Hello, and welcome to "Fallout: New California," a countrysim based on Interplay's 1998 game, Fallout 2. This is my first time running a game on this forum.
Rules and Game Mechanics
The game is a political sandbox at heart, and so players can play it any way they want; there is no set list of actions, so everyone is encouraged to be creative in their orders. Here are some basic guidelines to go by:
* The game is played via PM - all players need to send me a Private Message on this forum before each turn deadline. I will also send each player a PM each turn with an update on their current status within the game. For convenience's sake, please title your turns with the turn number and your character's title (e.g. "Turn 1 - Tandi") with a quote of the status update that I sent you.
* Since there are no actions and no standard currency, the success chances of your turn orders are largely subjective. I will generally take into consideration such factors as your resources, army supplies, influence within your region, and things of that nature. For instance, if the NCR chooses to send 50 soldiers to protect against a raider attack, chances are they will succeed, but if a raider team intends to assault an Enclave base, it's unlikely that their actions will amount to much. You're welcome to ask me what the odds are of your ambitions coming to fruition ahead of time.
* It's generally a good idea to keep turn orders simple and to the point. Please try to avoid submitting overly complex actions, since they will likely be misinterpreted. There is a THREE (3) action limit for turns.
* Although everyone plays as a character, the game is structured to be mostly political - that is, events will largely concern the organizations themselves rather than the specifics of individual characters. That being said, everyone is free to stay in character.
* While everything is taken from Fallout 2, we certainly do not need to follow the events of the game. If you've already played the game and know what happens, then that's fine. If you haven't played the game, then that shouldn't be a problem either.
* Players are encouraged to coordinate with one another, make In-Character and Out-of-Character posts in this thread, and so on. If everyone's involved then it makes the game much more interesting and fun both for the players and the GM.
* Even though it would be ideal to have all positions filled, I realize that we may not get enough active players to accomplish that. Thus, it may happen that we will just have to deal with NPC entities. If it gets too inactive then the game may have to end or be put on hold.
The ultimate guide to all details about characters, factions, locations, etc. in Fallout 2 is here: http://fallout.gamepedia.com/Portal:Fallout_2
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Open characters:
Tandi - President of the NCR - baboushreturns
Elise - Chief NCR ranger - MrMan95
Dick Richardson - President of the Enclave - King50000
Big Jesus Mordino - head of Mordino Crime Family
Lil Jesus Mordino - second-in-command of Mordinos
John Bishop - head of Bishop crime family - XVG
Louis Salvatore - head of Salvatore crime family - Riccardo93
Orville Wright - head of Wright family - bakerydog
Joanne Lynette - Vault City, First Citizen - alexander23
Stark - Vault City, Chief of the Guard
Harold - Mayor of Gecko - Lonelylurker
Marcus - sheriff of Broken Hills - Hax
Jo - mayor of Modoc
Metzger - leader of Slaver's Guild, The Den - aedan777
Slim Picket - head of the Trapper's Guild, Klamath
Village Elder - leader of Arroyo
Gruthar - leader of Vault 13 Deathclaws - Noco19
Ascorti - mayor of Redding
Ken Lee - leader of the Shi, San Francisco - Bialaska
AHS-9 - leader of the Huboligists, San Francisco
A. Ron Meyers - tanker vagrants, San Francisco
Jeremy Maxson - High Elder of the Brotherhood of Steel - jeeshadow
Stats
June 2242
The Core Region, also called “New California”
Despite much of the former population and landscape being eradicated by the war, the region is one of the only places on the continent where civilization has resurfaced. The cities of San Francisco, New Reno, and Shady Sands were damaged least by the war and now stand as the region's most prosperous cities. The Sierra Nevada mountains have become a breeding ground for beasts and raiders, while proto-governments like the New California Republic and The Enclave try to establish control over the region.
Political Map:
New California Republic
Founded in 2186 by residents of Shady Sands, the New California Republic (NCR) aims to restore law and order to the Core Region and bring an acceptable standard of living to the population.
The NCR's structure is based upon that of the pre-war US Federal Government, with the president as highest executive officer, a Congress made up of a lower and upper house, and a judicial court branch operating on American common law.
It also has a sizable standing army, which serves both to protect NCR-governed towns and stand ready in case of war.
The republic has jurisdiction over most of Southern California. Access to the North is blocked both by the wasteland as well as the mysterious force known as “The Enclave,” which has sway over much of the Central Californian territory.
=Government & Economy=
President: Tandi / baboushreturns
Daughter of NCR founder Aradesh. Elected into office in 2196. Chief executive officer of the NCR and commander-in-chief of the NCR military.
Popularity: High
-------------------------------
Capital: Shady Sands
About 20,000 citizens living in and between cities
Jurisdiction over New Adytum, Necropolis, The Hub, Junktown, and other smaller settlements. Very little contact with anyone above Shady Sands.
Uses NCR gold dollar coin. Worth about 20% more than the “bottle cap” currency often used as a standard throughout the region.
Collects taxes from towns within jurisdiction; each pays 15% of their total yearly revenue to the state.
Though it is certainly well-off, the state faces a possibility of shortage in housing and medical provisions. There is also virtually no scientific or technological backbone for the republic, making present-day innovations difficult to achieve.
=Military=
New California Republic Army (NCRA)
2,000 troops. Very well trained and organized. Armed primarily with pre-war assault rifles and small arms; steel-plated armor and helmets.
Uses pre-war Jeeps and other US military ground vehicles for transportation.
Has troops stationed in each town under NCR control. Around 300 troops stationed at various places on the border between NCR territory and the rest of California.
New California Republic Rangers
Chief Ranger: Elise / vacant
Elite branch of the NCR military. Very well organized, rigorously trained. Made up of approximately 400 rangers. Armed with rare and advanced pre-war weaponry; powerful combat armor and hazard-resistant helmets.
Rangers stationed in secret NCR military outposts as well as along the borders. Reserved mostly for emergency purposes. Although they are part of the NCR military, the Rangers operate independently from the rest of the army. The Chief Ranger dictates most affairs.
= NCR Territories =
-Shady Sands-
Founded by residents of Vault 15 in the year 2142. Birthplace and capital of the NCR since 2161.
Population: ~3,000
Strong economy, mostly built around small markets and agriculture. Attracts many settlers and merchants, as it is one of the safest and most stable cities in the region.
-Junktown-
Small settlement founded by a US soldier shortly after the war.
Population: ~400
Decent economy, attracts traders as well many gamblers and lowlifes due to the cheap casino located there. Has some occasional crime, but has been pacified since its annexation by the Republic.
-The Hub-
Large trading community founded in 2093.
Population: ~2,000
Strong economy; largest trading center in the Core Region.
-Necropolis-
Ruins of the pre-war city of Bakersfield. Has no residents aside from a large ghoul population which lives underground. Severe radiation drives just about everybody away. Although under NCR jurisdiction, it has essentially no use.
Population: ~800
-New Adytum-
Often called “The Boneyard,” New Adytum is a settlement built upon the ruins of Los Angeles.
Population: ~700
Decent economy, Gun Runner trading post provides good revenue, and the Followers of the Apocalypse Library attracts tourists and intellectuals. Some radiation hot-spots still exist on the outskirts of the city, however, causing some resentment.
The Enclave
Founded before the war as a top-secret organization within the US government comprising of the US president and leaders of the military, important politicians, and major captains of industry. Went into hiding in California just before the nuclear onslaught, planning to eventually retake North America from the Chinese, but these plans were foiled once the bombs fell.
Its first contact with the outside world was in 2140, after which it became determined to rid the former US of all mutations and repopulate the continent with pure humans. The Enclave claims control over the entire former United States as the only continuation of the pre-war government. In reality, however, it only has control of part of Central California.
The Enclave is modeled mostly after the pre-war US government, although the president and vice president have no term limits and there is no judicial branch. Due to the very small size of its actual state, the organization is essentially a military dictatorship.
Its main known bases of operation are in Mariposa and Navarro.
=Government & Economy=
President: Dick Richardson / King50000
Elected in 2220. Currently in his sixth term. Commander-in-chief of the US military and highest officer of the Executive Branch.
Popularity: High
-------------------------------
Main base of operations located in the Poseidon Oil Rig off the coast of San Francisco.
Remains alienated from the rest of the region, as the pre-war US dollar is mostly worthless and US citizens are ordered to stay within Enclave boundaries and away from mutated outsiders.
Rumored to have a partnership with New Reno's Salvatore crime family, which supplies them with chemicals and weapons.
Possesses advanced scientific and medical technology, but the scope is limited since the state only controls a small amount of territory. All resources are in Mariposa, Navarro, and the Poseidon Oil Rig.
Number of citizens is difficult to estimate, as most serve in the army and Enclave living space is very limited. Est. 1,500 non-military citizens.
=Military=
Very advanced; all technology is directly carried over from the highest levels of the pre-war US military.
1,000 troops armed with pristine plasma weapons, assault rifles, and machine guns; all soldiers protected by advanced Power Armor manufactured after the war by Enclave engineers.
Has several aerial Vertibirds that can be used both for transporting troops and for aerial attacks. Also has standard ground vehicles.
Access to FEV laboratories. Possibly is breeding mutant soldiers.
Major military bases in Navarro and Mariposa. Occasionally raids independent settlements for slaves and resources.
Independent Territories
- New Reno -
Built upon the pre-war city of Reno, which was mostly untouched by the war. Houses multiple casinos, shops, and criminal organizations.
Ownership of the city is separated among crime families, who run the casinos, drug operations, and prostitution rackets. It is essentially New California's vice capital, though the sheer amount of drug use and degeneracy prevents it from realistically becoming a sovereign polity.
Population: ~2,500
Factions:
- Vault City -
A prosperous city built shortly after the war's end by residents of Vault 8. Contains some of California's most skilled scientists, doctors, and engineers.
The city is governed by Council of Citizens, which appoints a First Citizen to be the government's chief executive.
First Citizen: Joanne Lynette / alexander23
A controlling and uptight bureaucrat; Lynette runs the city with the utmost discipline and harshly enforces the law.
Popularity: Very High
-------------------------------
Society is very closed; outsiders can only be made citizens with the backing of a council member. Most of the city's residents detest all outsiders and ignore virtually all external affairs. Drugs, alcohol, prostitution, and gambling are strictly forbidden.
Population: ~1,000
Economy: Responsible for supplying much of Northern California with medical supplies and medical technology. Vault contains valuable scientific information that is unavailable to most of the region. Small agricultural operations. Trades primarily with the town of Redding, but also has contacts with New Reno and The Den.
At conflict with the town of Gecko, the residents of which try to manage a damaged nuclear power plant that is leaking radiation into Vault City's water supply. Also is at conflict with the New California Republic, which is trying to annex the city.
Military: Uses Vault security force to protect the city and enforce the law; 100 active troopers; very well trained; armed with pre-war assault rifles and small arms; protected by metal armor and combat armor; also has a network of laser turrets protecting the city walls.
Chief of the Guard: Stark / vacant – leader of the Vault Security; largely dictates security policy independently of the Council
- Gecko -
A small city built around a defunct Poseidon Oil nuclear reactor. Consists entirely of ghouls, who use the reactor to power the town.
Mayor: Harold / Lonelylurker
Popularity: Moderate
-------------------------------
Population: ~700
Economy: Due to the abnormal amount of radiation surrounding the area, Gecko attracts few outsiders. Aside from a few small trading posts, the town is home to a large junkyard containing pre-war materials and a malfunctioning pre-war Poseidon Oil nuclear reactor.
Military: A small militia of about 70 citizens armed with pre-war small arms; adequately trained
At conflict with Vault City, the administrators of which are complaining about the leaking of radioactive material into the water supply; some are going so far as to call it an act of terrorism.
- Broken Hills -
Mining town established shortly after the defeat of The Master. Holds the only known existing Uranium mine in the Core Region. Consists of super mutants, ghouls, and humans living in relative harmony.
Leader: Marcus / Hax
A former mutant soldier in The Master's army. Has abandoned his former views and seeks peaceful relations with humanity. Founded the town along with Jacob, a Brotherhood of Steel paladin.
Popularity: Very High
-------------------------------
Home to “Unity,” a group founded by Marcus and Jacob dedicated to promoting peace and cooperation between humans, mutants, and ghouls.
Population: ~400
Economy: Brings in decent revenue from uranium sales with Gecko. However, the air purifier in the mine is currently broken and thus uranium production is stalled.
- Vault 13 -
A formerly inhabited vault located in Central California. In May 2242, the Enclave sent a transmission to the Vault indicating that it was safe for the inhabitants to exit, but then proceeded to forcibly imprison everyone and install a unit of specially bred intelligent Deathclaws, gigantic dinosaur-like mutant beasts, to inhabit the Vault and keep it away from outsiders. The Deathclaws, however, have departed from their mission and now seek to live in peace with humanity and access the knowledge within the Vault's computer archives.
Leader: Gruthar / Noco19
~80 deathclaw inhabitants and 30 humans
- Modoc -
Small farming community built near the remains of Modoc National Forest.
Mayor: Jo / vacant
Population: ~60
Economy: Formerly a prosperous trade hub, Modoc's economy has been damaged significantly as other traders throughout the region have been able to sell brahmin leather for cheap.
- The Den -
A loosely organized collection of merchants, slavers, and mercenaries. The area has no central authority.
Population: ~500
Factions:
- Klamath -
Small trading community that is infested with geckos and rats. It has no central authority, and is mostly just a poaching spot for trappers and a stopping point for traders.
Population: ~100
Economy: The trappers generate a relatively high amount of revenue from the gecko pelts, which are used to make armor.
Head trapper: Slim Picket / vacant
- Arroyo -
Tribal village founded in 2167 by the Vault Dweller, a man that is said to have brought down the mutant onslaught.
Led by the Village Elder / vacant
Population: ~60
Currently suffering from a severe drought, which has brought agricultural production to a standstill.
- Redding -
Home to California's only surviving gold mine. It is one of the most important towns in the Core Region, with the NCR seeking control over it to serve as the basis for its currency and nearly every other faction in California wanting access to the gold.
Mayor: Ascorti / vacant
Popularity: Moderate
-------------------------------
Population: ~400
Gold mine has been overrun by Wanamingo's, strange alien-like creatures that massacre anyone trying to gain access to the mine. They seem impossible to remove, since their hard shells are resistant to small arms fire.
- San Francisco -
Still one of California's largest cities even after the war. It lacks any central authority, and consists of various factions trying to control the city.
Population: ~2,000
Economy: Contains a handful of shops that attract visitors, though most wealth is generated by the Shi.
Factions:
--------------------------------------------------
Other Organizations:
Brotherhood of Steel
Formed by American soldiers after the Great War, the Brotherhood is a mysterious paramilitary organization dedicated to acquiring and preserving pre-war technology. They operate mostly in secret, tending to avoid contact with the outside and wasteland affairs. Despite this, they historically have made their presence known, sending troops to fight The Master's armies at Mariposa. Most of its members continue to detest mutants.
Following the destruction of The Master, the Brotherhood became closely associated with the NCR, bringing the organization to the height of its power. However, as they became more and more arrogant of their position as technological paragons, the organization stagnated and lost much of its influence within California. The Brotherhood is currently suspected to have at least one major base of operations in the Core Region and perhaps several smaller bunkers.
Organized like a typical military order, but with a larger emphasis on scientific research. The Brotherhood is broken up into three castes: Scribes, Knights, and Paladins. The chief officer of the organization is the High Elder.
-------------------------------
High Elder: Jeremy Maxson / jeeshadow
Popularity: Moderate
-------------------------------
Owns a vast amount of pre-war technology, including numerous supercomputers, weapons, and medical equipment.
250 knights – standard infantry of the Brotherhood - armed with advanced energy weapons and protected by T-51b power armor. Very well trained.
150 paladins – elite units – armed with plasma weapons and protected by T-51b armor. Rigorously trained.
50 scribes - generally not trained for combat purposes; dedicated to scientific, historical, and philosophical research
New Khans
A group of raiders built upon the former Khans, who were massacred in battle by the Vault Dweller while rescuing now-NCR president Tandi. Founded by Darion, who seeks to get revenge on Tandi and the NCR.
Leader: Darion / vacant
Currently occupy Vault 15.
80 members. Armed with small arms and some high-powered machine guns. Protected with standard combat armor.
Rules and Game Mechanics
The game is a political sandbox at heart, and so players can play it any way they want; there is no set list of actions, so everyone is encouraged to be creative in their orders. Here are some basic guidelines to go by:
* The game is played via PM - all players need to send me a Private Message on this forum before each turn deadline. I will also send each player a PM each turn with an update on their current status within the game. For convenience's sake, please title your turns with the turn number and your character's title (e.g. "Turn 1 - Tandi") with a quote of the status update that I sent you.
* Since there are no actions and no standard currency, the success chances of your turn orders are largely subjective. I will generally take into consideration such factors as your resources, army supplies, influence within your region, and things of that nature. For instance, if the NCR chooses to send 50 soldiers to protect against a raider attack, chances are they will succeed, but if a raider team intends to assault an Enclave base, it's unlikely that their actions will amount to much. You're welcome to ask me what the odds are of your ambitions coming to fruition ahead of time.
* It's generally a good idea to keep turn orders simple and to the point. Please try to avoid submitting overly complex actions, since they will likely be misinterpreted. There is a THREE (3) action limit for turns.
* Although everyone plays as a character, the game is structured to be mostly political - that is, events will largely concern the organizations themselves rather than the specifics of individual characters. That being said, everyone is free to stay in character.
* While everything is taken from Fallout 2, we certainly do not need to follow the events of the game. If you've already played the game and know what happens, then that's fine. If you haven't played the game, then that shouldn't be a problem either.
* Players are encouraged to coordinate with one another, make In-Character and Out-of-Character posts in this thread, and so on. If everyone's involved then it makes the game much more interesting and fun both for the players and the GM.
* Even though it would be ideal to have all positions filled, I realize that we may not get enough active players to accomplish that. Thus, it may happen that we will just have to deal with NPC entities. If it gets too inactive then the game may have to end or be put on hold.
The ultimate guide to all details about characters, factions, locations, etc. in Fallout 2 is here: http://fallout.gamepedia.com/Portal:Fallout_2
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Open characters:
Big Jesus Mordino - head of Mordino Crime Family
Lil Jesus Mordino - second-in-command of Mordinos
Stark - Vault City, Chief of the Guard
Jo - mayor of Modoc
Slim Picket - head of the Trapper's Guild, Klamath
Village Elder - leader of Arroyo
Ascorti - mayor of Redding
AHS-9 - leader of the Huboligists, San Francisco
A. Ron Meyers - tanker vagrants, San Francisco
Stats
June 2242
The Core Region, also called “New California”
Despite much of the former population and landscape being eradicated by the war, the region is one of the only places on the continent where civilization has resurfaced. The cities of San Francisco, New Reno, and Shady Sands were damaged least by the war and now stand as the region's most prosperous cities. The Sierra Nevada mountains have become a breeding ground for beasts and raiders, while proto-governments like the New California Republic and The Enclave try to establish control over the region.
Political Map:
New California Republic
Founded in 2186 by residents of Shady Sands, the New California Republic (NCR) aims to restore law and order to the Core Region and bring an acceptable standard of living to the population.
The NCR's structure is based upon that of the pre-war US Federal Government, with the president as highest executive officer, a Congress made up of a lower and upper house, and a judicial court branch operating on American common law.
It also has a sizable standing army, which serves both to protect NCR-governed towns and stand ready in case of war.
The republic has jurisdiction over most of Southern California. Access to the North is blocked both by the wasteland as well as the mysterious force known as “The Enclave,” which has sway over much of the Central Californian territory.
=Government & Economy=
President: Tandi / baboushreturns
Daughter of NCR founder Aradesh. Elected into office in 2196. Chief executive officer of the NCR and commander-in-chief of the NCR military.
Popularity: High
-------------------------------
Capital: Shady Sands
About 20,000 citizens living in and between cities
Jurisdiction over New Adytum, Necropolis, The Hub, Junktown, and other smaller settlements. Very little contact with anyone above Shady Sands.
Uses NCR gold dollar coin. Worth about 20% more than the “bottle cap” currency often used as a standard throughout the region.
Collects taxes from towns within jurisdiction; each pays 15% of their total yearly revenue to the state.
Though it is certainly well-off, the state faces a possibility of shortage in housing and medical provisions. There is also virtually no scientific or technological backbone for the republic, making present-day innovations difficult to achieve.
=Military=
New California Republic Army (NCRA)
2,000 troops. Very well trained and organized. Armed primarily with pre-war assault rifles and small arms; steel-plated armor and helmets.
Uses pre-war Jeeps and other US military ground vehicles for transportation.
Has troops stationed in each town under NCR control. Around 300 troops stationed at various places on the border between NCR territory and the rest of California.
New California Republic Rangers
Chief Ranger: Elise / vacant
Elite branch of the NCR military. Very well organized, rigorously trained. Made up of approximately 400 rangers. Armed with rare and advanced pre-war weaponry; powerful combat armor and hazard-resistant helmets.
Rangers stationed in secret NCR military outposts as well as along the borders. Reserved mostly for emergency purposes. Although they are part of the NCR military, the Rangers operate independently from the rest of the army. The Chief Ranger dictates most affairs.
= NCR Territories =
-Shady Sands-
Founded by residents of Vault 15 in the year 2142. Birthplace and capital of the NCR since 2161.
Population: ~3,000
Strong economy, mostly built around small markets and agriculture. Attracts many settlers and merchants, as it is one of the safest and most stable cities in the region.
-Junktown-
Small settlement founded by a US soldier shortly after the war.
Population: ~400
Decent economy, attracts traders as well many gamblers and lowlifes due to the cheap casino located there. Has some occasional crime, but has been pacified since its annexation by the Republic.
-The Hub-
Large trading community founded in 2093.
Population: ~2,000
Strong economy; largest trading center in the Core Region.
-Necropolis-
Ruins of the pre-war city of Bakersfield. Has no residents aside from a large ghoul population which lives underground. Severe radiation drives just about everybody away. Although under NCR jurisdiction, it has essentially no use.
Population: ~800
-New Adytum-
Often called “The Boneyard,” New Adytum is a settlement built upon the ruins of Los Angeles.
Population: ~700
Decent economy, Gun Runner trading post provides good revenue, and the Followers of the Apocalypse Library attracts tourists and intellectuals. Some radiation hot-spots still exist on the outskirts of the city, however, causing some resentment.
The Enclave
Founded before the war as a top-secret organization within the US government comprising of the US president and leaders of the military, important politicians, and major captains of industry. Went into hiding in California just before the nuclear onslaught, planning to eventually retake North America from the Chinese, but these plans were foiled once the bombs fell.
Its first contact with the outside world was in 2140, after which it became determined to rid the former US of all mutations and repopulate the continent with pure humans. The Enclave claims control over the entire former United States as the only continuation of the pre-war government. In reality, however, it only has control of part of Central California.
The Enclave is modeled mostly after the pre-war US government, although the president and vice president have no term limits and there is no judicial branch. Due to the very small size of its actual state, the organization is essentially a military dictatorship.
Its main known bases of operation are in Mariposa and Navarro.
=Government & Economy=
President: Dick Richardson / King50000
Elected in 2220. Currently in his sixth term. Commander-in-chief of the US military and highest officer of the Executive Branch.
Popularity: High
-------------------------------
Main base of operations located in the Poseidon Oil Rig off the coast of San Francisco.
Remains alienated from the rest of the region, as the pre-war US dollar is mostly worthless and US citizens are ordered to stay within Enclave boundaries and away from mutated outsiders.
Rumored to have a partnership with New Reno's Salvatore crime family, which supplies them with chemicals and weapons.
Possesses advanced scientific and medical technology, but the scope is limited since the state only controls a small amount of territory. All resources are in Mariposa, Navarro, and the Poseidon Oil Rig.
Number of citizens is difficult to estimate, as most serve in the army and Enclave living space is very limited. Est. 1,500 non-military citizens.
=Military=
Very advanced; all technology is directly carried over from the highest levels of the pre-war US military.
1,000 troops armed with pristine plasma weapons, assault rifles, and machine guns; all soldiers protected by advanced Power Armor manufactured after the war by Enclave engineers.
Has several aerial Vertibirds that can be used both for transporting troops and for aerial attacks. Also has standard ground vehicles.
Access to FEV laboratories. Possibly is breeding mutant soldiers.
Major military bases in Navarro and Mariposa. Occasionally raids independent settlements for slaves and resources.
Independent Territories
- New Reno -
Built upon the pre-war city of Reno, which was mostly untouched by the war. Houses multiple casinos, shops, and criminal organizations.
Ownership of the city is separated among crime families, who run the casinos, drug operations, and prostitution rackets. It is essentially New California's vice capital, though the sheer amount of drug use and degeneracy prevents it from realistically becoming a sovereign polity.
Population: ~2,500
Factions:
The Mordino Family
Leader: Jesus “Big Jesus” Mordino / Maxwell500
Aging patriarch. Mostly removed from the business but remains the family's most important figure.
“Lil Jesus” Mordino / vacant
Son of Big Jesus. Manages most of the family's businesses.
Most powerful family in the city; have a monopoly on distribution and sale of the drug “Jet,” from which they generate huge revenues. Also own the Desperado Casino and receive tribute from the Golden Globes pornography studio.
150 active soldiers. Armed with pre-war small arms and some assault rifles
At war with the Salvatore family
The Bishop Family
Leader: John Bishop / XVG
Violent and ruthless, veteran mercenary
Second most powerful family in New Reno. Own the Shark Club casino. Mostly are involved in providing muscle for various outside parties, having control over multiple mercenary groups. Rumored to be working with the NCR. John Bishop eagerly seeks to end New Reno's mobocracy and bring it under a stable government subject to the NCR.
100 active soldiers. Armed with pre-war assault rifles and small arms
~80 hired mercenaries scattered around the region.
The Salvatore Family
Leader: Louis Salvatore / Riccardo93
Very old, afflicted with lung cancer. Still is involved in much of the family business. Guarded closely by Mason, a strong mercenary who acts as Louis' public representative.
Third most powerful family. Own Salvotre's Bar in New Reno. Formerly had much more influence in the city. Mainly deal in drug and slave trafficking throughout the Core Region. Have a partnership with the Enclave, selling chemicals and slaves in return for weapons.
80 active soldiers. Armed with pre-war small arms and advanced energy weapons.
At war with the Mordino family
The Wright Family
led by Orville Wright / bakerydog
Weakest of the city's families. They mostly stay out of the city's criminal businesses, residing in a small area outside the city. Monopoly over alcohol manufacturing and distribution in the city. They seek to build a New Reno modeled after a traditional town, of churches and schools rather than brothels and casinos.
Orville's son Richard recently died of an apparent Jet overdose; Reno's other families are all suspected by Richard for deliberately arranging for this to happen.
40 active soldiers. Armed with pre-war small arms.
Leader: Jesus “Big Jesus” Mordino / Maxwell500
Aging patriarch. Mostly removed from the business but remains the family's most important figure.
“Lil Jesus” Mordino / vacant
Son of Big Jesus. Manages most of the family's businesses.
Most powerful family in the city; have a monopoly on distribution and sale of the drug “Jet,” from which they generate huge revenues. Also own the Desperado Casino and receive tribute from the Golden Globes pornography studio.
150 active soldiers. Armed with pre-war small arms and some assault rifles
At war with the Salvatore family
The Bishop Family
Leader: John Bishop / XVG
Violent and ruthless, veteran mercenary
Second most powerful family in New Reno. Own the Shark Club casino. Mostly are involved in providing muscle for various outside parties, having control over multiple mercenary groups. Rumored to be working with the NCR. John Bishop eagerly seeks to end New Reno's mobocracy and bring it under a stable government subject to the NCR.
100 active soldiers. Armed with pre-war assault rifles and small arms
~80 hired mercenaries scattered around the region.
The Salvatore Family
Leader: Louis Salvatore / Riccardo93
Very old, afflicted with lung cancer. Still is involved in much of the family business. Guarded closely by Mason, a strong mercenary who acts as Louis' public representative.
Third most powerful family. Own Salvotre's Bar in New Reno. Formerly had much more influence in the city. Mainly deal in drug and slave trafficking throughout the Core Region. Have a partnership with the Enclave, selling chemicals and slaves in return for weapons.
80 active soldiers. Armed with pre-war small arms and advanced energy weapons.
At war with the Mordino family
The Wright Family
led by Orville Wright / bakerydog
Weakest of the city's families. They mostly stay out of the city's criminal businesses, residing in a small area outside the city. Monopoly over alcohol manufacturing and distribution in the city. They seek to build a New Reno modeled after a traditional town, of churches and schools rather than brothels and casinos.
Orville's son Richard recently died of an apparent Jet overdose; Reno's other families are all suspected by Richard for deliberately arranging for this to happen.
40 active soldiers. Armed with pre-war small arms.
- Vault City -
A prosperous city built shortly after the war's end by residents of Vault 8. Contains some of California's most skilled scientists, doctors, and engineers.
The city is governed by Council of Citizens, which appoints a First Citizen to be the government's chief executive.
First Citizen: Joanne Lynette / alexander23
A controlling and uptight bureaucrat; Lynette runs the city with the utmost discipline and harshly enforces the law.
Popularity: Very High
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Society is very closed; outsiders can only be made citizens with the backing of a council member. Most of the city's residents detest all outsiders and ignore virtually all external affairs. Drugs, alcohol, prostitution, and gambling are strictly forbidden.
Population: ~1,000
Economy: Responsible for supplying much of Northern California with medical supplies and medical technology. Vault contains valuable scientific information that is unavailable to most of the region. Small agricultural operations. Trades primarily with the town of Redding, but also has contacts with New Reno and The Den.
At conflict with the town of Gecko, the residents of which try to manage a damaged nuclear power plant that is leaking radiation into Vault City's water supply. Also is at conflict with the New California Republic, which is trying to annex the city.
Military: Uses Vault security force to protect the city and enforce the law; 100 active troopers; very well trained; armed with pre-war assault rifles and small arms; protected by metal armor and combat armor; also has a network of laser turrets protecting the city walls.
Chief of the Guard: Stark / vacant – leader of the Vault Security; largely dictates security policy independently of the Council
- Gecko -
A small city built around a defunct Poseidon Oil nuclear reactor. Consists entirely of ghouls, who use the reactor to power the town.
Mayor: Harold / Lonelylurker
Popularity: Moderate
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Population: ~700
Economy: Due to the abnormal amount of radiation surrounding the area, Gecko attracts few outsiders. Aside from a few small trading posts, the town is home to a large junkyard containing pre-war materials and a malfunctioning pre-war Poseidon Oil nuclear reactor.
Military: A small militia of about 70 citizens armed with pre-war small arms; adequately trained
At conflict with Vault City, the administrators of which are complaining about the leaking of radioactive material into the water supply; some are going so far as to call it an act of terrorism.
- Broken Hills -
Mining town established shortly after the defeat of The Master. Holds the only known existing Uranium mine in the Core Region. Consists of super mutants, ghouls, and humans living in relative harmony.
Leader: Marcus / Hax
A former mutant soldier in The Master's army. Has abandoned his former views and seeks peaceful relations with humanity. Founded the town along with Jacob, a Brotherhood of Steel paladin.
Popularity: Very High
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Home to “Unity,” a group founded by Marcus and Jacob dedicated to promoting peace and cooperation between humans, mutants, and ghouls.
Population: ~400
Economy: Brings in decent revenue from uranium sales with Gecko. However, the air purifier in the mine is currently broken and thus uranium production is stalled.
- Vault 13 -
A formerly inhabited vault located in Central California. In May 2242, the Enclave sent a transmission to the Vault indicating that it was safe for the inhabitants to exit, but then proceeded to forcibly imprison everyone and install a unit of specially bred intelligent Deathclaws, gigantic dinosaur-like mutant beasts, to inhabit the Vault and keep it away from outsiders. The Deathclaws, however, have departed from their mission and now seek to live in peace with humanity and access the knowledge within the Vault's computer archives.
Leader: Gruthar / Noco19
~80 deathclaw inhabitants and 30 humans
- Modoc -
Small farming community built near the remains of Modoc National Forest.
Mayor: Jo / vacant
Population: ~60
Economy: Formerly a prosperous trade hub, Modoc's economy has been damaged significantly as other traders throughout the region have been able to sell brahmin leather for cheap.
- The Den -
A loosely organized collection of merchants, slavers, and mercenaries. The area has no central authority.
Population: ~500
Factions:
Slaver's Guild
Largest slaver organization in all of New California; the guild controls just about all of the slave trade in the region. Anyone selling slaves without the guild's consent is typically imprisoned or killed.
Leader: Metzger / aedan777
150 active soldiers standing guard, about 200 more moving throughout the region
Also involved in the Jet trade – rumored to be manufacturing the drug in The Den.
Becky's
Bar and casino located in the West Side of the Den. Run by Rebecca Dyer / vacant, who is actively trying to drive out the Den's slavers and criminals. Manufactures its own alcohol, which it sells for cheap, attracting many customers. Rebecca has de facto control over the West Side, but has few means of enforcement.
Largest slaver organization in all of New California; the guild controls just about all of the slave trade in the region. Anyone selling slaves without the guild's consent is typically imprisoned or killed.
Leader: Metzger / aedan777
150 active soldiers standing guard, about 200 more moving throughout the region
Also involved in the Jet trade – rumored to be manufacturing the drug in The Den.
Becky's
Bar and casino located in the West Side of the Den. Run by Rebecca Dyer / vacant, who is actively trying to drive out the Den's slavers and criminals. Manufactures its own alcohol, which it sells for cheap, attracting many customers. Rebecca has de facto control over the West Side, but has few means of enforcement.
- Klamath -
Small trading community that is infested with geckos and rats. It has no central authority, and is mostly just a poaching spot for trappers and a stopping point for traders.
Population: ~100
Economy: The trappers generate a relatively high amount of revenue from the gecko pelts, which are used to make armor.
Head trapper: Slim Picket / vacant
- Arroyo -
Tribal village founded in 2167 by the Vault Dweller, a man that is said to have brought down the mutant onslaught.
Led by the Village Elder / vacant
Population: ~60
Currently suffering from a severe drought, which has brought agricultural production to a standstill.
- Redding -
Home to California's only surviving gold mine. It is one of the most important towns in the Core Region, with the NCR seeking control over it to serve as the basis for its currency and nearly every other faction in California wanting access to the gold.
Mayor: Ascorti / vacant
Popularity: Moderate
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Population: ~400
Gold mine has been overrun by Wanamingo's, strange alien-like creatures that massacre anyone trying to gain access to the mine. They seem impossible to remove, since their hard shells are resistant to small arms fire.
- San Francisco -
Still one of California's largest cities even after the war. It lacks any central authority, and consists of various factions trying to control the city.
Population: ~2,000
Economy: Contains a handful of shops that attract visitors, though most wealth is generated by the Shi.
Factions:
Shi
A scientific research group founded by inhabitants of a Chinese submarine that landed on the shore shortly after the war's end. Mostly stay to themselves, avoiding outside affairs and focusing instead on research. Maintain control over the Chinatown district of San Francisco.
Supposedly led by an emperor, who has never been seen. Chief Advisor to the emperor and apparent leader of the Shi is Ken Lee / Bialaska
Protected by the Shi guard, a small but effective police force. Has about 100 members. Armed with energy weapons and pre-war small arms.
The Shi possesses some of the most advanced technology in all of the wasteland. They have access to multiple pre-war computers and laboratories. They are capable of manufacturing energy weapons and restoring damaged power armor to a working state.
At conflict with the Hubologists, a bizarre pre-war cult that views all science but there's as false propaganda.
Hubologists
A strange pre-war cult dedicated to spreading the word of Dick Hubbel, a pre-war science fiction author who founded the religion. They claim to hold all the answers to the universe, and thus view all other science to be fake.
Although they are viewed as insane by just about everyone, they appeal to a few wealthy individuals – mostly actors and actresses. Possess a large amount of wealth, though the means by which this was acquired is unclear. They also seem to have a large amount of knowledge about the pre-war and post-war world, holding details about the Enclave and NCR that are unavailable to most Californians.
Leader: AHS-9 / vacant
At conflict with the Shi. The Huboligists have been said to kidnap Shi citizens and brainwash them to get access to the Emperor, though efforts have mostly failed.
Tanker vagrants
Loose collection of vagrants living in and around a non-functioning oil tanker docked in the San Francisco bay. The tanker is the one of the only surviving naval vessels on the West Coast.
Leader: A. Ron Meyers / vacant
Former Enclave engineer, who left the organization after learning of its genocidal ambitions. Now works on trying to repair the tanker.
A scientific research group founded by inhabitants of a Chinese submarine that landed on the shore shortly after the war's end. Mostly stay to themselves, avoiding outside affairs and focusing instead on research. Maintain control over the Chinatown district of San Francisco.
Supposedly led by an emperor, who has never been seen. Chief Advisor to the emperor and apparent leader of the Shi is Ken Lee / Bialaska
Protected by the Shi guard, a small but effective police force. Has about 100 members. Armed with energy weapons and pre-war small arms.
The Shi possesses some of the most advanced technology in all of the wasteland. They have access to multiple pre-war computers and laboratories. They are capable of manufacturing energy weapons and restoring damaged power armor to a working state.
At conflict with the Hubologists, a bizarre pre-war cult that views all science but there's as false propaganda.
Hubologists
A strange pre-war cult dedicated to spreading the word of Dick Hubbel, a pre-war science fiction author who founded the religion. They claim to hold all the answers to the universe, and thus view all other science to be fake.
Although they are viewed as insane by just about everyone, they appeal to a few wealthy individuals – mostly actors and actresses. Possess a large amount of wealth, though the means by which this was acquired is unclear. They also seem to have a large amount of knowledge about the pre-war and post-war world, holding details about the Enclave and NCR that are unavailable to most Californians.
Leader: AHS-9 / vacant
At conflict with the Shi. The Huboligists have been said to kidnap Shi citizens and brainwash them to get access to the Emperor, though efforts have mostly failed.
Tanker vagrants
Loose collection of vagrants living in and around a non-functioning oil tanker docked in the San Francisco bay. The tanker is the one of the only surviving naval vessels on the West Coast.
Leader: A. Ron Meyers / vacant
Former Enclave engineer, who left the organization after learning of its genocidal ambitions. Now works on trying to repair the tanker.
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Other Organizations:
Brotherhood of Steel
Formed by American soldiers after the Great War, the Brotherhood is a mysterious paramilitary organization dedicated to acquiring and preserving pre-war technology. They operate mostly in secret, tending to avoid contact with the outside and wasteland affairs. Despite this, they historically have made their presence known, sending troops to fight The Master's armies at Mariposa. Most of its members continue to detest mutants.
Following the destruction of The Master, the Brotherhood became closely associated with the NCR, bringing the organization to the height of its power. However, as they became more and more arrogant of their position as technological paragons, the organization stagnated and lost much of its influence within California. The Brotherhood is currently suspected to have at least one major base of operations in the Core Region and perhaps several smaller bunkers.
Organized like a typical military order, but with a larger emphasis on scientific research. The Brotherhood is broken up into three castes: Scribes, Knights, and Paladins. The chief officer of the organization is the High Elder.
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High Elder: Jeremy Maxson / jeeshadow
Popularity: Moderate
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Owns a vast amount of pre-war technology, including numerous supercomputers, weapons, and medical equipment.
250 knights – standard infantry of the Brotherhood - armed with advanced energy weapons and protected by T-51b power armor. Very well trained.
150 paladins – elite units – armed with plasma weapons and protected by T-51b armor. Rigorously trained.
50 scribes - generally not trained for combat purposes; dedicated to scientific, historical, and philosophical research
New Khans
A group of raiders built upon the former Khans, who were massacred in battle by the Vault Dweller while rescuing now-NCR president Tandi. Founded by Darion, who seeks to get revenge on Tandi and the NCR.
Leader: Darion / vacant
Currently occupy Vault 15.
80 members. Armed with small arms and some high-powered machine guns. Protected with standard combat armor.
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