NOTIFICATION BOARD:
Recruiting is currently closed due to the large amount of Runners. It may be possible to join at a later date, but we aren't looking for new memebers right now.
This is probably important
Death is going to be a thing. Here's how you qualify.
Those that willingly offer a character up to the chopping block for the sake of drama will be given the type of death that they wish for, provided it works within the context. Those people are free to make a new character. All other deaths will be hilariously gruesome. Those people will have to give a good reason as to why they should be allowed to return.
Cannon fodder is always welcome, though.
Regards.
Recruiting is currently closed due to the large amount of Runners. It may be possible to join at a later date, but we aren't looking for new memebers right now.
This is probably important
Death is going to be a thing. Here's how you qualify.
- Do exceedingly stupid stunts in or out of character while ignoring warnings.
- The story is at a dramatic point and we've gotten your approval beforehand.
- You leave without reason or explanation for a long period of time. Maybe a week. Dunno yet.
Those that willingly offer a character up to the chopping block for the sake of drama will be given the type of death that they wish for, provided it works within the context. Those people are free to make a new character. All other deaths will be hilariously gruesome. Those people will have to give a good reason as to why they should be allowed to return.
Cannon fodder is always welcome, though.
Regards.
As for the creature legend. Here is a sum of all the most common enemies that you will be encountering during the RP. These are all non-boss enemies that will usualyl appear in hordes. But don't be fooled, they are all thought combatants to take down.
As the name suggests these are simple rats that evolved into ferocious killing machines. There are many types of them, depending on where they originate from, but they are generally very agile, and are very hard to kill, as they won't stop attacking as long as they can move. What's worse is that they are occasionally found in groups of 6-8. Their teeth can pierce metal, so if you don't have to do otherwise, avoid their head. Just like any other creature it is best if you keep your distance from them or else you can find yourself quickly swarmed.
Characteristics:
-Very agile
-Sharp teeth
-Terrible odor
-Pack creatures
Those are only the most common of mutants that roam the lands, so rest asured I still have some ideas up my sleeve ;D
As the name suggests these are simple rats that evolved into ferocious killing machines. There are many types of them, depending on where they originate from, but they are generally very agile, and are very hard to kill, as they won't stop attacking as long as they can move. What's worse is that they are occasionally found in groups of 6-8. Their teeth can pierce metal, so if you don't have to do otherwise, avoid their head. Just like any other creature it is best if you keep your distance from them or else you can find yourself quickly swarmed.
Characteristics:
-Very agile
-Sharp teeth
-Terrible odor
-Pack creatures
These abominations are what became of those that didn't die from the radiation. They are exactly like the famous pop cultural "zombies", and they will attack any living thing. They often get into battles with rats and other wasteland creatures, and thanks to their strength, they usually win. They are incredibly hard to kill, and they posess superhuman strenght. They can bend metal with their bare fists. And what makes them even more fearful is the fact that they constantly radiate 10 times stronger than an avergage fuel cell in a nuclear power plant. If you do have to go up against them, be preapred, and pack tons of lead armor on yourself.
Characteristics:
-Very strong
-Tenacious
-Radioactive ( Get teh joke )
Characteristics:
-Very strong
-Tenacious
-Radioactive ( Get teh joke )
This is what happens to a puppy thrown on the road, when it gets hit by gamma rays 1000x of a lethal dose. You don't want to meet these baddies, ever. They are agile, strong, and have razor sharp claws and fangs. They always hunt in pairs of two, and have good smelling, thought their hearing and vision is kind of bad. They are very strong and can regenerate even in combat.
Characteristics:
-Vicious AF
-Regeneration
-Also radiates
-Good at tracking down it's prey
Characteristics:
-Vicious AF
-Regeneration
-Also radiates
-Good at tracking down it's prey
Not technically mutants, these psychonauts that roam the wastes do have genetical disorder in their brain caused by the radiation. They are in for the kill, and usually wön't stop until they are dead. They are a very commoin plague for the settlers, and they are also in war with the maffia. Their social behavious reflects a potato's and they are not really talkative. That doesn't mean they are stupid. They are usually kept in line by some thug, that isn't contaminated, and has the balls to keep them controlloed. The same description can go to the usual bandits too. They posess firearms and basic vehicles. Ouch.
Characteristics:
-Armed
-Fanatics
-Sadists
-Very brave
Characteristics:
-Armed
-Fanatics
-Sadists
-Very brave
Spiderlings are giant mutated spiders, that hide in the dark, and dank dephts of the planet. Thus their vision is excellent, and they can sense motion from very far away. Take a wrong step, and their web will be your final resting place. They can puncture your body with a single punch, and their chitin plates can protect them from most froms of kinetic damage. However they are very vulnerbale to falling, and blunt objects hitting them. They are loners, but taking one down is a hard task even for the experienced scavengers.
Characteristics:
-Very quick strikes
-Extremely sharp chitin blades
-Good armor
Characteristics:
-Very quick strikes
-Extremely sharp chitin blades
-Good armor
Those are only the most common of mutants that roam the lands, so rest asured I still have some ideas up my sleeve ;D
The Timeline of the RP is long and convoluted, but because we are only playing the first setting of the actual universe, we don't have to worry about anything overlapping. So here is an overview of what happened:
- +1 hours to apocalypse: Offical governement crumbles, most of the population does of radiation overdosage, military tries to cease control and protect civilians in safe areas.
- +4 hours: Major underground hubs like metro stations and cargo acces tunnels are crowded with survivors.
- +24 hours: Survivors organize search parties to ssek out food and supplies. Most of these people due to radiation exposure, but they manage to get a good biew of the surface.
- +48 hours: Radiation reaches acceptable levels, but air is too poisonous and thin to breathe. Many die in shelters from poor air conditions, or because of shoddy air filters. Most food becomes irradiated, canned foods are the go-to food source.
- +72 hours: Raiders begin to organize attacks on settlements for supplies and gear. Weapons become a new priority loot.
- +128 hours: Utility services cease to work. All above ground settlements move underground in the face of emerging mutant and raider threat. Most minor settlements are abandoned, and are now housing threats.
- +2 weeks: Major settlements begin popping up, providing a safe haven for survivors who want a better future. Any resembelance of the military ceases to exist, and use their gear to work as mercenaries or join raider gangs.
- +3 weeks: Currency is re-established in the form of pop tabs (the little things you can open tin cans with if you don't have an opener). Traders begin to chart out the ruins of the planet in search for other settlements.
- +4 weeks: Large communities begin to appear, and electricy is restored to some areas. Radio stations are now setup to help co-ordination of survivors.
- +2 months: The remains of the Mafia surface from their underground bunker, and offer protection from Raiders. They extort money from settlements, and only rarely intervene to protect them. Using scavenged equipment they restore some ships to working condition and help in the creation of the first above ground settlement.
- +4 months: Scavenging becomes harder as organized crime gangs are popping up equipped with military gear and mobilized forces, barricading the tunnels. The topside is ravaged by mutants that are rapidly reproducing and prey on the humans.
- +5 months: The mafia controls the only above ground farming settlement, selling crops and livestock for insane prices. They place monopoly on electricity, and essentially act as an unoffical governement. Many settlemetns struggle to stay fed and powered.
- +7 months: Metro railways and cargo transports are powered back up, allowing for limited travel between setlements. Mafia now controls important chokepoints and focuses of defending against raiders. Most major settlements focus on expanding, and hire mercenaries to provide themselves with the needed materials. The first Runner groups emerge as the air starts to clear from toxic ions, but is still to thin to properly breathe.
- +8 months: With the solid influx of food and amterials due to the Runners, commerce flourishes and settlements rapidly grow. Well renowned Runner and mercenary Ashur "Loki" Lean establishes the Devil's Runners group.
- +1 year: Current time. Mafia still acts as pity governement, but progressively restores utilities to settlements with monopoly on them. The planet enters it's winter cycle, and Runners have more jobs cut out for them than before with the dropping temperatures. Large groups of mutants wipe out most raiders, and threaten settlements in search of food.
This time we will look at more in-depth info about the world that the RP plays in. You apready know some info about it from the opening, but I will cover the more relevant information about places and groups.
Shameless I know, but these are the closes I will get.
After the apocalypse, most fled into the vast underground tunnels that are below the surface. However, some of the lower levels are completely sealed off by their inhabitants, and are out of touch with the surface. Nobody knows what is going on behind the sealed blast proof doors and masssive barricades down there, but not many people have time to worry about it. The people who lived on the surface have only migrated as far below as metro lines and the cargo trains that run below the surface. These are crowded, poorly lit and conditioned slums that try to house as many people as possible. This can be said about almost any settlement, but there are a few strongholds that do better than the others. Notably 3 settlements are the shining examples of the wastes: Garth, the southernmost stronghold that took it upon themselves to patrol and protect large portions of the tunnels leading towards the South and defend against mutants, Lornfell, the trading hub and the largest 24/7 open settlement that is responsible for operating the utlity services, and finally Kington, the Stronghold of the Mafia and the only settlement above ground. There are dozens more small settlements, but these three locations are the main areas of commerce.
The massive service tunnels that lead down into the lower levels of the planet are given the friendly name of "underworld poartals" by the locals. The are hardly accessible and are most unused nowadays, but the upper few levels use elevator systems to move around the various levels using these portals. Most notably, the portal next to Garth has been almost fully built in, with most of the it's walls covered in small buildings for a few dozen levels. Nowadays, it is one of the only 2 ways of entry into the city.
Some portals are more notorious than others, often being responsible for housing nests of unspeakable horros. One such portal is "The Pit", which lays near the fringes of the local community. It is the nest of many species of mutants, and all expeditions to chart out or clear it have ended in failure and the death of the parties. A large are near it is off-limits to most settlers, and only Runners are allowed anywhere near it.
The collective name of Metro and cargo railways, planetray ventillation shafts and sewage systems that are used as the primary ways of getting around. They suffered the least damage during the apocalypse, and the deeper you go, the more intact they are. Many of the settlements are built inside chokepoints of these tunnels, and the community is interconnected by these systems. Towards the South, soldiers of Garth keep the peace in the tunnels with many roadblocks, while the Mafia and local volunteers keep the peace in most other locations. Since power is still only used inside settlements, these tunnels are often pitch-black, giving ample oppurtinity for mutants to prey on unsuspecting humans. In some of the upper railways, means of transportation have emrged that use the already existing infrastructure, but you won't find that in the lower areas.
Before
After
Enoh was once an industrial powerhouse with billions of citizens living on it. Nowadays it looks more like a desloate and hellish landsape that doesn't forgive. During the warpgate explosion, the Southern side of the planet took most of the impact, destroying everything on that hemisphere. Now the survivors have all migrated to the North, where some resemblance of civilization still remains in the form of underground settlements. The largest pre-apocalypse population hub is the location with the most settlements on the whole planet, known as Daria. This used to be a sprawling urban center with a massive spaceport, but now it is fertile ground for survivors that want to rebuild whatever they can. Most communities are separated by hundreds of miles of mutant infested tunnels, so even thought there could be much greater trading between the survivors, they would need co-ordinated efforts to make it avaible. However, thanks to the rebuilt radios, news can still be shared with the rest of the hemisphere.
After
Enoh was once an industrial powerhouse with billions of citizens living on it. Nowadays it looks more like a desloate and hellish landsape that doesn't forgive. During the warpgate explosion, the Southern side of the planet took most of the impact, destroying everything on that hemisphere. Now the survivors have all migrated to the North, where some resemblance of civilization still remains in the form of underground settlements. The largest pre-apocalypse population hub is the location with the most settlements on the whole planet, known as Daria. This used to be a sprawling urban center with a massive spaceport, but now it is fertile ground for survivors that want to rebuild whatever they can. Most communities are separated by hundreds of miles of mutant infested tunnels, so even thought there could be much greater trading between the survivors, they would need co-ordinated efforts to make it avaible. However, thanks to the rebuilt radios, news can still be shared with the rest of the hemisphere.
Shameless I know, but these are the closes I will get.
After the apocalypse, most fled into the vast underground tunnels that are below the surface. However, some of the lower levels are completely sealed off by their inhabitants, and are out of touch with the surface. Nobody knows what is going on behind the sealed blast proof doors and masssive barricades down there, but not many people have time to worry about it. The people who lived on the surface have only migrated as far below as metro lines and the cargo trains that run below the surface. These are crowded, poorly lit and conditioned slums that try to house as many people as possible. This can be said about almost any settlement, but there are a few strongholds that do better than the others. Notably 3 settlements are the shining examples of the wastes: Garth, the southernmost stronghold that took it upon themselves to patrol and protect large portions of the tunnels leading towards the South and defend against mutants, Lornfell, the trading hub and the largest 24/7 open settlement that is responsible for operating the utlity services, and finally Kington, the Stronghold of the Mafia and the only settlement above ground. There are dozens more small settlements, but these three locations are the main areas of commerce.
The massive service tunnels that lead down into the lower levels of the planet are given the friendly name of "underworld poartals" by the locals. The are hardly accessible and are most unused nowadays, but the upper few levels use elevator systems to move around the various levels using these portals. Most notably, the portal next to Garth has been almost fully built in, with most of the it's walls covered in small buildings for a few dozen levels. Nowadays, it is one of the only 2 ways of entry into the city.
Some portals are more notorious than others, often being responsible for housing nests of unspeakable horros. One such portal is "The Pit", which lays near the fringes of the local community. It is the nest of many species of mutants, and all expeditions to chart out or clear it have ended in failure and the death of the parties. A large are near it is off-limits to most settlers, and only Runners are allowed anywhere near it.
The collective name of Metro and cargo railways, planetray ventillation shafts and sewage systems that are used as the primary ways of getting around. They suffered the least damage during the apocalypse, and the deeper you go, the more intact they are. Many of the settlements are built inside chokepoints of these tunnels, and the community is interconnected by these systems. Towards the South, soldiers of Garth keep the peace in the tunnels with many roadblocks, while the Mafia and local volunteers keep the peace in most other locations. Since power is still only used inside settlements, these tunnels are often pitch-black, giving ample oppurtinity for mutants to prey on unsuspecting humans. In some of the upper railways, means of transportation have emrged that use the already existing infrastructure, but you won't find that in the lower areas.
The surface is little more than ruins now, with the streets littered with debree and thrash, and roamed by raiders and mutants. Settlers rarely come up here, but Runners are tasked with reovering supplies from locations in the hellscape. The only beacon of hope is the massive ruins of a skyscraper that is now known as the settlement of Kington. Most Runners enter and exit the tunnels here, thought the braver Runners often try to sneak into and out of Garth to escape the search parties of the Mafia who would tax what they scavenge. Small communes that live off the charts vegetate inside the ruins of larger buildings, but they rarely contact the outside community. The only reason we know they are there, is because of the occasional scavengers that can be spotted in the hellscape. Some of the more experienced Runners are people like these.
Supplies are ample to find, but the surface is the most dangerous of all the locations. Air is scarce and toxic, whilst the sun is constantly trying to murder anyone on the surface with deadly rays of radiation. The temperature is often below freezing even in daylight, but it can become extremely cold in the night hours. Now that winter is coming, scavenging on the topside will be even harder than before.
Supplies are ample to find, but the surface is the most dangerous of all the locations. Air is scarce and toxic, whilst the sun is constantly trying to murder anyone on the surface with deadly rays of radiation. The temperature is often below freezing even in daylight, but it can become extremely cold in the night hours. Now that winter is coming, scavenging on the topside will be even harder than before.