by Max Barry

Latest Forum Topics

Advertisement

1

DispatchFactbookOverview

by Fallout universe controller. . 425 reads.

Just Getting Started?

Hello there! Welcome to The Fallout Universe. If you are reading this you are new the region and wish to join CONGRATULATIONS and thank you for joining us!

What RP members have to do...

Create a factbook with SPECIAL stats.

Only use SPECIAL stats established in the Faction list, if they are a lore faction.

Make 5 territory claims to Divided americas or Plains commonswealth, to be put on on regional map, unless the lore says they have a specific set of territories.

Consult an official moderator when: performing any research, restoring existing warships, building anything that is large or using full scale nuclear weapons.

Announce any research, construction or warship restoration on the RMB.

Describe their nation in their factbooks.

How things are determined

Your Combatantcy and Authority stats determined how much of your population can be conscripted.

28 days will equate to 1 in game year, You can use this handy time conversion chart to determine other periods of time.

*See

Construction Times (WIP)

by Fallout universe controller

28 Days/1 Year
7 Days/3 Months
2 1/3 Days/1 Month
1 Day/13 Days
1 Hour & 50 Minuets/1 Day

NOTE: ALL BUILDING PROJECTS MUST BE POSTED ON THE RMB IN DETAIL (i.e. I am building a widget factory, I am building 3 destroyers, etc.)

SHIPS:

Small ships: (the size of fast attack craft, gunboats, etc)

MINIMUM: 14 RL days each (no more than 8 at any one times, depending on shipyards etc.)

Medium ships (the size of diesel submarines, corvettes, frigates, destroyers, etc)

MINIMUM: 28 RL days EACH (no more than 4 at any one times, depending on shipyards etc.)

Large ships (the size of cruisers, battleships, amphibious assault ships, nuclear submarines, aircraft carriers, etc)

MINIMUM: 56 days EACH (no more than 2 at any one time, depending on shipyards, etc)

---------------------------------------------------------

AIRCRAFT:

Vertibird:

From announcement of design to full service:

MINIMUM: 56 RL days (no more than 2 projects at a time)

--------------------------------------------------------------

HEAVY EQUIPMENT:

Tanks, etc:

From announcement of design to full service:

MINIMUM: 56 RL days

-----------------------------------------------------------------

INFRASTRUCTURE:

Factories:

MINIMUM: 14 RL days before production starts

Shipyards:

MINIMUM: 28 RL Days before ships can be built

Read factbook

In the US, the population of a territory will be 1% of the current real life population for that territory.

In Canada, the population of a territory will be 5% of the current real life population for that territory.

Rules

All out of character chat must be enclosed in brackets (out of character).

All character speech is enclosed in quotation marks ("speech"), and all character thought is enclosed in apostrophes ('thought').

A faction should act like it does in the lore, unless it has had some sort of revolution or coup. (e.g the Institute and the Brotherhood of Steel cannot become friends, the Legion cannot suddenly have tech).

Vertibirds and other similar craft have a limited range, before they need to be refueled. they cannot fly half way across America in one try.

Obviously no God-modding or Meta-gaming.

It takes more time and resources to manufacture something than restore an existing thing to use.

All factions will be permitted to build and restore small non-military land and water vehicles, providing they have the resources.

Try to keep out of character chat to a minimum, do not spam the RMB.

You must post something on the RMB at least once every 18 days or you risk removal from the map.

When it comes to factions in fallout, The Fallout Universe uses a modified version of fallout SPECIAL System. SPECIAL Stats cannot be perfect, and custom factions are limited to 40 points in total, and lore factions must use the SPECIAL Stats outlined here. This is a brief rundown of the Faction SPECIAL System:

SPECIAL Stats

Scientificity

Scientificity refers to the technological and scientific advancement of a faction. It not only determines what equipment a faction can manufacture, but what it can use and what kind of thinks it can research and how quickly it can do so. Here is a brief rundown of the levels of Scientificity:

10 - This is the highest tech level. At this level a faction can manufacture and use any piece of fallout tech. For example, the Enclave and the Institute have a tech level of 10.

9 - At this level a faction can use almost any piece of fallout tech, and manufacture power armor, plasma and laser weapons and mini-nukes (albeit slowly). For example, the Brotherhood of Steel is at this tech level.

8 - At this level a faction is at the same tech level as most pre-war consumer goods, they can use plasma and laser weapons, but cannot manufacture them, and can only manufacture up to T-45 D power armor (albeit slowly).

7 - At this level a faction is at the same tech level as the world of the 1960's. They can use all firearms, and some laser weapons, and can manufacture most firearms. For example, the NCR is at this tech level.

6 - At this level a faction is at the same tech level as the world of the 1930's They can use most fire arms, and can manufacture the simpler firearms such as pistols an semi-automatic rifles easily, but more complex firearms take longer to manufacture.

5 - At this level a faction is at the same tech level as the world of the 1910's. They can use most of the simpler firearms, and some of the earlier complex firearms, but are limited to manufacturing pistols and bolt action rifles and single short or short magazine rifles.

4 - At this level a faction is at the same tech level as the world of the 1870's. They can use and manufacture single shot rifles, and Gatling guns (albeit quite slowly).

3 - At this level a faction is at the same tech level as the world of the 1760's. They can use and manufacture muskets and cannons.

2 - At this level a faction is the same tech level as the legion. They can make quality swords and simple body armor.

1 - At this level a faction is at the same tech level as simple tribes. They can make spears, have basic herbal medicine.

Preparedness

Preparedness determines how ready a faction is to for a battle, in the event that they have to defend themselves. It also determines how effective your civilians are at defending their land in case of an invasion. It determines how prepared they are for unusual situations.

10 - Highly advanced skilled civilians

9 - Highly skilled civilians

8 - Skilled civilians

7 - Moderately skilled civilians

6 - Lightly skilled civilians

5 - Average civilians

4 - Beginner civilians

3 - Very beginner civilians

2 - Weak civilians

1 - Very weak civilians

Expansion

Expansion determines how fast a faction can expand through the wasteland, along with how quickly it's population grows.

10 - population grows at a rate of 10% per 28 days.

9 - population grows at a rate of 9% per 28 days.

8 - population grows at a rate of 8% per 28 days.

7 - population grows at a rate of 7% per 28 days.

6- population grows at a rate of 6% per 28 days.

5 - population grows at a rate of 5% per 28 days.

4- population grows at a rate of 4% per 28 days.

3 - population grows at a rate of 3% per 28 days.

2 - population grows at a rate of 2% per 28 days.

1 - population grows at a rate of 1% per 28 days.

How to calculate population growth:

new population = current population + (population of new counties * expansion percentage * 0.01)

Combat

Combatantcy determines how good a faction is at war. For example the legion would be around 10, where as the followers of the apocalypse would be about 1. It determines how well trained your troops are and how big your army can be compared to your population.

10 - 100% of your population can be in your military; Highly advanced skilled army

9 - 90% of your population can be in your military; Highly skilled army

8 - 80% of your population can be in your military; Skilled army

7 - 70% of your population can be in your military; Moderately skilled army

6 - 60% of your population can be in your military; Lightly skilled army

5 - 50% of your population can be in your military; Average army

4 - 40% of your population can be in your military; Beginner army

3 - 30% of your population can be in your military; Very beginner army

2 - 20% of your population can be in your military; Weak army

1 - 10% of your population can be in your military; Very weak army

*Factions like the Enclave and the Brotherhood of Steel do not abide by this rule.

Industry

Industry determines how quickly a faction can manufacture something. For example the Pit Raiders would have around 10 for industry, because of how quickly they can manufacture things, due to their massive slave workforce and access to Pittsburgh industrial complexes.

10 - Industry at 10 uses the standard construction times provided -90%.

9 - Industry at 9 uses the standard construction times provided -75%.

8 - Industry at 8 uses the standard construction times provided -50%.

7 - Industry at 7 uses the standard construction times provided -25%.

6- Industry at 6 uses the standard construction times provided -10%.

5 - Industry at 5 uses the standard construction times provided.

4- Industry at 4 uses the standard construction times provided +10%.

3 - Industry at 3 uses the standard construction times provided +25%.

2 - Industry at 2 uses the standard construction times provided +50%.

1 - Industry at 1 uses the standard construction times provided +100%.

*See

Construction Times (WIP)

by Fallout universe controller

28 Days/1 Year
7 Days/3 Months
2 1/3 Days/1 Month
1 Day/13 Days
1 Hour & 50 Minuets/1 Day

NOTE: ALL BUILDING PROJECTS MUST BE POSTED ON THE RMB IN DETAIL (i.e. I am building a widget factory, I am building 3 destroyers, etc.)

SHIPS:

Small ships: (the size of fast attack craft, gunboats, etc)

MINIMUM: 14 RL days each (no more than 8 at any one times, depending on shipyards etc.)

Medium ships (the size of diesel submarines, corvettes, frigates, destroyers, etc)

MINIMUM: 28 RL days EACH (no more than 4 at any one times, depending on shipyards etc.)

Large ships (the size of cruisers, battleships, amphibious assault ships, nuclear submarines, aircraft carriers, etc)

MINIMUM: 56 days EACH (no more than 2 at any one time, depending on shipyards, etc)

---------------------------------------------------------

AIRCRAFT:

Vertibird:

From announcement of design to full service:

MINIMUM: 56 RL days (no more than 2 projects at a time)

--------------------------------------------------------------

HEAVY EQUIPMENT:

Tanks, etc:

From announcement of design to full service:

MINIMUM: 56 RL days

-----------------------------------------------------------------

INFRASTRUCTURE:

Factories:

MINIMUM: 14 RL days before production starts

Shipyards:

MINIMUM: 28 RL Days before ships can be built

Read factbook




Authority

Authority determines how well organized a faction is, and how willing its members are to follow it's leaders. In case of an invasion your Authority stat will determine how many civilians will help defense the nation along side your military. Factions with high Authority are difficult to bribe, revolt or secede. The Enclave have high Authority for example.

10 - 80% of your non-militaryized population will come to arms to defend their land.

9 - 75% of your non-militaryized population will come to arms to defend their land.

8 - 60% of your non-militaryized population will come to arms to defend their land.

7 - 55% of your non-militaryized population will come to arms to defend their land.

6 - 50% of your non-militaryized population will come to arms to defend their land.

5 - 40% of your non-militaryized population will come to arms to defend their land.

4 - 30% of your non-militaryized population will come to arms to defend their land.

3 - 20% of your non-militaryized population will come to arms to defend their land.

2 - 10% of your non-militaryized population will come to arms to defend their land.

1 - 5% of your non-militaryized population will come to arms to defend their land.

Lucratively

Lucratively determines how quickly a faction can generate caps, and how influential they are in the wasteland. A faction with high Lucratively can generate alot of caps, and can afford to hire mercenaries or bribe other factions. Robert House's New Vegas has a high Lucratively for example.

10 - 100,000 Caps every 16 days.

9 - 90,000 Caps every 16 days.

8 - 80,000 Caps every 16 days.

7 - 70,000 Caps every 16 days.

6- 60,000 Caps every 16 days.

5 - 50,000 Caps every 16 days.

4- 40,000 Caps every 16 days.

3 - 30,000 Caps every 16 days.

2 - 20,000 Caps every 16 days.

1 - 10,000 Caps every 16 days.

Here is a template for SPECIAL Stats:

[table]
[tr][td]SPECIAL Stats[/td][td][/td][/tr]
[tr][td]Scientificity[/td][td]1 - 10[/td][/tr]
[tr][td]Preparedness[/td][td]1 - 10[/td][/tr]
[tr][td]Expansion[/td][td]1 - 10[/td][/tr]
[tr][td]Combatantcy[/td][td]1 - 10[/td][/tr]
[tr][td]Industry[/td][td]1 - 10[/td][/tr]
[tr][td]Authority[/td][td]1 - 10[/td][/tr]
[tr][td]Lucratively[/td][td]1 - 10[/td][/tr]
[table]
- Please put your SPECIAL Stats into a table like this

After you've done this please send your SPECIAL Stats to Brotherhood of arms and then send your land claims to Divided americas or Plains commonswealth, to do this please choose your counties based on you E stat. After that you do this please also send Brotherhood of arms the origin of your faction, how you've accumulated your tech, etc; powerarmor, vertibirds, any nonbalistic weapons. Please also give details about your history and your factions people, if they aren't human please state this and explain what they are in as much detail as you can!

After you've finished this and are accepted into the region feel free to start Rping with people!

Fallout universe controller

RawReport