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C h i l d r e n o f t h e A p o c a l y p s e
A Dungeon Crawler & Open World Exploration_____________________



T H E M E S :
_____________________


Exploitation of Children βˆ™ Man & the Natural World βˆ™ Extreme Competition βˆ™ Gender, Religion & Power


J O I N S T A T U S : A P P L Y
G M @chrysocoma C O - G M @Exit


T H E P R E M I S E


The year is 2111. Food is scarce. Cannibalism is rampant. Currency is lucid. You are either a mislead military personnel, a child of slavery, a young nomad who may or may not know something, or a childlike metahuman with beastly instincts. It has been several generations since the nuclear fall out destroyed the world, and you know almost nothing of the world before the nuclear storm devoured it. If you are in the military, you may know the first three basics. First, there was a global pandemic. Second, there was an error in the globally approved vaccination. Third, there was a war that left a global wasteland of extreme anarchy. If you are a child of slavery, you know nothing except your best friend may be your next meal, and escaping from your masters' is almost alwats futile. However, some friends and you have just found a way to break out of your prison cells. If you are a nomad, you may be all alone or still have family. Your methods of survival are strict with seeking peace with the land, but that often means frailty and scarcer sources of food. If you are a metahuman, you sometimes cannot even remember your first name, but you know the layout of the forest like the back of your hand even if the flora and fauna can sometimes be your worst enemy. Choose a character and explore the lands. Try venturing solo out of fear of making bonds. Join up with others for a better chance of survival. Find out what happened and what is yet to happen. But, whatever you do, be careful. Survival is the only option.





L I N K S
_______________________________________________________________________
IC Β· OOC Β· Char. Tab Β· Discord




"... 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."








T H E W O R L D





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




C H A R A C T E R S H E E T




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 β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
D E X T E R I T Y β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
C O N S T I T U T I O N β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
I N T E L L I G E N C E β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
W I S D O M β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
C H A R I S M A β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹




P L E A S E , R E A D A L L R U L E S & R E G U L A T I O N S
B E F O R E S U B M I T T I N G A C H A R A C T E R S H E E T .
T H A N K Y O U .







R U L E S & R E G U L A T I O N S
_______________________________________________________________________
A L L G U I L D R U L E S A P P L Y

1. Be kind, courteous, and forgiving. GM and CO-GM have final say.

2. Your character(s) may or may not survive. The death of your character(s) may or may not be expected.

3. Do not join the game if you have problems with emotional bleeding or spillovers between players and characters.

4. Life is not fair. The game is not fair.

5. Please, reread Rule 1 for all inquiries.






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Co-GM comment to the BOSS: 9.30.20.00:03 PST
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...
β€β€β€Ž
β€β€β€Ž
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.
β€β€β€Ž
β€β€β€Ž
Β°Λ–βœ§Complete*: ο½₯゚
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.
β€β€β€Ž
β€β€β€Ž
ᡇᡉᡉᡖ ᡇᡒᡒᡖ ᡇᡉᡉᡖ

lady lilac is aesthetic af tho






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GM comment to Co-GM: 9.21.20.13:06 CST
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 S : H U M A NWIP



__________________________________________________________
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.

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S K I L L S

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.





S K I L L S : S U R V I V A L

Any skills as they pertain to increasing the odds of survival for a player character.

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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.

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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.

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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.

β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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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).

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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.

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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.





S K I L L S : C O M B A T

Any skills as they pertain to combat. For a more in depth explanation on combat and it's role in our game, please see consult the combat section below.

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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.

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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.

β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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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.

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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.

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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.

β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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.

β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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.






S K I L L S : R E C R E A T I O N A L

Any skills as they pertain to recreation. Some of these skills can be quite useful when used in other scenarios.



________________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.
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Co-GM comment to the BOSS: 9.15.20.00:06 PST
I think this will be the final design for both craftable items and food.


A P P E N D I X : C R A F T A B L E I T E M S

A list of items you can craft, the required level you must be to craft them, their cost and what they give you. This is an ever growing, ever evolving list. If you would like to add an item, please consult the GM or Co-GM.

N A V I G A T I O N
CTRL - F to search.

AF00 Weapons
AF01 Armor


AF00 W E A P O N S
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






AF01 A R M O R
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
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A P P E N D I X : C R A F T A B L E F O O D

A list of dishes you can make, the required level you must be to cook them, their cost and what they give you. This is an ever growing, ever evolving list. If you would like to add an item, please consult the GM or Co-GM.

N A V I G A T I O N
CTRL - F to search.

AF00 Meat
AF01 Drink


AF00 M E A T S
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






AF01 D R I N K
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
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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.
Notable NPCs
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
K A I
W I L L O W
T E Z
? ? ?
? ? ?
? ? ?
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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.
Notable NPCs
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
T I K O ' O
M A ' I K A
? ? ?
? ? ?
? ? ?
? ? ?
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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

___________________________________________________________
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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.
Notable NPCs
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
J U N E
? ? ?
? ? ?
? ? ?
? ? ?
? ? ?
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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

___________________________________________________________
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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 S 
___________________________________________________



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.
Notable NPCs
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
K I R I L L I U S
L O O S E E F U R R
? ? ?
? ? ?
? ? ?
? ? ?
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…β–…
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

___________________________________________________________


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Co-GM comment to the BOSS: 9.15.20.22:13 PST
Not the actual name of the system. Just needed a placeholder. Will be outlining the
basics of gameplay here.




T H E Ξ² e L y r e a S Y S T E M : A G U I D E

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.






R E S O U R C E S

There are four main resources that must be managed throughout this game: hunger, thirst, health and humanity. Each of these have an affect on your player character, all of which can be either positive or negative depending on their levels.



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.








C O M B A T

Combat is autohit and is tracked by the number of successful hits on a target. The number of hits delivered is affected by the type of weapon and sometimes by the strength stat. Specific skills such as parry and specific items such as armor also affect combat.



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.






P O S T T U R N

A post can consist of the body of your written work as well as special actions taken during your turn. You may take one free action and may also either attack or use a skill. When taking a free action, please stat the action you would like your character to take at the end of your post. Below is a list of free actions. Each post costs one thirst.



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.
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C h i l d r e n o f t h e A p o c a l y p s e
C h i l d r e n o f t h e A p o c a l y p s e
A Dungeon Crawler & Open World Exploration_____________________



T H E M E S :
_____________________


Exploitation of Children βˆ™ Man & the Natural World βˆ™ Extreme Competition βˆ™ Gender, Religion & Power


J O I N S T A T U S : A P P L Y
G M @chrysocoma C O - G M @Exit


T H E P R E M I S E


The year is 2111. Food is scarce. Cannibalism is rampant. Currency is lucid. You survive as either a misguided military, a child of slavery, a young nomad bound to the land, or a beastly metahuman. It has been several generations since the nuclear fall out destroyed the world, and you know almost nothing of the world before the nuclear storm devoured it. If you are a soldier, you may know the first three basics of information. First, there was a global pandemic. Second, there was an error in the globally approved vaccination. Third, there was a war that left a global wasteland of extreme anarchy. If you are a child of slavery, you know nothing except your best friend may be your next meal, and escaping from your masters is almost always futile. However, some friends and you have just found a way to break out of your prison cells. If you are a nomad, you may be all alone or still have family. Your methods of survival are strict with seeking peace with the land, but that often means frailty and scarcer sources of food. If you are a metahuman, you sometimes cannot even remember your first name, but you know the layout of the forest like the back of your hand even if the flora and fauna can sometimes be your worst enemy. Choose a character and explore the lands. Try venturing solo out of fear of making bonds. Join up with others for a better chance of survival. Find out what happened and what is yet to happen. But, whatever you do, be careful. Survival is the only option.







L I N K S
_______________________________________________________________________
IC Β· Handbook Β· Discord




"... 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."




C H A R A C T E R S H E E T




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 β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
D E X T E R I T Y β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
C O N S T I T U T I O N β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
I N T E L L I G E N C E β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
W I S D O M β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹
C H A R I S M A β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹β—‹




P L E A S E , R E A D A L L R U L E S & R E G U L A T I O N S
B E F O R E S U B M I T T I N G A C H A R A C T E R S H E E T .
T H A N K Y O U .







R U L E S & R E G U L A T I O N S
_______________________________________________________________________
A L L G U I L D R U L E S A P P L Y

1. Be kind, courteous, and forgiving. GM and CO-GM have final say.

2. Your character(s) may or may not survive. The death of your character(s) may or may not be expected.

3. Do not join the game if you have problems with emotional bleeding or spillovers between players and characters.

4. Life is not fair. The game is not fair.

5. Please, reread Rule 1 for all inquiries.









F A C T I O N S




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 βˆ™ craft βˆ™ kill a Soldier βˆ™ kill a Nomadβ€ˆβ€ˆβ€ˆB O N D
kill a scav βˆ™ theft B O N D

rummage βˆ™ craft βˆ™ lockpick βˆ™ sharp S K I L L S
slingshot βˆ™ steal βˆ™ climb S K I L L S

wisdom S T A T

__________________________________________________________

S C A V E N G E R S scavs βˆ™ rusts βˆ™ 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 β€ˆβ€ˆβ€ˆB O N D
kill a metahuman B O N D

navigate βˆ™ blunt βˆ™ keen S K I L L S
herbalist βˆ™ steal βˆ™ climb βˆ™ frenzy S K I L L S

strength S T A T

__________________________________________________________

M E T A H U M A N S crawlers βˆ™ mutants βˆ™ 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

tradeβ€ˆβ€ˆβ€ˆB O N D
kill a nomad βˆ™ hunt or consumption of any meat (forest nomad) B O N D

climb βˆ™ blunt βˆ™ spear βˆ™ navigate βˆ™ cooking S K I L L S
bow βˆ™ sing (forest) βˆ™ herbalist (forest) βˆ™ 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 βˆ™ craft βˆ™ information βˆ™ kill a metahumanβ€ˆβ€ˆβ€ˆB O N D
kill a soldier B O N D

rifle βˆ™ handgun βˆ™ unarmed βˆ™ read S K I L L S
write βˆ™ speech βˆ™ cooking βˆ™ crafting S K I L L S

intelligence S T A T

__________________________________________________________

M I L I T A R Y angels βˆ™ gray ghosts βˆ™ 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.



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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 βˆ™ craft βˆ™ kill a Soldier βˆ™ kill a Nomadβ€ˆβ€ˆβ€ˆB O N D
kill a scav βˆ™ theft B O N D

rummage βˆ™ craft βˆ™ lockpick βˆ™ sharp S K I L L S
slingshot βˆ™ steal βˆ™ climb S K I L L S

wisdom S T A T

__________________________________________________________

S C A V E N G E R S scavs βˆ™ rusts βˆ™ 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 β€ˆβ€ˆβ€ˆB O N D
kill a metahuman B O N D

navigate βˆ™ blunt βˆ™ keen S K I L L S
herbalist βˆ™ steal βˆ™ climb βˆ™ frenzy S K I L L S

strength S T A T

__________________________________________________________

M E T A H U M A N S crawlers βˆ™ mutants βˆ™ 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

tradeβ€ˆβ€ˆβ€ˆB O N D
kill a nomad βˆ™ hunt or consumption of any meat (forest nomad) B O N D

climb βˆ™ blunt βˆ™ spear βˆ™ navigate βˆ™ cooking S K I L L S
bow βˆ™ sing (forest) βˆ™ herbalist (forest) βˆ™ 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 βˆ™ craft βˆ™ information βˆ™ kill a metahumanβ€ˆβ€ˆβ€ˆB O N D
kill a soldier B O N D

rifle βˆ™ handgun βˆ™ unarmed βˆ™ read S K I L L S
write βˆ™ speech βˆ™ cooking βˆ™ crafting S K I L L S

intelligence S T A T

__________________________________________________________

M I L I T A R Y angels βˆ™ gray ghosts βˆ™ 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.

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