Fort Seymour Financial Institutions

There are six primary Financial Institutions of Fort Seymour. These groups can be influenced by the actions taken at trade, and can, in turn influence the trade themselves. Characters with at least Proficient Financial Influence can invest in these groups at Check-In and potentially effect the institution the following month, and may get something in return.

The Highwaymen

Led by local Landsmen families the Daltons and Cartwrights, The Highwaymen understand the importance of maintaining and protecting the land comprising Fort Seymour proper and ensuring that we don’t bleed our natural resources dry. They regularly patrol the areas around the town searching for new threats and trade routes, and monitoring travel patterns. They work to keep trade routes safe, encourage trading between farms and settlements, and often act as an intermediary when trade or travel disputes come into play. They can be hired to assist with larger threats against the town. Their many waystations carry a wealth of knowledge along the roads.


Seymour Engineers Corps

The Seymour Engineers Corps works around the clock to maintain the infrastructure of Fort Seymour. They have played major roles in supplying the town’s power, building security facilities, breaking down old structures for resources, and maintaining the local waterways. Led primarily by Church of Darwin crafters, they are always trying to innovate new ways to help Fort Seymour survive and thrive in the wastes.


Savannah’s Grace

The Darwins and Sainthood who run Savannah's Grace have come to agree on some very basic principles: nobody should be left injured in the wastes if they can't pay their medics; the ravages of radioactive mutation are not for the benefit of everybody and some folks need a helping hand to overcome detrimental side effects; and Infection does not always restore the body to working condition. The doctors and chaplains at Savannah's Grace aim to work tirelessly for the health of Fort Seymour. They hope the settlement will fund research into new medical procedures, better technology, and the means to overcome physical limitations of any kind.


Lakewater Jones Guild

The still relatively up-and-coming Lakewater Jones Guild started gathering steam exploring abandoned Iron Works buildings. Once they built up a decent supply line, they extended their efforts to abandoned dig sites, arenas, tunnels, museums, universities . . . anything they could get into. They are constantly scouting new locations and, thanks to the support of the citizens of Fort Seymour, they bring sites of interest to those who wish to dig through ruins of the oldcestors.


Clarity Collective

Composed of once-secret societies around the philosophy that Anomalous skills can be dangerous in inexperienced and bad faith hands, the Clarity Collective seeks to instruct Aberrants and provide the tools and methods necessary to control their powers. They also act as a safeguard against unusual Gravemind activity and seek to find the cause of any description in its “normal” behavior. The Collective boasts many experienced Grave Robbers, Grave Attuned, Mindkillers, and several advanced Aberrants.


Red Dog Freight

Born from the remnants of Blazehound, Kudzu Freight, and other Lilly security forces disillusioned with the Pure Blood-run company Red Dog Freight has been working to build up their reputation as a reliable transportation company. They have gained the support of the Highwaymen and have land, air, and sea vessels ready to ship cargo across the wastes.


Financial Institution Buy Lists

Our Financial Institutions have got some treats for their supporters! Characters can work to join any of our Financial Institution Societies to gain access to these buy lists - but it’s not that simple. A character can only join one institution at any one time, and have to remain in the society for 3 months before accessing their first-tier items, 6 months to access their second-tier items, and 9 months to access the third-tier items.

These items follow the same rules as the regular Skill Buy-Lists, costing 1 Local Currency at basic, 5 Local Currency at proficient, and 10 Local Currency at master, and each tier can only be bought once per event.

Highwaymen

Tier 1

Drop ‘em Rounds
Single-Use Gizmo
Load affixed magazine via reload and declare "Drop 'em Rounds." Call "Drop 'em" on the next 6 ranged attacks to prevent the target from carrying another person for 1 minute.

Tier 2

Boogie Boot Scooters
Single-Use Gizmo
Spend 1 minute “attaching” to the soles of the shoe. Upsurge: Three free uses of Basic Enhanced Movement. Must have the skill to use.

Tier 3

Smelly G.O.O.P.
Single-Use Gizmo
A small canister of either undead or raider attractant.
Take 1 minute to apply to any Shield and call “By My Voice, Attract all <Undead or Raiders> 1 minute.”
Target type must be defined at time of purchase.

Seymour Engineer’s Corp

Tier 1

Oh-Shit Repair Kit
Single-Use Gizmo
Two-Handed Gizmo
User does 10 minutes of Full Engagement Roleplay to repair a weapon or shield via Basic Artisan. Does not require a work bench or crafting zone to use.

Tier 2

Slap-Job Repair Kit
Single-Use Gizmo
Skill required: Artisan 
Two-handed Gizmo
User engages in Full Engagement Roleplay for one minute to repair a weapon or shield. Does not require a work bench or crafting zone to use. Repair lasts 30 minutes then the item breaks again and must be repaired at a bench.

Tier 3

Experimental Nitro Device (E.N.D.)
Single-Use Gizmo
Applied to Firearm or Exotic. For the next 5 minutes base damage is increased to 10. Reloading takes 12 seconds. At the end of the duration, the weapon Breaks and user takes 10 damage. Reload time cannot be reduced or skipped.

Savannah’s Grace

Tier 1

Daily X-amins
Brew - Ingested (3 Servings)
Spend 1 minute to consume. Until the next 12s, become immune to the next Disease call.

Tier 2

Coagulation Solution
Brew - Injectable
Target becomes Stabilized for 5 minutes. If not healed by the end of this duration, or if put back into bleed out before being healed, the target enters a 1 minute bleedout.

Tier 3

Blowcaine Vape
Augment (For Helscape Deathmask)
Spend 1 Resolve to become immune to Stun, Knockout, and Fear for 10 minutes. At the end of this 10 minutes, the user takes 15 unavoidable Body damage.

Lakewater Jones Guild

Tier 1

Bag-o-Sand
Single-Use Gizmo
Place on top of a plate trap, trip wire trap, or similar natural hazard. Anyone may freely move around the trap or hazard as long as the Bag-o-Sand stays on it. If it is removed, the trap or hazard is activated. The Trap and Bag-o-Sand cannot be retrieved after use.

Tier 2

Get-A-Clue
Single-use Gizmo; aerosol spray
Nearest pressure plate/trip wire traps, hazards, or loot within 10 feet of the user is pointed out by the Guide on the mod (more info given at guide’s discretion). This item specifically does not point out container traps.

Tier 3

Tunnel Runner
Brew-Ingested
Spend 1 minute drinking. For the next hour, the next 5 uses of Balance, Basic Enhanced Movement or Basic Awareness cost 1 mind. Other skills may apply at the discretion of the Guide. User must have skills to use them.

Clarity Collective

Tier 1

Amplifier Crystal
Single-Use Gizmo
Expend to use 1 Basic Anomaly skill the user possesses for 0 mind.

Tier 2

Cracked crystal rod
Single-Use Gizmo
User may spend 5 additional mind points when using a basic or proficient anomaly skill to target 1 additional target within 10ft of the attempted psionic attack (packet must strike first target).

Tier 3

Psionic Capacitor
Gizmo
Once per 12s, user may apply the 'Scattershot' modifier to a Basic or Proficient Anomaly skill. User must know Proficient Combat Tactics. Expires in 3 months. Capacitor must be attuned to sole user at time of purchase (name written on card).

Red Dog Freight

Tier 1

Hauler Horn
Room Augment-Augment
Physrepped by some kind of amplified car horn.
When attached to a room, spend 5 mind to call, “Beep beep - Area of Effect - Stun.” Can only be used once per minute.

Tier 2

I-95 Boost
Brew-Ingested
Amber colored drink that smells like caffeine and vitamins. Induces an "energy crash" after use.
1 minute to consume. Upsurge free use on the next 5 uses of either Avoid or Mental Endurance. After all uses are expended or upsurge ends, user cannot use Mental Endurance or Avoid for 1 hour.

Tier 3

Smuggler’s Special
Gizmo: Master Locked Container
A locked shipping crate with swappable name/logo plate.
Spend 10 mind and 5 minutes Active RP disguising and locking the box. If inspected, the crate will pass as property the financial organization or NPC faction of players choice.