The Chronicles of Chance (abbreviated CoC or merely called Chance) is a roleplay focusing on themes of humanity, alienation and unfairness. Chronicles of Chance is set in a post-apocalyptic Earth after the events of World War IV. Biological warfare, climate change and generalized bombing have left the world in shambles of its former self. Mutations have become commonplace with over half of the world baring some form of mutation. These mutations range from horrible disfigurations to abilities that seem to break the laws of physics and borderline into magic itself. Chance incorporates elements of science, psuedo-science and light fantasy in an apocalyptic world.
Chance has been referred to a merge of X-Men and Fallout with no true alignments. Most people struggle to survive, much less have morals or ethics. Religion is all but gone in this world with very few select practitioners still alive. Climate change has caused nights and winters to be colder, days and summers to be hotter, and grave effects such as glaciers pulverizing what was once Canada only to refreeze and cause it to be a frigid icecap. Shorelines have been pushed further due to a global raise in water levels. What was once Mexico and South America is now but a mere island chain so irradiated most life cannot be sustained there. All that is left for humanity is a select bit of land inside what was once the United States, and it is rife with conflict.
It has been hundreds of years since the last great war, but war still ensues. People always seek out others, towns were formed, eventually entire factions, and factions war. The present world has only two great factions: the Southern Empire and the Northern Coalition. Not only do they war over territory, but over how each runs its respective domain. Neither is without fault, neither government uses tactics that could be considered moral, but both hate the other. The world is full of hate, if only because the survival of one often compromises the survival of the other. That is what this world has come to. A war of survival.
Mutation factor is a term coined long ago and spread throughout the world. It simply refers to the degree to which people have been mutated. It is believed that the higher a mutation factor, the greater that individual has been mutated. There is a direct correlation between the mutation factor and the strength of some mutations. For instance, a Pyro Mutation would be stronger in an individual with a higher mutation factor, but that same person would most likely have a physical disfiguration or more obvious mutations. The mutation factor rarely comes without cost, however, this is not always true. Selective breeding within the world, people literally staying within their families or seeking out similar mutations, have strengthened the mutation factor and possibly even diminished disfiguration, although at the cost of inbreeding and a smaller bloodline. This is simply because mutations seem to be genetic, and have proven to respond to breeding the same way traits in cattle do.
The mutation factor has thus become a sort-of law accepted by most of the world. The higher a mutation factor, the stronger a mutation and most likely the more distorted someone is. Genes can be bred and are passed down, thus so is a mutation factor. Although not always true, a mutation factor can be raised through selective breeding while also minimizing physical distortion. The last element of a mutation factor is that it can be trained. There is nature and nurture, and that is where the world of breeding is blurred. Prodigies exist as well as mentors who can make those with a low mutation factor surpass genetic potential, or merely take genetic potential a step further.
The Northern Coalition is the faction of the North and is best known for its indentured servitude and selective breeding. The Northern Coalition is essentially a republic of small feudal lands that breed people like livestock for their abilities, to become workers or soldiers. Farmland is abundant due to the rich soil depositions that trickle down from the North every spring. People are often used as currency, slaves or simply temporary servants work on farms to either earn their freedom or survive. Most are the failed breeding experiments of breeders, and rarely are any of these slaves or servants intelligent due to the years of inbreeding. Yet, still, the North is full of great artists and those who get by on tradeskills, that pass down through the generations smithing and tailoring, thus creation an infrastructure based on servitude and skill. Breeders are considered the most inhuman people in the world, herding people like cattle and breeding them to try and increase mutation factors as well as often training them in heinous ways to make each generation slightly better than the last. The North is full of art and skill as well as a lot of independence and culture as there is no taxation. Slaves are simply sent in to the military to fight the South in the war, and often the soldiers with high mutation factors turn the tides of battle, proving that the inhuman methods are at least effective.
The Southern Empire is a far more structured world that builds off of the remnants of the past. They have no selective breeding and often rely on old industry methods to create their profit. They use gold and silver as currency and it changes from region to region, as items are often more expensive in one place than the other. The South is full of alcohol and drugs as well as people addicted to gambling, an odd offset of the mutations. The South taxes each of its regions based on their industry and uses those taxes to fund its military and its farms. The South has far less of the skill and artistry of the North, but it what it lacks in the arts, it makes up for with engineering. The South fights its wars with real tactics, with guns, with salvaged weapons and technology from the past. The South is nowhere near as wooded as the North, nor are its resources as abundant, but it takes them further and uses them faster. The South has an entire market on keeping its people in a constant state of contentedness on drugs, then working only to get by day to day and abuse the poisons they willingly desire.
The Bounty Hunter Guild is a neutral alignment and is accepted in both factions, due to its frequent necessity. The North uses the Guild to kill or assassinate competitors and breeders without causing internal disruption. The South uses it to sabotage the North and spy on its competition, as it often desires the new methods of production from other manufacturers. Smuggling and illegal trade is common in the Guild and the Guild uses its own bounty hunters to regulate itself. Bounty hunters are often some of the only mutants with weapons and are ranked in order of their abilities, ranging from S-to-D rank. The Guild does not regulate what hits are put out, so one portion of the Guild may put out a hit to stop a smuggling operation that a different part of the Guild has established. The Guild is less of a unified organization and more of an entity for hiring. It is a functional organization with no true goal, and the highest payer, be it in goods, trade, favors, money or even slaves receives the best services.
This is a quick description meant to find who is interested. Players can choose any faction, including the Bounty Hunter Guild. I will go into detail later if enough people show interest and I love to hear ideas and additions to the core idea. PM me with ideas and tell me if you're interested!!