Note: This is still OPEN to others who wish to join, please the more the merrier.
Okay, so here is the OOC thread as promised. Nothing amazing but anything I've missed I will answer if you ask the questions. Below is all the important information and what-not. Hope this clears things up. There is a character skeleton to be followed but make with it what you will when designing your character.
The role-play will adopt the currency used in Fallout which is bottle caps. However, for those lucky enough to still own (through inheritance) or scavenge pre-war money you will be happy to know that it is still accepted… In most places. The Weapon Launderers love pre-war money and that is what really counts. Now you’ll need some kind of exchange rate right? We’ll say this;
10 bottle cap = 1 Pre-war U.S dollars
These will make up the main bulk of the market and can be played by you if you so wish. Weapon Launderers basically clean up weapons found out and about and sell them to whoever can pay. They also modify weapons and sell weapon modifications and parts including silencers, scopes, forends and buttstocks. Weapon Launderers will be able to be found all over the place and can often be noticed as they have a very specific looking vehicle containing their goods but also acting as their homes.
Weapon Launderer truck:
This truck is the sign that a Weapon Launderer is about, they practically live inside these things and have their stock laid out on blankets outside the truck when stationary. They are similar to caravaners from Fallout in the sense that they move only staying in one area for a certain amount of time. There will be five different Weapon Launders in our role-play.
Seeing as the main market will be weapon launderers this seems to be the appropriate place to put the market table.
No code has to be inserted here.
The above table is subject to change and is only a guideline.
Why can’t we repair our own weapons?
Over the course of the century since the war the know-how of weapon technology has been lost, people know how to use them but not how they work, except for Weapon Launderers who still retain the know-how from certain methods of repairing and modifying weapons.
Vehicles will of course be scarce in a post-apocalyptic world however not completely unable to be found and used. There will be no market for vehicles for the simple reason of they cannot be bought, however should you come across one or even fuel (say if you are a scavenger or just scavenging) then it can be sold by you to either another player who has the amount you ask for or to an NPC. Note vehicles are valuable and can get you quite the bit of money. (Don’t take advantage of this however, I don’t want any unmanned vehicles being found by you guys for quite some time into the role-play.
Here is a general pricing of different vehicles and fuel and what they can get you.
No code has to be inserted here.
Also note that ammunition works differently.
The reason for extreme price of flying vehicles is that they are extremely rare and trust me should you ever come across one you will never wish to sell it! The fuel needed to fly these is massive.
Creatures and Enemies/Radiation/Civilization.
Creatures and Enemies:
As one can imagine a post-apocalyptic world a century on from a nuclear war would be a dangerous place, extremely dangerous and hostile. Among cannibals, gangs of cut-throats driven mad by greed, psychotic inhabitants of deep, dark places, and creatures (not to mention Humans) somewhat effected by radiation there does lie hope in Humanity. Pockets of civilization do exist. But first, the creatures of this world are not going to be madly over-powered, over-sized mole-rats like in the Fallout world but instead more realistic and less mutated. Instead of major mutations (although small ones may be noted.) it’ll be more the fact that the creatures brains, thinking patterns and way of living have been changed, along with some extra-strength to make them capable of taking on Humans
Examples of creatures:
- Any normal animal that is now not so normal, e.g. Mutated Boar.
- Ghouls (in conventional Fallout sense both Feral and normal.)
- More to be added as role-play progresses. Feel free to make up your own and I add to list.
Radiation is the product of the exploding bombs nearly a century ago and still remains, more than ever in many places. There is of course small amounts of the radiation wherever you go, most not really to damaging to your health is the short term however there are places were levels of radiation are dangerously high and can kill someone very quickly. Signs of radiation are obvious, itching skin, sudden blocked nose and air pipe, nausea, disorientation. It will be suggested to you by many, always carry a gas mask and if you’re feeling particularly ’I want to live’ a radiation suit never went to far…
Throughout this post-apocalyptic role-play world pockets of civilization do exist. Whether it is in the form off a town made completely from scrap over the course of half a century or a town on top of an abandoned high-way bridge or even a campsite there is hospitable civilization out there, in fact more than one might imagine. Here are the locations available at the current moment in time;
(This is the starting location.) Miracle Grounds rose from an empty lake bed when a group of South Georgian survivors came together to build a small civilization from scrap metal off aircraft and totaled vehicles as well as anything that could generally be used.
Ways to earn money here: (This will be updated)
- Scrap Metal- If you salvage scrap metal bring it back to Dirty John for 20 bottle caps a piece. (No more than 5 scrap metal per a salvage.)
The Bandits are raiders and marauders of the World, ranging from petty thugs and gangsters to organized crime syndicates. Apart from the Loners who treat them with marginal contempt, everyone hates the Bandits due to their nefarious acts of robbing and exploiting honest people. Most Bandits are unorganized and leaderless; there are only a few known Bandit leaders and camps, and even then their groups are still fairly unorganized, with underlings always trying to take control by overthrowing the previous leader. Their unit size is mediocre, and their equipment is cheap and shoddy; because of this they've adapted to a guerrilla style of warfare, ambushing small groups with large numbers by camping in locations just off the normal paths.
Note: The exception to this is the known gang “The 80’s”, possibly the most notorious bandit group in the Seattle region and more widespread.
The 80s are a raider group that formed about 30 years ago from the roughest, toughest sons of bitches in the area. Zack Corsair, Arinthia Harris, and Morinth Janisary. The three got together 200 different unhappy Bandits from over 30 Bandit groups and got them to join the 80s. They stole the best weapons of each of the groups and started to either get the groups themselves to disband and disperse, or die. Most died.
The 80s got their name from an old rockband called "The 80s" that were pre-war. Some of their CDs made it and all three of the leaders loved the music and thus, they brought "The 80s" back in the form of a very dangerous bandit clan.
They also just so happen to be friendly with The Miracle Grounds. Often taking weapons "on loan" then leaving larges sums of cash for them.
Now, the 80s numbers range into 500 over a 40 mile radius, most of the time, you can't find one unless they find you, and you don't want them to find you.
The Loners are a nomadic, semi-unified group of scavengers who simply live off the resources they do find in order to earn some coin for their daily lives. Loners are neutral to almost all factions but have complications and oppose Bandit factions for their actions against ‘Loners’ and other, innocent people. Most Loners are only concerned with riches, and do not pay attention to the other factions’ hatred for each other- provided, of course, they do not threaten them. Because of this Loners are often hired by other factions as mercenaries.
Originally ordinary people who believed in a unknown divine power of the Seattle space needle. Now, Monolith is seen as a crazy group of religious fanatics who currently hold the derelict space needle as their HQ and would rather die than let an outsider reach the space needle and its apparent ‘value.’ The Monolith faction has no allies and actively attacks other factions.
Note: Crazy as they already are they also frown upon the use of firearms and prefer melee combat, commonly seen weapons would be spiked brass knuckles, nail baseball bats and other ‘homemade’ weaponry.
A group of renegade prospectors unaffiliated with any major faction, as well as cast outs from other factions, they act as war bands and gangs instead. Although acting in the same way as Bandits by robbing and exploiting people, the renegades are not under any formal leadership.
Order of Malta
Scientists who explore zones of raised radioactive levels. They are neutral to all factions not being a warring faction however can be a royal pain when you get in the way of their experiments. These guys are not involved in any faction conflict.
More factions will be added as the role-play progresses!
This will be updated as questions are asked so make sure to look here in case a question you may have has already been answered.
Q: What will we need weapons for? Are there going to be mutated creatures and such?
A: I apologize for not making this clearer. There will be creatures as whether they will be mutated I have not yet decided. This is very much up to you the role-players who show an interest in this idea. There will of course be enemies and a use for your weapons however.
Q: I don't understand exactly what the goal of this RP is supposed to be, nor do I know much about this new world that you have in mind. For example, how did the world end? Are there still pockets of civilization around the world? How many people survived? How long has it been since the disaster? These are the types of questions that must be answered for me to get a picture of what you're planning.
A: The goal of the role-play... Well really it is a sandbox role-play meaning open-world but with side challenges and goals, character development and development of relationships among other people as well as having fun in constantly developing the world as you role-play. Numerous factions will be included the factions increasing over time as I would prefer to start on a relatively small scale.
As for how the World ended, as with many post-apocalyptic threads the answer when broken down into it's simplest explanation is Nuclear war. However unlike your generic Fallout setting, transport such as Jeeps and what-not are still in working order however finding fuel is what proposes the real problem leaving very few with actual useful vehicles other than gangs and weapon launderers. Even the factions will have very few vehicles to their name.
Pockets of civilisation do exist as it has been a good century since the last bomb was dropped, however people did not have cosy vaults like in the Fallout series but instead the survivors were lucky to have been in areas with, for lack of a better phrase, less radiation than the other places. Also being a century on as you can imagine these pockets of civilisation have some-what got back on their feet. However, also with many post-apocalyptic stories these 'pockets of civilisation' as they were so nicely named are very scarce. While camps and random shacks along with ruined buildings (especially city type areas) would be much more common. Filled with scavengers and of course your typical nasties from a ravaging cannibal to maybe a couple of other surprises.
Although I have not yet decided on an area for this to be staged I am thinking New York or London at the moment however it could be more remote say a place like Kansas as is in the show you are fond of 'Jericho.' As well as this I forgot to mention another type of transport available is helicopter although again few in number and largely kept by a secret military organisation that I will not mention here who may or may not be trying to get the world back on track, at least certain countries.
As for how many people survived that will depend on our setting as outside of a certain area, say the country we are set in no-one will know how many others are alive on other countries as no contact can be established and after what caused the devastation certain countries will never be attempted to be contacted. Say if it is based in the UK, known survivors will be estimated around 500,000 where as America the estimated survivors would be 1,000,000 to 5,000,000 all to be decided.
Q: Will we be travelling as a band of people to begin with, if at all?
A: I will leave that up to you, see I don't like having specifics set in the shape of travelling together. However if you and another role-player or number of other role-players decide to band together then feel free. On the contrary, if you would rather play a 'lone wanderer' type character then also, by all means feel free to do so. The beauty of sandbox.
Appearance: (Pictures do fine. Preferably no anime.)
Short history: (Try to write two paragraphs at least.)
Weapon(s): (Start off with a simple handgun, this is a progressive role-play.)
Vehicle: (This shouldn’t be filled in right now, or for a long time. :P)
Gear: (Tactical gear etc)
Current Bottle caps: (Reasonable amount we’re only starting off, look to the market post for advice. No more than 250 to start off with.)
Other: (Anything else I may have left out.)
((To Be Continued)).