Board Thread:Roleplaying/@comment-26446054-20160828131008



The harsh Wasteland may be unforgiving and full of terrible creatures, but they have potential for resettlement.

This is an alternate universe where in 2095, a vault of your choosing (from the list, that is) will open up due to some lucky event, and its populace of 30 will move out into the unknown wastes of post-apocalyptic America.

Rules

1. No metagaming, if espionage of some sort is done, the GM will declare what information you have gathered.

2. No control of factions, people or groups outside your settlement

3. The GM decides the effects of decisions and any events- not the player

4. One post of decisions per turn. Carefully consider what you want to do.

5. I am the god of this universe, my word is law.

6. Only one Vault per settlement.

7. Radio stations will appear over time; news broadcasts will cause events and change certain stats. The stations will be controlled by the GM.

8. If you want to be a faction as opposed to a settlement, then fill out the relevant CC and I'll approve it if it seems credible. Some factions may pop up out of events or appear in your settlement.

9.  I may add more rules, if you object to any, please tell me on talk page or other forms of communication.

Stats and System:

Population: total members of faction/country, starts at 30, but grows.

Caps: amount of caps for the settlement leadership to use.

Edibles: measured in kilograms, e p/w refers to amount of edibles coming per week- may be scavenging or based on workers growing food. I will tell you how much food and water seperately, too.

Public/Demographic Opinion: general public opinion is done in percentages, based on average of demographics’ opinions, which is also done in percentages. Opinions of both depend on laws, any deaths, tax rate, and possibly events.

Military Size: how many troops and troop leaders in total- player will set how many soldiers, officers, and commanders.

Military Loyalty: military-related laws the player would enact affect this, pay for each soldier, and any casualties during conflict.

Stabilty: 1-10 scale, depends on Public Opinion and Military Loyalty. Certain events can affect stability, and if population is armed instead of an army, then Stability becomes even more decreased when public opinion lowers. At 2 Stability, there is an imminent rebellion.

A rebellion may kill the leadership (which means you fail), lower your population due to fighting, or cause the leadership to flee- you'll take a certain amount of turns to possibly reach another settlement, if you don't die.

Unemployment: based on percentage of people who aren’t working, which may be due to a variety of reasons.

Production Rate: gives production per week of country/faction-produced things like Weaponry, Clothing, etc.

Player would have to build up their production buildings if they wanted it faster than scavenging parties.

Production rate, as you might be able to tell already, is based on the type of Supplies (explained later) produced. Not all Supplies can be produced, but buildings can speed up the process of gathering certain supplies.

To give you an example of a building for production, take a Gunsmith's Shop- it will require Metal, Guns, knowledge of the Gunsmithing technology and one settler. It will take a certain amount of turns to be built (though can be sped up). When it is built, it will produce 5 Guns per week.

Turns

In each turn, a player will describe what their settlement is doing; where they're sending out any scavenging parties, which settlers are working on a certain building/project, what laws you want your settlers to follow (though they may not necessarily be followed) and so on.

After everyone posts their turn of decisions, that counts as a turn and I, the GM, will declare what's changed and what's happened. Stats will be shown for each settlement/faction in my turn posts.

Buildings don't necessarily need to be known by their name- if you want an agricultural building, you can very well just say a farm. Depending on your technology, a farm will be built- if you have the sufficient technology, you can choose an animal farm or a large farm.

Similar concept with most of the other buildings- Say what you want, and the GM will explain what you can do.

Vaults (and area around them ) available for claim:

Vault 3

Vault 8

Vault 11 (sacrifices never happened)

Vault 12 (ghouls)

Vault 13 (plot of Fallout never happens, Richard Grey/Master never comes about)

Vault 15

Vault 17 (choose where you start in Californian area)

Vault 19 (inhabitants somehow exit, stability is set at 4 at start)

Vault 21 (Robert House is killed or doesn't exist, settlers gambled and ended up outside. )

Vault 22 (bonus: Agriculture develops faster, more starting food, larger risk of attack by mutated creatures)

Vault 34 (bonus: more weapons at start, but potential smaller population if groups decide to leave as gangs)

Vault 70 (Mormon population)

Vault 81 (bonus: Medical equipment from intended experiment speeds up Medicine development, but there is risk of a secret event)

Vault 101 (Overseer is overthrown, population of 25 due to rebellion)

Vault 108 (Cloning lab and clones destroyed)

Technologies

You can assign a certain amount of settlers to research a technology. The more, the faster, but they cannot then work on anything else.

Research any technology from the leftmost section of the tech tree (note any exceptions), and when that's finished, you can continue. Researchers will gain 10% research speed at the end of each researched technology.



Settlement CC:

Settlement Name

Vault Claim

Flag (optional, you can request me to make you one)

Faction CC:

Faction Name

Vault

Dedication

Flag (optional, but highly advised)

Maps

Map of America 

Capital Wasteland 

(more will come)

Direct any questions about the RP to me in chat or talk page. 