please, do not post without permission. thank you.
T H E M E S : | _____________________ Exploitation of Children β Man & the Natural World β Extreme Competition β Gender, Religion & Power |
"... I have my own lines. They haven't been crossed.
There's a magic to a story of children growing strong together in the face
of insurmountable odds. I'm hoping to find that here, or paint that picture/find
it in this bleak world."
F A C T I O N S _______________________________________________________________________ Scavengers Β· Metahumans Β· Nomads Β· Military M A P S _______________________________________________________________________ Nests Β· Buildings Β· Cities Β· Countrysides Forests Β· Houses Β· Roads F L O R A & F A U N A _______________________________________________________________________ Edible Β· Dangerous Β· Hallucinatory Β· Haunting Healing Β· Very Dangerous Β· Mounts Scarce Β· Toxic | P R E V I E W |
Real Life Face Claim | F A C T I O N : N A M E : N I C K N A M E : Optional unless in the Military A G E : S K I L L S : Choose Five (5) Skills L E V E L : E X P . P O I N T S : H U N G E R : T H I R S T : H E A L T H : H U M A N I T Y : S T R E N G T H ββββββββββ D E X T E R I T Y ββββββββββ C O N S T I T U T I O N ββββββββββ I N T E L L I G E N C E ββββββββββ W I S D O M ββββββββββ C H A R I S M A ββββββββββ |
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[sub]Real Life Face Claim[/sub][/cell][cell][sub]
[color=silver]F A C T I O N :[/color]
[color=silver]N A M E :[/color]
[color=silver]N I C K N A M E :[/color] Optional unless in the Military
[color=silver]A G E :[/color]
[color=silver]S K I L L S :[/color] Choose Five (5) Skills
[color=silver]L E V E L :[/color]
[color=silver]E X P . P O I N T S :[/color]
[color=silver]H U N G E R :[/color]
[color=silver]T H I R S T :[/color]
[color=silver]H E A L T H :[/color]
[color=silver]H U M A N I T Y :[/color]
[sub]S T R E N G T H [color=silver]ββββββββββ[/color]
D E X T E R I T Y [color=silver]ββββββββββ[/color]
C O N S T I T U T I O N [color=silver]ββββββββββ[/color]
I N T E L L I G E N C E [color=silver]ββββββββββ[/color]
W I S D O M [color=silver]ββββββββββ[/color]
C H A R I S M A [color=silver]ββββββββββ[/color]
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Messing with basic CS design for NPCs using your CS for our players. It's
incredibly simplified in comparison.
Finished basic location guide for what I imagine are our four main locations.
Can flesh them out a bit more later, especially after the OOC and we get some
outside ideas flooding in.
You need to stop staying up so late.
Then again, so do I...
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βββ
To Do:
Β·So much...
Β·Skills and special commands.
-Still need to balance.
-Still need to add a few more.
Β·Appendices for Crafting, Cooking, Flora and Fauna.
-Still need to fill.
Β·Navigation system.
-Removing the navigation I have in each section and will change it to
navigation to specific posts (much like my 'player handbook').
Β·NPC CSs
-Speaking of. Add NPCs to the other locations.
βββ
βββ
Β°Λβ§Complete*: ο½₯οΎ
9.15.20 Β· Resources guide. Simple version. It might be enough.
9.19.20 Β· Added required base stats for skills. May need balance. Will add more.
Β· Added 'Post Turn' and 'Combat' to the guide.
9.19.20 Β· Added branching skills and remaining required stats. Will edit as more
skills are added.
9.30.20 Β· Basic location guide.
βββ
βββ
α΅α΅α΅α΅ α΅α΅α΅α΅ α΅α΅α΅α΅
I have my helmet, but I don't have my head.
Will Complete:
Β·Factions - Military
Β·Add levels to Flora & Fauna
Β·Making sense of the Flora & Fauna
A scale of infection level and likelihood of passing on infection/mutation
I have an idea for why corn, wheat and rye aren't used more for food in the countryside, which will be partly due to rainouts & etc. A measure of nuclear storms and how a campaign will survive one is needed, as well.
Β·Pictures for the Factions
Β·Interest Check
Completed:
Β·Categorizing Flora & Fauna
Needed:
Β·Maps
Β·Technology
Β·Beliefs/Cults
__________________________________________________________ | F A C T I O N : Scavengers N I C K N A M E S : Scavvys, Scaps, Tykes A G E S : 1 0 - 1 5 H E A L T H : H U M A N I T Y : +1 for every bond -1 for every enemy Scavengers are the largest faction in the toxic wasteland. This faction is typically found through out all of the waste, blurring the lines between themselves and the Nomads, their closest relative. However, the strongest concentration of "Scavs" are found in and around the abandoned cities where they make use of trashed and forgotten technology, scrapped metals and plastics and the natural verticalities of the the world's remains. Scavengers will do whatever within their means to survive, even if that means killing and consuming one of their own. Seldom alone, they are usually observed in groups, banding together to find strength in numbers against any and all shared foes. However, these groups are easily scattered by in-house duplicity. Commonalities are cannibalism, extreme violence, possession and slavery in the more developed "Scavy" camps. |
__________________________________________________________ | F A C T I O N : Metahumans N I C K N A M E S : Crawlers, Mutants, Beasts A G E S : 8 - 1 8 H E A L T H : H U M A N I T Y : +2 for every bond -? for every frenzy Metahumans are the second largest faction in the post-apocalyptic world. They are often found in the forest or countryside, scattered alongside the wasteland's various toxic flora and fauna. Often referred to as "Crawlers," metahumans are able to writhe through the terrain as natural predators without detection and can survive with ease through the barren desert. They are known for their beastly instincts and deformities, which sometimes leave them less than human looking. Some roam in small packs, but most live solitary lives. Regardless, metahumans are aggressive and do not trust other creatures easily. These "Mutants" are hostile carnivores, and unfortunately, their intelligence is lacking and learning new skills is often difficult for them. They also have quite a temper, can trigger a raging frenzy in them. Trusting ones are known to make habitation with the Nomads. |
__________________________________________________________ | F A C T I O N : Nomads N I C K N A M E S : A G E S : 1 0 - 1 8 H E A L T H : H U M A N I T Y : -1 for every human meal Surviving off of the natural land, Nomads are a rare faction to be found. They wander alongside the countryside, forests and in the cities. Sometimes they are alone, and sometimes they are with other family members. They are also known for their skills in taming animals, cooking plant-based recipes and mixing potions. Nomads are also a faction heavily influenced by different cults, beliefs and traditions passed down by their families. These beliefs very from group to group. Due to their peaceful nature, as well, they refuse to join the Scavvy Camps or Military regime, which makes them subject to being an easy source of food. Often times, they are mistaken for "Scavvys," which gives them a layer of protection. As well, they can get protection by mingling with metahumans. Unfortunately, their way of life has given way to the harshness of the lands as they slowly lose a sense of humanity to the infected world. |
__________________________________________________________ | F A C T I O N : Military N I C K N A M E S : Angels, Gray Ghosts, Metalheads A G E S : 10 - 50 H E A L T H : 5 for Child 10 for Adult H U M A N I T Y : +1 for every bond -1 for every child kill P E R S O N A L I T Y : The military are the rarest and most technologically advanced faction. Their loyalties are the highest, and forming a bond with them is easy. Due to their military upbringing, their constitutions are the weakest when living outside their posts, which makes them the least likely to survive when on their own. Often times, military personnel are mislead by their leaders and end up disappearing during their scouts or hunts. However, they have high intelligence and can learn skills more readily than the other factions, when in a group setting. |
Skills are learned abilities that are available to all players at the start of the game. Each skill, however, comes with a stat requirement that must be met before the particular skill can be learned. Once learned, these skills can then be improved upon, increasing it's usefulness in any given situation. Skill improvement comes from instruction, finding literature on the skill or using the skill a specific number of times. Use of a skill costs one hunger. |
level 1-----------------level 2-------------------level 3 -----------S A L V A G E 4 WIS 2 DEX /------\ R U M M A G E 4 WIS-----------------------------------------------------------------------S C O U R 6 WIS 2 DEX ___________________________________________________ | Search the immediate area for useful junk, food and water. _______________________________________________________________________ Level 1 Β· Higher loot chance from containers than free action 'search'. Level 1 Β· Can check previously searched containers a second time Level 1 Β· on the same day. Level 2 Β· Reduce any large object to it's base parts (not just scrap). Level 3 Β· Loot table is doubled. |
level 1-----------------level 2-------------------level 3 ---------R E P A I R 4 INT 2 DEX /------\ C R A F T 4 INT 2 DEX-----------------------------------------------------------------R E C R E A T E 6 INT 4 DEX ___________________________________________________ | Craft items from available junk. _______________________________________________________________________ Level 1 Β· Craft level 1 items. Level 2 Β· Craft level 2 items. Repair damaged items, whether crafted or looted. Level 3 Β· Craft level 3 items. Crafting requirements reduced by half. Recreate Level 1 Β· objects of old from partial blueprints or images. |
level 1-----------------level 2-------------------level 3 ----S K I L L STAT /-----\ L O C K P I C K 2 DEX 2 INT--------------------------------------------------------S K I L L STAT ___________________________________________________ | Open locks. _______________________________________________________________________ Level 1 Β· Open level 1 locks. Level 2 Β· Open level 2 locks. Level 3 Β· Open level 3 locks. |
level 1-----------------level 2-------------------level 3 ----------H I D E 4 DEX 2 WIS /----\ K E E N 2 WIS---------------------------------------------------------------S T E A L T H 6 DEX 2 WIS ___________________________________________________ | Perception and stealth. _______________________________________________________________________ Level 1 Β· High perception. Level 2 Β· Blend into the environment and make no noise. Cannot move. Level 3 Β· Move from through an area completely undetectable (if applicable). |
level 1-----------------level 2-------------------level 3 ----A L C H E M Y 4 INT /-------\ C O O K I N G 4 INT--------------------------------------------------------------S K I L L STAT ___________________________________________________ | Create meals from available ingredients. _______________________________________________________________________ Level 1 Β· Cook level 1 dishes. Level 2 Β· Cook level 2 dishes. Create potions. Level 3 Β· Cook level 3 dishes. Ingredients cost halved. |
level 1-----------------level 2-------------------level 3 ----T R A C K 4 INT /-----\ N A V I G A T E 4 INT---------------------------------------------------------------------D E T E C T 4 INT 2 WIS ___________________________________________________ | Track targets through any terrain and improved perception. _______________________________________________________________________ Level 1 Β· Find clues in the surrounding terrain that will give a Level 1 Β· general direction to a location or area. Level 2 Β· Track a target. Find clues to find a specific person or object. Level 3 Β· Clues to locations or persons are more specific. Detect stealth Level 1 Β· entities. |
level 1-----------------level 2-------------------level 3 -----------D I S A R M 2 STR 2 DEX /------\ U N A R M E D 2 STR------------------------------------------------------------------------------G R A P P L E 4 STR 2 DEX ___________________________________________________ | Hand-to-hand, grapples and disarms. Non-lethal. _______________________________________________________________________ Level 1 Β· One-half hit. Level 2 Β· Disarm an opponent. The weapon is dropped. Level 3 Β· Hit increased to one. Grapple an opponent. A grappled opponent Level 3 Β· cannot attack. You may choose to put to sleep or hold in place Level 3 Β· for a limited amount of time. Every post the grapple is held Level 3 Β· costs an additional one hunger. |
level 1-----------------level 2-------------------level 3 -----------P A R R Y 2 STR 2 DEX /-----\ B L U N T 2 STR--------------------------------------------------------------S T U N 4 STR 2 DEX ___________________________________________________ | Any non-bladed weapons including improvisations. Non-lethal. _______________________________________________________________________ Level 1 Β· One hit. Level 2 Β· Two hits. Parry to negate damage from an attack. Level 3 Β· Three hits. Stun an enemy. They skip all actions on their next post. |
level 1-----------------level 2-------------------level 3 -----------P A R R Y 2 STR 2 DEX /-----\ S H A R P 2 STR 2 DEX---------------------------------------------------------B L E E D 2 STR 4 DEX ___________________________________________________ | Bladed, one-handed weapons including short swords and improvisations. Lethal. _______________________________________________________________________ Level 1 Β· Two hits. Level 2 Β· Three hits. Parry to negate damage from an attack. Level 3 Β· Four hits. Cut deep enough to cause enemy to bleed. Enemy bleeds Level 3 Β· one health per post until wound is tended to. |
level 1-----------------level 2-------------------level 3 -----------T A R G E T 4 STR 4 DEX /------\ B O W 4 STR 4 DEX----------------------------------------------------------B L E E D 4 STR 4 DEX ___________________________________________________ | Damage with bows and arrow recovery. Lethal. _______________________________________________________________________ Level 1 Β· Two hits. Level 2 Β· Three hits. Target specific parts of the body, not including the head. Level 3 Β· Four hits. Recover arrows. Bleed target one health per post until Level 3 Β· wound is tended to. |
level 1-----------------level 2-------------------level 3 -----------T A R G E T 4 STR 4 DEX /------\ B O W 4 STR 4 DEX----------------------------------------------------------B L E E D 4 STR 4 DEX ___________________________________________________ | Damage with bows and arrow recovery. Lethal. _______________________________________________________________________ Level 1 Β· Two hits. Level 2 Β· Three hits. Target specific parts of the body, not including the head. Level 3 Β· Four hits. Recover arrows. Bleed target one health per post until Level 3 Β· wound is tended to. |
level 1-----------------level 2-------------------level 3 -----------T A R G E T 4 STR 4 DEX /------\ H A N D G U N 2 STR 4 DEX-----------------------------------------------------------------B L E E D 4 STR 4 DEX ___________________________________________________ | Damage with pistols. Lethal. _______________________________________________________________________ Level 1 Β· Three hits. Level 2 Β· Four hits. Target specific parts of the body, not including the head. Level 3 Β· Fives hits. Bleed target one health per post until wound is tended to. |
level 1-----------------level 2-------------------level 3 -----------T A R G E T 4 STR 4 DEX /------\ R I F L E 4 STR 4 DEX----------------------------------------------------------------------------H E A D S H O T 4 STR 4 DEX ___________________________________________________ | Accuracy and damage with rifles, scoped or automatic. Lethal. _______________________________________________________________________ Level 1 Β· Four hits. Level 2 Β· Six hits. Target specific parts of the body, not including the head. Level 3 Β· Eight hits. Target the head. |
________________R E A D I N G________________ 4 INT ________________W R I T I N G________________ 4 INT 2 DEX ________________S I N G I N G________________ 4 CHR ________________D R A W I N G________________ 2 WIS 4 DEX ________________S P E E C H________________ 6 CHR 4 INT | Read text and decipher maps. _______________________________________________________________________ Level 1 Β· Read single or partial words. Level 2 Β· Read fragments and simple sentences. Level 3 Β· Read full novels and books. Writing. _______________________________________________________________________ Level 1 Β· Write words and fragments. Level 2 Β· Write complete sentences and short stories. Level 3 Β· Embellish stories. Legible handwriting. Vocals not limited to words. Boost morale. _______________________________________________________________________ Level 1 Β· Hum. Level 2 Β· Sing clearly. Level 3 Β· Vocalize. Harmonize. +2 to stats for all bonded to you. Accurate recreations of the world according to you. _______________________________________________________________________ Level 1 Β· Draw simple shapes. Level 2 Β· Sketch objects in a three-dimensional space. Level 3 Β· Recreate objects and people accurately. Persuasion, deception and communication. _______________________________________________________________________ Level 1 Β· Slightly influence the perception of an NPC for another. Level 2 Β· NPC influence increased. Level 3 Β· Greatly influence an NPC's perception of another. |
I think this will be the final design for both craftable items and food.
CTRL - F to search. AF00 Weapons AF01 Armor |
Level | 1 | Level | 2 | Level | 3 |
Board (Blunt) _ Spade (Sharp) _ | -2 Wood +1 Hit -1 Wood -1 Metal +1 Hit | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit |
Level | 1 | Level | 2 | Level | 3 |
Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit |
CTRL - F to search. AF00 Meat AF01 Drink |
Level | 1 | Level | 2 | Level | 3 |
Raw Meat (Human) _ Cooked Meat (Human) _ | -1 Meat (Human) +2 Hunger +2 Health -1 Meat (Human) +5 Hunger +5 Health | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit | Object (Type) _ Object (Type) _ | Cost Benefit Cost Benefit |
Level | 1 | Level | 2 | Level | 3 |
Impure Water (Water) _ Object (Type) _ | -1 Dirty Water -1 Cloth +2 thirst +1 Health Cost Benefit | Clear Water (Water) _ Object (Type) _ | -1 Dirty Water -1 Charcoal +3 Thirst +2 Health Cost Benefit | Purified Water (Water) _ Object (Type) _ | -1 Dirty Water -1 Coconut Husk +5 Thirst +3 Health Cost Benefit |
T H E B A R N | Factions: Nuetral An abandoned structure a few miles outside of the city. It's roughly 1000ft2 of dilapidated walls, crumbling ceiling and fencing encroached by the surrounding drab flora. However, it provides a measure of protection against the elements and with some love and care, could be transformed into a functional shelter and a place to call home. |
K A I | W I L L O W | T E Z | ? ? ? | ? ? ? | ? ? ? |
Notable Locations The guest house was repurposed from the old barn and is a unit separate from the main house. It is about half the size of it's sister structure with only a single floor and a smaller floor plan. Not nearly as derelict, it provides better shelter with windows that close and solid front door that slides shut. It is also more exposed with no fencing or trees and could be seen easily from the city if one were paying close enough attention. | G U E S T H O U S E ___________________________________________________________ |
T H E F O R E S T | Factions: Nomads Β· Nomads of the Forest Β· Metahumans A large swathe of land nestled at the base of the mountains that tower behind it. The forest is densely populated to the extent that many of the trees are pressed together into natural walls, transforming much of the interior into a kind of maze. A thick canopy prevents most light from finding the forest floor and there are large sections perpetually shrouded in a thick fog. Although mostly untouched by the fires of the war before, the nuclear fallout and it's poisonous effect on life has twisted some of the flora and fauna who inhabit the forest into beings that are unrecognizable. |
T I K O ' O | M A ' I K A | ? ? ? | ? ? ? | ? ? ? | ? ? ? |
Notable Locations Homeland of the forest dwelling Nomads. Ko'rah is nestled deep within the forest and benefits from the natural protection it offers. These Nomads and their way of life are protect by the surrounding natural maze and the thick canopy vaulted hundreds of feet above them by way of numerous towering trees. The various structures of this land are constructed with whatever the world is willing to supply them. Many abodes are built into the sides of some of the larger trees and make use of vine like bridges and ladders interconnecting each one. On the ground, huts are strewn together from wood and bark and grass and sometimes stone. Although often dark, there are enough empty patches in the canopy to allow light. | K O ' R A H ___________________________________________________________ |
T H E F O U N T A I N ___________________________________________________________ | A large pond in a remote area of the forest. It's fed by a small, babbling creek that flows from the mountains. The water is unusually clear, almost invisible, and feels like ice on the tongue. |
T H E C I T Y | Factions: Scavengers Β· Nomads A graveyard of concrete and steel stretching into the clouds of the sky. The city is populated by derelict skyscrapers and large, naked structures, all of which were heavily scarred during the war. Though seemingly abandoned, the city's skeleton is inhabited by both members of the Scavengers and the occasional Nomad factions. |
J U N E | ? ? ? | ? ? ? | ? ? ? | ? ? ? | ? ? ? |
Notable Locations A large, multiple floor structure that was once a combination grocery store and apartment complex. Picked clean a century ago, it is a now a well barricaded and truly occupied space. The home of one of the largest Scavenger factions in the city. The former market is two floors with one a sub-floor and below that, a multi-level parking complex. Above the market is twenty floors of Scav land. | S P E R M A R K ___________________________________________________________ |
T H E J U N K Y A R D ___________________________________________________________ | A mountain of trash just outside of the city's industrial district. Although nothing more than a pile of twisted metal and useless scrap after a century of continuous lotting, to the right eye and right skill, some junk of worth could still be found and the rest could be salvaged into treasure. |
T H E W A S T E Sβ | Factions: Military Β· Nomads Β· Metahumans The large pocket of empty expanse between the other major points of interest. Although typically devoid of life, the occasional creature, or group of, can be seen migrating across and every now and then, a Nomad or two might be seen. Comprised mostly of desert and dirt, the wastes landscape shifts to dramatic ends of a spectrum. Sand turns to dirt turns to mud which under the right conditions, can become a poisonous sludge, infecting the plant life and air quality in the area. There are also rumors of dangerous creatures that make their nests out in the waste in favor of the low traffic and harsh conditions to keep other predators at bay. Other rumors speak of something massive moving under the sands. |
K I R I L L I U S | L O O S E E F U R R | ? ? ? | ? ? ? | ? ? ? | ? ? ? |
Notable Locations A small but growing outpost straddling the border between the Wastes and the Forest. They are slowly cutting away at the wall of green, turning what precious lumber the forest provides into their huts and homes. Home of a military presence whose strength continues to multiply by the week, they are slowly but surely making their presence known. Sturdy wood walls surround this outpost as does a rather large mote. Entrance is by drawbridge. | O U T P O S T 9 9 ___________________________________________________________ |
Not the actual name of the system. Just needed a placeholder. Will be outlining the
basics of gameplay here.
Chief mechanics that govern our game, this system has taken bits and pieces of inspiration from existing game systems and simplified it for the PbP RP play style. This guide covers the basic fundamentals of the rules for post turns, combat and manageable resources. |
H U N G E R _______________________________________________________________________Hunger is energy. It is used to expend skills and spent when moving locations. Hunger can only be replenished by consuming food. T H I R S T _______________________________________________________________________Thirst affects the body much in the same way that hunger does. It will deplete at one point per posting round or when moving to a new location. Water can be replenished at any water source with varying states of purity. H E A L T H _______________________________________________________________________A measure of your vitality. Your health can deplete from increased hunger or thirst and after receiving a successful 'hit'. Eating food will replenish health. H U M A N I T Y _______________________________________________________________________A measure of 'you'. Humanity affects the decisions a character may or may not take in any given situation to survive. Like karma, it will also affect bonds with NPCs and PCs alike. | β β β β β β β β β β _______________________________________________________________________ 4 - 10 Β· No changes. 1 - 3 Β· Humanity drops by one. Hits reduced by one half. 0 Β· Lose one health at the end of your turn. β β β β β β β β β β _______________________________________________________________________ 4 - 10 Β· No changes. Hits increased by one half at full hunger. 1 - 3 Β· Humanity drops by one. Hits reduced by one half. 0 Β· Lose one health at the end of your turn. β β β β β β β β β β _______________________________________________________________________ 2 - 10 Β· Healthy. 1 Β· Unconscious. 0 Β· Dead. β β β β β β β β β β _______________________________________________________________________ 5 - 10 Β· Normal. NPC perception is positive. 1 - 4 Β· Unhinged. NPC perception is negative. 0 Β· Feral. Hostile NPCs. |
A U T O H I T ___________________________________________________________________Autohits do not rely on dice rolls to determine if an attack will land. Once an attack is stated, it will automatically connect with the intended target. Attacker will state intended effect of an attack and defender will state the actual effect. Regardless of what is written, successful hits will be applied and subtracted from total health. P A R R Y ___________________________________________________________________A parry is a specific skill that can be learned from any melee weapon skill tree. A parry allows for negation of an attack at the cost of one hunger. | H I T ___________________________________________________________________Health is measured in hits. Children start with five total hit points and adults start with ten. Fauna will have a varying amount of hit points. Weapons and strength determine the amount of hits delivered on an attack. A R M O R ___________________________________________________________________Armor can be looted or crafted and comes in various forms of durability and protection. They provide temporary hit points and the best armors will also negate hits below a specific threshold. |
I N S P E C T ___________________________________________________________________Take a closer look at any object or person in the world and receive detailed information on it. S E A R C H ___________________________________________________________________Search an object for loot or supplies. You may specify multiple items. Once these items are searched, they cannot be searched again until the next day. Not to be confused with the skill 'scavenge'. | E A T ___________________________________________________________________Consume food. Hunger and health will be restored, or depleted, depending on the food. D R I N K ___________________________________________________________________Consume water or other liquid. Thirst and health will be restored, or depleted, depending on the drink. |
T H E M E S : | _____________________ Exploitation of Children β Man & the Natural World β Extreme Competition β Gender, Religion & Power |
"... I have my own lines. They haven't been crossed.
There's a magic to a story of children growing strong together in the face
of insurmountable odds. I'm hoping to find that here, or paint that picture/find
it in this bleak world."
Real Life Face Claim | F A C T I O N : N A M E : N I C K N A M E : Optional unless in the Military A G E : S K I L L S : Choose Five (5) Skills H U M A N I T Y : S T R E N G T H ββββββββββ D E X T E R I T Y ββββββββββ C O N S T I T U T I O N ββββββββββ I N T E L L I G E N C E ββββββββββ W I S D O M ββββββββββ C H A R I S M A ββββββββββ |
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[sub]Real Life Face Claim[/sub][/cell][cell][sub]
[color=silver]F A C T I O N :[/color]
[color=silver]N A M E :[/color]
[color=silver]N I C K N A M E :[/color] Optional unless in the Military
[color=silver]A G E :[/color]
[color=silver]S K I L L S :[/color] Choose Five (5) Skills
[color=silver]H U M A N I T Y :[/color]
[sub]S T R E N G T H [color=silver]ββββββββββ[/color]
D E X T E R I T Y [color=silver]ββββββββββ[/color]
C O N S T I T U T I O N [color=silver]ββββββββββ[/color]
I N T E L L I G E N C E [color=silver]ββββββββββ[/color]
W I S D O M [color=silver]ββββββββββ[/color]
C H A R I S M A [color=silver]ββββββββββ[/color]
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S T A T S 10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per enemy H U M A N I T Y trade β craft β kill a Soldier β kill a NomadβββB O N D kill a scav β theft B O N D rummage β craft β lockpick β sharp S K I L L S slingshot β steal β climb S K I L L S wisdom S T A T __________________________________________________________ | S C A V E N G E R S scavs β rusts β scaps Scavengers are the largest faction in the toxic wasteland. This faction is typically found through out all of the waste, blurring the lines between themselves and the Nomads, their closest relative. However, the strongest concentration of "Scavs" are found in and around the abandoned cities where they make use of the trashed and forgotten technology, scrapped metals and plastics and the natural verticalities of the the world's remains. Scavengers will do whatever within their means to survive, even if that means killing and consuming one of their own. Seldom alone, they are usually observed in groups, banding together to find strength in numbers against any and all shared foes. However, these groups are easily scattered by a common theme of in-house duplicity. Commonalities are cannibalism, extreme violence, possession and slavery in the more developed "Scavy" camps. |
S T A T S 8 - 14 A G E 5 (+CON) H E A L T H +2 per bond H U M A N I T Y -5 per frenzy H U M A N I T Y feed βββB O N D kill a metahuman B O N D navigate β blunt β keen S K I L L S herbalist β steal β climb β frenzy S K I L L S strength S T A T __________________________________________________________ | M E T A H U M A N S crawlers β mutants β beasts Metahumans are the second largest faction in the post-apocalyptic world. They are often found in the forest or countryside, scattered alongside the wasteland's various toxic flora and fauna. Often referred to as "Crawlers," metahumans are able to writhe through the terrain as natural predators without detection and can survive with ease through the barren desert. They are known for their beastly instincts and deformities, which sometimes leave them less than human looking. Some roam in small packs, but most live solitary lives. Regardless, metahumans are aggressive and do not trust other creatures easily. These "Mutants" are hostile carnivores, and unfortunately, their intelligence is lacking and learning new skills is often difficult for them. They also have quite a temper, can trigger a raging frenzy in them. Trusting ones are known to make habitation with the Nomads. |
S T A T S __________________________________________________________10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per meat consumed (forest nomad) H U M A N I T Y tradeβββB O N D kill a nomad β hunt or consumption of any meat (forest nomad) B O N D climb β blunt β spear β navigate β cooking S K I L L S bow β sing (forest) β herbalist (forest) β keen (forest) S K I L L S constitution S T A T | N O M A D S Surviving off of the natural land, Nomads are a rare faction to be found. They wander alongside the countryside, forests and in the cities. Sometimes they are alone, and sometimes they are with other family members. They are also known for their skills in taming animals, cooking plant-based recipes and mixing potions. Nomads are also a faction heavily influenced by different cults, beliefs and traditions passed down by their families. These beliefs very from group to group. Due to their peaceful nature, as well, they refuse to join the Scavvy Camps or Military regime, which makes them subject to being an easy source of food. Often times, they are mistaken for "Scavvys," which gives them a layer of protection. As well, they can get protection by mingling with metahumans. Unfortunately, their way of life has given way to the harshness of the lands as they slowly lose a sense of humanity to the infected world. |
S T A T S 10 - 15 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per child kill H U M A N I T Y trade β craft β information β kill a metahumanβββB O N D kill a soldier B O N D rifle β handgun β unarmed β read S K I L L S write β speech β cooking β crafting S K I L L S intelligence S T A T __________________________________________________________ | M I L I T A R Y angels β gray ghosts β metalheads The military are the rarest and most technologically advanced faction. They survive around the waste in various outposts that reside under harsh and strict rule. This totalitarian dictatorship style of leadership has cultured a firm base loyalty within it's own ranks to ensure a strict policy of "shoot on sight" and "no prisoners." Even with the firm rule, many times military personnel are mislead by their leaders and end up disappearing during their scouts of hunts. Relying heavily on their technology to survive, the military are less likely to survive outside their posts, and any missing personnel are considered dead. Despite any miscommunication, the military are known for their high intelligence and ability to learn knew skills. |
________________E D I B L E________________ ________________H A L L U C I N A T O R Y________________ ________________H E A L I N G________________ ________________T O X I C________________ ________________S C A R C E________________ ________________D A N G E R O U S________________ ________________V E R Y D A N G E R O U S________________ ________________H A U N T I N G________________ ________________M O U N T S________________ ________________P E T S________________ | Any fauna and flora that can be eaten. _______________________________________________________________________ Forest Β· Blossoms, berries, nuts and mushrooms Countryside Β· Corn, wheat and rye City Β· Birds, Canned (beans, meat and vegetables) and rodents Animals Β· Birds, rodents, fish, humans and hooved When consumed correctly, causes hallucinations to varying degrees. May aid in predicting future events. _______________________________________________________________________ Plant Β· Blossoms, small trees, cacti Fungi Β· Mushrooms Animal Β· Fishes, salamanders and toads Helps alleviate and cure illnesses, diseases and injury _______________________________________________________________________ Plants Β· Blossoms, herbs and small trees Water Β· Pure and purified Consumption or unarmed encounter is always lethal. _______________________________________________________________________ Plants Β· Berries, flowers, ivies and trees Animals Β· Insects, fishes, snakes and birds Water Β· Rainouts, radioactive water and swamps Rare and uncommon food and animals. _______________________________________________________________________ Canned Β· Beans, vegetables and meats Hooved Β· Bore, deer and tapir Mounts Β· Horse, deer and tapir Pets Β· Birds, cats and dogs Consumption or unarmed encountered may be lethal. _______________________________________________________________________ Plants Β· Shrubs and trees Animals Β· Birds, fishes, dogs, bores, coyotes and hyenas Monsters Β· Meta-humans Consumption or unarmed encountered will almost always be lethal. _______________________________________________________________________ Plants Β· Berries, blossoms, ivies, shrubs and trees Animals Β· insects, fishes, reptiles, bears and wolves Monsters Β· Infected animals, metahumans Water Β· Rainout and swamps Any flora and fauna that has been infected and are contagious _______________________________________________________________________ Plants Β· Blossoms, herbs, small trees, and trees Animals Β· Insects, fishes, reptiles, bears and wolves Monsters Β· Infected animals and metahumans Animals that can be mounted. _______________________________________________________________________ Countryside Β· Horses Forest Β· Deer and tapirs Animals that can be tamed as pets _______________________________________________________________________ City Β· Birds and cats Countryside Β· Birds, cats, dogs, metahumans and horses Forest Β· Birds, deer, metahumans and tapirs |
S T A T S 10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per enemy H U M A N I T Y trade β craft β kill a Soldier β kill a NomadβββB O N D kill a scav β theft B O N D rummage β craft β lockpick β sharp S K I L L S slingshot β steal β climb S K I L L S wisdom S T A T __________________________________________________________ | S C A V E N G E R S scavs β rusts β scaps Scavengers are the largest faction in the toxic wasteland. This faction is typically found through out all of the waste, blurring the lines between themselves and the Nomads, their closest relative. However, the strongest concentration of "Scavs" are found in and around the abandoned cities where they make use of the trashed and forgotten technology, scrapped metals and plastics and the natural verticalities of the the world's remains. Scavengers will do whatever within their means to survive, even if that means killing and consuming one of their own. Seldom alone, they are usually observed in groups, banding together to find strength in numbers against any and all shared foes. However, these groups are easily scattered by a common theme of in-house duplicity. Commonalities are cannibalism, extreme violence, possession and slavery in the more developed "Scavy" camps. |
S T A T S 8 - 14 A G E 5 (+CON) H E A L T H +2 per bond H U M A N I T Y -5 per frenzy H U M A N I T Y feed βββB O N D kill a metahuman B O N D navigate β blunt β keen S K I L L S herbalist β steal β climb β frenzy S K I L L S strength S T A T __________________________________________________________ | M E T A H U M A N S crawlers β mutants β beasts Metahumans are the second largest faction in the post-apocalyptic world. They are often found in the forest or countryside, scattered alongside the wasteland's various toxic flora and fauna. Often referred to as "Crawlers," metahumans are able to writhe through the terrain as natural predators without detection and can survive with ease through the barren desert. They are known for their beastly instincts and deformities, which sometimes leave them less than human looking. Some roam in small packs, but most live solitary lives. Regardless, metahumans are aggressive and do not trust other creatures easily. These "Mutants" are hostile carnivores, and unfortunately, their intelligence is lacking and learning new skills is often difficult for them. They also have quite a temper, can trigger a raging frenzy in them. Trusting ones are known to make habitation with the Nomads. |
S T A T S __________________________________________________________10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per meat consumed (forest nomad) H U M A N I T Y tradeβββB O N D kill a nomad β hunt or consumption of any meat (forest nomad) B O N D climb β blunt β spear β navigate β cooking S K I L L S bow β sing (forest) β herbalist (forest) β keen (forest) S K I L L S constitution S T A T | N O M A D S Surviving off of the natural land, Nomads are a rare faction to be found. They wander alongside the countryside, forests and in the cities. Sometimes they are alone, and sometimes they are with other family members. They are also known for their skills in taming animals, cooking plant-based recipes and mixing potions. Nomads are also a faction heavily influenced by different cults, beliefs and traditions passed down by their families. These beliefs very from group to group. Due to their peaceful nature, as well, they refuse to join the Scavvy Camps or Military regime, which makes them subject to being an easy source of food. Often times, they are mistaken for "Scavvys," which gives them a layer of protection. As well, they can get protection by mingling with metahumans. Unfortunately, their way of life has given way to the harshness of the lands as they slowly lose a sense of humanity to the infected world. |
S T A T S 10 - 15 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per child kill H U M A N I T Y trade β craft β information β kill a metahumanβββB O N D kill a soldier B O N D rifle β handgun β unarmed β read S K I L L S write β speech β cooking β crafting S K I L L S intelligence S T A T __________________________________________________________ | M I L I T A R Y angels β gray ghosts β metalheads The military are the rarest and most technologically advanced faction. They survive around the waste in various posts under harsh and strict rule. This totalitarian dictatorship style of leadership has cultured a firm base loyalty within it's own ranks ensuring a strict policy of 'shoot on sight' and 'no prisoners' is adhered, too. Many times military personnel are mislead by their leaders and end up disappearing during their scouts of hunts. Despite any miscommunication, the military are known for their high intelligence and ability to learn knew skills. |