Board Thread:Roleplaying/@comment-5262726-20140810060322/@comment-18750685-20140817112055

( You make it seem like you are. Apologies for any offense.

You can't base your ideals on Yes Man based on what you see in-game. You need to think ahead, like what you did with the NCR. See it this way:

Westside Militia -- Mark II Securitrons roll in and offer to defend Westside in their stead. Synthetics do not require nourishement, rest, or salary. They stand guard 24 / 7 and will infact help Westside's economy grow. It's a win-win. You can invest money into their lot from your Strip profits. They benefit even more. In exchange, you can train the Militia to join your army -- higher salary, better equipement, and a chance to adventure. You wouldn't beleive how many men and women sign up IRL simply for a chance to see the world on someone else's money.

Freeside -- even though they're a "gang", they might embrace a similar deal to Westside. If they refuse, you can always let Freeside police itself through The Kings. You can assign your Securitrons elsewhere. Doesn't mean you can't offer them military training minus the formation walks and morning drills.

You now possess enough Securitrons to police all of New Vegas and outlying settlements. You're good friends with Red Lucy. If you make her a generous offer, nothing says she won't let you march Deathclaws and Cazadores. We've seen the Enclave do it -- and we have Big MT. You can even reinitiate H&H Tools and RobCo outposts to assemble other military-grade synthetics. You can develop a considerable military that requires little-to-no food, water and salary. Plus, we all know robots are utterly fearless and obey commands without question.

With the Farming Tech recored from Vault 22, nothing says you can't irrigate every little abandonned farmsteads we encounter north and east of New Vegas. I'd say we could import those dispensers from the Sierra Madre, but that's just crazy talk. Unless, you use the Remnants' old vertibird to load them, but even them you could only transport two of them at the time. Still, a worthwhile objective. You can even create a new currency through that.

Cass knows a lot about caravans, and I personally always cut off the head of the Crimson Caravans. With allies from Happy Trails, you can bustle a strong Vegas-founded caravan company and supply lines. The Brotherhood -- if you played your cards right -- patrol the roads around Hidden Valley and Helios One. You don't even need to patrol them. Win-win again.

Great Khans -- if you tell them they have no legacy, they go on a suicide run at Hoover Dam and disband. You can offer a chance at a future and to redeem their lost legacy by recruiting them. You can even instill their brutal training for your special forces.

I could on and on, but I still gotta RP, don't I? :P )

Derkeethus will meet Brunwulf Free-Winter  and reveal who is truly behind the Argonians and Dunmer's recent upgrade in economical and societal status. Offer to promote him to Jarl of Windhelm if he helps us overthrow Ulfric.

Sven, on his part, will solidify his idendity as a Bard.

Send our Zealots on a surgical strike in which they will raid Stormcloak Camps hidden throughout their territory once Lakeview Manor is completed. Arhaad will reside there with his personal court.