Post by Geddon on Oct 17, 2012 17:40:22 GMT -6
The Backwoods Trading Guild is a coalition of legitimate traders in Berger Settlement. Honest and Law-abiding, these men take business seriously, each specializing in a different type of ware. Goods ranging from chems to weapons and ammo, you can find what you need in Berger Settlement... if you've got the caps that is.
The Trade Guild has long been plagued by the occasional raider attack, usually resulting in the deaths of some or all of their caravan members.
Typically, the Trade Guild will hire mercenaries or take on locals with arms to help guard their caravans of products or shipments of caps from one place to another.
Trade Caravan owners are all on the good side of the law and will always follow legal protocol when buying or selling goods and services. They will not deal with known criminals or supply any purveyors of evil.
Raiders, on the other hand, thrive on the black market. They pay for nothing, take what they need and sell to the highest bidder. If the Traders wont give it to you, chances are, the Raiders will.. so long as you can pay.
Lately, with the threat of Mutants as well as the escalating war between the Enclave and the Brotherhood of Steel, supplies shipments have become more and more rare from the outside and the local economy is growing desperate.
Raids are increasing, supplies are low, prices are high, and people are growing restless.
The fate of the local economy has never been more unsure.
Engagement Details
Factions
Trade Guild - Civilian Clothes, marked with tape
Wastelanders - Dirty Civilian Clothes / Costume, steampunk
Raiders - Mad Max Attire / Biker Gang look
Objectives:
The Trade Guild players will need to recruit wastelanders, who are a neutral faction to assist them in protecting shipments of products in trade caravans through the wasteland to various destinations. At each destination they will pick up additional cargo as well as drop off cargo, all the while defending that cargo against raider assault.
Raiders will try to slight the Trade Guild in every way up to and including murdering them and their employees to get at their loot. They too will try to woo or intimidate wastelanders to their cause.
Special Rules
This game features some special rules regarding looting.
A player, when downed and in bleedout, can be "looted" by another player. This looting player can take an item from the wounded player.
When looting a caravan, one container of items can be looted per player looting.
Each team will have final destinations for their merchandise. The team with the most merchandise and caps wins.
Wastelanders, being a neutral faction, must choose what side to work with. Their object is to amass the most wealth in the game possible.
Engagement Result:
If the Raiders should win the day, at the main OP: Aftermath 2 event, they will have earlier access to supplies and wares to sell. The "spoils of war" so to speak.
If the traders win the day, then the raiders will begin the game with no access to supplies and must obtain it through raids, hindering their progress.
Any Wastelander that participates will have the opportunity to turn their caps back in to the game director and receive a voucher for starting caps at OP: Aftermath.
No caps will be brought from home this year and all caps will be marked as official currency, so having starting caps is a huge bonus to survival in the game. This bonus will be given to the participating player regardless of which faction he or she participates in.
The Trade Guild has long been plagued by the occasional raider attack, usually resulting in the deaths of some or all of their caravan members.
Typically, the Trade Guild will hire mercenaries or take on locals with arms to help guard their caravans of products or shipments of caps from one place to another.
Trade Caravan owners are all on the good side of the law and will always follow legal protocol when buying or selling goods and services. They will not deal with known criminals or supply any purveyors of evil.
Raiders, on the other hand, thrive on the black market. They pay for nothing, take what they need and sell to the highest bidder. If the Traders wont give it to you, chances are, the Raiders will.. so long as you can pay.
Lately, with the threat of Mutants as well as the escalating war between the Enclave and the Brotherhood of Steel, supplies shipments have become more and more rare from the outside and the local economy is growing desperate.
Raids are increasing, supplies are low, prices are high, and people are growing restless.
The fate of the local economy has never been more unsure.
Engagement Details
Factions
Trade Guild - Civilian Clothes, marked with tape
Wastelanders - Dirty Civilian Clothes / Costume, steampunk
Raiders - Mad Max Attire / Biker Gang look
Objectives:
The Trade Guild players will need to recruit wastelanders, who are a neutral faction to assist them in protecting shipments of products in trade caravans through the wasteland to various destinations. At each destination they will pick up additional cargo as well as drop off cargo, all the while defending that cargo against raider assault.
Raiders will try to slight the Trade Guild in every way up to and including murdering them and their employees to get at their loot. They too will try to woo or intimidate wastelanders to their cause.
Special Rules
This game features some special rules regarding looting.
A player, when downed and in bleedout, can be "looted" by another player. This looting player can take an item from the wounded player.
When looting a caravan, one container of items can be looted per player looting.
Each team will have final destinations for their merchandise. The team with the most merchandise and caps wins.
Wastelanders, being a neutral faction, must choose what side to work with. Their object is to amass the most wealth in the game possible.
Engagement Result:
If the Raiders should win the day, at the main OP: Aftermath 2 event, they will have earlier access to supplies and wares to sell. The "spoils of war" so to speak.
If the traders win the day, then the raiders will begin the game with no access to supplies and must obtain it through raids, hindering their progress.
Any Wastelander that participates will have the opportunity to turn their caps back in to the game director and receive a voucher for starting caps at OP: Aftermath.
No caps will be brought from home this year and all caps will be marked as official currency, so having starting caps is a huge bonus to survival in the game. This bonus will be given to the participating player regardless of which faction he or she participates in.