
Civilians of New Chicago
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Who Are Civilians?
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Every day, people living under the Midwest Brotherhood’s rule.
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Traders, farmers, laborers, medics, mechanics, scholars, smugglers
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They depend on the Brotherhood for safety, but also push back when freedoms are restricted.
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Life in New Chicago
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Safe & ordered: Laws enforced by Brotherhood patrols.
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Tech-driven: BOS prioritizes science, industry, and rebuilding.
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Tension: Civilians want independence, BOS demands loyalty.
Roles You Can Play
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Trader / Merchant: Runs a shop, maybe smuggles Gun Runner gear.
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Farmer / Worker: Helps feed the city, relies on BOS protection.
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Medic / Healer: Assists Brotherhood and civilians alike.
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Smuggler / Black Marketeer: Works in the shadows, risks BOS wrath.
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Family / Citizen: A voice in New Chicago society, caught between order and freedom.
Story Hooks
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Civilians clash with BOS over taxes, laws, and conscription.
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Gun Runners, caravans, and smugglers challenge BOS monopoly on weapons.
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Families of Initiates struggle as children are drawn into the Brotherhood.
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Outskirts settlers live in constant danger from Detroit raiders.
RP Guidelines
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Civilians must navigate BOS rule (support or resist).
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Can work with BOS, against them, or try to stay neutral.
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Conflict = welcome. BOS vs. civilians makes great story fuel.
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Smugglers, spies, and shady deals = core urban RP.
OOC Notes
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Civilians = essential to the setting, not “background characters.”
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Perfect for players who prefer social, political, or trade RP over combat.
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Don’t need to follow Brotherhood ranks—more freedom in stories.
TL;DR: Play the workers, traders, and survivors that make New Chicago more than just a fortress.



Brotherhood of Steel of New Chicago- Quick Start Guide
Who Are The BoS?
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Midwest Brotherhood = inclusive faction (unlike the West Coast).
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Mix of military + civilians = city-state in New Chicago.
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Goal: protect, expand, and recover tech across the Midwest.
Where We Play
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New Chicago: Capital, safest city under Brotherhood order.
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Detroit: Raider/mutant hotspot = constant Brotherhood patrols.
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Frozen Rapids: GECK-scorched wasteland, but tech is buried there.
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Fort Wayne: Deadly irradiated ruin, near-unknown horrors.
Roles You Can Play
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Initiate: New recruit (most new players start here).
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Knight: Brotherhood soldier (requires IC training).
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Scribe: Medics, engineers, researchers.
How to Join
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Make a backstory (Brotherhood-born, or wastelander recruited in).
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Start as an Initiate, Scribe-in-training, or Civilian.
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Follow Brotherhood values: loyalty, order, progress.
RP Guidelines
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Respect rank hierarchy (Civilians don’t boss Paladins).
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Brotherhood is strong, but not invincible—keep stories balanced.
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Conflict = good RP (power struggles, smuggling, rivalries).
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Missions to Detroit, Rapids, and beyond = major RP focus.
OOC Notes
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Higher ranks (Paladins, Elders) = admin approval only.
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Designed as a hub faction: military, civilian, and scientific RP.
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New players are always welcome.
TL;DR: Pick your role, respect the hierarchy, and dive into the Midwest wasteland.



Player Faction / Group / Business Creation Guide
Overview
In Fallout: Great Lakes, the world is built not just by admin events or canon-inspired forces, but by the creativity and effort of player-driven factions, groups, and businesses. This guide explains how you can create your own organization, what limits exist, and how to grow it into something memorable. The only sim-made, controlled and used faction is the Brotherhood of Steel due to their critical role in administration, governance, security and municipal services. All other factions are the SOLE responsibility of the creators and their players to operate and maintain. The sim development team cannot and will not be responsible for the growth and/or recognition of a Player Group.



1. Approval Rules
No admin approval needed to create your own faction, group, or business, unless:
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You are basing it directly on a powerful canon faction (e.g., Enclave, NCR, Brotherhood of Steel, Caesar’s Legion, The Institute).
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You intend to claim significant influence, territory, or NPC armies/resources right from the start.
Canon factions are generally reserved for admin event NPCs, but you may use them as inspiration when shaping your own group.
2. Starting Out
New groups begin with moderate resources:
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Some income (trading, farming, scavenging, mercenary work, etc.).
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A small HQ, storefront, camp, or meeting place.
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A few loyal PC members (or a handful of background NPC helpers for flavor, not armies).
You cannot start with:
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Large numbers of NPC followers.
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Fully armed military squads or fortresses.
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Advanced technology, vehicles, or rare weapons stockpiles.
Growth comes from storytelling, deals, alliances, trade, and conflict RP.
3. Earning Power Through RP
Player factions should rise or fall based on actions:
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Gain resources by trading, scavenging, smuggling, or taxing.
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Recruit PCs through RP—NPC numbers should always be minimal.
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Build influence by negotiating with other groups, joining community events, or challenging rivals.
The more your faction proves itself through RP, the more likely it will attract admin recognition and may be folded into events, plotlines, or even official lore.
4. Types of Groups You Can Make
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Businesses – Shops, bars, clinics, caravan companies, traders.
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Factions – Mercenary bands, raider gangs, militias, survivalists, religious sects, unique/themed organized crime elements etc.
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Civil Groups – Families, unions, political movements, smugglers’ rings.
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Hybrid – Any mix that fits the Fallout setting and contributes to story.
Note: Fallout is all about creativity in a broken world. This is NOT a comprehensive list. Creativity is always rewarded. All we ask is that you not expect your faction to be a world-ending threat right away. Acts of Terrorism can cause serious IC damage but not topple thrones right away.
5. OOC Guidelines
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Balance and Fairness: No one starts “on top.” Build your group’s prestige through RP. The Brotherhood of Steel has had nearly a century to build their City-State. It is strong to say the least.
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Collaboration: Strong factions add to the setting by giving others something to interact with.
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Conflict is story fuel: Don’t be afraid to clash with other groups—but keep it respectful OOC.
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Admins as Storytellers: Admins may spotlight your faction in events if it grows naturally and engages with the wider sim.
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Altruism Vs. Brutality: Factions do not need to completely lean on the morality meter stick. You do not have to do one thing or the other. Consider mixing up choices due to viable reasons and not just because your character is a saint or a total mindless psychopath.
TL;DR: Players are free to create their own groups. You can start small but must earn power and prestige through RP, not by claiming it. Canon factions are event tools, but you can take inspiration from them for your own creations.




Fallout: Great Lakes – Major Faction Rules
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Major Factions represent the most powerful organized forces in the Fallout: Great Lakes setting outside of the Brotherhood of Steel. These groups are rare, carefully approved, and designed to provide long-term story conflict, depth, and rivalries across the region.
Creating and maintaining a Major Faction is a privilege, not a right. They must enhance the sim’s shared roleplay, not simply exist for personal gain.
Eligibility and Application
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Only one Major Faction slot will be open at a time. More will open with traffic, time and consistent roleplay needed for it.
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Applications must follow the Faction Creation Form but must also include detailed plans for:
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Long-term sustainability (4+ active members at launch).
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Thematic consistency with Fallout lore and the Great Lakes setting.
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Conflict hooks with the Brotherhood of Steel and other player groups. You don’t need to be a sworn enemy but it’s required you have a good IC reason to be there other than to exist.
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Approval is subject to staff discretion and community needs.
Starting Resources
Major Factions receive a substantial bump in starting resources to reflect their size and power:
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NPC manpower: Access to background “forces” that can be referenced in RP (guards, workers, minor patrols, etc.). NPCs cannot be used to “auto-win” scenes but can provide narrative support.
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HUD-System Currency: A boosted initial treasury to fund faction activities, upkeep, and events.
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IC Assets: A headquarters or base provided in-sim (location subject to staff approval).
Probationary Period
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Each Major Faction begins with a 30-day probationary period.
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During this time, they must:
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Maintain at least 4 active members.
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Host or participate in RP three days a week. Even if that just means getting lunch in town. All we ask for is activity and not passive-silence in your base.
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Demonstrate consistent quality of roleplay and integration into the community.
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Failure to meet these requirements may result in loss of Major Faction status and resources.
PvE and PvP Role
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PvE Participation: Major Factions may directly participate in sim-run PvE events. They may choose to attack Brotherhood assets, NPC caravans, or other wasteland targets.
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Organized PvP Events: Major Factions may engage in structured PvP events against the Brotherhood or other factions.
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Dice combat is always the first arbiter of hits.
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Fatality is never forced; how a wound plays out is left to the defending player.
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Story Impact: Wins and losses in PvP and PvE shape ongoing faction arcs, resources, and influence.
Power and Responsibility
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Conflict with BOS: As the Brotherhood of Steel is the dominant power, Major Factions are positioned as rivals or challengers. They are expected to push against BOS authority but not erase or undermine the sim’s balance. The BOS as an authority will never disappear from the sim but it can be pushed out of other territories where its extremely dangerous to go in for no real reason.
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Autonomy: Major Factions may rule their own territory and enforce their own laws — but they remain subject to BOS pressure, technology permitting, and potential military reprisal in New Chicago.
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Technology: Major Factions may keep advanced technology but are always at risk of BOS interest or confiscation unless backed by permits or diplomacy.
Additional Rules
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Leadership Commitment: The Faction Leader must be active, reachable, and engaged with sim staff. If a leader goes inactive, staff may appoint a replacement or dissolve the faction. There will be repeated attempts to contact the Faction Lead before such action is taken.
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Recruitment: All recruitment must happen IC. OOC mass-invites or spam recruitment are not allowed. You are welcome to bring your friends and contacts into the faction as well. Please do not badger people OOCly or attempt to mass advertise more then once a day in appropriate channels.
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Corruption & Consequences: Like BOS, Major Factions are subject to internal corruption, betrayals, and politics. This should be embraced as storytelling fuel, not avoided. Consequences of such IC behavior can fall under a BOS Law Enforcement or In-Faction System. There is no such thing as Diplomatic Immunity.
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Respect Story First: These factions exist to create roleplay opportunities. Any attempt to abuse Major Faction resources to dominate OOC or avoid fair play will result in immediate staff review.
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Probation Review: At the end of the 30-day probation, staff will review the faction. If successful, the faction gains full Major Faction status and may expand its influence further. This also means that a Major Faction will not be dissolved by the staff without serious cause and evidence as to why.
A Major Faction is a powerful story tool in Fallout: Great Lakes. It offers resources, NPC presence, and the ability to truly challenge the Brotherhood of Steel — but it requires dedication, consistency, and respect for collaborative roleplay.
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