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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).
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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