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Lonelylurker

Corporal
2 Badges
Jan 8, 2012
42
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ALL PLAYERS ARE STRONGLY ENCOURAGED TO GET ON Coldfront.net AND "/join #falloutrealism" THE GAMES OFFICIAL IRC CHANNEL!


Rules :
Each player may submit 2 or 3 orders each turn; 1 Personal Order(That they themselves are performing), 1 Organization Order(That their settlement/group is performing), and 1 Faction Order(Faction Leaders only: What they are instructing to be done on their authority as leader of the faction). Each type of order has greater possible scope than the previous type, but less certainty that it will be carried out in just the way you wanted.

Factions will be rated in: Income, Wealth, Manufacturing Capability, Manpower, Resources, and Technology.

Income is a measure of surplus trade goods(there is no universally accepted currency) your faction generates.

Wealth is a measure of the material standard of living of your people.

Manufacturing Capability is your ability to turn raw materials into finished products available with your technology.

Manpower is a measure of your ability to raise new troops/workers/whatever you need people for.

Resources is your access to natural resources.

Technology is an approximation of how technologically sophisticated you are.

these values are mostly abstracted but specific exceptions may become relevant for some purposes.

Income not used in a turn will be accumulated as Treasury. Other values do not accumulate, but big projects may be continued over multiple turns.

If income remains higher that wealth your people may become unhappy with their standard of living.

Factions so far:

In the cases of multi-player factions(except Waldis, see below) The initial Faction Leader is the one who joined first. This may be changed at any time by the agreement of all players in the faction. Orders may also result in changes of Leadership(but not too easily).

Waldis:

The most advanced city-state in the known wastes is actually two cities in close proximity. Waldis is bitterly divided between 'The City of Tomorrow!' and 'The Kingdom'. Each of which revere their there common ancestral savior “Waldis The Great” and his ideals of Safety, Politeness, Order and rebuilding the world as it it should have been. But where 'The City of Tomorrow!' advocates the latest advances in all things, forever pushing forward to the future and leaving the past behind as antiquated. 'The Kingdom' by contrast advocates plucking the best qualities from each of man's historical eras, including the future, to create a perfect society. While neither group would be so uncouth, or unsafe, as to attempt to impose their vision on the other by force, the schism has become a deep and abiding rift between The City and The Kingdom, Almost to the point of a, very polite, holy war or ancestral feud. (needs 2 players).

City of Tomorrow: Player: Sleater Treasury: 3
Income: +3(mostly entertainment) Wealth: 5 Manufacturing:2 Manpower:3 Resources:2 Technology:4(2 for military gear, 6 for A/V and entertainment)
Forces: 100 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons.

The Kingdom: Player: Aedan777 Treasury: 3
Income: +3(mostly entertainment) Wealth:4.8 Manufacturing:2 Manpower:3 Resources:2 Technology:3.8(2.5 for military gear 5.5 for A/V and entertainment)
Forces: 100 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons.

Special Rule for Waldis:
As the Waldis Faction has no Leader(and cannot unless the rift between City and Kingdom is healed) It's Faction Leader order can only be used by mutual agreement of both leaders(who must both send the order.)

The Neo-Nuka Corporation: Player: Baboushreturns

During the great war the easy availability of Nuka Cola was considered so vital to national morale that portions of the central plant in Savannah Georgia were transferred to an underground bunker as a safeguard against enemy attack. While not nearly so impressive as the great Vaults, this underground factory survived in relatively good shape and has recently been restored and put back into production by a group of technically, and commercially, savvy salvagers. While the precise 'secret formula' of original Nuka Cola has been lost, the Neo-Nuka corporation has re-created something close enough that few can tell the difference, and is making a bid to become a major commercial power in the South-East.

Treasury: 4
Income:+4 Wealth: 3 Manufacturing: 2(5 for beverages, 3 for simple chemicals) Manpower: 2 Resources: 2 Technology: 3 (6.5 for beverages, 5 for simple chemicals)
Forces: 20 Factory Guards and 20 Caravan Guards.


The Barony of the Blessed: Player: Bialaska

The City of old New Orleans was not heavily targeted by the bombs that destroyed the world, only the port facilities were considered to have strategic value. But all the nuclear fallout and toxic chemicals from the Mississippi basin was eventually washed down river, making it one of the most heavily contaminated places in the known world. The city largely uninhabitable by most normal life, but is rife with mutants of all sorts. It is inhabited mostly by Ghouls, who embrace their condition as “A Blessing from Baron Samedi” the Voodoo Loa of Death. They are ruled by an ancient ghoul known only as 'The Baron' who claims to pre-date the war and whose followers believe him to have magical powers, particularly the ability to tame feral ghouls to do his bidding and the power to bestow the 'Barons Blessing' upon deserving humans.

Treasury: 2
Income: 2 Wealth: 2.5 Manufacturing: 2 Manpower: 3(+3 additional in tamed Feral Ghouls) Resources:2.5 Technology: 2.5(+ special)
Forces: 100 Local Militia, 200 semi-tame Ferals(melee only, very simple orders only).


The Gator Riders and The Spider Legion: Faction Leader: jcucc (Gator Riders)

Tribals living in the deep rad-swamps of Florida and Louisiana. These two groups have each developed a symbiotic relationship with a type of animal found in their home swamps. Of the two the Gator Riders are fiercer warriors, while the Spider Legion is known for it's stealth and terrible poisons.

Gator Riders: Player: Jcucc Treasury: 1

Income: 1 Wealth: 1 Manufacturing: 2 Manpower: 4 Resources: 2 Technology: 2(+special)
Forces: 100 Tribal Warriors, 50 elite Gator Riders

Spider Legion: Player: XVG Treasury: 1
Income: 1 Wealth: 1 Manufacturing: 2 Manpower: 4 Resources: 2 Technology: 2(+special)
Forces: 100 Tribal Warriors, 50 elite Spider Commandos.

The Families: Player: Noco17(Shaw Family), Alexander23, Faction Leader: Noco17(Shaw Family)

Although each of these many extended family/clans consider themselves to be separate from, and superior to, the others, most outsiders lump them together as 'The Families'(if they're being polite). And indeed while they are constantly feuding among themselves The Families do(usually) band together in the face of an external threat. They are infamous throughout the southeast for their slave taking, casual violence, and contempt for outsiders. Ghouls, who they refer to as 'Meltys' are particularly loathed as corruptions of the 'Pure Human Race', to be killed on sight rather than enslaved. Occasionally they will extend this hatred to specific humans, although their criteria seem completely arbitrary to everyone else.

Treasury: 2
Income: 2 Wealth: 2 Manufacturing: 2 Manpower: 7 Resources: 4 Technology: 3
Forces: 200 Raiders, 200 Slave 'volunteers'(crude weapons, highly unreliable)


The Brotherhood of the Lost: Player :Spectre17

These 3 dozen men and women washed up on shore last year after a bad storm. Although they are very close knit and mostly refuse to speak of their origins, rumor has it that they come from the far west and may have been aboard some sort of 'flying boat' that crashed in the gulf. They seem highly knowledgeable of the old technologies but possess only a few sidearms and small devices with no ability to produce more.

Treasury: 1
Income: 1 Wealth: 1 Manufacturing: 1 Manpower: 0! Resources: 0 Technology: 5(+special)
Forces: 6 Paladins, 10 Knights, 20 Scribes.(Improvised Armor and Energy Pistols, Even the Scribes are better trained soldiers than most in the region.)


The Gulf Coast Guard: Player: Jeeshadow

The nuke that hit the Pensacola Naval Air Station was shoddily made and generated a much smaller blast than intended. As a result the survivors were able to salvage a few small craft and clean up the worst of the radiation, then survive the next few years on emergency rations. Since the war their descendants have proudly maintained navy tradition as well as they could and still consider themselves the last known outpost of the USN. A few small towns have sprung up in the area due to there being few raiders who want to mess with a, relatively, real military force, and willingly contribute food and occasional volunteers to support their protectors.

Treasury: 1
Income: 1 Wealth: 2.5 Manufacturing: 2 Manpower: 1(+1 extra for civilian pursuits only) Resources: 2 Technology: 3(4 Naval)
Forces: 50 Base personnel(effectively militia), 20 Militia from the surrounding farms, 2 Coast Guard Cutters with a crew of 12 each, 1 Destroyer(not seaworthy, requires extensive repairs and at least 30 crew).
 
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OOC: I'd like to take the Brotherhood of the Lost if possible
 
OOC: I've never done one of these before, but I'd like to try out playing as The Gator Raiders. Also, what kind of orders would we be giving? (an example would be much appreciated)
 
I'll go for the Kingdom.
 
Both done.

Jcucc,
Orders are whatever you want your character/group to do, for example as Chief of the Gator Riders you might say:

Personal Order: Lead my 50 elites in a raid on the outskirts of Waldis(you could specify the City/Kingdom in particular or not)

Group Order: Improve the training of the 100 Tribal Warriors to make them fight better against enemies with guns(basically teaching them to use cover better against enemies with long ranged weapons)

Faction Order: Start harvesting rare medicinal plants from the deep swamps for trade(attempting to increase your Income score)

I hope that helps. If you have any other questions, or even if you don't:


ALL PLAYERS ARE STRONGLY ENCOURAGED TO GET ON Coldfront.net AND "/join #falloutrealism" THE GAMES OFFICIAL IRC CHANNEL!
 
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I'll take the Spider Legion
 
One of the various clans that constitute the Families, the Shaws occupy a top position within the social hierarchy, built upon their economic successes from extensive human and mutant trafficking. Once they were but a simple planter family, growing for subsistence and profit. But when an ancestor discovered the benefits of slave plantations, the family shifted away from providing the agricultural product, to providing the acquired manpower. Nowadays, the Shaw family maintains their own plantation, mainly one of leisure and looks, whilst dealing in all things slavery as their main product, holding off any feuds by threat of embargo, forcing their competitors to pick their own fruits. Led by current patriarch Rufus King Shaw and his close kin, this path seems unlikely to change.

Rufus King Shaw
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Head honcho of the Shaws, Rufus King is an aged man, firm in his business-like, and often times harsh, nature. Still remembering the days of his Granpappy, a time when power was not yet so firmly in the Shaw's favor, Rufus refuses to become complacent with his work. While his sons, mainly Earl, aspire to ambitious goals, Rufus believes if it ain't broke, not need to fix it. This caution usually works in his favor, but perhaps the times truly are changing.

Charlotte "Mama" Shaw
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Family matriarch and loyal wife to Rufus, Charlotte, simply referred to as "Mama" by generally everyone, helps manage the business from the comfort of the plantation. While possessing no real power, Mama's true strength is in her influence, owning the ear of the family, 'cause Mama knows best.

Earl Deacon Shaw
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Firstborn of Rufus and Charlotte, Earl Deacon is the trusted heir to the Shaw legacy, and for the most part, he shows promise continuing it. A talker rather than a fighter, Earl does best in conversation, a role he takes most seriously, in charge of the vast majority of sales in slaves. Although sharing his father's caution, Earl entertains ideas of his own, the latest being some sort of "Ghoul Arena" as he calls it, so "them Meltys can die and provide entertainment all at once."

Dixie Mae Shaw
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Rufus' secondborn and only daughter, Dixie Mae is both a thorn in his side, and in a special place in his heart. The most vocal child, Dixie must step up at times due to her feminine nature, not the best trait in the rather paternal environment, to prove herself capable. Though he hates to admit it, Dixie is quite capable as a marksman and hunter, usually working on capture missions for the business.

Bo Ray Shaw
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The family "baby", Bo Ray is the youngest, but certainly the largest, of the inner Shaw clan. A brute, Bo Ray doesn't think, he follows orders, happily cracking skulls and killing inferior wastelanders for the business.
 
O9xVK3r.jpg


Welcome to the Neo-Nuka Cola Company we here at the NNCC work to spread the refreshing taste of Nuka Cola across the wasteland. Our CEO the glorious Mr. Marshall relies on his chief of marketing Ms. Moorman to run the company day to day. While he works tirelessly on our long term projects. The NNCC hopes that adventurers from across the wasteland will come visit our plant to sample our fine product.
 
The Spider Legion
QhNRtfK.jpg


The Spider Legion remains a secluded and somewhat mysterious tribal group. Living in the deep wastes of the swamps, they are known to have a special relationship with the mutated giant spiders, known as the Webbed Ones to them. The tribals are descendant of both the native tribes already living in their swamp reservation, but also of those ones who were caught there by the nuclear hell.

The society of the tribe is divided into several distinct groups or castes.

133px-Fallout_d20_Tribal_Shaman_by_Tensen01.jpg


Shaman:

At the height of the Society is the Shaman, who is the leader of the tribe, serving as a priest, and as the main organizer of the sacrifices to the Webbed Ones. The current Shaman is known as the Son-of-Web, a name connecting him to beasts his tribe serves.

170px-Fallout_d20_Tribals_by_Tensen01.jpg


Elders:

The second highest class are the elders. The elders are responsible for multiple important jobs, for example training the warriors, making sure of food production and such, as well as helping the Shaman in the sacrifices. The elders are made up of the descendants of the first elders, and thus they can be of various ages, acting as the ruling elite subordinate to the Shaman.

136px-Tribal_Female_B.jpg
188px-Tribal_Male.jpg


Warriors of the Web:

These are the highly trained and most elite warriors of the upper caste of the tribe. They are trained in using the different 'gifts' of the spiders, and are the formidable weapon of the tribe. Due to their skill and reliability, they have a higher position in the society than the normal warriors.

320px-Point_Lookout_Tribals.jpg


Servants of the Web:

These are the normal tribe members, working in production, and as the lower military warriors. Their contribution to the tribal society is most important, and they serve as the working backbone of the society.

4yhbKzz.png


Slaves of the Web:

To ease the workload of the Servants, outsiders captured as slaves are made to do the most hardest and dangerous jobs. They do not have any rights in the society and their quality of life is rather awful.
 
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The Gator Raiders
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The Gator Raiders are the other tribe of the swamps. Their tribe bonded with the great mutated gators of the swamps, taming the beasts to use as mounts and weapons of war. The Raiders are notoriously belligerent, often living up to their name by sacking and looting towns built too close to their domain. The Raiders are mostly made up of the descendants of the people who fled the cities, hoping that the swamps would survive the nuclear onslought. However, any outsider is allowed to join the tribe as long as they prove themselves worthy by surviving alone in the swamps. Their flow of blood caused by their raids slowed to a trickle and then stopped five years ago, no outsiders know why.

The Raiders have a strict hierarchy focused on combat skill and experience.

At the bottom of the hierarchy are the workers, any and all members of the tribe incapable of fighting for whatever reason. They are forced into servitude and are considered subhuman by the rest of the tribe. This is the only other option for a warrior of the tribe besides dying in battle, so most will fight to the death.

Far above them are the Warriors, the main soldiers of the tribe who have not yet achieved the level of the more elite gator riders. They serve as the main military force of the Gator Raiders and are willing to fight the devil himself for their chief, their tribe, and their chance at a glorious death in battle.
Tribal Warrior.png
A tribal warrior, tattooed with symbols of his skill and experience

If a tribal warrior is able to tame one of the great, irradiated gators of the swamp, they are then considered to be one of the elite gator riders. These riders are the shock troops of the Tribal army and are feared throughout the Southeast for their skill in combat and ruthlessness.
COtDW.jpg
An elite gator rider, wearing the headdress indicating his rank

Above the elite warriors are the Main Men, the lieutenants of the Boss and the best warriors in the tribe. They all not only are skilled warriors, but are trained leaders and are trusted by the Boss to command squads of his warriors. There are only four of them and the only way to become one is to gain the Boss' approval to challenge one to single combat, with the winner becoming the new Main Man. The original four are still in their positions.

Lastly, the great and terrible leader of the tribe, Boss Alexander. Five years and three weeks ago he was captured in a small town on the outskirts of the swamp after fleeing to the Southeast for unknown reasons. As the raiding party arrived at the swamp, the leader gave his captives a choice: either come with them and become a slave, or go into the swamp alone and come to their camp a warrior. Alexander decided that the odds weren't too bad, grabbed a knife out of the a warrior's hand and dove into the forest. Alexander arrived at the camp three weeks later riding a alligator, a wholeheartedly unexpected turn of events for the Boss. As he rode up to the Boss's hut Alex bellowed a challenge for a duel. The Boss complied with his polite request and the two stepped into the dueling pit. The Boss pulled out his axe and smirked at his opponents lack of any apparent weapons. The duel started and Alex through a dagger into the Boss' eye, ducked under two wild axe swings, broke both of the larger man's legs and then stood atop the fallen body of the former Boss and declared himself to now be known as Alexander, King of the Gator Raiders.
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The Former Boss

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The Current Boss, "King" Alexander






 

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The Baron Samedi

According to old stories and myths, from before the war, the Baron Samedi was a spirit of the dead, a leader amongst the other spirits. And maybe the Baron Samedi who is in charge of the Barony of the Blessed is truly the mythological figure.

What is known about him is that he was there during the first days after the Great War, already a ghoul, while he helped the few survivors of New Orleans through their transformations, gave them his blessing. Since then this man has led New Orleans and the surrounding area undisputed ever since. Possibly free from outside forces, since the pollution and radiation is high.

The Baron seems to generally dislike Smoothskins, yet he's also known for having magics which can turn a human into a ghoul, something which his followers refer to as the Baron's Blessing. It has been a theory that he's radioactive himself, and that his touch holds such a dosage of radiation that he can use it to induce ghoulhood, which is obviously a gift.
 
Mine are sent several hours ago
 
Turn #1 Update:


Waldis:

The City and The Kingdom send out coordinated scouting parties to search the surrounding area for possible threats and/or resources. They find the immediate area to hold little danger(for now) but also little of interest that hasn't already been scavenged. (+1 Treasury each)

The City of tomorrow:
Engineers scour the City for restoreable robots and manage to get 10 Mr Safety crowd-control bots operational. While quite durable, and equipped with real-time communications links to allow them to act as remote emissaries, they are armed only with tazers and tear-gas. (+10 Mr Safety bots, -2 treasury)

The Kingdom:
Extensive construction work is seen around the edges of the Kingdom, the primary effect of which appears to be restricting access around the perimeter.(-3 Treasury, +1 defense)

The King himself was seen little however, as his time seems to have been divided between the central computer system and pouring over ancient blueprints of the Kingdom's construction.

Gulf Coast Guard:

The Commodore of Pensacola Naval-Air Station held a meeting with leaders from the surrounding area, attempting to generate closer ties, response was only luke-warm however as the farmers seem satisfied with the current arrangement and disinclined to change it without pressing need.

The training program intended to bring the base personnel to a higher standard of readiness was also met with a lackluster response, as the prospect of facing long-term assignment as foot soldiers was quite unappealing to men who aspire to sea duty. (+5% unrest)

These setbacks paled however in the wake of the discovery of a nearly-intact set of drydock equipment salvaged from the outskirts of old Mobile Alabama, according to shipping records the material had been ordered for an expansion of the shipyards there but had not yet been delivered when the bombs fell. While the resources of the whole base were needed to transport and setup this miraculous find, it has removed one of the primary obstacles to potentially repairing their prized Destroyer. (-5% unrest, +.5 (Naval) Tech, +.5 (Naval) Manufacturing, repairs may commence on the Destroyer (10 Manufacturing(Naval)/Resources needed. Crew must be trained separately.)


Brotherhood of the Lost:

The 36 castaways are quite fortunate in finding a defensible-yet-deserted settlement nearby. Although it's previous inhabitants seem to have died of disease in the small air-raid shelter the village was built around the medically trained Scribes confirm that the site should be quite safe now. Unfortunately the nearby fields are meager, while there will be no danger of starvation soon the diet will be rather dreary.

Brothers sent to scout the area report no dangerous animals nearby and signs of a small fishing settlement up the coast.


The Neo-Nuka Cola Company:

Employes at the newly reopened bottling plant have been clearing land for what they call “cash crops”. While the small test plantation is now ready to be manned, people from the surrounding area are baffled at the idea of tending crops that they can't eat, and skeptical of the executives claims that they will trade food for the seemingly useless produce that would result. (-3 Treasury, plantation built, still needs workers.)

They have also begun fortifying the plant against possible attack. (-2 Treasury, +1 Defense)


The Family:

A new squad of “Paddy Rollers” is dispatched to patrol the edges of Family territory to guard against a recent spate of runaway slaves. Unfortunately they Stumble into an ambush by the heartofore believed mythical outlaw 'The Gator Man'. According to one survivor “'e was ten feet tall an' ad six guns strapped to 'is right arm that cut down 'alf the p'trol with the noise o' tearin' canvas. I didn't see no snout but 'is skin was all green an' lumpy like an 'e laughed at bullets”. The man refused to change his story even when whipped for being drunk on patrol. (-8 raiders[dead], -10 slave troops[deserted], +5% unrest)

Rufus Shaw held a BBQ for the leaders of the other prominent families, who have expressed satisfaction with his management of Family operations, and the good grub, and pledged to continue following his lead for the time-being despite the recent troubles.(-5% unrest,)

After the embarrassing defeat by the Gator Man, Rufus sends his daughter Daisy-Mae to track the outlaw down, she reports that he and his band crossed the Mississippi on an old barge, and are currently camped on the opposite bank, but it looks temporary and there's no telling how long they'll be there. (Gator Man's camp temporarily located.)

Additionally, a caravan in Alabama vanished without a trace along with it's guards. The only evidence was a bone knife carved with spiderweb designs.(-5 Raiders, -5 slave troops, -1 Treasury.)

The Barony:

The Baron himself stays mostly in his hounfor, working his mojo. Search parties are sent out looking for old research labs, they return with some minor trinkets but nothing of great interest.(+1 Treasury)

All over New Orleans efforts are made to restore the wrecks of river vessels, while the workers are determined, and get 1 old barge useable with improvised oars, lack of expertise prevents them from any further progress.(-3 Treasury, +1 River Barge[very slow, needs 20 rowers to move upstream])



The Spider Legion:

The Shaman and his bodyguards search the nearby swamps for lost treasures, and find a large supply of camouflage netting in the remains of a downed cargo plane. The tribe uses this material, and many devious traps, to both conceal, and fortify their encampments. Unfortunately the time required prevents the scheduled reconnaissance mission from departing until bad weather makes it impossible.(Spider Legion camps concealed from searchers, +1 defense)


The Gator Riders:

Groups of Tribal Warriors visit nearby settlements and attempt to gain recruits, however the Gator Riders fearsome reputation precedes them and none dare to accept their invitation. In anger over this insult powerful war parties descend upon the villages. While the desperate farmers are no match for the fierce tribals they fight bravely and a few warriors are felled. The loot is welcomed in the 'riders camp but few slaves were gained, as the rad-gators devoured most of the defeated. (-8 Tribal warriors, +2 Treasury, +.1 Wealth, +.1 Manpower.




Updated stats after turn 1
Rules :
Each player may submit 2 or 3 orders each turn; 1 Personal Order(That they themselves are performing), 1 Organization Order(That their settlement/group is performing), and 1 Faction Order(Faction Leaders only: What they are instructing to be done on their authority as leader of the faction). Each type of order has greater possible scope than the previous type, but less certainty that it will be carried out in just the way you wanted.

Factions will be rated in: Income, Wealth, Manufacturing Capability, Manpower, Resources, and Technology.

Income is a measure of surplus trade goods(there is no universally accepted currency) your faction generates.

Wealth is a measure of the material standard of living of your people.

Manufacturing Capability is your ability to turn raw materials into finished products available with your technology.

Manpower is a measure of your ability to raise new troops/workers/whatever you need people for.

Resources is your access to natural resources.

Technology is an approximation of how technologically sophisticated you are.

these values are mostly abstracted but specific exceptions may become relevant for some purposes.

Income not used in a turn will be accumulated as Treasury. Other values do not accumulate, but big projects may be continued over multiple turns.

If income remains higher that wealth your people may become unhappy with their standard of living.

Factions so far:

In the cases of multi-player factions(except Waldis, see below) The initial Faction Leader is the one who joined first. This may be changed at any time by the agreement of all players in the faction. Orders may also result in changes of Leadership(but not too easily).

Waldis:

The most advanced city-state in the known wastes is actually two cities in close proximity. Waldis is bitterly divided between 'The City of Tomorrow!' and 'The Kingdom'. Each of which revere their there common ancestral savior “Waldis The Great” and his ideals of Safety, Politeness, Order and rebuilding the world as it it should have been. But where 'The City of Tomorrow!' advocates the latest advances in all things, forever pushing forward to the future and leaving the past behind as antiquated. 'The Kingdom' by contrast advocates plucking the best qualities from each of man's historical eras, including the future, to create a perfect society. While neither group would be so uncouth, or unsafe, as to attempt to impose their vision on the other by force, the schism has become a deep and abiding rift between The City and The Kingdom, Almost to the point of a, very polite, holy war or ancestral feud. (needs 2 players).

City of Tomorrow: Player: Sleater Treasury: 5
Income: +3(mostly entertainment) Wealth: 5 Manufacturing:2 Manpower:3 Resources:2 Technology:4(2 for military gear, 6 for A/V and entertainment)
Forces: 100 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons. 10 'Mr Safety' bots.

The Kingdom: Player: Aedan777 Treasury: 4
Income: +3(mostly entertainment) Wealth:4.8 Manufacturing:2 Manpower:3 Resources:2 Technology:3.8(2.5 for military gear 5.5 for A/V and entertainment)
Forces: 100 Security Officers with pre-war riot gear and highly advanced non-lethal/crowd control weapons. +1 Defense

Special Rule for Waldis:
As the Waldis Faction has no Leader(and cannot unless the rift between City and Kingdom is healed) It's Faction Leader order can only be used by mutual agreement of both leaders(who must both send the order.)

The Neo-Nuka Corporation: Player: Baboushreturns

During the great war the easy availability of Nuka Cola was considered so vital to national morale that portions of the central plant in Savannah Georgia were transferred to an underground bunker as a safeguard against enemy attack. While not nearly so impressive as the great Vaults, this underground factory survived in relatively good shape and has recently been restored and put back into production by a group of technically, and commercially, savvy salvagers. While the precise 'secret formula' of original Nuka Cola has been lost, the Neo-Nuka corporation has re-created something close enough that few can tell the difference, and is making a bid to become a major commercial power in the South-East.

Treasury: 3
Income:+4 Wealth: 3 Manufacturing: 2(5 for beverages, 3 for simple chemicals) Manpower: 2 Resources: 2 Technology: 3 (6.5 for beverages, 5 for simple chemicals)
Forces: 20 Factory Guards and 20 Caravan Guards. +1 Defense.


The Barony of the Blessed: Player: Bialaska

The City of old New Orleans was not heavily targeted by the bombs that destroyed the world, only the port facilities were considered to have strategic value. But all the nuclear fallout and toxic chemicals from the Mississippi basin was eventually washed down river, making it one of the most heavily contaminated places in the known world. The city largely uninhabitable by most normal life, but is rife with mutants of all sorts. It is inhabited mostly by Ghouls, who embrace their condition as “A Blessing from Baron Samedi” the Voodoo Loa of Death. They are ruled by an ancient ghoul known only as 'The Baron' who claims to pre-date the war and whose followers believe him to have magical powers, particularly the ability to tame feral ghouls to do his bidding and the power to bestow the 'Barons Blessing' upon deserving humans.

Treasury: 2
Income: 2 Wealth: 2.5 Manufacturing: 2 Manpower: 3(+3 additional in tamed Feral Ghouls) Resources:2.5 Technology: 2.5(+ special)
Forces: 100 Local Militia, 200 semi-tame Ferals(melee only, very simple orders only). 1 River Barge.


The Gator Riders and The Spider Legion: Faction Leader: jcucc (Gator Riders)

Tribals living in the deep rad-swamps of Florida and Louisiana. These two groups have each developed a symbiotic relationship with a type of animal found in their home swamps. Of the two the Gator Riders are fiercer warriors, while the Spider Legion is known for it's stealth and terrible poisons.

Gator Riders: Player: Jcucc Treasury: 4

Income: 1 Wealth: 1.1 Manufacturing: 2 Manpower: 4.1 Resources: 2 Technology: 2(+special)
Forces: 92 Tribal Warriors, 50 elite Gator Riders

Spider Legion: Player: XVG Treasury: 2
Income: 1 Wealth: 1 Manufacturing: 2 Manpower: 4 Resources: 2 Technology: 2(+special)
Forces: 100 Tribal Warriors, 50 elite Spider Commandos. Camp concealed, +1 Defense

The Families: Player: Noco17(Shaw Family)

Although each of these many extended family/clans consider themselves to be separate from, and superior to, the others, most outsiders lump them together as 'The Families'(if they're being polite). And indeed while they are constantly feuding among themselves The Families do(usually) band together in the face of an external threat. They are infamous throughout the southeast for their slave taking, casual violence, and contempt for outsiders. Ghouls, who they refer to as 'Meltys' are particularly loathed as corruptions of the 'Pure Human Race', to be killed on sight rather than enslaved. Occasionally they will extend this hatred to specific humans, although their criteria seem completely arbitrary to everyone else.

Treasury: 3
Income: 2 Wealth: 2 Manufacturing: 2 Manpower: 7 Resources: 4 Technology: 3
Forces: 187 Raiders, 185 Slave 'volunteers'(crude weapons, highly unreliable)


The Brotherhood of the Lost: Player :Spectre17

These 3 dozen men and women washed up on shore last year after a bad storm. Although they are very close knit and mostly refuse to speak of their origins, rumor has it that they come from the far west and may have been aboard some sort of 'flying boat' that crashed in the gulf. They seem highly knowledgeable of the old technologies but possess only a few sidearms and small devices with no ability to produce more.

Treasury: 2
Income: 1 Wealth: 1 Manufacturing: 1 Manpower: 0! Resources: 0 Technology: 5(+special)
Forces: 6 Paladins, 10 Knights, 20 Scribes.(Improvised Armor and Energy Pistols, Even the Scribes are better trained soldiers than most in the region.) Defense +1


The Gulf Coast Guard: Player: Jeeshadow

The nuke that hit the Pensacola Naval Air Station was shoddily made and generated a much smaller blast than intended. As a result the survivors were able to salvage a few small craft and clean up the worst of the radiation, then survive the next few years on emergency rations. Since the war their descendants have proudly maintained navy tradition as well as they could and still consider themselves the last known outpost of the USN. A few small towns have sprung up in the area due to there being few raiders who want to mess with a, relatively, real military force, and willingly contribute food and occasional volunteers to support their protectors.

Treasury: 1
Income: 1 Wealth: 2.5 Manufacturing: 2(2.5 Naval) Manpower: 1(+1 extra for civilian pursuits only) Resources: 2 Technology: 3(4.5 Naval)
Forces: 50 Base personnel(effectively militia), 20 Militia from the surrounding farms, 2 Coast Guard Cutters with a crew of 12 each, 1 Destroyer(not seaworthy, requires extensive repairs and at least 30 crew)(10 Manufacturing(Naval)/Resources needed. Crew must be trained separately.) .
 
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