WIP (Yes I know this doesn't follow the rolls or NS guide and is fairly OP, I have reasons for it)
The Collegia
"The Old World Anew"
OVERVIEW
The Collegia is a collection of mutants who are held up in an old university buried in the dunes. Their home is fairly irradiate however due to the mutated genetics this does not bother them. The Collegia claims to be one of the most advanced groups in the wasteland, a claim not unfounded. They are always on the look for old world memorabilia and books of knowledge to add to their "Arkives", a great storage library built in the hull of a ship that crashed through a wall and one of a kind, and often make scavenger runs for general resources and old world goods. Runs that are often prey of raider attacks.
CULTURE
Despite being mutants, the Collegia sees themselves as either humans or "evolved" humans as their genetic mutations gives them several distinct advantages in the waste land like toxin and radiation resistance. They also have a surprising amount of genetically healthy children who are capable of having offspring of their own.
The Collegia is a representation of the beauty and knowledge of the old world and something that its members strive to uphold and protect from the "horrors of the wastes". They are painfully obvious of the danger which other people present against them and as such take extreme precaution when dealing with outsiders and will not hesitate to preform "preemptive strikes" against those who they think would wish them harm to either their bodies or base, the Bastion Titanicus and its sacred walls of knowledge.
In lieu of the use of paper (a rare material nowadays) and preferring not to write the holy words of the old world on flesh leather, the Collegia opts to instead entrust its member with knowledge with their life and body quite literally. Everyone in the Collegia has some wall of text or diagram or picture carved and inked into their flesh to help preserve the knowledge. A special "caste" of Collegia mutants known as "Word Keepers" have dedicated their lives to the preservation of knowledge, their entire body covered in text and images and have also memorized vast volumes of text, basically becoming living books.
In order to protect the information on their skin in the waste, many layers of wraps made of many different materials are donned by those who are sent on "expeditions". While these swaddled outfits seem disorganized at first glance, the Collegia has a specific order in which the wraps and layers are applied with almost a ritualistic approach. Even how each part is capable of being produced in decent numbers to a similar standard across all outfits, this makes the wraps effectively a swaddled uniform. The most notable aspect of their uniform is the bright red hooded robes which all Collegia members wear; notable or powerful members even have armored robes with bits of metal strips sown into the fabric.
The Collegia is a representation of the beauty and knowledge of the old world and something that its members strive to uphold and protect from the "horrors of the wastes". They are painfully obvious of the danger which other people present against them and as such take extreme precaution when dealing with outsiders and will not hesitate to preform "preemptive strikes" against those who they think would wish them harm to either their bodies or base, the Bastion Titanicus and its sacred walls of knowledge.
In lieu of the use of paper (a rare material nowadays) and preferring not to write the holy words of the old world on flesh leather, the Collegia opts to instead entrust its member with knowledge with their life and body quite literally. Everyone in the Collegia has some wall of text or diagram or picture carved and inked into their flesh to help preserve the knowledge. A special "caste" of Collegia mutants known as "Word Keepers" have dedicated their lives to the preservation of knowledge, their entire body covered in text and images and have also memorized vast volumes of text, basically becoming living books.
In order to protect the information on their skin in the waste, many layers of wraps made of many different materials are donned by those who are sent on "expeditions". While these swaddled outfits seem disorganized at first glance, the Collegia has a specific order in which the wraps and layers are applied with almost a ritualistic approach. Even how each part is capable of being produced in decent numbers to a similar standard across all outfits, this makes the wraps effectively a swaddled uniform. The most notable aspect of their uniform is the bright red hooded robes which all Collegia members wear; notable or powerful members even have armored robes with bits of metal strips sown into the fabric.
RESOURCES
The Collegia's primary resources are energy and water, collected by machines they've created. Most of water is collected from rain as well as an underground spring that the mutants have managed to tap into and harness; the water isn't the cleanest for human use but mutants are more than able to drink it. Electricity is created by ways of wind power that line the top of their walls and on high roofs.
Through the use of jury-rigged machines and creations, the Collegia's cottage industry is capable of supporting itself through machines like rollers, stamping presses and other tools and forges. Through trading with others, the Collegia obtains scrap and raw resources it needs but cannot always produce by trading Water and Power at high prices; they get away with this form of brutal capitalism as there aren't many places that offer nearly as much water or power as they do.
Through the use of jury-rigged machines and creations, the Collegia's cottage industry is capable of supporting itself through machines like rollers, stamping presses and other tools and forges. Through trading with others, the Collegia obtains scrap and raw resources it needs but cannot always produce by trading Water and Power at high prices; they get away with this form of brutal capitalism as there aren't many places that offer nearly as much water or power as they do.
LEADERSHIP
The Collegia is lead by the Archmagos Gearlore and his group of advisors and administrators, the Mechanicum. Said advisors are have many bureaucrats and and pen pushers effectively making the Mechanicum the governing body of the Collegia. Officially the government is referred to as the Collegia Mechanicum.
MILITARY
Officially know as the Legio Collegia, the Legio or Legion of the Collegia is the main fighting force of the mutants, responsible for the defense of the Bastion Titanicus and the expeditions to area of interest for the Collegia. They wear scrap metal armor under their red cloaks, ranging from old world style armor vest with slide-in armor plates to solid breast plates placing them firmly in the rare "heavy infantry" category of the wasteland's warriors. Thanks to both the Collegia's knowledge and its production capabilities, the Legio can find good quality weapons amongst it ranks. The rank and file Hoplites will often come equipped with bolt action or semi automatic rifles, shotguns and various blades and axes, supported by heavier support weapons while the Primus officers are often given automatic SMGs as symbols of their status.
The mainstay weapon of the rank and file of the Legio Collegia, forged from scrap metal, bits of old world weapons and reclaimed timber. Despite their appearance, they are fairly reliable weapons considering their origins. The pistols themselves vary from semi-automatics to revolvers with the handguns of distinguished individuals being automatic.
Special long ranged rifles meant for marksmen, Longgazers are the longest ranged
Junker Pistols
The mainstay weapon of the rank and file of the Legio Collegia, forged from scrap metal, bits of old world weapons and reclaimed timber. Despite their appearance, they are fairly reliable weapons considering their origins. The pistols themselves vary from semi-automatics to revolvers with the handguns of distinguished individuals being automatic.
Longgazer
Special long ranged rifles meant for marksmen, Longgazers are the longest ranged
Genetic Make Up
Mutants: Those truly warped, or some would say adapted, to the new world. Barely human looking, every mutant group is unique in their phenotype but they all share a uniform resilience to radiation and toxins. Generally feared and hated by less altered stock, the smart know they can be a valuable asset and that their goods are not “tainted” as some would have you believe.
Cultural Meta-Group
Settlers: The only “normal” people left. Generally just trying to make it through their daily lives without too many violent intrusions. Have built the most since the apocalypse, and generally behave the most like people from the old world. Don’t mistake civilization for civility or peacefulness though. Many are just as cold and merciless as raiders, as they have to be to survive these days.
Leadership
Dictatorship: Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.
Cultural Quirks
Old World Blues: A pervasive nostalgia about the old world runs through the group, even if they weren’t alive to see it. They might collect old world artifacts, try to take after what they think are old world values, or have an unrealistic drive to rebuild the old world somehow.
Intellectuals: In a world that constantly demands 100% effort just to stay alive, it’s very rare to see a group even partially dedicated to mental pursuits, but here one is. Usually considered too brainy by other groups, these fellows spend their off time reading salvaged books and maybe even doing a little science/inventing/archaeology. Hold themselves to a higher standard of intelligence/knowledge than others.
Distinctive Appearance
Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
Uniforms: Standardized appearance across the group and it’s leadership. Makes your group seem more cohesive, but can be hard to maintain.
Body of Knowledge: The group preserves information on the bodies of it’s members. Technical diagrams scarified onto their chests, covered in tattooed text, etc.
Unique/Exclusive Resource
Power: Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.
Water: The wet stuff. The real lifeblood of the wastes. In short supply, so those that control it are invariably very well off.
Equipment Quality
Well-crafted: Just because it was made in the post apocalypse, doesn’t mean it isn’t good. Well made armor, guns are machined with actual technique and thought, and houses/clothes are a little more respectably made.
Motor-Pool General Make Up
Armored: Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.
Special Vehicle Shit
Extra Armor: Extra armor bolted onto the vehicles. No matter the type, they gain extra protection with minimal speed penalties.
Big guns: Heavy machine guns, flamethrowers, maybe even an autocannon. The group can pack some serious heat in a vehicular combat situation.
Flagship Vehicle
Mega War Rig: Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example. Mega War Rigs are gods amongst beast, a literal rolling fortress although very resource heavy.
Mutants: Those truly warped, or some would say adapted, to the new world. Barely human looking, every mutant group is unique in their phenotype but they all share a uniform resilience to radiation and toxins. Generally feared and hated by less altered stock, the smart know they can be a valuable asset and that their goods are not “tainted” as some would have you believe.
Cultural Meta-Group
Settlers: The only “normal” people left. Generally just trying to make it through their daily lives without too many violent intrusions. Have built the most since the apocalypse, and generally behave the most like people from the old world. Don’t mistake civilization for civility or peacefulness though. Many are just as cold and merciless as raiders, as they have to be to survive these days.
Leadership
Dictatorship: Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.
Cultural Quirks
Old World Blues: A pervasive nostalgia about the old world runs through the group, even if they weren’t alive to see it. They might collect old world artifacts, try to take after what they think are old world values, or have an unrealistic drive to rebuild the old world somehow.
Intellectuals: In a world that constantly demands 100% effort just to stay alive, it’s very rare to see a group even partially dedicated to mental pursuits, but here one is. Usually considered too brainy by other groups, these fellows spend their off time reading salvaged books and maybe even doing a little science/inventing/archaeology. Hold themselves to a higher standard of intelligence/knowledge than others.
Distinctive Appearance
Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
Uniforms: Standardized appearance across the group and it’s leadership. Makes your group seem more cohesive, but can be hard to maintain.
Body of Knowledge: The group preserves information on the bodies of it’s members. Technical diagrams scarified onto their chests, covered in tattooed text, etc.
Unique/Exclusive Resource
Power: Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.
Water: The wet stuff. The real lifeblood of the wastes. In short supply, so those that control it are invariably very well off.
Equipment Quality
Well-crafted: Just because it was made in the post apocalypse, doesn’t mean it isn’t good. Well made armor, guns are machined with actual technique and thought, and houses/clothes are a little more respectably made.
Motor-Pool General Make Up
Armored: Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.
Special Vehicle Shit
Extra Armor: Extra armor bolted onto the vehicles. No matter the type, they gain extra protection with minimal speed penalties.
Big guns: Heavy machine guns, flamethrowers, maybe even an autocannon. The group can pack some serious heat in a vehicular combat situation.
Flagship Vehicle
Mega War Rig: Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example. Mega War Rigs are gods amongst beast, a literal rolling fortress although very resource heavy.