Board Thread:Roleplaying/@comment-26103034-20160831150734



Outside of the Vaults, the harsh wasteland is unforgiving and full of terrible creatures. Yet it still has a 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 and a trusty random number generator decide 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 settlement per user.

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

System:

For a full overview of the system, please read this. It may seem overwhelming, but much like Civ, you do not need knowledge of everything to be able to play it.

Buildings produce supplies when Settlers work there.

You begin with:

200 Water: 1 consumed per turn per Settler

200 Food: 1 consumed per turn per Settler

200 Metal: Building Resource

200 Planks: Building Resource

50 Guns

50 Clothes: Required for each Settler - if not enough, or some damaged, increase instability

100 Medical Equipment: Used to treat sick or wounded Settlers

50 Radiation Treatment: Used to treat Settlers with Radiation Poisoning

200 Caps: Used to buy and sell items - not a similar value to in-game caps

To begin with you have 7 Small Houses - each able to house 6 Settlers.

You start with one Specialist; Forester, Researcher or Healer and one Tech - the Tech to unlock a Specialist must be chosen.

Location:

To make it easier for me and to make player interaction more likely, all players start nearby a fictional city; Brightwall, 'cause I liked AoI. This was nuked during the war so, y'know, little remains of it.

You can choose one of these Vaults with various bonuses and penalties, or a basic Vault, not on the list:

Vault 11: Starts with a Stability of 70, due to the bonding formed by escaping the Sacrafices after only a few years but a Population of 25

Vault 19: One group - either Red or Blue - attacked and killed all of the others. One Free Technology; Stability at 40 and a Population of 25

Vault 34: Bonus 50 Weapons; medium chance of up to 75% (percentage randomly generated) of population leaving

Vault 81: 10% bonus to Medicine Research; 10% higher risk of disease; small chance of highly negative Event

Vault 95: Free Specialist; if Chems seen, extremely high chance of huge Stability penalty

Vault 101: Free Specialist; Extra 50 Planks; starts with a population of 25 and a Stability of 40

Creation Card:

Settlement Name:

Origin Vault:

Flag (optional, can request Scimi makes one):

Starting Tech(s):

Starting Specialist:

I think I've not forgotten anything... 