Botwawki 2.6

Survivalist Union:

Spoiler :
Leader: Headman Julie Keyes (Charismatic)
Faction Trait: Defensive
Capital: Liberty City (Indian Rivers Estates, Port St. Lucie, FL; Pre-War Community)
Structures: Farming Equipment, Water Purifier
Structures: Farming Equipment, Water Purifier
Population: 870
Slaves: 0
Education: General
Food: 1,460 (+800)
Water: 1,760 (+900)
Energy: 0 (+0)
Tech Parts: 8
Scrap Parts: 400
Ammunition: 1,035
Military Equipment: 125 1-H Guns, 75 2-H Guns, 25 Laser Weapons
Robots: None


Headman’s Challenge solution:
Spoiler :
We will try farming a controlled population of the rats. All rats that lack signs of disease will be harvested for food, and a controlled trapping/hunting project will we established. As well, look into the possibility of raising them in captivity; if we can truly farm them it will be a boon to us.

At the same time, a rampant population is a threat to our supplies and a potential disease vector, and a cull will be performed. While the population will be left large enough to sustain, some must die for our good. If they are good to eat, do so.



Orders:
Spoiler :
In the event that any raiders try to take up our previous offer, let them. Last turn conditions apply.

Continue to send out scouts to watch for raiders- just because they didn’t come back last turn does not mean we a safe.

If it does appear that we are safe (same as last turn), then we will sent 80 people (10 lasers, 20 2-H, 50 1-H down to Port Salerno, Stuart and the surrounding areas. Make sure that any apparent crossing point at the Estuary or river are safe, and not actually, say, full of Mirelurks or something. We find usable boats or a bridges to the Barrier islands, try to send a team to circle back up to the old nuclear plant. If it’s not flooded or to irradiated then there might be techparts or robots or something.

If the South is safe, than a 40 man (5 laser, 10 2-H, 25 1-H) will carefully attempt to scout down as far Tequasta/Jupiter. If they see anything nice, snag it, but they are mostly to see if it is safe for a larger expedition.

The main expedition will check to see if the area around North Shore Rivers/Jensen Beach might be usable land. If so, than the area might make a good redoubt and secondary settlement in the future.

If we get the parts, construct a new set of fortifications around Liberty City.


Restrict immigration to no more than 20 people this turn in order to preserve a water surplus until production can be expanded, or enough to fill any loses.
 
Update 14: 2246, July – December
The Silent Majority

Inter-Faction Reports​

RADIO STATIONS GO QUIET. People used to a variety of radio broadcasts and stations throughout the Sunshine Wasteland were disappointed by the end of the year as two stations have gone silent. The Nasa Educational Radio ceased broadcasting, and many have felt the loss of the helpful suggestions and information it used to provide. Similarly, the radio of the New Gulf Commonwealth has stopped, allegedly due to technical difficulties. Only one station has continued broadcasting, the Sunshine League Radio, which has recently dramatically altered its broadcasting style. Rather than a variety of reports and music, it now consists solely of a soothing feminine voice inviting people to the Tampa area, which has allegedly become flush with food and clean water. Proclaiming a new garden of Eden, it has been promised that whoever comes to Tampa will enter into a new paradise of health and happiness. People have reported often being compelled by these broadcasts to travel to the area, and many tune in just to listen to the calming voice on the airwaves.

Faction Reports​

Atomic Foxes
After struggling for years with bandit attacks, starvation and numerous other problems, the Atomic Foxes have at last ceased to exist as an independent entity. They have now been integrated into the new Echols Republic, a multiple community faction emerging in what was southern Georgia. The group once known as the Atomic Foxes has become the military arm of the fledgling republic, acting as the first (and only) regiment of a new army. The integration of the Atomic Foxes promises a brighter future for the region, as even the bitterness of the people of Hahira has been dissipated, promising further growth to come. The new republic remains isolated from the most populated centers of the Sunshine Wasteland, and what will come for the young nation is yet unknown.

The Citadel
Spoiler :

The Citadel is faced with a looming crisis as a food and water shortage lies ahead of it. With the majority of Charleston being highly irradiated and impassable for any unarmored individuals, the soldiers of the Citadel have been forced to seek out other options. They have sent out power armored patrols seeking a new place to live outside of the city, but the faction continues to lack the scrap it needs to establish a new settlement. They quickly found an intact settlement on the outskirts of the city, known as Holy Wood, a quiet farming town that remains undisturbed by the rest of the world due to its proximity to Charleston. The town has done well for itself but has been distant from the Citadel, wary of their possible intentions. Back at home, the scientists in the bunker have made some advances, determining that mushrooms growing in the bowels of the bunker are indeed edible and capable of being farmed. This has marginally improved food production within the bunker, but has not resolved the crisis, and the scientists state that it’s unlikely that harvesting any more food within the bunker will be possible.

Turn Stat Changes
+50 Food per turn from applied science
-250 Food, -300 Water from consumption

Commander’s Challenge: The discovery of Holy Wood has enthused our people greatly, calling for an immediate action to seize the town and its production capabilities. Some of our people state that the inhabitants should be brushed aside or enslaved in order to better serve our own population. Others claim that a peaceful route should be taken, as we are all Americans. Still others say that the peaceful people of this town should be left alone. How do we respond to this debate?


The Conch Thalassocracy of the Keys
Spoiler :

The year for the Thalassocracy turned into a very profitable one despite some foreboding expectations. Early on, the ammunition convertor exploded, killing a handful of people within the building, working on maintenance. The entire structure was a complete loss to the community, but subsidiary fires were thankfully quickly extinguished. The leaders of the Thalassocracy signed a new agreement with the vicious seaborne raiders known as the Tubarões. After years of dealing with numerous raids, the Thalassocracy has accepted the protection of this gang, and opened its market to the sale of slaves, a role not exactly popular with the masses, but at least has granted Duck Key some peace, for now. Other trade has continued as an amicable relationship continues with the Saint Vikings on the mainland, trading surplus ammunition for scrap salvaged from the area around Tampa. Another boon came to the faction as an expedition to Key Largo found an old locker full of assault rifles and ammunition, bringing them back to bolster the meager arsenal of the island.

Turn Stat Changes
-5 Population, -Ammo Convertor from machinery malfunction and explosion
-190 Food and Water from protection to Tubarões
+600 Scrap Parts, -400 Ammunition from trade with Saint Vikings
+3 Tech Parts, +60 Ammunition, +15 2-H Guns from Key Largo expedition salvage
+30 Slaves, +50 Ammunition from market dividends
+20 Population from immigration
+285 Food and Water from surplus production

High Doge-President’s Challenge: The opening of our market to slave trading has created a new underclass of slaves when compared to the rest of our system. With free labor now entering the market the use of slaves could allow our people to give up jobs that no one wants to do in favor of more exciting employment. Still, the issue of slaves in society is a delicate one, and there is a debate on how slaves should be treated. Some argue that the owners of the slaves should be responsible for their housing, food, and healthcare. Others have suggested that a barricaded section of town could be constructed for their continued housing and that they should be allowed to garden and maintain their own food sources. How should we respond to this debate?


Maritime Collective
Spoiler :

The Maritime Collective finished out the year uneventfully, finding what they could to busy their time and keep them occupied. The only major event of note was an overseas expedition towards Panama City, seeking to recover what they could from local military establishments. The area was found to be free of radiation, but still populated by a moderate number of ghouls and mirelurks, making the expedition be involved in constant firefights to keep them at bay. Despite the distractions the expedition was still somewhat successful, retrieving a moderate amount of tech and scrap, as well as some high tech melee weapons from an old naval installation. The weapons have proven to be highly effective and have already seen their first use against the local mirelurk population.

Turn Stat Changes
-95 Ammunition from Panama City expedition losses
+3 Tech Parts, +100 Scrap Parts, +25 High-Tech Melee Weapons from Panama City expedition salvage
+25 Population from immigration
+5 Food, +105 Water from surplus production

Mayor’s Challenge: Our recent decision on child support has led to the rallying of an opposition against us by an opposing family. They have begun calling for elections to confirm the mandate of the current mayor, claiming bias and misjudgment. Some of the mayor’s aides have suggested that an “accident” take place to eliminate this competitor, while others suggest that the issue could probably be safely ignored until proper election time. How do we respond to this new challenger?


Monastic Brotherhood of Poor-Fellows and Crusader Knights
Spoiler :

Nothing particularly noteworthy happened to the Brotherhood, as they mostly remained indoors, and listened to a crazy preacher.

Turn Stat Changes
+60 Population to the Citadel from immigration
+60 Population to Oscargrad from immigration
+5 Population from natural growth
+810 Food, +610 Water from surplus production

Grandmaster’s Challenge: The lack of any censure upon the rogue prophet has allowed him to accumulate a large following. They have threatened to leave for the alleged new Garden of Eden, taking with them over a hundred people and a good stockpile of weapons and food. Our advisors have insisted that we take every effort now to stop them. How do we respond to this crisis?


New Age Corporation
Spoiler :

The New Age Corporation has seen more than its fair share of death and violence before Christmas of this year. In July a massive band of starving and poorly armed raiders assaulted the perimeter of Saint Augustine, and eventually their sheer numbers managed to bypass the artillery ranged area and against the fortifications themselves. The bloodshed led to the first deaths of Saint Augustine inhabitants in a long time, as they charged the town falls. The resulting devastation left these would-be raiders dead, but caused a fire which damaged several houses and the town walls. More losses came with expeditions to other areas, beginning with a journey to St. Johns. This expedition sought to eliminate the local wildlife, and did so with success, despite an acute shortage of ammunition. The lack of ammunition led to many more deaths than would have otherwise taken place, but they still managed to accomplish their task and return home with a large amount of salvage. Similarly, an expedition to Jacksonville’s Southside had an identical problem, being constantly besieged by ghouls and mirelurks, without any ammunition to repulse them, leading to a large number of deaths. Regardless of the losses, the second expedition returned with an equally sizable amount of scrap, bolstering the faction’s stockpile to a new height.

Turn Stat Changes
-20 Population, -950 Ammunition from raider attack losses
-1 Fortifications from fire damage
-30 Population from St. Johns expedition losses
+1,300 Scrap Parts from St. Johns expedition salvage
-30 Population from Southside expedition losses
+1,500 Scrap Parts from Southside expedition salvage
+5 Slaves, +25 1-H Guns from market dividends
+15 Population from natural growth
-210 Food, -460 Water from consumption

CEO’s Challenge: Our policy of setting slaves to be taken care of by their owners led to a misfortune in which one of our wealthiest leaders and a close friend of many advisers to the CEO was murdered by his slave, along with his family. This has led to more of our people advocating a separated part of town for these people, especially as more arrive. Others claim that all that’s needed is more vigilance on behalf of the slave owners. How do we respond to the renewed dispute?


New Gulf Commonwealth
Spoiler :

The New Gulf Commonwealth has continued to surge ahead of its competitors, helping bolster the food and water production of Umatilla with considerable investment of resources. Unfortunately, the faction did suffer a brief setback when a fire in the Vault resulted in the total loss of the jail facilities within. Thankfully the fire suppression system was able to kick in and help prevent the fire from extending into other parts of the vault. An expedition was deployed to help recover some more scrap to make up for recent losses and ammunition expenses, travelling south to Apopka once more. Within the town, a new fortified outpost was constructed in and around an old, but relatively intact, hotel, acting as a headquarters for further salvage in the area. The expedition soon expended what was left of its energy salvaging the local area, and coming up with a decent amount of scrap in the process.

At home, troubles with the distributed Pip-Boys and the radio tower were brought to an end as they shut down the tower to determine the location of believed interfering signals. Due to a lack of actual educated scientists and men of learning, the experiments were mostly guesswork and trial and error. Still, with the radio tower mostly shut down, the disruption to the Pip-Boys was ended, and they functioned quite well for the remainder of the year. The best guesses those working with the radio have been able to make is that if there is an interfering signal, it is being broadcast by somewhere either to the south or to the west, or both. They have recommended a restoration of radio broadcasts as the issue seems to have passed.

Turn Stat Changes
-500 Scrap Parts, -12 Tech Parts for construction and ammo conversion
-Jail destroyed by fire
-20 Population, -600 Ammunition from Apopka Expedition and construction losses
-1,500 Scrap Parts from Fort Apopka Construction
+1,000 Scrap Parts from scrap recovery around Fort Apopka during construction
+400 Scrap Parts from Apopka area salvaging
+30 Population to Leesburg from immigration
+30 Population to Umatilla from immigration
+10 Population from natural growth
+130 Food, +230 Water from surplus production

Governor’s Challenge: A strange foreigner has come to our lands, settling in Leesburg and calling himself Maieek the Liar and stating that he knows many things that others do not. In addition to his unusual accent, he has had many stories to tell of the Sunshine Wasteland and regions beyond. At the same time, people have begun to notice a number of items, particularly calipers, going missing, and they blame the newcomer for the thefts without any evidence. Quite a large group has begun forming up to “bring Maieek to justice”, but he remains popular with the town’s children as a teller of stories. How do we defuse this potentially ugly situation?
 
Saint Vikings
Spoiler :

The Saint Vikings have continued to develop their infrastructure and capabilities, helping build up both Hangarville and the area surrounding Vault 73 itself. The Yawn Disease has continued to preoccupy the minds of the people of the Saint Vikings, as it afflicts a majority of people within Hangarville. Radio broadcasts have continued to attract more and more new immigrants, as the radio operators are baffled why the broadcasts have been sounding nothing like what was actually recorded. A host of problems in the radio tower have been reported, though the vault technicians operating it have not reported any symptoms of the Yawn Disease. In Hangarville, a new jail was built to contain a few of the worst afflicted by the disease, though they all remain perfectly coherent when not asleep. The leading doctors and scientists of the vault have remained baffled by the utter lack of symptoms during regular hours and no sign of any disease in the blood. Hundreds of people now are sleepwalking at night and digging, and no restraints seem to hold them for very long. Efforts to restrain people have only resulted in grave injuries as they attempt to free themselves. Another scouting party to the main Calusa camp has revealed nothing new, as nothing seems to have changed among that, beyond a dramatic increase in numbers and weapons seen among them.

Turn Stat Changes
-600 Scrap Parts, +400 Ammunition from trade with Thalassocracy
-1,000 Scrap Parts, -2 Tech Parts from construction
+600 Scrap Parts from local area salvage
+450 Food, +150 Water, +150 Population from Hope migration to Hangarville
+180 Population from immigration to Hangarville
+10 Population from natural growth
+450 Food and Water from surplus production

Overseer’s Challenge: The Yawn Disease has begun to cause a disturbance in the ranks, as more and more people in the Vault have begun advocating the destruction of Hangarville and all inside of it afflicted. So far no cases have been reported among the vault dwellers or anyone within the vault, and it seems conclusive that only immigrants suffer this illness and could easily spread it to everyone else. At this point, if we do not act directly against the afflicted, it seems possible that a number of our citizens may take matters into their own hands. How do we respond?


Sunshine Kingdom
Spoiler :

The people of Nasa have declared the new Sunshine Kingdom, with their former Commander as the new monarch. This reform has come with the annexation of the community of Fort Cocoa, which has struggled to make it for the past two years, becoming short on basic necessities. The new kingdom has a monarch at its head and an advisory council headed up by community leaders from the towns within the new monarchy’s borders. With Titusville tapped out of usable materials, the people of Nasacity have shifted south in their salvaging efforts, while the people of Fort Cocoa have shifted north, cooperating where they can. The salvaging has been uneventful, though a group near Fort Cocoa was able to locate a stash of tech parts and computers which have since been added to the faction’s stockpile. Local people in Fort Cocoa were quoted to have said, “if we had found this years ago, we wouldn’t have had to join the Kingdom.” The new kingdom is thriving still, a haven for immigrants, even with the radio shut down for most of the year. The radio shutdown proved to be effective, immediately relieving the blackouts and headaches of the former operators who had worked at the tower.

Detection equipment attached to the radio tower picked up no sign of any tampering, but did determine that all detectable frequencies have identical underlying background noise including a succession of blips and longer beeps. The message appears to be background static regularly heard during any transmission, but is irregular in that it doesn’t disrupt other broadcasts or messages. It begins with two short blips, followed by a long beep and three more short blips, followed by a single blip, and concluding with four quick blips. At the moment, the scientists are uncertain at the repetition and meaning of this signal, or even if it is significant at all. On the other hand, it is the only unusual irregularity that has been detected in relation to ongoing broadcasts throughout the Sunshine Wasteland. The scientists have cleared the radio to be operated once more as the symptoms seemed to have stopped for all involved and none of the current workers have reported any odd feelings.

Turn Stat Changes
-500 Food from contamination
-50 Scrap Parts, -3 Tech Parts from construction
+300 Scrap Parts from Nasacity local salvaging
+300 Scrap Parts, +8 Tech Parts from Fort Cocoa local salvaging
+25 Population to Mims from immigration
+20 Population to Nasacity from Immigration
+30 Population to Fort Cocoa from immigration
+5 Population from Natural Growth to Nasacity
+10 Population from natural growth to Fort Cocoa
+300 Water from market dividends
-180 Food from consumption
+40 Water from surplus production

Queen’s Challenge: The continued population influx and food contamination has made our position more precarious, particularly as immigrants flow into our cities. Some of our people have suggested that the gates be closed to immigrants once more and that a setup similar to that which created Mims would allow new expansion without placing a burden of feeding and watering these people upon our society. Others have argued that instead, the kingdom should be focusing upon establishing new settlements itself, rather than allowing for the possibility of new dissent and rival states like Christmas. How do we respond to this debate?


Survivalist Union
Spoiler :

The Survivalist Union has carried on fairly well, turning a local rat infestation to their advantage, as the rats have become a new food source to the larger population. The additional food yearly in fairly minor, but the Headman was quoted as saying, “every little bit helps.” An expedition was sent south to Stuart, where they found the area to be swarming with more mirelurks than anyone had ever seen in one place. The expedition was constantly under attack by the vicious creatures and expended substantial amounts of ammo to hold them back. Despite these efforts, almost half of the expedition was lost in the process, and they eventually had to leave the town, heading back via route taking them through Jensen Beach. They found a minor amount of Scrap Parts before returning back to Liberty City, with hardly anything to show for their losses. One other event of note did take place, as at some point in October, a moderately sized group of vault-dwellers with the number 40 emblazoned upon their backs arrived from the southwest, looked around Port St. Lucie and returned from where they came. Very little contact was made of any type, as both groups viewed each other with wary caution.

Turn Stat Changes
+30 Food per turn from exploited rat population
-30 Population, -120 Ammunition from southern expedition losses
+150 Scrap Parts from southern expedition salvage
+10 Population from immigration
-20 Food from consumption
+50 Water from surplus production

Headman’s Challenge: A new cult has formed among some of our people, as a charismatic priest among them claims to serve the old gods, and has asked for blood sacrifice for better farming and lives. He has managed to gain a decent following, and they have begun sacrificing a person almost every month, completely willingly. They claim that by blood sacrifice they will prevent the end of the world. For obvious reasons, more of our people are opposed to the new cult and have called for their expulsion. How do we respond to this debate?


Vault 37
Spoiler :

Vault 37 has had a difficult time lately, though local salvage has progressed fairly well, recovering some tech parts from a local stash. A single massive expedition of three hundred people was sent out to scout out the southern Orlando area, to see what could be found. The expedition began fairly well enough, meeting with a friendly settlement at Buena Ventura Lakes, which greeted them amicably, but warned them about monsters in the area. Heeding the immediate warning, the expedition had little difficulty in southeastern Orlando, finding a decent amount of scrap and tech parts in the area around the International Airport. They remained constantly under attack by seemingly unending numbers of ghouls emanating from the complex, wearing down the expedition’s ammunition and stamina. The expedition ran into its first sign of trouble at Belle Isle where a group of raiders had made their primary encampment. A battle began, and the vault dwellers emerged triumphant, destroying the raider encampment with superior firepower. The journeys through southern Orlando continued to be constantly besieged by ghouls, until eventually they made it to a safer area around an old theme park. Protected by a well-armed populace, they offered at least limited peace for the expedition, calling themselves the Universal Refuge.

After a few days’ rest, the expedition pushed on, into the Greater Disney Area, where significant problems began to emerge. At first it seemed as though the area were vacant, but then members of the expedition began disappearing at night time, one or two at a time, then tens of people at a time. The expedition found themselves being attacked by the most unusual of robots, made to look vaguely human and with unnerving smiles. Dissection of one found that despite the robot exterior, many of the interior workings used actual human body parts to continue functioning. The external frame proved resistant to bullets, but heavy firepower eventually helped the expedition free themselves of the siege they found themselves in. With less than half of the expedition intact, they passed through Kissimmee on their way home, and then disaster truly struck. Chameleon type deathclaws came out of the woodworks, and shooting them with anything less than a rocket launcher only made them angrier. The expedition was torn to shreds, and the forty survivors who eventually made it back to the vault had to abandon the salvage found on the rest of the journey, barely able to take home what weapons they had been assigned. The attacks were brutal, and the concealing abilities of the deathclaws made them particularly difficult to detect and avoid. At long last they did make it home, telling their tales and the story of the tattered expedition through Orlando.

Turn Stat Changes
+200 Scrap Parts, +6 Tech Parts from local area salvage
-260 Population, -2,340 Ammunition from Orlando expedition losses
+1 Military Skill from Combat
+10 Population from natural growth
+1,340 Food and Water from surplus production

Overseer’s Challenge: After the recent disaster of the expedition through Orlando, even the most stalwart of the anti-immigrant people in the vault have begun to agree that more bodies would be needed. Some have called for the opening of the vault door to immigrants of all types in order to help support our community’s efforts. The more reserved have suggested instead that additional fortifications could be built around the vault, and that any immigrants could leave between that outer wall and the vault door, preventing the risk of exposure of our munitions to untrustworthy outsiders. A bitter few continue to resist the idea of any immigrants at all, but have remained vocal in their views. How do we respond to this debate?


Vault 40
Spoiler :

Vault 40 has continued to prosper throughout the months, continuing local salvage and developing new contacts. Salvage in the Ft. Myers area continues to proceed on schedule, as the faction begins preparing for the inclusion of larger numbers of migrants and nomads into their ranks. More importantly, a major expedition was sent east around Lake Okeechobee to attempt to find a safe route to the eastern coast of the peninsula. The expedition was a resounding success, and though they did not return with any substantial amount of loot, they did scout a fairly safe route to the east. They began in the area of Lehigh Acres, which was full of varied types of creatures, including giant ants, molerats, and similar beings, but nothing of substantial size or threat. The same situation was found in Labelle not far to the northeast. The expedition reached the banks of Lake Okeechobee at the town of Clewiston, which appears to be thriving. They have stated that the southern bank is fairly safe, but advised that several villages that had existed around the north and west bank of the lake had been apparently abandoned recently due to some unknown blight or disease. The expedition continued eastward, and ran into some trouble in Belle Glade, where a moderately sized nest of mirelurks existed. A display of firepower soon sent them scurrying back into the lake, allowing the expedition to pass unmolested. The next stop, Indian town had a few monsters lingering around, but none which felt confident enough to challenge the expedition itself. The vault dweller expedition did not experience any significant contact until shortly after arrival in Port St. Lucie. Northeast of the city, as the expedition began moving towards the coast, a settlement called Liberty City was discovered, as part of a “Survivalist Union.” All sorts of apparent debauchery exist within the walls of the city, and despite a lack of overt hostility, the expedition decided to keep their distance. They reached the coast, and turned back and travelled home without any significant incident.

Turn Stat Changes
-600 Water from contamination
+400 Scrap Parts from Ft. Myers area salvage
-120 Ammunition from Okeechobee expedition losses
+250 Scrap Parts, +1 Tech Part from Okeechobee expedition salvage
+25 Population from immigration to Vault 40
+5 Population from natural growth
+780 Food and Water from surplus production

Overseer’s Challenge: The B-26s have been sitting outside our vault for some time now, and local flora has begun growing over the aircraft, and a number of components have begun to experience rust and decay from the swampy conditions. Some of our people have advocated that these aircraft need to be moved out of the swamp as soon as possible to one of the new outposts with an airfield. They claim that should the aircraft be kept in their current position they may be rendered unusable. Others have argued that attempting to move the aircraft by land will damage them almost certainly, and state that flying them out is the only way. This has horrified yet a third group, which is concerned that the would-be pilots are not yet ready to take off in the aircraft. It is viewed that while the Tamiami Trail could be used for takeoff, the pilots would have to land at one of the other outposts or risk a crash. How do we respond to this new issue?


Vault 71
Vault 71 was allegedly designed as a control vault, and was scheduled to open after 150 years, in 2227. Since the Vault's unlocking, the general lack of radio communication and the observed dangerous environment have led the Overseers to maintain the silence of Vault 71. For the last 20 years, its dwellers have been watching and waiting for conditions to improve, and preparing for their eventual emergence into the hostile wasteland. Overseer Horatio Morgan is the latest member of the Morgan family to be overseer of the vault. Fascinated with all types of physical sciences, his experiments and theories have led to great developments in Vault 71's wasteland emergence preparations.

Spoiler :

Overseer’s Challenge: The Vault’s life support systems have all begun to shut down, and appear to be irreparable! Food, water, sanitation, and the reactor itself have all begun to power down and our technicians are powerless to stop it. They claim that if provided 500 Scrap Parts and 40 Tech Parts they ought to be able to run the vault at 25% efficiency, allowing for a much reduced food and water production. The technicians state that the equipment was apparently designed to fail simultaneously, rendering the vault worthless for habitation, but that some loopholes do exist. Opponents to the technicians have suggested that the vault be rapidly abandoned in favor of establishing a new community in the wastes. How do we respond to this crisis?


Radio Stations​

Sunshine League Radio – Broadcasting in the Clear – Vault 73, St. Petersburg, Florida
-Enthusiastic invitations for settlement near Vault 73
-WORSHIP, OBEY

NPC Diplomacy

To: Conch Thalassocracy of the Keys
Spoiler :

From: Big Pine Key

Your recent agreement with the rogue Tubarões makes us enemies, as they have taken our people as slaves in their innumerable raids. We could have fought them together, but now we will not rest until we free our enslaved friends from both you and these foreign bastards.


OOC

I’d appreciate it if someone could get around to updating the google map, as it would no doubt help out all concerned.

I’ve decided that the Industrious trait is a bit overpowered. Therefore instead of doubling all scrap finds, it now only provides 50% extra scrap when scrap is found.

World Map

IFB8FEc.png
 
Herman’s Bestiary​

Author: Herman, unknown whether this is a surname or given name.
Published by Solar Press, Fort Cocoa 2246

Some of you literate types in the Sunshine Wasteland may be familiar with my first entry into this series, if not, I’d recommend it. I hope to help more people survive the fearsome beasts in this wasteland. I was born in Rivet City in the Capital Wasteland in the year 2201, and I’ve ventured up and down the Atlantic seaboard in my years as an adult looking for a true challenge of combat. Man is a foe easily conquered and manipulated, but the beasts of the wastelands are far more threatening, being unable to reason and eager to make a meal of man. For this reason I have sought out the most fearsome beasts throughout the wastes, and testing them against sword and rifle. In the thirty years I have hunted these creatures I have seen the barbaric troggs of the Pitt, the mechanical guardians of Usarmy, the deathclaws of Bethesda, and the Swampkin of Virginia. I’ve constantly heard about the fabled creatures of the Sunshine Wasteland in my travelers, but all people claim that their own local monsters are the worst of the lot. As I’ve discovered the people of the Sunshine are probably correct in claiming the local beasts are the most fearsome of the lot, as I’ve hunted the creatures from high to low. My last encounter shook me, and this will be my final survey of these Sunshine beasts. I have handed this off to a pleasant publisher in Fort Cocoa, and I will not be returning, no matter how many caps I am offered. The people who attempt to make a home here on a regular basis are far braver than myself.

In this edition I will be addressing the Automaton, the Warrior of Minorne, and the more common of the creatures that inhabit the horror filled abyss that is the ruins of Miami. For convenience, I will only list the creatures there that can be killed by human hands. I beg of you, reader, never venture to that cursed city. It is a foul place with a horrid stench that contains the worst that the Sunshine Wasteland has to offer. If you value your life and the lives of the people of the Wasteland, do not go there, for I fear what may be awoken.

Automatons

Any traveler of the wastes is familiar with the numerous rogue robots of the Great War, both civilian and military. These devices served the pre-war world so well that many continue functioning, even when their owners are long dead. Some people that I trusted in my youth told me of stranger models of robots that functioned with a human brain implanted within them. I have never seen these myself but I believe they exist. On the other hand, it was in the center of the Sunshine Wasteland that I found something far more unsettling than a mobile brain in a jar. A different type of mechanical beast exists here, which I have given to calling automatons, after the name given to them by the people of the Universal Refuge. They are perhaps the only example of self-reproducing machines that I have ever seen in any wasteland across this ruined continent.

The automatons can be found in the area southwest of the ruins of Orlando, directly to the west of the notorious deathclaw nest at Kissimmee. On the exterior they are covered with steel plating, and are resistant to any small arms fire from projectile weapons. I should note for the benefit of others that laser weapons seem to do a number on the circuitry of the automatons, but cannot be solely relied upon. Ironically, despite the advancements obvious in these beings, the easiest way to destroy them is hacking them down, up close and personal. They possess reconstructive capabilities, rest assured, if you only damage one, it will be back to finish the job by nightfall. The possess both lethal and nonlethal methods of combat, using electrical shocks at close range to disable an opponent, and laser weapons for combat at longer ranges.

Based on what I told you, it may seem wise to avoid the electrical charges of close range combat, but the horror of the automaton is also their weakness. The automatons do not have the same functions within them as an average robot that may wander the wastes. Instead, they have human organs throughout them, apparently as a vital component to their mechanization and mobility. If you can destroy the heart or other interior organs you will be able to permanently disable that particular automaton. If not, they will be retrieved by their brothers and repaired. I have heard rumors that these things abduct travelers to make more of themselves, and based on what I have seen, this must be true. Most likely there is a manufacturing facility somewhere in the region, but I had the good fortune to avoid it while exploring the area.

Warriors of Minorne

I hesitated to include the Warriors of Minorne in this bestiary, as by all appearances they are still human, albeit large ones. When dissected, they have all the correct organs in the correct places, and appear on the surface to be the same as any other, just in a peak physical condition. For the most part, they are over seven feet tall, giants to be sure, and incredibly well built, whether male or female. I once saw one lift the ruins of a car over its head to throw it at me in the heat of battle, though a well-placed shot detonated the vehicle’s engine and ended that fight fairly quickly. Despite their outward appearance, it is my belief that we cannot consider these things to be human any longer, though they may have once been. Humans have children, humans can speak beyond the word “Minorne,” and humans do not regenerate limbs and flesh when they have been severed.

A Warrior of Minorne should not, under any circumstance, be engaged at close range. I had been travelling with a caravan near the town of Sebring, and I saw one of these beasts literally rip a man in half with its bare hands. Machetes and other close range weapons are hardly effective, and the few hits you could score on one will be quickly rendered irrelevant by their regeneration. They can be damaged with small arms fire, and even slain permanently with a headshot. Laser and plasma weapons are highly effective in combat against these beasts, as they appear to nullify the regeneration advantage the Warriors possess. The Warriors become increasingly effective the longer you engage with combat against them and do appear capable of basic tactics and strategy in battle. When they pursued me from my camp, I personally witnessed them lay siege to a small village, and despite the occasional successes, eventually the town was overrun.

The Warriors seem to have an obsession with taking children intact and alive to some unknown location. I can only imagine what takes place here, and I do not know where new warriors come from. I would state that these creatures seem to behave similarly to giant ants which exist further north on the peninsula. The females seem to behave as worker types and the males seem to behave as soldier types. The chilling notion this gives me is that perhaps, somewhere, there’s a queen. I would hate to imagine the power this queen would have to enslave and transform what must have been once freethinking men and women.

Dragon

The first of the Miami beasts I will mention are the most obvious ones which will be apparent to any scout or traveler who has the misfortune to travel there. These flying creatures bear an uncanny resemblance to a beast I once saw in an old issue of Grognak the Barbarian called a dragon, and thus I will call them such. For those unfamiliar with classic literature, they appear somewhat like an alligator with leathery wings and a more dexterous tail. They do not seem to be able to fly as high as most birds can, and are mostly at home among the larger buildings and ruined skyscrapers of Miami, swooping through the old roads and highways. Wherever there is a high perch, typically there is a dragon nest atop it. I actually encountered one of these nests on the top of a crooked hotel near the ruined town of Pompano, and saw dragons flying even further north than that. However, I suspect the Sunshine Wasteland has been spared their further spread thanks to the lack of any true heights outside of the densely urban areas around Miami.

Grognak the Barbarian fought these creatures in numerous issues, so I imagine that dragons were once extant in the world before the Great War and have only evolved since. My own theory is that they likely migrated from aeries in mountains further north, and one day I will find these old nesting grounds. In the old books, they are depicted as being highly intelligent and capable of speech, but this is a falsehood. They did not talk whenever I was around, and they don’t seem to be able to due to the shape of their jaws. The bodies are substantially smaller, and the biggest ones I spotted were typically less than three feet in length. However, and I cannot stress this enough, they do breathe fire. I know some will not believe me, but anyone who has seen the fire ants of Arizona and the Mojave will know that this is not impossible. They do seem to have some sort of familial pattern and trend, as nests will often consist of fairly similar creatures. It should be noted that they enjoy human flesh as a meal, especially when pre-cooked.

Do not waste your time with melee weapons when fighting a dragon, as they will either fly out of range or reduce you and your weapons to molten ashes. Power Armor does seem effective against the flames, though it can get rather hot inside a suit if you stay within the flames too long. If you must fight a dragon, use ranged weapons, any will do. They do not have any substantial armoring and will fall to any hits by small arms fire. The trick is being able to hit them when they are in motion. They must come to a halt to use their flame breath, and a skilled fighter will be able to take advantage of such a lull in combat. They will not pursue you inside of buildings, and if you are attacked, you can rest assured that you can safely relax in any contained structure without pursuit. There are far more dangerous things inside the buildings of Miami than dragons.

Water Reaver

You would think that Miami, being a city with streets and houses underwater, would be a haven for the mirelurks throughout the rest of the state. In this case, it seems that the mirelurk population would be too dead to proliferate throughout the region, as they’ve been killed by the local mutation of ghouls. Ghouls should be familiar to any inhabitant of the wasteland, Sunshine or otherwise. They are the poor bastards who at the time of the war were caught outside of vaults and bunkers and exposed to massive amounts of radiation. Those who didn’t die went mad and apparently still live in a tortured state of pain and decay. In Miami, they’ve evolved through the years from constant exposure to radiation into the Water Reaver, a highly radioactive beast that only vaguely looks human.

The Water Reaver is the main occupant of the ruined and waterlogged buildings of Miami, and can be found in every nook and cranny within. They seem equally at home both underwater and above water, and will attack anyone they find without reason or cause. They don’t eat their targets, but seem to be full of an undying rage against any normal living being. They are also frequently attacked by dragons, and appear to be the primary food source of those beasts. If even only a quarter of the pre-war residents of Miami were turned into ghouls, it is likely there are hundreds of thousands of these beasts within the city limits, perhaps even millions. If you go to the ruins, you will find yourself fighting these reavers off at every step of the way.

Like most ghouls, they are still essentially human, and will go down eventually if you keep shooting them. They are vulnerable at close range or long range, their main strength rests in their numbers. They prefer to attack from the water as to take their prey by surprise but lack any inkling of tactics more advanced than that. If you keep aware and alert while travelling the ruins, you should be able to defeat any but the largest hordes of ghouls. Be warned, if you see one ghoul, there are likely another four just awaiting to charge into battle when you begin fighting. Be heavily armed, traveler, because you are outnumbered.

Postscript: The Horror in Miami

There are other creatures in Miami than the two I mentioned. I’ve seen vicious fish skeletize a ghoul in less than thirty seconds, mutated dogs rip apart a dragon in even less time, and even the occasionally gormund slithering through the rubble. The true horror is nothing so mundane. When travelling along the southern part of Miami Bay, I noticed a great shadow just barely under the water. I was intrigued when I saw it moving under its own power, and I thought for a time that I may be a submersible ship like they used to have before the Great War. I followed it for a time, and it seemed my theory was confirmed when I saw two smaller ships on the horizon heading towards Cutler Bay. The submarine was approaching them quickly and I assumed that they were likely part of the same fleet or group. To my shock and horror, the submarine was in fact a gargantuan creature, and using tentacles and other appendages, it grasped the lead vessel and simply consumed it, crew and all. The other vessel fled with the shadow in pursuit, and to this day I do not know if it escaped. Eventually, as I was departing Miami, I encountered the creature once more at the depths of night, as it surfaced. I cannot amply describe the creature here, but to try would use words such as “writhing” and “malevolent.” I felt it staring at me, and with a great intelligence, and I ran. I didn’t stop running until I reached Cocoa. I will not return to the coast after leaving the Sunshine Wasteland. I think maybe Arizona will be far enough away from its grasp, but I will always see it in my dreams.
 
If both thomas and I had the same illness, then I do not have a clue what IBEH means at the moment.
 
Maritime Collective: Everblack
Leader: Mayor Aerwyna Beckett (Scavenger)
Faction Trait: Industrious
Capital: Pensacola, FL (Urban Ruin)
Structures: Pumping/Purifying Water Station, Fortifications, Ammunition Convertor, Jail
Population: 295
Slaves: 0
Education: Oral
Food: 2,610 (+300)
Water: 2,810 (+400)
Energy: 0 (+0)
Tech Parts: 23
Scrap Parts: 820
Ammunition: 475
Military Equipment: 25 High-Tech Melee Weapons, 165 1-H Guns, 100 2-H Guns, 75 Laser Weapons, 1 Small Boat
Robots: None
Military Skill: 4

Mayor Solution:
Spoiler :
-Aerwyna Beckett will allow the election but will give a public speech.

Aerwyna: Hello everyone this is Aerwyna Beckett here and am specking to talk about my recent decision on child support. I know that some of you out their express dissatisfactory at how I handle that and claiming that I was bias and misjudgment the situation. Well am not going to argue that because I would be a liar if some part of me felt sorry for the wife but I stand by my decision in that I was also thinking about the children. The children are our future and if this women has to raised them by herself so be it but those children were made by him and their is no argument that can say that he is not responsible for them. He brought these two lives into this world. The old saying "It takes two to tango" is till here in this age. The father may not have any obligation to the wife no more but he at lest till owe it to those two kids of his. That is all I have to say about that and I would like to say to the people if you till feel like am not worthy of my position and everyone vote for a different leader then I will step down. This concludes my speech today.


Build Orders:
Spoiler :
-Radio Tower(This cant possible go wrong :rolleyes: ) : The Radio Tower will be ran by African American fraternal twins Evan and Elizabeth. Evan give tips and trick about survival in the wastelands while Elizabeth is the hip girl who play certain music tracks and encourage people to join the Maritime Collective.
-Market


Salvage Order:
Spoiler :
-A group of 25 2-H Gunmen and 15 Laser Weapons take the Small Boat and head to the Milton to see for any scrape.


Is it possible to do diplomacy with Hurlberg?
 
@Everblack: It is indeed possible to do diplomacy with Hurlberg.
 
Spoiler :
Monastic Brotherhood of Poor-Fellows and Crusader Knights: Seon
Leader: Grandmaster Browning (Charismatic)
Faction Trait: Religious
Capital: The Citadel (Ocala National Forest, FL; Settlement)
Structures: None
Population: 280
Total Population: 840
Slaves: 0
Total Slaves: 80
Education: Oral
Food: 10,105 (+1,650)
Water: 5,940 (+1,450)
Energy: 0
Tech Parts: 34
Scrap Parts: 570
Ammunition: 0
Military Equipment: 88 Low-Tech Melee Weapons, 10 2-H Guns, 50 Laser Weapons
Robots: None
Military Skill: 9
Outposts:
Spoiler:

Oscargrad (Gainesville, FL; Bunker): +400 Food, +200 Water
-Structures: Pumping/Purifying Water Station, Farming Equipment, Hydroponics Farm, Ammo Convertor
-Population: 560
-Slaves: 80
-Arsenal: 1,110 Low-Tech Melee Weapons, 160 1-H Guns, 2 Power Armor Suits
Spoiler :
Grandmaster's Solution: Hmm what oh... uhh.. maybe they have a point. WAIT! YOU CAN'T LEAVE WITHOUT PROPER PROTECTION OR PLANNING


Spoiler :
The hundred or so people who wish to leave for the newfound supposed holy land will be given sword and given a holy task: to gather enough scraps for the Brotherhood to create a proper settlement for all pilgrims of the wastelands to enjoy whatever grand destination that they have found. I mean, what is the Brotherhood if we allow our people to wander about in the desert without a proper sheter over their heads?

Meanwhile send about 100 men with low tech weapons to Morriston to gather ammunition and scrap parts.

They will be directed towards scrap metal gathering mission all over the wasteland. They will journey from Gainesville-Morriston-Ocala-Villages-Eustis, informing all potential believes about the sacred and holiest of places that they found and gathering as much raw materials for the new fortress as possible. They are given a solemn promise that all proceeds from their holy mission will go towards making a new Brotherhood Monastery-Settlement at their holy lands.

Also convert 80 scraps to ammunition at Gainesville. Equip 50 men with low-tech melee weapons and 1-H guns and task them towards finding out WHAT THE EXACTLY HAPPENED AT THE HOLY PLACE. Is the Prophet using some witch-powers to make the animals bow before his whim? Or are the animals actually that bloody friendly.
 
Sunshine Kingdom: Thomas.berubeg
Leader: Queen Jayne Bede (Enigmatic)
Faction Trait: Tech Savvy
Capital: Nasacity (Titusville, FL; Settlement)
Structures: Pumping/Purification Water Station (2), Farming Equipment (3), Radio Tower (Disabled), Fortifications, Ammo Convertor, Jail, Recycling Facility, Market, Energy Reactor, Automated Defense System, Airfield, Hydroponics Farm
Population: 550
Total Population: 1,750
Slaves: 0
Education: Applied Science
Food: 460 (+1,570)
Water: 3,040 (+1,790)
Energy: 5 (+3)
Tech Parts: 8
Scrap Parts: 2,050
Ammunition: 1,025, 20 Mini-Nukes
Military Equipment: 215 Low-Tech Melee Weapons, 25 High-Tech Melee Weapons, 15 1-H Guns, 230 2-H Guns, 175 Laser Weapons, 10 Plasma Weapons, 5 Heavy Weapons, 2 Fat Mans, 9 Power Armor Suits, 2 Rafts
Robots: None
Military Skill: 8
Outposts:
Spoiler :

Fort Cocoa: +750 Food, +600 Water, +1 Energy
-Population: 930
-Structures: Farming Equipment (3), Water Pump/Purifier, Solar Energy Reactor
-Arsenal: 100 Low-Tech Melee Weapons, 325 1-H Guns, 110 2-H Guns, 5 Laser Weapons, 5 Heavy Weapons, 8 Power Armor Suits, 20 Mr. Gutsys
Mims: +220 Food, +240 Water
-Population: 270
-Structures: Farming Equipment (2), Fortifications, Pumping/Purifier Water Station
-Arsenal: 70 2-H Guns, 105 Laser Weapons, 10 Plasma Weapons, 8 Power Armor Suits



Queen’s Challenge:
Spoiler :
The continued population influx and food contamination has made our position more precarious, particularly as immigrants flow into our cities. Some of our people have suggested that the gates be closed to immigrants once more and that a setup similar to that which created Mims would allow new expansion without placing a burden of feeding and watering these people upon our society. Others have argued that instead, the kingdom should be focusing upon establishing new settlements itself, rather than allowing for the possibility of new dissent and rival states like Christmas. How do we respond to this debate?


Solution:
Spoiler :

Based on prior exploration:
Journeying to Patrick Air Force Base proved uneventful, and most of the base’s automated defenses were decayed and no longer functioning. The expedition swept aside what defenses remained to begin their surveying. Some loose tech parts were recovered, but the expedition was unable to undertake a thorough exploration of the base, after surveying the place for arability. It was determined that the soil was suitable for very limited farming, much like Titusville. The expedition returned home with no incident.
We will therefore establish a new settlement within the confines of the Base, Populated with Fort Cocoa and Nasa citizens, promoting our unity and integration.


Orders:
Spoiler :

An expedition of 50 individuals from Mims, 150 from Nasa and 300 from Fort Cocoa are to establish a settlement within the confines of Patrick Air Force Base, setting up for 2000 scrap an outpost. Arm this base with 10 members of the Sunshine Guard, as well as 150 lasers, 150 2-H, 5 plasma, and 100 low tech melee (none of which will be taken from Mims.) The name of this settlement will be Edge. Bring 1 Farming equipment from Nasa City to begin farming operations.

Build 1 hydroponics lab in Nasacity.

Additionally, 5 Mr. Gutsy’s will be moved to Edge.
Keep 7 power armor in mims.
Keep 4 power armor in Fort Cocoa.

Explore the base completely (but safely) looking for interesting finds and toys, power armor, guns, plasma, Other goodies, food, water, production capabilities, etc.

Resume radio broadcasts, but if the headaches and whatnot come back, transmit only intermittently. Attempt to trace the IBEH signal, determine a location of origin. If the headaches return, cut transmissions until the headaches leave. Attempt to scramble the IBEH signal so that it doesn’t affect our technicians, as that is likely the cause of the headaches. Offer a reward of 1 laser gun for corroborable information on the IBEH Signal. We presumably have equipment designed to protect and trace our radio broadcasts, as a military base from during the way. If we need to look into the museum for this, do so.

Continue to scavenge for scrap throughout Fort cocoa, and hopefully throughout the Satellite beach areas.
 
EQ... you have been reading a lot of Steven King novels lately haven't you.

So when will the prophet start wearing a hoodie?
 
Excellent update EQ.

M'aiq knows much, and tells some. M'aiq knows many things others do not.
 
EQ... you have been reading a lot of Steven King novels lately haven't you.

So when will the prophet start wearing a hoodie?

Actually I haven't. I have to say though, upon review of the update and Bestiary it certainly looks like I have been. I've been mostly inspired for the unique creatures and events that aren't blatantly dragged out of Skyrim or Fallout by Doctor Who and a couple of nightmares I had when I had particularly nasty fever last year.
 
Cybermen in Disneyworld. Is there any franchise Disney won't buy?
 
challenge solution
Spoiler :
Get 85 soldiers, all of witch have laser weapons ,35 equipped with power armor. To go conquer the town. Have them first issue an order for the town to surrender peacefully, and if rejected, they will take it by force. They will also not be slaves, but identified as 'serfs', even if they refuse to submit without bloodshed. We will get there through the low radiation roots we know.

orders
Spoiler :
hold down the fort
 
It's my intent to start working on the update tomorrow, because otherwise it may not get done this week. The update will likely be completed Wednesday, so get in orders before then!
 
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