[Forum Game] - Fallout: New California (Fallout 2 countrysim)

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Lonelylurker

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Please note: the time period for this game is 80-100 years after the war (aprox F1) and I want to avoid any major tie-ins with other published material.

Rules framework:
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.


Factions so far:

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:
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:
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.

The Neo-Nuka Corporation:

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.

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:

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.

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:

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.

(one player each)

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

The Families:

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.

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:

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.

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:

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.

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 30' motorboats with a crew of 12 each, 1 Destroyer(not seaworthy, requires extensive repairs and at least 30 crew).
Comments?
 
Last edited:

Noco19

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Very interesting, especially the Baron. It seems the South seems rife with a certain sense of politeness, mutation, and trade. I like it.
 

Sleater

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Factions so far:

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).

The Neo-Nuka Corporation:

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.


The Barony of the Blessed:

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.


The Gator Riders and The Spider Legion:

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.

(one player each)


Comments?

Do you accept suggestions for smaller factions?
 

Bialaska

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I'd think that a Fallout game should have at least a small presence of Brotherhood of Steel and/or Enclave.

While I love the three last factions, I must admit that I don't really like the Waldis. Somehow they seem like a cheap knockoff of Enclave and BoS, with one looking to advance and the other preserve.
 

Lonelylurker

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I'd think that a Fallout game should have at least a small presence of Brotherhood of Steel and/or Enclave.

While I love the three last factions, I must admit that I don't really like the Waldis. Somehow they seem like a cheap knockoff of Enclave and BoS, with one looking to advance and the other preserve.

Actually Waldis is the descandants of survivors in the undercities of EPCOT and The Magic Kingdom. They have a lot of tech but are highly pacific, and have been raised for generations on "nicest place on earth" etiquette.
 

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Chinese Authority in American Soil (ChAAS)

Formerly just a sizeable commando sent to Seize the L.O.B. Industries Factory at Tampa, Florida, via a great phony oil tanker; these men were caught by the nuclear alarm and, knowing perfectly how plausible the attack was, forced the factry's employees into the Corporate Vault under the building.
There, the commandos had plenty of time to bomb their new Shelter Comrades with Propaganda. 100 years after the war, the survivors (engineers and soldiers who had heritaged their roles from fathers to sons) erupted from the vault, forced by demografic pressure, and armed with the factory's great collection of weapons, took over the City of Tampa, stablishing order and safety against raiders and monsters: a lamp of socialist civilization in the middle of the Wasteland, backed by competent technicians, excellent copies of pre-war weapons and the Ruthless but somehow benevlent rule of Marshall Yang-Ke: the Chinese Authority on American Soil.
His people is now a mixture of races all asimilated to the communist cause, but in a somehow idealized form: they do not seek to annex the wasteland but to convince it and survive against the threats of this new world in which the old rivalry between the Workers and Burgueuse does not mean the same. Not anymore.
 

Lonelylurker

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Chinese Authority in American Soil (ChAAS)

Formerly just a sizeable commando sent to Seize the L.O.B. Industries Factory at Tampa, Florida, via a great phony oil tanker; these men were caught by the nuclear alarm and, knowing perfectly how plausible the attack was, forced the factry's employees into the Corporate Vault under the building.
There, the commandos had plenty of time to bomb their new Shelter Comrades with Propaganda. 100 years after the war, the survivors (engineers and soldiers who had heritaged their roles from fathers to sons) erupted from the vault, forced by demografic pressure, and armed with the factory's great collection of weapons, took over the City of Tampa, stablishing order and safety against raiders and monsters: a lamp of socialist civilization in the middle of the Wasteland, backed by competent technicians, excellent copies of pre-war weapons and the Ruthless but somehow benevlent rule of Marshall Yang-Ke: the Chinese Authority on American Soil.
His people is now a mixture of races all asimilated to the communist cause, but in a somehow idealized form: they do not seek to annex the wasteland but to convince it and survive against the threats of this new world in which the old rivalry between the Workers and Burgueuse does not mean the same. Not anymore.

In present form they're to powerful and organized. If you want to discuss possibilities please logon to coldfront.net and "/join #falloutrealism".
 

jeeshadow

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I am quite interesting in the Gulf Coast Guard
 
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