It was the 22nd Century. The Sol system was a vast collection of megacities, colonies, orbital habitats and stations. Interstellar travel was attained with nuclear fusion and many companies and chartered expeditions ventured out beyond the solar system. Most of the worlds discovered were uninhabitable, so in response, many companies stook up terraformation and atmospheric conditioning to mold new paradises.
The Frin-Eden Company were on the cutting edge of terraformation technology; going far enough to experiment with dangerous wormhole travel to find suitable worlds. One of these worlds was Bastion, a barren, arid planet with a promising future as a garden world. After some twenty five years in development, terraformation was scrapped. Frin-Eden filed for bankruptcy and many of it's terraformation projects were abandoned, including Bastion. Over a century went past for Bastion, it's life sustaining itself in a handful of craters over it's scarred surface. While far across the galaxy, humanity was in a losing war.
The frontier colony of Pilgrim's Rest was attacked by immense monsters, capable of hopping between planets and even solar systems in pursuit of nuclear energy to consume. Besides wanton destruction of colonies and cities, they also brought with them ravenous offspring, fed on human flesh. Along with noxious diseases that swept through refugee camps and aboard fleeing ships. For their deranged pursuit of nuclear sustinence, they were named, Vacuum-Kaiju.
As year after year went past, the number of humans dwindled, their ships engines the very thing drawing the Vacuum-Kaiju to each new haven. Nowhere was safe for the humans, if they returned to worlds left behind by the Kaiju, they would encounter swarming masses of their offspring that took many years to develop. It seemed with each world that was lost, a slither of everyone's hope was lost with it.
One promising hope remained however. Vacuum-Kaiju naturally avoid wormholes, from either primal fear or a past lesson learned. A radical plan was formed, that a collection of ships plunge through a wormhole to a system where a suitable planet lingered. They would cut off their fusion engines and by refraining from utilising nuclear energy, the colony could effectively go into hiding and be undiscovered by the vacuum-kaiju. This of course would mean that the colonists would be condemning themselves to an existence of pre-nuclear energy. At least for a few centuries. Big dangers offered bigger rewards however, as many volunteer colonists made preperations for the journey while a suitable wormhole was looked for.
The Sekelj, the Vlamingh, the Gagarin and numerous smaller vessels were assembled into a ragtag fleet by the time a wormhole was found. With the vacuum-kaiju breathing down their neck, the fleet dipped one by one into the wormhole. The first stroke of luck came up for them as soon as they popped through, as no Kaiju came after them through the wormhole. The second was that they arrived near the planet of Bastion. Unfortunately there good luck was the exception and not the rule.
Not only did the wormhole destabilise and collapse, but sabotage of the fleet sent many of the ships crashing down onto Bastion. Those that survived the crashes were fortunate to have fallen into the habitable region of Bastion simply called the Crater. Just about a thousand five hundred kilometers in diameter, the Crater was an ideal location for the colonists with flowing rivers, great lakes and lush forests.
The Crater was inhabited by animals both familiar and strange. Generally of the North American variety of flora and fauna, they are joined by cloned versions of previously extinct species, such as mammoths and smilodons. While also competing with bastion native species such as the Water-Wyverns. As time went on, the peoples of the different crash sites banded into settlements to survive, united only in their proclamation to not use nuclear energy or technology. Eventually the territories were marked out and various groups and organisations ruled them with open palms or closed fists.
Eighty years after the crashes, the Crater is still a dangerous place, despite the efforts of the territories. There is no shortage of bandits along the roads and people still turn on each other for many reasons both noble and vile. The territories have made alliances with one another and wars have been fought. Technologies once prevelant to the original colonists are vanishing and minds capable of replacing them are few and far between. Less munitions are being produced than spent in the Crater and violence is carried out by swords and bows as well as pistols and artillery.
Talk of uniting the territories is rife among the settlements, it's the 'how' that diversifies that talk however.
Cannibals
Covered in blood and driven mad by their consumption of human flesh. The remaining cannibals have relegated themselves to tribes surrounded by vicious traps and deranged totems. On occasion, if no poor travellers had been caught, they will venture out to nearby settlements and take people for imminent consumption or servitude/sacrifice later.
Corsairs
Though seen often up the rivers and lakes of the crater, their danger comes from their unpredictability and their opportunism. As likely to put silver in your hand as they are to put lead in your stomach. With the right attitude and with enough weapons, they will be a helpful trader, without either and they will come as a dreaded pirate.
Raiders
More organised than your common bandits, the raiders of Kindlers Reach and Frosthold are led by iron-fisted warlords and trained by cunning deserters. They build their walls and fill their stomachs with slave labor, poor souls captured and forced to work for their cruel masters. Raiders boast of their strong war-convoys, designed to drive down into the settlements of the crater and drive slaves and loot back up the slopes to their strongholds.
Red Sun Hussars
Started with the best intentions, this company of cavalrymen set out initially to protect travellers and fighting back both monsters and men. Over the years though, the hussars ethos collapsed on itself and became reborn as a cult, dedicated to serving their sun spirits and attracting converts rather than protecting the innocent. People in the lands surrounding their keeps are extorted and their children are taken to be brainwashed and trained to be hussars.
Water-Wyverns
When the Frin-Eden company first arrived on Bastion, they found an arid wasteland with a limited number of oasis and harsh natural wildlife. The apex predator was the water-wyvern. Reliant on water sources to lure in prey and nest their eggs in wetlands, when Frin-Eden created the lakes and restarted the rivers of the Crater, the wyvern population exploded. Capable of limited flight and with razor sharp teeth and claws, wyvern's are prone to migrate to find new nesting grounds near waterways an in wetlands., often coming to conflict with corsairs and nearby settlements.
Cannibal Camp
Premeditating a cannibal camp are various traps wedged between blood covered totems and bone decorated trees. Very few escape a cannibal camp, though those who do speak of tents made out of human leather and great fire pits to roast men whole.
Cave System
The Rim Mountains are filled iwth many cave systems, some empty tunnels, others filled with hidden treasures or horrors best left unawoken.
Farmland*
Fields and pastures, irrigation trenches and barns. Farmland can produce enough food not only for the resident farmers but also for nearby settlements.
Mine*
Regardless of what is dug or extracted out of the ground, ore or oils, working in a mine is tough work with well earned rewards. Mines also have the facilities to refine new materials from the raw resource they mine.
Raider Stronghold
With thick ramparts and filled with garages and barracks, Raider Strongholds are the nerve center of raider activites across the crater. Slaves are kept to usually outside of the walls in labour camps, though the more prized slaves are imprisoned in the stronghold itself.
Red Sun Keep
Similar with Raider Strongholds, a keep is designed with buildings to house and supply both hussars and travellers. Now though, the travellers have been replaced with shrines and food extorted from nearby farms. While the keep lacks outer defenses, the keep is designed to go into a lockdown in the event of an attack.
Ruins
Left behind by the Frin-Eden company, scavengers and treasure hunters are just scratching the surface of the ruins with the numerous tunnels and facilites covered in foliage and worn down by the years.
Settlement
Settlements are the main hubs of the territories. (This is the symbol for your settlement, it'll be coloured in your colony's colours)
Stockade*
A fortification, with layers of ditches and killzones up against it's walls and in view of it's towers, a stockade is a sizeable and intimidating place to attack for anyone. Settlement's usually build them to ward off nearby threats or protect borders with other territories.
Village*
Smaller than settlements, they usually provide enough food to sustain themselves. Generally though, settlements tend to dedicate themselves to providing a single certain resource such as horses, beers, spirits, cotton, wool etc. They don't produce enough food to be considered farms but can't produce manufactured materials that settlement facturies do.
Water-Wyvern Nesting Grounds
The bodies of unfortunate souls after a wyvern attack usually end up in nesting grounds. Often left rotting in the sun for their younglings to consume, their bones mixed in with reeds and branches of various nests. Regardless of the danger water-wyvern's present, all the rotting flesh attracts other smaller predators and can be centers for disease to spring up. Eggs can be stolen for either consumption or for attempts at capturing and domestication, but at great peril and personal risk.
- This is a post-apocalyptic, Sci-Fi nation Rp - 18+ - High-Casual to Advanced please. - Don't be a knobhead. - I'm looking for a Co-Gm, 'Cus this is my first GMing of an Rp in... literally years. All you have to do is be willing and able.
Colony Name: Colony Symbol: (An image or a description of your colony's flag/symbol etc) VIPs: (Names, roles etc) Population: (Anywhere <5000 people)
Settlement (You have 10 points to spend on your settlement, the more points in a category the better it is) Food and Water production: (How do you get food and water for your colonists, farming? ranching? nearby water source? wells?) Main production: (What do your colonists make a lot of i.e. medicine, steel, armaments, horses, vehicles, petroleum etc) Health: (How good is sanitation? what is the general health of the pop? Is disease common?) Settlement Defenses: (How does your settlement defend itself, preferably a mix between past and present fortifications)
Perk: (Choose a perk from the perk list, only one perk though. Will take suggestions for additional perks) Friends and Enemies: (Pick one danger of the Crater to be friendly with and one to be bitter enemies with) History and Culture: (Rather self explanitary)
Outposts: (See the Points of Interest chart and look for the *. Only two per colony and outposts add 1 point each to your settlement catagories) Outpost 1) + Outpost 2)
Military: Infantry = (Number of and ratio of Ranged/Melee combat) Vehicles = (Number of and ratio of Fast/Armoured vehicles) Unique units = (Whatever unique you have at your disposal and number of)
Arsenal = Manufacturing plant of munitions and arms. (Good for producing arms and munitions, longer to besiege settlement) Blockhouse = With an overlooking reach over the settlement, a blockhouse can rain artillery and other projectiles on targets in and around the settlement (+1 defenses point, anti-air capabilities) Catacombes = Good for storing dead bodies, also useful for getting around the city discretely. (+1 Health point, underground tunnels of the settlement) Drone assembly line = The precious knowledge of building and programming drones has been passed down the generations. The designs vary, but are small and specialised, with limited intelligence. (Unique military/labor units) Foresters = In the dense forests and between tall trees, the people are at their best amongst the trees (Suited for forest combat, improved lumber production) Gagarin remnants = The Gagarin was a greenhouse ship, crewed with biologists and horticulturalists (+2 Food, -1 health) Horse Lords = A good horse can get you around quickly and to places that a war buggy or a tank can't, whilest also remaining almost undetected (Unique military/labor units) Hospital = A hospital in the truest sense of the word, where surgeries can be performed with loss of life is at a minimum. It is also a suitable spot to produce medicine and other pharmacuticals to keep a healthy populace. (Maintain a pop of <6000, +1 point to health) Hydroponics = A delicately maintained system of water and plants in a settlement can create blooming gardens, good for maintaining a food supply for a burgeoning population. (Maintain a pop of <7500, +1 food) Railgun battery = A floating Railgun, towed by a barge, for easy access to it's coolant. A railgun is a fearsome piece of artillery (Unique military unit, only travels by water) Secret Police = A handful of loyalists with certain skills for maintaining public order and sniffing out spies. (Improved public order, investigate for spies) Sekelj remnants = The Sekelj was a hospital ship, moving between worlds with a crew of aid workers and midical professionals (+2 health, -1 main production) Shipyard = Building a boat is neccessary for utilising the waterways and lakes of the Crater, thus any settlement on the banks of such can have facilities to build galleys or xebecs. Both of which are powerful means of controlling the waters through either guns or trade. (Unique military units, capable of water trade) Spy Network = A ring of infiltrators and agents that keep their eyes and ears across the crater. (Intelligence gathering available across the crater) Tank Factory = A heavily armoured vehicle, it's good for protecting precious people or attacking formidable enemies. (Unique military units) Underground Reserviour = A fresh water lake sits calmly in a cave beneath the settlement, good for a nearby water supply. (+1 Health, longer to besiege settlement) Working Aircraft = A mix between a bomber and a dropship, how it has been kept in working order for eighty years is due to a dedicated maintenance team and a refurbished engine run on petroleum. As a weapon of war or as a means of transport and diplomacy, it is a useful tool to any territory or faction. (Unique military/diplomatic unit) Vlamingh remnants = The Vlamingh was an engineering vessel, crewed by skilled technicians and manufacturing specialists (+2 main production, -1 food) Wyvern Tamers = By building a unique water paddock and through years of training from birth, a dozen wyvern's have been trained and ready to use as mounts in battle. Their mounts either dropping grenades or a manner of small arms, they make fiercesome opponents. (Unique military unit)
If you have any questions or suggestions, just ask.
Just wondering however, is it up to the players to decide their military numbers or will it be representative of a colonies' pop, or worked out in a different manner?
@Voltus_Ventus We're getting a nice little party! I'll start an OOC regardless so that'll be fun!
Also, I'm adding to the Perk list constantly so that'll be fun at least! If any of you have any ideas, feel free to tell me. Give us something to do while we wait.
Could be fun, Im planning on playing the local employees/workers of an organization dedicated to interstellar wormhole communication planning on starting a space program to create a wormhole factory...which will probably not be completed any time soon.
For now they are tech traders with a low physical population and a huge number of drones, making a living by fixing other civilizations technology and selling them electronics
@Lucidnonsense I'm cool with the whole tech traders thing, but I'm not sure what you mean by Wormhole factory. This isn't like SG-1 where you have a ring and you dial in a code. Regardless, creating let alone controlling wormholes would require a massive amount of power. Probably something in the nuclear energy area. Also it's a bit OP isn't it.
@Lucidnonsense I'm cool with the whole tech traders thing, but I'm not sure what you mean by Wormhole factory. This isn't like SG-1 where you have a ring and you dial in a code. Regardless, creating let alone controlling wormholes would require a massive amount of power. Probably something in the nuclear energy area. Also it's a bit OP isn't it.
I'll just start an OOC/IC then, Probably today so keep your peepers open.
The wormhole thing is a longterm goal, They will be needing a fuckton of energy and the factory I imagine has to be constructed at the edge of the solar system in order to minimize gravitic interference. They might be able to create Microscopic Communication wormholes a bit earlier but those arent nearly as useful unless you have a means of getting them to other solar systems.
TL;DR while the wormholes are the goal, they arent happening anytime soon.
@Lucidnonsense It's cool to have that goal, but that longterm goal is gonna be looooooooongterm goal. The people of the crater have gone almost backwards in technology, I'd imagine rocketry would be at a 1950s level at this point. Also the people of the crater are very much anti-nuclear energy because they don't want the vacuum-kaiju showing up on Bastion.
I like your idea of the curiosity to hear what's going on, check to see if they're truly the last humans in the galaxy or something. But as a heads up, you'll have to do it without any form of nuclear energy, or else risk the collective antagonism of the entire crater.