The Wasteland That Never Sleeps: Tales of the North

arya126

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The Wasteland that Never Sleeps

Tales of the North


Before we start, I would like to say a few words. First and foremost, this is not at all my original idea as you all very well know. This full inspired by EQ's BOTWAWKI, and in many, many places it is a carbon copy. In fact, I simply adapted his ruleset for BOTWAWKI 3.0 for my own purposes. This would not be possible without EQ and the monumental amounts of time he has put into this community which has made resulted in some of the most successful IOTs of this era. Additionally I need to thank Thomas for his help and support. He helped critique many of my new mechanics and features. He also nagged me until I finally released this. If it wasnt for RL, this would have been out a month and a half ago. Without the help of these two, this IOT would not be possible.

The Story​

Summary

The Fallout world exists in an alternate timeline that split away from the history of the real world following World War II. Up until the Great War in 2077, the Fallout world was dominated by the distinctively American culture of the 1950s, though with different technological progression. The Fallout world's setting is heavily influenced by the science fiction anthology Worlds of Tomorrow, which was released during the Golden Age of Science Fiction in the 1950s. We begin in 2160, 80 years after a major nuclear war known as the Great War, or the Last War. Assume that everything that has taken place in the relevant games took place in the lands outside of the playable area. For your interest and background on the universe:

http://fallout.wikia.com/wiki/Fallout_world

Faction Set-up


Faction Name: (No use of any faction present in Fallout universe please or anything directly naming Walt Disney, all others fair game) Check out the Capitol Type section for suggestions on names and so forth. Typically it may be best to start out simply naming your faction after wherever you start
Leader Name:
Leader Profession: Choose one from Doctor, Soldier, Farmer, Adventurer, Blacksmith, Gunsmith, Entertainer, Politician, Spy, Engineer, Scientist, Slaver, Merchant, Sailor, or Miner
Starting Location: See Starting Zones.
Leader Background: optional, story based
Origins: Choose one from Pre-War Military, Vault Dwellers, Tribal Nomads, Canadian, Mutant or Survivors
Capital Type: Choose one from Vault, Urban Ruin, Settlement, Tribal Camp, Bunker
Background: Optional, story based (If you choose Vault, Not Applicable)

Leader Professions

Spoiler :
Leader Professions are what sort of training that your leader brings to the faction. When your leader dies, the following leader will have a profession of his own, usually based on your actions in the game to date. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all. Below are listed only the starting bonuses, for more details on what these professions actually do, please see the relevant section of the rules.

There is a cap on the number of each type of specialist in the wasteland at the beginning of the game. There are only allowed to be 3 of any class of specialist in the wasteland. That means if 3 other factions begin with an Engineer, your faction cannot also begin with an engineer. This will be in place until 50% of specialist classes have 3 present in the wasteland, at which time the cap will increase to 4. The exception to this rule is that each starting zone is allowed to have 1 of each specialist. So even if there are already 3 Engineers in the wasteland, if there is no engineer in the Albany starting zone, you are always allowed to begin with an engineer in that zone. The cap will be lifted once specialists become more commonplace.


Doctor: Clinic completed at start, bonus scrap parts.

Soldier: Small stockpile of laser weapons and ammunition.

Adventurer: Random selection of basic weapons and ammunition for them.

Blacksmith: Moderate sized stockpile of Low-Tech Melee and Ranged Weapons.

Gunsmith: Moderate stockpile of 1-H and 2-H Guns and ammunition.

Entertainer: Larger starting population and morale.

Politician: Additional bonus specialist at start, but you will NOT receive that specialist’s starting bonus. Additional starting internal faction.

Spy: Small stockpile of Stealth Boys at start.

Engineer: Bonus Materials at start, Random basic vehicle(s) available at start in addition to Fusion Cores, Random robots available at start.

Scientist: No starting bonus.

Slaver: Start with slaves equal to 10% of your population.

Merchant: Start with stockpile of horses/carts and rafts/canoes.

Sailor: Start with 5 sailing boats.

Miner: Start with stockpile of coal and metals and a mine already built on a deposit.


Starting Zones​

Spoiler :
The ‘map’ includes the territory of the states of Pennsylvania, Delaware, New Jersey, New York, Connecticut, Rhode Island, Massachusetts, Vermont, New Hampshire, and Maine. That is a vast area. In order to encourage early game interaction between players, starting locations are limited to 4 starting zones. These zones each come with different advantages and disadvantages. There is a cap to 4 factions in each starting zone until each zone has at least 2 factions, in order to ensure no zone is too crowded.

The zones are: Nuked York (New York City), Albany (Upstate New York), Brotherly Love (Philadelphia), and Erie (Western Pennsylvania).

Nuked York: New York City was hit extremely hard by the nuclear bombs that fell 80 years ago. What is left is an urban wasteland dominated by mutants, ghouls, raiders, and violent gangs. It is a violent place where only the fringes are considered survivable by the hardiest of survivors. Deeper inside the city there are horrors that drive men insane. The starting zone includes surrounding suburbs. Farming and other food collection will be subpar here, but there is the potential for valuable and plentiful scavenging of both scrap and tech parts here. Yet, hope remains, symbolized by the still standing Statue of Liberty.

Albany: Upstate New York includes the medium sized city of Albany but was not hit as hard as New York City. It is a mix of rural and urban where there is a little bit of everything available for starting factions, and the Hudson river provides a convenient trade route to NYC should civilization ever regain control of the city. However in past decades canadians have been migrating from the north, and with them have come tales of war and famine. They have caused much conflict on the fringes of Albany.

Brotherly Love: Philadelphia was not as big a priority for Chinese warheads as DC and NYC were, yet it is nonetheless a brutal place where only the strongest survive in its downtown area. There is a larger rural area here for those who want a more moderated version of NYC’s high risk high reward. Additionally, this zone contains Dover Air Force Base to the south, a major hub in the pre war days, as well as the valuable farmland that surrounds it.

Erie: Erie is the most rural of the 4 starting zones, and its opportunities reflect that. Although near Pittsburgh and Cleveland Erie is not as affected by radiation as other areas and can usually be counted on to be fairly arable. However it has seen the largest influx of Canadians from the north in past decades aside from Albany, generating conflict, and there is a distinct lack of tech parts here compared to other starting zones.

Origins

Spoiler :
The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self-explanatory. With the exception of Survivors, most of the different types can only start in one particular place.

Pre-War Military: This represents the descendants of military units which somehow survived the Great War at various underground bases in North America. Starts with high tech military equipment, but small amounts of all other resources, including low food and water.

Vault Dwellers: This represents the descendants of those who survived the Great War by residing in the Vault-Tec Vault system. Starts with a large amount of food, water, and tech parts; but has very limited military equipment; can only start in vaults, please read the vault section before deciding.

Tribal Nomads: This represents the descendants of those who survived the Great War by retreating to various less populated places and reestablishing a tribal civilization. Has large amount of low tech military equipment as well as food and water; can only start in Settlements or Tribal Camps.

Survivors: This represents the descendants of those who survived the Great War by nearly sheer luck, living in the ruins of the cities and towns and eking out an existence scavenging from the rubble. Moderate in all respects, can start everywhere except for Tribal Camps and Vaults.

Mutants: This represents ghouls and super mutants who used to be humans and werent as lucky as Survivors. Cannot start with a scientist, engineer, farmer, or doctor specialist, but usually begin with a large stockpile of military equipment and a large population. Can start in Settlements or Tribal camps.

Canadians: This represents those who have migrated south from Canada since the bombs fell in order to escape the famine and intense warfare among factions there. They are typically shunned by non canadians in most regions. Can only start in settlements or tribal camps.

Starting Community Types

Spoiler :
Your starting community will be the place your nation is born from. While you may start as a humble settlement among the Wasteland, the type of place you choose to begin from will indubitably shape the sort of nation you create. Each starting type has its benefits, and some starting types can ONLY become settlements in a nation by starting with them (see Rules section for more information on settlements). Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location. Lastly, some starting community types cannot be created in certain climate regions. Check Google Earth to find good locations.

Vault: A vault is part of a pre-war nuclear shelter campaign, which was advertised to protect the people, and even help them thrive in a post-nuclear environment. They are said to be self-sufficient and able to sustain internal support indefinitely. Can only be started in by Vault Dwellers, will have higher number of food, water, and tech parts. Most vaults can be sealed in an emergency, which prevents any attack. Therefore a vault will NEVER be attacked by NPC raiders. These can also be started anywhere on the map, regardless of terrain. There is one important addition to this place however, which can either make your or break you from the very beginning, beyond your own control. All vaults are part of the Vault-Tec Sociological Experiment. This means that every vault has a flaw or unique feature, which will be randomly selected at the start of the game. This means, that beyond the already stated benefits, stats like population, ammunition, and your arsenal will be completely randomized, and unknown at the start. (Examples of Vault Names: Vault 101, Vault 3, Vault 21)
There is a soft cap on Vault creation in any given starting zone. Each starting zone has a soft cap of 3 vaults. Any starting vaults after 3 have a risk of starting with a negative experiment. You have been warned.

Urban Ruin: Located only within the highly urban regions of the former United States, these ruins are generally notable and relatively intact buildings. A good example would be communities based around pre-war landmarks or businesses. You can only start in an Urban Ruin if your starting location is within a heavily developed city region (as on the terrain map). Starting here will mean a large starting stockpile of food and water, but food and water gathering in an urban area is reduced by half. Starting weapons will be typically moderate, a small amount possibly being military grade. Your starting population number will typically be rather low, however you begin with 1 level of fortifications already built.

Settlement: These are recently established settlements which have established new civilization. You can only begin in one of these in a region that is not extensively urban. These are typically able to feed and water themselves, but rarely have any starting weapons or otherwise. They also start with a relatively large number of people as compared to other starting sites. As a result of a larger population, settlements start with an extra specialist.

Tribal Camp: Though some tribes have settled down, most have not, and continue to lead a nomadic existence across the more open areas of North America. A Tribal Camp is a mobile settlement, and is the only one of its type. If you are a nomadic tribe, this is also your only settlement, and it cannot have structures or anything. The plus side is that with a tribal camp, you are able to grow food on the move, but overall, you're going to want to look for a new home. Additionally, population in tribal camps only require .5 food and water every turn.

Bunker: These are Pre-War installations established by the United States military in the case of nuclear war. They come with large stockpiles of food, water, and ammunition, but no inherent way to produce any more of their own.

Cave System: Cave systems are naturally occurring formations which exist throughout North America, typically as Pre-War tourist attractions or hideaways. They were therefore ideal refuges after the conflict, and some contain springs and so forth, allowing for survival of a few lucky individuals. Starting here gives a lower starting population, but typically a more self-sustainable one at the same time.


Standard Game Stats Format

Spoiler :
Faction Name: Player Name
Leader: Leader Name
Internal Factions (Satisfaction):
Capital: Capital Name
Total Population (Healthy/Wounded/Maimed): #
Total Slaves: #
Specialists: Title Specialist Name (Age; Location), Title Specialist Name (Age; Location)
Food (Farming/Gathering/Hunting): # (+#/+#/+#)
Water: # (+#)
Fusion Cores: #
Wood
Resources (Coal/Metal)
Scrap Parts: #
Tech Parts: #
Ammunition (Projectile/Energy): #/#
Total Military Equipment: List and Amounts of Weaponry and Armor
Robots: List and Amounts of Robots
Military Skill: #


The Rules​

Spoiler :
Morale, Population, and Slaves

Your population is all your people that you have available to you. Typically the numbers are going to start very small, but will quickly grow throughout the course of years. The "civilized" zones such as your faction won't be the only survivors out there, and based on your faction traits and other stats, you'll be receiving a slow flow of immigrants and refugees from more wild territories. This will be included alongside "natural" growth as well.

Internal Factions are groups of like minded individuals within a faction that wield political influence within your player faction. Ever player starts with 3: Isolationist, Jingoist, and Elite, which are fairly self explanatory. Over time more factions might be added whether by roleplay, player input/actions or random events. Be careful to keep your internal factions satisfied over the long run or you might citizens become uncooperative, or even a rebellion.

The Population stat isn't a representation of a larger population or a base from which to create an army. Your Population IS your army. Therefore, it is very important to keep your people happy and loyal as well as provide them with state of the art weapons and good equipment for battle. You have absolute control over your people, send them wherever you choose. They live to serve your whims and the faction as a whole. As long as they stay loyal, that is. Your population is also divided based on their health: Healthy, Wounded, and maimed. Healthy is a normal person. Wounded means they were recently wounded in a battle or expedition and they need a turn to heal; otherwise they will suffer a penalty in whatever action they take that turn. Maimed are permanently damaged and are a drain upon your resources. Maimed cannot undertake actions but still consume food and water as anybody else would. In order to transport maimed between settlements you need 2 healthy population for each maimed. Doctors can help heal wounded quicker and more efficiently, while entertainers can help reduce the food/water burden of the maimed.

The slave stat is entirely up to you. If you want slaves, feel free to capture some from the wasteland or other factions. Thanks to state of the art bomb collar technology, it's easier than ever to enslave people! Slaves consume no food and water, but can harvest and gather just like normal population. Of course, sending them out into the wastelands also increases the chance that they may escape, so make sure you have loyal guards with them.

Specialists

Specialists are a new addition to this game style, replacing the old Education system. There are fifteen classes of specialist that exist in this game, each with their own abilities and functions. Specialists unlock different buildings and items for construction, and will have their own personalities and agendas. Most of the Challenges for your faction will likely be driven by conflicts and disputes between your specialists. Your leader also counts as a specialist, to be selected when you create a faction. When your leader dies, one of your other specialists will likely gain control. Remember, each of these specialists offer new opportunities and chances, but can occasionally be more trouble than they are worth. Also, some items require multiple types of specialists for construction. Here’s a quick overview of each profession and what they can do for you.


Spoiler :
Doctor: A doctor is able to use scrap parts to aid in the recuperation of wounded population. Pop healed by a doctor are guaranteed a 1 turn recovery. Pop healing without a doctor run the risk of a delayed (2 turn) healing process, or even infection and death.

Soldier: A soldier is a skilled warrior who will dramatically improve the performance of any combat group when he leads them personally into battle.

Farmer: Farmers unlock Farming Equipment for construction.

Adventurer: Adventurers lead long term expeditions, controlled by you through a CYOA mini game. This can result in contact with far flung factions, valuable intelligence, and rare loot.

Blacksmith: Blacksmiths allow the production of a wide variety of low-tech weaponry and the construction of armor.

Gunsmith: Gunsmiths unlock the construction of firearms and production of ammunition. Projectile ammunition is produced at a 5:1 ammo:scrap ratio. Energy ammo cannot be produced.

Entertainer: Entertainers boost immigration and reduce the burden of maimed population on your society as a whole.

Politician: Politicians make handling internal factions easier and less prone to disastrous misunderstandings and the bloodshed that follow. Additionally, they tend to be able to attract other specialists to your settlements and keep them there, and can usually have their way with NPC diplomacy.

Spy: Spies can be used to infiltrate other factions and communities and find weaknesses or perform other covert activities. They are the only such unit that can infiltrate and conduct these sorts of operations and are even more effective with Stealth Boys.

Engineer: Engineers handle the practical application of science in the wasteland, including building advanced structures, repairing scavenged robots, and vehicles. They take knowledge and designs produced by scientists and use them to better your society.

Scientist: Scientists offer the ability to research new technology as well as unlocking the construction of advanced weapons, buildings, and equipment. They deal with theoretical science and resulting blueprints and designs.

Slaver: Slavers reduce the chances of a slave revolt or escape and increase the return on slaving expeditions.

Merchant: Merchants can lead trading expeditions between the starting zones.

Sailor: Sailors are required in order to build sailing boats, and increase the chance of safe voyages.

Miner: Miners are required in order to mine resources in appropriate locations.

But how do you acquire additional specialists? There are two options. A specialist can migrate from one faction to another (including NPC settlements). The other option is apprenticeship. You can apprentice members of your population to a specialist. After a certain number of turns depending on the skill of the apprentice, the apprentice will become a full specialist. The danger in this is that after becoming a specialist that pop might decide to migrate elsewhere if you do not convince them to stay. It is this program of apprenticeship and the occasional immigration of specialists to the Liberty Wasteland from other regions that will increase the number available to different factions.

Supplies in Their Natural Habitats

Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die. In order to gather food, your population either need to farm, hunt, or gather food from the surrounding area. All of these methods are most effective during the Summer turn, however farming and gathering are particularly ineffective during the Winter turn. Because of this, you have to be aware of a lack of food production every other turn. Collecting water is particularly difficult if you are not close to a fresh water source such as a lake or river. Building farming equipment and water stations can help to improve your settlement’s base food and water production.

Fusion Cores are what is needed to power most vehicles and for the construction of robots. They can be found fairly extensively through old world ruins, as they were in common use among the military and old corporations. Fusion Cores are essential to maintaining and using the most powerful weapons and equipment available to wasteland factions. Fusion Cores are also essential in fueling heaters during the winter months.

Wood is used both in building certain vehicles, and in heating settlements during winter months although they are less efficient than fusion cores. This can be collected just like scavenging, by sending out population to chop down trees. Wood is scarce in urban areas.

Resources are relatively rare and hard to extract. If you ever find a site that could have coal or metals ready to be mined, you must first have a miner, then construct a mine. These sites are mostly found in mountains as a handful of mines were created just before the bombs fell to harvest previously unknown deposits. Coal can be used as a heating source that is more efficient than wood, and metals can be used by blacksmiths in place of scrap parts.

Scrap Parts represent the random detritus that is the leftovers of the modern world. This can include anything from the shells of cars, to timber, to any assorted scrap metal, wood, or other building material. They are used in construction as well as to create weapons. They can also be converted into ammunition with the appropriate facilities.

Tech Parts represent the remnants of the information age that can be used now to reconstruct technological marvels from power armor to robots.

Ammunition is required for the use of all non-melee weapons. Without it, your guns are just fairly useless clubs and you'll get torn apart by the most primitive tribes. Different types of guns expend ammunition quicker, and you lose ammunition based on how many battles you fight in a turn and how many. Projectile weapons such as 1-H and 2-H guns expend projectile ammunition, which is slightly more common. Energy weapons such as laser and plasma weapons expend energy ammunition, which is rarer and will usually only be found on military bases and bunkers.

Military Equipment and Skill

Scavenging and exploring will often result in the recovery of different types of weapons. Even better, when you defeat a group of raiders or another faction's army, their weapons become your own. The list of goodies you can use to fight are in a below post. Lastly, if you don't have enough weapons for your whole population, it is assumed that they are using standard melee makeshift stuff, which is always the least effective tool. Your military equipment stat is the total military equipment for your faction, and each settlement’s individual arsenal stats are taken out of this total.

Military Skill is the type of ability that your population has for combat. Remember, all of your population generally knows at least something about fighting and war, otherwise they'd die off. Therefore, your whole population is your army and this stat reflects what sort of experience and abilities they possess in the terms of combat. Obviously the higher the better, and the more you fight, the better you get. Better weapons, armor, and chems will help improve the military skill stat in combat situations.

Exploration and Scavenging

As frequently mentioned above a large amount of your time and energy would be best focused on sifting through the ruins of society. With scouting parties you can locate promising ruins which could work well as a outpost or community. You can find nice bits of salvage and old-war gems, including hidden special projects that you could bring to life with just enough Materials. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.”

Outposts and Expansion

The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders on the way, so once again, make sure they have weapons. There are several "standard" types of places you can discover that are detailed here. These do not include some of the places which qualify as starting settlements, as they typically must be conquered, not colonized. Settlement prices are listed below based on type of settlement.

Urban Ruin: This is the most common type of outpost or settlement that you can establish. These typically are buildings, small towns, or landmarks leftover by the old world which are intact enough to be fortified and turned into outposts. When establishing a base in an urban ruin, you are likely to find tech parts, and this is the only way you're likely to discover the rarest of pre-war artifacts as well as plenty of standard ammunition and regular weapons.

Military Base/Bunker: This is a particularly uncommon type of outpost or settlement you can discover and claim. These are particularly nice because frequently they have large amounts of ammunition, and occasionally even ammunition-producing machines. They can also have decent stockpiles of food and water within them, sometimes even limited production facilities of their own. One or two military bases may even have fun treasures hidden within them.

Settlement: Whenever you're in a particularly barren region, there's always the option to simply just create a settlement out of spare parts in the area. While this may be useful to help monitor your territory or encourage trade, typically settlements have little or no resources of their own. If they're created in fertile lands they can become profitable farming communities.

Cave System: Outside of the cities, there are occasionally cave systems in the mountains and other isolated regions. These are frequently a good source of water, and perhaps other resources as well from failed post-war attempts at survival. They are also hard to find and therefore rarely come under attack by raiders, making them easy to defend and man. Of course, if you’ve researched an area and know where a nice cave system is, the advantage is yours.
Temporary Fort: A temporary fort is a fortification that an expedition decides to create when on the move and they cannot make it to a fortified town. These can be used to secure chokepoints or simply to bunker down before a force of raiders attack. They come in 3 levels, from a simple barricade to a full fledged fort. They can be occupied full time or built then abandoned. Anybody can occupy an abandoned fort on the map. Can be upgraded to a fortified settlement by using scrap parts.


 
The Rules (Cont.)​

Spoiler :
Seasons
Seasons play a large role in TWTNS. There are only 2 seasons, Winter and Summer. Every turn will be one or the other. During Winter there is a severe shortage of food production, and starvation is not unusual even in the most fertile areas. Warmth is the other major issue Winter brings. Even when it isnt snowing, and it snows often in the Winter, settlements require either Fusion Cores, Coal, or Wood to stay warm, otherwise population will freeze to death. Every couple of years, the seasons refuse to change and there are 3 straight turns of Winter, where starvation is particularly brutal.

Warfare in Post-Apocalyptia

As I've already mentioned, there are no standing armies or militias. Every person in your faction knows how to fight and thanks to the leftovers of modern technology, only a small number of people actually need to stay home and farm or maintain things. In order to fight, simply state the number of people you want to send into battle, what weapons you want them to carry, and where you want them to go. Typically war is fought as a series of firefights, not sustained fronts or warfare. Each battle will expend ammunition, so be careful of your stockpiles before you go out on campaign. If you run out of ammo, it is quite likely things will end poorly for you. Always keep a garrison at your outposts if you want to keep them. When planning battles, feel free to be as detailed as you'd like, it can only help.


The World of The Liberty Wasteland​


War, war never changes.

The Liberty Wasteland contains what was once known as New England and the Mid Atlantic. This are contains some of the hardest hit cities of the war in Boston, New York City, Pittsburgh and Philadelphia. Yet while these were priority targets for Chinese warheads, much of New England was not directly hit although the fallout has seeped into the entire region over the decades.

Miraculously, the Statue of Liberty still stands even though New York City was among the hardest hit cities in the country. It has become a beacon of hope throughout the city and even the entire region. It has become so symbolic that the inhabitants of this corner of the country have begun to refer to their home as The Liberty Wasteland.

The geography here varies from mountains to plains, from urban to rural, yet one thing remains constant: Winter. Winter remains the single greatest threat facing the inhabitants of this region. The fallout from the Great War seems to have affected weather patterns so that for 6 months out of the year, there is almost constantly snow for as far as the eye can see. This poses challenges of both starvation and warmth. The only hope of the people is to stay warm and fed until the first light of Spring, yet sometimes even Spring doesnt come, extending Winter further.

While Winter is present for 6 months out of the year, urban areas are hell for all 12. Pittsburgh and Pennsylvania were hit hard and only the bravest, or perhaps the craziest, reside downtown in these times. Yet Boston is silent; anybody who ventures into Massachusetts is rarely heard from again, or if they are they come back stark raving mad...or sometimes simply acting peculiarly, forgetful of what happened since they set out. Nuked York on the other hand frightens even the most hardened survivors of the wasteland, with dangers both natural and unnatural, yet countless treasures of the pre war golden age hidden among the ruins no doubt.


Starting Map​


https://www.google.com/maps/d/edit?mid=zpj_-9Yz5Gjg.kw5UpcGCD0u4&usp=sharing

The above is a google map with the starting zones plotted on it. Once factions are created, they will also be plotted on the map with any and all NPCs discovered as well.

Weapons of the Wasteland​


These are the various weapons which can be salvaged or built by the factions of the Wasteland, including you. Some can only be scavenged, so keep this in mind when you're drooling over the possibilities.

Standard Weapons

Spoiler :
Low-Tech Melee Weapon: These are purpose built melee weapons such as swords and the like. Significantly better than improvised arms that people use by default. Obviously, Melee weapons do not expend ammunition in battle.
Cost: 1 Scrap
Requisites: Blacksmith

Low-Tech Ranged Weapon: These are purpose built ranged weapons along the lines of bows and crossbows. These weapons do not expend ammunition.
Cost: 5 Scrap or 5 Wood
Requisites: Blacksmith

Low-Tech Siege Weapons: These are things like catapults and trebuchets, relics of a more barbaric age. They can bring down all but the toughest walls, and in theory could be used to inefficiently respond to more advanced ranged equipment. They expend 5 Materials in each battle they are used.
Cost: 150 Scrap
Requisites: Engineer

High Tech Melee: These are pre-war military hand to hand combat devices, such as "Power Fists" and more civilian items like chainsaws. These are great for stealthy operations and combat against those who do not have guns. Like Low Tech Melee, these devices do not expend ammunition in battle.
Cost: 10 Tech
Requisites: Engineer

One-Hand (1-H) Guns. These are projectile 1 hand weapons such as pistols, submachine guns, and revolvers. For the sake of simplicity I'm including shotguns in this category as well. Simply put, these are the best weapons for combat in close quarters, urban regions. They are fairly common throughout civilian ruins. They expend 1 Ammunition each per battle fought in a turn.
Cost: 10 Scrap
Requisites: Gunsmith

Two-Hand (2-H) Guns: These are projectile rifles, hunting or otherwise. Best for open base defense and in-the-field combat, as well as being nearly as good as 1-H Guns in close combat. They are somewhat common among civilian ruins. They expend 2 Ammunition each per battle fought in a turn.
Cost: 20 Scrap
Requisites: Gunsmith

Heavy Weapons: These are missile launchers, grenade launchers, and other explosive devices. They are good in any circumstance when you're not trying to be subtle about your capabilities. They can normally only be salvaged from prewar military installations and a select few civilian installations. They expend 5 Ammunition each per battle fought in a turn.
Cost: 50 Scrap
Requisites: Gunsmith and Engineer

Howitzer: These are modern artillery pieces in their purest form. One of the few pieces of military equipment pre-war not based on electronics, except for guidance, these artillery devices can be found at scattered bases across the wasteland. However, without the attached vehicles, they can be very difficult to move, so are best in a defensive position. They expend 50 Ammunition each per battle fought.
Cost: 600 Scrap, 50 Tech
Requisites: Manufactory, Gunsmith, Engineer

Laser Weapons: These were fairly standard issue for the United States military at the time of the Great War. They come and all shapes and sizes, and are generally known for packing a much bigger punch than projectile weapons. They are typically only found among Army or National Guard bases. They expend 3 Ammunition each per battle fought in a turn.
Cost: 30 Scrap, 5 Tech
Requisites: Gunsmith and Scientist

Plasma Weapons: These had just been issued to the military prior to the Great War, and are known for the extreme firepower, being able to punch through almost any type of armor, reducing their victims to a green goo. They are difficult to find and can only be located from ruins of large military bases. They expend 4 Ammunition each per battle fought.
Cost: 50 Scrap, 10 Tech
Requisites: Gunsmith, Scientist, and Engineer

Fat Man/Mini-Nuke: The Fat Man is one of the biggest guns out there. Essentially this gun propels a small nuclear device out of a launcher, smashing apart medium-sized groups of enemies, as well as pretty much any vehicle or hapless fool in power armor. Unlike other guns they use Mini-Nukes as ammunition. Unlike other guns, they will ONLY be used in battle if you specifically say so, due to the rarity of both the gun and the ammo. Both the Fat Man and Mini-Nukes can only be found through lucky salvage.

Stealth Boy: The Stealth Boy is a pre-war stealth device that renders almost complete invisibility upon its wearer for a few moments. The charge is limited and there’s no recharge, so use of a stealth boy will render the device useless, not much more than garbage. A rare device and particularly lethal when appropriately used in action.



Armors

Spoiler :
Camouflage Suit: Offers zero protection, but it effectively disguises its wearer in grass, woods, etc. Good for ambushes and scouts.
Cost: 5 Scrap
Requisites: Soldier

Leather Armor: Leather Armor is the most basic protection beyond normal clothing, crafted out of animal hide and old clothing. Leather Armor is best against animal attacks and conventional firearms.
Cost: 5 Scrap
Requisites: Armorsmith

Metal Armor: Created out of old car parts and other detritus of the old world, metal armor is somewhat tougher than Leather Armor. They lack the same maneuverability, however, and are far better against swords and low-tech weaponry, as well as higher tech energy weapons.
Cost: 10 Scrap
Requisites: Armorsmith

Combat Armor: Combat Armor is the basic infantry reinforcement used by the US Army before the end of the world, or a passable replica thereof. It protects equally against all types of attacks, and costs 20 Scrap per outfit of Combat Armor. They require and Armorsmith to create.
Cost: 20 Scrap
Requisites: Armorsmith

T-45 Power Armor (T-45 Suit): T-45 Power Armor was the first power armor suit introduced by the United States military into combat against the Chinese. It was in the process of being phased out when nuclear war at last broke out. Power armor is highly effective in combat, granting supreme protection and strength to the wearer. Unfortunately they are notoriously power inefficient, consuming 5 Fusion Cores per use in battle. They can only be scavenged, not built.

T-51 Power Armor (T-51 Suit): The T-51 power armor was the type of suit deployed in the Anchorage campaign and saw extensive trial in combat. It was known for having a more efficient energy system, but roughly the same level of armor. Therefore it offers the same amount of protection as the T-45, but only consumes 3 Fusion Cores per use in battle. The T-51 can only be scavenged, not built.

T-60 Power Armor (T-60 Suit): The T-60 power armor suit was the latest being rolled out to American military units when the war came to an end. It has significantly higher damage resistance than earlier models and all energy issues were resolved, vastly reducing fuel consumption. The T-60 only consumes 1 Fusion Core for use in battle. The T-60 can only be scavenged not built.


Robots

Spoiler :
Mr. Handy: These were developed for the civilian market as the first personal robot, particularly for cooking and repair work around the house. They still can help maintain fortifications and so forth, but you'll likely find them best for close-combat, as they possess a small flamethrower as well as numerous melee weapons. They can also be used for basic salvaging and construction, and will always return with something to show for it.

Protectron: These are common pre-war robots, generally used by civilian companies and police forces. They are the most versatile robots that were available on the prewar markets, able to be programmed for a variety of purposes, including law enforcement, emergency medical treatments, and repair and construction. They possess a laser weapon as well as limited disabling close-combat devices.

Mr. Gutsy: This was the military model of Mr. Handy, capable of constructing field fortifications, as well as possessing a military grade flamethrower and laser or plasma weapons.

Assaultron: This is a fast moving and deadly robot, specializing in close combat and hand to hand fighting, but also possesses long range and powerful laser weaponry.

Eye-bot: A robot that is programmed to wander the wasteland, or a specific area, and spew propaganda.

Sentry Bots: These are very rare and uncommon pre-war advanced security and military robots. Unlike the Mr. Gutsy, these have no "peaceful" functions. They are armed with a gatling laser, missiles, and a flamethrower, all of which are constructed and supplied by internal programming. If you encounter these, be prepared to die or run away.


Vehicles
Important Note: You should be aware that when it comes to creating larger and more complicated vehicles such as anything that isn’t a cart, sailing boat, raft or canoe, what is actually occurring is the restoration of pre-war artifacts. Therefore you are not building a truck from scratch, but are rather restoring an old truck for use once again.


Spoiler :
Horse: The traditional means of transport before industrial society. Can only be found in the wilderness. Once you have 2 horses you can ‘breed’ 1 per turn and you may or may not be successful.

Cart: A wooden cart similar to a raft but on land. Extremely useful for transporting supplies, either to trade or for expeditions. Must be pulled by either horses, robots, or population, but far more efficient and quicker than population alone.
Cost: 25 Scrap or 25 Wood

Raft: This uncontrollable floating device is simply a means of carrying people or items behind a different, slow-moving boat. Used best with canoes. Trade over water is not viable for a turn without rafts to go with your canoes.
Cost: 25 Scrap or 25 Wood
Requisites: None

Canoe: These ancient boats are going to require at least 5 people each to move them swiftly along. They of course have no fighting capacity, but can be used in conjunction with rafts to move supplies around on rivers or lakes.
Cost: 50 Scrap or 50 Wood
Requisites: None

Sailing Boats: A wooden craft built with sails. They can carry cargo but are more effective at scouting. Venture out of sight of land at your own risk.
Cost: 500 Scrap or 500 Wood
Requisites: Sailor

Small Boat: These are modern powered vessels that can carry a good deal of cargo and can move on larger rivers, assuming no significant debris. They can be armed if you choose to arm them with whatever weapons you have in your arsenal. Consider these to be approximately the size of a large fishing boat or very large yacht. These vessels will consume 1 Fusion Core per every 40 miles travelled.
Cost: 1,500 Scrap, 100 Tech Parts
Requisites: Engineer

Large Boat: These are modern powered vessels of far greater size than the Small Boat, roughly equivalent to a modern freighter. They can be armed and are mostly meant for oceanic travel, though it is not recommended to try to cross the Atlantic. They can haul massive amounts of scrap and other salvage from coastal areas. These vessels will consume 1 Fusion Core per every 10 miles travelled.
Cost: 4,000 Scrap, 1,000 Tech
Requisites: Manufactory, Engineer

Motorcycle: These land-based powered vehicles are the epitome of fast reconnaissance for scouts. Capable of easily maneuvering through the ruins of the old world at high speed, they offer the ease of quickly transporting one’s scouts through the countryside. Sadly, due to the high speed, they are far more likely to fall prey to traps and are not so good off of pre-war roads. Motorcycles will consume 1 Fusion Core for every 100 Miles travelled.
Cost: 100 Scrap, 10 Tech
Requisites: Engineer

Highwayman: These are some standard passenger cars from before the war, best suited for travel on good roads and open spaces. They are not particularly good for hauling goods, just people, and less maneuverable than a motorcycle, but offer somewhat more protection. Highwaymans will consume 1 Fusion Core for every 50 Miles travelled.
Cost: 200 Scrap, 50 Tech
Requisites: Engineer

Truck: These lumbering pre-war vehicles are the ultimate land-based supply haulers. Far superior to carts or Brahmin, they can easily carry a large amount of salvaged goods or soldiers across the wasteland. Incredibly sturdy, they can go off-road with ease anywhere except swamps, but are typically best when escorted by friendly infantry or when travelling roads in friendly territory. Consumes 1 Fusion Core for every 20 Miles travelled.
Cost: 400 Scrap, 50 Tech
Requires: Engineer

Vertibirds: A standard piece of equipment used by the military and private companies before the war. Possesses extremely hefty firepower and countermeasures against missiles and other ground-based offensive systems. Well suited for the deployment of mini-nukes against ground targets and expends 50 Ammunition per battle fought otherwise. Vertibirds consume 1 Fusion Core per 30 miles travelled. Vertibirds do not require airfields to land. Vertibirds cannot fly without a Technician acting as a designated pilot for each individual aircraft.
Cost: 1,000 Scrap, 200 Tech
Requisites: Manufactory, Soldier, Engineer, and Scientist



Unique Weapons and Vehicles

None as of yet.

Important Structures

The following are key structures which are used to expand the capabilities of your faction, in order to secure your safety and prosperity. All buildings are listed in the settlement's stats in which they are built. This is by no means an all inclusive list, and feel free to think of anything else that may have been missed here. Another note is that farms are not included here (beyond hydroponics), and this is because with the exception of automated equipment, I am assuming all gathering takes place from existing farms. Please read the descriptions thoroughly as some structures require a geographic trait. Furthermore, as it is clarified here, your educational level makes a difference on the prices for various things. A detailed summary of this is above under the Education rules.

Spoiler :
New Town: This is the construction of a new settlement of different types, each with their own advantages/disadvantages, as discussed above in the ruleset. New settlements cost varying amounts depending on how/where you build them.

Settlement: Can usually only be built in open territory, but this can also be used to “reclaim” a small town that you have scouted. Best type of settlement for food production. 3,000 Scrap to build.

Military Base/Bunker: If you’ve found a military base that you’d like to inhabit, it’ll cost 1,500 Scrap, 400 Tech to make the needed repairs and secure the place as a community. Usually standard for food production, assuming the area is any good for farming.

Urban Ruin: Can only be built in an heavily urban area. 1,000 Scrap, 100 Tech to patch holes in the walls and fortify the position. Poor food production.

Cave System: Can only be claimed and built where caves exist. 500 Scrap are needed to turn a cave system into a functioning community center. Food production minimal at best, water production is typically doubled that of usual settlements due to easier access to the Florida aquifer.

Temporary Fort: Can be built anywhere and abandoned at any time. Can be resettled by anyone, NPCs included, after abandonment. 500/1000/1500 Scrap for the 3 levels of forts.

Radio Tower: This structure allows for broadcasting into the wasteland, music or otherwise. Allows long distance communication and diplomacy with other factions that also have radios. Increases attention of would-be immigrants and raiders to your faction.
Cost: 1,000 Scrap, 200 Tech
Requisites: Engineer

Water Station: This structure combines a purifier with a pump, allowing for mass production of clean water for your community. It is possible to pump a lake dry with years of sustained use. Raises base output of settlements as well as the yield of dedicated workers.
Cost: 800 Scrap
Requisites: Engineer

Farming Equipment: These are any facilities and equipment used for improving agriculture. Assuming your area is suitable for farming in the first place, this will improve the output you provide. After 3 levels of farming equipment, no more food can be provided. Therefore any construction will be ignored. Each level will raise the base food output of the settlement and raise the farming yield.
Cost: 800 Scrap
Requisites: Farmer

Energy Generator: This is a basic nuclear reactor that can be constructed with a significant background in education or the ability to learn it from other sources. Generators convert raw energy from scavenged materials into Fusion Cores at an exchange rate of 1 tech part for each Fusion Core. Fusion Cores are used by a variety of vehicles, armor, and buildings for power.
Cost: 1,500 Scrap, 500 Tech
Requisites: Scientist, Engineer

Fortifications: Fortifications are any sort of purpose-built defensive works that protect the settlement in question. Ten levels of fortification can be built at any particular settlement or outpost. Each level represents essentially adding +1 Military Skill to any defenders of that settlement. This could include, but is not limited to: pillboxes, walls, parapets, trenches, and interior strongholds.
Cost: 500 Scrap
Requisites: None

Manufactory: Manufactories are used solely for the production of particularly high tech and complicated sorts of equipment and arms that are created/discovered by academies.
Cost: 2,000 Scrap, 200 Tech
Requisites: Engineer

Clinic: This is a place for treatment for radiation poisoning and wounds of all sizes and types. Whereas Doctors usually require 10 Scrap to heal every wounded, Clinics allow them to only require 5 Scrap per wounded. Reduces chance disease or plague will ravage the settlement.
Cost: 600 Scrap
Requisites: Doctor

Jail: This is a fortified structure that offers a place to contain those who disrupt the harmony of a settlement. Reduces chances of internal factions being uncooperative, and allows for the interrogation of captured spies. Also can open up new options in regards for Challenges and reduces risk of slave revolt or escape.
Cost: 400 Scrap
Requisites: Politician or Soldier

Inn: This is a family-friendly location for people to visit for a drink or conversation. A favorite place for traveling wanderers and adventurers, and will increase immigration of pop and specialists. Lowers maimed need of food and water from 1 per turn to .5 per turn.
Cost: 400 Scrap
Requisites: Entertainer

Academy: Allows a scientist to research new blueprints and designs, or to reverse engineer scavenged objects. Required in order to research most pre war advances, or to push the boundaries even further.
Cost: 3,000 Scrap, 500 Tech
Requisites: Scientist

University: Once an Academy is built, it may be upgraded to a University. With a university specialists may be trained without one already in residence with your faction. A University is also required for more advanced research.
Cost: 3,000 Scrap, 1,000 Tech
Requisites: Scientist

Heater: Allows for fusion cores to be used to heat a settlement in the winter months. Vaults and Bunkers come with a Heater already built.
Cost: 800 Scrap, 200 Tech
Requisites: Engineer

Marketplace: Raises limit on units of trade goods that can be traded per turn from equal to your total population to equal the total population of the starting zone/region.
Cost: 1,200 Scrap
Requisites: Merchant

Govt Building: The center of your governing class, this building reduces the chance of revolts or protests and allows for easier control and manipulation of internal factions.
Cost: 600 Scrap
Requisites: Politician

Mine: Used to mien resources in special locations.
Cost: 400 Scrap, 400 Ammunition
Requisites: Miner
 
Player Stats



The Kingdom of the City: thomas.berubeg
Leader: Arthur of the Green Thumb (Farmer)
Internal Factions (Satisfaction): Isolationist (50%), Jingoist (50%), and Elite (50%),
Capital: The Castle
Total Population (Healthy/Wounded/Maimed): 300 (300/0/0)
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 2500 (+300/+0/+0)
Water: 2500 (+500)
Fusion Cores: 100
Wood: 0
Resources (Coal/Metal): 0/0
Scrap Parts: 1500
Tech Parts: 500
Ammunition (Projectile/Energy): 800/200
Total Military Equipment: 200 1-H Guns, 100 2-H Guns, 50 Laser Weapons
Robots: None
Military Skill: 6
Spoiler :
The Castle (Urban Ruin; The Cloisters, NY):
-Population: 300
-Structures: Fortifications (1),



Federal Remnant: spaceman98
Leader: President John Ashton (Politician)
Internal Factions (Satisfaction): Isolationist (60%), Jingoist (60%), and Elite (60%), Federal (75%),
Capital: Dover Air Force Base
Total Population (Healthy/Wounded/Maimed): 800 (800/0/0)
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 500 (+400/+0/+0)
Water: 500 (+400)
Fusion Cores: 0
Wood: 0
Resources (Coal/Metal): 0/0
Scrap Parts: 400
Tech Parts: 100
Ammunition (Projectile/Energy): 1200/400
Total Military Equipment: 200 2-H Guns, 200 Laser Weapons, 50 Plasma Weapons, 100 Combat Armor,
Robots: 20 Mr. Handy's, 20 Assaultrons, 5 Sentry Bots
Military Skill: 5
Spoiler :
Dover AFB (Bunker; Dover AFB, De):
-Population: 800
-Structures: Heater,



West Rock: Lord_Herobrine
Leader: Graeme StoneFist (Miner)
Internal Factions (Satisfaction): Isolationist (50%), Jingoist (50%), and Elite (50%),
Capital: West Rock
Total Population (Healthy/Wounded/Maimed): 600
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 800 (+200/+0/+0)
Water: 800 (+200)
Fusion Cores: 0
Wood: 500
Resources (Coal/Metal): 500/500
Scrap Parts: 0
Tech Parts: 0
Ammunition (Projectile/Energy): 150/0
Total Military Equipment: 200 Low Tech Melee Weapons, 50 High Tech Melee Weapons, 200 Low Tech Ranged Weapons, 50 1-H Guns
Robots:
Military Skill: 5
Spoiler :
West Rock (Settlement; Wilbur Cross Parkway Tunnel, CT):
-Population: 600
-Structures: None,



Titusville: Brougal
Leader: ? (Adventurer)
Internal Factions (Satisfaction): Isolationist (50%), Jingoist (50%), and Elite(50%),
Capital: Titusville
Total Population (Healthy/Wounded/Maimed): 500
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 500 (+200/+0/+0)
Water: 500 (+200)
Fusion Cores: 0
Wood: 200
Resources (Coal/Metal): 0/0
Scrap Parts: 100
Tech Parts: 0
Ammunition (Projectile/Energy): 200/0
Total Military Equipment: 200 Low Tech Melee Weapons, 100 1-H Guns, 100 Leather Armor
Robots:
Military Skill: 2
Spoiler :
Titusville (Settlement; Titusville, Pa):
-Population: 500
-Structures: None,



Vault 40: Zappericus
Leader: Overseer William Braxton (Entertainer)
Internal Factions (Satisfaction): Isolationist (60%), Jingoist (60%), and Elite (60%), Alcoholics (30%),
Capital: Vault 40
Total Population (Healthy/Wounded/Maimed): 1000
Total Slaves: 0
Specialists: Spy ___ (26; Vault 40), Adventurer ___(28; Vault 40), Scientist ___(35; Vault 40), Politician ___(52; Vault 40), Sailor ___(44; Vault 40),
Food (Farming/Gathering/Hunting): 1500 (+1000/+0/+0)
Water: 1500 (+1000)
Fusion Cores: 1000
Wood: 0
Resources (Coal/Metal): 0/0
Scrap Parts: 0
Tech Parts: 0
Ammunition (Projectile/Energy): 200/100
Total Military Equipment: 100 1-H Guns, 50 Laser Weapons
Robots: 30 Mr. Handy's, 10 Mr. Gutsy's
Military Skill: 1
Spoiler :
Vault 40 (Vault; Green Mountain Forest, VT):
-Population: 1000
-Structures: Heater,



The Observers: Tolni
Leader: Ian Bond (Spy)
Internal Factions (Satisfaction): Isolationist (50%), Jingoist (50%), and Elite (50%),
Capital: Newcastle
Total Population (Healthy/Wounded/Maimed): 500
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 1000 (+300/+0/+0)
Water: 1000 (+300)
Fusion Cores: 1000
Wood: 0
Resources (Coal/Metal): 0/0
Scrap Parts: 400
Tech Parts: 400
Ammunition (Projectile/Energy): 1200/0
Total Military Equipment: 600 1-H Guns, 600 Stealth Boys
Robots: 40 Assaultrons,
Military Skill: 5
Spoiler :
Newcastle (Bunker; Newcastle, De):
-Population: 500
-Structures:Heater,


The United Lordships of the Hamptons: Terran Empress
Leader: Lady Sovereign Susan "Suzy" Koch (Merchant)
Internal Factions (Satisfaction): Isolationist (50%), Jingoist (50%), and Elite (50%),
Capital: Hampton Vault
Total Population (Healthy/Wounded/Maimed): 650
Total Slaves: 0
Specialists:
Food (Farming/Gathering/Hunting): 1300 (+100/+0/+0)
Water: 1300 (+100)
Fusion Cores: 1200
Wood: 0
Resources (Coal/Metal): 0/0
Scrap Parts: 500
Tech Parts: 500
Ammunition (Projectile/Energy): 800/400
Total Military Equipment: 200 1-H Guns, 50 2-H Guns, 50 Laser Weapons, 1 Howitzer
Robots: 100 Mr. Handy's
Military Skill: 1
Spoiler :
Hampton Vault (Bunker; Hamptons, NY):
-Population: 650
-Structures:Heater,
 
Reserved 3
 
Reserved 4
 
You may now post.
 
Faction Name: The Kingdom of the City
Leader Name: Arthur of the Green Thumb
Leader Profession: Farmer
Starting Location: The Castle (The Cloisters, Nuked York.)
Leader Background: Shortly
Origins: Survivors
Capital Type: Urban Ruin
Background: Shortly

Spoiler :

the_cloisters_nyc_1_by_skoshi8.jpg


The Kings and Queens of old:
kveus5489s.jpg


The Fruit and Vegetable Garden:
The_Cloisters_from_Garden.jpg


From the River:
The_Cloisters_02.JPG


The Sacred Tapestries:
filename-edited-p1010600.jpg

 
This game looks cool, but I've already got my hands full with three games going on right now. I'll probably lurk-read it and see if it takes off. Good luck.
 
Faction Name: The United States of America (aka the Federal Remnant):
Flag: http://althistory.wikia.com/wiki/File:US_flag_with_1_star_by_Hellerick.svg
Leader Name: President John Ashton
Leader Profession: Politician
2nd Specialist Name (from Politican bonus): General Hammond Conarcky II
2nd Specialist Profession: Soldier
Starting Location: Dover Air Force Base
Leader Background: See nation background
Origins: Prewar Millitary
Capital Type: Bunker
Background:

The United States Government always has a designated survivor https://en.wikipedia.org/wiki/Designated_survivor chosen in case of a nuclear attack. At the time of the war with China, Housing and Human Services Secretary Rita Lavender held this role, hiding out in a bunker at Dover Air Force Base. When the dust settled, she assumed the role of President of the United States, and reorganized the suriving millitary units at Dover AFB under the command of Air Force General Conarcky, now promoted to Chairman of the Joint Chiefs of Staff. A rump legislature was expeditiously elected (with 2 senators and 1 representative), and unanimously passed a new constitution, granting the federal government considerable expanded authority to respond to the crisis. The Federal Remnant is clearly a shadow of the former American nation, and the notion of separation of powers (along with term limits) has given way to practicality. However, it retains much of the bill of rights (except for the Third Amendment), and retains the 13th and 14th ammendments. Whether this commitment to abolishing slavery and protecting basic freedoms will make it a light of hope in the wasteland, or prove to be an antiquated relic of a forgotten age, the Federal Remnant now looks outwards, to reclaim the nation it regards as rightfully its own.


President Lavender was elected for 45 years after the war (term limits were abolished as part of her initial constitutional rewrite), after which she died in office. Her sucessor, secretary of Agriculture Conway Mann, was largely seen as ineffectual, and was voted out of office after two 4 year terms. General John Ashton was elected to replace him (he had been Conarcky Sr.'s immediate successor). Ashton is the current President of the United States. Conarcky's son (Hammond Conarcky Jr.) has suceeded Ashton as the commander of the armed forces, after demonstrating skill in combatting raiders.

OOC: edited to account for the fact that 80 years have passed since the great war meaning I can't have the leadership that was around then still be alive today
 
Map updated with factions. Expect the game to start this coming weekend. If we could get sign ups done by Thursday/Friday it would be appreciated, but Sunday is latest.
 
Faction Name: West Rock
Leader Name: Graeme StoneFist
Leader Profession: Miner
Location: 41°20'42.9"N 72°58'11.5"W
In the Wilbur Cross Parkway Tunnel going under West Rock Ridge State Park.
Leader Background:
Graeme StoneFist gained the position of Chief when the late Chief unexpectedly perished in a raid against the humans. He was chosen for his experience in combat, known to brandish a pickaxe in close combat and drive the spike through his victims like a railroad spike into wood. The reason he brings a pickaxe into combat comes from what he did when he first came to West Rock, when he worked the mines.
Origins: Mutants
Capital Type: Settlement
Faction Background:
Throughout the many years after the nuclear holocaust, people have come and gone, scavenging through the wastes to eek out a living. Most have failed, with only a few lucky survivors actually making it in this world. There have been one people that have been at the edges of civilization, surviving in the cold nuclear aftermath for decades. These people are known as Mutants, sub-Human, if they could be called that. For years they have been ridiculed and cast out as a horror and abomination. A particular few mutants settled in the grim darkness of the Wilbur Cross Parkway tunnel, specifically underneath the West Rock Ridge State Park, to hide away from menacing stares and racism.

More and more, mutants found West Rock to be a home, a sanctuary from Humans. The dark and damp settlement in the mountain soon began to rapidly expand, carving into the sides of the mountain as outside mutants heard about the haven and their numbers escalated. New caves and tunnels were cut, a mine excavated, and the mutants finally thought they had found the perfect place to live.

Throughout the rise of West Rock, the gangs in the New Haven area became uneasy. The inherently dangerous, or so they thought, influx of mutants to the region worried them. They organized an assault to raze the settlement of the mutants. The humans arrived on the doorstep of West Rock, seeking the complete destruction of the mutants living there, even attempting to rig explosives to collapse the mountain. Instead of annihilating the mutants in their mountain stronghold, the vast numbers of the West Rock folk overwhelmed them and tore them apart. Despite their unrivaled strength and excel in hand-to-hand combat, the mutants took grave losses in their victory over the better prepared raiders.

In the aftermath of the West Rock Massacre, the remaining mutants sought to bring vengeance upon the humans. Immediately after the massacre, West Rock, along with more continuously arriving mutants, marched forth and wreaked chaos upon the human tribes and gangs of the New Haven area. Utilizing the weapons of their conquered enemies and their still overwhelming numbers, they were able to sterilize the immediate area around their settlement of humans. The infamous blood thirst of the West Rock mutants in this time period shocked all humans, and made mutants of all kinds cheer upon the news.

The current time could arguably be the best time for West Rock, with new Chief Graeme StoneFist proclaiming it to be the Age of Mutants.
 
The Bad News: Last week before Spring Break was hectic and I was unable to make progress on this as I had hoped.

The Good News: Update 0 is on its way tonight.
 
Right, how much would it annoy you/take your time from updating if I make a settlement in the very last bloody minute?
 
Not a problem at all.
 
Faction Name: Vault 40
Leader Name: Overseer William Braxton
Leader Profession: Entertainer
Starting Location: White Mountain National Forest, NH
Leader Background: wip
Origins: Vault Dwellers:) :) :) :)
Capital Type: Vault
Background: wip

I hope its alright if i tag along mid-update :v
 
Faction Name: The Observers
Leader Name: Ian Bond
Leader Profession: Spy
Starting Location: Newcastle, Brotherly Love
Leader Background: Child of Carmen Fleming and Michael Bond, he was the first to bring some unity in the faction, which, in all honesty, after the missiles dropped, devolved into rabid backstabbing and betrayal galore. It got so critical, that at some point, the otherwise fairly spacious bunker was split in two, each populated by only 50 people! He managed to convince them that, if they open up the bunker, they can find more people to brutally backstab. Oddly, they accepted.
Origins: Military
Capital Type: Bunker
Background: In the years before the war, nuclear scares were prevalent. The spy community, ever on the watchful, was even more paranoid, for that they could see what was coming. Once Anchorage was invaded, then subsequently liberated by the American forces, they could see the end. With the invasion of China and the success of the Gobi campaign, it was becoming clearer and clearer that the Chinese were both desperate and unwilling to back down, they realised that the chances of the nukes being fired off increases with every single hour, day, month passing by. So, an effort was made to establish a bunker to host all the prominent spies operating on the East Coast.

For 80 long, long years, it had been closed. Its isolation, paranoia over being killed by the "rivals", and other things, have made everyone there a specific brand of crazy. You won't see an Observer.

But he'll see you. And plot 15 different ways to kill you.
 
Faction Name: The United Lordships of the Hamptons
Leader Name: Lady Sovereign Susan "Suzy" Koch
Leader Profession: Merchant
Starting Location: Dennistown Bell Park, The Hamptons, Long Island, Nuked York (40.9961688, -72.11939799999999)
Leader Background: Maybe Later
Origins: Survivors
Capital Type: Bunker
Background: Shortly before the great war, the inhabitants of the Hamptons realized that their best shot of survival would be to have their own vault. Untrusting of the vault program being able to protect them, they pooled their vast wealth to create a vault of their own. This vault was extremely luxurious, larger than most Vault Tech vaults, with fewer people living in it, giving enough space and luxury for these rich to be able to create an artificial lower class of servants, butlers, maids, and others that they could control, pay, and use to maintain their prewar lifestyle. When the bombs finally fell these rich were able to survive, and thrive, continuing their culture and beliefs well past the last bomb fell. Safe from the horrors of the Vault Tech vaults, the "Hampton Vault" as they call it, developed a new society of feudal lords and ladies, and when they finally left the vault they expanded on this, becoming true feudal lords and establishing a sort of "trade republic" like old venice, with the richest and most prestigious of the lords acting as the sovereign and representing the group as a whole to the rest of the wasteland, to trade, exploit, and grow the wealth of the other lords of the Hamptons.
 
do settlements get the extra specialist's starting bonus
is trade something we manually handle or is it just "free random crap if you do it"
 
Water Station: This structure combines a purifier with a pump, allowing for mass production of clean water for your community. It is possible to pump a lake dry with years of sustained use. Raises base output of settlements as well as the yield of dedicated workers.
*geology hat*
Actually, it would probably take several decades and at least several thousand people to pump a lake dry, and that's if it's a very, very small lake. However, if you're drawing water from a lake and not the aquifer you sit on, you're kind of a silly person. Aquifers take literally forever to deplete unless there is some major agricultural (or other industry that uses an inordinate amount of water) business going on. I don't think the Fallout setting has nearly enough people around to deplete an aquifer, or even a lake.
 
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