 2 Actions (0 Elijah, +1 McNamara, +1 EDC)
[X] Stalemate
Kimball is highly reluctant to allow any further Brotherhood victories and the newly promoted General Hsu is extremely competent. However, that same competency might allow him to see reason and convince Kimball to see reason and acknowledge your ability to kill both them and their families with the press of a button. Owyn says you shouldn't mention your ability to kill their families, even if you do know the exact capabilities of ARCHIMEDES II. You're fairly sure he's just envious of your ability to recover a superweapon without giving it to your enemies and getting your entire chapter killed in the attempt.
Time: 6 Months
Chance: 50%
Reward: 6000 Brotherhood Refugees, Technology, Peace

[X] The House Always Wins: Part II
Mr. House is hoping to jumpstart the Mojave's economy with NCR tourism. While you lack his obsession with gambling, you understand the value of commercial activity. It may even increase the NCR's openness to further negotiation. Unfortunately, you have a poor relationship with the NCR. Convincing their civilians to visit Vegas may be difficult.
Time: 1 Month
Chance: 40%
Reward: NCR Tourists for The Strip
AN: There are a number of actions which improve the success rate.

[X] Wheels on Wheels
You have found yourself with a surplus of electricity while most of Mojave lacks it entirely. If you found a source of cabling, it could be very profitable.
-[X] New Vegas
Mr. House has shown a distinct proclivity for modern amenities. These amenities require large amounts of power.
Time: 2 Months
Cost: 100MW
Chance: 80%
Reward: RobCo Technology
-[X] Novac
The citizens of Novac would certainly appreciate the ability to power electrical appliances.
Time: 2 Months
Cost: 3 Aluminum, 1 Copper, 5MW
Chance: 75%
Reward: ??? (Low)

[X] We Come in Peace
Many wastelanders become anxious at the sight of steel clad warriors armed to the teeth with technology many would kill for. This create awkward situations which cause Paladins to have their armour repainted and savages to require a grave. You should do something about this; paint is surprising expensive. Maybe explaining your (mostly) peaceful intentions via Brotherhood Radio will help?
Time: 1 Month
Chance: 65%
Reward: Locals are less nervous when heavily armed thugs Paladins come calling.

[X] Nukes Killed the Video Star
Brotherhood Radio is surprisingly popular. However, its situation could be improved further. Most wasteland radio stations possess a very limited selection of music. Most old records have been destroyed by age or violence. Fortunately, the Brotherhood has a long and storied history of collecting Pre-War artifacts. Although disregarded by most, including the Brotherhood's own Elders, it possesses the wasteland's largest music collection. Force a few junior Scribes to sort it and you gain an edge over every other station currently airing.
Time: 1 Month
Chance: 80%
Reward: Brotherhood Radio becomes Very Popular

[X] Gotta Collect 'Em All
The denizens of Vault 34 cannot seem to acquire sufficient ordinance. Their collection appears relatively unremarkable by Brotherhood standards, but you never know. They might have some previously unknown piece of VaultTec weaponry. They'd probably even be willing to trade it for a quantity of Brotherhood equipment. Nothing too advanced of course; the Council would never let you hear the end of it.
Time: 1 Month
Chance: 75%
Reward: Loot?

[X] Building Ties
Send an emissary to meet with one of the factions inhabiting the wasteland.
-[X] Vault 34
Chance: 85%
Time: 1 Month
Reward: Better relationship with locals.
-[X] Nelson
Chance: 95%
Time: 1 Month
Reward: Communication established with locals.
-[X] Novac
Chance: 100%
Time: 1 Month
Reward: Better relationship with locals.
-[X] Searchlight
Chance: 85%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nipton
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Primm
Chance: 80%
Time: 1 Month
Reward: Communication established with locals.
-[X] Goodsprings
Chance: 90%
Time: 1 Month
Reward: Communication established with locals.
-[X] Boulder City
Chance: 85%
Time: 1 Month
Reward: Communication established with locals.
-[X] Nellis Airforce Base
Chance: 60%
Time: 1 Month
Reward: Communication established with locals.
-[X] Jacobstown
Chance: 15%
Time: 1 Month
Reward: Communication established with locals.
-[X] New Vegas
Chance: 100%
Time: 1 Month
Reward: Better relationship with locals.
-[X] Freeside
Chance: 80%
Time: 1 Month
Reward: Communication established with locals.

Stewardship: 4 Actions (1 Elijah, +1 McNamara, +1 Lorenzo, +1 Veronica)
Stockpile: 3 Steel, 2 Metal, 2 Machinery, 9 Electronics, 15 Medicine, 1 Seeds, 1 Food
Income: 1 Refined Metal, 1 Machinery, 1 Food

[X] Dam Expansion
Hoover Dam has room for additional facilities to be installed. Selecting an option twice will create a large version at twice the cost.
-[O] Hospital
A hospital would allow you to make full use of your recent medical discoveries.
Time: 1 Month
Cost: 1 Medicine
Chance: 90%
-[O] Basic Manufactory
A manufactory would provide additional manufacturing capacity.
Time: 3 Months
Cost: 1 Metal, 1 Machinery
Chance: 80%
-[O] Repair Center
A repair center would keep your Knights and Paladins in top fighting condition.
Time: 1 Month
Cost: 1 Machinery
Chance: 75%
-[Locked] Research Facilities
Larger research facilities would allow you to handle larger research projects.
Time: 1 Months
Cost: 1 Electronics
Chance: 90%

[X] Steel Legion
With your newfound knowledge of robotics you have the ability to expand your military through pure manufacture. The new factory has substantially decreased the amount of labour required for each robot.
-[X] Mark II Sentry Bot (Limit 10)
Time: 1 Month
Chance: 90%
Reward: 5 Mark II Sentry Bots
-[X] Mr. Steel (Limit 35)
Time: 1 Month
Chance: 90%
Reward: 35 Mr. Steels
AN: This is currently limited by your pre-existing parts supply. You can't manufacture all the parts yet.

[X] Buying Happiness
Local survivor population generally have fewer resources than you. Establishing trade and giving cheap aid will greatly improve your local standing.
Time: 1 Month
Cost: 1 Food, 1 Medicine
Chance: 100% (Increased difficulty for some settlements. Can be offset by both tech and trade.)
Reward: Improved relations and trade with target settlement. May eventually provide additional supplies and recruits.
Target: Requires Building Ties. Can be executed in parallel to Building Ties.

[X] Greasing the Wheels
The Brotherhood has traditionally lacked much in the way of economic activity. Perhaps it is time to begin changing that? Mr. House's promised technology has many in your Brotherhood reconsidering their position on trade. They may not care for mere profit, but a veritable treasure trove of technology is sufficient motivation for many.
Time: 3 Months
Chance: 50%
Reward: Brotherhood begins organizing trading caravans.

[X] Gold Diggers
The Brotherhood currently lacks sources of raw materials other than salvage. Perhaps it is time to change this? At the very least, you could probably find some less valuable salvage to break down. If only you had the manpower to actually run such an operation...
-[X] Search
Time: 1 Months
Chance: 70%
Reward: Resource Extraction sites evaluated.
-[Locked] Searchlight Airport
Time: 1 Month
Chance: 75%
Reward: Raw Materials
-[O] North Searchlight Mine
Time: 3 Months
Chance: 50%
Reward: Raw Materials
-[O] South Searchlight Mine
Time: 3 Months
Chance: 50%
Reward: Raw Materials

Learning: 4 Actions (2 Elijah, +1 Lorenzo, +1 Ibsen)
[X] Rapid Fire GLORIOUS SOLAR BULLSHIT!
With HELIOS ONE fully operation and Hoover Dam in your possession, you can increase the electrical throughput significantly. While this has the potential to reduce ARCHIMEDES II's charge time to as little as 2 hours, it is not without difficulties. While ARCHIMEDES II can handle the power input, HELIOS ONE is incapable of transmitting more than 400MW and you'd need a lot of cabling to connect it to Hoover Dam.
Time: 6 Months
Cost: 1 Steel, 1 Aluminum, 2 Electronics
Chance: 50%
Reward: ARCHIMEDES II charge time reduced proportionally to Hoover Dam's power output.
[X] More Pylons
Hidden Valley's Fusion Reactor is a very impressive piece of technology. Its brethren freed America from an electricity shortage once and might do so again. More importantly, you could probably fit one in HELIOS ONE. Unfortunately, it is rather hard to study a reactor while it is powering your base. A very long extension cord connecting Hidden Valley to HELIOS ONE could solve this problem.
Time: 2 Months
Cost: 1 Steel, 1 Aluminum
Chance: 70%
Reward: Fusion Reactor is easier to study. Hidden Valley significantly less hidden.

[X] Sifting Through the Ashes
Much knowledge was lost when the Old World fell. However, much yet remains in rotting tomes and rusting computer systems. Senior Scribe Ibsen can sift through the accumulated historical records of the Brotherhood in search of something useful. Success may not bring much in the way of immediate rewards, but the only consequence of failure is disappointment.
-[X] Pre-War Military
Research the history of the American Military. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Corporation
Research the history of the American Corporation. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Pre-War Culture
Research the history of the American Culture. Maybe it will give you some ideas.
Time: 1 Month
Chance: 75%
Reward: ???
-[X] Exhuming the Past
The computer you found in Hoover Dam has a great deal of historical information, but navigating it has proved difficult. What the hell is a Europe?
Time: 1 Month
Chance: 50%
Reward: ???

[X] The old world has burned.
The Brotherhood has much old world technology, but their understanding is lacking. Research the nuances of an artifact possessed by the Brotherhood.
-[X] Medical Technology
--[+] Old World Medicine
You know the basics of medicine. You can give first aid, prescribe proper dosages of drugs, and even perform minor surgeries.
--[+] Advanced Old World Medicine
You have discovered the secrets of Pre-War medicine. You can perform difficult surgeries, construct delicate diagnostic equipment, and even develop basic drugs.
--[+] Genetics
You have learned of genetics. You understand the basic theories, and have a small database of human and animal genetics.
--[X] Advanced Genetics
While you understand the basics of genetics you are still unable to quickly catalogue DNA.
Time: 6 Months
Chance: 50%
--[X] DNA Fingerprinting
Your newfound knowledge of genetics has serious potential for security. As an incredibly complex unique identifier, DNA is an excellent way to white or blacklist specific people from opening a lock.
Time: 12 Months
Chance: 10%
--[+] Radiation
You understand the basic mechanics and effects of radiation. However, many of its effects differ greatly from the the predictions of Pre-War science.
--[X] Antibiotic Drugs
A one-size fits all solution to bacterial infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 1 Year
Chance: 30%
--[X] Antiviral Drugs
A one-size fits all solution to viral infections would drastically increase lifespans amongst the Brotherhood. Exportation would bear excessive risk of immunity developing, but previously restricted drugs could be traded.
Time: 2 Years
Chance: 25%
--[X] Anti-radiation Treatments
A one-size fits all solution to radiation poisoning would drastically increase lifespans amongst the Brotherhood. Exportation could benefit Wastelander and Brotherhood alike.
Time: 2 Years
Chance: 20%
--[X] Steroids
These drugs could help injured Paladins complete therapy in record time and return to their duties early.
Time: 6 Months
Chance: 45%
--[X] Old World Cybernetics
Mechanical enhancements hold the potential to utilize your knowledge of robotics, electronics, and material science to directly enhance the capabilities of the Brotherhood.
Time: 6 Months
Chance: 50%
-[X] Industrial Technology
--[+] Old World Manufacturing
You know how to create a basic factory.
--[Locked] Advanced Old World Manufacturing
While you know the basics of production, creating higher quality items more efficiently will require additional research.
Time: 1 Month
Chance: 80%
--[X] Industrial Automation
The Brotherhood's industry is currently hampered greatly by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually working an assembly line. You need a way to solve this problem.
Time: 2 Months
Chance: 80%
--[Locked] Automated Resource Extraction
You have found multiple promising sites for resource extraction. However, you have yet to find the manpower to properly utilize these sites. Perhaps a modified version of the Mr. Steel robots could help solve this problem?
Time: 1 Month
Chance: 75%
--[X] Fusion Reactors
The Bunker includes a priceless example of pre-war tech, a fully operational fusion reactor. While your research is limited by the need to keep the reactor operational, you might still be able to learn something from it.
Time: 6 Months
Chance: 10%
-[X] Agricultural Technology
--[+] Old World Agriculture
You know the basics of Pre-War Agriculture.
--[X] Advanced Old World Agriculture
You have rumor of advanced techniques by which the Ancients could go beyond simply aiding their crops' growth and directly modify both crops and land for maximal output. Shiny.
Time: 4 Months
Chance: 60%
--[X] Fertilizer
While you have deciphered the basics, your knowledge of fertilizer is still behind Pre-War levels.
Time: 1 Month
Chance: 60%
--[+] Hydroponics
You know how to create simple hydroponics.
--[X] Pest Control
While many old pests have gone extinct, radiation and FEV have combined to create many replacements which pose a threat to crop yields.
Time: 1 Month
Chance: 60%
--[Locked] Agricultural Automation
The Brotherhood's agriculture is currently hampered mostly by manpower. It simply doesn't make sense for a Scribe with years of academic study and archival duty or a Knight with years of combat and engineering experience to devote their days to manually pulling food from the ground. You need a way to solve this problem.
Time: 1 Month
Chance: 75%
-[X] Military Technology
-{+] AP, FMJ, and JHP Ammunition
Basic ballistic ammunition covers a wide range of needs, from armour-piercing and low damage to high damage and likely to bounce off armour.
-[+] Flechettes
These tiny slivers of metal can rip a man to shreds but are easily stopped by armour.
-[+] High Explosives
These can create explosions of many shapes and sizes.
-[+] High Explosive Ammunition
This ammunition contains shaped charges designed to pierce armour.
-[X] Incendiary Bullets
What's better than a bullet? A bullet that sets things on fire.
Time: 2 Months
Chance: 80%
-[X] High Tech Ammunition
By combining high and low technologies both can be improved. Many of your high tech weapons deal exotic forms of damage that might benefit conventional ammunition. Meanwhile, Gauss weapons are incapable of using variable types, or even larger calibers, of ammunition.
Time: 6 Months
Chance: 50%
-[+] Energy Cells and Electron Packs
These surprisingly simple devices simply store electricity in a standard battery.
-[+] MicroFusion Cells
These advanced batteries utilize a minuscule amount of ultra-high pressure plasma for power. While some fusion does occur, increasing efficiency, most of the power comes from the thermal energy stored within the plasma during the manufacturing process.
-[+] MicroFusion Packs
These rare examples of pre-war power technology provide a nearly inexhaustible source of energy.
-[+] Improved MicroFusion Packs
These upgraded reactors eclipse even the impressive output of the TX-25 MicroFusion Pack. Power armour equipped with one of these packs shall not want for power.
-[X] Recon Armour
The standard armour of Brotherhood Knights, Recon Armour is relatively simple to manufacture and can be worn under Power Armour for additional comfort and protection.
Time: 1 Month
Chance: 90%
-[X] T-45d Power Armour
The T-45d Power Armour is the less advanced of the Brotherhood's two armours. Commonly issued to those who lack the seniority to obtain a set of T-51b Armour, it remains an extremely powerful piece of gear despite its lesser protection and the necessity of periodic recharging.
Time: 2 Months
Chance: 85%
-[X] T-51b Power Armour
The T-51b Power Armour is one of the most advanced artifacts common among the Brotherhood. The shining plates from which the Brotherhood takes its name can stop most small arms fire short while the inner hydraulics allows the bearer to hit harder and carry more gear for longer. With a TX-25 MicroFusion Pack to provide centuries of power and an air filtration system to protect from airborne weapons, the T-51b equipped Paladin is capable of operating in the most hostile of environments.
Time: 3 Months
Chance: 75%
-[X] Rocketry
With the data and artifacts from the REPCONN test site, you could probably reverse engineer the basics of rocketry.
Time: 1 Month
Chance: 50%
-[+] Basic Laser Weapons
Laser weapons are one of the holy trinity of Brotherhood energy weapons. They are extremely accurate and fast-firing, although damage can lag behind other weapons.
-[X] Advanced Laser Weapons
Your current laser weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-[X] AES-18
The AES-18 is a prototype tri-beam laser. While you have both the schematics and a working copy, the design is unfinished and needs additional refinement to reduce costs and increase reliability.
Time: 3 Months
Chance: 10%
-[+] Basic Ballistic Weapons
While explosion propelled chunks of metal may be simple, they can be quite effective.
-[X] Advanced Ballistic Weapons
Your current ballistic weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-{+] Pancor Jackhammer
The Pancor Jackhammer is a fully automatic shotgun. It is deadly, durable, and accurate.
-[+] Basic Explosive Weapons
Explosive weapons are expensive, but they can be invaluable against heavily armoured or tightly packed enemies.
-[X] Advanced Explosive Weapons
Your current explosive weapons are potent, but they have yet to reach the heights of Pre-War technology.
Time: 3 Months
Chance: 70%
-[+] 25/40mm Grenade Launchers (Attachment, Miniaturized)
Grenades can be powerful weapons, but their use in combat is often unwieldy and short-ranged. These launchers solve both problems.
-[X] Basic Plasma Weapons
Plasma weapons on one of the holy trinity of Brotherhood energy weapons. They are deadly but suffer from accuracy problems and have a lower rate of fire than lasers.
Time: 1 Month
Chance: 90%
-[X] Basic Gauss Weapons
Guass weapons are both damaging and highly accurate. Their only downsides are low fire rates, rarity, and specialized ammo.
Time: 1 Month
Chance: 80%
-[X] Material Technology
--[+] Old World Materials
The Brotherhood understands the basics of pre-war material science.
--[X] Old World Chemicals
Perhaps studying some pre-war chemistry experiments might be helpful?
Time: 1 Month
Chance: 50%
--[+] Old World Alloys
You understand the basics of Pre-War metallurgy. You can smelt Steel, Aluminum, Bronze, and Titanium.
--[X] Advanced Old World Alloys
You have discovered the basics of Pre-War metallurgy but much still remains.
Time: 3 Months
Chance: 70%
--[X] Old World Composites
Studying the composites used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 50%
--[X] Old World Ceramics
Studying the ceramics used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 40%
-[X] Electronic Technology
--[+] Old World Computers
The Brotherhood understands the basics of pre-war computer science.
--[X] Old World Electronics
Studying the electronics used in pre-war tech might bear great dividends.
Time: 1 Month
Chance: 70%
--[+] Old World Programming
You can modify existing programs and create simple new ones.
--[X] Advanced Old World Programming
While you can modify existing programs, your ability to create new ones is lacking.
Time: 6 Months
Chance: 50%
--[X] Rudimentary Development Tools
You currently lack even the most basic of development tools. Solving this would greatly increase the efficiency of programming.
Time: 1 Month
Chance: 75%
--[+] Robots
You understand the construction of basic robots.
--[+] Advanced Robots
You understand the construction of advanced robots.
--[+] Mr. Steel
A specialized metal working robot that retains its maintenance abilities.
--[+] Mark II Sentry Bot
An advanced, heavily armoured, humanoid robot armed with minigun and rocket launcher.

[X] A challenger has arisen: Part II
Veronica has shown some promise in scientific matters. Perhaps you could train her further in reverse-engineering?
Time: 6 Months
Chance: 70%
Reward: +1 Learning Action, Potential impact on relationship with Veronica.

Intrigue: 2 Actions (1 Elijah, +1 Lyons)
[Locked] Big Brother
Now that ESS has been established, you need to turn it into a proper infiltration group. Mere gossip can only get you so far.
Time: 3 Months
Chance: 50%
Reward: Basic Intelligence Network, +1 Intrigue Action.

[X] Murder over New Vegas
You know what the Brotherhood always needed. Well, besides better technology. The Brotherhood needs assassins to deal with those who threaten to ruin your their plans.
Time: 3 Months
Chance: 50%
Reward: Assassins.

[Locked] The Men Who Knew Too Little
While you hate to admit it, the jokes about the Brotherhood's naïveté are rather on target. While Black Mountain has allowed you to detect NCR plots before they begin, not all enemies use radio. Infiltrators may be temporarily stymied by a lack of recruitment, but you will eventually have to expand.
Time: 2 Months
Chance: 65%
Reward: ESS Counter-Espionage Department

Piety: 0 Actions
???

Assets:
Gossip Mongers
Brotherhood Radio (Popular)
Automated Steel Refinery (Large) [10 Mr. Steels] {-3 Steel Ore, +10 Steel}
Mixed Metal Mine (Small) {+1 Metal}

Bases:
500 Civilians
Large Hydroelectric Generators (100%)
Fortifications (100%)
Hydroponics (100%) {+3 Food}
Mixed Metal Refinery (100%) {-1 Metal, +2 Refined Metal}
Research Facilities (50%)
Department of Offense (Hardin)
2 GW
Pre-War Tools
Medium Pre-War Arsenal
Damaged Chinese Stealth Suits
Research Database: History
200 Knights (Recon)
50 Paladins (T-45d)
150 Veteran Paladins (T-51b)

100 Civilians
Solar Generators (100%)
Orbital Power Relay (100%)
Small Research Facilities (100%)
200 MW
Lucky 38 VIP Keycard
150 Stealthboys
Huge Brotherhood Arsenal
Vertibird Wreckage
Damaged Power Armour (Enclave)
100 Knights (Recon)
30 Paladins (T-45d)

100 Civilians
Electronic Warfare Facilities (100%)
Light Fortifications (100%)
Command Center (100%)
Department of Defense (Ramos)
Strategic Broadcasting and EC(C)M.
Early Warning and Detection Network (EWDN [eww-den]) Control Node.
Small Pre-War Arsenal
50 Knights (Recon)
20 Paladins (T-45d)
15 Veteran Paladins (T-51b)

2000 Civilians
Large Fusion Generator (100%)
Heavy Fortifications (100%)
Residential Bunker (100%)
Residential Bunker (100%)
Basic Manufactory (100%)
Empty Slot (100%)
Empty Slot (0%)
Small Pre-War Arsenal
Small Brotherhood Arsenal
Lucky 38 VIP Keycard
Unique Schematics: Vertibird
Unique Schematics: TX-40e
Unique Schematics: Q-35
Unique Schematics: AES-18
150 Knights (Recon)
25 Mark II Sentry Bots
20 Paladins (T-45d)
10 Veteran Paladins (T-51b)

Medium NCR Arsenal
50 Knights (Recon)
10 Veteran Paladins (T-51b)

5 Knights (Recon)
5 Paladins (T-45d)

Diplomatic Relations: (Vilified->Hated->Disliked->Wary->Neutral->Accepted->Liked->Well Liked->Idolized)
Novac: Liked
A small town focused around salvage, a small motel, and an old gift shop.
Vault 34: Accepted
A heavily armed stronghold ruled by an autocratic overseer desperate to control her Vault's arsenal.
New Vegas: Well Liked
A burgeoning metropolis built around three ruling tribes and an enigmatic technocrat.

AN: This things is like 4.5k words now, so please tell me if you think I missed something. It is quite possible I did.
AN: If you would like to do something not listed as action, ask. I may choose to add a new action.
AN: Leaders can be assigned to specific actions if you wish. having a two action leader spend both actions on a single choice will give a small boost. If a chance % is very low you probably need to do something else first.
 
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@Isaacssv558 Could you remind me what the increase in odds for martial actions are when assigning the various kinds of troops? Paladins, Veteran Paladins, etc? Also do we have hero units in this quest?
 
@Isaacssv558 Could you remind me what the increase in odds for martial actions are when assigning the various kinds of troops? Paladins, Veteran Paladins, etc? Also do we have hero units in this quest?
Paladins give the specified chance. Veteran Paladins count as two Paladins. Knights count as half a Paladin. Some actions count Knights as Paladins, but this is always stated in the action.

You do have hero units; most of your actions come from them. e.g. Hardin runs most of your military while Ramos is in charge of garrisons and security.
 
Here's a list of all the locked options, for anyone making a plan.

Stewardship
[X] Dam Expansion
-[Locked] Research Facilities
[X] Gold Diggers
-[Locked] Searchlight Airport

Research
[X] The old world has burned.
-[X] Industrial Technology
--[Locked] Advanced Old World Manufacturing
--[Locked] Automated Resource Extraction
-[X] Agricultural Technology
--[Locked] Agricultural Automation

Intrigue
[Locked] Big Brother
[Locked] The Men Who Knew Too Little
 
Paladins give the specified chance. Veteran Paladins count as two Paladins. Knights count as half a Paladin. Some actions count Knights as Paladins, but this is always stated in the action.

You do have hero units; most of your actions come from them. e.g. Hardin runs most of your military while Ramos is in charge of garrisons and security.

Alright so would it be possible to say put both the EDC and McNamara on the Stalemate action? Would that increase its chance or success?
 
So, we really ought to figure out T51 PA now since the odds are pretty good and we can do some impressive things thanks to improved micro-reactors. Pair that with he AES, and maybe we can develop a system for a suit of PA to recharge or directly power our DEWs.

Novac likes us, and we're going to need more materials in the long run, so boosting their friendliness is ideal.

@Isaacssv558 does the Brotherhood Radio station reach California? Can we reasonably expect any NCR civilians to listen to it? Because if so popularizing it with more music would potentially help with Stalemate.
 
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