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Fallout Brotherhood of Steel Guide

The document provides a detailed history of the Brotherhood of Steel organization based in the Fallout universe. It describes how the Brotherhood was founded in 2077 by Captain Roger Maxson after a rebellion at the Mariposa military base where inhumane FEV experiments were being conducted on human subjects. Maxson led the remaining military personnel and their families to establish a new home at the Lost Hills bunker. The Brotherhood sought to collect technology to prevent it from being misused, and over time split into western and eastern factions with distinct cultures and goals. The sourcebook provides information on the Brotherhood's organization, ranks, vehicles, and suggestions for including them in roleplaying games.

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0% found this document useful (0 votes)
251 views34 pages

Fallout Brotherhood of Steel Guide

The document provides a detailed history of the Brotherhood of Steel organization based in the Fallout universe. It describes how the Brotherhood was founded in 2077 by Captain Roger Maxson after a rebellion at the Mariposa military base where inhumane FEV experiments were being conducted on human subjects. Maxson led the remaining military personnel and their families to establish a new home at the Lost Hills bunker. The Brotherhood sought to collect technology to prevent it from being misused, and over time split into western and eastern factions with distinct cultures and goals. The sourcebook provides information on the Brotherhood's organization, ranks, vehicles, and suggestions for including them in roleplaying games.

Uploaded by

sacoetzee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Fallout: Brotherhood of Steel sourcebook

1. History
1.1 Rebellion at the Mariposa base
1.2 Nuclear armageddon
1.3 Arrival at the Lost Hill Bunker
1.4 The birth of the Brotherhood
1.5 The mutant threat
1.6 The brotherhood is split in two
1.7 The coming of the Enclave
1.8 The western brotherhood today
2. The western brotherhood
2.1 Organisation
2.2 Recruiting
2.3 Culture
2.4 Economics
2.5 Logistics
2.6 Spheres of influence
3. The eastern brotherhood
3.1 History
3.2 Recruiting
3.3 Culture
3.4 Economics
3.5 Logistics
3.6 Spheres of influence
4. Personalities
4.1 Historical personalities
Roger Maxson
Marion Vree
Simon Barnaky
4.2 Current personalities
Jared Arnson
Brent Anchor
Daryl Mckenzie
5. Traits
6. Brotherhood rank table
6.1 Western brotherhood
6.2 Eastern brotherhood
7. Perks
7.1 Perks available to both the western and eastern brotherhood
7.2 Perks available to the western brotherhood
7.3 Perks available to the eastern brotherhood
8. Vehicles
8.1 Steel Eagle Vertibird
8.2 Airship
8.3 APC
8.4 Scouter
9. The brotherhood in games
9.1 Incorporating the brotherhood in campaigns
9.2 Playing a brotherhood Player-Character
9.3 Playing brotherhood NPCs

Introduction

This document is intended as a source of information for players who are including the
brotherhood in their campaign, or are playing brotherhood characters. Much of the
information in this document is totally unofficial and original, due to a lack of good official
information about the brotherhood, and you may not agree with everything in this document
(in which case you are of course free to change it to your hearts content). I do however think
that where I have added new material, that it strengthens the atmosphere of the brotherhood,
rather than detracting from it. You will need a copy of the Fallout PnP rulebook by Jason
Mical (available at http://www.iamapsycho.com/fallout) to play. Please not that this is only a
beta version of the sourcebook, released early because of the e-mails I keep getting wondering
when it will be finished. As you can see, the text sections are all finished, but images have not
yet been added and I hope to have the complete version ready within a month. If you have any
suggestions to make this book better please contact me at sebrushworth@hotmail.com. Have
fun!

1. History

(This is a heavily modified version of the Brotherhood of Steel history by Yamu, so all
credits for this go to him)

Rebellion at the Mariposa base

The story begins in January 1
st
, 2077, when
the government of the Unites States
transferred all research of the Forced
Evolutionary Virus (FEV-2) to the US
army installation at Mariposa in central
California. The virus was being studied for
its mutational properties, and the
possibility of using it to make soldiers not
only immune to bacteriological agents (as
had been the purpose of the Pan-Immunity
Virus referred to as PIV or FEV-1), but
stronger, tougher and faster.

The research was carried out under utmost
secrecy, so that only the base commander,
colonel Robert Spindel and the scientists
and technicians working on the project had
any knowledge of what was being done.
The researchers were using human
volunteers from among the ranks of
enlisted soldiers listed as missing in action.
For nearly eight months the scientists
managed to keep the research secret. Then
on October 10
th
2077 the bases military
personnel somehow discovered what the
researchers were doing and there was an
instant uproar. The soldiers could not
believe what was being done to their
brothers in arms and all order collapsed at
the base. The base commander locked
himself in his office and refused to come
out. The third world war broke out on the
same day as the soldiers discovered the
horrifying truth of the experiments, and
this only served to aggravate the soldiers
further.

In this chaotic and frenzied atmosphere the
soldiers looked to one man, captain Roger
Maxson, executive officer of the Mariposa
facility. Maxson at first could not believe
the experiments were being conducted,
then could not accept that they were being
sanctioned by the US government, but he
realised the need to bring some semblance
of organisation back to the base, and with
the colonel locked in his room and refusing
to do anything it was his duty to take
charge. The hate felt by the soldiers for the
researchers was growing exponentially as
they found out more and more about the
research and discovered the mutated
remnants of the human guinea pigs and on
October 12
th
, two days after the research
was first discovered, captain Maxson had
to prevent one of his men from executing a
scientist.

In order to try to cool the situation down
Maxson decided that they should start
interrogating the scientists as to their work.
The first interrogation took place the next
day. The first to be interrogated was
Robert Anderson, one of the FEV chief
researchers. With very little prompting,
Anderson revealed all the details of the
research to captain Maxson and the other
interrogators. As Maxson was considering
what action to take next, Anderson,
perhaps sensing the danger of the situation
he was in, began crying and shouting over
and over that they were just doing their
job. Maxson, under extreme stress and
feeling intense disgust at the scientists
research ended Andersons hysterical
shouting with a single bullet to the head.
This act seemed to confirm the captains
position as leader of the renegade soldiers,
though he himself refused to believe that
this work could have been sanctioned by
the government that he had served so
faithfully. Outside the small base the war
was raging.

Two days later, on October 15
th
, captain
Maxson made a final attempt to reach
colonel Spindel, and smashed through the
door to the colonels office just in time to
see the base commander blow his head off.

Captain Maxson was perceived by the men
as one of them following the execution
of Anderson, and they were becoming
increasingly loyal to him, perhaps because
they were all facing court-martial and
Maxson, being a brave and honest warrior,
was taking complete responsibility for the
recent chaos and their actions. In the days
that followed the colonels death, Maxson
continued to interrogate the scientists, each
interrogation invariably leading to
execution. As the interrogations wore on
Maxson became increasingly uncertain of
the governments involvement, as the
scientists accounts of the research were so
remarkably similar, and by the time he
executed Erin Shellman, he finally
accepted that the vile research was being
sponsored by the government he and his
men had served.

By October 20
th
, the facility had long since
stopped responding to transmissions from
command and captain Maxson was
beginning to wonder why no-one was
being sent to investigate the sudden seize
in transmissions. On that day, captain
Maxson and his men declared themselves
officially seceded from the union. For two
days they waited, fearful and expectant,
knowing that they all faced imminent
court-martial. Nothing happened. Maxson
realised that the war must be facing some
pivotal moment, meaning that no resources
could be spared for domestic troubles.
Those two days, while Maxson and his
men waited for something, the short war
was in its final stages. Augmented by new
technology, the US military was driving
the Chinese all the way back and deep in to
their own country.

Nuclear armageddon

One day later, on October 23
rd
, the world
ended. No one knows who fired first, but
in less than two hours, humanity had been
almost entirely wiped out. The base
personnel were in the process of
interrogating Leon VonFelden, head of the
FEV research project when all contact with
the outside was lost.

Maxson, ardent in the belief that the
Chinese government, assuming it still
existed, would sooner rather than later train
its sights on the base, issued the following
directive the next day:

By my orders, as acting commanding
officer following the untimely death of
Colonel Robert Spindel during this time of
crisis, the full base security team has been
deployed to the security bunker at Lost
Hill.
This directive also includes the families of
the officers and enlisted men.

Unless otherwise directed, from a proper
representative of the War Department, this
order will stand as written.
Operative 1: All military personnel, and
their families, are to vacate the base by
0800, 25 Oct 2077. All personnel,
travelling under command, will make their
way to Lost Hill base. No leave has been
granted.
Operative 2: All civilian personnel are
directed to remain at base, pending orders
from their legal command structure.
Operative 3: Equipment deemed necessary
to the survival of base military personnel is
to be immediately drawn from stores.
Proper authorisation will follow, time
permitting.
Operative 4: All codes of military justice
will be reinforced, on military personnel
and civilian personnel in joint military
operations.
Operative 5: Until such time as consistent
and authorised communication can be
established with the War Department,
these orders will have precedence over any
previously established orders.

Captain Maxson
24 Oct 2077

The days following were accompanied by
an intermingled sense of relief and dread.
Readings indicated that the radioactive
fallout had not yet spread as far as the
base, and thus the primary hurdle in the
way of evacuation had been cleared. Some
vestige of order was restored as the
command was passed down, the necessary
equipment gathered, the final preparations
seen to. The day before the exodus was to
take place, Captain Maxson made this
strikingly evocative entry into his personal
log:

Oct. 26 2077
I convinced the men that we should bury
the scientists. I don't know why... perhaps
it was
to ease my conscience. I finally started to
believe their stories when the last one was
dying.
My God, what have I become?

The next day, October 27
th
, the military
personnel and their families began the
arduous trek to the Lost Hill security
bunker. The journey was dogged both by
the fear of nuclear fallout and bands of
humans who desperately attacked the
group. Several of the soldiers lost family
members to these attacks, but none of the
attackers ever survived very long as they
were hunted down and executed by the
soldiers.

Arrival at the Lost Hill bunker

Finally, after several days the group
reached the Lost Hill bunker. Captain
Maxson was accepted almost unanimously
as the groups leader. In the weeks and
months that followed order was restored
and by co-operating as a single unit they
were able to prepare themselves for the
dark future that lay ahead. Two months
after arriving at the Lost Hill bunker,
captain Maxson issued the following
decree:

I am glad to see that we are finally settling
down, and wish to thank all of you for co-
operating under such trying circumstances.
Life will never, at least for many
generations to come, be the way it was
only a few short months ago. Civilisation
has collapsed and humanity has been
reduced to a fraction of its former glory.
We have all lost friends, family, brothers in
arms in this terrible war. At times, I know,
that loss can be almost unbearable. But we
are here, and we are alive, and most
important, we are prepared for the future.
The US government has been obliterated,
and as such we owe no duty to her any
more. We are all free. It is for this reason
that I ask that all old military ranks be
abolished and replaced with a new system
that emphasises kinship and co-operation.
We are all in the same boat, but more
important than that, we are all family now.
I have been privileged to act as your
leader over the past months, however I
believe that democratic elections should be
held as soon as possible. What remains of
humanity has descended in to might
makes right and anarchy, and in the
midst of this we must be the light, the
reminder of what humanity once was, and
what we might become again.

Your brother,
Roger Maxson
Dec. 24
th
2077


The birth of the brotherhood

Roger Maxson was instrumental in
reforming the Mariposa military personnel
and their families in to the Brotherhood of
Steel. Following his Christmas message,
the personnel stopped referring to each
other by rank and instead began to call
each other brother and sister. After the
traumatic events of the last three months,
they already felt so strongly bonded to
each other that everyone agreed with the
idea of an extended family. The first
democratic elections were held the next
year, and Maxson was elected the first high
elder, a position he held until his death.

The following years were less eventful,
though instrumental in laying the
foundations for the brotherhood. The
organisation completed the transformation
to the brotherhood of steel, following
Maxsons continued emphasis on kinship
and technology as their most important
tools. Maxson helped develop the initial
rank structure, which has remained almost
the same since its inception (at least in the
western brotherhood). The brotherhood
quickly began to develop trade relations
with survivors who were themselves
rebuilding settlements near by.

The brotherhood never showed any interest
in farming, feeling that it was a waste of
energy that could better be spent
developing technology with which to
rebuild the wasteland, thus the brotherhood
became totally dependent on trade for its
survival, although, as the wastelands
technological oasis, it never had any
trouble finding trade. The brotherhood
quickly established itself as the main
developer and trader of weapons.

By the time Maxson died, the brotherhood
had developed fully the structure it would
maintain for generations to come. The
scribes developed technology and the
knights built it, while the paladins ensured
their safety. Maxson had also introduced
the use of ceremony and ritual to the
brotherhood during these years, as a way to
further strengthen the ties among brothers.
This also lead to the common wearing of
ceremonial robes when not in armor. Some
of the brothers took this even further,
developing a semi-religious cult of
technology that, though it never became
popular among the majority of the
brotherhood, has remained a part since that
time, and even the less fanatical brothers
hold a strong reverence for technology.

As time wore on, the brotherhood grew
increasingly isolationist. The idea of the
brotherhood as an oasis in the wasteland
was strong and most brothers were happy
with their lives, or at least happy to be in
the brotherhood rather than outside it.
Many felt that the wasteland would
become civilised eventually, whether they
did something or not. A small minority felt
that the brotherhood should be more
aggressive and force civilisation and the
rule of law upon the people, although these
were largely suppressed for the time being.

The mutant threat

Then, in 2161, the brotherhood became
aware of a powerful threat. Brotherhood
patrols to the north of the Lost Hill bunker
had started vanishing without a trace. The
presiding High Elder, a grandson of
captain Maxson, sent a single brotherhood
scout to find out what was attacking the
brotherhood patrols. The scout discovered
the source of the threat. The old Mariposa
base had never been hit by the Chinese, as
captain Maxson had feared, and had stood
there, unused, since the war. Then
someone had found the base, and had
begun using the FEV tanks to produce
mutant soldiers. The mutants were being
amassed in to a huge army and their plan
was nothing less than the enslavement of
the entire human race. The scout managed
to destroy the production facility, ending
the mutants ability to produce more.
Following this, the brotherhood launched a
huge military campaign, driving the mutant
armies far to the east.

The brotherhood recognised that it had
become overly complacent, and began to
take a more active role in wasteland
affairs. It began more actively to share
technologies with nearby settlements,
allowing more democratic and civilised
ones, such as the New California Republic,
to grow. The mutant threat had opened the
brotherhoods eyes to reality, and they
realised that they were needed if humanity
was ever going to pull itself out of its
current barbarism.

The brotherhood is split in two

The faction that believed the brotherhood
should actively seek to govern the
surrounding areas, forcing civilisation
upon them, grew stronger, and a verbal war
raged between the more moderate faction
that believed in sharing technology and
allowing settlements to develop on their
own and the revolutionary faction.

Fearing that this battle of ideologies would
tear the brotherhood apart, the elders who
had a slim moderate majority in the
council, by virtue of the moderate high
elder, sent the revolutionary faction away
where it could not harm the brotherhood in
California, on a mission to the far east, to
follow the mutant armies and gather
information on them.

With the revolutionary splinter group gone,
the brotherhood calmed down, and
gradually grew more isolationistic again.
As time wore on, the western brotherhood
took less and less of an active role in the
development of California. With the
democratic New California Republic
growing stronger every day, the
brotherhood began to feel once more that it
did not need to take part in wasteland
affairs, but could let them develop on their
own.

The coming of the Enclave

By the time the western brotherhood
encountered its next great threat it had
allowed its technology to stagnate and had
grown weak. Confident that nothing
existed that could possibly challenge the
brotherhood, and believing that the
wasteland no longer needed it, it had
turned inwards, and its scribes had turned
away from military development to the
development of other technologies that
would make life quality better.

The brotherhood discovered the next threat
to the people of the wasteland by chance in
2240. On a routine training exercise, a
paladin squad encountered a radio
transmission that they first believed to be
another brotherhood unit. All transmissions
were being recorded for debriefing
purposes and subsequent analysis led
brotherhood scribes to believe that another
professional military organisation was
operating in the area. Some suggested it
might be the exiled brothers who had
returned, though this was quickly ruled
out. To gather further information on this
possible threat the brotherhood set up
small offices in settlements all over
California. The offices in the Den and San
Francisco began to pick up frequent radio
transmissions, and determined that there
must be some kind of base nearby. A squad
of paladins was sent to scout out the area,
and managed to relay back the location of
a secret base at Navarro before they
stopped responding to signals. Slowly the
brotherhood was gathering information on
this paramilitary group, calling itself the
Enclave, but it soon realised that the
Enclave was superior technologically even
to the brotherhood. The brothers and sisters
were faced with the knowledge that they
werent the only bastion of technology left
in the wasteland, and the data they were
gathering suggested that the Enclave was
not as benevolent as the brotherhood, and
intelligence suggested that they were
planning something big. The brotherhood
saw that it would need to act fast if it was
to become a potent guardian against the
Enclave, and agents were dispatched to
steal Enclave technology, at the same time
as the scribes reverted en masse to the
development of weapons technology. Then
suddenly, as quickly as the threat had
sprung up, it was gone. Intercepted
transmissions suggested that the Enclaves
main base had been destroyed, and though
the Enclave base at Navarro remained, the
imminent threat appeared to be gone.

The western brotherhood today

Although the brotherhoods sudden
activity proved unnecessary, it reawakened
the brotherhood to the need to constantly
be alert and ready to face danger to itself,
and the people of the wasteland. After the
defeat of the enclave, the brotherhood
decided to augment its existing outposts
with additional personnel, and to open
several new outposts. The purpose of these
outposts is to gather information and
ensure friendly relations with local
governments and reformers.Through these
outposts the brotherhood is once more
being seen by the people of the wasteland
as its benevolent guardians.

Though born of the death of a civilisation,
the Brotherhood has proved itself to be one
of the wasteland's greatest hopes for the
birth of a new one. Their furtive methods
may be questionable, but their motives are
sound. A bastion of technology, a gem of
hope, a window into a way of life both
cutting edge and ancient. Let the chips fall
where they may, one thing is sure: the
Brotherhood will prevail.

2. The Western Brotherhood

2.1 Organisation

The brotherhood is organised in to three distinct guilds, the paladins, who are the
brotherhoods elite fighting force, and are the smallest group, the knights, who maintain the
brotherhoods infrastructure and perform physical work, building the advanced technological
items that the brotherhood uses, and the scribes, who perform the brotherhoods research and
development. The brotherhood is led by a democratically elected council consisting of four
elders and one high elder.

Although the brotherhood emphasises equality among all members, it is recognised that some
form of rank system is necessary, though different ranks merely have different
responsibilities, without having different privileges (other than, perhaps, the privilege of
leading people). The rank system is detailed below.

Paladin general Knight master Master scribe
Senior paladin Senior Knight ----------------
Paladin Knight Scribe
Junior paladin Junior Knight Junior scribe
---------------- Initiate Initiate

Initiate

Initiates are the brotherhoods future. They have been born and raised in the brotherhood, and
have received the best education and weapons training possible. When an initiate reaches
nineteen he has to choose whether he wishes to pursue the path of the scribe or the knight
(although he may change paths later if necessary). Initiates spend most of their time being
educated, a task shared by the brotherhoods paladins, knights and scribes. When not being
educated, initiates take care of the brotherhoods basic but necessary grunt work, such as
maintaining the bases cleanness, and preparing the brotherhoods food. Thus initiates also
perform valuable work for the brotherhood, and are allowed to feel responsibility from an
early age. Initiates rarely venture outside the safety of the bunker as they are considered so
valuable to the brotherhood.

Junior knight/Junior scribe

The brotherhood makes widespread use of the mentor system, each new junior knight is given
a mentor who works with him and watches over his progress. After a period of one to three
years, when the mentor deems the junior knight/junior scribe to be ready, he is promoted to
full knight/scribe. This mentoring system further helps to strengthen the ties of kinship within
the brotherhood. The junior knight/junior scribe works a similar schedule to regular
knights/scribes, taking part as an equal member in their work/research teams.

Junior paladin

Knights who show particular combat ability are transferred to the paladin corps, where they
start off as junior paladin. Junior paladins serve in special squads under the supervision of a
senior paladin. They spend two years as junior paladin, training full time at the combat arts,
and learning to patrol and perform other necessary duties, after which, if they are deemed
good enough by the senior paladin who is in charge of them, they are promoted to full paladin
and are transferred to a paladin squad. Otherwise they go back to being knights. Junior
paladins in the western brotherhood see no real combat, their time is entirely dedicated to
education.

Knight

The knights are responsible for the production of all the brotherhoods technology, and are
organised together in work teams of varying sizes depending on the project. The knights serve
as the brotherhoods builders, mechanics, carpenters, plumbers and do almost all of the
brotherhoods physical work. Occasionally each knight is called on to act as mentor for a
junior knight. Knights dedicate their time to two things: Production and combat training.
Although knights rarely see combat as the brotherhoods military needs can usually be served
entirely by the small paladin corps, they form a powerful reserve of highly trained warriors.

Scribe

The scribes are the brotherhoods researchers and scientists. Scribes, like knights, work
together in specialist work teams of varying sizes depending on need. Younger scribes
routinely move between work teams so that they may become knowledgeable in as many
areas of brotherhood research as possible, before eventually settling on some specific area of
expertise which they dedicate the majority of their time to. Scribes are responsible for all
brotherhood research in both the physical and social sciences. Project managers are chosen by
the scribe master on a project by project basis. The scribes are also responsible for the
brotherhoods medical organisation. Initiates who wish to pursue medical careers serve as
junior scribes in the medical division.

Paladin

Paladins spend their time patrolling, guarding, going on missions and further honing their
combat abilities through training. Paladins are organised in to six man squads, each lead by a
senior paladin. Each squad is autonomous though several squads can easily work together to
co-ordinate an attack thanks to the radio device built in to their helmets. Paladins are the sole
bearers of the brotherhood power armour, and are usually equipped with the most powerful
weapons.

Senior knight

Knights who show particular administrative ability, and who are not needed as warriors, are
promoted to senior knight. Senior knights are responsible for all the brotherhoods day-to-day
administration. Each knight work team is lead by a senior knight. Senior knights are also
appointed to lead the brotherhoods cleaning operation, food preparation, economics and
trade, to ensure that everything is where it needs to be, and things continue to run smoothly. A
senior knight is also appointed to work as chief quartermaster for the brotherhood. As senior
knights are so valuable to the functioning of the brotherhood infrastructure, they very rarely
see combat. Senior knights are chosen from among the ranks of knights by the knight master.
Senior knights may also serve as personal assistants to the elders.

Senior paladin

Senior paladins serve as paladin squad leaders, and are chosen for their tactical and leadership
abilities. They are responsible for training and morale of the paladins under their command,
and lead them in battle. Senior paladins are chosen by the paladin general.

Master knight

The master knight is responsible for the overall day-to-day running of the brotherhood, and
spends most of his time co-ordinating the senior knights, ensuring that everything is running
smoothly within the bigger picture. The master knight is chosen from among the senior
knights by the elders.

Master scribe

The master scribe is responsible for overseeing the entire research work of the brotherhood.
The master scribe puts together work teams and assigns project managers to lead them and
report back to him. The master scribe also holds nominal control over the medical division,
and has the power to appoint the chief medical officer. The master scribe is chosen from
among the scribes by the elders.

Paladin general

The paladin general is responsible for the paladin squads is the brotherhoods chief military
strategist. The paladin general chooses senior paladins to lead the various squads, and
determines squad composition.

The elders

The brotherhood is lead by five individuals, four elders and a high elder. The elders are
elected for eight-year terms, with a cycling system, so that one elder is replaced or re-elected
every two years. This system is used to ensure a functioning continuity, so that there is no
sudden change in brotherhood policy and organisation from one election to the next. The
elders spend their time considering policy and discussing the best way forward for the
brotherhood.

The high elder

The high elder is the brotherhoods highest representative and spends his time talking to
different brothers and bringing problems to the elders. He is also nominally responsible for
the overall functioning of the brotherhood, and spends some time each day in communication
with the master knight, scribe master and paladin general. The high elder is also considered
the brotherhoods visionary, and spends time considering the direction in which the
brotherhood is moving, and where it should be in the future. The high elder is elected for life,
though he can be replaced by a unanimous agreement of the elders leading to a referendum of
the entire brotherhood. The high elder does not partake much in the discussions and decisions
of the other elders, though he has the tie-breaking vote if necessary. The high elder is thought
of as the brotherhoods father, and any brother can come to him with problems.

2.2 Recruiting

The brotherhood performs no recruiting from the outside, all members are the direct
descendants of the original exodus to the Lost Hill bunker. This is to maintain the
brotherhoods separation from the inhabitants of the wasteland. In some ways, the
brotherhood is afraid to be tainted by outsiders. This means the brotherhood members have
spent their entire lives within the brotherhood and have been completely indoctrinated in to it,
becoming totally loyal.

2.3 Culture

Ideology

The brotherhood sees its purpose as helping to restore mankind to another golden age by
developing technology and supplying it to reformers and those who wish to rebuild
civilisation. This process is seen as gradual and reformative rather than revolutionary. The
brotherhood does not engage directly in the power struggles of the wasteland, and has no
interest in forcing civilisation upon its inhabitants.

The western brotherhood has no interest in domination, and though it wishes to help rebuild
civilisation on the outside, its primary loyalty is to itself, and the continued survival of its own
members. At times this has led to almost extreme isolationism, though since the coming of the
Enclave, the brotherhood has once more begun to take a more active interest in the
development of the wasteland.

Family structure

The brotherhood uses an extended family structure centred around the traditional western
nuclear family with husband and wife and children. Children are raised co-operatively by the
brotherhood in a way reminiscent of the 20
th
century Israeli kibbutz and this helps to build
very strong bonds between initiates at an early age.

Education

Initiates start their education and indoctrination in to the brotherhood as small children, and
perhaps receive the best education, both in the arts and sciences, and in combat, anywhere in
the wastes. All initiates receive the same basic education until the age of nineteen, when they
choose what area they wish to specialise in and thus all are well educated and trained for
combat if necessary. The education places particular emphasis on brotherhood, kinship, co-
operation and loyalty to the whole above the self and thus brothers/sisters tend to be very
good team workers and show total loyalty to the brotherhood. Additionally, emphasis is
placed on technology as the salvation of the brotherhood, and the way to restore humankind
once more to greatness, and brothers/sisters tend to have an almost religious zeal for their
technology.

Technology cult

Although the brotherhood is mostly atheistic, a cult of technology has developed which
wields some power within the brotherhood. Some members have taken the brotherhoods
obsession with technology to the level of religion, and they hold services, and even pray for
their technology. Most brothers, though zealous of their technology, have not gone to this
extreme however.

2.4 Economics

Internal

The brotherhood, like the army it descended from, uses a supply store system run by a chief
quartermaster and his assistants. Each brother has access to certain gear depending on his rank
and specialisation, which he can withdraw freely from the supply store. The brotherhood has
long lists of what materials may be withdrawn by what ranks and classes. Additional
withdrawals require the authorisation of a superior, depending on the quantity and quality of
the gear being requested.

As an example, each paladin has the right to withdraw the following combat necessities: one
suit of power armor, enough stimpaks for personal use, a close combat weapon (usually a
ripper or combat knife), two small arms weapons, a large arms weapon (usually a minigun)
and as much ammunition as is needed. Additional withdrawals (such as a field medic kit, or
mines, or an additional heavy weapon) require the authorisation of the paladins squad
commander, or in the case of very expensive equipment/machinery, such as a heavy combat
vehicle, the authorisation of the paladin general.

As another example, a mechanic can withdraw all the tools he needs for work, but for more
expensive equipment or machinery he requires authorisation from his senior knight, or even
the master knight.

External

The brotherhood has no use for money, so all trading is done by direct barter of goods. The
brotherhood supplies nearby settlements with technology, weapons and ammunition in return
for foodstuffs and raw materials. The brotherhood is very heavily reliant on this trade, as it
has no agriculture of its own, and does not engage in other activities to gather necessary raw
materials, such as mining.

2.5 Logistics

Percentage of active personnel doing particular duties January 1st 2243.

Total: 2,785 personnel
Paladins: 6%
Knights: 40%
Administrative: 8%
Production: 32%
Scribes: 29%
Initiates: 25%

2.6 Spheres of Influence

(the map will be added in the full version)

The western brotherhoods activity is centred around the Lost Hill security bunker, northwest
of the Hub. It has a number of small outposts in settlements throughout California. Areas
marked in red are under complete brotherhood control. areas marked in yellow are influenced
by the brotherhood but are not under its control.

3. The Eastern Brotherhood

3.1 History

Exile from the brotherhood

After defeating the mutant threat, the
brotherhood was split in to two groups, a
moderate group that believed in allowing
society to develop on its own with
occassional brotherhood help, and a group
that believed in aggressively forcing
civilisation upon the wasteland. This split
deepened, and the brotherhood was fast
reaching a stage where it would tear itself
apart if something was not done. Having
been defeated by a slim majority on the
ruling council, the leaders and most active
believers in the idea of brotherhood
dominion were sent away in airships on a
mission to the far east, to monitor the
retreating mutant armies and if necessary,
destroy them. About half of the paladin
corps, and a large portion of the knights
but very few scribes were thus sent away
in large airships, and the western
brotherhood returned to business as usual.

Disaster struck the exiled brothers as they
neared the old, pre-war city of Chicago. A
huge electric storm caused the airships to
crash in the region known as Illinois. Many
of the brothers were killed in the crash, and
the survivors were shaken and lost in a
foreign land. The next months were spent
regrouping. The survivors decided to
rebuild a brotherhood of their own, in their
image, that would fight for the ideals they
believed in. They knew that they had been
exiled for their political views, and now
felt that they had the chance to finally put
their views in to action. The brotherhood
was drastically reformed to be an effective
military organisation built for aggressive
expansion and they were quickly able to
annex surrounding areas.

A new power in the wasteland

As the new eastern brotherhood spread, it
began to take on more and more a
character of its own. The closeknit kinship
of the old brotherhood was lost, but was
replaced with a highly effective army. As
they expanded, the brotherhood came
across the fleeing mutants, once more
decimating the mutant leadership and even
recruiting some of the disorganised
mutants to the brotherhood ranks.

Upon defeating the mutants, the
brotherhood came upon an even more
sinister threat originating from the old
NORAD government complex (the vault 0
control center). This threat to the wasteland
was defeated at a great cost, but as always,
the brotherhood prevailed. After this
setback, the eastern brotherhood
consolidated its hold on the mid-west
region, and continues its aggressive
expansion policy, although poor long range
communications and overly centralised
leadership continue to hold the
brotherhood back, and its lack of effective
research and production means that it
cannot hope to rival the technology of its
western cousin. What it lacks in
technology however, it makes up for in
manpower as it recruits aggressively from
the settlements in its dominion.

3.2 Organisation

The eastern brotherhood is radically different from western counterpart that spawned it.
Immediately after declaring itself independent from the western brotherhood it began to
reorganise itself. The eastern brotherhood is now far more reminiscent of an old pre-war army
of conquest, than a tech-worshipping kinship.

The knight class has been taken away in the eastern brotherhood, as it believes all who can
fight should be involved in fighting, not building. In the eastern brotherhood the rank of
knight is just another rank available to fighters, above initiate and below paladin. The
brotherhood makes extensive use of slavery to punish criminals and troublemakers, and these
slaves produce what the brotherhood needs in large factories.
The brotherhood dominion is divided up in to a number of districts under the control of
specially assigned paladin lords. These lords are responsible for the development of their
district and answer directly to the brotherhoods ruling council of elders.

Those who are born and raised their entire lives within the eastern brotherhood serve either as
paladins or as scribes, although eastern brotherhood scribes are for the most part
adminstrators, doing the work that the knight class does in the western brotherhood. The
reason for this is that the brotherhood only truly trusts and values those born in to it. Outsider
soldiers are expendable, there are always more available, but the paladins and scribes have
(mostly) spent their lives being indoctrinated and educated by the brotherhood, and they know
its workings inside out. Most brotherhood soldiers have very little understanding of the
brotherhood, they only know that they must fight, or their home settlement will be punished
and they will be shot. Perhaps only ten percent of all eastern brotherhood scribes work in
research and development.

Those born to the eastern brotherhood that show combat or leadership potential are
fasttracked to the rank of paladin. Very few outsider recruits ever get above the rank of knight
commander(even if they survive that long), as they are not trusted with that much power.

Elder ---------------
Paladin general and Paladin lord ---------------
---------------- Scribe overseer
Paladin commander ---------------
Paladin ---------------
Junior paladin ---------------
Knight commander Senior scribe
Senior knight Scribe
Junior knight Junior scribe
Senior squire ---------------
Squire ---------------
Senior initiate ---------------
Initiate Initiate

Initiate

Initiate is the rank everyone starts at, but is deceptive in that it covers such a broad range of
personnel. The minority of brothers born and raised in the brotherhood hold the rank of
initiate until they are 19, when they are either promoted to junior scribe or junior paladin.
Outsider initiates on the other hand gain the rank of senior initiate on completing training. A
few outsider initiates with a particular technological expertise become junior scribes instead
and are spared the near certain early death of their counterparts who become troopers.

Senior initiate-senior squire

Promotions up to the rank of senior squire are made on a mission by mission basis and these
ranks are used as a way to weed out those not suitable for real soldier duty. About half of all
troops survive this far and are promoted to junior knight. These ranks are often the most
dangerous for young troopers, as the brotherhood sees them as fairly worthless and gives them
the cheapest equipment while sending them on high risk missions.

Junior knight-senior knight

Outsider soldiers who reach the rank of junior knight have proven themselves repeatedly and
are seen as slightly more than gunfodder by the brotherhood leadership. Knight squads are
experienced and are generally used more tactically by the leadership than the lower ranks.
Knights also spend much of their time patrolling the regions under brotherhood control, and
maintaining a brotherhood presence in settlements under brotherhood protection.

Junior scribe-scribe

The scribes are responsible for all the eastern brotherhoods administrative work, as well as its
research and development. The majority of scribes have been raised by the brotherhood and
thus have complete understanding of it. Some have been taken as adults from among the local
populace, for having certain valuable technological knowledge, however these are only
allowed to work within the very specific confines of their expertise. Only those raised by the
brotherhood are trusted with its adminstration. Scribes work in adminstrative teams or in
project teams lead by senior scribes. Junior scribes are promoted to scribe after a period of a
few years, when they have shown that they are capable and know what they are doing.

Knight commander

Knight commanders are promoted from among the ranks of senior knight for their leadership
abilities, and each one leads a six man squad of knights.

Senior scribe

Senior scribes lead the brotherhoods administrative and research efforts and are responsible
for work details of varying size consisting of scribes and/or slaves. Scribes are responsible for
making sure that all logistics are taken care of. They make sure that things are where they
need to be, when they need to be there and make sure that structures are built on time, and
equipment is available on time. They make sure there is food and beds for everyone and that
the bases are kept clean. As well as these logistical duties, scribes make sure that new recruits
are coming in and give them their theoretical education. They create the brotherhoods
training disks and films and generally make sure everything runs smoothly from day to day.
The senior scribes answer directly to the scribe overseer in charge of base operations.

Junior paladin

Most outsiders arent allowed to go above the rank of knight commander, for fear that they
are not totally loyal to the brotherhood, so the majority of junior paladins are fairly green
youths who have spent their entire lives being indoctrinated and trained by the brotherhood.
Although green, they have been raised in an extreme military atmosphere and are tough and
ready for combat. Junior paladins serve in special squads together, with alternating squad
leadership, and are promoted to paladin after repeatedly showing themselves capable in battle.
Junior paladin squads are routinely sent on missions with a low casualty rating, to toughen
them up and prepare them for paladin duty without killing them, and thus wasting the years of
education invested in them. Those who are not considered good enough are transferred to the
scribe corps.

Paladin

Paladins are the elite fighting force of the brotherhood. Equipped with the best weapons and
armor, and with years of training and experience behind them, they are almost unstoppable in
combat. However, because they are so valuable, the brotherhood is often afraid to use them,
and they are only used when absolutely necessary. Paladins also act as personal bodyguards
for high ranking brotherhood officers.

Paladin commander

The paladin commander is chosen by his direct superior (either a paladin lord if the squad is
serving in a district, or the general if he is serving in a mobile force) for his leadership and
tactical abilities and leads a six man squad of paladins in battle.

Scribe overseer

The overseer is the second highest ranking individual in a base. He is responsible for the
overall day-to-day functioning of the base under his command, and he spends most of his time
co-ordinating the senior scribes and other support personnel.

Paladin lord

The Paladin lord has the job of district commander. There is one for each district and each is
responsible for the continued functioning of the specific base and district under his command.
He is responsible for all the people living in his district (hence the feudal rank lord, rather
than a traditional military rank). Together with the scribe overseer, the paladin lord ensures
that everything runs smoothly. Paladin lords tend to be good organisers, and capable long
term strategists. It is their job to turn the brotherhoods dream of a new civilisation in to
reality through practical action, and thus their job is perhaps the most important in the
brotherhood. The lords are appointed by the elders council.

Paladin general

The paladin general is appointed from among the paladin commanders for his tactical
abilities. Each general is given a military task force to command and an objective to complete.
If he successfully completes his objective, he will be given another bigger force, if he fails
(and survives) he will be demoted back to paladin commander. The elders use this method of
trial and error to find those most capable of leading the brotherhoods armies of conquest.
This also means that those who last any length of time in this position are given a great deal of
respect from those that they command.

The elders council

The eastern brotherhood is lead by a council consisting of five elders. The elders are elected
for life by a vote of all scribes and paladins. Two elders are elected from among the scribes,
and three from among the paladins. The elders are responsible for the long term management
of the brotherhood, and ensuring that its vision is upheld. They decide where to put the
brotherhoods resources for maximum strategic gain, and appoint paladin lords to manage
districts and generals to lead armies.

Squad structure

The brotherhood uses six man squads, as it believes this gives the squad maximal firepower
for minimal manpower. This number tends to make the squad versatile, and is an ideal size for
patrolling areas under brotherhood control, and if necessary it is easy to combine several of
these smaller squads for larger missions. The brotherhood does not use the traditional military
structure, where each unit is a part of a larger unit, and so everything is kept at the squad
level. A general in command of a task force addresses squad leaders personally with their
objectives, there is no hierarchy in between. Because of the eastern brotherhoods obsession
with taking personal initiative, and succeeding or failing on your own, this works well, as
squad leaders are able to determine the best course of action themselves, with little direction
from above.

Inquisition

As the eastern brotherhood is 4/5 made up of outsider recruits, who have often been forced in
to the brotherhood and may feel an urge to rebel against their new master, a special inquisition
has been installed, consisting of a number of specially trained paladins and scribes in each
district. The inquisitors ensure that outsider recruits behave the way they are supposed to and
obey orders, and swiftly punish any who dare to break brotherhood doctrine. They are feared
throughout the eastern brotherhood.

In addition to acting as military police for the brotherhood the inquisitors also deal with
troublemakers, rebels and insurrectionists among the local populace in areas under
brotherhood control. Each district has its own inquisitor unit under the command of a senior
paladin. One of the elders is assigned responsibility for the inquisitions overall operation.
Paladins and scribes have complete immunity from inquisition investigations.

3.3 Recruiting

While the western brotherhood does not recruit from the outside at all, the eastern
brotherhood is entirely dependent on a steady flow of new recruits from the settlements under
its control. It is not afraid to send its recruits on suicide missions, so the high mortality rate
requires a constant inflow of new personnel. Troops are given a crash military course to
prepare them, and are poorly equipped, so the investment made in them is not large enough
that large numbers of casualties bother the leadership.

The situation is very different for those born and raised in the brotherhood, as the investment
in them is large, which is why most serve as scribes or high ranking officers with top quality
equipment, and rarely have to see very dangerous combat. The brotherhood will happily
throw away the lives of many outsider recruits to rescue one of these brothers if necessary.

3.4 Culture

Ideology

The eastern brotherhood sees itself as the only organisation in the wasteland that can restore
civilisation to the wasteland, and it believes that the only way it can do that is through
dominion. The eastern brotherhood seeks to create a large police state, where there is no crime
and no opposition, and where it can oversee the rebuilding of civilisation.

Military rule

Whereas the western brotherhood is a benevolent kinship with powerful military capabilities,
the eastern brotherhood is an army. 85% of the eastern brotherhood are full time combat
personnel, with no other duties than maintaining and spreading brotherhood control. The
remaining 15% are mostly administrative personnel, and the research and development corps
is tiny. The organisation exists for one purpose, to wield power, and the culture is extremely
militaristic. The technology worship of the western brotherhood is entirely forgotten.

Personal initiative

One thing that the eastern brotherhood does not share with most armies is its belief in letting
people determine what to do themselves. This is perhaps because it has a steady flow of new
recruits and if they mess up and get killed, its not a big deal, and because it has control over
the settlements from where the recruits come, so they know that if they dont complete their
set objectives their families will be punished. Additionally, the lack of good long range
communications technology means that personal initiative must be allowed.

Technology

The eastern brotherhood has none of the reverence for technology that the western
brotherhood has. In the eastern brotherhood it is simply a means to an end. Since splitting
from the western brotherhood, very few new technological advances have been made. As the
eastern brotherhood is so aggressively expansive, and has so many new recruits, it often uses
quite low quality products for its soldiers. The vast majority of brotherhood troopers have
simple leather or metal armor which can be easily mass produced.

3.5 Economics

Internal

The eastern brotherhood, due to lack of trust for its outsider soldiers, uses an internal money
economy called the scrip. The quartermasters store is more like a pawn shop than a
traditional quartermaster. He buys cheap what the soldiers have looted and sells it back to
them at several times the price. Soldiers make the majority of their income from selling looted
materials to the quartermaster, although they also receive a small monthly salary, and they use
this money to pay for food, and all the equipment they need. Soldiers are totally responsible
for their own equipment and have to choose and buy whatever they need themselves, which
often causes squads to be quite mixed as far as equipment is concerned. This is also a part of
the brotherhoods plan to make as minimal an investment in individual soldiers as possible,
those who survive longer and get more scrips get better equipment.

External

The eastern brotherhood engages in very little trade. Food and raw materials are taken from
areas under brotherhood control, and weapons are confiscated, while those who know how to
make weapons, ammunition, or other valuable technology are hired or enslaved. Weapons and
equipment are either looted, or are produced by slaves.

3.6 Logistics

Percentage of active personnel doing particular duties January 1
st
2243.

Total: 6,426
Combat personnel: 85%
Paladin: 4%
Trooper: 81%
Administrative personnel: 13.5%
Research and development: 1.5%

Note: Initiates still undergoing education, civilian personnel hired on a short term basis, and
slaves are not listed above as they do not take part in the active maintenance of the
brotherhood.

3.7 Spheres of Influence

(the map will be added in the full version)

The eastern brotherhood is organised in to a number of districts stretching across the midwest.
There is a brotherhood base located in each district. Areas marked in red are under complete
brotherhood control. areas marked in yellow are influenced by the brotherhood but are not
under its control.

4. Personalities of the brotherhood

This section is organised in to two sections. The first is historical personalities, which
describes a number of people who have had a large effect on the brotherhoods history. The
second is current personalities, which is a sample list of different members of the
brotherhood, that may be useful when creating your own brotherhood characters.

Position: Position describes the current assignment, class and rank of the character.

Behaviour: While the Enclave sourcebook uses an alignment system based on AD&D to
describe personality, I have instead described the characters most important behavioural
patterns, as I find it hard to box people in to either good or evil categories. This gives a
quick reference of how the character is likely to behave.

Period: This gives the date of birth, and in the case of the historical section, also the date of
death of the character. In brackets next to this is the age of the character at the stage where the
described stats are correct.

4.1 Historical personalities

Name: Roger Maxson
Position: High elder, Brotherhood of Steel (captain US army)
Behaviour: Honest, impatient, honourable, selfless, totally loyal to brotherhood
Period: 2046-2122 (42)
Race: Human
Sex: Male
HP: 120

STR: 5
PE: 7
END: 6
CH: 7
INT: 8
AG: 5
LK: 6

Small guns: 120%
Big guns: 100%
Eergy weapons: 60%
Unarmed: 60%
Melee weapons: 60%
Lockpick: 30%
Throwing weapons: 45%
First aid: 80%
Doctor: 50%
Piloting: 30%
Sneak: 80%
Steal: 30%
Traps: 30%
Science: 70%
Repair: 60%
Speech: 180%
Barter: 80%
Gambling: 60%
Outdoorsman: 50%

Equipment: Roger Maxson could get whatever he wanted from the brotherhood supplies.
Either wears a suit of brotherhood power armor, or High elders robes. Carries a Colt .45
pistol at all times.

Description: Roger Maxson is responsible, more than any other individual, for the
Brotherhood of Steel. He is its founding father. Little is known of the early life of this
historic man, and he never spoke much of it himself, but he is thought to be a native of
California and is known to have graduated with honours (sociology and psychology) from the
university at Berkely, California in 2068. It is not known whether he joined the army
immediately after this, or whether he signed up later, but in 2075 he was transferred to the US
army research facility at Mariposa to serve as executive officer under colonel Robert Spindel.
Maxson quickly became known as a charismatic and likeable individual, and was respected
by the men for his loyalty and honesty, as a contrast to the careerist colonel. In 2077 an
unbelievable series of events propelled Maxson to the leadership of the base personnel as they
became refugees in the hostile new world, and his actions, always in the best interests of the
people under his command, cemented him in this position. Maxson never appeared to
specially want the leadership, but he accepted the responsibility and carried out the work to
the best of his considerable abilities. After arriving at the Lost Hill security bunker Maxson
used his knowledge of sociology to reorganise the brotherhood in to an organisation capable
of surviving in the harsh wasteland. By the time of Maxsons death in 2122 he had completed
the cultural and structural changes necessary and brought the Brotherhood of Steel in to
existence.

Name: Marion Vree
Position: Master scribe, Brotherhood of Steel
Behaviour: Inquisitive, patient, wise, totally loyal to brotherhood
Period: 2115-2207 (46)
Race: Human
Sex: Female
HP: 50

STR: 4
PE: 8
END: 4
CH: 5
INT: 10
AG: 5
LK: 5

Small guns: 30
Big guns: 20
Eergy weapons: 20
Unarmed: 20
Melee weapons: 20
Lockpick: 80
Throwing weapons: 20
First aid: 120
Doctor: 140
Piloting: 20
Sneak: 30
Steal: 20
Traps: 75
Science: 280
Repair: 140
Speech: 100
Barter: 30
Gambling: 40
Outdoorsman: 20

Equipment: Scribe robes, can requisition whatever she needs from brotherhood supplies.

Description: Vree became master scribe at the exceedingly young age of 35, and served in
that position for over fifty years until her death. She is remembered for the many astounding
contributions she has made to the brotherhoods technological and scientific knowledge, and
she was the brotherhoods most prolific researcher in her lifetime. Very inquisitive, yet patient
to the point where most people would fall asleep with boredom, Vree could go days without
sleep when working on a project. Unlike many researchers she was totally open about her
work, and willingly shared the most implicit details with anyone who cared to ask.

Name: Simon Barnaky
Position: Paladin general, eastern brotherhood
Behaviour: Confident, commanding, dislikes non-humans
Period: 2148-2197 (49)
Race: Human
Sex: Male
HP: 119

STR: 8
PE: 5
END: 6
CH: 4
INT: 6
AG: 7
LK: 4

Small guns: 145%
Big Guns: 168%
Energy Weapons: 90%
Unarmed: 88%
Melee weapons: 70%
Lockpick: 45%
Throwing weapons: 60%
First aid: 80%
Doctor: 60%
Piloting: 60%
Sneak: 70%
Steal: 45%
Traps: 60%
Science: 50%
Repair: 60%
Speech: 100%
Barter: 65%
Gambling: 50%
Outdoorsman: 90%

Equipment: Brotherhood power armor, minigun

Description: Simon Barnaky is remembered by the brotherhood for his excellent tactical
abilities, and total devotion to the the brotherhood. Born in 2148 he was part of the new
generation of brotherhood warriors who had never known life in the western brotherhood. His
hardline, conservative views made him popular among the paladins, who saw him as the
embodiment of the eastern brotherhoods mission. He rose quickly through the ranks, and was
eventually put in charge of the eastern brotherhood strike force to destroy the mutant armies.
Despite his prowess as a commander, Barnaky was known for his racist views and strongly
objected to the assimilation of mutants and ghouls in to the brotherhood ranks. In early 2197
Barnakys transport was captured by mutants, and despite strenous efforts by the brotherhood
to locate him, he wasnt found. It is unclear what happened after this, but Barnaky is known to
have died later in 2197. His body was eventually recovered, but strangely his brain had been
surgically removed.

4.2 Current personalities

Name: Jared Arnson
Position: Paladin, Western brotherhood
Behaviour: Overly confident, assertive, fearless, totally loyal to brotherhood
Period: 2216- (27)
Race: Human
Sex: Male
HP: 120

STR: 7
PE: 6
END: 7
CH: 5
INT: 5
AG: 8
LK: 5

Small guns: 130%
Big guns: 140%
Eergy weapons: 40%
Unarmed: 90%
Melee weapons: 80%
Lockpick: 20%
Throwing weapons: 75%
First aid: 90%
Doctor: 40%
Piloting: 60%
Sneak: 70%
Steal: 15%
Traps: 30%
Science: 50%
Repair: 30%
Speech: 45%
Barter: 30%
Gambling: 40%
Outdoorsman: 80%

Equipment: Brotherhood power armor, minigun, H&K 10mm SMG, ripper, first aid kit, 2
stimpaks

Description: Jared is tough, strong and fast, and he knows it. He is cocky and will go in to a
fight against impossible odds to show how tough he is. He holds very high thoughts of
himself and rigidly upholds a knightly code of honour, and prefers to go out with guns blazing
to sneaking around. He holds a low opinion of anyone who doesnt measure up to his honour
code (pretty much everyone), and will happily tell people what he thinks of them. This means
that he spends most of his time on guard duty, where he cant harm brotherhood relations with
other groups.

Name: Brent Anchor
Position: Senior squire, eastern brotherhood
Behaviour: Aggressive, suspicious of strangers, insolent, doesnt like authority
Period: 2223- (20)
Race: Human
Sex: Male
HP: 42

STR: 6
PE: 5
END: 7
CH: 4
INT: 6
AG: 7
LK: 5

Small guns: 65%
Big guns: 15%
Eergy weapons: 15%
Unarmed: 70%
Melee weapons: 20%
Lockpick: 20%
Throwing weapons 30%
First aid: 30%
Doctor: 20%
Piloting: 20%
Sneak: 40%
Steal: 40%
Traps: 20%
Science: 15%
Repair: 25%
Speech: 40%
Barter: 60%
Gambling: 45%
Outdoorsman: 65%

Equipment: Leather armor, knife, AK-47 assault rifle

Description: Brent has no idea how he has managed to stay alive this far. A year back the
brotherhood came to his village and recruited him. Since then he has repeatedly been almost
killed. Brent doesnt like the brotherhood very much, but he knows that unless he serves them
his home village will be punished. He has already been whipped several times for his
insolence to brotherhood superiors.

Name: Daryl Mckenzie
Position: Knight (technician), Western brotherhood
Behaviour: Easily irritable, obsessed with technology, gets straight to the point, totally loyal
to the brotherhood
Period: 2208- (35)
Race: Human
Sex: Male
HP: 90
XP value:

STR: 6
PE: 7
END: 5
CH: 4
INT: 7
AG: 6
LK: 5

Small guns: 105
Big guns: 80
Energy weapons: 65
Unarmed: 70
Melee weapons: 55
Lockpick: 85
Throwing weapons: 65
First aid: 80
Doctor: 40
Piloting: 60
Sneak: 45
Steal: 30
Traps: 70
Science: 90
Repair: 160
Speech: 50
Barter: 30
Gambling: 20
Outdoorsman: 30

Equipment: Brotherhood combat armor, Colt .45 pistol, pliers, wrench, tool kit

Description: Daryl is a member of the small group of brothers who religiously worship
technology, and see it as the sole salvation of mankind. He spends most of his time working
on projects, and is a mechanical technician by profession. He is easily bored by chitchat, and
quickly gets irritable when he feels a conversation isnt going anywhere. He is used to getting
right to point, finding a problem and fixing it. He will react very negatively to anyone who he
feels is not respecting technology as it should be respected, and will get bored quickly when
talking to people who dont posses a high technical ability. He hates to be disturbed when
working.

5. Traits

Western Brotherhood Citizen

Western brotherhood characters must take this trait, though they may still take two additional
traits. You were born and raised in the Lost Hills bunker, and have received a far better
education than most people in the Wasteland, which gives you +20% bonus to your Science
skill. As the Brotherhood uses no money, and its citizens do not have to buy or steal anything,
your Barter and Steal skills are reduced by 10%. You have been carefully indoctrinated in to
the brotherhood and are completely loyal to it. You can therefore not knowingly ever do
anything that would harm the brotherhood.

Eastern Brotherhood Birthright

All characters who have been born and bred in the eastern brotherhood have to take this trait,
though they may still take two additional traits. You have spent your entire life within the
eastern brotherhood, and are therefore considered a valuable resource to it. You are treated
betted than recruits from the outside. Due to the years of indoctrination you are totally loyal to
the brotherhood. You have also received a good quality education. You get +10% bonus to
your Science skill. You have been carefully indoctrinated in to the brotherhood and are
completely loyal to it. You can therefore not knowingly ever do anything that would harm the
brotherhood.

6. Brotherhood rank table

This table has been designed to speed up the creation of realistic Brotherhood NPCs in games,
and as a list of requirements for PCs to be able to rise in rank. Of course it is at the GMs
discretion whether the character should be promoted or not.

6.1 Western Brotherhood

Knight Ranks
Rank Requirements
Initiate Level 1
Junior Knight Level 4, ICT
Knight Level 8, KTT Rank 1, KCT
Senior Knight Level 12, KTT Rank 3
Knight Master Level 15

Scribe Ranks
Rank Requirements
Initiate Level 1
Junior Scribe Level 4, IST
Scribe Level 10, SST Rank 1
Master Scribe Level 15

Paladin Ranks
Rank Requirements
Junior Paladin Level 8, KCT
Paladin Level 12, PCT Rank 1
Senior Paladin Level 15, PCT Rank 3
Paladin General Level 18

6.2 Eastern Brotherhood

Warrior Ranks
Rank Requirements
Initiate Level 1
Senior Initiate Level 2, ICT
Squire Level 3
Senior Squire Level 4
Junior Knight Level 6, BWT Rank 1
Knight Level 8
Senior Knight Level 10, BWT Rank 2, SLT
Knight Commander Level 12
Junior Paladin Level 8, BWT Rank 3
Paladin Level 12
Paladin Commander Level 16, PLT
Paladin Lord Level 18
Paladin General Level 18

Scribe Ranks
Rank Requirements
Initiate Level 1
Junior Scribe Level 4, IST
Scribe Level 10, STT Rank 1
Senior Scribe Level 12, STT Rank 2, SLT
Scribe Overseer Level 16


7. Perks

Following is a list of perks available to brotherhood characters.

7. 1 Perks available to both Eastern and Western Brotherhood

Initiate Combat Training (ICT)
This training covers the most basic of the combat tactics, strategy and weapon handling.
Small Guns +10%
Unarmed +10%
Melee Weapons +10%
Requirements: Level 3, 3-month instruction

Initiate Science Training (IST)
This training covers the most basic of the scientific skills. Character with this perk doesnt
have to make any Science rolls when using any Brotherhood computers.
Science +10%
Repair +5%
Requirements: Level 3, 5 IN, 3-month instruction

Brotherhood Medical Training (BMT)
Rank 1
First Aid +10%
Doctor +5%
Requirements: Level 6, 5 IN, 3-month instruction

Rank 2
First Aid +10%
Doctor +10%
Requirements: Level 9, 6 IN, 4-month instruction, Junior Scribe rank

Rank 3
First Aid +5%
Doctor +15%
Requirements: Level 12, 6 IN, 4-month instruction, Scribe rank

7.2 Western Brotherhood

You must have the Western Brotherhood Citizen trait to take any of these perks.

Knight Combat Training (KCT)

Small Guns +15%
Big Guns +10%
Energy Weapons +5%
Requirements: Level 6, 4-month instruction, Junior Knight rank

Knight Technical Training (KTT)

Rank 1
Science +10%
Repair +10%
Requirements: Level 6, 5 IN, 3-month instruction, Junior Knight rank

Rank 2
Science +5%
Repair +15%
Requirements: Level 9, 6 IN, 4-month instruction, Junior Knight rank

Rank 3
Repair +20%
Requirements: Level 12, 6 IN, 6-month instruction, Knight rank

Scribe Science Training (SST)

Rank 1
Science +10%
Repair +10%
Requirements: Level 6, 6 IN, 3-month instruction, Junior Scribe rank

Rank 2
Science +15%
Repair +5%
Requirements: Level 9, 7 IN, 4-month instruction, Junior Scribe rank

Rank 3
Science +20%
Requirements: Level 12, 8 IN, 6-month instruction, Scribe rank

Paladin Combat Training (PCT)

Rank 1
Small Guns +10%
Big Guns +10%
Energy Weapons +10%
Requirements: Level 9, 4-month instruction, Junior Paladin rank

Rank 2
Small Guns +5%
Big Guns +15%
Energy Weapons +10%
Requirements: Level 12, 6-month instruction, Junior Paladin rank

Rank 3
Big Guns +15%
Energy Weapons +15%
Requirements: Level 15, 8-month instruction, Paladin rank

7.3 Eastern Brotherhood

You must be a member of the eastern brotherhood in order to take these perks.

Brotherhood Warfare Training (BWT)

Rank 1
Small Guns +10%
Big Guns +10%
Energy Weapons +5%
Melee Weapons +10%
Requirements: Level 6, 3-month instruction, Squire rank

Rank 2
Small Guns +5%
Big Guns +15%
Energy Weapons +10%
Pilot +10%
Requirements: Level 12, 4-month instruction, Junior Knight rank

Rank 3
Big Guns +15%
Energy Weapons +15%
Traps +10%
Requirements: Level 15, 5-month instruction, Knight rank

Rank 4
Big Guns +10%
Energy Weapons +10%
Requirements: Level 18, 6-month instruction, Junior Paladin rank

Scribe Technical Training (STT)

Rank 1
Science +10%
Repair +10%
Requirements: Level 6, 5 IN, 3-month instruction, Junior Scribe rank

Rank 2
Science +5%
Repair +15%
Requirements: Level 9, 6 IN, 4-month instruction, Junior Scribe rank

Rank 3
Science +15%
Repair +5%
Requirements: Level 12, 7 IN, 6-month instruction, Scribe rank

Squad Leadership Training (SLT)

Speech + 15%
First aid +10%
Outdoorsman +5%

Paladin Leadership Training (PLT)

Speech +20%
First aid +10%
Outdoorsman +5%

8. Vehicles

Following is a list of vehicles that are currently in use, or have been used by the brotherhood
at earlier stages in its history.

8.1 Brotherhood "Steel Eagle" Vertibird
Year developed: 2243
Developer: Western brotherhood
This prototype helicopter is a reconstruction of the Enclave's V-34 Vertibird, and was
developed by western brotherhood scribes and knights in 2243 from Vertibird blueprints
stolen from the Enclave base at Navarro in 2241 by a brotherhood spy. Although this vehicle
is fully capable of flight, many of the advanced materials and instruments used by the enclave
to create its vertibirds remain unavailable to the brotherhood, and thus this prototype has a
significantly lower performance capability than the Enclave design. Because of the large
amount of manpower and time needed to build these vehicles, and the expensiveness and
rareness of many of the materials, the western brotherhood has very few of these prototypes.
Takes 275 cells to fully recharge.

TS: 500 KPH AR: 80 BR: 50 TR: 0 DR: 1000 NP: 4 CW: 800
HP: S: 300 E: 20 C: 20 D: 20 T: 12 (x 4) [DR N: 20 L: 5 F: 0 P: 0 E: 0]

8.2 Brotherhood Airship
Year developed: 2162
Developer: Brotherhood (before the split)
These zeppelins were hastily constructed in 2162 to gather intelligence on the fleeing mutant
armies. Though a few remain intact, they have seen little use since the eastern brotherhoods
exodus as they have been found to be too unstable and dangerous. Takes 20 cells to fully
recharge.

TS: 60 KPH AR: 10 BR: 0 TR: 1 DR: 100 NP: 2 + 30 CW: 3000
HP: S: 30 E: 10 C: 10 D: 20 [DR N: 0 L: 0 F: 0 P: 0 E: 0]

8.3 Brotherhood APC
Developer: Unknown, modified for brotherhood use
Tracked vehicle that was in service with the US military before the war. The Mariposa
personnel took all the base vehicles with them on their trek to the Lost Hill bunker, but were
unable to use them for many years, until they developed the capability to produce their own
fuel cells. This vehicle is in use with both the eastern and western brotherhood. The
Brotherhood APC has no mounted weapon, but shooting from inside is possible. Takes 30
cells to fully recharge.

TS: 60 KPH AR: 50 BR: 30 TR: 8 DR: 80 NP: 6 CW: 8000
HP: S: 400 E: 60 C: 30 T: 70 (x 2) [DR N: 60 L: 50 F: 75 P: 30 E: 60]

8.4 Brotherhood Scouter
Developer: Brotherhood of Steel
Year developed: 2098
This lightweight vehicle was designed early in the brotherhoods history for scouting
purposes, to gather information on the wasteland of which the brotherhood was fast becoming
a part. It is fast and has a low fuel cell usage which make it ideal for scouting out new areas.
The brotherhoods initial fuel cell shortage meant that it could not be used to its fullest
potential when first invented, however today it enjoys regular use by both the western and
eastern brotherhoods. The western brotherhood has also begun trading these with other
groups, and it is currently the most popular vehicle in the California region. Its simplicity of
design, and use of readily available materials has also meant that several modified versions
have been created by individuals and groups for use in the wasteland.

Takes 22 cells to fully recharge.
TS: 120 KPH AR: 80 BR: 50 TR: 8 DR: 120 NP: 2 CW: 800
HP: S: 80 E: 60 C: 30 D: 20 T: 10 (x 4) [DR N: 15 L: 10 F: 5 P: 0 E: 10]

9. The brotherhood in games

The history of the brotherhood is strongly interwoven with the history of the wasteland and
the two factions that shelter under the same name have varying influence over large parts of
the former United States. During its history the brotherhood has gone from frenzied activity to
extremes of isolationism, and splintered in to two very different organisations that play an
integral part in maintaining the atmosphere of the Fallout universe. Hopefully the source
material contained in this document is enough to create a rich and realistic environment for
roleplaying to take place in, and finally, I would like to discuss how to include the
brotherhood in your own campaigns and roleplay your brotherhood personalities.

9.1 Incorporating the brotherhood in campaigns

Sooner or later you will probably want to incorporate the brotherhood in to your campaign or
adventure. The brotherhood is involved in some way or other in most aspects of life in the
wasteland and can be an atmospheric or even pivotal addition to any campaign set in
California or the mid-west. The history, organisation and culture described in this document
should be enough to create fully fleshed out brotherhood settings and characters, however you
should not feel constrained by what is contained herein if you have ideas for special settings.
One thing that you should remember however, is that the brotherhood is not a random factor
in the wasteland. It is an organisation with clearly worked out motives and objectives and
always has good reason for anything it does. The brotherhood can be central to your campaign
(if the PC group for example contains brotherhood characters, or your primary objective has
something to do with the brotherhood, such as an enclave saboteur out to damage brotherhood
operations) or can be a small part of it (for example there could be a small brotherhood
outpost or a brotherhood patrol in the city the PCs are visiting which they can gain
information from or perform some job for). How you want to incorporate the brotherhood in
to your campaign is of course up to you, but to maintain realism you should think carefully
about its motives and agendas and ask yourself why the brotherhood is where it is and what, if
anything, it wants with the PCs. If the brotherhood wants to hire outsiders to do something for
it, then why? Why cant it do the job itself instead? Always think about history, organisation,
culture and agendas and keep things vaguely realistic and you cant go far wrong.

9.2 Playing a brotherhood player-character

The brotherhood offers plenty of scope for roleplaying, accommodating warrior characters,
scientists, technicians and negotiators. Whatever you prefer, you can do it, and if you are
planning on playing with a group of entirely brotherhood characters you may wish to have
some or all of these represented. For example, the group could be a small brotherhood
explorer team consisting of one paladin to act as bodyguard for the crew, one scribe to gather
and analyse data and one knight trader/negotiator.

Alternatively you could have a group of non-brotherhood characters that for whatever reason
also includes a brotherhood character. If you do this though, you will need a good reason, as
the brotherhood (or at least the western brotherhood) does not have deserters. Perhaps the
character could be an advisor or controller, along to make sure that the hired group of Player-
Characters does what the brotherhood wants it to do, or he/she could be a scout who has
decided to join the group for a period of time to facilitate completing his own objective. There
will always be a good reason for a brotherhood character to be part of a non-brotherhood
group, and while the group and personal survival will tend to be of primary importance to the
other members of the group, the brotherhood character will instead have the brotherhoods
objectives as primary, and will with rare exceptions do whatever he thinks is best for the
brotherhood, even if it means betraying the other PCs. The brotherhood character may have
revealed his objectives to the other characters in the group, or he may keep them secret until
forced to reveal them. These hidden objectives could well be an important part of a campaign
plot and should be discussed with the GM before play, so that he can incorporate them into
the campaign.

When creating your character you should spend time considering what personality and role
you want your character to have and then make sure to roleplay it the way you intended. If
you want to make a group of all warrior characters you can, but this limits your scope for
roleplaying much more than a diverse group, and will probably result in a game where you
simply go around killing stuff and dont have much opportunity for roleplaying (which is
fine of course, if thats all you want!). You may well find that you enjoy playing a non-
combatant character much more than a warrior, and it will certainly allow you to try out other
aspects of existence in the wasteland that a warrior character may not even consider, as you
have to use your mind to think up other solutions than just blowing the enemy away with your
souped up BFG.

9.3 Playing brotherhood NPCs

It is far more likely that, rather than the PCs playing brotherhood characters, they will
encounter brotherhood non-player characters controlled by the GM. In section four of this
document you can see a number of sample NPCs that you can either transplant directly in to
your campaign, or use as inspiration for characters you create yourself. The NPCs are the way
in which you as the GM interact with the players and it is vital that the NPCs be interesting
and realistic, with their own agendas, hopes and quirks. The quality of the NPCs, and the way
in which you roleplay them can make or break a campaign, so take care when crafting their
personalities. Roleplaying is like jazz-acting, unscripted and spurr of the moment, but with
clearly defined directions, so you may well wish to practice your NPCs behaviours, facial
expressions, and voices in front of a mirror, so that when the PCs meet your NPCs you can
give them a real show and immerse them in the story.

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