Fallout: Displaced Patriots Quest (Cancelled)

What rank do you want our commander to have? Read part 1 of the Quest setup for more details.

  • Brigadier General/Rear Admiral

    Votes: 3 9.4%
  • Major General/Rear Admiral+ (Compromise)

    Votes: 11 34.4%
  • Lieutenant General/Vice Admiral (Easy route)

    Votes: 18 56.3%

  • Total voters
    32
  • Poll closed .
[] Farmland: The land is pretty good for agriculture, and as a result there are about 5 decently sized farms and orchards outside of town, each one growing a couple different crops (gain access to following un-irradiated crops and seeds: Wheat, corn, apples, pears, apricots, carrots, potatoes, black raspberries, cherries, grapes)(provides +10 food units per turn (2 for each farm).

It is too bad we have no winter squash and beans. How much food can we generate per turn from fishing boats?
 
This is a very important question regarding our laboratories. Will there be horribly unethical studies into the effects of FEV?
 
5500 soldiers+8000 civilians=135 food per turn. We have 250 food in storage and generate 15 per turn from farmlands. Without the large town and with 5 farms we would still suffer from some food scarcity.

Immediate objectives:
1. Attempt to make contact with anyone who can hear our comms. This is the most natural thing for our character to attempt because he and everyone else will want to know what is going on.
2. Solve the food crisis. We have two turns of food. We're going to have to hunt for food, expand the farms, build more fishing boats and attempt to domesticate any non-mutated animals we find. Hunting and fishing boats will help immediately. Expanded farms and pastures will increase our food in the future. For the rest we have to trade, loot or steal food.
3. Build an awning.
4. Set up a perimeter around the town and any important assets like the farms.

This is a very important question regarding our laboratories. Will there be horribly unethical studies into the effects of FEV?

Why does it matter and why would we attempt it?
 
Last edited:
This is a very important question regarding our laboratories. Will there be horribly unethical studies into the effects of FEV?
I imagine what is being researched will be rolled for, and the same for how far along it is and how much survives displacement. Alternatively they could be newly established, just finished a project, recently lost funding, or any number of other reasons to have no active research worth noting.
 
This is a very important question regarding our laboratories. Will there be horribly unethical studies into the effects of FEV?
I suppose we could do that if we chose to, though that's not to say we would. If we did study FEV at all, I imagine we'd go with an indirect approach, looking at the effects of FEV and radiation on ghouls, supermutants, and the various flora and fauna of the wasteland. I sincerely doubt that the QM would railroad us into forcibly dipping people in FEv to see what happens.
 
5500 soldiers+8000 civilians=135 food per turn. We have 250 food in storage and generate 15 per turn from farmlands. Without the large town and with 5 farms we would still suffer from some food scarcity.

I will admit, I may have underestimated how much the food would last us. Do you want me to change the values a bit, or are you okay with it as is?
 
I will admit, I may have underestimated how much the food would last us. Do you want me to change the values a bit, or are you okay with it as is?

It depends on what you want to go for and what you have planned for the quest. If it is going to be impossible for us to not starve without acting like raiders for the first five turns, change the amount of food we can get from fertile, farmland, lake, river, and forest. The other two options are to change the amount of food we have stockpiled or to increase the amount of people fed per food unit. If you have Situations already planned then change it. I thought we wouldn't have to worry about food security until the plan was posted. In reality the town can feed less than a fifth of itself and that isn't including the soldiers. We're going to be in a desperate situation after the Displacement unless the values are adjusted. I don't mind there being challenge. I voted for Lieutenant General so we could blitz through Cascadia, create a small country and take on powers like the NCR. Not because I wanted Easy mode.
 
I will admit, I may have underestimated how much the food would last us. Do you want me to change the values a bit, or are you okay with it as is?
I think it would be reasonable for it to last as many turns as you originally intended it to, and I'd be happy with whatever tweaks you wanted to make to our food supply or consumption rate, provided they were balanced, and the amount of food we produced was also taken into account by those changes.

Obviously we'll be going through more food than we produce, but I think it should be viable for us to get to the point where we can support our population through local farming. At the moment the farm produces a fair bit less than I'd expect, so maybe that could be tweaked in addition to our reserves.
 
Last edited:
It depends on what you want to go for and what you have planned for the quest. If it is going to be impossible for us to not starve without acting like raiders for the first five turns, change the amount of food we can get from fertile, farmland, lake, river, and forest. The other two options are to change the amount of food we have stockpiled or to increase the amount of people fed per food unit. If you have Situations already planned then change it. I thought we wouldn't have to worry about food security until the plan was posted. In reality the town can feed less than a fifth of itself and that isn't including the soldiers. We're going to be in a desperate situation after the Displacement unless the values are adjusted. I don't mind there being challenge. I voted for Lieutenant General so we could blitz through Cascadia, create a small country and take on powers like the NCR. Not because I wanted Easy mode.

I think it would be reasonable for it to last as many turns as you originally intended it to, and I'd be happy with whatever tweaks you wanted to make to our food supply or consumption rate, provided they were balanced, and the amount of food we produced was also taken into account by those changes.

Obviously we'll be going through more food than we produce, but I think it should be viable for us to get to the point where we can support our population through local farming. At the moment the farm produces a fair bit less than I'd expect, so maybe that could be tweaked in addition to our reserves.

I don't plan on making it easy, but I definitely overlooked the fact that the food would only last us a couple turns. I'm thinking that what I'll do is increase the food production from the farms, as well as tweak the fertile features a bit. As for the lake, I'm planning on having it involve fishing expeditions that you can vote to send out, because if it became a permanent fishing option then I feel like it would be overfished pretty quickly.

Edit: Alright, so what I'm planning on is for each farm to provide +15 food per turn, and fertile to add a +3 bonus, leaving us with 90 food per turn from the farms, which means a decrease of about 45 food per turn from our stocks. Now when the quest starts, there will be some stuff that, granted you get good rolls on, will increase food production and stock slightly, such as gardens and grocery stores respectfully.

It will still lead to you guys having to do some food production stuff pretty soon, but I feel like this leaves a decent enough amount of time without an immediate food shortage, which should be accurate with the situation. After all, Hamilton was never a farming town, and what food production it does have was meant to supplement what the town and base were getting from outside shipments.
 
Last edited:
This is a very important question regarding our laboratories. Will there be horribly unethical studies into the effects of FEV?

Depends on the role that while decide just what they have in there. Of course, that's assuming the condition role isn't low. If that is the case, then we'll have to see.
 
I don't plan on making it easy, but I definitely overlooked the fact that the food would only last us a couple turns. I'm thinking that what I'll do is increase the food production from the farms, as well as tweak the fertile features a bit. As for the lake, I'm planning on having it involve fishing expeditions that you can vote to send out, because if it became a permanent fishing option then I feel like it would be overfished pretty quickly.

Edit: Alright, so what I'm planning on is for each farm to provide +15 food per turn, and fertile to add a +3 bonus, leaving us with 90 food per turn from the farms, which means a decrease of about 45 food per turn from our stocks. Now when the quest starts, there will be some stuff that, granted you get good rolls on, will increase food production and stock slightly, such as gardens and grocery stores respectfully.

It will still lead to you guys having to do some food production stuff pretty soon, but I feel like this leaves a decent enough amount of time without an immediate food shortage, which should be accurate with the situation. After all, Hamilton was never a farming town, and what food production it does have was meant to supplement what the town and base were getting from outside shipments.

We"ll be able to last 5 turns instead of 2 now. How long do you plan for turns to be? Will it start with daily turns and then grow to monthly or yearly as we grow? After thinking on it more, we spent three options that are primarily about food generation: lake, fertile and farmland. That is 2 terrain choices and one minor feature, excluding Forest and River. The intent from the plan was "as self-sufficient as possible, with an emphasis on high tech stuff". If you think that is balanced against the other options we could have chosen, keep it that way.

I don't mind as much that we aren't self-sufficient in food because it incentivizes the plan of conquering settlements, since we"ll need whatever food surplus they make. ¯\_(ツ)_/¯
 
How long do you plan for turns to be? Will it start with daily turns and then grow to monthly or yearly as we grow?

I plan on it being single days at first, with it being seperated into parts as need be, such as 1.1 and 1.2, that sort of thing. Eventually it will turn into longer periods of time, though I doubt it will ever go beyond a couple weeks and if it does, the options on what to do in that time will be a bit specialized.
 
Final vote results 2
Alright guys, I think it's obvious by this point that we got a winner, so here you go!

Also, if you guys want to figure out a portrait for Commander Russell and his family, then please do so.
Adhoc vote count started by Ptolemy on Jan 22, 2019 at 4:19 PM, finished with 118 posts and 21 votes.

  • [X] Plan Bastion Mk.2
    -[X] Base Features
    --[X] (Replaces Basic Communications equipment) Advanced communications equipment: This equipment will allow for communication with ground units up to 15 miles away rom the Displaced Zone, and up to 220 miles away with aircraft (Total: 15 energy).
    --[X] (Requires Advanced communications equipment) Satellite uplink: When the area around the base was displaced in time, it turns out the radius went straight up into space. With this, 1 prewar communications and surveillance satellite is available, and links can be set up with up to 3 other normal satellites (Total: 25 energy).
    --[X] Library: This library contains material both literature and practical knowledge, with the latter primarily composed of military textbooks/technical manuals, stories/journals of old war stories, and American history textbooks, to inspire young soldiers to remain patriotic (+5 morale, -1 turn to specialized training, Total: 5 energy).
    --[X] Medbay: Allows for soldiers to be better treated, with a capacity of up to 50 wounded (-1 to turn recovery, +5 to survival role for mortally wounded, Total: 10 energy).
    --[X] (Requires and replaces medbay): Advanced medbay: Gives even better care, with better equipment, training, an operating theater, dedicated medical robots, and even a pair of auto-docs (-2 to turn recovery, +15 to survival role for all mortally wounded, Total: 15 energy).
    --[X] (Requires Advanced medbay) Cybernetic Augmentation theater: Allows for the crippled to receive basic general augmentations, as well as installation of prosthetic limbs (All crippled now automatically receive prosthetic limbs, which each cost 10 materials, -1 term recovery for limb loss, Total: 10 energy).
    --[X] (Replaces Basic arms bay) Standard arms bay: Allows for more variety of ordinance, as well as making it quicker to rearm aircraft (Aircraft are now automatically rearmed as soon as action ends, Total: 15 energy).
    --[X] (Partially replaces and requires Basic maintenance bay) Standard vehicle maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging ground vehicles (-1 turn for repairing and salvaging ground vehicles (which means that lightly damaged vehicles (and possibly aircraft) are repaired instantly upon return), +5 roll on upgrading, Total energy: 10).
    --[X] (Partially replaces and requires Basic maintenance bay) Standard aircraft maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging aircraft ( -1 turn to repairing and salvaging aircraft, +5 roll on upgrading, Total energy: 10).
    --[X] Req room: While there's already a small recreational room on base, this expands that into a small building. Equipped with multiple television sets, video and board games, books, pool tables, a mini bar, and more, it's designed to keep the troop's minds away from the horrors, both from the past and present (+10 Base moral, Total: 10 energy).
    --[X] Nuclear reactor: A large scale fusion reactor, capable of providing power to everything in the entire Displaced Zone and then some (Provides 800 energy).
    --[X] Military Manufactory: This factory was built into the base to help build equipment and supply the war effort. While it can only produce smaller scale things such as infantry scale weaponry, individual machine/vehicle parts and the like, with time and upgrades it can eventually produce vehicles and larger scale machinery in whole, as well as the equipment required to build other infrastructure (Gain factory, Total: 30 energy).
    --[X] Lab (Experimental): This lab located at the base is designed to experiment on a variety of things, from studying energy manipulation to creating biological viruses to tinkering with odd artifacts (Gains labratory to study the effects of the post-apocalyptic world, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments are and the condition they are in, Total: 40 energy).
    --[X] Lab (R&D): This lab located at the base is designed to create and experiment on new devices and equipment, as well as field test it before being sent further inland for processing and possible manufacturing. It has also been used for reverse engineering equipment captured from the Chinese and Canadians, as well as the occasional piece from the Soviet Union and Europe (Gains ability to reverse-engineer devices and equipment found in the wasteland, as well as develop new ones, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments/devices are and their condition, Total: 35 energy).
    -[X] Town
    --[X][Large Town Upgrade] Yes
    --[X] Advanced schools: The schools are among some of the top public ones in the state, and it shows. More terminals, bigger library, more advanced and expanded curriculum, and more.
    --[X] Construction site: The town was still expanding even farther when the Displacement happened, resulting in about 200 skilled construction workers (+10 to building construction) and materials (300 materials).
    --[X] Upgraded police force: The local police have worked greatly with the military at the base, with many themselves being former military. This has resulted in an expanded police force, with access to gear closer to that of the military, along with both a K-9 and swat unit (Surplus of following: +15/40 military-grade/civilian-grade firearms, +35/100 military-grade/civilian-grade sidearms, +40 civilian-grade body armor, +15 military-grade body armor, adds protectrons (25) and securitrons (12) to police force).
    --[X] Farmland: The land is pretty good for agriculture, and as a result there are about 5 decently sized farms and orchards outside of town, each one growing a couple different crops (gain access to following un-irradiated crops and seeds: Wheat, corn, apples, pears, apricots, carrots, potatoes, black raspberries, cherries, grapes)(provides +10 food units per turn (2 for each farm).
    --[X] Theater: There is a cinema in town, which may help keep people somewhat content (+5 town morale).
    --[X] Hospital: There is a genuine hospital in town, equipped with it's own supplies and equipment (+200 medical units, +15 to survival roll of mortally wounded).
    --[X] Waste disposal and sanitation station: Station dedicated to dealing with waste and recycling what's possible (Situation if not chosen).
    --[X] Water treatment plant: Place dedicated to purifying water and sending it to the town and surrounding area (Situation if not chosen).
    -[X] Terrain
    --[X] Interstate: Several roadways, including an interstate, pass through the region.
    --[X] Forest: In the Displaced Zone, part of the land is wooded, which contain both many useful resources and (non-mutated) animals.
    --[X] River: There is a river running through the land which eventually connects to the Columbia river, providing a source of water and access to the waterways of Cascadia, but also open up the region to threats from aquatic creatures.
    --[X] Fertile: The land is greatly fertile, increasing the food output of all farms and gardens by +1 per turn.
    --[X] Mineral rich: The ground has plenty of minerals in it, perfect for harvesting and mining.
    --[X] Lake: There is a decently large lake in the Zone, about a couple miles across. No doubt it has fish and resources that can be greatly used (roll for 1-6 fishing boats)
    -[X] Units
    --[X] 2 Ground Brigades, 4 Air Squadrons
    --[X] Heavy bomber squadron (150 people, 5 B-52 'Stratofortress' heavy bombers).
    --[X] Interceptor squadron (300 people, 10 F-4 'Phantom II' interceptor/fighter-bombers, 6 F-108 'Rapier' interceptors).
    --[X] Fighter squadron (300 people, 15 P-80 'Meteor' jet fighters, 5 F-6 'Vigilante' multi-role fighters).
    --[X] Helicopter heavy attack squadron (150 people, 8 AH-1 'Cobra' attack helicopters, 10 UH-1Y 'Venom' attack/transport helicopters).
    --[X] (Can only take once) Ranger battalion (350 soldiers, 12 humvees, 12 LSV patrol vehicles, 3 UH-1N 'Twin Huey' helicopters).
    --[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
    --[X] Mechanized battalion (650 soldiers, 300 sets of T-45 power armor, 150 sets of T-51 power armor, 15 m1134 'Chariot' power armor transports).
    --[X] Artillery battalion (500 soldiers, 14 M119 105mm howitzers, 8 M777 155mm howitzers, 4 LM07 laser batteries).
    --[X] Armored battalion (550 soldiers, 15 M60 'Patton' main battle tanks, 6 M75 'Eisenhower' main battle tanks).
    --[X] Heavy transport battalion (400 soldiers, 12 M757 heavy transport trucks, 5 Oshkosh M1070 transport trailers).
    -[X] [Character] William Russell
    --[X] Male
    --[X] William Russell
    --[X] 47 years old
    --[X] Strength:3
    --[X] Perception:5
    --[X] Endurance:3
    --[X] Charisma:8
    --[X] Intelligence:10
    --[X] Agility:3
    --[X] Luck:8
    -[X] [Wild Wasteland] No
    -[X][Base Name] AFB Hamilton
    -[X][Town Name] Hamilton
    [X] Married with children
    -[X] Pre/early teen (9 years old).
    -[X] Pre/early teen (15 years old).
    -[X] Late teen/young adult (19 years old).
    [X] Plan Bastion
    -[X] Base Features
    --[X] (Replaces Basic Communications equipment) Advanced communications equipment: This equipment will allow for communication with ground units up to 15 miles away rom the Displaced Zone, and up to 220 miles away with aircraft (Total: 15 energy).
    --[X] Radio tower: Allows for broadcasts to be sent and received from across the wasteland, as well as clearing up all non-artificial static interference besides radstorms, where non-interference range is limited to 10 miles beyond Displaced Zone (Total: 10 energy).
    --[X] (Requires Advanced communications equipment) Satellite uplink: When the area around the base was displaced in time, it turns out the radius went straight up into space. With this, 1 prewar communications and surveillance satellite is available, and links can be set up with up to 3 other normal satellites (Total: 25 energy).
    --[X] Library: This library contains material both literature and practical knowledge, with the latter primarily composed of military textbooks/technical manuals, stories/journals of old war stories, and American history textbooks, to inspire young soldiers to remain patriotic (+5 morale, -1 turn to specialized training, Total: 5 energy).
    --[X] Medbay: Allows for soldiers to be better treated, with a capacity of up to 50 wounded (-1 to turn recovery, +5 to survival role for mortally wounded, Total: 10 energy).
    --[X] (Requires and replaces medbay): Advanced medbay: Gives even better care, with better equipment, training, an operating theater, dedicated medical robots, and even a pair of auto-docs (-2 to turn recovery, +15 to survival role for all mortally wounded, Total: 15 energy).
    --[X] (Requires Advanced medbay) Cybernetic Augmentation theater: Allows for the crippled to receive basic general augmentations, as well as installation of prosthetic limbs (All crippled now automatically receive prosthetic limbs, which each cost 10 materials, -1 term recovery for limb loss, Total: 10 energy).
    --[X] (Partially replaces and requires Basic maintenance bay) Standard vehicle maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging ground vehicles (-1 turn for repairing and salvaging ground vehicles (which means that lightly damaged vehicles (and possibly aircraft) are repaired instantly upon return), +5 roll on upgrading, Total energy: 10).
    --[X] (Partially replaces and requires Basic maintenance bay) Standard aircraft maintenance bay: A dedicated area to servicing, repairing, upgrading, and salvaging aircraft ( -1 turn to repairing and salvaging aircraft, +5 roll on upgrading, Total energy: 10).
    --[X] Req room: While there's already a small recreational room on base, this expands that into a small building. Equipped with multiple television sets, video and board games, books, pool tables, a mini bar, and more, it's designed to keep the troop's minds away from the horrors, both from the past and present (+10 Base moral, Total: 10 energy).
    --[X] Nuclear reactor: A large scale fusion reactor, capable of providing power to everything in the entire Displaced Zone and then some (Provides 800 energy).
    --[X] Military Manufactory: This factory was built into the base to help build equipment and supply the war effort. While it can only produce smaller scale things such as infantry scale weaponry, individual machine/vehicle parts and the like, with time and upgrades it can eventually produce vehicles and larger scale machinery in whole, as well as the equipment required to build other infrastructure (Gain factory, Total: 30 energy).
    --[X] Lab (Experimental): This lab located at the base is designed to experiment on a variety of things, from studying energy manipulation to creating biological viruses to tinkering with odd artifacts (Gains labratory to study the effects of the post-apocalyptic world, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments are and the condition they are in, Total: 40 energy).
    --[X] Lab (R&D): This lab located at the base is designed to create and experiment on new devices and equipment, as well as field test it before being sent further inland for processing and possible manufacturing. It has also been used for reverse engineering equipment captured from the Chinese and Canadians, as well as the occasional piece from the Soviet Union and Europe (Gains ability to reverse-engineer devices and equipment found in the wasteland, as well as develop new ones, gain 50 people (10 researchers and 40 assistants/staff), gain 5 rolls on what the experiments/devices are and their condition, Total: 35 energy).
    -[X] Bastion Town
    --[X][Large Town Upgrade] Yes
    --[X] Advanced schools: The schools are among some of the top public ones in the state, and it shows. More terminals, bigger library, more advanced and expanded curriculum, and more.
    --[X] Construction site: The town was still expanding even farther when the Displacement happened, resulting in about 200 skilled construction workers (+10 to building construction) and materials (300 materials).
    --[X] Upgraded police force: The local police have worked greatly with the military at the base, with many themselves being former military. This has resulted in an expanded police force, with access to gear closer to that of the military, along with both a K-9 and swat unit (Surplus of following: +15/40 military-grade/civilian-grade firearms, +35/100 military-grade/civilian-grade sidearms, +40 civilian-grade body armor, +15 military-grade body armor, adds protectrons (25) and securitrons (12) to police force).
    --[X] Farmland: The land is pretty good for agriculture, and as a result there are about 5 decently sized farms and orchards outside of town, each one growing a couple different crops (gain access to following un-irradiated crops and seeds: Wheat, corn, apples, pears, apricots, carrots, potatoes, black raspberries, cherries, grapes)(provides +10 food units per turn (2 for each farm).
    --[X] Theater: There is a cinema in town, which may help keep people somewhat content (+5 town morale).
    --[X] Hospital: There is a genuine hospital in town, equipped with it's own supplies and equipment (+200 medical units, +15 to survival roll of mortally wounded).
    --[X] Waste disposal and sanitation station: Station dedicated to dealing with waste and recycling what's possible (Situation if not chosen).
    --[X] Water treatment plant: Place dedicated to purifying water and sending it to the town and surrounding area (Situation if not chosen).
    -[X] Terrain
    --[X] Interstate: Several roadways, including an interstate, pass through the region.
    --[X] Forest: In the Displaced Zone, part of the land is wooded, which contain both many useful resources and (non-mutated) animals.
    --[X] River: There is a river running through the land which eventually connects to the Columbia river, providing a source of water and access to the waterways of Cascadia, but also open up the region to threats from aquatic creatures.
    --[X] Fertile: The land is greatly fertile, increasing the food output of all farms and gardens by +1 per turn.
    --[X] Mineral rich: The ground has plenty of minerals in it, perfect for harvesting and mining.
    --[X] Lake: There is a decently large lake in the Zone, about a couple miles across. No doubt it has fish and resources that can be greatly used (roll for 1-6 fishing boats)
    -[X] Units
    --[X] 2 Ground Brigades, 4 Air Squadrons
    --[X] Heavy bomber squadron (150 people, 5 B-52 'Stratofortress' heavy bombers).
    --[X] Fighter squadron (300 people, 15 P-80 'Meteor' jet fighters, 5 F-6 'Vigilante' multi-role fighters).
    --[X] Interceptor squadron (300 people, 10 F-4 'Phantom II' interceptor/fighter-bombers, 6 F-108 'Rapier' interceptors).
    --[X] Helicopter attack/transport squadron (200 people, 18 UH-1N 'Twin Huey' helicopters, 6 VB-01 light attack/transport vertibirds).
    --[X] (Can only take once) Ranger battalion (350 soldiers, 12 humvees, 12 LSV patrol vehicles, 3 UH-1N 'Twin Huey' helicopters).
    --[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
    --[X] Mechanized battalion (650 soldiers, 300 sets of T-45 power armor, 150 sets of T-51 power armor, 15 m1134 'Chariot' power armor transports).
    --[X] Armored battalion (550 soldiers, 15 M60 'Patton' main battle tanks, 6 M75 'Eisenhower' main battle tanks).
    --[X] Heavy transport battalion (400 soldiers, 12 M757 heavy transport trucks, 5 Oshkosh M1070 transport trailers).
    -[X] [Character] William Russell
    --[X] Male
    --[X] William Russell
    --[X] 47 years old
    --[X] Strength:3
    --[X] Perception:5
    --[X] Endurance:3
    --[X] Charisma:8
    --[X] Intelligence:10
    --[X] Agility:3
    --[X] Luck:8
    --[X] [Wild Wasteland] No
    -[X][Base Name] AFB Hamilton
    -[X][Town Name] Hamilton
    [X] Plan AFB Crossroads
    -[X] Transit Hub
    --[X] (Replaces Compact barracks) Military apartment: Apartments designed to house up to 200 soldiers, these 2 story buildings, while large, surprisingly take up less room (+5 Base moral, Total: 60 energy).
    --[X] Library: This library contains material both literature and practical knowledge, with the latter primarily composed of military textbooks/technical manuals, stories/journals of old war stories, and American history textbooks, to inspire young soldiers to remain patriotic (+5 morale, -1 turn to specialized training, Total: 5 energy).
    --[X] Medbay: Allows for soldiers to be better treated, with a capacity of up to 50 wounded (-1 to turn recovery, +5 to survival role for mortally wounded, Total: 10 energy).
    --[X] (Requires and replaces medbay): Advanced medbay: Gives even better care, with better equipment, training, an operating theater, dedicated medical robots, and even a pair of auto-docs (-2 to turn recovery, +15 to survival role for all mortally wounded, Total: 15 energy).
    --[X] (Requires Advanced medbay) Cybernetic Augmentation theater: Allows for the crippled to receive basic general augmentations, as well as installation of prosthetic limbs (All crippled now automatically receive prosthetic limbs, which each cost 10 materials, -1 term recovery for limb loss, Total: 10 energy).
    --[X] (Replaces Perimeter fence) Perimeter wall: Replaces the fence with an 8 foot tall wall with barbed wire at the top. Will allow for better defense of the base and a lower risk of infiltration (+5 to combat rolls with base defense).
    --[X] (Replaces Basic radar) Advanced radar: Better equipped radar, is able to not only able to detect aircraft and missiles at a longer range at 250 miles and detect them at altitudes higher than 30 feet, but is able to coordinate with other aircraft (Aerial objects now detected during turn, +5 to aircraft combat with other aerial targets, Total energy: 30).
    --[X] (Replaces Basic armory) Standard Armory: The armory has been expanded, allowing for more equipment to be stored (Surplus of; 650 military-grade firearms, 500 military-grade sidearms, 800 military uniforms, 200 full sets of military body armor).
    --[X] Aircraft awning: Provides semi-permanent covering for aircraft on aircraft parking lot (no damage from radstorms or environmental hazards.
    --[X] (Repeatable) Additional fusion generator: Provides an additional Mark IV fusion generator (provides 90 energy).
    --[X] Transit Hub: Following the bases creating, it became a major hub for transporting troops and supplies to and from the fronts in Alaska, Canada, and China (5 medium crates and 2 heavy crates to unlock, gain access to logs on planes/convoys heading for base on day of displacement, roll on chance of additional troops and aircraft being caught in Displaced Zone).
    --[X] Military Manufactory: This factory was built into the base to help build equipment and supply the war effort. While it can only produce smaller scale things such as infantry scale weaponry, individual machine/vehicle parts and the like, with time and upgrades it can eventually produce vehicles and larger scale machinery in whole, as well as the equipment required to build other infrastructure (Gain factory, Total: 30 energy).
    --[X] (Requires library) Conspiracy theory: It appears that the last base commander wasn't happy with the way the country was heading, but was all the same loyal to America. As a result, he gathered literature, information, and artifacts that went against the sayings of the government, showing America and the world for both it's faults and achievments, with no bias towards one side. In the end, he wasn't the only one either (Population of base no longer blindly patriotic or zealous, library resources replaced with uncensored literature/information, -10 to relationship with Enclave and 'Blindly American' groups).
    --[X] Company residence (Rob-Co): Working with Rob-Co, an office and workshop have been built in town to service Rob-Co products in the region, as well as quietly tinker with both robotic units and coding (Gain Rob-Co office and workshop, as well as resources and personnel stationed there).
    -[X] Stability and Potential
    --[X] Advanced schools: The schools are among some of the top public ones in the state, and it shows. More terminals, bigger library, more advanced and expanded curriculum, and more.
    --[X] Construction site: The town was still expanding even farther when the Displacement happened, resulting in about 200 skilled construction workers (+10 to building construction) and materials (300 materials).
    --[X] Waste disposal and sanitation station: Station dedicated to dealing with waste and recycling what's possible (Situation if not chosen).
    --[X] Water treatment plant: Place dedicated to purifying water and sending it to the town and surrounding area (Situation if not chosen).
    --[X] (Requires Terrain feature: river) Hydroelectric mini-dam: When the town was built, a suitable spot was discovered to build a dam to provide power (+100 power).
    --[X][Large Town Upgrade] No
    -[X] Rural Transport
    --[X] Fertile: The land is greatly fertile, increasing the food output of all farms and gardens by +1 per turn.
    --[X] Lake: There is a decently large lake in the Zone, about a couple miles across. No doubt it has fish and resources that can be greatly used (roll for 1-6 fishing boats)
    --[X] River: There is a river running through the land which eventually connects to the Columbia river, providing a source of water and access to the waterways of Cascadia, but also open up the region to threats from aquatic creatures.
    --[X] Railroad: There is a railway passing through the Zone. While not going directly into the town itself, it could still be useful for travel if a train or locomotive could be found, whether from the Displacement or out in the wasteland.
    --[X] (Repeatable) Large Pasture (Cow): Outside of town, there is a large pasture which contains around 60 animals of one species, decide which of the following it is: sheep, goat, cow, horse, pig.
    --[X] (Repeatable) Large Pasture (Sheep): Outside of town, there is a large pasture which contains around 60 animals of one species, decide which of the following it is: sheep, goat, cow, horse, pig.
    -[X] Variety
    --[X] Recon squadron (250 people, 2 U-2 ultra-high altitude recon aircraft, 5 A-8R 'Stingray' recon aircraft, 10 drones).
    --[X] Fighter squadron (300 people, 15 P-80 'Meteor' jet fighters, 5 F-6 'Vigilante' multi-role fighters).
    --[X] Helicopter heavy attack squadron (150 people, 8 AH-1 'Cobra' attack helicopters, 10 UH-1Y 'Venom' attack/transport helicopters).
    --[X] Helicopter Utility Squadron (100 people, 24 UH-1 'Iroquois' utility helicopters)
    --[X] Standard Infantry battalion (750 soldiers, 35 Humvees, 10 M939 transport trucks, 4 M757 heavy transport trucks).
    --[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
    --[X] Scouting battalion (600 soldiers, 30 ATV's, 20 land rovers, 10 LSV patrol vehicles, 4 'Avenger AA humvees).
    --[X] (Can only take once) Ranger battalion (350 soldiers, 12 humvees, 12 LSV patrol vehicles, 3 UH-1N 'Twin Huey' helicopters).
    --[X] Military Police battalion (600 soldiers, 15 Humvees, 10 M1117 armored cars).
    --[X] Light artillery battalion (500 soldiers, 32 M120 120mm mortars, 12 M114 155mm field howizters).
    --[X] Light armored battalion (400 soldiers, 25 M551 'Sheridan' light tanks).
    --[X] Heavy transport battalion (400 soldiers, 12 M757 heavy transport trucks, 5 Oshkosh M1070 transport trailers).
    -[X] Int Cha Per Balanced
    --[X] Female
    --[X] Mallory Fisher
    --[X] 35
    --[X] Strength:3
    --[X] Perception:8
    --[X] Endurance:6
    --[X] Charisma:8
    --[X] Intelligence:8
    --[X] Agility:3
    --[X] Luck:4
    --[X] No Wild Wasteland
    -[X] AFB Crossroads
    -[X] Crownville
    [X] [Base] Plan Civilians and Tech
    -[X] Growth addons (20 energy draw total)
    --[X] (Replaces Compact barracks) Military apartment: Apartments designed to house up to 200 soldiers, these 2 story buildings, while large, surprisingly take up less room (+5 Base moral, Total: 60 energy).
    --[X] (Replaces Basic Communications equipment) Advanced communications equipment: This equipment will allow for communication with ground units up to 15 miles away from the Displaced Zone, and up to 220 miles away with aircraft (Total: 15 energy).
    --[X] Radio tower: Allows for broadcasts to be sent and received from across the wasteland, as well as clearing up all non-artificial static interference besides radstorms, where non-interference range is limited to 10 miles beyond Displaced Zone (Total: 10 energy).
    --[X] Library: This library contains material both literature and practical knowledge, with the latter primarily composed of military textbooks/technical manuals, stories/journals of old war stories, and American history textbooks, to inspire young soldiers to remain patriotic (+5 morale, -1 turn to specialized training, Total: 5 energy).
    --[X] (Replaces Perimeter fence) Perimeter wall: Replaces the fence with an 8 foot tall wall with barbed wire at the top. Will allow for better defense of the base and a lower risk of infiltration (+5 to combat rolls with base defense).
    --[X] Medbay: Allows for soldiers to be better treated, with a capacity of up to 50 wounded (-1 to turn recovery, +5 to survival role for mortally wounded, Total: 10 energy).
    --[X] (Requires and replaces medbay): Advanced medbay: Gives even better care, with better equipment, training, an operating theater, dedicated medical robots, and even a pair of auto-docs (-2 to turn recovery, +15 to survival role for all mortally wounded, Total: 15 energy).
    --[X] (Requires Advanced medbay) Cybernetic Augmentation theater: Allows for the crippled to receive basic general augmentations, as well as installation of prosthetic limbs (All crippled now automatically receive prosthetic limbs, which each cost 10 materials, -1 term recovery for limb loss, Total: 10 energy).
    --[X] (Replaces Basic armory) Standard Armory: The armory has been expanded, allowing for more equipment to be stored (Surplus of; 650 military-grade firearms, 500 military-grade sidearms, 800 military uniforms, 200 full sets of military body armor).
    --[X] (Repeatable) Additional fusion generator: Provides an additional Mark IV fusion generator (provides 90 energy).
    --[X] (Requires library) Conspiracy theory: It appears that the last base commander wasn't happy with the way the country was heading, but was all the same loyal to America. As a result, he gathered literature, information, and artifacts that went against the sayings of the government, showing America and the world for both it's faults and achievments, with no bias towards one side. In the end, he wasn't the only one either (Population of base no longer blindly patriotic or zealous, library resources replaced with uncensored literature/information, -10 to relationship with Enclave and 'Blindly American' groups).
    --[X] Company residence (Vault-Tec): While not on base itself, the base has coordinated greatly with Vault-Tec officials, setting up not only a regional office in the town, but also building a vault. While the vault and the community built around it are just barely outside the Displaced Zone, we have the codes needed to enter (Gain Vault-Tec office in town, gain knowledge and access codes to vault just outside of Displaced Zone).
    --[X] Company residence (Rob-Co): Working with Rob-Co, an office and workshop have been built in town to service Rob-Co products in the region, as well as quietly tinker with both robotic units and coding (Gain Rob-Co office and workshop, as well as resources and personnel stationed there).
    --[X] Company residence (General Atomics): General Atomics has, for whatever reason, built a galleria in town featuring various mister handy's and miss nanny's, which also serves as a place for those who own one to service them (Gain access to 35 mister handy and miss nanny robotic units).
    -[X] Growth Town
    --[X] Advanced schools: The schools are among some of the top public ones in the state, and it shows. More terminals, bigger library, more advanced and expanded curriculum, and more.
    --[X] Construction site: The town was still expanding even farther when the Displacement happened, resulting in about 200 skilled construction workers (+10 to building construction) and materials (300 materials).
    --[X] Farmland: The land is pretty good for agriculture, and as a result there are about 5 decently sized farms and orchards outside of town, each one growing a couple different crops (gain access to following un-irradiated crops and seeds: Wheat, corn, apples, pears, apricots, carrots, potatoes, black raspberryies, cherries, grapes)(provides +10 food units per turn (2 for each farm).
    --[X] (Requires Terrain feature: river) Hydroelectric mini-dam: When the town was built, a suitable spot was discovered to build a dam to provide power (+100 power).
    --[X] Water treatment plant: Place dedicated to purifying water and sending it to the town and surrounding area (Situation if not chosen).
    --[X][Large Town Upgrade] No
    -[X] Growth Terrain
    --[X] Fertile: The land is greatly fertile, increasing the food output of all farms and gardens by +1 per turn.
    --[X] Lake: There is a decently large lake in the Zone, about a couple miles across. No doubt it has fish and resources that can be greatly used (roll for 1-6 fishing boats)
    --[X] River: There is a river running through the land which eventually connects to the Columbia river, providing a source of water and access to the waterways of Cascadia, but also open up the region to threats from aquatic creatures.
    --[X] Railroad: There is a railway passing through the Zone. While not going directly into the town itself, it could still be useful for travel if a train or locomotive could be found, whether from the Displacement or out in the wasteland.
    --[X] (Repeatable) Large Pasture: sheep
    --[X] Mineral rich: The ground has plenty of minerals in it, perfect for harvesting and mining.
    -[X] Hi-Tech Units
    --[X] Recon squadron (250 people, 2 U-2 ultra-high altitude recon aircraft, 5 A-8R 'Stingray' recon aircraft, 10 drones).
    --[X] Fighter squadron (300 people, 15 P-80 'Meteor' jet fighters, 5 F-6 'Vigilante' multi-role fighters).
    --[X] Helicopter attack/transport squadron (200 people, 18 UH-1N 'Twin Huey' helicopters, 6 VB-01 light attack/transport vertibirds).
    --[X] Helicopter Utility Squadron (100 people, 24 UH-1 'Iroquois' utility helicopters)
    --[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers).
    --[X] Engineering battalion (750 soldiers, 6 M-ATV escort vehicles, 10 M9 combat engineering vehicles, 3 M60 AVLB bridge layers) x2.
    --[X] (Can only take once) Ranger battalion (350 soldiers, 12 humvees, 12 LSV patrol vehicles, 3 UH-1N 'Twin Huey' helicopters).
    --[X] Standard Infantry battalion (750 soldiers, 35 Humvees, 10 M939 transport trucks, 4 M757 heavy transport trucks).
    --[X] Military Police battalion (600 soldiers, 15 Humvees, 10 M1117 armored cars).
    --[X] Mechanized battalion (650 soldiers, 300 sets of T-45 power armor, 150 sets of T-51 power armor, 15 m1134 'Chariot' power armor transports).
    --[X] Heavy transport battalion (400 soldiers, 12 M757 heavy transport trucks, 5 Oshkosh M1070 transport trailers).
    -[X] [PC] Plan TOP CHA and INT
    --[X] Female
    --[X] Elizabeth Monarch
    --[X] 32 years old
    --[X] Strength:2
    --[X] Perception:7
    --[X] Endurance:4
    --[X] Charisma:10
    --[X] Intelligence:10
    --[X] Agility:6
    --[X] Luck:1
    --[X] [Wild Wasteland] No
    -[X] [Base Name] Twilight Zone
    -[X] [Town Name] Pioneer Flats
    [X] Pre/early teen (9 years old).
    [X] Pre/early teen (15 years old).
    [X] Late teen/young adult (19 years old).
    [X] Plan Bastion
    [X]Married with children
 
Last edited:
[X] Plan Bastion Mk.2

[X]Married with children
-[X] Pre/early teen (9 years old).
-[X] Pre/early teen (15 years old).
-[X] Late teen/young adult (19 years old).
 
Try again? They all work for me.

Finding art to fit our character is hard. Almost all art of WW2 officers are Germans and the rest are Soviets.
The links work for me. In terms of my thoughts on the portraits: The first one is pretty nice, but obviously the dress stuff is rather archaic, and I think the character is also too old. The second one is decent, but it seems a bit bland, partly because it's a FO4 screenshot of a computer-generated character.

If you're looking for images, I'm sure there are some modern images or paintings of officers in formal dress which would probably fit the retro 50s aesthetic.
 
The links work for me. In terms of my thoughts on the portraits: The first one is pretty nice, but obviously the dress stuff is rather archaic, and I think the character is also too old. The second one is decent, but it seems a bit bland, partly because it's a FO4 screenshot of a computer-generated character.

If you're looking for images, I'm sure there are some modern images or paintings of officers in formal dress which would probably fit the retro 50s aesthetic.

What about the pictures in the last post? Finding images that fit isn't easy.

https://s3.amazonaws.com/icptmsdata/w/e/e/g/weegee_7545_1993_420048_displaysize.jpg This picture for William fits thematically.
 
What about the pictures in the last post? Finding images that fit isn't easy.

https://s3.amazonaws.com/icptmsdata/w/e/e/g/weegee_7545_1993_420048_displaysize.jpg This picture for William fits thematically.
Sorry! I guess I didn't read your post closely enough. I somehow assumed your two links were repeats of the ones above, without looking at them. I think of the three I like the photograph the best. It really helps to capture the pensive and thoughtful character I'd imagined Commander Russell to have. I suppose the only drawback is that it's not full face, but in some ways I think maybe the angle helps to underline the character and his expression.

Does anyone else have any other suggestions? I've tried some googling, but it is quite hard to find decent pictures. Generally, they all seem to be too young or two old.
 
Last edited:
Yeah, I'm up for the photograph being the commander's portrait.
 
@MajorKO Given that you've increased the population of Cascadia and the US relative to what it is in fallout lore, how large are major factions like the Enclave, Brotherhood, and Institute, which canonically have often had rather limited manpower and membership?


Secondly, given his status as a senior officer in the Pre-war US military, would Commander Russell have been aware of the existence of the Enclave? (I'm not looking to have him join up, as there's a lot of difference between hoping you and your country somehow survive the apocalypse and thinking you need to commit genocide against "muties".)
 
@MajorKO Given that you've increased the population of Cascadia and the US relative to what it is in fallout lore, how large are major factions like the Enclave, Brotherhood, and Institute, which canonically have often had rather limited manpower and membership?

In a way it does but doesn't at the same time. Keep in mind that here, most of the eastern half of Cascadia got off light, and as a result many survived. I also generally believe that the games lowered how many people generally should be around, and I mean there are quite a few people. The NCR had about 700,000 people by 2238, so I imagine that other areas held more people as well. As a result, I imagine that by the date of the quest's start (2288), the NCR will have around 750,000 people. As for the other two, here I'm going to be making these numbers myself. The Enclave likely had around 7,500 people on the rig, and around 4,000 I'd say in D.C, if only due to them likely gathering troops from Enclave bunkers and outposts scattered throughout America, after all there was one such location in Chicago, although whether that was there pre or post Fallout 2 is unknown. As for the BOS, I imagine their manpower in the east would've likely been around 9,000 or so, with a third of them scribes. The others would've been smaller still, with the Mojave chapter probably having around 1,400 people before the Helios battle, and about 900 afterwards. As for the Fallout 3 D.C chapter, it probably had just shy of 2,000. By Fallout 4 however, it probably swelled up to anywhere from 5,000 to 11,000, assuming that the Capital Wasteland had a population between 100,000 and 150,000.

Secondly, given his status as a senior officer in the Pre-war US military, would Commander Russell have been aware of the existence of the Enclave? (I'm not looking to have him join up, as there's a lot of difference between hoping you and your country somehow survive the apocalypse and thinking you need to commit genocide against "muties".)

No, they probably wouldn't have. Keep in mind that the Enclave itself was formed postwar, with the faction only being a group of corrupt military officers, politicians, and corporation executives before the war fell. Also, many of the Enclave's goals weren't likely around back before the bombs fell, and possibly for some time afterwards too. At most, the commander might've noticed the behavior of some of the group, as well as maybe receiving a feeler or two from informants of the group, looking to see if he could be recruited.
 
Back
Top