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Dispatch → Meta → Gameplay
The Fallout Wasteland - Creating or Selecting a Faction

Step 1 - What's Your Origin?
Step 2 - Where is Home Sweet Home?
Step 3 - What Makes You S.P.E.C.I.A.L.?
Step 4 - What are Your Perks?
Step 5 - What's Your Arsenal Look Like?
Step 6 - Who Do I Send this to?
Step 7 - Wait, We Aren't Done?!
Origins are meant to be very general and encompass a multitude of different backstories. If you feel that your backstory doesn't fit the origins listed here, ask a moderator for advice. Chances are your backstory does in fact fit in one of these. In the unlikely event that it doesn't, we will work with you to create a custom origin.
There are two categories for Origins: Custom Faction Origins and Lore Faction Origins.
Custom Faction Origins are broad-category origins for Custom Factions that apply to most backstories. These origins allow for "Lore but x" factions, though such origins are typically weaker than their corresponding Lore Faction cousins. There are also no limits to the number of factions that may use these origins.
Lore Faction Origins are specific origins for the various Lore Factions we have in the region. To use one of these origins, you must be playing as a member of that lore faction. These origins are limited by the number of people allowed to play as a member of any given faction (3). Note that not all Lore Factions are represented here. The Lore Origins listed below mainly encompass Major Factions from across the games. If you desire an origin for a lesser-known lore faction, ask a Moderator for advice.
Your origin will set what size your initial claim will be, go back to Step 1 for more details on your specific origins.
You can roll for structures and resources in your starting tiles. These can be factories, foundries, shipyards (coast or river tile only) or refineries
Anything from the location IRL can be salvaged even if it’s in your starting tile unless overridden by lore
S - Science - Science determines the technological prowess of a faction. It determines how quickly a faction can research things by reducing the cost of tech from the research tree. However, Origins determine your starting technology and starting equipment. Also please keep in mind that if you are playing as a backward tribe or a group of raiders that this number should not be high! This value should reflect your nation!
P - Preparedness - Preparedness determines how well organized a faction is and how well it can respond to a crisis. In case of an invasion your Preparedness stat will determine how many civilians will help defense the nation alongside your military. However, this also determines how much of your population you will lose from starvation should the amount of rations your produce fall under requirements. This percentage value will repeat every set number of days until the ration requirements are met.
E - Expansion - Expansion determines how fast a faction's population grow. Factions also start with 5,000 population for each point of Expansion. It also determines how far your army can move away from your territory.
C - Combat - Combat determines how well a faction can fight. For example, Caeser's Legion is a 10, whereas the Railroad is a 5. It determines the quality of your overall army and what portion of your population can be trained. However, combat effectiveness is limited to the technology wielded by a soldier.
I - Industry - Industry determines how efficient a faction's factories are, and how fast it would take for a player to repair or build factories and other constructs. Standard times for repairing or building structures can be found in the Production System.
A - Authority - Authority determines how well you can project your faction's prerogative on newly acquired lands. A high authority lets you take more land before needing to do domestic roleplay. It also represents how centralized your faction is. Generally, an authoritarian faction has a high Authority, while a democratic faction's Authority would be lower. If a player does not use all of their authority in the allotted time period, then their limit will refresh at the end of the week (defined as Sundays). The second confirmation word is Synth. If a player is found to have ignored this they have become over-extended. A moderator will take control of a Separatist rebellion and the player will face internal rebellion or hostile raiders trying to seize tiles. Decide to fight or give in to their demands. Alternatively, the faction may be visited by severe weather events that will kill pops and destroy infrastructure.
*NOTE: You can also establish Outposts in an area without properly claiming a tile (though normal expansion rules apply). Outposts can explore museums and bases in an area but cannot integrate population, use tile resources, or construct/repair buildings. You also cannot roll for structures in a tile when an outpost is present, only fully controlled tiles have rolls. You can have an infinite number of Outposts, but they must be no further than the same number of tiles as your E or Expansion value (IE: If you have an E of 4 you can have outposts on tiles up to four tiles away from a claimed tile or other outpost).
L - Luck - Feeling Lucky punk? Luck impacts the dice roles on our discord server for any of our systems that require dice rolls and increases the total amount of caps revenue you make each week.
Points | Science | Preparedness | Expansion | Combat | Industry | Authority | Luck |
10 | -25% Research Cost | 90% of Pop can be armed during war | Growth Rate of 5% every 28 Days | 80% of Pop can be Military | -50% Construction Time | Claim 10 Tiles every 14 Days | 25% Increase in Caps Revenue |
9 | -20% Research Cost | 85% of Pop can be armed during war | Growth Rate of 4.5% every 28 Days | 75% of Pop can be Military | -40% Construction Time | Claim 9 Tiles every 14 Days | 20% Increase in Caps Revenue |
8 | -15% Research Cost | 80% of Pop can be armed during war | Growth Rate of 4% every 28 Days | 70% of Pop can be Military | -30% Construction Time | Claim 8 Tiles every 14 Days | 15% Increase in Caps Revenue |
7 | -10% Research Cost | 70% of Pop can be armed during war | Growth Rate of 3.5% every 28 Days | 65% of Pop can be Military | -20% Construction Time | Claim 7 Tiles every 7 Days | 10% Increase in Caps Revenue |
6 | -5% Research Cost | 60% of Pop can be armed during war | Growth Rate of 3% every 28 Days | 60% of Pop can be Military | -10% Construction Time | Claim 6 Tiles every 7 Days | 5% Increase in Caps Revenue |
5 | Standard Research Cost | 50% of Pop can be armed during war | Growth Rate of 2.5% every 28 Days | 50% of Pop can be Military | Normal Construction Time | Claim 5 Tiles every 7 Days | No Change in Caps Revenue |
4 | +5% Research Cost | 40% of Pop can be armed during war | Growth Rate of 2% every 28 Days | 40% of Pop can be Military | +10% Construction Time | Claim 4 Tiles every 7 Days | -5% Decrease in Caps Revenue |
3 | +10% Research Cost | 30% of Pop can be armed during war | Growth Rate of 1.5% every 28 Days | 30% of Pop can be Military | +25% Construction Time | Claim 3 Tiles every 7 Days | -10% Decrease in Caps Revenue |
2 | +15% Research Cost | 20% of Pop can be armed during war | Growth Rate of 1% every 28 Days | 20% of Pop can be Military | +50% Construction Time | Claim 2 Tiles every 7 Days | -15% Decrease in Caps Revenue |
1 | +20% Research Cost | 10% of Pop can be armed during war | Growth Rate of 0.5% every 28 Days | 10% of Pop can be Military | +100% Construction Time | Claim 1 Tiles every 7 Days | -20% Decrease in Caps Revenue |
Custom factions are allowed what we call Perks. Perks are backstory-related faction bonuses that help distinguish and differentiate your faction from the rest of the world. Does your faction have a bonus to food growth? That's a perk! Is there an old ironclad sitting in your harbor? Use a perk to start out with it repaired! Every faction gets two perks in addition to their origin.
Perks can cover a variety of situations and bonuses, but they do have restrictions. For starters, Perks CANNOT modify anything already covered by the SPECIAL system. In other words you cannot perk your way into higher science or higher population growth. Perks also cannot modify the restrictions of an Origin. If, for example, your Origin restricts you to a starting population of 1,000, then you cannot use a perk to bypass that - you're stuck at 1,000.
That being said, you can use your Perks to rearrange your Starting Tech Tree. If you feel like the tech tree of an origin doesn't adequately represent the technological character of a faction, you may use a perk to redistribute up to two (2) points from any category to any other category or categories. This can only be done once; ergo, you may not use both your perk slots to rearrange your tech tree.
Perks can also be used to start out with normally prohibited things like working vehicles or heavy weapons. There is a limitation, though - a perk may only reference one type of vehicle (a particular model of tank, vertibirds, etc.) and is limited to a small number (defined in our region as 4 or less, depending on the vehicle). Vehicles should either be thematically appropriate to your faction or a reference to a real-world museum piece in your starting tile.
WARNING!!! Perks are intended to help establish the character of your faction, not bypass rules. Moderators reserve the right to deny equipment perks if deemed unrelated to a faction's backstory or inappropriate to your chosen Origin.
To request a perk, write down the information in a factbook and submit it to the Moderators in the #ask-the-council channel on Discord for review. A Perk should have a Title, its effect, and a short blurb describing the history of the perk and how it relates to your faction's backstory. Moderators will review the perk to make sure it makes sense or is not too OP (or breaks rules, etc.). If approved, the factbook should be maintained throughout the life of the faction. Once approved, a perk may not be rescinded, modified, or replaced.*
*Perks may be changed out 1 time during the course of a faction's life, to simulate the evolution of a faction over time. The process is the same as requesting the original perks.
Example Perks
Breadbasket
Effect: Rations tiles produce 1.5 the amount of food per level of improvement.
Farming is our life, our identity. Growing food is what defines us. It's a struggle in this wasteland, certainly, but we've managed to make do better than most wastelanders.
A Pirate's Life for Me
Effect: Starts out with 2 small sailing or scrap ships of choice.
The apocalypse drove our ancestors to the sea. The sea was our salvation, our nourishment, and most importantly, our highway to the resources we need to survive. The fact that those resources are owned by others is but a minor inconvenience, one usually overcome with ease.
As you roleplay getting more equipment your army's equipment loadout will evolve. If your main battle rife is capable of fitting a bayonet you may start with the amount equal to your starting rifle amount. You could also choose to have 75% MBRs, 20% SAWs, and 5% sidearms, for example. Make it your own, but keep it to one gun per starting soldier. I suggest American made weapons as they make sense for the setting of Fallout, but it is not a requirement.
However, you do have a few limiting factors. First, the types of weapons you have (Conventional, melee, laser, ect.) is limited by the level of technology you posses. No Tribal will be walking around with a Tesla Cannon. Second, no custom faction begins with military vehicles, tanks, aircraft, heavy crew weapons like artillery, medium or heavy machine guns, mini-guns or missile weapons, etc to prevent overpowered factions from being made. Third, Factions with an Engineering of 4 or above may start with up to 1% of their Starting Population in T-45d Power Armor. Factions with an engineering of 8 or higher may use T-51b. T-60e is reserved exclusively for the East Coast BoS and X-01 is exclusive to the Enclave. Raiders are allowed to have Raider Power Armor.
If there is a unique weapon or piece of armor that you would like and can justify why your faction can have it, you can reach out to admin about using it in your faction.
Great Question! First join the regional
Discord and first find all of the words that have been spread across these factbooks (Don't complain, its important you read these!) to gain access to the entire server. Once that is done, look for the #map-request-wing channel of the Discord. Once there post the following with the details of your faction:Faction Name:
New Faction: Yes
Old Faction: (If a current player)
NS Nation Name:
Select Color: (choose a color from
HERE and list the hex value next to the color name)
Location Claim:
Claim Verification: (put your newly created factbooks here!)
Hahahahahaha, you poor fool - there is never an end!......OK there is one but not yet! Select any of the tabs below to go over a few of the major mechanics of the RP that are essential to surviving and thriving in the wasteland. Then you will be done with your set up! Enjoy the RP and welcome to the Wasteland if you are new and if you're a returning player don't drive Ivan crazy with your new faction request!
There are four requirements needed to take tiles, if any of these are NOT fulfilled the claim will be denied.
1. WHO is involved?
Are you RPing with another player? If not, what is your opponent like? Are they futuristic post-apocalyptic samurai? Maybe giant mutated spiders who have developed telepathic abilities. What is their culture, goals, government system? Give some life to them before you crush them
2. WHAT happened when your troops/characters got there?
If there is a fight, what are the results? How were they achieved? How many casualties for you and your opponent?
If it was a diplomatic success, what was the agreement? Did some involved not get everything they wanted? Was the agreement forced or mutually beneficial?[
3. WHERE are you and what does the environment look like?
Are you in a location never before seen in Fallout? If so tell us how you envision it, make it your own. Are you in the North Dakota forests or Florida Swamps? What do they look like since the bombs fell? Your characters encounter a town in a location they are ordered to capture, what does the town look like? What do the people look like? Are they primitives who worship an old car or slavers thinking they can capture your troops and sell them to a powerful local hegemon? Additionally, if your environment is a coastal tile or island that is not directly connected to your faction via a land route you MUST have a ship set aside to transport supplies to your claim until it can be connected.
4. WHY are you there? What is the goal?
NEVER take a tile or attack another player for no reason! Nor for a reason out of character, both are cheating. With that being said, your factions should have a reason to go to war. In most video games this is called a 'casus belli' or 'reason for war.'
Expansion requires a minimum of two posts worth 200 words that complete the previous requirements. Perhaps one post to fulfill each requirement or a beginning, middle, and end post to complete a story. Remember this is per tile.
400+ word expansion posts are acceptable but require a higher quality of writing than multiple posts.
Once you have made the post(s), submit a claim for the tile you have taken on the #map-request-wing on discord using this format:
Faction Name:
NS Nation Name:
Location Claim: (post a map picture OR give a specific major city or county for reference)
Verification: (Post a URL to the RMB post(s) you have made in regard to the claim here)
While each tile has 5,000 enemies/creatures/recruitable civilians, you can recruit more than that in one tile as long as your average does not exceed 2,500 population per tile other than your starting tile(s). For example, you can take up to 10,000 from a city tile, so long as the next 10 regular tiles are only 1,000 to balance it out. It is up to the moderators' discretion to change your population if the average exceeds reasonable totals. The third confirmation word is raider.
If one chooses not to expand, one may optionally choose to acquire population via Immigration. Immigration is a mechanical tool that adds population without expanding at the cost of using up a chance for expansion. The number of Immigration rolls you can make is tied directly to your Authority or your A state in your S.P.E.C.I.A.L. values. Unlike expansions, there is no need to RP immigration, though one is strongly encouraged to do so.
Similar to other systems in this region, the mechanic of immigration relies on a 20-sided die rolled in the appropriate channel of the region's Discord server. A player will go to the dice-roll channel on discord and roll a d20 using the t!roll command. The result will then be compared to the chart below to determine the amount of population gained. The minimum amount of population gained is 1,000, and the maximum is 3,000. The Luck stat may be applied to the roll, however, a Natural 1 is always 1,000, and only a Natural 20 can attain 3,000, regardless of Luck bonuses.
Dice Roll | Population Gain |
1 | 1,000 |
2-4 | 1,500 |
5-7 | 2,000 |
8-15 | 2,500 |
16-20 | 2,750 |
Nat 20 | 3,000 |
IRL | In-Game |
28 Days | 1 Year |
7 Days | 3 Months |
2 1/3 Days | 1 Month |
1 Day | 13 Days |
1 Hour & 50 Minutes | 1 Day |
Here is where we keep track of the regional happenings. Below is a legend identifying the calendar colors. The calendar will be updated any time there is an upcoming event. If it is not up to date please notify a councilor on discord. Please be aware that the Seasons are rough estimates and should by no means be treated as firm canon, and have been placed only as a starter guide. Please feel free to modify according to your own geographical region.
Regional Calendar Legend
Color | Event |
Red | Happy New Year! It's the start of a new RP year and time to determine your natural population increase. |
Teal | Springtime! The snow is melting, plants are blooming (if you have them), and roads... well they probably don't exist right now. |
Green | Summer! Break out the beach toys, and don't forget the Mirelurk Repellent! |
Brown | Fall time! But people are probably too busy harvesting to notice the colors! |
Blue | Winter. Bundle up or freeze to death. Not a good time for building roads or for fighting wars (though many try anyway). |

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This code is also courtesy of The pacific federation










