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		<title><![CDATA[Latest posts for the thread "Fallout nations RP. Interest. "]]></title>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ I wish to cast this idea out to the masses. I wish to do a fallout Esq nations <span class="glossaryitem" onmouseover='gp(293);'>RP</span>. Players would control one town in Texas. Any town you wish or can make up. You may be one of the following factions.<br /> <br /> Vault dwellers: A group of vault dwellers who have either left their sanctuary or built their community around it.<br /> Advantages: Significant boost to research and diplomacy.<br /> Disadvantages: Less sturdy as a fighting force, also less adept at food production and scavenging.<br /> <br /> Wastelander's: A general all rounder faction.<br /> Advantages: Quite used to the wasteland, this faction is adept at food production and scavenging, they are also proficient at defending themselves.<br /> Disadvantages: Their acquisition and research into tech is stunted as scientists are quite rare in the wastes, sane ones anyway.<br /> <br /> Ghouls: A group of Ghouls, sick of being ridiculed by the 'smoothskins' who have gathered together to try and live good lives.<br /> Advantages: They have a better understanding of pre-war tech, some of them where there after all! They are also proficient in combat and scavenging.<br /> Disadvantages: They are ridiculed, and suffer a severe penalty to their attempts at diplomacy.<br /> <br /> NCR: An advanced group of wastelanders who focus on science as well as war. They, for the purpose of the <span class="glossaryitem" onmouseover='gp(293);'>RP</span> will be cut off from their home of California.<br /> Advantages: They have a slight boost to their Military as it is well organized.  They are also decent with tech.<br /> Disadvantages: They have many powerful enemy's and must contend with their oppressive tax rates. Their ability to reason with some groups, such as the intelligent super mutants is sorely lacking.<br /> <br /> Intelligent super mutants: A group of super mutants who have gathered together for saftey in numbers, they are very aggressive most of the time.<br /> Advantages: Their army is very powerful, and as such they have a fearful reputation. They also require little food.<br /> Disadvantages: They have no chance of diplomacy with any close minded xenophobes such as the NCR, although other factions may trade with them. Not that the mutants usually wish to trade. They are also very scarce, though more and more mutants pour into their camps each day.<br /> <br /> Brotherhood of steel: A very illusive group of tech hoarders, looking for new tech and such.<br /> Advantages: Very good with tech, only below the vault dwellers in their proficiency. They are also very good at war. They start with power armor.<br /> Disadvantages: They are very few in number, and this chapter has almost no food production ability and has been forced to either raid or trade.<br /> <br /> My personal anti powergaming Unit is below.<br /> <br /> Enclave: Weakened and cut off from their main basses to the north, this massive and powerful force has decided to keep itself to itself. They are the only enclave unit in the area and control a massive hub in Dallas.<br /> Advantages: Massive production facility, powerful military, They are completely self efficient. They are also the only faction to start with heavy armor and air units.<br /> Disadvantages: NONE.<br /> <br /> Turn's shall be done by <span class="glossaryitem" onmouseover='gp(634);'>PM</span>. In the main thread i shall post turn reports. Hopefully one a day. Turn <span class="glossaryitem" onmouseover='gp(634);'>PM</span>'s shall be written as follows.<br /> <br /> Actions<br /> <br /> 1. I would love to scavenge in my general area.<br /> <br /> 2. I would love to have my people rations cut in half.<br /> <br /> 3. I would love to have my army issued energy weapons.<br /> <br /> 4. I would love to have my scientists work on new weapons.<br />  <br /> 5. I would love to have a treaty of trade sent to the NCR<br /> <br /> 6. I would love to destroy any hostile creature's around me. <br /> <br /> Completed projects (Research/construction)<br /> <br /> Current projects. <br /> <br /> Turn report would be as follows. <br /> <br /> Wastelander settlement: TGN <br /> Size: XXXXX<br /> Strength: XXXXX<br /> Supplies: XXXXX (Minus one X per turn if production is not stable) <br /> Political Power: XXXXX <br /> Loyalty: XXX<br /> <br /> 1. The general are is scavenged, bringing in food and supplies. <br /> <br /> 2. The peoples Rations are split in half.<br /> <br /> 3. Energy weapons are issued to the military. They are weak and in poor condition. <br /> <br /> 4. Scientist's begin work on new weapons.<br /> <br /> 5. NCR Accepts mutual trade treaty. <br /> <br /> 6. Many hostile creatures are destroyed, but the men sent against them take heavy losses. <br /> <br /> Note.<br /> <br /> A single action is required to begin a priject, it then should be put in the turn report under current projects. <br /> <br /> I say when large scale projects are finished. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Nov 2011 19:25:57]]> GMT</pubDate>
				<author><![CDATA[ The glass ninja]]></author>
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				<title>Re:Fallout nations RP. Interest. </title>
				<description><![CDATA[ If Kasr never gets nations back on its feet then I might be interested...we'll have to see...]]></description>
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				<pubDate><![CDATA[Tue, 15 Nov 2011 19:43:34]]> GMT</pubDate>
				<author><![CDATA[ WARORK93]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ OH! i am also considering small player <span class="glossaryitem" onmouseover='gp(293);'>RP</span> segments in which the players must <span class="glossaryitem" onmouseover='gp(293);'>RP</span> Diplomacy with <span class="glossaryitem" onmouseover='gp(348);'>NPC</span>'s. Then judged on the quality and the roll of a dice i shall predict the outcome. This is dependent on their willingness to create an agreement. <br /> <br /> @WARORK: Thanks for the interest man. ]]></description>
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				<pubDate><![CDATA[Tue, 15 Nov 2011 19:47:03]]> GMT</pubDate>
				<author><![CDATA[ The glass ninja]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ &gt;Basement]]></description>
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				<pubDate><![CDATA[Wed, 16 Nov 2011 12:49:56]]> GMT</pubDate>
				<author><![CDATA[ Kasrkai]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ Yes, it is here as well kasr, i just wanted to see how much interest this got here. ]]></description>
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				<pubDate><![CDATA[Wed, 16 Nov 2011 15:45:39]]> GMT</pubDate>
				<author><![CDATA[ The glass ninja]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ Where is the legion?]]></description>
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				<pubDate><![CDATA[Sat, 19 Nov 2011 08:54:13]]> GMT</pubDate>
				<author><![CDATA[ rockerbikie]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ you don't get to play as them. ]]></description>
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				<pubDate><![CDATA[Sat, 19 Nov 2011 15:01:41]]> GMT</pubDate>
				<author><![CDATA[ The glass ninja]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ <blockquote><div><cite>The glass ninja wrote:</cite>you don't get to play as them. </div></blockquote><br /> Sorry but I don't want to be included then.]]></description>
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				<pubDate><![CDATA[Sat, 19 Nov 2011 15:21:10]]> GMT</pubDate>
				<author><![CDATA[ rockerbikie]]></author>
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				<title>Fallout nations RP. Interest. </title>
				<description><![CDATA[ Fine. ]]></description>
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				<pubDate><![CDATA[Sat, 19 Nov 2011 15:28:01]]> GMT</pubDate>
				<author><![CDATA[ The glass ninja]]></author>
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