SouthernKing

crickety cricket
Joined
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Deva Loka

Thanks thomas.berubeg for the banner

I’ve been wanting to run a Fallout game for some time now, and with recent events having given me the chance, so I thought I’d give it a go.

***​

Fallout takes place in an atompunk world, situated in an alternate world inspired by 1950s American aesthetics and the dreams (and the nightmares) of post-World War II pulp SF. In this universe, America became home to untold scientific wonders: household robots, atomic cars, energy weapons, maglev trains.

Unfortunately, it all came at a price, and as the world’s fossil fuel reserves dried out, one by one, the world was set on a path to destruction; anything that could stop it was too little, too late. Wars broke out, and the United States itself backslid hard into authoritarianism to keep its military-industrial complex fed. On 23 October 2077, it all ended when the United States and China and dozens of other nation-states unloaded their nuclear arsenals at once, shattering the world.

We begin in 2160, almost a century after the War, along the East Coast of the former United States, around the pre-War cities of New York and Philadelphia. Mutated creatures roam the irradiated wastelands; the remnants of the Old World ravage all around; and many of those who did survive have turned to barbarism and bloodshed.

This is where you come in.

***​

Even if you’re not familiar with the series, I encourage you to give this game a try; you really don’t have to be familiar with it at all in order to play this. If you want to learn more, I recommend the Fallout wiki, which is a pretty thorough resource for the lore and canon.

An absolutely massive thanks go to EQandcivfanatic, who let me gleefully pillage most of his ruleset from the last Botwawki game (and whom I'm fairly shamelessly copying) Also to thomas.berubeg and Seon, who helped get this set up.

***
Post #2: Signing Up
Post #3: Game Rules
Post #4: Items and Buildings List
Post #5: Stats
Post #6: Updates List
 
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Signing Up

Faction Name: (Please don’t use a name that already exists within the Fallout universe)
Starting Location: Choose anywhere located within the red line on the map. (This contains New Jersey, Connecticut, downstate New York, eastern Pennsylvania, and a small sliver of northern Maryland and Delaware) If you want a closer look at the map, here. You can explore off-map, but your start must be within the red line. Also, if you're within a major city, please specify the exact neighbourhood/building
Capital Type: Choose one from Camp, Settlement, Urban Ruin, Bunker, or Vault. This will probably be determined by your location. Tribals must start in Camps, and Vault Dwellers are exclusive to Vaults, and vice versa; aside from this, anyone can start anywhere else.
Origins: Choose one from Boat People, Civilian Survivors, Institution, Migrants, Pre-War Military, Raiders, Tribals, or Vault Dwellers.
Traits: Choose two from Agricultural, Diplomatic, Environmentalist, Industrious, Maritime, Religious, Scientific, and Warlike.
Background: Optional, but you may get a random bonus at the start based on your background.


Spoiler :


Settlement Types:

Settlement: This is a full-fledged village or town, whether it is one that has built anew following the War, or one that lucked out and managed to survive the cataclysm. Settlements can only be located in rural or suburban areas, or in other open spaces, such as city parks.

Urban Ruin: This is a settlement located the remains of what had once been heavily built-up urban areas; perhaps this a building or buildings or a neighbourhood that have survived intact, or perhaps they have been patched up and made liveable. Urban ruins will suffer from poor fertility, but make up for it in the wealth of scrap that can be found nearby.

Camp: Not so much a settlement, but the temporary location of a nomadic or tribal group, where your herds have stopped to graze and where your heads are resting at night. Camps cannot contain structures; but they come with the immense advantage that you can migrate your camp effectively as you please, with no negative effects at all.

Bunker: A heavily fortified location. Perhaps this was a military fortification, or perhaps this was a purpose-built civilian shelter, or perhaps this was even an ad hoc hole in the ground built by someone pre-war--and they called you nutcases! Bunkers come with large stockpiles of provisions and ammunition, but have no capacity to produce food or water themselves.

Vault: Before the War, the United States government contracted Vault-Tec to construct hundreds of great underground Vaults, ostensibly to protect patriotic Americans when the apocalypse came. But the Vaults were never intended to save anybody; the whole system was in fact the stage for a nefarious social experiment, intended to study the effects of various conditions on isolated, curated populations. Vaults offer a virtually immutable supply of food and water, and an all but impenetrable door is some of the best protection against the wasteland...but the true threats to a Vault may not come from without.

Only Vault Dwellers can start in Vaults; if you start in a vault, you will get a randomly determined “experiment” that will influence your start. Furthermore, all Vaults must be called “Vault X” where X is a number up to 999, except for any Vault that has appeared in the games.

***​

Origins:

Boat People: Your people came here by sea, or by river, regardless of where you came from, or whether or not you are actually any good at sailing. You must start on a location that’s adjacent to a navigable body of water, and you’ll start out with a Dock and a Small Boat.

Civilian Survivors: You are ordinary people, living in a very extraordinary world. Perhaps you are a neighbourhood or town that managed to survive the War by sheer luck; perhaps you are the remnants of some local government; or perhaps you are just a random group of people that happened to be in the right place at the wrong time. You’ll start out with a large amount of scrap.

Institution: You are the survivors of some form of scientific, technological, or academic institution, who have managed to retain their advanced knowledge after the War. You’ll start with Advanced Education, as well as a stockpile of advanced goodies depending on where precisely you’re starting.

Migrants: You have recently arrived in the region from elsewhere in North America. Perhaps you are still nomads; perhaps you have just chosen to settle down and begin a new life. You’ll have a random starting bonus that you somehow received over your travels.

Pre-War Military: You are the remnants of a pre-war unit, either armed forces or law enforcement--or perhaps even a pre-war unit who was not loyal to America--that managed to survive intact. You’ll start with better morale, and a large stockpile of firearms and additional fortifications.

Raiders: Your people turned to darker, bloodier pastimes in the absence of law and order, marauding and pillaging other survivors and taking their pretty shiny things. You’ll start with a large number of lower-tech weapons, and a healthy initial amount of slaves.

Tribals: With the extermination of modern society virtually overnight, you have transitioned into a simpler, more existence. You’ll start with Tribal Education, which allows you to hunt and gather food and water without needing farms or buildings; furthermore, you’ll also start with a greater number of animals.

Vault Dwellers: When darkness fell upon the planet, some managed to survive in Vault-Tec’s giant underground Vaults. But the Vaults were never intended to save anybody; each played a part in a grand social experiment, its inhabitants guinea pigs put under various conditions. I will randomly determine an experiment, which will determine what your start will be like. It could be horrific; it could also mean the key to Paradise, dropping in your lap.

***​
Traits: Note that traits can change over the course of gameplay.

Agricultural: Your people have an aptitude for farming, something that’s not often easy to come by in the wastes. Farming will act as one fertility level above its location’s (up to Fertile).

Diplomatic: Your people put on a smiling face in an unhappy place, and, even if your actions don’t show it, you are cordial to interact with. NPC settlements will be much friendlier to you than otherwise, and you’ll attract more immigrants.

Environmentalist: Your people have attuned to the new world. Your people are able to hunt and gather food--if you have Tribal Education, they will hunt and gather 50% even more--and your scouting parties are far more likely to survive the dangers of the wastes.

Industrious: Your people are hard workers, knowing that sloth will not serve them in this new world. When your people go out scavenging, you’ll receive 50% more scrap parts.

Maritime: Your people are attuned to the sea. Building any naval vehicle costs half its usual cost, and fishing from the sea will act as one fertility level above its location’s (i.e. Fertile).

Religious: Your people are united with a Purpose, wherever that purpose may come from or whatever it may be. You’ll be far more resilient to morale, and you’re also more far likely to find lucky strikes or Strange™ artefacts out while scavenging in the wastes.

Scientific: Your people, regardless of where you came from or how much you know, are attuned to the almost magical technology of pre-War America. You’re far more likely to find advanced goodies, such as robots, energy weapons, or tech parts, out while scavenging in the wastes.

Warlike: Your people are rather fond of bloodying other people, regardless of how good you actually are at it. You’re far more likely to find melee weapons and guns while scavenging; you’ll also expend 50% less ammunition in combat.
 
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Princeton University
Institution
Traits: Religious, Scientific
Total Population: 505 (435 Humans, 70 Ghouls)
Total Slaves: 0
Food: 255(+500/+0)/3000 (-505)
Energy: 105 (+10)
Scrap Parts: 470
Tech Parts: 10
Ammunition: 270
Other Items: 20 Alcohol, 10 Chems, 1 Fusion Core
Education: Advanced
Military Skill: 3
Spoiler :

Princeton Centre (Settlement, Princeton, NJ)
-Population: 400 (350 Humans, 50 Ghouls)
+500 Food (50/50, Average)
+10 Energy
-Structures: Fortifications (2), Farm (1), Fusion Reactor (1), Radio Tower, Automated Defence System, Laboratory, Silo (2)
-Items:

Einsteinville (Settlement, West Windsor, NJ)
-Population: 105 (85 Humans, 20 Ghouls)
+0 Food (0/0, Fertile)
-Structures: Fortifications (2), Silo (1)
-Items:

The Rules:
Spoiler :

Population

I consider your population to be the number of able-bodied adults. Your population will be subdivided into its number of various species; at the start, these are limited to Humans and Ghouls. There are few mechanical differences between species; they all consume the same amount of Food. Ghouls are not trusted by many of the humans in the wastes, and vice versa; however, they are invulnerable to radiation, and thus make for better explorers--and, perhaps, other things.

Mass-produced explosive collars mean that slavery is now accessible to the masses. You’re always welcome to capture people to make slaves (or, if you’re feeling particularly evil, you can force your own people into slavery) Slaves produce double Scrap Parts when assigned to salvaging the old world. They can also be used as soldiers who will not retreat when faced with overwhelming odds, as they would rather die in combat than have their head explode.

Education

Education, as you may imagine, represents the level of knowledge your people have. It mainly influences which structures you can build.

Tribal Education: You have little formal education; instead, knowledge is mostly passed on through oral tradition, and you likely lack literacy. However, that same oral tradition means you have the ability to hunt and gather for food: more on this later.

General Education: Your people, on average, have the equivalent of a pre-War middle school education. You have adequate literacy and numeracy, and while you have no capacity to hunt and gather food anymore, you do have the ability to build significantly more types of structures. This is the education level of most wastelanders.

Advanced Education: Your people have knowledge of advanced scientific and technical subjects, on the level of a pre-War university education. This enables you build all manner of advanced structures that will allow you to fulfil your dreams of Science!

Food and the Seasons

Food is necessary for your people to not die of starvation. Each pop you have, including slaves, requires 1 Food per turn to live.

Food is mainly produced at farms or docks, by assigning pops to be farmers. Each settlement will have a Fertility level that determines how much food each farmer produces. Areas outside urban rubble will tend to have much higher fertility.
Worthless: Each assigned farmer provides +1 Food.
Subsistence: Each assigned farmer provides +5 Food.
Average: Each assigned farmer provides +10 Food.
Fertile: Each assigned farmer provides +20 Food.
G.E.C.K.: Each assigned farmer provides +100 Food.

If you are Tribal or Environmentalist, you may send people to hunt and gather Food; each pop will thus produce food equivalent to your current level's Fertility in summer, and half that in Winter. (If you are both Tribal and Environmentalist, you will hunt and gather Food at 1.5x this rate.)

If you are in a famine situation, or if you just feel like it, you can always cannibalise your own people: killing 1 pop will net you 1 Food. Cannibalism may, of course, make people sad, so, unless your people are acclimated to it, it’s perhaps best to hold this off for an absolute emergency situation.

Now, it is important to note that we are far enough north that pronounced seasons are a thing. Turns will alternate between Summer (April-September) and Winter (October-March). Most farms will not produce food in the winter, so you’ll have to ensure a sufficient stockpile. People who fish will still be able to produce food in winter; but docks have a much lower “farmer” capacity than their equivalent in farms.

Hence, your food stat’s first number is your present stockpile; the first number in the parenthesis is your total food production in the summer (assuming you assign all available farmer slots) and the second number is your total food production in winter. The number after the backslash is your maximum Food storage capacity; you can increase this capacity by building more Silos. Lastly, the final number is the amount of food you will need this coming turn.

Other Resources

Energy is necessary for keeping the trappings of the Old World--including the fancy power armour--running. You may find energy while scavenging, in the form of batteries or power cells, but most pre-War energy sources have long deteriorated. A far more reliable source of energy would be to produce your own, and there are reactor structures you can build to accomplish this.

Scrap Parts represent the random building materials of the Old World: lumber, metal, concrete, paving stones, and so forth. They are necessary to build most structures--see more under “Exploration and Salvaging.”

Tech Parts mainly represents electronic components--vacuum tubes, logic boards, processor chip, fluid links, chameleon circuits, and so forth--that are necessary for the operation of most late Old World technology. They tend to be much rarer than Scrap, and therefore much more valuable.

You may also find other items--chems, alcohol, and other special things, some of which are required to build certain structures. These are listed under Other Items.

Exploration and Salvaging

The most productive means of expanding your horizons is to wander through the wasteland; by exploration, you’ll be able to find all manner of wonderful things, from promising locations for settlement, to stockpiles of items, to sparkling Old World gems. To explore, just tell me how many people you’re sending, and where. I highly recommend having at least one expedition every turn, if you can manage it. You will likely want to arm your explorers, for there’s a significantly non-zero chance you may run into raiders or monsters--or worse. Missions to the unknown will always be more likely to find interesting things than otherwise.

Consider each neighbourhood of a city such as New York or Philadelphia as equivalent to a town in its own right. There’s plenty of rubble-strewn space to go around there, and many dark corners to explore.

Salvaging is a necessary evil, if you wish to be able to build anything. This process involves taking the surrounding remains and rubble apart and stripping them to their bare materials, giving you necessary Scrap Parts. To salvage, just put in orders how many people are salvaging, and where. Each pop can gather 1 scrap/turn; each slave, 2 scrap/turn. In the process of salvaging, there’s always the chance you’ll across other objects of desire--weapons, tech parts, supplies, other wonders of the Old World, or, perhaps, even stranger things.

Locations and Expansion

Your faction will consist of a number of locations, which are demarcated in the spoiler in your stats; the types are listed above, in the sign-up post. Building a new location is equivalent to building a structure, each with its own cost; I’ll demarcate those below. 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 zones, as they typically must be conquered, not colonized.

Every settlement has its own population, structures, production, and arsenal. All weapons, robots and vehicles are included in each town’s stats, and you must move them around if you want an equal division of defense. Be warned, moving weapons and gear may attract raiders who want what you have. On the flip side of this, all other resources are kept track of faction-wide rather than by individual settlements.

Military and Warfare

There are two things in the stats you’ll want to keep in mind:

Ammunition is of the essence when you are using non-melee weapons. Without it, your guns are little more than glorified sticks. You’ll be able to salvage ammunition; there are also structures that will allow you to build it. 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.

Military Skill represents how adept your people are are fighting. To give some guidelines, a value of 0 represents people like the GM who are completely useless in combat; a value of 1 represents average civilians with basic weapons training; a value of 3 represents the average raiders or tribal warriors; a value of 5 represents battle-hardened soldiers; higher values usually indicate specialised military units, or factions descended therefrom. Higher values, and these values can change with time.

There are no standing armies or retinues or whatever; your population is your fighting force. 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. 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.

Challenges

An unique point of this game is that each turn will bring your faction at least one Challenge that you must resolve. This could be anything from a minor dispute among families in your faction, to critical issues such as food shortages. Each update you must address your Challenge from the past turn or face the consequences of inaction.

Updates and Housekeeping

I’d like to update weekly at first; as the game grows and gets more complex, and as my semester starts, things will likely slow down some. We’ll see. Feel free to send orders either in-thread or in PMs. I don’t really have a preference.

Feel free to hop over to the IOT discord server, where there is a channel (#weboffear) to discuss this game. I am active on that channel, although not so much on the rest of the server. I’m always happy to answer questions.

Please don’t bring forum politics or drama into this game. I am totally, completely uninterested in any of that, and will happily have you kicked if you bring any of it in my presence.[/B]

***​
If you’re coming here from Botwawki 4, then know that the game will play more or less very similar to that, except for a few subtle differences:

Since we are far enough north, this game has seasons. Turns will alternate between “summer” and “winter,” and food on normal farms will not grow in the winter. Unless you have can grow food indoors or live in a Vault, you’ll have to stockpiling food for the winter. (Don’t worry, food production has been adjusted to compensate; I’m not evil and I’m not trying to starve everyone to death) Furthermore, Water has been axed as a mechanic completely.

Faction setup has been altered somewhat. There are no more leaders; their traits have been replaced by two generic faction traits, which can change throughout the game. Also, each settlement now has its own morale; you may find that settlements with poor morale are not always congenial to your instructions, or, worse, breaking away.

We’re playing in a far, far denser region than the Southeast, so while the map area is a lot smaller, so too will this game be denser (and wackier). Most notably, urban areas won’t just be fatal zones of deadly deadly death. Consider each neighbourhood of a city such as New York or Philadelphia as equivalent to a town in its own right. There’s plenty of rubble-strewn space to go around there, and many dark corners to explore.

You can in fact play as ghouls! (And, eventually, other species as well, if applicable) I’ll be keeping track of differing species in the stats, although, mechanically, they aren’t any different. Ghouls are not trusted by many of the humans in the wastes, and vice versa; however, they are invulnerable to radiation, and thus make for better explorers--and, perhaps, other things.

We are in an area that starts getting dodgy with of canon of Fallouts 3 and 4. I don’t actually foresee this becoming an issue; if it is, I have plans to deal with it as it comes. So, for the time being, don’t worry about it.
 
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Weapons
Spoiler :


Primitive Weapons: These are mediaeval-style weapons that have made a comeback amongst the less materially fortunate population due to their ease in a resource-strapped post-War world.
Spoiler :


Low-Tech (LT) Melee: 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 Part for 1 LT Melee
Requisites: Forge

Low-Tech (LT) Ranged: These are purpose built ranged weapons along the lines of bows and crossbows. These weapons do not expend ammunition.
Cost: 5 Scrap Parts for 1 LT Ranged
Requisites: Forge

Low-Tech (LT) Siege: These are things like catapults and trebuchets. 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 Scrap Parts or 5 explosives of any type in each battle they are used.
Cost: 50 Scrap Parts for 1 LT Siege
Requisites: Workshop




Modern Weapons
Spoiler :


One-Hand (1H) 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: 5 Scrap Parts for 1 1H Gun
Requisites: Gunsmith

Two-Hand (2H) 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 1H Guns in close combat. They are somewhat common among civilian ruins. They expend 2 Ammunition each per battle fought in a turn.
Cost: 10 Scrap Parts for 1 2H Gun
Requisites: Gunsmith

High-Tech (HT) 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 Scrap Parts and 1 Tech Part for 1 HT Melee
Requisites: Forge and Workshop

Heavy Weapons:These are hand-held 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 pre-War military installations and a select few civilian installations. They expend 5 Ammunition each per battle fought in a turn.
Cost: 50 Scrap Parts and 1 Tech Part for 1 Heavy Weapon
Requisites: Gunsmith and Workshop

Artillery: These are modern artillery pieces in their purest form. 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: 200 Scrap Parts for 1 Artillery
Requisites: Manufactory, Gunsmith, Forge, and Workshop

High-Tech (HT) Artillery: These are things such as SAMs and guided missile installations, the absolute newest of the US defence network pre-War. They are extremely rare, usually found only at specialised military sites.
Cost: 300 Scrap Parts, 5 Tech Parts for 1 HT Artillery
Requisites: Manufactory, Gunsmith, Forge, and Workshop




Energy Weapons:
Spoiler :


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: 10 Scrap Parts, 1 Tech Part for 1 Laser
Requisites: Gunsmith and Laboratory

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: 20 Scrap Parts, 2 Tech Parts for 1 Plasma
Requisites: Gunsmith, Laboratory, Workshop, and Manufactory



Explosives: Explosives are unique in that they are used only once, but can be enough to turn the tide of battle if deployed. They can be a combat wildcard if used correctly, and offer a chance for lower technology factions to turn the tables on a power armoured adversary. When used in combat, they are gone forever.

Spoiler :

Improvised Explosives: These are jury-rigged explosives such as Molotov cocktails or rigged fusion cores as explosives. They offer anti-personnel abilities, but rarely cause significant damage to fortification or armoured vehicles.
Cost: 5 Ammunition OR 1 Energy OR 1 Alcohol for 1 Improvised Explosive
Requisites: None

Dynamite: These are purpose built explosives with moderate all around abilities and can be used to destroy armoured and unarmoured targets. They are the best explosive for blowing holes in fortifications.
Cost: 10 Ammunition OR 20 Alcohol for 1 Dynamite
Requisites: Chemist

Grenade: Grenades have the versatility of improvised explosives, and the anti-armour abilities of dynamite. However, they are less effective against buildings than Dynamite.
Cost: 20 Ammunition OR 40 Alcohol for 1 Grenade
Requisites: Chemist

Energy Grenade: Based on state of the art pre-war technology, energy grenades use EMP or Plasma technology to create an explosive blast that will wipe out nearly anything. The only thing they are not effective against is buildings. However, they are extra-effective against robots and power armour.
Cost: 30 Ammunition, 1 Energy for 1 Energy Grenade
Requisites: Chemist and Laboratory



Armour
Spoiler :


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.

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

Metal Armour: Created out of old car parts and other detritus of the old world, metal armour is somewhat tougher than Leather Armour. 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 Parts
Requisites: Armoursmith and Forge

Combat Armour: Combat Armour 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.
Cost: 20 Scrap Parts
Requisites: Armoursmith, Forge, and Workshop

Animal Armour: Animal armour is essentially metal armour that’s been reworked to provide additional armour for the mount you are using. It will help keep your mounts alive when they’re used in combat.
Cost: 20 Scrap Parts
Requisites: Armoursmith, Forge

Scrap Power Armour: Scrap Power Armour is what the people of the wasteland can build based on what they’ve heard or learned on their own about pre-war powered armour. It is bit out of bits and pieces of scrap metal and equipment found in the wasteland. Sometimes it is even built out of old power armour frames and structures, but it tends to be an Energy hog when used in combat, but is still a massive improvement over conventional armor. It expends 5 Energy when used in battle.
Cost: 100 Scrap Parts, 10 Tech Parts
Requisites: Armorsmith, Forge, and Garage

Early Power Armour: Earlier-model power armour 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 armour is highly effective in combat, granting supreme protection and strength to the wearer. Unfortunately they are notoriously power inefficient, consuming 3 Energy per use in battle. They can only be scavenged, not built.

Standard Power Armour: Newer-model power armour that was deployed in the height of the war against China and saw extensive trial in combat. It was known for having a more efficient energy system, but roughly the same level of armour. Therefore it offers the same amount of protection as Early Power Armour, but only consumes 2 Energy per use in battle. They 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.
Cost: 50 Scrap Parts, 5 Tech Parts, 1 Energy
Requisites: Robotics Facility

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.
Cost: 100 Scrap Parts, 5 Tech Parts, 1 Energy
Requisites: Robotics Facility

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.
Cost: 100 Scrap Parts, 10 Tech Parts, 1 Energy
Requisites: Gunsmith and Robotics Facility

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.
Cost: 100 Scrap Parts, 15 Tech Parts, 1 Energy
Requisites: Gunsmith, Laboratory, and Robotics Facility

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.
Cost: 200 Scrap Parts, 20 Tech Parts, 2 Energy
Requisites: Gunsmith, Laboratory, Forge, Workshop, and Robotics Facility


Vehicles
Spoiler :


Land
Spoiler :

Wagon: These iconic American vehicles from the days of the Wild West are making a comeback. Pulled either by a team of humans or a team of draft animals, they can haul a good amount of cargo or passengers across the wasteland, even in difficult terrain. Not very fast, but still useful, they consume no energy when traveling.
Cost: 100 Scrap Parts
Requisites: Workshop

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 Energy for every 90 mi/150 km traveled.
Cost: 100 Scrap Parts, 3 Tech Parts
Requisites: Garage, General or Advanced Education

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 Energy for every 45 mi/75 km travelled.
Cost: 200 Scrap Parts, 5 Tech Parts
Requisites: Garage, General or Advanced Education

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 Energy for every 15 mi/25 km travelled.
Cost: 200 Scrap Parts, 10 Tech Parts
Requires: Garage, General or Advanced Education


Sea
Spoiler :


Raft: This uncontrollable floating device is simply a means of carrying people or items behind a different, slow-moving boat. Used best with canoes or galleys. Trade over water is not viable for a turn without rafts to go with your ships.
Cost: 25 Scrap Parts
Requisites: Dock

Canoe: These ancient boats are going to require 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. A canoe can haul two rafts full of cargo or passengers behind it.
Cost: 50 Scrap Parts
Requisites: Dock

Galley: These are larger low-technology ships, powered primarily by rowing. They do not have inherent fighting capacity, but they do have a wide variety of combat applications; they make excellent mobile bases for armed people, and you can haul siege weapons or other large equipment aboard. You can hold up to 50 people on a galley, and haul up to 10 rafts.
Cost: 500 Scrap Parts
Requisites: Dock, Workshop

Airboat: These are powered shallow-bottom ships that can be used to carry up to ten people each, but cannot hold cargo. They are best used for traveling across shallow lakes, streams, or in heavy swampland. Using them on any other type of water is a recipe for disaster. These vessels consume 1 Energy per every 60 mi/100 km travelled.
Cost: 100 Scrap Parts, 5 Tech Parts
Requisites: Dock, General or Advanced Education

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. They can fit up to fifty people with supplies if packed fully. These vessels will consume 1 Energy per every 30 miles/50 km traveled.
Cost: 2,000 Scrap Parts, 20 Tech Parts
Requisites: Dock and Shipyard, General or Advanced Education

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 Energy per every 15 mi/25 km traveled.
Cost: 8,000 Scrap Parts, 40 Tech Parts
Requisites: Dock, Shipyard, and Manufactory, Advanced Education


Air
Spoiler :


Light Aircraft: Civilians could own aeroplanes before the nuclear bombs dropped, and a number of private aircraft may have survived intact throughout the wasteland. Powered by small nuclear engines and unarmed, they could still make excellent scouting aircraft if deployed from an airfield. While they can provide information about an area, they can’t be used for salvage purposes. You can put Heavy Weapons upon these craft to use as air support. They will use up 1 Energy every 450 mi/750 km of travel.
Cost: 400 Scrap Parts, 40 Tech Parts
Requires: Garage and Airfield, General or Advanced Education

Fighter Aircraft: These fighters were the pride of the United States Air Force before the war. They were featured in every display and presentation as a symbol of American glory and power. Their durability was renown, and while most were sent to the front lines, others have remained intact. They have no missiles, and expend 50 Ammunition for each fight they are in. They will use up 1 Energy for every 60 mi/100 km of travel. They can only be scavenged, not built.
Requires: Airfield (to take off/land)

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 Energy per 30 mi/50 km traveled. Vertibirds do not require airfields to land. They can only be scavenged, not built.




Animals
Spoiler :

Dog: Dogs are man’s best friends and a fantastic way to take a bite out of your enemies. They act as additional defense and offense when fighting your enemies. They consume 1 Food per turn, like a normal Population.

Horse: Horses are an easy way to cross the wilderness with speed and security. Unfortunately, grasses are much fewer and far in between in the wasteland, so they will consume a large amount of your food on hand. They consume 3 Food per turn.

Radstag: Radstags are the mutated descendents of North America’s massive deer and moose population. Some, especially to the North, have taken to using them as mounts; while not remotely as swift as Horses, they are far more frugal, consuming 1 Food per turn.

Brahmin: These creatures mutated from cows after the Great War. They are able to eat what little nutrients and grasses that the wasteland provides, and give milk and meat to a community. Each Brahmin you have provides +1 Food per turn.


Unique Items
These are rare items, originated only in one or a few places, and subsequently quite possible. These (and the above) are certainly not the only things you can find around the wasteland. There are others; they will be revealed as the time comes, and as they are found.

Spoiler :

Deatharoo: A horned, mutated kangaroo. They consume 1 Food per turn, like a dog, but if properly tamed and taught not to fear people, their bizarre and alien appearance, even by wasteland standards, as well as their fast speed make them useful.

Cattle: These creatures are unmutated cattle of the sort ubiquitous before the War. They are only found in a very few locations that have been sealed away since the War, but they are also much more productive; each Cattle you have provides +3 Food/turn.

Elephant: Perhaps the rarest creatures of all, spoken only in hushed tones throughout most of the wasteland. These almighty beasts consume 10 Food per turn, but they most definitely are fearsome, and even the most fearsome raiders will run from their very presence.

FEV Abomination: A hideous (on the surface) creation from an FEV experiment gone wrong; these include centaurs and other such things. Despite consuming 1 Food per turn like a normal pop, they are feral, having lost any human-level intelligence, and are certainly less than pleasant for others to be around. Nevertheless, they can potentially serve a purpose...

Gen-1 Synth: Androids manufactured at a mysterious origin in Massachusetts--these so-called "synths" are crude artificial humans. Their appearance--plastic exoskeleton barely covering internal mechanical body parts--is ghastly and unnerving to those eyes not acclimatised to them. They are intelligent, but little more so than a general-purpose pre-War robot, and certainly far less so than the human mind. Still, they are capable of the same tasks as any human or ghoul. Of course, Gen-1 Synths are only the most primitive synths from their builders...

Gen-2 Synth: More advanced androids from the same northern source. Their structure is more advanced than their predecessors, their bodies now covered entirely by a pieced-together yellow-coloured artificial "skin," although this makes their appearance sickly and corpse-like, and arguably far more terrifying than Gen-1 synths. Their intelligence, while improved, is still not equal to humans. Of course, there may be even more advanced synths...

Cyberman: ???


***​
New Settlements
Spoiler :


Outpost: This represents a better than temporary outpost built somewhere in the wasteland. They act solely as a watchpost or minor fortification to protect or observe a location. Structures cannot be built at an outpost, and they can only have a population and an armory, nothing else. Any salvage or gathering operations conducted from an Outpost have the same penalties as any long-ranging salvage or gathering operation. Outposts cannot be built at sites of existing settlements.
Cost: 500 Scrap Parts
For 1500 Scrap Parts, you can upgrade an urban outpost into an Urban Ruin.
For 2500 Scrap Parts, you can upgrade a rural outpost into a Settlement.


New Settlement/Urban Ruin: 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. The base cost for a new settlement with rudimentary fortifications and structures is:
-2000 Scrap for an Urban Ruin
-3000 Scrap for a Settlement
Depending on where you build a settlement, it could come with an automatic additional structure.

There are also other potential sites for settlement, such as abandoned bunkers; the price for that, I’ll give a quote on the spot.



Structures
Spoiler :

Food
Spoiler :

Farm: These offer the ability to permanently assign some of your population to local farming. Each farm provides the capacity for 50 farmers. The amount of food provided by farms depends on the number of farmers assigned and the local fertility of the soil for farming. Cannot be built in a Bunker or Vault, and do not produce food in winter.
Cost: 300 Scrap Parts, 1 Tech Part
Requisites: None

Dock: You may live on an island or want to be a seafaring nation. In these cases, a Farm might not work for you. A Dock can be used to build primitive craft and provides the capacity for 10 “Farmers” that fish from the sea. The Dock is not dependent upon local area fertility for food production, always providing “Average” quality food input, regardless of season.
Cost: 200 Scrap Parts
Requisites: None

Hydroponic Farm: This is a farm that relies more on high technology equipment to allow for the indoor sustaining of crops. Each farm provides the capacity for 50 farmers at “Average” fertility. This is the only type of farm that can be built in a Bunker or Vault, and will also produce food in winter.
Cost: 200 Scrap Parts, 10 Tech Parts
Requisites: Advanced Education

Nutrient Replicator: Created with the best of pre-War matter replication technology, these are the food producers of the Future, automatically providing 500 Food/turn in exchange for 5 Energy. Sure, perhaps artificially created food is a bit tasteless, but hey, surely it is a price worth paying for not having to farm at all?
Cost: 3000 Scrap Parts, 60 Tech Parts, Laboratory Equipment, Intact Computers, Fusion Core
Requisites: Advanced Education

Silo: These structures allow you to increase the amount of food you can store in your settlement by 1,000 units of Food.
Cost: 200 Scrap Parts
Requisites: None


Energy
Spoiler :


Steam Generator: This is a rudimentary power plant, operating by burning flammable things to create steam that turns a generator, and, voila, power! Thermodynamics! It will create energy for you, but it is also horrendously inefficient; it operates at an exchange rate of burning 50 Scrap Parts for 1 Energy.
Cost: 500 Scrap Parts, 3 Tech Parts
Requisites: General or Advanced Education

Water Turbine: Humankind has known for centuries that it is possible to create power by having water turn a wheel; it was this same principle that allowed pre-War engineers to construct great dams. If you are by a source of moving water, you can construct one of these; in the process, you will automatically gain 2 Energy/turn.
Cost: 1000 Scrap Parts, 10 Tech Parts
Requisites: General or Advanced Education

Fusion Reactor: An advanced power plant, created from the best knowledge of pre-War atomic physics, giving you the power of the Sun in your hands! If you have the know-how and the necessary equipment to build one of these, you will automatically produce 10 Energy/turn.
Cost: 3000 Scrap Parts, 60 Tech Parts, Laboratory Equipment, Precision Tools, Fusion Core, Intact Computers
Requisites: Workshop, Advanced Education


Other Production
Spoiler :


Still: A Still allows for the conversion of food into Alcohol, which serves a variety of purposes. Alcohol can be produced here for 5 Food for 1 Alcohol. On top of being fun, Alcohol can also be used as a substitute for Ammunition in creating explosives. Furthermore, Alcohol provides significantly smaller bonus to combat than Chems, but function in the same basic manner.
Cost: 200 Scrap Parts, 5 Tech Parts, Precision Tools
Requisites: None

Chemist: A Chemist allows for the production of various types of explosives and Chems. Chems can be produced here for 5 Food for 1 Chem. Chems are drugs that provide enhancements in battle. Each soldier who uses a Chem before battle becomes significantly more effective in combat. Chems can also be used to buy off raiders and provide occasional solutions to Challenges that come your way. Or, if you feel like it, you can use Chems for fun.
Cost: 200 Scrap Parts, 10 Tech Parts, Laboratory Equipment
Requisites: None

Forge: A forge is a core component of smithing and developing swords and weaponry for a tribal or basic army. Mostly this includes a hot fire and tough surfaces to hammer upon.
Cost: 300 Scrap Parts, 5 Tech Parts
Requisites: None

Armoursmith: An Armoursmith offers the creation of armour that will help keep your people alive when in combat. This allows the production of most types of armour.
Cost: 300 Scrap Parts, 5 Tech Parts
Requisites: None

Workshop: A working handyman’s center with the tools and equipment needed to build sophisticated parts for more advanced gear and weapons.
Cost: 400 Scrap Parts, 10 Tech Parts, Precision Tools
Requisites: None

Mine: A facility that allows the use of Population and/or Slaves to dig up valuable Scrap Parts (in this case representing ore) from beneath the earth, rather than relying on old junk you can salvage from old world ruins.
Cost: 1000 Scrap Parts
Requisites: Can only be built in mountainous areas with viable resources.

Gunsmith: This facility allows you to produce firearms for deployment by your forces, giving an advantage against lower tech weaponry.
Cost: 500 Scrap Parts, 15 Tech Parts, Machining Gear
Requisites: General or Advanced Education

Ammunition Plant: This facility allows you to convert Scrap Parts into Ammunition for use on the battlefield. Conversion is done at a cost of 1 Scrap Part into 1 Ammunition.
Cost: 2000 Scrap Parts, 20 Tech Parts, Machining Gear
Requisites: General or Advanced Education.

Garage: This is a sophisticated location that allows you to build land vehicles and equipment that will improve your abilities for combat.
Cost: 800 Scrap Parts, 10 Tech Parts, Machining Gear, Precision Tools
Requisites: General or Advanced Education

Shipyard: You may require larger and more advanced naval craft once you advance. This facility allows you to build those ships with modern engines and sustainability.
Cost: 2000 Scrap Parts, 15 Tech Parts, Machining Gear, Precision Tools
Requisites: General or Advanced Education

Manufactory: Manufactories are used for the production of particularly high tech and complicated sorts of equipment and arms. They can also be used to produce the highly sophisticated technology needed for advanced buildings and weapons. Using this building you can convert 50 Scrap Parts into 1 Tech Part.
Cost: 2000 Scrap Parts, 40 Tech Parts, Machining Gear, Precision Tools
Requisites: Workshop, Advanced Education

Robotics Facility: This location is used for the production of robots of all shapes and sizes.
Cost: 1,000 Scrap Parts, 50 Tech Parts, Intact Computers, Precision Tools
Requisites: Advanced Education

Laboratory: This is a sophisticated place for the advancement of sciences and development of society. This allows you to build the most advanced technology and even conduct your own research into new technology. Using the Laboratory you can turn 50 Tech Parts into Laboratory Equipment, Intact Computers, Machining Gear, Precision Tools, Fusion Core, or Radio Gear.
Cost: 800 Scrap Parts, 30 Tech Parts, Laboratory Equipment, Intact Computers
Requisites: Advanced Education



Defence
Spoiler :

Fortifications: Fortifications are any sort of purpose-built defensive works that protect the settlement in question. Each level represents essentially adding +1 Military Skill to any defenders of that settlement. It is assumed that any existing settlement has a basic level of fortifications, these structures are anything that could be considered additions. This could include, but is not limited to: pillboxes, additional walls, parapets, and interior strongholds.
Cost: 500 Scrap Parts
Requisites: None

Automated Defence System: This powered facility is a series of automated defence turrets, which increase the defence capacity of your base and reduce the need for a garrison. An Automated Defence System will expend 100 Ammunition and 10 Energy when deployed in a battle, so be careful not to build so many that you cannot afford to operate them.
Cost: 300 Scrap Parts, 10 Tech Parts, Intact Computers
Requisites: Gunsmith, Advanced Education


Miscellaneous
Spoiler :

Inn: This is a place for your people to meet and drink and generally relax and hold on to small moments of happiness in an otherwise incredibly hostile environment. Your people will be happier; furthermore, it’s also a place for weary travellers and adventurers to rest their legs, and give you access to all manner of new Challenges for people coming from abroad.
Cost: 300 Scrap Parts
Requisites: None

Arena: This is a place where warriors and can prove their mettle in combat, or, alternatively, it is a ready-made venue to make captives fight to the death. This has the side effect of raising your military skill; it is more effective if you are Tribal or Raiders.
Cost: 800 Scrap Parts
Requisites: None

Clinic: This is a place for treatment for radiation poisoning and wounds of all sizes and types, improving the chance of survival of defenders in combat situations. A clinic also increases Population growth, as your people have better prospects.
Cost: 500 Scrap Parts, 10 Tech Parts, Laboratory Equipment
Requisites: General or Advanced Education

Water Station: This structure combines a purifier with a pump, allowing for mass production of clean water for your community. This allows you to mass-produce clean water, something which will greatly increase your people’s health and quality of life, increasing Population growth.
Cost: 600 Scrap Parts, 5 Tech Parts
Requisites: A nearby source of fresh water such as a lake or river. General or Advanced Education.

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: 1000 Scrap Parts, 10 Tech Parts, Radio Gear
Requisites: General or Advanced Education

Airfield: A place in a settlement where planes can take off and land. Required for use of any aircraft. Only one can be built per town. Sometimes you can set up a settlement in an area where an airfield already exists, and give yourself a free building.
Cost: 3000 Scrap Parts
Requisites: General or Advanced Education




Unique Buildings

These cannot be built under normal circumstances.

Spoiler :

FEV Laboratory: The Forced Evolutionary Virus was a pre-War vaccine prototype-turned-biological warfare agent that, when used on living beings, incites rapid mutation, including growth of muscle mass. Per turn, an FEV Laboratory can be used upon a total of 60 living beings (humans, ghouls, animals, etc.) If FEV is used on a human, that human has a 50% chance being turned into a Super Mutant--far stronger than a normal human, and far more fearsome; but also almost certainly losing a sense of identity, becoming less intelligent, and becoming infertile--and, on the contrary, a 50% chance of being turned into an FEV Abomination.
 
Last edited:
(As of Update 5)

PC stats

Spoiler :

Armstrong Gals/Everblack
Civilian Survivors
Industrious, Scientific
Total Population: 555 (555 Humans)
Total Slaves: 0
Food: 1305 (+500/+0)/3000 (-555)
Energy: 0 (+0/-0)
Scrap Parts: 2265
Tech Parts: 4
Ammunition: 210
Other Items: Radio Gear, Machining Gear
Education: General
Military Skill: 3
Spoiler :

Lancaster
(Urban Ruin, Lancaster, PA)
-Population: 555 (555 Humans)
+510 Food: 100/100 (Sustenance), +10 (Brahmins)
-Structures: Fortifications (3), Farms (2), Silo (1)
-Items: 290 1H Guns, 40 2H Guns, 47 HT Melee, 60 LT Melee, 10 LT Ranged, 3 Protectrons, 4 Early Power Armour, 5 Wagons, 10 Brahmins


Atlantic Maritime League/Nobody126
Boat People
Maritime, Scientific
Total Population: 990 (990 Humans)
Total Slaves: 0
Food: 3345 (+2150/+1600)/5000 (-990)
Energy: 0 (+0/-0)
Scrap Parts: 1599
Tech Parts: 20
Ammunition: 1695
Other Items: 160 Chems, Machining Gear
Education: Advanced
Military Skill: 2
Spoiler :

Fort Delaware
(Bunker, Fort Delaware, Pea Patch Island, DE)
-Population: 95 (95 Humans)
+1400 Food: +70/70 (Dock)
-Structures: Dock (7), Silo (3), Workshop, Inn, Arena, Forge, Armoursmith
-Items: 55 2H Guns, 1 Plasma Weapon, 6 LT Siege, 55 Leather Armour, 50 Combat Armour, 4 Galleys, 8 Rafts, 5 Canoes
Memorial Anchorage
(Settlement, New Castle, DE)
-Population: 625 (625 Humans)
+200 Food: +0/0 (Average--Winter), +10/10 (Dock)
-Structures: Fortifications (2), Farms (1), Dock (1)
-Items: 125 1H Guns, 30 2H Guns, 170 LT Melee, 75 LT Ranged, 20 Laser Weapons, 12 LT Siege, 255 Leather Armour, 1 Vertibird
Deepwater
-Population: 270 (270 Humans)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortification (1), Farm (1, Sustenance), Inn
-Items: 200 LT Melee, 70 LT Ranged, 45 Leather Armour


Atlantic Raja/Nuka-sama
Institution
Diplomatic, Scientific
Total Population: 485 (485 Humans)
Total Slaves: 0
Food: 980 (+600/+600)/3000 (-485)
Energy: 5 (+2/-0)
Scrap Parts: 810
Tech Parts: 11
Ammunition: 1600
Other Items: Precision Tools
Education: Advanced
Military Skill: 2
Spoiler :

The Taj Mahal
(Bunker, Atlantic City, NJ)
-Population: 485 (485 Humans)
+600 Food: 50/50 (Hydroponic), 10/10 (Dock)
-Structures: Hydroponic Farm (1), Dock (1), Silo (1), Water Turbine
-Items: 270 2H Guns, 70 Laser Weapons, 40 Mr Handies, 80 Protectrons


Beastie Boys/Ahigin
Raiders
Industrious, Warlike
Total Population: 525 (465 Humans, 60 Ghouls)
Total Slaves: 410 (390 Humans, 20 Ghouls)
Food: 1130 (+1075/+0)/4000 (-935)
Energy: 0 (+0/-0)
Scrap Parts: 2439
Tech Parts: 3
Ammunition: 425
Other Items: 180 Alcohol, 120 Chems, Fusion Core
Education: General
Military Skill: 4
Spoiler :

B-Borough
(Urban Ruin, Midwood, Brooklyn, NY)
-Population: 465 (465 Humans)
-Slaves: 390 (390 Humans)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortifications (3), Farms (3), Silo (2), Arena, Inn, Radio Tower
-Items: 840 LT Melee, 20 HT Melee, 120 1H Guns, 140 Leather Armour
M-Borough
(Urban Ruin, Mapleton, Brooklyn, NY)
-Population: 60 (60 Ghouls)
-Slaves: 20 (20 Ghouls)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortifications (2), Farms (2)
-Items: 130 LT Melee, 50 2H Guns, 50 HT Melee


Brotherhood of the Undead/Jackelgull
Raiders
Warlike, Scientific
Total Population: 475 (1 Human, 474 Ghouls)
Total Slaves: 536 (536 Humans)
Food: 695 (+500/+0)/4000 (-1011)
Energy: 0 (+0/-0)
Scrap Parts: 2660
Tech Parts: 20
Ammunition: 938
Other Items: 260 Chems
Education: General
Military Skill: 3
Spoiler :

Hartford
(Urban Ruin, Connecticut State Capitol, Hartford, CT)
-Population: 385 (1 Human, 384 Ghouls)
-Slaves: 400 (400 Humans)
+500 Food: 100/100 (Sustenance)
-Structures: Fortifications (4), Farm (2), Silo (2), Clinic
-Items: 560 LT Melee, 40 1H Guns, 25 Laser Weapons, 30 Leather Armour, 10 Combat Armour
Trinity College
(Urban Ruin, Trinity College, Hartford, CT)
-Population: 90 (90 Ghouls)
-Slaves: 136 (136 Humans)
+0 Food: (Sustenance)
-Structures: Fortifications (1)
-Items: 350 1H Guns, 10 2H Guns, 6 HT Melee, 260 Leather Armour, 40 Grenades


The Daughters/Robert Can’t
Migrants
Diplomatic, Religious
Total Population: 625 (625 Humans)
Total Slaves: 0
Food: 5000 (+3027/+27)/5000 (-653)
Energy: 0 (+0/-0)
Scrap Parts: 1015
Tech Parts: 4
Ammunition: 740
Other Items: 60 Chems
Education: General
Military Skill: 4
Spoiler :

The Village
(Settlement, Monticello, NY)
-Population: 625 (625 Humans)
+27 Food: 0/0 (Fertile--Winter), +27 (Brahmin)
-Structures: Fortifications (3), Farms (3), Silo (3), Radio Tower
-Items: 340 1H Guns, 160 2H Guns, 110 Leather Armour, 38 Dogs, 27 Brahmin


Disciples of Madison/Lord_Herobrine
Institution
Religious, Scientific
Total Population: 470 (440 Humans, 30 Ghouls)
Total Slaves: 0
Food: 1145 (+500/+500)/3000 (-470)
Energy: 0 (+0/-0)/0
Scrap Parts: 624
Tech Parts: 24
Ammunition: 535
Other Items: Intact Computers, Fusion Core
Education: Advanced
Military Skill: 1
Spoiler :

Pennsylvania Station
(Urban Ruin, Penn Station, Manhattan, NY)
-Population: 470 (440 Humans, 30 Ghouls)
+500 Food: 0/0 (Average), 50/50 (Hydroponic)
-Structures: Fortifications (2), Hydroponic Farm (1), Silo (1), Inn
-Items: 270 1H Guns, 110 2H Guns, 5 Mr Handies


Emergency Wartime Officer Corps/Decamper
Pre-War Military
Warlike, Scientific
Total Officers: 590 (590 Humans)
Total Cadets: 440 (440 Humans)
Food: 3745 (+2600/+1100)/4000 (-995)
Energy: 2 (+2/-0)
Scrap Parts: 615
Tech Parts: 8
Ammunition: 2160
Other Items: Intact Computers
Education: General
Military Skill: 6
Spoiler :

The Point
(Settlement, United States Military Academy, West Point, NY)
-Officers: 190 (190 Humans)
-Cadets: 110 (110 Humans)
+100 Food: 0/0 (Average--Winter), +10/10 (Dock)
-Structures: Fortifications (4), Farms (2), Dock (1), Silo (2), Steam Generator, Water Turbine (1)
-Items: 20 1H Guns, 120 2H Guns, 390 LT Melee, 9 HT Melee, 20 Early Power Armour
Newburgh
(Settlement, Newburgh, NY)
-Officers: 115 (115 Humans)
-Cadets: 330 (330 Cadets)
+0 Food: 0/0 (Average--Winter)
-Structures: Fortifications (3), Farm (1)
-Items: 265 2H Guns, 90 Laser Weapons, 80 LT Melee, 80 Leather Armour, 275 Combat Armour, 5 Early Power Armour
Stewart International Station
(Urban Ruin, Stewart International Airport, NY)
-Officers: 275 (275 Humans)
-Cadets: 0
+1000 Food: 100/100 (Hydroponic)
-Structures: Fortifications (3), Hydroponic Farms (2)
-Items: 190 2H Guns, 20 Laser Weapons, 225 Combat Armour, 5 Early Power Armour


Hoboken Shipper Boys and Girls/Tolina
Boat People
Industrious, Maritime
Total Population: 450 (135 Humans, 315 Ghouls)
Total Slaves: 0
Food: 2660 (+1050/+600)/4000 (-450)
Energy: 0 (+0/-0)
Scrap Parts: 365
Tech Parts: 3
Ammunition: 460
Other Items: 20 Alcohol
Education: General
Military Skill: 2
Spoiler :

Hoboken
(Urban Ruin, Hoboken, NJ)
Population: 450 (135 Humans, 315 Ghouls)
+600 Food: 0/0 (Sustenance--Winter), 30/30 (Dock)
Structures: Fortifications (3), Farm (1), Docks (3), Silo (2), Forge, Still
Items: 70 LT Ranged, 280 1H Guns, 20 Laser Weapons, 70 Leather Armour, 15 Combat Armour, 6 Early Power Armour, 5 Mr Handies, 1 Small Boat


Kings and Queens/Shirogane
Raiders
Industrious, Diplomatic
Total Population: 370 (370 Humans)
Total Slaves: 485 (385 Humans, 100 Ghouls)
Food: 1575 (+2045/+545)/3000 (-940)
Energy: 0 (+0/-0)
Scrap Parts: 960
Tech Parts: 0
Ammunition: 620
Other Items: None
Education: General
Military Skill: 4
Spoiler :

King of Prussia
(Urban Ruin, King of Prussia Mall, King of Prussia, PA)
-Population: 25 (25 Humans)
-Slaves: 85 (70 Humans, 15 Ghouls)
+45 Food: 0/0 (Average--Winter), +45 (Cattle)
-Structures: Fortifications (7), Farms (4), Silo (2), Inn, Armoursmith, Fortification, Arena
-Items: 5 LT Melee, 5 Mr Handies, 2 Protectrons, 10 Mr Gutsies, 15 Cattle, 5 Horses
Mount Joy
(Urban Ruin, Valley Forge Casino Resort, PA)
-Population: 350 (350 Humans)
-Slaves: 395 (310 Humans, 85 Ghouls)
+500 Food: 50/50 (Hydroponic)
-Structures: Fortifications (2), Hydroponic Farm (1), Inn
-Items: 410 LT Melee, 270 1H Guns, 50 2H Guns, 20 Laser Weapons, 220 Leather Armour


Order of the Holy Wound/Seon
Institution
Religious, Scientific
Total Population: 645 (570 Humans, 75 Ghouls)
Total Slaves: 0
Food: 1405 (+1000/+0)/4000 (-645)
Energy: 40 (+10/-0)
Scrap Parts: 1811
Tech Parts: 15
Ammunition: 505
Other Items: 20 Chems, Machining Gear, Intact Computers, Fusion Core (2), Laboratory Equipment, Radio Gear
Education: Advanced
Military Skill: 2
Spoiler :

The Shard
(Settlement, Trenton Psychiatric Hospital, Trenton, NJ)
-Population: 645 (570 Humans, 75 Ghouls)
+0 Food: 0/0 (Average-Winter)
-Structures: Fortifications (3), Farms (2), Silo (2), Fusion Reactor, Inn, Clinic
-Items: 300 1H Guns, 150 2H Guns, 20 Laser Weapons, 10 Plasma Weapons, 11 Mr Handies, 5 Protectrons, 5 Improvised Explosives


PLA Naval Air Base NYC Squadron/LonelyLurker
Pre-War Military
Maritime, Warlike
Total Population: 300 (295 Humans, 5 Ghouls)
Total Slaves: 0
Food: 940 (+400/+400)/2000 (-290)
Energy: 31 (+12/-0)
Scrap Parts: 390
Tech Parts: 0
Ammunition: 300
Education: General
Military Skill: 6
Spoiler :

Intrepid
(Urban Ruin, Intrepid Sea, Air, and Space Museum, Manhattan, NY)
-Population: 300 (295 Humans, 5 Ghouls)
-Slaves: 0
+400 Food: 20/20 (Dock)
-Structures: Fortifications (4), Dock (2), Fusion Reactor, Water Turbine (1)
-Items: 180 Laser Weapons, 90 HT Melee, 10 Small Boats, 5 Early Power Armour


Poxxy’s Chem Dogs/Zappericus
Raiders
Environmentalist, Warlike
Total Population: 215 (215 Humans)
Total Slaves: 65 (30 Humans, 35 Ghouls)
Food: 364 (+0/+0)/4000 (-283)
Energy: 5 (+0/-0)
Scrap Parts: 245
Tech Parts: 0
Ammunition: 220
Other Items: Fusion Core
Education: General
Military Skill: 5
Spoiler :

The Underhive
(Bunker, Valley Forge Military Academy, Wayne, PA)
-Population: 215 (215 Humans)
-Slaves: 65 (30 Humans, 35 Ghouls)
+0 Food: 0/0 (Sustenance)
-Structures: Silo (2), Chemist, Inn, Arena, Armoursmith, Forge
-Items: 145 LT Melee, 150 1H Guns, 45 2H Guns, 55 Laser Weapons, 2 Plasma Weapons, 2 Energy Melee, 35 Leather Armour, 100 Improvised Explosives, 5 Mr Handies, 3 Protectrons, 3 Deatharoos, 2 Falcon Combat Armour


Reformed Society for Psychic and Paranormal Research/Marcher Jovian
Civilian Survivors
Industrious, Religious
Total Population: 545 (535 Humans, 10 Ghouls)
Total Slaves: 0
Food: 3755 (+1700/+200)/4000 (-545)
Energy: 2 (+2/-0)
Scrap Parts: 828
Tech Parts: 9
Ammunition: 305
Other Items: 30 Chems, Intact Computers (2), Precision Tools
Education: General
Military Skill: 1
Spoiler :

Monroe
(Settlement, Monroe, CT)
-Population: 390 (390 Humans)
+0 Food: 150/150 (Average--Winter)
-Structures: Fortifications (1), Farms (3), Silo (2), Inn
-Items: 175 1H Guns, 60 2H Guns, 22 Mr Handies, 9 Early Power Armour
Bridgeport
(Urban Ruin, Bridgeport, CT)
-Population: 155 (145 Humans, 10 Ghouls)
+200 Food: 0/0 (Worthless), 20/20 (Docks)
-Structures: Fortifications (2), Docks (2), Water Turbine (1), Radio Tower of Mysterious Origin, Still
-Items: 115 1H Guns, 80 2H Guns, 15 Plasma Weapons, 15 Combat Armour


The Sanctuary/thomas.berubeg
Pre-War Military
Agricultural, Religious
Total Population: 450 (395 Humans, 55 Ghouls)
Total Slaves: 0
Food: 4000 (+4100/+1100)/5000 (-450)
Energy: 12 (+0/-0)
Scrap Parts: 435
Tech Parts: 1
Ammunition: 1310
Other Items: Intact Computers (2), Machining Gear
Education: General
Military Skill: 4
Spoiler :

The Cloisters
(Urban Ruin, The Cloisters, Manhattan, NY)
-Population: 222 (187 Humans, 35 Ghouls)
+1100 Food: 50/50 (Sustenance), 10/10 (Dock)
-Structures: Fortifications (4), Farm (1), Dock (1), Silo (1), Still, Inn, Clinic, Water Purifier
-Items: 72 2H Guns, 115 Laser Weapons, 3 Plasma Weapons, 30 Leather Armour, 30 Combat Armour, 3 Standard Power Armour, 1 Canoe, 2 Small Boats, 10 Mr Gutsies
Red Cliff
(Settlement, Harlem River Park, Manhattan, NY)
-Population: 220 (200 Humans, 20 Ghouls)
+2000 Food: 100/100 (Sustenance)
-Structures: Fortifications (1), Farms (2), Silo (1), Arena
-Items: 70 2H Guns, 100 Laser Weapons, 2 Plasma Weapons, 20 Leather Armour, 45 Combat Armour, 2 Standard Power Armour, 10 Mr Gutsies
Terminus
(Settlement, Urban Ruin, Inwood-207th Street (A) Subway Station, Manhattan, NY)
-Population: 140 (140 Humans)
+1000 Food: 0/0 (Worthless), 50/50 (Hydroponic)
-Structures: Fortifications (1), Hydroponic Farm (1), Silo (1), Chemist
-Items: 70 2H Guns, 100 Laser Weapons, 2 Plasma Weapons, 5 Heavy Weapons, 45 Combat Armour, 2 Standard Power Armour, 20 Mr Gutsies
Garrisoned at New Harlem
-Items: 30 Laser Weapons, 20 Combat Armour, 10 Mr Gutsies


Shepaug Dam Survivors/Immaculate
Pre-War Military
Diplomatic, Industrious
Total Population: 1125 (1075 Humans, 50 Ghouls)
Total Prisoners: 95 (95 Humans)
Food: 5000 (+2450/+200)/5000 (-1290)
Energy: 20 (+10/-0)
Scrap Parts: 2545
Tech Parts: 14
Ammunition: 2815
Other Items: Machining Gear, Precision Tools
Education: General
Military Skill: 4
Spoiler :

Shepaug Dam
(Bunker, Shepaug Dam, Newtown/Southbury, CT)
-Population: 650 (650 Humans)
-Prisoners: 95 (95 Humans)
+200 Food: 200 Brahmin
-Structures: Water Turbine (5), Silo (1), Inn, Clinic
-Items: 220 2H Guns, 165 Laser Weapons, 280 LT Melee, 10 LT Ranged, 30 HT Melee, 20 Leather Armour, 200 Metal Armour, 185 Combat Armour, 20 Standard Power Armour, 11 Mr Gutsies, 10 Mr Handies, 200 Brahmin, 20 Horses, 50 Improvised Explosives
Newtown
(Settlement, Newtown, CT)
-Population: 160 (135 Humans, 25 Ghouls)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortifications (3), Farms (3), Silos (2), Inn, Still
-Items: 150 1H Guns, 30 Leather Armour
Roxbury
(Settlement, Roxbury, CT)
-Population: 155 (130 Humans, 25 Ghouls)
+0 Food: 0/0 (Average--Winter)
-Structures: Fortifications (1), Farms (3), Inn
-Items: 150 1H Guns, 30 Leather Armour
Canterbury
(Settlement, The Canterbury School, New Milford, CT)
-Population: 160 (160 Humans)
+0 Food: 0/0 (Average)
-Structures: Fortifications (4), Forge, Armoursmith, Inn
-Items: 80 1H Guns, 70 LT Ranged, 10 Leather Armour


The Skylanders/Shadowbound
Tribals
Environmentalist, Warlike
Total Population: 1240 (1240 Humans)
Total Slaves: 0
Total Food: 730 (+425/+425)/2000 (-1755)
Energy: 0 (+0/-0)
Scrap Parts: 300
Tech Parts: 0
Ammunition: 280
Other Items: Radio Gear
Education: Tribal
Military Skill: 4
Spoiler :

Skylanders Camp
(Camp, Rockaway NJ)
-Population: 1240 (1240 Humans)
+425 Food: 0/0 (Fertile), +430 (Brahmin)
-Items: 1110 LT Melee, 190 LT Ranged, 30 1H Guns, 30 2H Guns, 390 Leather Armour, 430 Brahmin, 155 Horses


Sons of Hope/Trigo238
Pre-War Military
Diplomatic, Warlike
Total Population: 443 (398 Humans, 45 Ghouls)
Total Slaves: 140 (140 Humans)
Food: 3000 (+250/+0)/3000 (-583)
Energy: 0 (+0/-0)
Scrap Parts: 1510
Tech Parts: 19
Ammunition: 2520
Other Items: Radio Gear, Machining Gear (2), Precision Tools
Education: General
Military Skill: 5
Spoiler :

Nutley
(Bunker, Nutley, NJ)
-Population: 423 (398 Humans, 25 Ghouls)
+0 Food
-Structures: Silo (1)
-Items: 266 Laser Weapons, 38 Plasma Weapons, 124 LT Melee, 15 HT Melee, 20 1H Guns, 65 Leather Armour, 60 Combat Armour, 20 Early Power Armour, 20 Mr Gutsies
East Orange
(Urban Ruin, East Orange, NJ)
-Population: 20 (20 Ghouls)
-Slaves: 140 (140 Humans)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortifications (1), Farms (1, Sustenance), Ammunition Plant
-Items: 30 1H Guns, 20 2H Guns, 30 Leather Armour


Sovereign Fortuna Guild/Ailedhoo
Boat People
Diplomatic, Maritime
Total Population: 568 (565 Humans, 3 Mr Gutsies)
Total Slaves: 0
Food: 782 (+900/+400)/4000 (-560)
Energy: 5 (+0/-0)
Scrap Parts: 120
Tech Parts: 11
Ammunition: 135
Other Items: Machining Gear, Radio Gear
Education: General
Military Skill: 1
Spoiler :

Sag Harbour
(Settlement, Sag Harbour, NY)
-Population: 565 (568 Humans, 3 Mr Gutsies)
+400 Food: 0/0 (Sustenance--Winter), 20/20 (Dock)
-Structures: Fortifications (1), Farm (1), Dock (2), Silo (2)
-Items: 85 1H Guns, 85 2H Guns, 20 Leather Armour, 5 Protectrons, 3 Canoes, 2 Small Boats, 10 Gen-1 Synths


Vault 77/poketwo
Vault Dwellers
Industrious, Religious
Total Population: 770 (670 Vault Humans, 100 Humans)
Total Prisoners: 90 (90 Humans)
Food: 1135 (+1980/+1980)/2000 (-1195)
Energy: 0 (+10/-10)
Scrap Parts: 260
Tech Parts: 0
Ammunition: 250
Other Items: 50 Alcohol
Education: General
Military Skill: 3
Spoiler :

Vault 77
(Vault, Valley Forge, PA)
DOOR CLOSED
-Population: 25 (25 Vault Humans)
+1600 Food: 0/0 (Average), +1000 (Nutrient Replication), +480 (Cattle)
+10 Energy
-Structures: Nutrient Replicator (2), Fusion Reactor
-Items: 10 1H Guns, 160 Cattle, 35 Horses
Springfield
(Settlement, Springfield Township (Delaware County), PA)
-Population: 745 (645 Vault Humans, 100 Humans)
-Prisoners: 90 (90 Humans)
+0 Food: 0/0 (Average--Winter)
-Structures: Fortifications (1), Farm (1, Average)
-Items: 215 LT Melee, 340 1H Guns, 170 2H Guns, 5 HT Melee, 160 Leather Armour, 7 Mr Handies, 180 Dogs, 5 Elephants


Vault 314/Terrance888
Vault Dwellers
Environmentalist, Scientific
Total Population: 963 (963 Humans)
Total Slaves: 112 (37 Humans, 75 Ghouls)
Food: 2990 (+500/+500)/3000 (-1096)
Energy: 54 (+10/-5)
Scrap Parts: 1426
Tech Parts: 32
Ammunition: 190
Other Items: 75 Alcohol
Education: General
Military Skill: 2
Spoiler :

Vault 314
(Vault, Mills Reservation, Montclair, NJ)
-Population: 991 (991 Humans)
-Slaves: 100 (25 Humans, 75 Ghouls)
+500 Food: 0/0 (Average), +500 (Nutrient Replication)
+10 Energy
-Structures: Fortifications (1), Nutrient Replicator (1 Active/2 Total), Silo (1), Fusion Reactor, Robotics Facility, Inn, Forge
-Items: 160 LT Melee, 242 LT Ranged, 15 HT Melee, 20 1H Guns, 10 Improvised Explosives, 20 Dynamite, 70 Leather Armour, 142 Mr Handies, 95 Protectrons, 24 Assaultrons, 10 Sentry Bots, 4 Horses


Vault 350/J.K. Stockholme
Vault Dwellers
Scientific, Warlike
Total Population: 643 (570 Humans, 73 Super Mutants)
Total Slaves: 0
Food: 1595 (+500/+500)/2000 (-730)
Energy: 4 (+10/-5)
Scrap Parts: 1559
Tech Parts: 22
Ammunition: 610
Other Items: Precision Tools, Radio Gear
Education: General
Military Skill: 3
Spoiler :

Vault 350
(Vault, High Ridge, East Haven, CT)
-Population: 643 (570 Humans, 73 Super Mutants)
+1000 Food: 0/0 (Sustenance), +1000 (Nutrient Replication)
+5 Energy
-Structures: Nutrient Replicator (1 Active/2), Fusion Reactor, FEV Laboratory
-Items: 290 1H Guns, 210 2H Guns, 5 HT Melee, 4 Laser Weapons, 25 Leather Armour, 4 Ishtar’s Armour, 67 FEV Abominations, 1 Vertibird


Wall Street Traders/NinjaCow64
Civilian Survivors
Diplomatic, Industrious
Total Population: 335 (300 Humans, 35 Ghouls)
Total Slaves: 210 (115 Humans, 95 Ghouls)
Food: 1160 (+950/+700)/4000 (-545)
Energy: 0 (+0/-0)
Scrap Parts: 1886
Tech Parts: 15
Ammunition: 220
Other Items: 40 Alcohol, 50 Chems, Radio Gear, Precision Tools
Education: General
Military Skill: 2
Spoiler :

New York Stock Exchange
(Urban Ruin, New York Stock Exchange, Manhattan, NY)
-Population: 200 (175 Humans, 25 Ghouls)
-Slaves: 150 (70 Humans, 80 Ghouls)
+0 Food: 0/0 (Sustenance--Winter)
-Structures: Fortifications (2), Farm (1), Silo (2), Inn, Forge
-Items: 105 1H Guns, 55 2H Guns, 10 Mr Handies
Pier 11
(Urban Ruin, Pier 11/Wall Street Ferry Terminal, Manhattan, NY)
-Population: 135 (125 Humans, 10 Ghouls)
-Slaves: 60 (45 Humans, 15 Ghouls)
+700 Food: 0/0 (Worthless), 70/70 (Docks)
-Structures: Fortifications (1), Docks (7)
-Items: 20 1H Guns, 25 2H Guns



NPCs
Spoiler :

Alphabet Company
Raiders
Maritime, Warlike
Urban Ruin, Alphabet City, Manhattan, NY
Population: 160 (55 Humans, 105 Ghouls)
Slaves: 250 (250 Humans)
Food: Secure
Structures: Fortifications (2), Dock (2)
Items: 130 LT Melee, 10 HT Melee, 70 Leather Armour
Education: General
Military Skill: 3

Arden
Civilian Survivors
Agricultural, Warlike
Settlement, Arden, DE
Population: 300 (300 Humans)
Slaves: 115 (115 Humans)
Food: Plentiful
Structures: Fortifications (4), Farm (2, Average), Silo (2)
Items: 300 LT Melee, 150 2H Guns, 50 Laser Weapons, 50 Combat Armour
Education: General
Military Skill: 4

Back-in-the-Saddle
Migrants
Agricultural, Industrious
Settlement, Saddle River County Park, Saddle Brook, NJ
Population: 140 (140 Humans)
Slaves: 0
Food: Insecure
Structures: Fortifications (1), Farm (1, Sustenance)
Items: 100 LT Melee, 20 LT Ranged, 20 1H Guns, 40 Leather Armour
Education: General
Military Skill: 2

Baritone Family
Raiders
Diplomatic, Warlike
Settlement, Belleville, NJ
Population: 360 (360 Humans)
Slaves: 180 (180 Ghouls)
Food: Average
Structures: Fortifications (3), Farms (3, Sustenance), Silo (1)
Items: 330 1H Guns, 70 2H Guns, 70 Laser Weapons
Education: General
Military Skill: 4

Barium Rangers
Tribals
Environmentalist, Scientific
Camp, Watertown, CT
Population: 570 (570 Humans)
Slaves: 0
Food: Plentiful
Structures: None
Items: 480 LT Melee, 200 LT Ranged, 80 2H Guns, 200 Leather Armour, 45 Brahmin
Education: Tribal
Military Skill: 3

Big Iron
Civilian Survivors
Industrious, Warlike
Urban Ruin, Flatiron Building, Manhattan, NY
Population: 350 (350 Ghouls)
Slaves: 745 (745 Humans)
Food: Average
Structures: Fortifications (2), Farms (4, Sustenance)
Items: 240 LT Melee, 60 HT Melee, 60 Dynamite
Education: General
Military Skill: 2

Blue Kangs
Raiders
Scientific, Warlike
Urban Ruin, Fordham University, Bronx, NY
Population: 220 (170 Humans, 50 Ghouls)
Slaves: 560 (420 Humans, 140 Ghouls)
Food: Average
Structures: Fortifications (3), Farms (2, Sustenance), Fusion Reactor, Inn, Arena, Clinic
Items: 180 2H Guns, 20 Laser Weapons, 10 Plasma Weapons, 100 Leather Armour, 60 Combat Armour, 50 Energy Grenades, Fusion Core
Education: General
Military Skill: 4

Blue Lions
Raiders
Environmentalist, Warlike
Urban Ruin, Chelsea, Manhattan, NY
Population: 402 (296 Humans, 106 Ghouls)
Slaves: 270 (250 Humans, 20 Ghouls)
Food: Average
Structures: Fortifications (3)
Items: 550 LT Melee
Education: General
Military Skill: 2

Branford
Boat People
Maritime, Religious
Settlement, Branford, CT
Population: 270 (270 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (1), Dock (2), Silo (1)
Items: 120 1H Guns, 50 2H Guns, 5 Canoes, 2 Small Boats
Education: General
Military Skill: 2

Brookside
Migrants
Diplomatic, Religious
Settlement, Brookside, DE
Population: 300 (300 Humans)
Slaves: 0
Food: Insecure
Structures: Fortifications (1), Farms (1, Average)
Items: 150 LT Melee, 50 Ranged, 190 1H Guns, 50 Leather Armour
Education: General
Military Skill: 2

Bumbalo’s Bees
Raiders
Industrious, Religious
Urban Ruin, United Nations Building, Manhattan, NY
Population: 350 (350 Ghouls)
Slaves: 410 (410 Humans)
Food: Secure
Structures: Fortifications (3), Hydroponic Farms (2), Radio Tower
Items: 190 2H Guns, 50 Laser Weapons, 110 Leather Armour, 60 Combat Armour
Education: General
Military Skill: 3

Buzzing Hornets
Raiders
Environmentalist, Warlike
Settlement, Totowa, NJ
Population: 600 (520 Humans, 80 Ghouls)
Slaves: 180 (30 Humans, 150 Ghouls)
Food: Secure
Structures: Fortifications (3), Farms (2, Average), Silo (1), Arena
Items: 440 1H Guns, 110 2H Guns, 360 Leather Armour
Education: General
Military Skill: 3

Cantwell’s Own
Raiders
Industrious, Religious
Settlement, Odessa, DE
Population: 630 (610 Humans, 20 Slaves)
Slaves: 470 (330 Humans, 140 Ghouls)
Food: Insecure
Structures: Fortifications (2), Farms (2, Fertile)
Items: 390 LT Melee, 100 LT Ranged, 220 1H Guns, 50 2H Guns, 143 Leather Armour
Education: General
Military Skill: 4

Chesapeake City
Boat People
Diplomatic, Maritime
Settlement, Chesapeake City, MD
Population: 550 (525 Humans, 25 Ghouls)
Slaves: 0
Food: Average
Structures: Fortifications (2), Farms (3, Sustenance), Dock (1)
Items: 290 1H Guns, 150 2H Guns
Education: General
Military Skill: 2

Chester
Boat People
Diplomatic, Maritime
Settlement, Chester, PA
Population: 530 (420 Humans, 110 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (2), Dock (2)
Items: 210 1H Guns, 80 2H Guns, 40 Laser Weapons, 3 Canoes, 2 Small Boats
Education: General
Military Skill: 3

Children of Concorde
Civilian Survivors
Environmentalist, Religious
Urban Ruin, Waterbury-Oxford Airport, Oxford, CT
Population: 335 (335 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Hydroponic Farm (1), Silo (1), Fusion Reactor, Airfield
Items: 130 Laser Weapons, 24 HT Melee, 15 Protectrons, 5 Early Power Armour
Education: General
Military Skill: 2

Christmas Devils
Raiders
Religious, Warlike
Settlement, Bethlehem, CT
Population: 360 (360 Humans)
Slaves: 360 (360 Humans)
Food: Insecure
Items: 220 1H Guns, 140 2H Guns, 20 Improvised Explosives, 140 Leather Armour, 5 Artillery
Structures: Fortifications (3), Farm (1, Average), Forge, Arena
Education: General
Military Skill: 4

Citadel 135
Vault-Dwellers
Religious, Warlike
Settlement, (Vault 135) Sing Sing Correctional Facility, Ossining, NY
Population: 850 (850 Humans)
Slaves: 0
Food: Plentiful
Items: 440 LT Melee, 410 LT Ranged, 240 1H Guns, 220 2H Guns, 100 Laser Weapons, 420 Leather Armour, 160 Combat Armour, 2 Canoes, 75 Alcohol, Machining Gear
Structures: Fortifications (5), Nutrient Replicator (2), Dock (1), Fusion Reactor, Forge, Armoursmith, Workshop, Water Purifier
Education: General
Military Skill: 5

Claymont
Civilian Survivors
Industrious, Warlike
Settlement, Claymont, DE
Population: 280 (280 Humans)
Slaves: 155 (155 Humans)
Food: Average
Items: 150 LT Melee, 200 1H Guns, 45 2H Guns, 45 Combat Armour, 1 Artillery
Structures: Fortifications (5), Farm (1, Average), Dock (1)
Education: General
Military Skill: 4

Cohen Syndicate
Raiders
Diplomatic, Warlike
Urban Ruin, East Broadway Subway Station, Manhattan, NY
Population: 250 (125 Humans, 125 Ghouls)
Slaves: 130 (80 Humans, 50 Ghouls)
Food: Average
Structures: Fortifications (2), Farm (1, Sustenance), Silo (1)
Items: 270 LT Melee, 80 2H Guns, 100 Leather Armour
Education: General
Military Skill: 3

Cranford
Civilian Survivors
Religious, Scientific
Settlement, Cranford, NJ
Population: 580 (535 Humans, 45 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (3), Farm (1, Fertile), Workshop, Still
Items: 370 1H Guns, 120 2H Guns, 125 Leather Armour, 100 Alcohol
Education: General
Military Skill: 2

Crimson Lizards
Tribals
Diplomatic, Warlike
Camp, West Mountain State Forest, NY
Population: 630 (630 HUmans)
Slaves: 0
Food: Plentiful
Structures: None
Items: 360 LT Melee, 170 LT Ranged, 450 Leather Armour, 40 Brahmin, 140 Radstags, 50 Chems
Education: Tribal
Military Skill: 3

Delta Airlines
Raiders
Religious, Warlike
Urban Ruin, LaGuardia Airport, Queens, NY
Population: 520 (480 Humans, 40 Ghouls)
Slaves: 120 (60 Humans, 60 Ghouls)
Structures: Fortifications (5), Hydroponic Farm (2), Forge, Armoursmith, Automated Defences
Items: 265 LT Melee, 93 LT Ranged, 143 1H Guns, 105 2H Guns, 40 Laser Weapons, 370 Leather Armour, 110 Combat Armour, 5 Standard Power Armour, 2 Artillery
Education: General
Military Skill: 4

Denville
Civilian Survivors
Diplomatic, Warlike
Settlement, Denville, NJ
Population: 375 (375 Humans)
Slaves: 0
Food: Insecure
Structures: Fortifications (2), Farm (1, Average), Silo (1), Inn
Items: 350 1H Guns, 50 2H Guns, 120 Leather Armour
Education: General
Military Skill: 1

Dragons of Death
Raiders
Scientific, Warlike
Settlement, Ridley Park, PA
Population: 400 (265 Humans, 135 Ghouls)
Slaves: 200 (170 Humans, 30 Ghouls)
Food: Insecure
Structures: Fortifications (2), Farm (1, Average), Silo (1), Forge
Items: 640 LT Melee, 50 LT Siege, 50 Laser Weapons, 135 Leather Armour, 135 Metal Armour
Education: General
Military Skill: 4

East Hampton
Civilian Survivors
Maritime, Warlike
Settlement, East Hampton, NY
Population: 330 (330 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (3), Farm (1, Sustenance), Silo (1)
Items: 220 1H Guns, 200 Leather Armour, 30 Mr Handies, 40 Brahmin
Education: General
Military Skill: 2

Englewood
Civilian Survivors
Agricultural, Religious
Settlement, Englewood, NJ
Population: 360 (360 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farm (1, Average), Silo (1)
Items: 160 1H Guns, 120 2H Guns, 40 Laser Weapons, 120 Leather Armour
Education: General
Military Skill: 2

Essex County National Guard
Pre-War Military
Religious, Warlike
Urban Ruin, Essex County Airport, Caldwell, NJ
Stats: ???

Fort Hamilton
Migrants
Industrious, Warlike
Urban Ruin, Fort Hamilton Parkway Station (F/G), Brooklyn, NY
Population: 200 (170 Humans, 30 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (4), Mine
Items: 110 LT Melee, 60 2H Guns, 10 HT Melee, 20 Dynamite, 10 Mr Handies, 90 Leather Armour, 10 Metal Armour
Education: General
Military Skill: 2

Fort Lee
Migrants
Religious, Warlike
Urban Ruin, Fort Lee, NJ
Stats: ???

Gas House Gang
Raiders
Environmentalist, Warlike
Urban Ruin, Stuyvesant Town, Manhattan, NY
Population: 380 (380 Humans)
Slaves: 270 (50 Humans, 220 Ghouls)
Food: Secure
Structures: Fortifications (2), Farm (0, Sustenance), Forge, Armoursmith
Items: 280 LT Melee, 170 2H Guns, 190 Leather Armour
Education: General
Military Skill: 2

Grand Central
Migrants
Diplomatic, Religious
Urban Ruin, Grand Central Station, Manhattan, NY
Population: 255 (255 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (3), Hydroponic Farm (1)
Items: 180 1H Guns, 50 2H Guns, 5 Laser Weapons, 5 HT Melee, 5 Heavy Weapons, Precision Tools
Education: General
Military Skill: 3

Green Braves
Raiders
Religious, Warlike
Settlement, Franklin Lakes, NJ
Population: 260 (260 Humans)
Slaves: 240 (80 Humans, 160 Ghouls)
Food: Average
Structures: Fortifications (2), Farms (2, Average), Forge, Arena
Items: 130 LT Melee, 80 1H Guns, 10 Plasma Weapons, 130 Leather Armour, 30 Mr Handies
Education: General
Military Skill: 3

Greenhorns
Tribals
Environmentalist, Warlike
Camp, Callicoon, NY
Population: 580 (580 Humans)
Slaves: 0
Food: Secure
Structures: None
Items: 220 LT Melee, 380 LT Ranged, 210 Leather Armour, 380 Brahmin, 60 Dogs
Education: Tribal
Military Skill: 2

Governors Island
Boat People
Diplomatic, Maritime
Settlement, Governors Island, Manhattan, NY
Population: 280 (270 Humans, 10 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (1), Docks (2), Inn
Items: 150 1H Guns, 65 2H Guns, 125 Leather Armour, 5 Canoes, 2 Small Boats
Education: General
Military Skill: 2

Habitat 59
Institution
Diplomatic, Scientific
Urban Ruin, 59th Street-Columbus Circle Subway Station (1/A/B/C/D), Manhattan, NY
Population: 340 (340 Humans)
Slaves: 0
Food: Plentiful
Structures: Fortifications (3), Hydroponic Farm (2), Fusion Reactor, Inn
Items: 245 Mr Handies, 143 Protectrons, 77 Mr Gutsies
Education: Advanced
Military Skill: 1

Jamaica Bay Corsairs
Boat People
Maritime, Warlike
Settlement, Floyd Bennett Field, Brooklyn, NY
Population: 360 (275 Humans, 85 Ghouls)
Slaves: 250 (190 Humans, 60 Ghouls)
Food: Average
Structures: Fortifications (2), Dock (3), Airstrip
Items: 220 LT Melee, 100 LT Ranged, 2 Small Boats
Education: General
Military Skill: 3

Julliard Drama School
Raiders
Industrious, Warlike
Urban Ruin, Lincoln Square, Manhattan, NY
Population: 115 (115 Humans)
Slaves: 330 (220 Humans, 110 Ghouls)
Food: Insecure
Structures: Fortifications (2), Arena
Items: 290 LT Melee, 110 LT Ranged, 170 Leather Armour
Education: General
Military Skill: 5

Leng
Institution
Industrious, Scientific
Urban Ruin, Princeton University, Princeton, NJ
Population: 660 (660 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Hydroponic Farms (2), Manufactory, Robotics Facility, Laboratory, Fusion Reactor
Items: 60 LT Melee, 125 LT Ranged, 50 1H Guns, 20 Laser Weapons, 40 Leather Armour, 60 Combat Armour, 150 Mr Handies, 300 Protectrons, 40 Assaultrons, 20 Mr Gutsies, 80 Energy Grenades
Education: Advanced
Military Skill: 3

Lexington Haven
Migrants
Diplomatic, Warlike
Urban Ruin, Lexington Avenue/59th Street Station, Manhattan, NY
Population: 300 (150 Humans, 150 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (2)
Items: 280 LT Melee, 50 2H Guns, 5 Mr Handies, 60 Leather Armour
Education: General
Military Skill: 2

Locust Point
Boat People
Maritime, Scientific
Settlement, Locust Point, Bronx, NY
Population: 240 (240 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (3), Dock (2), Silo (1), Inn
Items: 50 LT Melee, 150 1H Guns, 40 2H Guns, 150 Leather Armour, 15 Combat Armour, 4 Canoes, 2 Galleys, 1 Small Boat
Education: General
Military Skill: 3

Lyndhurst
Civilian Survivors
Agricultural, Environmentalist
Settlement, Lyndhurst, NJ
Population: 460 (300 Humans, 160 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farms (2, Average), Silo (1)
Items: 220 1H Guns, 170 2H Guns, 5 Mr Handies, 30 Alcohol
Education: General
Military Skill: 1

Manhattan Commune
Civilian Survivors
Diplomatic, Industrious
Urban Ruin, Canal Street (A/C/E) Subway Station, Manhattan, NY
Population: 235 (235 Humans)
Slaves: 175 (175 Ghouls)
Food: Insecure
Structures: Fortifications (2), Hydroponic Farm (1), Silo (1)
Items: 100 1H Guns, 70 2H Guns, 70 Leather Armour
Education: General
Military Skill: 2

Mawdryn’s Band
Tribals
Industrious, Religious
Camp, Marlboro, NY
Population: 830 (830 Ghouls)
Slaves: 0
Food: Secure
Structures: None
Items: 630 LT Melee, 55 LT Ranged, 125 Laser Weapons, 7 Plasma Weapons, 830 Leather Armour, 250 Brahmin, 50 Radstags, Laboratory Equipment
Education: Tribal
Military Skill: 3

Mid-Bedford
Institution
Industrious, Scientific
Urban Ruin, Brooklyn College, Brooklyn, NY
Population: 255 (70 Humans, 185 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (4), Hydroponic Farm (1), Still
Items: 50 LT Melee, 70 1H Guns, 15 2H Guns, 15 Mr Handies, 15 Protectrons, 60 Alcohol, 15 Chems
Education: Advanced
Military Skill: 2

National Humane Alliance
Raiders
Industrious, Warlike
Settlement, Derby, CT
Population: 790 (580 Humans, 210 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (4), Farm (1, Sustenance)
Items: 670 LT Melee, 60 LT Ranged, 60 1H Guns, Machine Gear, 20 Chems
Education: General
Military Skill: 3

New Bear
Migrants
Agricultural, Environmentalist
Settlement, Bear, DE
Population: 580 (430 Humans, 150 Ghouls)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Farms (1, Average), Silo (1)
Items: 450 LT Melee, 200 2H Guns, 200 Leather Armour
Education: General
Military Skill: 2

New Harlem
Civilian Survivors
Diplomatic, Industrious
Urban Ruin, 125th Street (A/D) Subway Station, Manhattan, NY
Population: 230 (180 Humans, 50 Ghouls)
Slaves: 0
Food: Average
Structures: Fortifications (2)
Items: 190 LT Melee, 100 1H Guns, 10 HT Melee
Education: General
Military Skill: 2

New Passaic
Civilian Survivors
Industrious, Religious
Urban Ruin, Passaic, NJ
Population: 205 (205 Humans)
Slaves: 0
Food: Plentiful
Structures: Fortifications (2), Farms (2, Average)
Items: None
Education: General
Military Skill: 2

New York State Thruway Authority
Raiders
Diplomatic, Warlike
Settlement, Irvington, NY
Population: 187 (187 Humans)
Slaves: 140 (140 Humans)
Food: Insecure
Structures: Fortifications (1), Farm (1, Sustenance), Water Turbines (2), Dock (1)
Items: 130 1H Guns, 50 2H Guns, 30 Laser Weapons, 210 Leather Armour, 15 Mr Handies, 30 Protectrons, 1 Small Boat
Education: General
Military Skill: 2

Nippur
Civilian Survivors
Religious, Warlike
Settlement, North Haven, CT
Population: 270 (270 Humans)
Food: Average
Structures: Fortifications (2), Farms (2, Sustenance), Silo (1)
Items: 120 LT Melee, 90 LT Ranged, 190 2H Guns, 20 Mr Handies, 10 Protectrons, 215 Leather Armour
Education: General
Military Skill: 3

North Stars
Tribals
Environmentalist, Warlike
Camp, University of Delaware, Newark, DE
Population: 640 (640 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (1), Farms (1, Average), Silo (1), Workshop
Items: 580 LT Melee, 600 LT Ranged, 560 Horses
Education: Tribal
Military Skill: 4

Nuka World
Raiders
Diplomatic, Warlike
Urban Ruin, Nuka-World, Agawam, MA
Stats: ???

Picket Fencers
Raiders
Industrious, Religious
Settlement, Paramus, NJ
Population: 200 (200 Humans)
Slaves: 150 (150 Ghouls)
Food: Secure
Structures: Fortifications (2), Farms (1, Fertile), Arena
Items: 180 1H Guns, 70 2H Guns, 120 Leather Armour, 25 Mr Handies
Education: General
Military Skill: 3

Pleasantville
Civilian Survivors
Agricultural, Maritime
Settlement, Pleasantville, NJ
Population: 390 (390 Humans)
Slaves: 0
Food: Average
Structures: Fortifications (1), Docks (2), Silo (1)
Items: 240 1H Guns, 50 2H Guns, 120 Leather Armour, 5 Canoes, 1 Small Boat
Education: General
Military Skill: 2

Poughkeepsie Grand Duchy
Migrants
Agricultural, Warlike
Settlement, Poughkeepsie, NY
Stats: ???

Ranganathan-Vrindavan
Migrants
Agricultural, Religious
Settlement, Pomona, NY
Population: 490 (110 Humans, 380 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (1), Farms (2, Fertile), Clinic, Arena
Items: 290 1H Guns, 140 2H Guns, 60 Leather Armour
Education: General
Military Skill: 2

Rose Singers
Raiders
Industrious, Warlike
Urban Ruin, Rikers Island, New York, NY
Population: 330 (330 Humans)
Slaves: 240 (200 Humans, 40 Ghouls)
Food: Insecure
Structures: Fortifications (3), Farms (2, Sustenance), Dock (1), Forge, Armoursmith, Arena, Steam Generator
Items: 178 LT Melee, 70 LT Ranged, 10 LT Siege, 83 1H Guns, 55 2H Guns, 10 Laser Weapons, 5 Heavy Weapons, 80 Leather Armour, 33 Metal Armour, 40 Combat Armour, 5 Scrap Power Armour, 18 Protectrons, 4 Mr Gutsies, 5 Canoes, 2 Galleys
Education: General
Military Skill: 5

Sagaponack
Migrants
Environmentalist, Warlike
Settlement, Sagaponack, NY
Population: 120 (120 Humans)
Slaves: 0
Food: Average
Structures: Fortification (1), Farm (1, Sustenance)
Items: 50 1H Guns, 30 2H Guns, 30 Leather Armour, 5 Plasma Weapons
Education: General
Military Skill: 1

Sleepy Hollow
Settlement, Sleepy Hollow, NY
Stats: ???

Skylands Manor
Migrants
Agricultural, Diplomatic
Settlement, Skylands Estate, Ringwood, NJ
Population: 320 (320 Humans)
Slaves: 0
Food: Plentiful
Structures: Fortifications (3), Farms (1, Fertile), Silo (2), Forge, Armoursmith
Items: 200 LT Melee, 160 LT Ranged, 100 Leather Armour, 70 Metal Armour, Machining Gear, 90 Brahmin, 10 Radstags
Education: General
Military Skill: 2

Storybook Land
Raiders
Religious, Warlike
Settlement, Storybook Land, Egg Harbour Township, NJ
Population: 260 (260 Humans)
Slaves: 170 (170 Humans)
Food: Secure
Structures: Fortifications (3), Farms (2, Average), Silo (1), Forge, Armoursmith, Workshop, Arena
Items: 220 LT Melee, 170 LT Ranged, 5 LT Siege, 170 Leather Armour, 45 Metal Armour
Education: General
Military Skill: 3

Strontium Rangers
Tribals
Religious, Warlike
Camp, Woodbury, CT
Population: 580 (580 Humans)
Slaves: 0
Food: Secure
Structures: None
Items: 440 LT Melee, 290 LT Ranged, 30 2H Guns, 150 Brahmin, 20 Chems
Education: Tribal
Military Skill: 4

Temple of the Holy Pluto
Institution
Religious, Scientific
Urban Ruin, Hayden Planetarium, Manhattan, NY
Stats: ???

Teterboro
Pre-War Military
Diplomatic, Religious
Urban Ruin, Teterboro Airport, Moonachie, NJ
Population: 230 (230 Humans)
Slaves: 0
Food: Secure
Structures: Fortifications (2), Hydroponic Farm (1), Automated Defences, Fusion Reactor, Still, Airstrip
Items: 110 1H Guns, 20 2H Guns, 270 Laser Weapons, 10 Plasma Weapons, 190 Combat Armour, 10 Early Power Armour, 2 Vertibirds, 50 Alcohol, Fusion Core
Education: General
Military Skill: 5

Tremont Shelter
Civilian Survivors
Religious, Warlike
Urban Ruin, Tremont Avenue Subway Station, Bronx, NY
Population: 180 (140 Humans, 40 Ghouls)
Slaves: 0
Food: Insecure
Structures: Fortifications (3)
Items: 120 LT Melee, 80 1H Guns, 140 Leather Armour
Education: General
Military Skill: 2

Troy
Migrants
Diplomatic, Scientific
Settlement, Parsippany-Troy Hills, NJ
Population: 1830 (1660 Humans, 170 Ghouls)
Slaves: 1320 (1190 Humans, 130 Ghouls)
Food: Secure
Structures: Fortifications (6), Farms (6, Fertile), Silo (6), Inn, Arena, Forge, Armoursmith
Items: 1610 LT Melee, 530 LT Ranged, 10 LT Siege, 95 1H Guns, 1490 Metal Armour, 20 Horses, Fusion Core
Education: General
Military Skill: 4

Trumbull
Civilian Survivors
Agricultural, Environmentalist
Settlement, Trumbull, CT
Population: 320 (315 Humans, 5 Ghouls)
Slaves: 0
Food: Adequate
Structures: Fortifications (4), Farms (1, Average), Silo (1)
Items: 300 1H Guns, 35 Laser Weapons, 60 Mr Handies
Education: General
Military Skill: 3

Union Service Plaza
Migrants
Diplomatic, Environmentalist
Settlement, Union Township, NJ
Population: 520 (495 Humans, 25 Ghouls)
Slaves: 60 (50 Humans, 10 Ghouls)
Food: Secure
Structures: Fortifications (1), Farms (1, Average), Forge
Items: 80 LT Melee, 40 LT Ranged, 280 1H Guns, 300 2H Guns, 30 Laser Weapons, 300 Leather Armour, 50 Metal Armour, 3 Scrap Power Armour, Intact Computers
Education: General
Military Skill: 2

Upside-Down Rams
Raiders
Industrious, Warlike
Urban Ruin, The Heights, Jersey City, NJ
Population: 400 (400 Ghouls)
Slaves: 60 (60 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (2, Sustenance)
Items: 260 LT Melee, 140 1H Guns, 15 2H Guns, 40 HT Melee, 160 Leather Armour
Education: General
Military Skill: 3

Vault 495
(Sealed) Vault, Lincoln Tunnel, NJ/NY
Stats: ???

Verona
Migrants
Agricultural, Religious
Settlement, Verona, NJ
Population: 510 (440 Humans, 60 Ghouls)
Slaves: 0
Food: Plentiful
Structures: Fortifications (4), Farm (1, Average) Silo (2), Still, Inn
Items: 400 LT Melee, 190 LT Ranged, 11 LT Siege, 240 Alcohol, 5 Chems, 5 Mr Handies, 5 Protectrons
Education: General
Military Skill: 2

Wolves of Artemis
Tribals
Industrious, Religious
Camp, Sundown Wild Forest, NY
Population: 350 (350 Humans)
Slaves: 0
Food: Secure
Structures: None
Items: 280 LT Melee, 260 LT Ranged, 270 Leather Armour, 130 Brahmin, 300 Dogs, 40 Radstags, Laboratory Equipment, Fusion Core, Radio Gear
Education: Tribal
Military Skill: 3

Yellow Kangs
Raiders
Religious, Warlike
Urban Ruin, Yankee Stadium, Bronx, NY
Population: 570 (420 Humans, 150 Ghouls)
Slaves: 230 (150 Humans, 80 Ghouls)
Food: Insecure
Structures: Fortifications (4), Farms (2, Sustenance), Inn, Arena, Forge, Workshop
Items: 400 LT Melee, 60 1H Guns, 200 2H Guns, 280 Leather Armour, 40 Metal Armour, Laboratory Equipment, Mysterious Baseball Bat
Education: General
Military Skill: 4

Zinc Devils
Raiders
Diplomatic, Environmentalist
Settlement, Middletown, NY
Population: 350 (295 Humans, 55 Ghouls)
Slaves: 80 (80 Humans)
Food: Insecure
Structures: Fortifications (2), Farms (1, Average), Silo (1)
Items: 360 LT Melee, 130 LT Ranged, 160 1H Guns, 130 Chems
Education: General
Military Skill: 3


Special NPCs

Church of the Children of Atom
Scientific, Religious
Known Locations:
-Annapolis, MD [Headquarters]
-Havre de Grace, MD

The Bell
???

The Cybermen
Scientific, Warlike
Known Locations:
-Vault 370, Menlo Park, Edison Township, NJ

Ishtar’s Gatekeepers
???

The Eye of Horus
Scientific, Religious
Known Pyramids:
-The Lawrenceville School, Lawrence Township, NJ
-Haverford College, Haverford, PA
-Fort Christina, Wilmington, DE

Map
 
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Faction Name: Brotherhood of the Undead
Starting Location: Hartford, Connecticut
Capital Type: Urban Ruin
Origins: Raiders
Traits: Warlike, Scientific
Background: The Brotherhood's best real world analogous comparison is the Iroquois Confederacy. Made of several groups of ghoul raiders with the shared goal of wealth they are loosely united by the Director the nominal leader. However, the Director rarely takes an active interest in raiding affairs. Sometimes, raiders will bring human captives to him and sometimes, decidedly non human creatures will come out. To what end does he experiment? Only the director knows. He does make some damn fine weapons though and that's all the ghouls really care about.
 
Faction Name: The Sanctuary Guard
Starting Location: The Cloisters, NYC
Capital Type: Urban Ruin
Origins: Pre-War Military
Traits: Agricultural, Religious.
Background:

As upon Egypt and Sodom of yore did the High Trinity unleash the angels Azrael and Malak upon the Babel that was New York. Laid low were the works of man, skeletons of steel stripped of their crystalline flesh in righteous fury. “Look upon my works, ye mighty, and despair, ” proclaimed America the Proud,” even as did thunder the word of judgement of the King-Upon-High, smiting down in an instant those that forsook his gift and presumed upon his domain.


The mothers and fathers of the Sanctuary Guard, soldiers who had once bent the knee to the Foul Kings of America and performed many fell acts in honor of their fealty, heard the divine sacrament and rejected the oaths they had sworn to the servants of Baal. They saw that it was their duty to protect the people, not their masters. Even as the lances of Judgement fell in a mortal rain upon the city, the Angel Micheal led the Guard to the the sanctuary the psychopomps had adorned with lamb's blood. Hellfire consumed the sinners around them, but yet the stone walls of the Cloisters remained cool, for the noble kings buried within stood upon its ramparts to protect the sanctity of their tomb and keep those wise men who made their craft within. For thirteen days and thirteen nights, the Kings shielded the ancient stone, and the forefathers of the Guard emerged from it’s cool embrace only to welcome others the Angels led to sanctuary.


Finally, the baleful floods receded, the Kings of Old returning to their slumber, and the Guard emerged, knowing both that they stand blessed in the eyes of the Lord and that that blessing may turn to ash should they stray. The world is theirs to reclaim, and the people theirs to protect with sword and laser, with Armor and Stone.


{The Sanctuary Guard was a National Guard Unit deployed to Midtown and Central park both to keep order and to guard a number of POW transfer facilities. When the bombs fell, they sought refuge, leading an exodus of former prisoners and new yorker american citizens, to the cloisters, where the thick walls shielded them from excess radiation. Luckily for them, the cloisters had a fully working monastic garden and museum personnel that knew how to maintain it.}
 
Reserving Wall Street.
 
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Behold our end

Faction Name: Order of the Holy Wound
Starting Location:
The College, Swarthmore
Capital Type: Settlement
Origins: Institution
Traits: Religious. Scientific

Background: The Lord said to us: "I am the resurrection and the life. He who believes in me will live, even though he dies; and whoever lives and believes in me will never die. Do you believe this?"

"Remember that you are dust, and to dust you shall return."

"They believed."

"There is no mercy in light. It can only be found in the wound in the world, where no light can reach us. Shadows carved into the walls forever. We all believed."

"She's been carving songs and mathematical equations on the walls. It's difficult to tell which is which anymore."

"Don't worry. I'm still with you."
 
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Faction Name: The Skylanders
Starting Location: Morris County, New Jersey
Capital Type: Camp
Origins: Tribals
Traits: Environmentalist, Warlike
Background: The Highland Clans of New Jersey, inhabiting the northern end of the Appalachians, are a fierce and warlike people. Unlike the savage orangemen of the Jersey Shore, though, they retain a strong sense of honor. They are masters of the rolling hills and dark forests of North Jersey and prey on unwary travelers, but to those who earn their respect they are boon allies.
 
Faction Name: Disciples of Madison
Starting Location: Pennsylvania Station, NYC
Capital Type: Urban Ruin
Origins: Institution
Traits: Scientific and Religious
Background: Formerly employees of the US Postal Service across the street, the postal employees retreated into the transportation station under the Madison Square Garden moments before the bombs hit. They were able to survive by learning how to grow food under the streets of the city, using the miles and miles of plumbing in the city to help water the crops and keep themselves alive. The employees over time managed to secure hours and hours of entertainment from Madison Square Garden videos and eventually grew to worship the Madison as a beacon of light in the dark city ruins.

Using the cities subway and metro systems, as well as hundred of utility lines all under the streets of the city, the Disciples have access to all parts of the city without having to navigate the treacherous ruins and dangerous scavengers of the surface.
 
Faction Name: the Warriors
Starting Location: Coney Island, New York
Capital Type: Urban Ruin
Origins: Raiders
Traits: Industrious, Warlike.
Background: After the failure of the abortive truce between the raider gangs of postapocalyptic New York and the death of it's instigator Cyrus, Cleon, Warlord of the Warriors, is killed in the ensuring chaos. The Warriors, led by surviving Warchief Swan, fight their way back to their base of operations in Coney Island, fighting through the assorted Turnbull ACs, Orphans, Lizzies, Rogues, and Grammercy Riffs.

With Cyrus dead and the the raiders of New York at war once again, his dream of a united gang-run city appears dead. But Swan thinks otherwise, and hardened from the Warrior's own personal anabasis, is ready to build that dream anew - by force if necessary.
 
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Faction Name: The Daughters
Starting Location: The Village (Monticello, New York)
Capital Type: Settlement
Origins: Migrants
Traits: Diplomatic, Religious
Background:
They survived the warriors of the great plains and the tribes of the Mississippi. They were forced into the bondage of Angels in Georgia. Fleeing their home Giant birds and silent killers haunted them down the road. They found a city of cannibals and warriors descended from the heavens to take up some of their number. The exodus was total, they had to flee their homes multiple times and when they finally thought they were safe the weather turned and forced them out again.
They made their way north, in one last effort to survive and prosper.
Upon reaching Virginia they found the place that they had heard so much about - the seat of Old Jefferson itself. There was much rejoicing but it was premature as a host of raiders under the legendary John Harry, self proclaimed Emperor of Charlottesville descended upon the travellers and killed many of their number including their heroic leader from which they take their name.

The remainder of the travellers headed north. Rumour had it that the place they were looking for might actually be in New York. Upon finding the village of Monticello they settled down and began to set up their lives there. The community had weathered many storms but now in this settlement they feel that have a chance to start again anew.

The Villagers follow the New Canaanite teachings that they brought with them out of the west and have a strong sense of duty both towards each other and to those who come to them seeking help. They are open and accepting of migrants that should come to their doors and area always happy to dispense a bit of food (and perhaps a sermon too).
 
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Faction Name: The Ursine Order of Hershey (The Ursines, Hershey)
Starting Location: Hershey, Pennsylvania
Capital Type: Settlement
Origins: Civilian Survivors
Traits: Agricultural, Religious
Background: Hershey, given its strategic unimportantance and small population, was spared from the bombs that plagued major population centers of the northeast. The city, the world's epicenter of chocolate production, also sat on a vast reserve of nutritiously dubious but delicious rations, ensuring the community would survive and in fact thrive where other cities would worry about having enough food to last a winter. That is not to say that Hershey refused to grow any food: far from it. In fact, they went out of their way to preserve the cocoa plants to ensure that chocolate will never dissapear from Hershey, which could only grow in protected greenhouses as they typically can't survive in weather this cold. The cocoa crops are small, and tending to them is extremely finicky, but it gave the survivors experience in agriculture, which they apply to their regular crops.

Over time, the relationship Hershey had with the confectionery grew more and more spiritual, with superstitious villagers blessing the candy itself from sparring Hershey directly. Evidence like the old theme park, the practice of taking tours to the old chocolate factory, and even the old tale that the city itself once had the constant aroma of chocolate was all evidence that even pre-war Americans paid due reverence to the brown elixir of life, and it was assumed lack of proper worship is what eventually brought the old world to its knees. Studious lorekeepers even noted its holy warriors would do battle drapped in chocolate-colored uniforms, adorning the symbol of a bear into battle.

Thus was formed the militant Ursine Order of Hershey, a theocratic monastic order designed to protect the holy city of Hershey and spread the good news of chocolate to the denizens of the wasteland.
 
Faction Name: Beastie Boys
Starting Location: (No Sleep Till) Brooklyn, New Yohk
Capital Type: (This MC's got weapons that'll) Urban Ruin (your health)
Origins: (Egg) Raiders
Traits: (Crafty) Industrious, Warlike
Background: What idols can murderous Jewish street kids from Brooklyn possibly have? Especially if they're survivors after the world went boom and the nature went bleh? Of course, the answer is simple: MCA, Ad-Rock, and Mike D. Some records from the good old pre-war days were uncovered in a ruin of a night club, and daaaaym were they good. Music became not only solace for the streetwise, violence-hardened gang, and it shaped their culture and their beliefs. The called themselves the Beastie Boys, and their gods are the notorious trio of tong-twisting, in-your-face loud rappers. Now, the Beastie Boys are on their way to lay waste to the Wasteland, they are most ill, and they're rhymin' and stealin'.
 
Faction Name: Armstrong Gals
Starting Location: Lancaster, PA
Capital Type: Urban Ruin
Origins: Civilian Survivors
Traits: , Industrious & Scientific
Background:
The Armstrong Gals are a group of young girls who descendants were the wives who worked in the factories while their husband and loved ones went off to War. When the bomb fell the wives did not fell into despair due to a legendary figure called "Rosie the Riveter". She showed them the way thought her song giving hope to these women through these troubling times. Their hard work and determination allowed them to build themselves up repair what can and scraped what couldn't be repaired. Emma Armstrong the founder/ Appointed leader of the group established the faction named Armstrong Gals with Rosie the Riveter being the gold standard for all Gals in their group. Year gone by and now the new generations lead by Olivia Armstrong must brave whatever horrors this wasteland holds.
 
Faction Name: The Reformed Society for Psychic and Paranormal Research
Starting Location: Monroe, CT
Capital Type: Settlement
Origins: Civilian Survivors
Traits: Industrious, Religious
Background:
The Original Society
The RSPPR traces its origins back to 1952, with the founding of the New England Society for Psychic Research by Ed and Lorraine Warren. The Warrens were prominent investigators in the field of the occult, involving themselves in several significant cases of Psychic phenomena such as the Amityville haunting1 and the exorcism of Bathsheba2. Throughout their investigations, they steadily acquired a variety of malicious artifacts requiring careful management in order to prevent the reemergence of the psychic energy trapped within them. When the Warrens began to advance in their years, they were succeeded in their duties by their nephew John Zaffis, who had followed in their footsteps to become a respected investigator in his own right.
Steady Decline
While John Zaffis had proven a worthy caretaker, his successors were not so adept. The following few decades would be a dark age in the history of the society, as successive heirs sold, gambled, or lost much of the collection. Due to the very nature of this tragedy, records are scarce, and we do not even know the true extent of damage to the collection.
Refoundation
By 2070, the Society seemed destined to soon fade from history. It was at that point that Clementia Zaffis inherited the collection. Taking an interest in the work of her ancestors, Clementia once more began to regularly upkeep the collection. Her timing could not be more auspicious. With the aid of several fortune-telling instruments, she would foresee the time the bombs fell, saving the lives of many. Clementia would lead the survivors in refounding our society, becoming the first head investigator of the Reformed Society.
Contemporary
The Reformed Society of Psychic and Paranormal Research remains commited to Clementia’s double mission: to investigate the occult and to defend humanity against otherworldly threats. The current head investigator is Hector Considine. While descendents of the original survivors constitute the bulk of the RSPPR, the Society welcomes any immigrant with a healthy curiosity to understand the world.

1. See Locations, Residential, Trauma, Murder, Murder of Family
2. See Locations, Residential, Curses, Witchcraft
 
Faction Name: The Big Antlers Clan
Starting Location: Currently camped right outside Lake Katrine, New York
Capital Type: Camp (The Khan's Court)
Origins: Tribals
Traits: Environmentalist, Warlike
Background: According to legends, the Mounted Khanate was founded a few decades after the end of the world by soldiers who had survived in underground bunkers. Riding large and impressive radstags and dressed in distinctive red uniforms, they terrorized urban populations, building up a small but mighty kingdom for themselves. There, a lone soldier rose through the ranks to find himself at the right hand of the Khan. But this up-jumped general was ambitious, and when the Khan died he attempted to seize the throne from his infant son, for no child could be Khan. But Leaf-Upon-Flag, the would-be-Khan, found himself outnumbered by the former ruler's allies and was defeated in battle. Now, he and his Big Antlers Clan flee to the south, to a strange new land ripe for conquest.
 
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