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The Web of Fear: A Fallout Game

Discussion in 'Imperium OffTopicum' started by SouthernKing, Jul 19, 2018.

  1. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    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
     
    Last edited: Jul 30, 2018
  2. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    Deva Loka
    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.
     
    Last edited: Jul 24, 2018
  3. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    Deva Loka
    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.
     
    Last edited: Jul 24, 2018
  4. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    Deva Loka
    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. Trade over water is not viable for a turn without rafts to go with your canoes.
    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

    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 miles 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...


    ***​
    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: Aug 6, 2018
  5. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    Deva Loka
    Armstrong Gals/Everblack
    Civilian Survivors
    Industrious, Scientific
    Total Population: 515 (515 Humans)
    Total Slaves: 0
    Food: 1890 (+500/+0)/3000 (-515)
    Energy: 0 (+0/-0)
    Scrap Parts: 855
    Tech Parts: 0
    Ammunition: 250
    Other Items: Radio Gear, Machining Gear
    Education: General
    Military Skill: 3
    Spoiler :

    Lancaster
    (Urban Ruin, Lancaster, PA)
    -Population: 515 (515 Humans)
    +500 Food: 100/100 Sustenance
    -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


    Atlantic Maritime League/Nobody126
    Boat People
    Maritime, Scientific
    Total Population: 405 (405 Humans)
    Total Slaves: 380 (380 Humans)
    Food: 2730 (+1100/+600)/3000 (-785)
    Energy: 0 (+0/-0)
    Scrap Parts: 450
    Tech Parts: 0
    Ammunition: 1905
    Other Items: Fusion Core, 160 Chems
    Education: Advanced
    Military Skill: 2
    Spoiler :

    Fort Delaware
    (Bunker, Fort Delaware, Pea Patch Island, DE)
    -Population: 280 (280 Humans)
    +400 Food: +20/20 (Dock)
    -Structures: Dock (1), Silo (1)
    -Items: 130 1H Guns, 145 2H Guns, 75 Leather Armour, 8 Mr Gutsies, 7 Canoes
    New Castle
    (Settlement, New Castle, DE)
    -Population: 125 (125 Humans)
    -Slaves: 380 (380 Humans)
    +700 Food: +50/50 (Average), +10/10 (Dock)
    -Structures: Fortifications (2), Farms (1), Dock (1)
    -Items: 220 LT Melee, 90 LT Ranged, 18 LT Siege, 270 Leather Armour


    Beastie Boys/Ahigin
    Raiders
    Industrious, Warlike
    Total Population: 455 (455 Humans)
    Total Slaves: 110 (90 Humans, 20 Ghouls)
    Food: 995 (+250/+0)/4000 (-565)
    Energy: 0 (+0/-0)
    Scrap Parts: 1530
    Tech Parts: 3
    Ammunition: 355
    Other Items: 180 Alcohol, 120 Chems, Fusion Core, Radio Gear
    Education: General
    Military Skill: 3
    Spoiler :

    B-Borough
    (Urban Ruin, Midwood, Brooklyn, NY)
    -Population: 455 (455 Humans)
    -Slaves: 110 (90 Humans, 20 Ghouls)
    +50 Food: 50/50 (Sustenance)
    -Structures: Fortifications (3), Farms (1), Silo (2)
    -Items: 590 LT Melee, 20 HT Melee, 120 1H Guns, 140 Leather Armour


    Big Antlers Clan/Red_Spy
    Tribals
    Environmentalist, Warlike
    Total Population: 1070 (1070 Humans)
    Total Slaves: 0
    Food: 1030 (+0/+0)/2000 (-1580)
    Energy: 0 (+0/-0)
    Scrap Parts: 0
    Tech Parts: 0
    Ammunition: 70
    Other Items: None
    Education: Tribal
    Military Skill: 4
    Spoiler :

    The Khan’s Court
    (Camp, Lake Katrine, NY)
    -Population: 1070 (1070 Humans)
    +0 Food: 0/0 (Average)
    -Items: 570 LT Melee, 990 LT Ranged, 30 1H Guns, 350 Leather Armour, 510 Radstags


    Brotherhood of the Undead/Jackelgull
    Raiders
    Warlike, Scientific
    Total Population: 430 (1 Human, 429 Ghouls)
    Total Slaves: 530 (530 Humans)
    Food: 790 (+500/+0)/4000 (-960)
    Energy: 0 (+0/-0)
    Scrap Parts: 850
    Tech Parts: 4
    Ammunition: 790
    Other Items: 280 Chems
    Education: General
    Military Skill: 3
    Spoiler :

    Hartford
    (Urban Ruin, Connecticut State Capitol, Hartford, CT)
    -Population: 320 (1 Human, 319 Ghouls)
    -Slaves: 390 (390 Humans)
    +500 Food: 100/100 (Sustenance)
    -Structures: Fortifications (4), Farm (2), Silo (2), Clinic
    -Items: 560 LT Melee, 30 Leather Armour
    Trinity College
    (Urban Ruin, Trinity College, Hartford, CT)
    -Population: 110 (80 Ghouls)
    -Slaves: 140 (140 Humans)
    +0 Food: (Sustenance)
    -Structures: Fortifications (1)
    -Items: 350 1H Guns, 10 2H Guns, 6 HT Melee, 260 Leather Armour


    The Daughters/Robert Can’t
    Migrants
    Diplomatic, Religious
    Total Population: 630 (630 Humans)
    Total Slaves: 0
    Food: 2765 (+3030/+30)/5000 (-670)
    Energy: 0 (+0/-0)
    Scrap Parts: 570
    Tech Parts: 0
    Ammunition: 740
    Other Items: 60 Chems
    Education: General
    Military Skill: 4
    Spoiler :

    The Village
    (Settlement, Monticello, NY)
    -Population: 630 (630 Humans)
    +3030 Food: 150/150 (Fertile), +30 (Brahmin)
    -Structures: Fortifications (3), Farms (3), Silo (3), Radio Tower
    -Items: 360 1H Guns, 180 2H Guns, 140 Leather Armour, 40 Dogs, 30 Brahmin


    Disciples of Madison/Lord_Herobrine
    Institution
    Religious, Scientific
    Total Population: 445 (445 Humans)
    Total Slaves: 0
    Food: 1055 (+500/+500)/3000 (-465)
    Energy: 0 (+0/-0)/0
    Scrap Parts: 705
    Tech Parts: 16
    Ammunition: 725
    Other Items: Intact Computers, Fusion Core
    Education: Advanced
    Military Skill: 1
    Spoiler :

    Pennsylvania Station
    (Urban Ruin, Penn Station, Manhattan, NY)
    -Population: 445 (445 Humans)
    +500 Food: 0/0 (Average), 50/50 (Hydroponic)
    -Structures: Fortifications (2), Hydroponic Farm (1), Silo (1)
    -Items: 280 1H Guns, 105 2H Guns, 5 Mr Handies


    Hoboken Shipper Boys and Girls/Tolina
    Boat People
    Industrious, Maritime
    Total Population: 435 (125 Humans, 310 Ghouls)
    Total Slaves: 0
    Food: 2190 (+1050/+600)/4000 (-435)
    Energy: 0 (+0/-0)
    Scrap Parts: 465
    Tech Parts: 0
    Ammunition: 560
    Other Items: None
    Education: General
    Military Skill: 2
    Spoiler :

    Hoboken
    (Urban Ruin, Hoboken, NJ)
    Population: 435 (125 Humans, 310 Ghouls)
    +1050 Food: 50/50 (Sustenance), 30/30 (Dock)
    Structures: Fortifications (2), Farm (1), Docks (3), Silo (2)
    Items: 280 1H Guns, 30 Laser Weapons, 80 Leather Armour, 6 Early Power Amour, 1 Small Boat


    Kings and Queens/Shirogane
    Raiders
    Industrious, Diplomatic
    Total Population: 385 (385 Humans)
    Total Slaves: 540 (420 Humans, 120 Ghouls)
    Food: 835 (+1000/+0)/3000 (-925)
    Energy: 0 (+0/-0)
    Scrap Parts: 1645
    Tech Parts: 7
    Ammunition: 350
    Other Items: 200 Chems
    Education: General
    Military Skill: 3
    Spoiler :

    King of Prussia
    (Urban Ruin, King of Prussia Mall, King of Prussia, PA)
    -Population: 105 (105 Humans)
    -Slaves: 365 (245 Humans, 120 Ghouls)
    +500 Food: 50/50 (Average)
    -Structures: Fortifications (6), Farm (1), Silo (1), Inn, Arena
    -Items: 315 LT Melee, 5 HT Melee, 100 Leather Armour, 7 Mr Handies
    Mount Joy
    (Urban Ruin, Valley Forge Casino Resort, PA)
    -Population: 280 (280 Humans)
    -Slaves: 175 (175 Humans)
    +500 Food: 50/50 (Hydroponic)
    -Structures: Fortifications (2), Hydroponic Farm (1), Inn
    -Items: 135 LT Melee, 240 1H Guns, 50 2H Guns, 20 Laser Weapons, 120 Leather Armour, 5 Mr Handies, 2 Protectrons


    Order of the Holy Wound/Seon
    Institution
    Religious, Scientific
    Total Population: 610 (595 Humans, 15 Ghouls)
    Total Slaves: 0
    Food: 670 (+1000/+0)/4000 (-610)
    Energy: 30 (+10/-0)
    Scrap Parts: 868
    Tech Parts: 26
    Ammunition: 435
    Other Items: Machining Gear
    Education: Advanced
    Military Skill: 2
    Spoiler :

    The Shard
    (Settlement, Trenton Psychiatric Hospital, Trenton, NJ)
    -Population: 610 (595 Humans, 15 Ghouls)
    +1000 Food: 100/100 (Average)
    -Structures: Fortifications (3), Farms (2), Silo (2), Fusion Reactor
    -Items: 345 1H Guns, 150 2H Guns, 11 Mr Handies


    The Point/Decamper
    Pre-War Military
    Warlike, Scientific
    Total Population: 235 (235 Humans)
    Total Slaves: 365 (365 Humans)
    Food: 1400 (+1000/+0)/4000 (-600)
    Energy: 10 (+0/0)
    Scrap Parts: 1425
    Tech Parts: 17
    Ammunition: 2775
    Other Items: Intact Computers
    Education: General
    Military Skill: 7
    Spoiler :

    The Point
    (Settlement, United States Military Academy, West Point, NY)
    -Population: 235 (235 Humans)
    -Slaves: 365 (365 Humans)
    +1000 Food: 100/100 (Average)
    -Structures: Fortifications (4), Farms (2), Silo (2)
    -Items: 20 1H Guns, 360 2H Guns, 90 Laser Weapons, 390 LT Melee, 9 HT Melee, 110 Leather Armour, 160 Combat Armour, 25 Early Power Armour


    Poxxy’s Chem Dogs/Zappericus
    Raiders
    Environmentalist, Warlike
    Total Population: 360 (360 Humans)
    Total Slaves: 365 (235 Humans, 130 Ghouls)
    Food: 1600 (+0/+0)/4000 (-733)
    Energy: 0 (+0/-0)
    Scrap Parts: 545
    Tech Parts: 5
    Ammunition: 1610
    Other Items: 140 Alcohol, 355 Chems
    Education: General
    Military Skill: 4
    Spoiler :

    The Underhive
    (Bunker, Valley Forge Military Academy, Wayne, PA)
    -Population: 360 (360 Humans)
    -Slaves: 365 (235 Humans, 130 Ghouls)
    +0 Food: 0/0 (Sustenance-Winter)
    -Structures: Silo (2), Chemist, Inn, Arena
    -Items: 510 LT Melee, 375 1H Guns, 20 2H Guns, 70 Laser Weapons, 170 Leather Armour, 60 Improvised Explosives, 48 Dynamites, 5 Grenades, 10 Mr Handies, 4 Protectrons, 3 Deatharoos


    Reformed Society for Psychic and Paranormal Research/Marcher Jovian
    Civilian Survivors
    Industrious, Religious
    Total Population: 590 (590 Humans)
    Total Slaves: 0
    Food: 1820 (+1500/+0)/4000 (-590)
    Energy: 0 (+0/-0)
    Scrap Parts: 1203
    Tech Parts: 6
    Ammunition: 815
    Other Items: Intact Computers
    Education: General
    Military Skill: 1
    Spoiler :

    Monroe
    (Settlement, Monroe, CT)
    -Population: 590 (590 Humans)
    +1500 Food: 150/150 (Average-Winter)
    -Structures: Fortifications (1), Farms (3), Silo (2), Inn
    -Items: 325 1H Guns, 150 2H Guns, 22 Mr Handies, 9 Early Power Armour


    Sanctuary Guard/thomas.berubeg
    Pre-War Military
    Agricultural, Religious
    Total Population: 350 (320 Humans, 30 Ghouls)
    Total Slaves: 0
    Food: 1095 (+600/+100)/3000 (-350)
    Energy: 10 (+0/-0)
    Scrap Parts: 734
    Tech Parts: 8
    Ammunition: 1970
    Other Items: 60 Alcohol, Intact Computers, Laboratory Equipment
    Education: General
    Military Skill: 5
    Spoiler :

    The Cloisters
    (Urban Ruin, The Cloisters, Manhattan, NY)
    -Population: 350 (320 Humans, 30 Ghouls)
    +600 Food: 50/50 (Sustenance), 10/10 (Dock)
    -Structures: Fortifications (4), Farm (1), Dock (1), Silo (1), Still, Inn
    -Items: 30 2H Guns, 370 Laser Weapons, 10 Plasma Weapons, 30 Leather Armour, 180 Combat Armour, 10 Standard Power Armour, 45 Mr Gutsies, 1 Canoe, 2 Small Boats


    Shepaug Dam Survivors/Immaculate
    Pre-War Military
    Diplomatic, Industrious
    Total Population: 860 (825 Humans, 35 Ghouls)
    Total Slaves: 0
    Food: 2470 (+950/+0)/5000 (-860)
    Energy: 30 (+10/-0)
    Scrap Parts: 1682
    Tech Parts: 9
    Ammunition: 3545
    Other Items: 30 Alcohol, Laboratory Equipment, Machining Gear
    Education: General
    Military Skill: 4
    Spoiler :

    Shepaug Dam
    (Bunker, Shepaug Dam, Newtown/Southbury, CT)
    -Population: 465 (460 Humans, 5 Ghouls)
    -Structures: Water Turbine (5), Silo (1)
    -Items: 180 2H Guns, 165 Laser Weapons, 185 Combat Armour, 20 Standard Power Armour, 11 Mr Gutsies
    Newtown
    (Settlement, Newtown, CT)
    +950 Food: 150/150 (Sustenance), +200 (Brahmins)
    -Population: 395 (365 Humans, 30 Ghouls)
    -Structures: Fortifications (3), Farms (3), Silos (2), Inn, Still
    -Items: 240 1H Guns, 30 Leather Armour, 12 Mr Handies, 200 Brahmin


    The Skylanders/Shadowbound
    Tribals
    Environmentalist, Warlike
    Total Population: 1205 (1205 Humans)
    Total Slaves: 0
    Total Food: 2000 (+420/+420)/2000 (-1690)
    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: 1205 (1205 Humans)
    +420 Food: 0/0 (Fertile), +420 (Brahmin)
    -Items: 1110 LT Melee, 190 LT Ranged, 30 1H Guns, 30 2H Guns, 390 Leather Armour, 420 Brahmin, 145 Horses


    Sons of Hope/Trigo238
    Pre-War Military
    Agricultural, Diplomatic
    Total Population: 440 (430 Humans, 10 Ghouls)
    Total Slaves: 0
    Food: 2405 (+0/+0)/3000 (-440)
    Energy: 20 (+0/-0)
    Scrap Parts: 500
    Tech Parts: 6
    Ammunition: 3310
    Other Items: Radio Gear, Machining Gear
    Education: General
    Military Skill: 5
    Spoiler :

    Nutley
    (Bunker, Nutley, NJ)
    -Population: 440 (430 Humans, 10 Ghouls)
    +0 Food
    -Structures: Silo (1)
    -Items: 270 Laser Weapons, 40 Plasma Weapons, 60 Combat Armour, 20 Early Power Armour, 20 Mr Gutsies


    Sovereign Fortuna Guild/Ailedhoo
    Boat People
    Diplomatic, Maritime
    Total Population: 560 (560 Humans)
    Total Slaves: 0
    Food: 800 (+700/+200)/4000 (-560)
    Energy: 0 (+0/-0)
    Scrap Parts: 105
    Tech Parts: 10
    Ammunition: 300
    Other Items: None
    Education: General
    Military Skill: 1
    Spoiler :

    Sag Harbour
    (Settlement, Sag Harbour, NY)
    -Population: 560 (560 Humans)
    +700 Food: 50/50 (Average), 10/10 (Dock)
    -Structures: Fortifications (1), Farm (1), Dock (1), Silo (2)
    -Items: 85 1H Guns, 90 2H Guns, 20 Leather Armour, 3 Canoes, 1 Small Boat


    Ursine Order of Hershey/Omega124
    Civilian Survivors
    Agricultural, Religious
    Total Population: 500 (500 Humans)
    Total Slaves: 0
    Food: 2010 (+1000/+1000)/3000 (-500)
    Energy: 0 (+0/-0)
    Scrap Parts: 430
    Tech Parts: 0
    Ammunition: 390
    Other Items: 470 Chems
    Education: General
    Military Skill: 3
    Spoiler :

    Hershey
    (Settlement, Hershey, PA)
    -Population: 500 (500 Humans)
    +1000 Food: 50/50 (Hydroponic)
    -Structures: Fortifications (3), Hydroponic Farm (1), Silo (1), Chemist
    -Items: 230 1H Guns, 60 2H Guns, 290 Metal Armour, 7 Protectrons


    Vault 77/poketwo
    Vault Dwellers
    Industrious, Religious
    Total Population: 880 (880 Humans)
    Total Slaves: 0
    Food: 830 (+1585/+1585)/2000 (-1275)
    Energy: 0 (+10/-10)
    Scrap Parts: 0
    Tech Parts: 0
    Ammunition: 680
    Other Items: 50 Alcohol
    Education: General
    Military Skill: 2
    Spoiler :

    Vault 77
    (Vault, Valley Forge, PA)
    -Population: 880 (880 Humans)
    +1400 Food: 0/0 (Average), +1000 (Nutrient Replication), +585 (Cattle)
    +10 Energy
    -Structures: Nutrient Replicator (2), Fusion Reactor
    -Items: 300 1H Guns, 170 2H Guns, 195 Dogs, 195 Cattle, 50 Horses, 5 Elephants


    Vault 314/Terrance888
    Vault Dwellers
    Environmentalist, Scientific
    Total Population: 954 (954 Humans)
    Total Slaves: 0
    Food: 1075 (+500/+500)/2000 (-975)
    Energy: 55 (+10/-5)
    Scrap Parts: 1317
    Tech Parts: 33
    Ammunition: 0
    Other Items: 80 Alcohol
    Education: General
    Military Skill: 0
    Spoiler :

    Vault 314
    (Vault, Mills Reservation, Montclair, NJ)
    -Population: 954 (954 Humans)
    +500 Food: 0/0 (Average), +500 (Nutrient Replication)
    +10 Energy
    -Structures: Nutrient Replicator (1/2), Fusion Reactor, Robotics Facility, Inn
    -Items: 190 Mr Handies, 100 Protectrons, 24 Assaultrons, 10 Sentry Bots, 7 Horses


    Vault 350/J.K. Stockholme
    Vault Dwellers
    Scientific, Warlike
    Total Population: 709 (650 Humans, 59 Super Mutants)
    Total Slaves: 0
    Food: 1340 (+1000/+1000)/2000 (-770)
    Energy: 0 (+0/-0)
    Scrap Parts: 0
    Tech Parts: 10
    Ammunition: 850
    Other Items: None
    Education: General
    Military Skill: 3
    Spoiler :

    Vault 350
    (Vault, High Ridge, East Haven, CT)
    -Population: 709 (650 Humans, 59 Super Mutants)
    +1000 Food: 0/0 (Sustenance), +1000 (Nutrient Replication)
    +10 Energy
    -Structures: Nutrient Replicator (2), Fusion Reactor, FEV Laboratory
    -Items: 320 1H Guns, 220 2H Guns, 5 HT Melee, 30 Leather Armour, 51 FEV Abominations


    Wall Street Traders/NinjaCow64
    Civilian Survivors
    Diplomatic, Industrious
    Total Population: 310 (305 Humans, 5 Ghouls)
    Total Slaves: 210 (160 Humans, 50 Ghouls)
    Food: 1220 (+250/+0)/4000 (-520)
    Energy: 0 (+0/-0)
    Scrap Parts: 992
    Tech Parts: 4
    Ammunition: 230
    Other Items: 10 Alcohol, 20 Chems, Radio Gear
    Education: General
    Military Skill: 2
    Spoiler :

    New York Stock Exchange
    (Urban Ruin, New York Stock Exchange, Manhattan, NY)
    -Population: 270 (270 Humans)
    -Slaves: 200 (155 Humans, 45 Ghouls)
    +250 Food: 50/50 (Sustenance)
    -Structures: Fortifications (2), Farm (1), Silo (2), Inn
    -Items: 105 1H Guns, 80 2H Guns
    Pier 11
    (Urban Ruin, Pier 11/Wall Street Ferry Terminal, Manhattan, NY)
    -Population: 40 (35 Humans, 5 Ghouls)
    -Slaves: 10 (5 Humans, 5 Ghouls)
    -Structures: Fortifications (1)
    -Items: 25 1H Guns


    The Warriors/Grandkhan
    Raiders
    Industrious, Warlike
    Total Population: 285 (285 Humans)
    Total Slaves: 170 (120 Humans, 50 Ghouls)
    Food: 1575 (+500/+0)/3000 (-455)
    Energy: 0 (+0/-0)
    Scrap Parts: 1035
    Tech Parts: 0
    Ammunition: 650
    Other Items: 170 Alcohol, 100 Chems, Precision Tools
    Education: General
    Military Skill: 3
    Spoiler :

    Coney Island
    (Urban Ruin, Coney Island, Brooklyn, NY)
    -Population: 285 (285 Humans)
    -Slaves: 170 (120 Humans, 50 Ghouls)
    +500 Food: 50/50 (Average)
    -Structures: Fortifications (3), Farms (1), Silo (1)
    -Items: 360 LT Melee, 200 1H Guns, 160 Leather Armour, 4 Protectrons


    NPCs
    Spoiler :

    Battery Park
    Civilian Survivors
    Diplomatic, Maritime
    Settlement, Battery Park, Manhattan, NY
    Population: 155 (30 Humans, 125 Ghouls)
    Slaves: 0
    Food: Average
    Structures: Fortifications (2), Farms (0, Worthless), Dock (1)
    Items: 70 1H Guns, 90 Leather Armour, 10 Mr Handies
    Education: General
    Military Skill: 2

    Buzzing Hornets
    Raiders
    Environmentalist, Warlike
    Settlement, Totowa, NJ
    Population: 590 (510 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

    Chesapeake City
    Boat People
    Diplomatic, Maritime
    Settlement, Chesapeake City, MD
    Population: 570 (550 Humans, 20 Ghouls)
    Slaves: 0
    Food: Average
    Structures: Fortifications (2), Farms (1, Sustenance), Dock (1)
    Items: 290 1H Guns, 150 2H Guns
    Education: General
    Military Skill: 2

    Children of Concorde
    Civilian Survivors
    Environmentalist, Religious
    Urban Ruin, Waterbury-Oxford Airport, Oxford, CT
    Population: 330 (330 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

    Cohen Syndicate
    Raiders
    Diplomatic, Warlike
    Urban Ruin, East Broadway Subway Station, Manhattan, NY
    Population: 240 (120 Humans, 120 Ghouls)
    Slaves: 130 (80 Humans, 50 Ghouls)
    Food: Insecure
    Structures: Fortifications (2), Silo (1)
    Items: 270 LT Melee, 80 2H Guns, 100 Leather Armour
    Education: General
    Military Skill: 3

    Denville
    Civilian Survivors
    Diplomatic, Warlike
    Settlement, Denville, NJ
    Population: 360 (360 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

    East Hampton
    Civilian Survivors
    Maritime, Warlike
    Settlement, East Hampton, NY
    Population: 325 (325 Humans)
    Slaves: 0
    Food: Insecure
    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: 350 (350 Humans)
    Slaves: 0
    Food: Secure
    Structures: Fortifications (2), Farm (1, Average), Silo (1)
    Items: 160 1H Guns, 120 2H Guns, 120 Leather Armour
    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: 330 (330 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

    Indian Panthers
    Raiders
    Agricultural, Warlike
    Urban Ruin, Passaic, NJ
    Population: 300 (80 Humans, 220 Ghouls)
    Slaves: 280 (260 Humans, 20 Ghouls
    Food: Average
    Structures: Fortifications (2), Farms (2, Average)
    Items:
    Education: General
    Military Skill: 3

    Jamaica Bay Corsairs
    Boat People
    Maritime, Warlike
    Settlement, Floyd Bennett Field, Brooklyn, NY
    Population: 350 (270 Humans, 80 Ghouls)
    Slaves: 260 (200 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: 110 (110 Humans)
    Slaves: 330 (220 Humans, 110 Ghouls)
    Food: Insecure
    Structures: Fortifications (2)
    Items: 290 LT Melee, 110 LT Ranged, 170 Leather Armour
    Education: General
    Military Skill: 5

    Lyndhurst
    Civilian Survivors
    Agricultural, Environmentalist
    Settlement, Lyndhurst, NJ
    Population: 490 (330 Humans, 160 Ghouls)
    Slaves: 0
    Food: Secure
    Structures: Fortifications (2), Farms (2, Average), Silo (1)
    Items: 240 1H Guns, 180 2H Guns
    Education: General
    Military Skill: 1

    Manhattan Commune
    Civilian Survivors
    Diplomatic, Industrious
    Urban Ruin, Canal Street (A/C/E) Subway Station, Manhattan, NY
    Population: 230 (230 Humans)
    Slaves: 190 (190 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

    Mapleton
    Civilian Survivors
    Industrious, Religious
    Urban Ruin, Mapleton, Brooklyn, NY
    Population: 390 (340 Humans, 50 Ghouls)
    Slaves; 0
    Food: Insecure
    Structures: Fortifications (2), Farms (2, Sustenance)
    Items: 380 LT Melee, 50 2H Guns, 50 HT Melee
    Education: General
    Military Skill: 1

    Mid-Bedford
    Institution
    Industrious, Scientific
    Urban Ruin, Brooklyn College, Brooklyn, NY
    Population: 250 (60 Humans, 190 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, 70 Alcohol, 20 Chems
    Education: Advanced
    Military Skill: 2

    National Humane Alliance
    Raiders
    Industrious, Warlike
    Settlement, Derby, CT
    Population: 830 (610 Humans, 220 Ghouls)
    Slaves: 0
    Food: Insecure
    Structures: Fortifications (4)
    Items: 680 LT Melee, 60 LT Ranged, 60 1H Guns
    Education: General
    Military Skill: 3

    New Harlem
    Civilian Survivors
    Diplomatic, Industrious
    Urban Ruin, 125th Street (A/D) Subway Station, Manhattan, NY
    Population: 220 (180 Humans, 40 Ghouls)
    Slaves: 0
    Food: Insecure
    Structures: Fortifications (2)
    Items: 190 LT Melee, 100 1H Guns, 10 HT Melee
    Education: General
    Military Skill: 2

    PLA Naval Air Base NYC
    Squadron
    Pre-War Military
    Maritime, Warlike
    Urban Ruin, Intrepid Sea, Air, and Space Museum, Manhattan, NY
    Population: 280 (280 Humans)
    Slaves: 0
    Food: Secure
    Structures: Fortifications (4), Dock (2), Fusion Reactor
    Items: 180 Laser Weapons, 90 HT Melee, 10 Small Boats
    Education: General
    Military Skill: 6

    Red Kangs
    Raiders
    Agricultural, Warlike
    Settlement, Harlem River Park, Manhattan, NY
    Population: 330 (235 Humans, 95 Ghouls)
    Slaves: 160 (140 Humans, 20 Ghouls)
    Food: Insecure
    Structures: Fortifications (2), Farms (2, Sustenance), Silo (1)
    Items: 330 2H Guns, 80 Leather Armour, 108 Dynamite
    Education: General
    Military Skill: 3

    Roscoe’s Horde
    Raiders
    Industrious, Warlike
    Settlement, The College of New Jersey, Ewing Township, NJ
    Population: 280 (280 Ghouls)
    Slaves: 110 (110 Humans)
    Food: Average
    Structures: Fortifications (2), Farms (1, Average), Silo (1)
    Items: 190 LT Melee, 70 1H Guns, 20 2H Guns, 55 Leather Armour
    Education: General
    Military Skill: 3

    Roxbury
    Civilian Survivors
    Agricultural, Warlike
    Settlement, Roxbury, CT
    Population: 300 (300 Humans)
    Slaves: 50 (50 Humans)
    Food: Insecure
    Structures: Fortifications (1), Farm (1, Average)
    Items: 180 1H Guns, 60 2H Guns, 80 Leather Armour
    Education: General
    Military Skill: 2

    Stewart International Station
    Pre-War Military
    Diplomatic, Warlike
    Urban Ruin, Stewart International Airport, NY
    Population: 320 (420 Humans)
    Slaves: 0
    Food: Secure
    Structures: Fortifications (3), Hydroponic Farms (2)
    Items: 220 2H Guns, 20 Laser Weapons, 250 Combat Armour, 5 Early Power Armour
    Education: General
    Military Skill: 4

    Strontium Rangers
    Tribals
    Religious, Warlike
    Camp, Woodbury, CT
    Population: 630 (630 Humans)
    Slaves: 0
    Food: Secure
    Structures: None
    Items: 500 LT Melee, 290 LT Ranged, 30 2H Guns, 105 Brahmin, 20 Chems
    Education: Tribal
    Military Skill: 4

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

    Terminus
    Civilian Survivors
    Diplomatic, Industrious
    Urban Ruin, Inwood-207th Street (A) Subway Station, Manhattan, NY
    Population: 135 (135 Humans)
    Slaves: 0
    Food: Adequate
    Structures: Fortifications (1), Hydroponic Farm (1), Chemist
    Items: 20 2H Guns, 925 Chems
    Education: General
    Military Skill: 2

    Troy
    Migrants
    Diplomatic, Scientific
    Settlement, Parsippany-Troy Hills, NJ
    Population: 1780 (1615 Humans, 165 Ghouls)
    Slaves: 1300 (1190 Humans, 110 Ghouls)
    Food: Secure
    Structures: Fortifications (6), Farms (6, Fertile), Silo (6), Inn, Arena, Forge, Armoursmith
    Items: 1580 LT Melee, 530 LT Ranged, 10 LT Siege, 95 1H Guns, 1390 Metal Armour
    Education: General
    Military Skill: 3

    Trumbull
    Civilian Survivors
    Agricultural, Environmentalist
    Settlement, Trumbull, CT
    Population: 450 (430 Humans, 20 Ghouls)
    Slaves: 0
    Food: Adequate
    Structures: Fortifications (4), Farms (1, Average), Silo (1)
    Items: 350 1H Guns, 45 Laser Weapons, 60 Mr Handies
    Education: General
    Military Skill: 2

    Upside-Down Rams
    Raiders
    Industrious, Warlike
    Urban Ruin, The Heights, Jersey City, NJ
    Population: 390 (390 Ghouls)
    Slaves: 50 (50 Humans)
    Food: Insecure
    Structures: Fortifications (2), Farms (2, Sustenance)
    Items: 260 LT Melee, 140 1H 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: 470 (420 Humans, 50 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, 200 Alcohol, 5 Chems
    Education: General
    Military Skill: 1

    Zinc Devils
    Raiders
    Diplomatic, Environmentalist
    Settlement, Middletown, NY
    Population: 340 (290 Humans, 50 Ghouls)
    Slaves: 60 (60 Humans)
    Food: Insecure
    Structures: Fortifications (2), Farms (1, Average), Silo (1)
    Items: 360 LT Melee, 130 LT Ranged, 160 1H Guns, 180 Chems
    Education: General
    Military Skill: 3


    Special NPCs

    The Eye of Horus
    Scientific, Religious
    Known Locations:
    -The Lawrenceville School, Lawrence Township, NJ[/B][/B]
     
    Last edited: Aug 9, 2018
  6. SouthernKing

    SouthernKing crickety cricket

    Joined:
    Dec 29, 2010
    Messages:
    6,840
    Location:
    Deva Loka
    Last edited: Aug 9, 2018
  7. jackelgull

    jackelgull An aberration of nature

    Joined:
    Dec 30, 2013
    Messages:
    3,116
    Location:
    Within the realm of impossibility
    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.
     
    thomas.berubeg and SouthernKing like this.
  8. thomas.berubeg

    thomas.berubeg Wandering the World

    Joined:
    Aug 21, 2006
    Messages:
    8,850
    Location:
    Ft. Lauderdale
    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.}
     
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  9. NinjaCow64

    NinjaCow64 The Continuation of the Dream Supporter

    Joined:
    Apr 4, 2010
    Messages:
    7,503
  10. Seon

    Seon Not An Evil Liar

    Joined:
    Jan 20, 2009
    Messages:
    7,474
    Location:
    Not Lying through my teeth
    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."
     
    Last edited: Jul 21, 2018
  11. Shadowbound

    Shadowbound Scourge of God

    Joined:
    Mar 4, 2007
    Messages:
    3,894
    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.
     
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  12. Lord_Herobrine

    Lord_Herobrine Procrastinating

    Joined:
    Aug 21, 2012
    Messages:
    1,137
    Location:
    Da Yoop
    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.
     
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  13. Grandkhan

    Grandkhan Telvanni Master Wizard

    Joined:
    Nov 24, 2011
    Messages:
    2,650
    Location:
    Inside a mushroom
    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.
     
    Last edited: Jul 20, 2018
  14. Robert Can't

    Robert Can't Grantaire

    Joined:
    Dec 7, 2007
    Messages:
    3,098
    Location:
    The Barricade
    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).
     
    Last edited: Jul 20, 2018
  15. Omega124

    Omega124 Challenging Fate

    Joined:
    Nov 1, 2008
    Messages:
    6,929
    Gender:
    Female
    Location:
    Albany, New York
    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.
     
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  16. Ahigin

    Ahigin Chieftain

    Joined:
    Apr 18, 2013
    Messages:
    1,312
    Location:
    Chicago
    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'.
     
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  17. Everblack

    Everblack Blacker then you

    Joined:
    Jul 21, 2012
    Messages:
    326
    Location:
    Chicago
    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.
     
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  18. Marcher Jovian

    Marcher Jovian Chieftain

    Joined:
    Jul 12, 2013
    Messages:
    319
    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
     
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  19. poketwo

    poketwo Chieftain

    Joined:
    May 7, 2014
    Messages:
    143
    interesting
    Will post faction soon.
     
  20. Red_Spy

    Red_Spy Bridge Overseer

    Joined:
    Jan 13, 2011
    Messages:
    4,650
    Gender:
    Female
    Location:
    Underworld
    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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