Fallout: Kansas City (Worldbuilding, Mechanics Building)

Also, there are examples in the world of concern for the collective/whole being a good thing in a society. The Archbishopric's concern for all mothers is a good thing, the River Market's 'let them starve if they cannot afford food' is not portrayed as a good, individualist dream...

I'm trying to make factions that reflect, but don't, modern America. That look like something you recognize and then you look closer and are confused or surprised.
 
It does offer some positive elements, and it's meant to feel both familiar and unfamiliar. Like there are parts that are very typical "You could read about this and think that you were reading about a 20th century communist dictatorship" and then there are SROs and carefully classing sexual deviances but not directly punishing the minor ones.

Ultimately, are they bad for the wasteland at large? Probably. But, like, they're not meant to be some special kind of evil that, because it is collectivist, is especially horrifying or disgusting.
Let's just say that if I were a random bloke in the Kansas City Wasteland, I'd rather be a citizen in the Authority :V
 
Let's just say that if I were a random bloke in the Kansas City Wasteland, I'd rather be a citizen in the Authority :V

Admittedly I can't quite[1] understand that from my perspective. Maybe 'bloke' disqualifies the Archbishopric from your sights, I suppose? Though it's not *that* bad. But the Jayhawks are pretty concerned with collective happiness and prosperity...well, for themselves, even as they raid and the like.

That said, the Authority is certainly a better option than being part of one of the small communities being pillaged by the Authority, the Arrowheads, and any passing raider.

[1] I can come close to understanding, which is why I wrote the section on their appeal. But I stop just short.
 
Admittedly I can't quite[1] understand that from my perspective.
Ah well, I can't really explain it, but the whole "the State caters to you from cradle to grave, tells you what to do when to do it and with what to do it; all that you do benefits the group rather than the individual" is a philosophy... I won't go and say absolute things like "yeah it's awesome", but I like it.
 
Ah well, I can't really explain it, but the whole "the State caters to you from cradle to grave, tells you what to do when to do it and with what to do it; all that you do benefits the group rather than the individual" is a philosophy... I won't go and say absolute things like "yeah it's awesome", but I like it.

Well, good! I mean, in a way? It's meant to be tempting, or at least something that you can understand why people joined up in the first place. Though there are little notes here and there...eh, if it becomes a game I'll be exploring them in much more detail.
 
Minor Faction: The Stockyards
Minor Faction: The Stockyards

Overview: The once proud center of a city rises again, in their own strange way. Kansas City meant beef, and beef meant Kansas City, and just past the borderline on the Kansas city sits a trio of stockyards. They are family owned and operated, with huge extended families that do every aspect of the work themselves, never allowing outsiders in. They provide two-thirds of the Brahmin and almost half of the Mumules to the entire wasteland. The three families of the Stockyards all compete endlessly against each other, when not playing off the Archbishopric, River Market, and Housing Authority against each other to maintain their status and independence.

The Wrights are the largest family, and the richest, occupying the main stockyards, and they are also the most cautious, dealing almost entirely in Brahmin and, until the lst decade, unwilling to directly participate in the drug trade (for Jet is made partially from Brahmin dung), except in the selling of Brahmin milk to deal with rad-sickness.

The Espinozas, on the other hand, are happy to directly sell Jet, often serving as the go-betweens. The Archbishopric has no problem with drugs, but doesn't approve of Jet, but there are plenty of doctors there that are willing to bend the rules and help process and refine it, if given enough… raw material. From this, they've managed to be the scrappy underdog to the Wright's cautious overdog.

The third, and smallest, the Jeffersons, raise primarily Mumules and compete as small traders across the Wasteland, maintaining close ties to River Market. All three squabble and all three have a system quite similar to each other. A core family exploits and works a very extended one, who are bound by familial loyalty… which is enforced by bruisers.

The Espinozas prefer jetted-up psychos with a bull motif, while the Wright enforces are best known for using cattle-prods as a melee weapon, and the Jeffersons use whoever is cheapest.

The three families share a restaurant, of sorts, where they serve and entertain important guests with cuts of their best Brahmin steaks, in the Kansas City Strip.

The Stockyards are also known for how they use every part of the Brahmin. Leather clothes, hooves as material, and even, in the case of a famous but unknown assassin rumored to have come from the Stockyards, Brahmin Bull Horn-Daggers. That they've used to commit almost a dozen assassinations in the least three or four years.
 
Minor Faction: The Zoo
Minor Faction: The Zoo

The Kansas City Zoo was once one of the best zoos in America, located down in Swope Park (southern Kansas City). Yet with the end of the world, it fell on hard times, and while the overall structure was maintained, since for raiders and other factions the pens made a good place to store prisoners or slaves, not much was done with it until a decade and a half ago, when an extremely wealthy and disgruntled River Market businessman gathered an entire army of mercenaries and employees and cleared the whole place out of raiders and brigands, and cut a deal with another nearby local community that had made its home in "Little Africa" to move to some other location.

He took over this zoo, and began to restore its modern dimensions. Not everyone or everything in cages, tons of acres just filled with prime crop-growing area, or at least areas that had been used for crops. It could be a rich investment, many in River Market decided.

Jersey Karvin was thought a genius. And then he declared his purpose. It would be a zoo. Not even a human zoo, which was grotesque, and rather horrid, but he wouldn't have been the first member of the River Market to want to play out fantasies of himself as a bold conqueror of the post-apocalyptic wasteland.

No, any actual zoo, albeit one not all that open to the public, to try to hold every animal still in existence for study and testing. He gathered the best biologists and animal experts he could, and began to pay bounties for animals taken alive, even dangerous Deathclaws, and developed some very clever methods for keeping them caged and controlled while they were studied.

Studied biologically, studied chemically, studied in terms of their social habits, and this was true about every animal that came in. It was a wealth of information that might well be put to good use, but at the moment seems only to satisfy his curiosity.

The scientists are well paid, and the workers and others who protect the place have very little to complain about, even as the old man grows more eccentric in his habits.

While some visitors are shown around, for the most part, only those willing to pay a great deal of money can truly get the tour, or those who have struck his fancy. His data is so important that the Archbishopric, which is always interested in the chemical possibilities of various wasteland creatures, and could in any case learn more about how to treat the wounds of the various creatures, sent an envoy with escort just a few months before, only to be rebuffed humiliatingly.

A final note: one would think that a Zoo of this sort would be guarded by an army of monsters. Surprisingly not! While there are rumors that he has an emergency-release in case of absolute disaster, to let them all out if the Zoo falls, his specimens are too valuable. Other than a large number of dogs, the Zoo is actually guarded by conventional security forces, hard men paid for their willingness to do whatever Jersey says.
 
Minor Faction: World Radio
Minor Faction: World Radio

In Kansas City, they memorialized the loss and misery of the first war, only to be destroyed by the third, by perhaps the last such World war, for there is a world now, and it is at war, but its are the little wars of the days before Westphalia, before even that passed away for something new and something new and, in the end, ruin.

Some people remember history. Others desecrate it. Over the years, the World War One memorial has been protected and recorded by mad archivist-saints, exploited by angry murders with mustard gas and dreams of tanks, and finally, in this latter day, used, especially the tall memorial, as the base of the Wasteland's only radio station with the strength to reach everyone in it.

World Radio, jutting up against the territory of the Housing Authority, is a very circumspect kind of radio station. Having existed for decades, it does so by not being too political. It reports news, but in a very factual sense. "There was an Arrowhead raid on this place, this person said this thing." With the help of the River Market they've resisted Housing Authority attempts to directly control their content, but they've never said anything untoward about the Housing Authority or its actions.

They have access to archives that previous owners built up, and so they offer that as trade material for River Market support, and it's rumored that deep in the archives is a plan for a tank. But all of this is no longer the core of what the area is about, as it once was, nor is exploiting it really the focus. Instead, making money is the secondary concern, and being the biggest radio station in the wasteland is the primary concern.

They host on-air comedy sketches, reading of poetry or stories if it's catchy, and lots and lots of music, ranging from pre-war classics to a little bit of Jazz from the Vineyard (which has its own radio station, which only reaches so far) to entirely new compositions and songs sung live on air, or recorded.

The main personality, DJ Globe, has been in the spot for almost a decade, and is known for his hokey sense of humor and 'mean, median, mode' sort of presentation. He's not the most exciting or interesting person, but he presents the songs and he doesn't cause controversy, at least not so far.

But there have been rumors of trouble in paradise, as he gets older, and there are also those in World Radio who really do want to do more than just play music for people. And the Housing Authority lurks outside their door, their demands for positive coverage of their righteous anti-Super-Mutant war growing with every day.

Meanwhile, they've taken up ads at River Market, many of them rather...hokey, in order to supplament their income that pays for the protection that allows them to stay carefully neutral on all matters. It has been a mixed blessing, to say the least.

Still, for many in the wasteland, the music and acts of World Radio are a welcome source of light and entertainment in a life often devoid of much hope or much to look forward to but continued and further struggles.

********

Other radio stations that are prominent include:

Vineyard Radio, which plays jazz and can be heard as far west as the Stockyards, cannot be heard at Arrowhead Stadium to the east, and which stretches to Vault 42 to the south and the southern portions of the Northern Confederacy to the north.

Confederacy Free News, an openly partisan news radio that also plays some local music, and barely makes it to River Market, and that with a decent radio.

River Market Review: A radio show that includes some music, though most local bands just play on World Radio, but is most known for its economic news and predictions and coverage of the silly feuds of River Market tycoons.

Holy Hospitality On The Air: The official Archbishopric radio, it plays Saintist religious music (and religious inspired music), talks about the news, and explains passages from the tomes. It stretches across probably two thirds of the Kansas City wasteland, more than most.

There are also a number of brief and temporary radio stations and the like, certainly, that pop up now and then and then go away, and individuals sometimes use the radio to spread their mad messages or communicate with others, but the above are the main radio stations other than World Radio that have stuck around for a while and are heard by a decent number of people.

******

A/N: Among other goals of this Minor Faction: Provide a context to the unabashed political nature of GNR, and how that'd combine with actual factional disagreement, and flesh out the wasteland with at least a handful of radio stations (with the possibility of others popping up) while still explaining why there's a "The Radio Station of the Kansas City Wasteland."

Also, new music!
 
I told someone that this was an AU, and it is. In addition to ignoring Fallout: Tactics, it also ignores a tiny bit of Fallout 3: Point Lookout, apparently, having researched the topic.
 
Minor Faction: Science-topia!
Location/Minor Faction: Science-topia!

At old Union Station, which had once been a center of trains before they had become obsolete, there was the famous Science-topia! Showing all of the technologies of the future, today, it taught about how the men (and a few women) of America had created the best science and technology ever, and how kids could learn to revel in the glory of American science and dream of growing up to be a scientist.

And as part of this, they had a demonstration Vault. One that worked, but could hold very little in the way of people.

The records show what the scientists and experts did, and even a few of the teachers of grade school classes did. It does not speak good to humanity at all. It does not speak well to humanity, what they did. The children were locked out, and the adults sealed themselves in the vaults.

The children all died, and the adults survived, with a repository of scientific knowledge of sorts, though much of it was lost over the two generations before someone finally was desperate enough to try to record the information.

And by the third generation? The Test-Vault was as empty as could be. The society that had begun by sacrificing the lives of others (having only a limited space since it was merely a test model), ended dying of lack of resources and inbreeding.

But they left behind their logs and notes, and a good deal of technology, and when the vault was finally cracked open, the people rejoiced, and built an entire civilization on the ashes of Science-Topia and its Vault, which despite the lack of resources made a pretty decent place to center one's government in.

Which government that is has obviously changed as conquest and compromise have run through the town. North of World News, it is well within the reach of River Market, now, but in the past it has bent its knee to many conquerors and tyrants, and seen them pass by. With a population of several hundred, they're one of the larger 'minor factions', and their scientific knowledge had been a pretty useful trade commodity. But they had possessed little else, even energy weapons (which were deemed too dangerous for children at the time) to give them an advantage, and so to this day they remain a minor presence in the wasteland in some ways… but a very potent source of scientists willing to work, for the right price, for anyone.

They are very, very jealous and annoyed at the prominence of others in "their" niche, and Vault 42 has been a bit of a disaster in terms of their reputation.

Currently, they are ruled by a governing Council of elites who are theoretically chosen through democratic means. These elites live in the vault itself, which is properly provisioned so that in the case of an attack, they can seal themselves in and wait out anyone else.

Some things never change.
 
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Oh! And I figured out how to sorta-kinda work with Google Maps, so maybe next week when I have time I might work on creating a Fallout-style map of everything we have so far? It'll probably look weird, and I can't actually, like, get rid of the streets or the lines that show roads that might not exist anymore, but at least it'll help with positioning?
 
Jayhawkers is a term that came to prominence just before the American Civil War in Bleeding Kansas, where it was adopted by militant bands affiliated with the free-state cause. These bands, known as "Jayhawkers", were guerrilla fighters who often clashed with pro-slavery groups from Missouri known at the time as "Border Ruffians". After the Civil War, the word "Jayhawker" became synonymous with the people of Kansas. Today a modified version of the term, Jayhawk, is used as a nickname for a native-born Kansan, but more typically for a student, fan, or alumnus of the University of Kansas.

Facts I did not know about Jayhawks!
 
Minor Faction(s): The Rest-Stop Towns (Arrowhead Territory)
Minor Faction(s): The Rest-Stop Towns (Arrowhead Territory)

Once, they had been rest-stops for truckers and the like. Along I-70, the road all the way from Kansas City to St. Louis and beyond, it had been the link that tied the two largest cities of Missouri together. Oh, and it went to the capital as well, but who cared about that place?

After the world ended, despite the devastation to the roads, the Interstate still should have been, and in fact still was, a vital trade tie to various towns and the like along its path. Communities formed naturally at the rest stops, especially the larger ones and the motels designed for truckers who had wanted to get across most of Missouri before passing out. Each of these communities did brisk trade, and while contact with St. Louis was impossible, they at least heard stories of people who met people who were from St. Louis, which was said to have a giant riverboat casino, among other things.

And then the Arrowheads rose. Now the communities in the area are huddling, paying tribute to the Arrowheads, and the silk road has essentially been destroyed. There is still some trade to maintain the small communities that dot the area along the road, but not nearly enough, and innovations like the rebirth of vending machines (for Brahmin jerky) and hotels started to decay as the Arrowheads hit the towns again and again.

Not much of towns even then, now they're much smaller, some having as few as eight or nine people, all working hard to service the few merchants left that still travel through an area that has become known as a death zone.

This lack of commerce probably hurts the whole wasteland, but it hurts these small communities the most.

Only one community has survived with any population at all, and they're the ones regarded as disgusting scabs, because Basetonne helps serve as informers and local enforcers for the Arrowheads in exchange for them taking less. Instead of raiding the place and taking away five slaves, and raping all the women, they instead are just given the slaves and whatever women they wish right at the start, and in gratitude for this and the multiple times they've sold out attempts to organize a freedom-fighter resistance to the Arrowheads, they usually only lose a slave or two from the raids, that and a good deal of resources.

Even they groan under the Arrowheads, but the path of the Quisling has paid off very well for them. Their town has nearly a hundred people in it, and many of them don't starve to death when the crops fail.

And by this point, they're heavily invested in seeing the Arrowheads continue, at least their leaders, because they know that if the Arrowheads ever fell, the other Rest-Stop towns would unite to take them over and murder them summarily as vindictive and frustrated punishment.

Until that day, they maintain their position and the other communities maintain their resentment and are farmed by the Arrowheads for food and slaves to help grow more food.
 
Mechanics: You are Combative!
Mechanics: You are Combative

So. I know all of you are devoted pacifists, who would never, ever do violence, even in a game, so part of me wonders why I'm even telling you any of this. It'll no doubt fall on deaf ears, to say the least, and yet here I am, explaining a little of what goes down. Let's start with ranged combat and just run through a little of how it works.

So, how does a fight begin? Obviously, you need to know that there is a fight in the first place. Ambushes are a thing, and you get a variable bonus to your attack roll (see below) for such a thing if you get actual surprise, but what about otherwise?

Let us say two people run across each other, in various ways, in the wasteland? How does it work?

First, you have to see who goes first. For ranged combat, this varies.

An encounter in the Wasteland that isn't expected is a perception roll if it's not an Ambush. You roll a d5, plus Perception, and they roll the same, if you both have guns. The person who notices the enemy first gets to make the first shot while the other person is going, "Hey, it's a raider…"

Meanwhile, if both parties have a reason to expect a fight, it's Agility. This can be high-noon style duels, yes, but it can also be any situation in which neither side can have a visibility advantage and both sides expect the other to come. It's just that a high-noon situation, or a, "Someone says the wrong thing and everyone starts drawing their guns" is the most likely time when agility comes into play with guns.

Let's say that they both have swords for some weird reason, though! Then it's an Agility-off. Same d5 rules. But what if one has a gun and another has a sword? If it's at a distance, then it's a Perception-off, though the guy with the sword probably should spend their chance if they go first finding something to hide behind (more on that later).

If it's close range, it's Agility, and it's a question of, "Who draws first, the gun guy or the sword guy", basically. If they're both in range to hit each other and etc, etc.

So, whoever goes first, goes first.

They roll d-whatnot+relevant stat plus relevant skill. For a melee attack, this is Strength. For a ranged attack, it's almost always Agility.

This is versus the target's defense. For a ranged fight, this is a d10 plus three factors, with some exceptions. First, their level of cover. Cover comes in two default versions, though the quality of cover can be degraded/upgraded by events. First, 'Some cover' is a +4, and 'Full cover' a +7. Thus, yes, even with just cover, it's hard to hit someone who is just hiding out, yes. (Though note, these numbers are subject to change). Similarly, being without cover really fucks you, often. Second, armor. Armors range from a +1 armor to, for non-Power Armor, up to +7. Some types of armor give greater bonuses for different sorts of things, like a vest that stops bullets… but not claws. And finally, for a ranged fight, Agility over 5. Thus, someone with 9 Agility is so fast that they get a +4 to dodging bullets...or rather, dodging the person aiming.

This creates a roll off.

Stat+Skill+d10 vs Cover+Armor+Agility Bonus+d10.

The takeaway here is that at a low level of skill, staying hidden works pretty well, but without power armor, even with amazing Agility (literally superhuman at 10, barring perks) and perfect cover, that's just +19. Which makes some theoretically just as amazing [Stat] 10, Guns 100 person have a sure bet at hitting. This is kinda just as intended?

A hit deals the damage that the weapon would deal. Most handguns deal one wound. Hunting rifles and regular shotguns might deal two, while assault rifles and combat shotguns *might* deal 3.

That means the average person does not go down in one shot, unless it's a super-high wounds thing like, you know, Energy Weapons (Energy handguns start at 2 wounds, and can ignore some of the armor bonus, for instance) or Bazookas. But if you roll ten points better than the other person rolls, then you get a Crit.

If you get a Crit, you can do one of three things. First, you can cripple their legs. This reduces their Agility by 2 points (you can do this twice, if you get two separate crits) for the fight, and time afterwards to fix them up. This makes it harder for them to run, to dodge, and (again, we'll get to it), Maneuver.

Second, you hit their arms. This reduces their [Stat] similarly. But you may do this only once.

Finally, you can deal +2 wounds. Thus, a crit shot with a basic, boring handgun is 3 wounds right off the bat. Not enough to kill most people, yet, but a lot of damage.

Enough damage to force them to roll to not take penalties.

So, if you take at or over half your Wounds in damage in a single attack, you have to roll Endurance+d10 vs. Wounds sustainedx3, and if you fail you take large penalties to all of your actions in the next turn, shocked and confused by the pain and agony.

Additionally, if you are reduced to 3 wounds, you must make a DC10 (Endurance+d10) roll not to suffer a -2 penalty to all actions for the rest of the fight. At 2 wounds, the penalty is -4, and the DC is 12. At 1 wound, the penalty is -7, and the DC against this is 15.So, yeah, a person with average Endurance who gets critted is in for a world of shit.

An ocean of it pouring out upon them.

Then they attack you back. And you keep on going until one or both of you are dead. Is it more complicated than that? Yes. Definitely. But let's look at close-combat for a little bit.

Here, the rolls are different, somewhat. Cover doesn't matter, but Armor still does, and instead of being Agility above 5, it's Agility, period. Thus someone with pretty good armor (+5 is more impressive than most people have) and Agility 6 would have +11 to add to the d10 for their defense versus Strength+Skill+d10 (or less, potentially, yes).

Again, in some ways it's just a back and forth dice-slugging match.

Is there more to this system?

Hell yes.

You can run, you can hide, and you're encouraged to use your noodle.

Maneuvers:

Maneuvers are as they sound. You declare that you're going to do something and you do it. Most maneuvers are available to everyone. It'd take something special for any of them not to occur to someone if they have any training. I might impose some sort of number in order to do it, but I dunno about that, honestly.

So, some maneuvers I'm thinking about. These are just samples!

Suppressive Fire: Shoot to force them down and make it harder for them to shoot back. They take -5 to all attack rolls, as well as all rolls to move somewhere else, as long as someone is hammering at their general area.

Get Down! Incoming fire! Throw yourself to the ground. From this position, you have an effective "very partial" cover of 3, but suffer a -2 to all attacks because the average wastelander isn't used to firing prone. But when there's nowhere else to hide, it can save your life.

Block: Give up your attack for +3 on blocking melee/unarmed attacks.

Flanking Attack: If you've managed to move to flank, you can attack with +2, as the enemy is not expecting you, and depending on the angle, you might, of course, negate their cover.

Charge!: The enemy is ahead, and they must die. Those who have this maneuver may charge forward at the enemy, rolling d10+Agility for their movement, and more importantly, temporarily ignoring all checks for damage, pushing on despite the shots against them. Not everyone can manage this, of course, most people would stop.

These are just some basic ones, might make up more as I think of them/need them, but more importantly, besides that there's moving around. I'll be making up the DCs on the fly for that, depending on where it is, but running from cover to cover to try to flank or escape your enemy will be very important.

...if this was a Tabletop, I'd have to deal with "Movement per turn" or whatnot, but right now I can afford to be a little vague.

*******

Perks can obviously affect combat, such as changing the ratios or requirements for certain kinds of Crits (like one that makes you good at performing leg crippling crits), or otherwise altering the game, but are, as you saw in "You are Perky" or were told at least, somewhat rare.

*******

So, uh, I feel like I'm missing a lot, and there's still the next and final part of the mechanics, "You are Equipped" to do, but I've been sitting on this thinking for a while, so I'm just going to open it up:

Any questions?
 
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Character/NPC: Samuel "Tommy" Day
Character: Samuel "Tommy" Day

From the east, years ago, came a young boy. Called, at first, the "Ch* of Kansas City" the "Egg Foo Young-'en" and other totally clever and not at all distasteful names, he at first spoke very little in the way of Mississippi River Wasteland English, and just as the names might indicate, he was, "The only Yellow Man in Kansas City." As someone once said on a radio broadcast.

Now, a decade and a half later, he's fully conversant in the dialect, and he's been surviving on his own for long enough, and doing more than surviving, that he's actually pretty well known. He saved the Electro-smith and got a shock-pistol out of it that he still uses now because of its variable settings, he participated in a raid on Jennings, a town in what would become the Confederacy, freeing dozens of slaves, and yet also fought with the Confederacy in several cases to resist the Housing Authority, which he seems to dislike with a surprising intensity.

He calls himself a "Do-gooder without borders or allegiances" and he certainly has gotten around, being one of the most traveled people in the Kansas City Wasteland, and someone who is hard to pin down. He was close friends with the previous Archbishop, while also expressing discontent with the whole idea of religion in general and Saintism in particular. He supports the idea of the Confederacy, but also has said that its system is flawed. He celebrated the defeat of the Jayhawks at the Ambush of the Line, and yet also journeyed to their homeland to see what their culture was and returned with a new appreciation, as he told one friend of his in the River Market knew (who then spread it).

And the River Market? He has spoken out before against their system and yet he has spent more than a little time there in-between his adventurers and rambles. He's a known figure, his mind probably his strongest asset, though he is a very good shot with a gun, and has some pretty decent understanding of scientific advances and energy technology, knows how to survive in the waste and keep his tools in good repair. But it's his mind, his writings and his charm that has served him the most in making him a figure known across the Wasteland, and not merely because of his rare appearance.

Short, with pale yellow skin, usually dressed in a bulletproof vest covered with a bomber jacket and jeans. He cuts quite a lean figure, though he has more than a few scars over his body from times he's almost died, and he's a very private individual, whose friends can only get so close, and whose enemies rarely survive to learn that much about him.

He's so public, so open about his opinions and beliefs and his drive to try to help other people (and certainly if all he wanted was wealth, he'd be richer than he is now, and if he wanted power, his heroism could allow him to pull a General Redfield by now) seems so simple and uncomplicated that few people are able to look past it to his personal life and struggles, let alone do more than shrug when the question is asked: where did he come from? And where is he going?

*******

A/N: So, here's a prominent NPC. More prominent still on a *certain* Option, I'm sure you can't possibly guess which one.

You saw some of his input with the "Housing Authority" document.
 
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Minor Faction: The Growing School
Minor Faction: The Growing School

Towards the end of the world, the cracks began to form in certain sexist assumptions. Women began to rise higher and higher, and it was the dawn, many thought, of a new era of post-sexism in the greatest country in the world. Only, well, it was not.

But one of the biggest signs of this shift was the increasing number of women who had businesses at home, trying to combine the traditional nuclear family with a less-than-traditional extra income. These businesses included selling vitamins, health food, and, in the case of one particular circle, hydro-ponics units.

Want to grow your own vegetables at home but without a garden or the space for one? Then put together and work with our "Hanging Garden Tower" product. It was popular, even if it didn't' always work that well, and even if it took a lot of time and focus. Many married women got into it, and when the world ended, they left behind their plans and explanations of how it worked, and those that survived often raced to the schools to try to save their children, only to perish. But some did survive, and in the basement they lived and finally died.

Sealed up against the toxic radiation, starving bit by bit. Their children died, despite them. Almost everyone died except for two mothers who became ghouls. They kept what they had and stood for what they knew, and when they were found, they eventually joined the ghoul commune, surviving all that time, only for one to die in the aftermath of its collapse. The other took all of her notes and papers, and compiled them carefully. She then searched for someone to take them. She found a small group.

She then returned to the school where three of her children had died two-hundred years ago and killed herself in the basement, after building one test hydroponic Garden, as a last testament of sort.

This small group set themselves up in the school fifty years ago, and now there is a community of over sixty people living in the school (and surrounding area), trying to advance and perfect her hydroponic knowledge. Or rather, aero-ponic, as she called it in her notes. It needed only a very little soil, and had a system for pumping the water up, and so while its production was severely limited, if done right the amount of radiation in the foods was startlingly low.

As far as they can tell, it'd be very, very difficult to ramp it up without simply creating some greenhouse building, which is far beyond them, but they're able to grow food so that, in combination with raising Brahmin in what was once the playground. They're located east of the River Market, and between the Confederacy and Housing Authority, so they are at least safe from the depredations of the Arrowheads, or were safe, and thus far this small community, which has been growing decade by decade, seems to be doing pretty well, spurred on by the notes and information of the last mother and the last innovator of the "Hanging Garden Towers" to try to find a way to improve on the design.

To feed people and protect their children.

It is run by a small council of men and women who are, for the most part, somewhat representative of the opinions of everyone else, because the community is too small for anyone to assert power or 'distance' from other people in this case.
 
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Minor Faction: Atkins Anarcho-Preservationists
Minor Faction: Atkins Anarchist-Preservists

They say that America didn't end on the day the bombs fall. The people who all say that are nutters, and the history books don't back it up at all, but some people know. Some people know that the United States had stopped gleaming long before the nuclear bombs sent dust to choke the air and cover the earth, long before anyone would want to admit it.

David Farot was a prominent artist and critic of the administration, whose works, most often displayed at the famous Nelson-Atkins, were a criticism of what he saw as the corrupt society that had grown up. Whether he was right or not, his artwork certainly, as the days ticked down, drew… dislike from the government at large.

This dislike ended with him being arrested for having once attended a pro-communist meeting a decade before, and, during what a few people know as the Short Session a few months before the end in the middle of a hot summer as everything fell apart, the Supreme Court found that those found colluding with the enemy were not citizens, that a military tribunal could determine this, and that a non American Citizen had no basic rights that the United States was required to accept and may be killed at any time for any reason.

The newspapers barely noted it except to report the fact, and it gained very little attention, since it wouldn't affect anyone who really mattered and the fears of China were far better copy.

He was executed without trial one week before the first bomb dropped and the world died.

But butterflies can flap their wings and change the world. Some people at Nelson Atkins secretly had a vault made, when they'd decided the world was doomed. They could not have made a private vault that would have saved their lives. They didn't need to.

Instead, they stored all of the artwork of their museum there, replacing some of it with cheap copies to not arouse suspicion. The vault was protected against explosives, because if found, well.

The place was locked by a long and complicated test and a series of elaborate locks and the like that was, in fact, immensely hard to figure out. When combined with the fact that it was buried, it wasn't until 2210 that it was discovered.

And inside were all the artworks of the Old World...and papers and books. Art history, and a few works that would have been deemed… subversive. And, in what would be the ultimate irony, one of Farot's most famous works, "Plowshears" was found. Power Armor, old laser rifles, and all sorts of high tech and advanced technology (all surplus, all legally acquired, or at least seemingly legally acquired) turned into a giant sculpture.

But what is made can be unmade, and while none of the weapons and armor were functional on their own, they were spare parts that allowed the man who found it to protect it. He declared that his mission, and the mission of all those who passed his tests, would be to protect and preserve that which was left of the old world that truly mattered.

He founded an anarchist commune, but a very, very heavily armed one, and even after his death, it remains so. They're not very organized, and they aren't much for going out and trading, but their access to powerful weaponry and their fervor to fight for the last has held off the Housing Authority so far, as well as those among them that would steal or sell the works.

The River Market and its members has tried to buy artwork before, in exchange for support and more weapons, but…

But the Atkins Anarchists don't trust the River Market at all. Put bluntly. At least, the leadership doesn't, though there has been muttering that perhaps a few works might be sold, if the buyer proves their dedication and shows how they will make sure that it won't be destroyed or treated badly.

And so they stand, one of the only factions with Power Armor, even if it's the outdated 45bs, and even if there are only three such suits…

It's enough. And so they preserve, and try to maintain, and hold out.

"It's admirable what they do, but I'd never want to live there. The place is a mess, besides the artwork, which, yes, they care for. But people matter too," Samuel "Tommy" Day said of the art Museum.

*******

A/N: So yes, a little AU, but it's part of how I'd imagine the last year of America would be like, I suppose? The Short Session was literally the Supreme Court going through the Constitution and crossing out the parts that would get in the way of all-out war. It was, like, super-duper illegal, but there was not much in the way of actual opposition that wasn't silenced, and since it only targeted "the other" the average citizen just...ignored it?
 
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Minor Faction: Communities/Politics in the Northern Confederacy.
Minor Faction(s): Major Communities/Politics in the Confederacy


The Confederacy is an interesting system indeed. Each community has a representative, and this Parliament has some limited power, and then selects a Prime Minister and government. The current and first Prime Minister is Stewart Green, a war hero, and he managed to corral enough supporters to rise up to his position despite not being an MP.

He has his supporters, he has his enemies… and then he has those that stand in the middle.

In total, because of the loose definition of 'polity' and for other reasons, there are 40 Parliamentary Representatives, with the PM as a tie-breaker.

Many of these allies are personal allies, or temporary ones, and so it is hard to characterize their politics, except that they're the ones most likely to give things a chance. They don't all agree with each other. Communities that are his allies, or their PRs, include…

The Green Thumbs: The most advanced community both in chemical warfare and the breeding of plants and crops, they have a rich harvest, though few of their people are very wealthy, for they send almost all of their product off for market, having just enough to feed themselves, and using that money to fund more experiments/test-crops, all of which has benefitted both them and the rest of the Confederacy for decades before there was even a Confederacy.

They have a pretty typical democracy, by Confederacy terms, with weighting based on 'merit' as many Confederacy systems have, in this cased based on their success as a farmer, both in terms of land, yes, but also in terms of how many interesting crop variations they have cultivated. Their Rep is interested most of all in expanding some sort of funding for crop research, and work done to make sure everyone is surviving, and is in fact an ally of the Prime Minister.

Park Place: Up in old Parkville, they do things the old fashioned way. Each small community is its own community, honestly, and they only banded together at all because they understood they needed a representative. In each household, the rules of the house predominate, and so, other than a universal community standard and the power of judgement, they are a microcosm of the Confederacy in miniature.

Somehow, though, thanks to a complicated and contentious selection process, their Rep, Josephine Farmer, is very supportive of greater governmental control and power, a fact that might lead to her removal, but for the moment makes her one of the Prime Minister's closest allies.

Heck's Angels: Based out of the old factory, Heck's Angels do have some farming, but unlike pretty much every other community, they are mostly a group that were… let us say raiders. Raiders on a small number of recovered motorcycles and cars, who also built them, though it took an impossible amount of time to build even one. And then the war came, and they turned out to be heroes of sorts, serving as Mobile Infantry and scouts and couriers with their bikes. Their leader befriended the Prime Minister, and became a loyal soldier, and the gang, which had been so violent and powerful before, changed more than a little.

Now they are unsure where to go from here, though they do have a Rep in the Parliament, and that is something, isn't it? But what to do when you stop raiding and have to start living?
North Oaks: The site of another great battle of the war, it was saved by the Prime Minister, and for the moment personal loyalty to them is the glue that holds them to his side, but under normal circumstances their political alignment would be against any interference in their small, settled and all-too-comfortable democratic oligarchy, where the same people are always elected and nothing ever changes… except that it did.

Things changed and they could not stop it alone, but even though they acknowledge this, many do not like it.

Enemies:

If his enemies were united, then they might have stopped him, but they are no more united than his allies are, and each has their own unique reason to dislike him, and if he fell they would have no common cause… hell, they don't have any common cause right now, which is why he is the Prime Minster. Major examples include...

Jennings: The slaving capital of the Confederacy, and the leader of a number of smaller communities that also rely on slave labor to help ease their work in the fields, it is a small town, but a very potent one, whose small supply of electro-slave collars are used sparingly to control the least trustworthy slaves. They are a democracy, but only non-slaves are allowed to vote, obviously.

They are dissatisfied with the current system not because of its failure to be able to regulate anything, that much is a plus, but because it gives equal representation to all groups, no matter their size, whereas they feel that they should get more representation, since they have their 'helpers' to represent as well.

And the economics of slavery mean that many of the slave communities amalgamate together, meaning that they often have less representation than they "should" if they were counted by population.

The River of Souls: A neo-Christian group that is attempting to return to biblical beliefs, they were on the front-line of the war, and their valor was as famous as their strange beliefs. The Men of the River believe in polygamy and the proper place and order of things, and they're deeply suspicious of outsiders. They are led by a Prophet, who rules his community with an iron fist, and is known to be incorruptible and honest in his simple, pious faith. Yet this is a faith that many have questioned, and his own action to select himself as a representative has taken him away from his community and led to some of his deacons beginning to gather the reins of power beneath him.

He is in opposition to any ungodly restrictions on his community, and fundamentally does not believe in Democracy ("For did God hold a vote on the divine salvation he delivered to us via Jesus?") and that, some suggest, might be a problem since he's now technically, uh, living in one.

New Free State of Liberty: A collected, calm, controlled government, an actual functioning democracy… in theory. After the old Liberty was destroyed, a new town was raised in its place, and its constitution seems to be everything that the Confederacy's is not, with actual checks, balances, and more importantly, authority and taxation. But its leaders have been intensely hostile to the idea of a stronger Confederacy, and it isn't hard to know why when you look at their actions. They've been trying to expand their power, and it's increasingly clear that they have...ambitions for something greater than a small place in a Confederacy.

Everyone else!:

But most groups, whether they opposed his candidacy or supported it, did so in their own individual fashion, and can't be relied not to swing one way or another. For instance, all of the communities below, many of which have their own unique goals that don't fully track to some 'more/less centralization' argument.

Boiling Springs: Boiling Springs, home of the Rutatomatilla! Grown in the radiation-soaked waters of the springs in the area, they require being sprinkled in Rad-Away just to be edible, but they are thought to be quite delicious, if you can get over the fact that you're using so much of your money just making it non-deadly. But that only encourages people to seek it out, and drives the price up. And therefore, unlike every other community in the Confederacy, they do not grow enough food to actually feed themselves. Their small plots are filled with red-purple-green plants the size of cabbages and the filled with honey-like irradiated pulp, that is worth a fortune.

An absolute, unbelievable fortune. It's created a system where a few very, very rich Ruta-Barons, three or four people in total, rule over everyone else that has very little to do but tend to their better's crops and eke out a living providing service to these Rutabarons.

These barons themselves, of course, envy the power and wealth of the River Market, whose leaders are so much richer than them, and their political alignment is for closer and closer interaction with the River Market.

Anti-Materialism City: Formed in an old shopping district, it is a commune in which all things are held collectively, but without the forces and control of the Housing Authority, who they opposed with all of the zeal of a true believer arguing over points of doctrine with another believer. Instead of having a bunch of small lawn farms like most communities, they have one giant plot in the center of their community that they care for and protect.

Their people are led by a council that is chosen by voice vote every six months, and while it is somewhat anarchic and chaotic, it has worked out so far.

Their concern is definitely for more collective responsibility and aid in the Confederacy, but they are of course skeptical of the 'economic' costs of such an act, and they believe that volunteerism is preferable to forced action.

Weatherby Floaters: One of the richest and most 'typical' communities out there, they live and grow food, a lot of it, by the edge of Weatherby Lake, which they also use as a recreation area, charging money for people to boat on top of it, and getting more than a little spare calories by fishing in it.

They have a number of power boats that have been preserved, and that they've refused to sell to the River Market, and the richest citizens among the Floaters often live floating on the lake, checking back on their small crops every so often, and the crops of those they've sub-contracted to take care of other lawn crops.

They have a completely open and free democracy, with a few elected council positions based on specific needed community functions.

Once and Future Airport: Called Skyland by the inhabitants, there are no planes where once a major airport rested, having been taken apart for necessary materials and parts long ago, but there is much ambition in the technocratic leaders of Skyland, who seek to dominate the air again as they once dreamed that this airport must have. They support a more active Confederacy only in so much as it is active on their behalf, and support interference in every single other community except their own, which they will run their own way, thank you very much.

Thus far, the only things they've been able to put up are a single, shaky blimp. A blimp which nonetheless did help out in a battle or two by dropping grenades from above. But the leadership is working towards trying to have even a single working airplane, and if they could get their hands on a schematic for a Vertibird…
 
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