Fallout IOT: Back in the USSR

Joined
Mar 30, 2011
Messages
2,037
Location
Hallow Nest



War.
War never changes

Since the dawn of humankind, when our ancestors first discovered the killing power of rock and bone, blood has been spilled in the name of everything: from God to justice to simple, psychotic rage.

The Romans waged war to gather slaves and wealth. Spain built an empire from its lust for gold and territory. Hitler shaped a battered Germany into an economic superpower.

But War never changes

In the 21st century, war was still waged over the resources that could be acquired. Only this time, the spoils of war were also its weapons: Petroleum and Uranium. For these resources, China would invade Alaska, the US would annex Canada, and the European Commonwealth would dissolve into quarreling, bickering nation-states, bent on controlling the last remaining resources on Earth.

In the year 2077, after millennia of armed conflict, the destructive nature of man could sustain itself no longer. The world was plunged into an abyss of nuclear fire and radiation.

But it was not, as some had predicted, the end of the world. Instead, the apocalypse was simply the prologue to another bloody chapter of human history. For man had succeeded in destroying the world - but war, war never changes.

In the early days, thousands were spared the horrors of the holocaust by taking refuge in enormous underground shelters, known as vaults. But when they emerged, they had only the hell of the wastes to greet them, and their inhabitants set out across ruins of the old world to build new societies, establish new villages, form new tribes on whatever usable land there was.

The year is 2277 Two Hundred years after the apocalypse Humanity has struggled to rebuild, and by now nation states have begun to reform and grow, you are the leader of one of these nation states. It is time to bring humanity back from near destruction or end it for good.

Because War Never Changes.


It begins. :p

Welcome to the (will not number) attempt for me to run an IOT, This time I actually intend to get it running.


SPECIAL

Like in Fallout and the previous Fallout IOT games every state has 7 stats that, in addition to role play, affect every action your state takes, instead of some convoluted silly formula for determining stuff, i’m going to do what a lot of other RPGs do and instead make it a simple skill check on a d12, if the roll is less than your state’s stat then it is successful.

Luck is unique, Luck itself won’t be checked on any action, BUT it does affect rolls, in general a higher luck stat will increase the likeliness for a successful roll.

The stats are as follows:

Science - Represents the states support and funding for the sciences as well as how much is done and accepted by the people, the higher it is the more likely research will be sucsesful
Politics - Represents the bureaucracy and diplomacy of a state the higher it is the easier it is to increase stability and deal with NPCs and inside threats
Economics - Represents the economic situation in a state, a higher economics score means that economic policies will be successful
Combat - Represents the strength and organization of a military, the higher it is the more likely something military related will be successful
Intelligence - Representation of espionage and how effective it is, the higher it is the more likely something related to espionage will be successful.
Arts - Representation of the culture of a state and how much art is supported in a state, the higher it is the more likely people will be happy and less likely to revolt
Luck - How lucky your leaders, military, people, and States are.

you have 40 points to allocate between the 7 stats, A stat cannot be raised above 10 and cannot be dropped below 1


Military and Combat

Unlike previous Terran IOT’s this game WILL NOT have unique units that are built and given stats, and military will instead be conducted by sending battle plans to myself the GM.

HOWEVER it is STRONGLY encouraged that you describe your military and troops in a similar fashion to the previous FIOT games, note you do not have to follow any formula as these forces do not have unique stats and instead are done more for flavor and RP, which will help you out anyways without creating headache for me.

here is an example of a description of military units.

Spoiler :

Light/Irregular Troops: Redstocking- Though proficient with a bat, a regular Redstocking is only average with his mismatched weaponry which ranges from machine guns and sniper rifles to bolt-action winchesters and pistols. Armor is virtually nonexistent, as a baseball uniform does not provide much protection. They serve best as raiders and peacekeepers.

Regular Troops: Railroaders- Though not part of the history of the Institute, the Railroad was one of the first opposition forces faced by the Institute's Androids, and ever since have been trusted soldiers. They are based out of South Carolina, and although most of their organization is still outside Institute control their outposts in Connecticut have gladly given up executive powers to the Institute; the Railroaders are first and foremost a fighting force that only formed to keep contact along the seaboard and protect its refugees. Railroad soldiers are fierce and dedicated, and are trained with dagger, pistol and rifle. Some units are better-equipped with heavy machine guns and explosives, these units being evenly distributed throughout platoons.

Heavy Troops: Android forces- Expensive and resource-intensive, these units are the perfect soldier. They are fearless, invincible to small-arms fire, and are masters of plasma and laser weaponry.



NPCs

NPCs are groups that are not controlled by players. Most NPCs will NOT be seen on the map, and instead will be dealt with in individual encounters. NPCs include NPC states, raiders, slavers, tribals, NGO’s, settlements, corporations, etc.

Known NPCs will be included with the other nations in the directory of the wasteland


Environmental Hazards

Even though Russia was not hit nearly as hard as either China or the USA in the “Great War” of 2077 it did still see a fairly large exchange of nuclear weapons (the wreckage leads us to believe that bombs came from both the USA and China surprisingly enough) and therefore has plenty of hostile lands, people, animals, and things, including what we have named the kogot' Smerti, stay away from those guys.


Stability

Stability ranges from -3 to 3, everyone starts at zero. negatives are bad and will affect rolls negatively, positive is good and will affect rolls positively. Stability is increased and decreased by being successful or unsuccessful at things as well as random events and RP


Joining

To join claim 3 contiguous (or logically close) provinces that is white, give your state a name, a banner/flag/symbol, and its government. Explain some history and backstory of your nation if you would like, but more backstory and RP means more bonuses. A capital would also be nice

My one request is that you keep your nation realistic and consistent with the Fallout Lore, of course because the game takes place in russia more liberties can be taken with the lore.


Map:
Spoiler :


White is open to join, Black is the unknown, and Grey is reserved for NPC's and outside forces, the thick black lines are Mountain Ranges, they are impassable and provinces on either side are NOT considered contiguous or in contact with each other.

the next two posts are reserved
 
-Directory of the Wasteland-​


Countries


Crimea

Spoiler :

Nation Name: Republic of Crimea
Player: Reus
Government: Presidential Dictatorship
Capital: Simferopol

Science - 5
Politics - 4
Economics - 10
Combat - 8
Intelligence - 5
Arts - 3
Luck - 5

More Info


Georgia

Spoiler :

Nation Name: Sakartvelos Social Federation
Player: Bair the Normal
Government: Socialist Federation
Capital: Akhali-Oritbebi'tkibuli

Science - 10
Politics - 5
Economics - 9
Combat - 7
Intelligence - 5
Arts - 2
Luck - 3

More Info




Thrace

Spoiler :

Nation Name: The Platonic Republic
Player: Ailedhoo
Government: Platonic Republic
Capital: Yemek (Istanbul)

Science - 6
Politics - 7
Economics - 6
Combat - 6
Intelligence - 5
Arts - 4
Luck - 6

More Info



Krakow

Spoiler :

Nation Name: Silent Unseen
Player: Civ'ed
Government: Military Dictatorship
Capital: Krako Niemcy (Krakow)

Science - 8
Politics - 6
Economics - 5
Combat - 10
Intelligence - 5
Arts - 1
Luck - 5

More Info



Albania

Spoiler :

Nation Name: Shqipëri
Player: SouthernKing
Government: Dictatorship of the Proletariat
Capital: Qyteti Hoxhës (Tirana)

Science - 6
Politics - 10
Economics - 7
Combat - 6
Intelligence - 4
Arts - 2
Luck - 5

More Info



Volvograd

Spoiler :

Nation Name: The Agency
Player: Polyblank
Government: Post apocalyptic Authoritarian Regime
Capital: Stalingrad

Science - 7
Politics - 4
Economics - 4
Combat - 9
Intelligence - 10
Arts - 1
Luck - 5

More Info



Greece

Spoiler :

Nation Name: Republic of Athens
Player: Christos
Government: Presidential Parliamentary Republic
Capital: Athens

Science - 2
Politics - 9
Economics - 9
Combat - 8
Intelligence - 4
Arts - 6
Luck - 2

More Info



St. Petersburg

Spoiler :

Nation Name: Petrograd Republic
Player: Sonereal/Scarlet King
Government: Trade Republic
Capital: Petrograd

Science - 1
Politics - 5
Economics - 7
Combat - 7
Intelligence - 8
Arts - 7
Luck - 5

More Info



Warsaw

Spoiler :

Nation Name: Kingdom of Warsaw
Player: Kinkaz
Government: Constitutional Monarchy
Capital: Warsaw

Science - 6
Politics - 7
Economics - 6
Combat - 8
Intelligence - 5
Arts - 4
Luck - 4

More Info



Astrakhan

Spoiler :

Nation Name: Novaya Rossiya (New Russia)
Player: West India Man
Government: Fascist Republic?
Capital: Astrakhan

Science - 3
Politics - 4
Economics - 5
Combat - 9
Intelligence - 10
Arts - 1
Luck - 8

More Info



Finland

Spoiler :

Nation Name: Helsinki Dominion
Player: Weccy :3
Government: Dominion
Capital: Helsinki

Science - 7
Politics - 6
Economics - 3
Combat - 8
Intelligence - 10
Arts - 3
Luck - 3

More Info



Macedonia

Spoiler :

Nation Name: Alexandria's Empire
Player: Omega124
Government: Military Junta
Capital: Pella

Science - 2
Politics - 5
Economics - 3
Combat - 10
Intelligence - 5
Arts - 5
Luck - 10

More Info



Ukraine

Spoiler :

Nation Name: Kyiv Military Distric
Player: Thorvold of Lym
Government: Military Junta
Capital: Kyiv

Science - 6
Politics - 7
Economics - 5
Combat - 8
Intelligence - 7
Arts - 4
Luck - 3

More Info



Turkistan

Spoiler :

Nation Name: Sassynid Empire
Player: AA
Government: Tribal Despotism
Capital: None

Science - 5
Politics - 5
Economics - 6
Combat - 3
Intelligence - 4
Arts - 7
Luck - 10

More Info



Kola Peninsula

Spoiler :

Nation Name:Russian Empire
Player: Ninja Cow
Government: Neo-Feudal Monarchy
Capital: Nova Murmansk

Science - 3
Politics - 10
Economics - 3
Combat - 10
Intelligence - 4
Arts - 5
Luck - 5

More Info



Belarus

Spoiler :

Nation Name: Sacred Byelorussian Empire
Player: GreekAnalyzer
Government: Theocratic Absolute Monarchy
Capital: Minks

Science - 7
Politics - 5
Economics - 7
Combat - 10
Intelligence - 6
Arts - 1
Luck - 4

More Info



Moscow

Spoiler :

Nation Name: The Most Holy Patriarchate of the Orthodox Church
Player: Red Spy
Government: Theocracy
Capital: Moscow

Science - 5
Politics - 8
Economics - 6
Combat - 7
Intelligence - 3
Arts - 9
Luck - 2

More Info



Kurdistan

Spoiler :

Nation Name: Kurdish People's Collective
Player: Robert Can't
Government: Rule by committee
Capital: Elih

Science - 3
Politics - 2
Economics - 1
Combat - 9
Intelligence - 5
Arts - 10
Luck - 10

More Info



Romania

Spoiler :

Nation Name: Wallachia
Player: arya126
Government: Absolute Monarchy
Capital: not looking it up at this time of night

Science - 3
Politics - 7
Economics - 9
Combat - 8
Intelligence - 8
Arts - 4
Luck - 1

More Info



Serbia

Spoiler :

Nation Name: United States of Yugoslavia
Player: VGL
Government: Federal Republic
Capital: New Belgrade

Science - 9
Politics - 3
Economics - 6
Combat - 10
Intelligence - 4
Arts - 3
Luck - 5

More Info


Nation Name

Spoiler :

Nation Name:
Player:
Government:
Capital:

Science -
Politics -
Economics -
Combat -
Intelligence -
Arts -
Luck -

More Info



Known NPC's


Crazy Ivan
Spoiler :

Real Name: Unknown
Affiliation: Radio Moscow
Job: Operates Radio Moscow
Location: Moscow
Friends: The Acolyte


The Acolyte
Spoiler :

Real Name: Unknown
Affiliation: The Acolyte's party
Job: Wasteland Wanderer
Location: Unknown
Friends: Unkown
 
UPDATE: 0​


Spoiler :
*Moscow nights plays*

Good Morning comrades, this is razy Ivan and you are listening to radio Moskva. The people’s source for entertainment and news in the wasteland. And a warm welcome to our new comrades as far south as the Republic of Athens.

That is right Comrades, radio Moskva is now broadcasting over the entirety of the WarPac Wasteland. And it is all thanks to our little Acolyte, our bringer of peace and friendship. Thanks to her, radio Moskva now broadcasts loud and clear though the entire wasteland. Continue fighting for the people my friend.

Now for other news.

Down in Greece that warlady Alexandria has sacked yet another settlement on her so called empire's border. And her diplomacy if it can even be called that with the Republic of Athens has shown her true colors. She will not stop her barbaric conquest and enslavement until every peaceful people has been crushed under her boot. Her supporters believe that she is bringing peace to the wasteland, but I see her as she truly is, a blood thirsty conqueror bent on the subjugation, enslavement, and death of all those who oppose her. Putting her in the company of such great men as Adolf Hitler of Germany and Joseph Stalin, the man who murdered the dream of Marx and Lenin. *spits*

Meanwhile in the republic of Athens, the government is getting ready to pass a new series of social welfare programs for the betterment of the people of Athens. Of course this will also result in higher taxes for the Athenians, but freedom from the shackles and enslavement of the bourgeoisie (booz wa zee) must always come at a price. It warms my heart to know that the struggles of the common man are still considered issues worthy of fixing in this post apocalyptic world. Today is a good day for socialism, and I would like to wish the republic the best of luck in this endeavor.

Meanwhile in the Petrograd Republic, a major source of corruption has been removed, making the state's tax collection more efficient. ... At the cost of not one, but ten lives, including a that of a child whose only crime was being the son of the embezzling tax collector.

Further up north on the Kola Peninsula a dark and historic meeting took place. This meeting known as the Murmansk Concordant united the Petrograd Republic with the Tsarist revivalists in Murmansk. Truly today is a dark day for the Russian peoples. Stay strong comrades and remember that this oppression is temporary and that the workers will rise again!

As usual there is little news from the Dominion and the Agency, who knows what form of oppression and horror goes on in those two states.

Finally our last story for today, the Hoxhaist forces in Albania have raided and sacked a small village in on the former borders of Albania and Kosovo, as far as I have heard there have been no survivors. But from what I have heard they were searching for something, what it is I do not know but these acts of aggression, violence, and evil in the name of Communism and the people will be stopped.

This has been Crazy Ivan with Radio Moskva. Remember the Fight for the People. And now Comrades, here is the Partisan’s Song, sung by the Red Army Choir.

*Partisan’s song plays*


Map:

Spoiler :


The second post has been updated with nations and known NPC's

Everyone has 3 claims this turn.
 


საქართველოს სახელმწიფო დროშა

საქართველოს სოციალური ფედერაცია

Sak’art’velos Sots’ialuri P’ederats’ia

Sakartvelos Social Federation



The constituent Republics of the Social Federation


Name: Sakartvelos Social Federation
Official Shortened Name: Sakartvelo
Capital: Akhali-Oritbebi'tkibuli, Up’rometi-Imereti Republic
Government: Socialist Federation
Premier Legislative Body: Principal Council of All Sakartvelo
Principal Syndic: Irakli Kvaratskhelia
Constituent Republics of the Social Federation:
-Greater Imereti Peoples' Republic
-Democratic Federative Republic of Kakheti
-Peoples' Democratic State of Upper Kartli and the Aragvi Territories
-Lower Kartli Workers' Commune

Spoiler Claims :


Spoiler Stats :
Science - 10
Politics - 5
Economics - 9
Combat - 7
Intelligence - 5
Arts - 2
Luck -3


Military:

Light Troops: 'შეტაკებისტის'-'Shetakebistis' The Kartuli skirmishers. The shetakebistis are lightly armed and armored. They serve primarily as guards for state and government institutions, as well as to patrol the area surrounding the Social Federation.

Regular Troops: 'ჯხალხიარისკაცი'-'Khalkhijariskats'ebi'

Heavy Troops: 'უმაღლესი საარტილერიოქვედანაყოფები'-'Umaghlesi Saartileriok’vedanaqop’ebi'
 
The Platonic Republic



JUSTICE.png

Government and Society: Platonic Case Based Totalitarian Oligarchy, complete with a color code for each citizen!

Caste Virtue Governing faculty
Philosopher (Governing) Wisdom Reason
Guardian (Protective) Courage Willpower
Craftsman (Productive) Moderation Desire

The ruling elite, the Philosophers, range from their lowest in civil service and educational provisions to the highest being the executive power that is the Philosopher Council. All philosophers are required to be clad with blue.

The Guardians serve the Philosophers and have authority above the Craftsmen. The military is the domain of the guardian but also medical and police services in their protective roles. Additional explorers for the Platonic Republic hail from this caste. All guardians are required to set with a red based uniform.

The working Craftsman range from farmers, builders, miners, bar owners... basically everyone not of the Guardian or Philopsher castes, though outcasts who exists outside the case system for even the chance of being exploited by the Craftsmen. The craftsman are required to wear some green in their clothing so they be identified.

Children are not yet granted judgement of which caste they be (tests set who is to be who in the Republic, not birth) but they are though encouraged to wear yellow to represented the unity of the three castes in the form of the result of the united virtues: justice.

It is a criminal offense to neglect ones public duty to wear their caste coloring (though all citizens are encourages to wear yellow on special occasions) hence outcasts who are neglected to either of the castes find themselves illegalized by the Platonic Republic.

Capital: Yemek (Istanbul has been renamed once again!)
Language: Turkish, though Greek has increased via refugees and the academic devolution to Plato.
High Philosopher King: Özlem Kaan
Protective Caste Strategos: Serkan Burakgazi
Productive Caste Representative: Nur Demir
Governing Executive and Legislative Order: the Philosopher Council, made up of the philosopher kings of the Governing Caste. They appoint a "high king" to serve as the collective voice for the council to the public and to foreign leaders but this high king is simply a voice head, the mouth of the heads of state but part of the heads of state nevertheless.

Spoiler stats :
Science - 6
Politics - 7
Economics - 6
Combat - 6
Intelligence - 5
Arts - 4
Luck - 6


Spoiler military :
Emergency Cannon Fodder: Productive Conscript AKA Greenmen: only those of the Protective caste may belong to the military officially, though in causes of emergency those of the craftsmen caste can be conscripted. Since such conscripts have not been trained under long period they tend to be ill equipped and are hence expected to serve as a meat shield for the trained members of the Protective Caste. However those who prove themselves more than able are granted one of the few cases of social mobility in the strict caste system by being promoted into the ranks of the Protective Caste.

Light Troops: Platonic Peltast: light troopers focused on hit and run tactics in support of the main forces, armed with assault rifles, machine crossbows, sniper rifles, civil shotguns and other light weapons. The more agile are set out in recon and they are trusted to conduct sealth operations during battle to ambush enemy platoons.

Medium Troops: Platonic Hoplite: set in bullet proof suits while wielding machine guns, assault rifles, grande launchers, military shotguns and other weapons trusted to the main regulars of the Platonic Republic.

Heavy Troops: Platonic Knight: the standard power armored troopers of the Protective Caste, entrusted with using heavy weapons such as chain guns and massive rocket launchers to make a mess of the enemies of Plato's teachings.

Medium Elites: Platonic Janissaries: often conscripted from conquered provinces and from immigrants these are trained to be agile and hardy at the same time. Those who survive the training process are expected to be loyal warriors of the Platonic Republic, trusted with advance weapons and what can be called "light" power armor.

Heavy Elites: Platonic Paladin: trusted with the better power armor and the most advance weapons the Platonic Paladins are trusted to fall last. They are also expected to preach Plato's teachings on the battle field as a means of boosting the moral of fellow warriors and warning the enemies of the Platonic Republic that they face JUSTICE!

Calvary: Red Companion Cavalry: horses have been reintroduced to counter rising cavalry set by others in the lands. Often granted lights weapons and armor this cavalry outside battle is trusted with recon.

Elite Calvary: Platonic Cataphract: horse and trooper is darned in armor with trooper trusted with elite weapons.

Armed Medic: Combat Medic AKA Chem Docs: medicine is regarded as a part of the Protective Caste and the Combat Medic adures to this principle. However unlike their fellow medical staff they are not just healers; combat medics are also trusted with chemical and viral grenades to throw at hostiles. Tend to also carry a handgun and have Hoplite escort. OOC: inspired by the class in Star Wars Galaxy, because it is time you had your medicine!

Flame Trooper: Cleanser AKA Pyromaniacs: the Order of Cleansing Flames is a set for those to be trusted with flame throwers in the Protective Caste. Darning fire-resistant Armour and clothing these warriors are set with one goal; CLEANSE! We have still to wonder why there is a high proportion tence

Elite Bodyguards of Philospher Kings: Kings Guard AKA Blueguard: akin to Paladin in entrusted with technologies but are more limited in defense role as most personel defenders of the elite caste.


More details incoming!
 
Claiming in the area of Finland
 
Starting at moscow
 

Silent Unseen
Cichociemni
Name: Silent Unseen
Government Type: Military
Banner:
Claims:
History: The Silent Unseen formed after finding several books on elite WW2-era fighters - the so-called Silent Unseen. This tribe, based off of former military men, was responsible for much brutality, it has been said - yet their army tries to keep hidden - it is this way, and their training in urban combat, that established the new Silent Unseen as leaders of Krako Niemcy (Krakow).
Science - 8
Politics - 6
Economics - 5
Combat - 10
Intelligence - 5
Arts - 1
Luck - 5
 


Shqipëri



Government: Dictatorship of the Glorious Gjuha Shqipe Proletariat, under the radiant and loving guidance of the Eternal Dear Leader Enver Hoxha



Capital: Qyteti Hoxhës (Not Tirana)



History: The People's Socialist Republic of Albania suffered greatly during the War, when more than just one stray American nuclear weapon hit Tirana. But, as our Eternal Dear Leader Enver Hoxha commanded us, having foreseen this catastrophe as early as that great year of our glorious revolution, 1944, we went underground in our vaults. And there we stayed for decades, while on the surface the world, already burnt to a cinder, continued to tear itself apart, endlessly. But when the world calmed, the time was right to return, and so we rebuilt Tirana, in Hoxha's name - Hoxha's City. And then, now we return - to bring the glorious light of Hoxhaism back to all the lands of this wasteland that surrounds us. Already our radio stations have begun spreading the Light across the Slavic Wasteland. The Proletariat shall be Liberated!

Science - 6
Politics - 10
Economics - 7
Combat - 6
Intelligence - 4
Arts - 2
Luck - 5
 
THE AGENCY
Loyalty to the party - Loyalty to motherland


Chairman: Sergei Kryuchkov

Government: Post - apocalyptic authoritarian regime

Military:
Light Troops: Field Spy - Your standard Agency spy. Whether a recruit or a veteran, it does not matter. The military equipment is up to the choice of the individual, but restrictions are placed on heavy weapons. It is also imperative for a field spy to carry various biological agents that may be needed, but it depends upon each the situation. They wear no armour but some possess russian stealth boys.

Regular Troops: Enforcers - A typical russian soldier. They are often used to carry new experimental weapons created by the scientists of the Agency, and a few of them even carry primitive power suits with them. Nevertheless, such technologically - advanced military equipment is scarce but of no importance to an enforcer, who is trained harshly and taught of discipline and loyalty.

Heavy Troops: Combat robots- Expensive and resource-intensive, these units are a great asset of the Agency. Created by Soviet scientists after their civilian counterparts, they are fearless, almost - invicible to small-arms fire, and are capable of causing great casualties among the enemies.

Stats:
Spoiler :

Science 7
Politics 4
Economics 4
Combat 9
Intelligence 10
Arts 1
Luck 5


History:
The Agency is the protector of the Motherland, the one who led it into the masterful defence against the nukes launched by our enemies, as conducted by comrade Nikita Yanayev, who was Head of State at the time. Whether or not he survived is irrelevant, for he managed to spare the workers from the destruction that we hope the Chinese traitors and the American scum brought upon themselves.
In truth however, the Agency is the successor of the pre - apocalyptic KGB, along with some branches of the army that had either close ties with the Agency or were simply manipulated by the masterful and experienced spies of the USSR. A 2016 American magazine article reported that the KGB was the world's most effective espionage organization before their continued streak of recent failures for that time. It operated legal and illegal espionage in target countries, where a legal resident gathered intelligence while based at the Soviet Embassy, and, if caught, was protected from prosecution by diplomatic immunity. At best, the compromised spy was either returned to the Soviet Union or was declared persona non grata and expelled by the government of the target country. The illegal resident inflitrated and spied, although he was not protected by the state. In its early history, the KGB valued illegal spies more than legal spies, because illegal spies infiltrated their targets with greater ease. The KGB executed mainly five types of offensive espionage: political, economic , military-strategic, disinformation and technological - scientific. It is without saying, that it also was responsible for counter - espionage activities within the State.
As the rivals of the USSR were becoming more and more competitive, so did the USSR. The projects of the KGB ,and the other military,espionage and technology related branches of the state, were intensified, leading to the discovery of many failed russian espionage attempts and opening the way for scandals. Luckily, the state managed to handle the shock and, as the situation was already intensified, the masses were calmed through the use of fear for an American invasion. The problems that the KGB created for the Soviets made the need for reform apparent. After some were imprisoned as a measure of appeasement for the Americans and the Agency itself was officially declared "illegal", it nonetheless continued working under a new model and a new head of operations, which, as the results showed, paid off. The Soviets were capable of infiltrating America once more and stole Vault - Tec's plans for the Vault program. This was one of the many technological programs that either were stolen from the Americans and Chinese or the Soviets had secretly developed that managed to lead to the empowerment of the espionage branch once again. Instead of building vaults to save the population, like the Americans intended to, the Soviets were completly silent on the whole matter, preferring the construction of secret underground military facilities and bunkers that would guarantee the continued survival of the soviet politicians, scientists, soldiers and spies.
However, not all of the underground bases were completed in time, as war came sooner than expected, so not all of the aforementioned staff survived, atleast not as many as expected. This led to the the Agency not being subordinate to anyone anymore, but rather form a state of its own. Whether that was better or worse is unkown, as various sources indicate that the KGB played a major role in the formation of politics in the USSR. Indeed, who ever had the grace of the KGB had the grace of ruling. But, as situations changed, so did the KGB. Their spies now also take other measures to further achieve their goals, like dividing their enemies through bribes and through direct assassinations of anything that can lead and/or unite. Whether they are heads of another state or just a peasant or perhaps an android, if it needs to be removed then it will be removed. Be sure to make no mistake when travelling, for the Agency is not based in Moscow but is based on the most prominent of Military facilities in southern Russia, Stalingrad - 473.
 
Republic of Athens

Capital: Korydallos

Government: Presidential Parliamentary Republic

President: Antonis Kanakis


Leader of Opposition: Vagelis Venizelos


Parties:

Parties Ideology Leader
Liberal Party Democratic Socialism Antonis Kanakis
Orthodox Rally Conservative, Nationalistic Vagelis Venizelos

Parliament:

Liberals - Green - 30 seats
Orthodox - Blue - 17 seats

Spoiler :


Religion: Greek Orthodox (91%), Atheism (8%)

Demonym: Athenian

Official Language: Ancient Greek

Background: The Republic was formed by a group of intellectuals who survived the Great Disaster (as it is called in Greece). Inspired by the Parthenon and the example of Ancient Athens, they vowed to rebuild the ancient Athenian democracy. So, they formed a Republic in Athens after a seven (7) years period of temporary dictatorship for the stabilization of the area and the creation of government institutions.

The Republic soon expanded to include Thebes and Corinth. Meanwhile, on the political arena, two factions were formed: The Liberal Party, a Socialist center-left party, and the Orthodox Rally, a center-right conservative nationalistic party. In last year's elections, the Liberal Party won the majority.

Army:

Light/Irregular Troops: Peltasts (Πελταστές) - Light troops with almost no armor. They are equipped with M1911 pistol, sniper rifles and Molotov cocktail. Their job on the battlefield is to scout and engage the enemy until the main force arrives.

Regular Troops: Ethnofylaki (Εθνοφυλακή) - The majority of the Republic's soldiers. They are dressed with Fustanella and are equipped with AK-47, Bazooka and hand grenades.

Heavy Troops: Phalangites (Φαλαγγίτες) - The elite soldiers of the Republic. All young intellectuals who are fanatical Republicans and have trained cruelly for many years. They are equipped with M2 Browning and Stoner 63. Except for fighting external enemies, they are also responsible for the protection of democracy and the constitution.

Stats:

Spoiler :

Science - 2
Politics - 9
Economics - 9
Combat - 8
Intelligence -4
Arts - 6
Luck - 2


Map:

Spoiler :
 




Петроградский Республика

Petrogradskiy Respublika

Science - 1
Politics - 5
Economics - 7
Combat - 7
Intelligence - 8
Arts - 7
Luck - 5

Petrogradskiy Respublika is ruled by First Citizen Vladimir Romanov, who claims to be descended from the deposed Romanov dynasty. On its face, the PR is a democratic polity with the center of power in Petrograd. In practice, it is a police state with ran by a populist coalition of intelligence and military officers with the financial support of various guilds and merchants. The relationship means a begrudging acceptance of private property rights, which is used to justify the government's decisive stance against planned economy, especially in light of the general weakness of the bureaucracy. Instead, the government uses subsidies, taxes, and grants to incentive and penalize economic behavior. Tax collection is under the control of the Petrograd State Protection Agency, or PSPA, and tax evasion and fraud are considered capital crimes under the Criminal Code of 2268.
 
Actually, scrap Danzig, I'm claiming Warsaw.

Kingdom of Warsaw




Government:Constitutional Monarchy

Capital: Warsaw (AKA The southernmost province)

Ruler: Arek II Gronowski

Heir: Wendelin Gronowski

History:

After the nuclear onslaught, the Republic of Poland broke down into complete anarchy. One of the few places that survived the war was Warsaw, in which the government was fortunate enough to build nuclear shelters before the war. Once the shelters opened, the shelter of Wawer was the most successful and mananged to impose it's domination over all the other shelters in the city. In that same shelter, the Gronowski family was the dominant force for 50 years before the shelter opened, which allowed the Gronowski to rapidly become kings of the area. Through military conquest, the Gronowski have unified the rest of the city and much of the countryside, and are now planning to restore the Polish frontiers.

Military:

Light: The light military forms the backbone of the Warsawite military and mostly consists of men carrying shotguns, pistols and ocassionaly sniper rifles, machine guns and horses. The light military has (mostly) little to no training in anything but urban combat. Some of these live in bases near the cities, others live in the cities but have to go to the military bases for the rare occasions of training or if there is something going on. The light military takes up to 60% of the Warsawite military.

Border Patrol (Medium): The medium military is mostly used for border patrol and it has rifles and horses for the cavalry division. The land division is armed with machine guns and the best of the land division are armed with rocket launchers. Unlike the light infantry, these are somewhat trained in general combat, but are specially versatile in running out bandits, raiders and other kinds of people that live outside the cities. The men of the border patrol usually live in bunkers or bases in the frontier. The medium military takes up to 35% of the Warsawite military

Armored division/Special ops (Heavy): The heavy division only consists of the 5% of the whole Warsawite infantry, but it has the best weapons like light tanks, jeeps and the occasional artillery. Due to the lack of fuel, the artillery consists mostly of WWII-esque equipement that is carried by horses and even the light tanks are more like small, mobile bunkers because even they sparingly use fossil fuels. In addition, due to the dependency of horses (and due to the vulnerability of these), the armored division rarely ever does tasks on it's own, but instead it depends on the other military wings. The armored division sometimes is located in bunkers on the frontier or in military bases within the kingdom. Fortunately, in comparison to the other militaries, these are well trained, specially the Special Ops.

Stats:

Science - 6
Politics - 7
Economics - 6
Combat - 8
Intelligence - 5
Arts - 4
Luck - 4
 
That's nice work Sone.
 
НОВАЯ РОССИЯ

Novaya Rossiya





Science - 3
Politics - 4
Economics - 5
Combat - 9
Intelligence - 10
Arts - 1
Luck - 8​

Novaya Rossiya is a nation built from the ashes of the old Russian Federation, and is now based on the mouths of the Volga and Don river, especially around the city of Astrakhan at the mouth of the Volga. Novaya Rossiya is a state that seeks to unite Russia under one banner, and destroy all who oppose this - It is in unity that all Slavs prosper. Novaya Rossiya is led solely by the great leader Pyotr Alexandrov, and it is under his command that we will unite and destroy all insurrectionists, insubordinates, and ingrates that attempt to unlawfully seize power within our homeland.
 
Vladimir Romanov, First Citizen of the Republic, peers through a set of binoculars. Ah yes, there! "Hand me Catherine, my dear friend." The words were friendly, but they were phrased as an order. Vladimir's friend and servant hands the city's leader Catherine, a marksman rifle, happily, and strains his non-blind eye to see the three dark shapes moving at the end of the street.

The city may be called the Petrogradskiy Respublika, but a few have taken to calling it the Podzemnyy Petrograd Respublika, the Underground Petrograd Republic. The war all but destroyed the surface, leaving little beyond the ruins. The government, and much of the city, is underground now. Some people never come to the surface, but there isn't really a law against doing so. After all, somebody needs to haul trade goods manufactured underground to the outposts above.

"We are like dwarves," Vladimir mutters to himself while tracking his quarry.

"Sir?"

"Dwarves. We work underground. We expand underground. We live underground. We are like dwarves, don't you think?"

His friend raises an eyebrow, "We still appreciate the sun, at least."

Vladmir smiles and squeezes Catherine's trigger. Straight through the beast's third eye! "It is safer to be up here than it was when I was a child, Isidor. My father was a captain, you know. Sailed trade galleys for rich merchants throughout the Baltic Sea. He told me, 'Vlad, the sea is hard to trust, but you can trust Petrograd. Trust Petrograd to kill you like it killed your mother.' But now hardly anyone gets sick except those poor unfortunate souls who simply can't handle the sun."

Another shot.

"What are you firing at sir?"

Vladimir spits. "Dissidents."
 
Claiming Murmansk Region, White Russian "descendants" of Anatasia Romanov. More later.
 
Spoiler :


Helsinki Dominion



Name: Helsinki Dominion
Leader: The Valta
Senior Chairman: Aulis Hayha
Capital: Helenski, although the city is often referred to as a "lower capital", since it only serves as the home to the Council of Chairmen and the lowest levels of the bureaucracy. The true administrative center of the Dominion is a closely guarded secret, the only public figure with knowledge of the location being the Senior Chairman.
Government: Dominion


Science - 7
Politics - 6
Economics - 3
Combat - 8
Intelligence - 10
Arts - 3
Luck - 3

History: Aside from a few snippets of information and the occasional rumor, the origins of the Helsinki Dominion are a complete and utter mystery to most people. Originating in what was once Southern Finland, the Dominion is speculated to have some connection to the Uusimaa Institute, a research and development firm in the region, since much of their military technology originates from USI labs and some of the earliest Dominion settlements are close to former USI-owned buildings, functioning or otherwise. Other then that, the Dominion's history up until now has been entirely too quiet. Their expansion has been slow and gradual, coercing other settlements to merge with the Dominion and swiftly dealing with those who were less receptive or outright hostile to Dominion annexation. Tempering quiet diplomacy with a strong military presence, it is not known how the Dominion will react to new nations along their borders.

Military:
  • Vartija - The only portion of the Dominion military that isn't directly controlled by the administration, the Vartija is the blanket term for military forces by the subject populations of the Dominion. Deployed and maintained by individual settlements and cities, Vartija units are semi-autonomous, versatile, and vary wildly in terms of numbers, equipment, and composition. Small settlements might contribute a sheriff and his deputies to a Vartija, while larger cities might have their own standing militia or law enforcement units to contribute. That being said, most Vartija are given the bare minimum in training, and are armed with little better then cheap rifles, fragile pistols, and homemade explosives. While they can be decent defenders and quick to deploy in an emergency, even the best of the Vartija would struggle against a legitimate army on the battlefield and are often used as auxiliary forces. This has earned for the Vartija a cruel but accurate nickname ; Meat Battalions.
  • Zorya - Rightfully called the Iron Fist of the Dominion, the elite members of the Zorya are the true military might of the Dominion. Clad in blue and silver body armor with face-concealing helmets, Zorya are armed with the best available weapons tech in the Dominion, including laser weaponry, conventional but highly advanced firearms, and even the rare light vehicle. The advanced weaponry could be in no better hands, as the Zorya have proved time and time again that their strength, discipline, and ferocity in the heat of battle is well-documented. In fact, many Zorya have been shown to be stronger, faster, and tougher then all but the strongest humans that they have encountered. This, combined with the fact that all of them appear to be female, has led to speculation that the Zorya are not conventionally recruited, but are bred from birth to be elite soldiers, with some of the wilder rumors suggesting genetic manipulation or cloning is involved in their creation. The Zorya's constant assertions that they are superior to everyone they encounter, and their eagerness to die to prove that fact, certainly fuel these rumors.
  • White Death - If the Zorya are the fist of the Dominion, the White Death is the hand clutching the dagger at your throat. A shadowy organization that answers only to the highest authority in the Dominion, virtually every aspect of the White Death is a closely guarded secret. from their equipment and training to their operations against enemies of the state, foreign or domestic. Given the fact that said enemies are known to vanish without a trace with frightening regularity, it is assumed that the White Death are good at their job.

Society: The Dominion government is best described as a clandestine one. Cities and towns under their influence, for instance, are barely recognizable as such. Dominion subjects are given an unusual amount of free will as far as domestic politics though, so long as they keep the peace, cooperate with other Dominion subjects, and above all, show obedience to their Dominion masters. Outside of an occasional emergency tax, life under Dominion rule is relatively painless and easy to forget. Those who do forget and try to defy Dominion authority are brutally repressed by the Zorya or quietly removed by the White Death.

That authority derives from an equally clandestine source that is said to lead the Dominion, known only as the Valta. The only thing that isn't ambiguous about them is the undying loyalty they are given by the Zorya and the White Death, which in turn allows the Valta to keep an iron grip upon the Dominion. Little else is known about the Valta, if they even exist, including the location of their secret capital. Their only contact with the outside world seems to be through the Chairmen of the Dominion. Chairmen are the administrative leaders of the various towns and cities within the Dominion, elected or otherwise, that are given the honor of receiving the instructions relayed by the Valta when they converge at the Council of Chairmen. Their leader, the Senior Chairmen is the only one given the privilege of contact with the Valta, or whoever represents them, as well as the location of their secret base.

In spite of the constant authoritarian presence, the Dominion is surprisingly cosmopolitan. So long as their lifestyles aren't disruptive or harmful to Dominion authority, towns are free to follow any economic, social, or administrative policies they so desire. The Dominion also has many different religions, as the Valta choose not to enforce any religions within Dominion territory, only clamping down if conflicting ideologies come to blows. That being said, the clear majority of Dominion subjects are followers of Simoism. A religion that prefers simple rituals and quiet prayers to the bombastic rites of other faiths, Simoism centers around the divinity of Simo Hayha, a mythical warrior from the Old World said to have slain Bolshevik demons by the thousands in defense of his homeland. Defending what little you have against the unthinking hordes on your borders is an ideal that many survivors empathize with, and adherents pray to Simo for the courage and tenacity to resist the evils of a harsh and unforgiving world. An obvious side effect is the distrust that most Dominion subjects have against adherents of communism, given their Messiah's opposition to it.
 
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