I am still waiting for @Tala Avana to drop me a CS, and then I'll begin making the intro. Seeing how we have 5 characters already (which is what I was aiming at), I don't want to prolong the start anymore. I think everyone is just as excited about getting things rolling as I am.
I will be pulling an all nighters to begin rearranging my sleep schedule and also work on some 3D shit I've been working on, but I will drop you some extra info every few hours so you can get a feel for the universe. We begin with the enemies in the first issue of these extras
As for the creature legend. Here is a sum of all the most common enemies that you will be encountering during the RP. These are all non-boss enemies that will usualyl appear in hordes. But don't be fooled, they are all thought combatants to take down.
As the name suggests these are simple rats that evolved into ferocious killing machines. There are many types of them, depending on where they originate from, but they are generally very agile, and are very hard to kill, as they won't stop attacking as long as they can move. What's worse is that they are occasionally found in groups of 6-8. Their teeth can pierce metal, so if you don't have to do otherwise, avoid their head. Just like any other creature it is best if you keep your distance from them or else you can find yourself quickly swarmed.
These abominations are what became of those that didn't die from the radiation. They are exactly like the famous pop cultural "zombies", and they will attack any living thing. They often get into battles with rats and other wasteland creatures, and thanks to their strength, they usually win. They are incredibly hard to kill, and they posess superhuman strenght. They can bend metal with their bare fists. And what makes them even more fearful is the fact that they constantly radiate 10 times stronger than an avergage fuel cell in a nuclear power plant. If you do have to go up against them, be preapred, and pack tons of lead armor on yourself.
Characteristics: -Very strong -Tenacious -Radioactive ( Get teh joke )
This is what happens to a puppy thrown on the road, when it gets hit by gamma rays 1000x of a lethal dose. You don't want to meet these baddies, ever. They are agile, strong, and have razor sharp claws and fangs. They always hunt in pairs of two, and have good smelling, thought their hearing and vision is kind of bad. They are very strong and can regenerate even in combat.
Characteristics: -Vicious AF -Regeneration -Also radiates -Good at tracking down it's prey
Not technically mutants, these psychonauts that roam the wastes do have genetical disorder in their brain caused by the radiation. They are in for the kill, and usually wön't stop until they are dead. They are a very commoin plague for the settlers, and they are also in war with the maffia. Their social behavious reflects a potato's and they are not really talkative. That doesn't mean they are stupid. They are usually kept in line by some thug, that isn't contaminated, and has the balls to keep them controlloed. The same description can go to the usual bandits too. They posess firearms and basic vehicles. Ouch.
Spiderlings are giant mutated spiders, that hide in the dark, and dank dephts of the planet. Thus their vision is excellent, and they can sense motion from very far away. Take a wrong step, and their web will be your final resting place. They can puncture your body with a single punch, and their chitin plates can protect them from most froms of kinetic damage. However they are very vulnerbale to falling, and blunt objects hitting them. They are loners, but taking one down is a hard task even for the experienced scavengers.
If you live, lucky you. If you die, lucky me... I get first grab at your gear.
Armor
Under the suit
Name: Russel Rudolf
Age: 24
Personality:
~Over Confident
Russel is extremely overconfident in his abilities most of the times. Fake it until you make it!
~Cold
Doc is cold about his work. He thinks every proper medic should be. Having no problem causing pain to his patient if it means they will see another day.
~Sarcastic
Sometimes this can be a curse when dealing with the urchins of society. When he scolds at others to just rub some radioactive dirt on it, he wasn't being serious...
~Realist
Doc at times can be pessimistic on situations. He's not Pessimistic, he's a realist!
Background: Russel was born to a pair of "wealthy" Doctors in one of the many cities before the ground was scorched by Radiation. He was home schooled by his Parents mostly in the Medical field so once he could attain a degree he wold already have to experience years ahead. He was Twenty Two when the Apocalypse occurred.
Due to his families wealth, they were able to escape underground before most people and have enough starting supplies to set up their own mini settlement. After a few months past, the settlement of well fed and supplied people were attacked by a group of feral Raiders. Every day another wave would return, causing as much damage as they could before retreating to fight another day. Eventually the Raider boss offered a deal, with the casualties they had sustained they found the need for a doctor. The Raiders promised if they give up Russel's Mother and Father, they would leave. Kidnapping his Father in his sleep, the other members of the Settlement sold their Doctor away. Hoping it would save them from certain death, but of course he Raiders didn't keep their word. They had sacked the Underground town. Capturing or killing most the inhabitants.
Some escaped, one of those being Russel. For day's he traveled through underground networks and settlements. Just trying to survive in this new world, occasionally offering his services to get a few tabs here and there. One day while traveling by cart, Russel and a pair of men were attacked by a pack of mutated rats. Russel couldn't have got luckier that day. While running away, he ran into a group of Scavengers. One of those being 'Loki'. The Mercs gunned down the pack of Rats with ease and the rest is history.
It's as if destiny had brought the group to Russel, or Russel to them. They took him in. Using his medical knowledge and skill, he quickly became a important individual. Offering his Medical skills for training in the field. Just after a Month of the Devil Runners being created he was a honorary member. Becoming one of the Best Medics they had and possibly the world. Not because he was anything special, but because he existed. Gaining the Nickname: Doc.
Pros:
~Medic
Doc, as his name implies is highly skilled as a field medic. Not like the bar is set high for current times.
~Thinker
Russel is quick to think outside the box. Sometimes coming up with the most ridiculous solutions to simple problems.
~Multitasker
Having to treat other in the middle of firefights has trained him to preform multiple tasks at once or quickly following one another. Doc has to occasionally Triage a Patient, while ducking for cover, and then quickly firing back at the enemy.
Quirks:
~Germaphobe
While he was original taught to work on a clean table, in the field he tries to keep it as clean as possible. This is usually hard to do in the field, but feels it necessary to keep his workplace and treatments sterile. This could take him longer to treat others with him maliciously cleaning his medical equipment before actually treating them. Even on his equipment, Doc is constantly wiping off dirt and blood from his body. Going as far and waste disinfection equipment to cleanse himself.
~Shaky Hands
Every great surgeon should have still hands. Sadly, Doc doesn't have this skill. His hands often shaking when dealing with stressful situations. He can get the job done, but it might not be as pretty as he'd like.
~Stingy
Not necessarily his fault, but because of the rarity of medical equipment he carries, Doc won't waste any of it. Especially if he knows they will be wasted...
Habits:
~Wondering
Doc occasionally zones out. Missing a whole sentence in the middle of conversations or forgetting to complete minor tasks that he had set himself to complete.
~Imaginary friend
Those who been with Doc long enough have seen himself constantly mumbling to himself. The inside joke is he has an imaginary friend, but in reality he occasionally just whispers prayers to whatever god that looks down on them. He isn't sure himself, but it helps him deal with stress most times.
~Medical Gear
All of Doc's medical equipment is carried in his leather satchel usually kept to the small of his back. Anything from Gauze, IV's, Chest seals, and morphine to Band-aids, scalpels, and antibiotics. Most of these are quite rare so he sure to keep them in high regards.
~Medicine Stick
Doc's custom rifle. Made from Wood and Scrap Metal. This bolt action weapon fires a heavy caliber round and magazine fed through the side. It shoots far and hits hard to make up its slow rate of fire. Easily repaired on the field do this its simplistic design.
~Combat knife
More of a shiv, Doc carries around this foot long weapon as a means of close combat protection. He rarily gets to use it, but it's known to send a couple of sneaky Raiders to the grave.
@Liotrent This was originally a tabletop RP I played with my friends that we designed when we were REALLY into Metro 2033. We had some cool extra things that I cannot really adress here in text format, but it was a really good game to GM.
@Thecrash20 You already adressed the enxt issue of Extra Info, which will be about the timeline. The gate exploded pretty recently, so only plan with a few months background after the apocalypse hit.
Otherwise, the character is good to go into the CS section. We really do need a medic haha
@Thecrash20 You already adressed the enxt issue of Extra Info, which will be about the timeline. The gate exploded pretty recently, so only plan with a few months background after the apocalypse hit.
Otherwise, the character is good to go into the CS section. We really do need a medic haha
Edit: Also curse you for making me double post
Whoops, Ill change the Background then. Thought it was well into it. I read the timeline yesterday, so I guess I need to read better. Edit: Oh, wait...
The Timeline of the RP is long and convoluted, but because we are only playing the first setting of the actual universe, we don't have to worry about anything overlapping. So here is an overview of what happened:
+1 hours to apocalypse: Offical governement crumbles, most of the population does of radiation overdosage, military tries to cease control and protect civilians in safe areas.
+4 hours: Major underground hubs like metro stations and cargo acces tunnels are crowded with survivors.
+24 hours: Survivors organize search parties to ssek out food and supplies. Most of these people due to radiation exposure, but they manage to get a good biew of the surface.
+48 hours: Radiation reaches acceptable levels, but air is too poisonous and thin to breathe. Many die in shelters from poor air conditions, or because of shoddy air filters. Most food becomes irradiated, canned foods are the go-to food source.
+72 hours: Raiders begin to organize attacks on settlements for supplies and gear. Weapons become a new priority loot.
+128 hours: Utility services cease to work. All above ground settlements move underground in the face of emerging mutant and raider threat. Most minor settlements are abandoned, and are now housing threats.
+2 weeks: Major settlements begin popping up, providing a safe haven for survivors who want a better future. Any resembelance of the military ceases to exist, and use their gear to work as mercenaries or join raider gangs.
+3 weeks: Currency is re-established in the form of pop tabs (the little things you can open tin cans with if you don't have an opener). Traders begin to chart out the ruins of the planet in search for other settlements.
+4 weeks: Large communities begin to appear, and electricy is restored to some areas. Radio stations are now setup to help co-ordination of survivors.
+2 months: The remains of the Mafia surface from their underground bunker, and offer protection from Raiders. They extort money from settlements, and only rarely intervene to protect them. Using scavenged equipment they restore some ships to working condition and help in the creation of the first above ground settlement.
+4 months: Scavenging becomes harder as organized crime gangs are popping up equipped with military gear and mobilized forces, barricading the tunnels. The topside is ravaged by mutants that are rapidly reproducing and prey on the humans.
+5 months: The mafia controls the only above ground farming settlement, selling crops and livestock for insane prices. They place monopoly on electricity, and essentially act as an unoffical governement. Many settlemetns struggle to stay fed and powered.
+7 months: Metro railways and cargo transports are powered back up, allowing for limited travel between setlements. Mafia now controls important chokepoints and focuses of defending against raiders. Most major settlements focus on expanding, and hire mercenaries to provide themselves with the needed materials. The first Runner groups emerge as the air starts to clear from toxic ions, but is still to thin to properly breathe.
+8 months: With the solid influx of food and amterials due to the Runners, commerce flourishes and settlements rapidly grow. Well renowned Runner and mercenary Ashur "Loki" Lean establishes the Devil's Runners group.
+1 year: Current time. Mafia still acts as pity governement, but progressively restores utilities to settlements with monopoly on them. The planet enters it's winter cycle, and Runners have more jobs cut out for them than before with the dropping temperatures. Large groups of mutants wipe out most raiders, and threaten settlements in search of food.
@6slyboy6 If you want to go ahead and get it started, it wouldn't be hard to toss my character in once they're ready. I'm still kinda flailing around with my ideas right now, between work and being sleep deprived, it really isn't easy to pin something down.
So, Inertia had the fantastic idea of making a Discord channel. I personally use Discord every day, so for me it would be awesome to get in touch with you guys, but I don't know what the rest of you think.