Hello! Recently, my group of friends and I have returned to a beloved pen and paper primal punk RPG called 'Degenesis'. This is our second time playing in this system, and we have picked up where our first campaign left off. So now my mind is exploring the possibilities of a Degenesis RP here on the Guild. It wouldn't use any of the RPG systems, such as stats and dice rolls, it would just be pure, hyper-gritty roleplaying on a futuristic earth that is recovering from multiple apocalypses in the past, and new ones plaguing the world.
For those who are versed in Degenesis, I welcome you with open arms! For those of you who aren't, I will try to break it down in a simple enough way for easy understanding. Let me start by introducing you to the world with Degenesis' official trailer.
The simplified lore is still a rather substantial read that delves primarily into the apocalypses, and not the factions of the world.
Before the end of the world, humanity had reached levels of technology that most people of the twenty-first century would consider science-fiction. Sustainable clean energy had become the norm. Energy weapons were making their debut in the world's militaries. Artificial Intelligences had found themselves in metallic humanoid bodies called AMSUMOs. People's had even begun to adapt and evolve past natural limitations to become compatible with their technologies.
Armageddon came in 2073. The Eshaton was caused by a bombardment of asteroids. Each impact cracked, shifted, and punctured the Earth's crust. North America was lost to ashen rain. South America was drowned by mountainous tsunamis. Australia simply disappeared. Massive, city-sized vents of magma poured out from the shattered crust, and thrust the Earth into a hellfire that reshaped the geography. While Europe and Africa were severely ruined, they were the most well off continents to suffer the Eshaton. Scandinavia saw the first impact. By the first sunrise after the impacts, volcanoes had filled the skies with ash, and plummeted the world in a perpetual red twilight. The survivors of the impacts descended into chaos and madness. The Eshaton was the end of humanity's glory, and the beginning of centuries of hardship among the species' rebirth. However, Eshaton was not the word used to described the cataclysm itself. The Eshaton the word for 'A new beginning', whatever that might beginning might be.
After the Eshaton, the Ice Age came. Northern Europe had completely frozen over, and was blocked off by an impassible wall of ice. Everything North of the Great Ice Barrier was lost, and the globe's climate zones shifted. With the world thrown into disarray by the impacts during the Eshaton, the majority of the surviving world suffered the effects of the Ice Age. Europe was biting cold, and once again, Africa was mostly spared. The continent of Africa became temperate, and many would flock there to find some semblance of warmth. Along the Atlantic Coast, waters receded past the shelf, draining harbors dry and isolating communities. Many people would live underground to avoid the ice and snow, coming up to hunt for food or gather materials.
Once the Ice Age had passed, tribes of humans began to rise up once again. Some tribes were nothing more than men with sharpened sticks, others were graced with coveted, preserved technology to give them an edge. Many tribes existed in between, resorting to scrap metals for swords and shields, and ancient guns going to the best of their warriors. These tribes would travel across great plains of snow and dried magma fields in search of food and oases of life. Those who did thrived, but were forced to fight to protect their newfound land. Humanity rising from two apocalypses was an event known as the Resurrection. During this period, tribes grew in power and warred with one another. Technology was often the deciding factor for many tribes, but sharp minds and plentiful resources would also prove dominant.
500 years would pass, and bring humanity into the modern day of 2595.
Thirteen major cults have risen above the rest, seven of which had evolved into cultures which embraced a brighter attitude for life compared to the gloom that preceded them. Great cities like Justitian and Tripol rose, and became mankind's new pride. Old cargo ships were rebuilt and fixed into working order, and were used to cross the Mediterranean Sea to bridge cultures and create powerful economic routes. Humanity was once again considered well off. But they were unaware of a new threat waiting to vie for supremacy over the world.
Something had dwelled inside the asteroid of the Eshaton, a substance known simply as 'The Primer'. Years after the asteroids had impacted Earth, the Primer spewed forth clouds of microscopic black spores into the atmosphere, which embedded themselves into organic matter. The Primer would uncoil the DNA of its infected host, and begin changing them. The Primer infected, rejected, and optimized hosts into a new species. The next stage in human evolution: Homo Degenesis.
From the craters, twisted figures of spines and tumors arose. They would begin to walk the land, and attempt to take control of the world. At that time, humanity wasn't aware of the rise of Homo Degenesis. So when the Ice Age passed and the resurrection began, they toiled onward to rebuild, while the Homo Degenesis rapidly evolved and perfected the species. When the Homo Degenesis began to fight humanity, it encountered resistance. Mankind wasn't about to be phased out by their perfected cousins of evolution. But Homo Degenesis wasn't the only horror brought by the asteroids of the Eshaton.
The Primer had not just infected sentient hosts, but also plants and fungi. This infected flora spread from the craters, constantly spreading spores and, to many humans when this phenomenon was first occurring, appeared to be devouring the Earth. This 'sickness' of the world, was called Sepsis. Large, hundred metal tall fungal structures would burst from the ground, and once it would reach critical mass, would explode into more spores which would then infect more flora, and the cycle would repeat. Everything left behind by the Sepsis would worthless land. The Sepsis would constantly begin slowly spreading outward, spreading the spores and changing landscapes. Sources of the Sepsis would become known as Mother Spore Fields, where this cycle has repeated itself in one area over and over again, creating plateaus of rock-like, dried spore fungus hundreds of feet high.
Even the world eating Sepsis was used by mankind however. People would bravely venture into Mother Spore Fields, and if they came back, would likely have dozens of spore pods stored in bags. These pods would carry mother spores originally meant to spread the Sepsis. Mankind found that eating these spore pods would result in a powerful high, making cold warm, eliminating hunger and pain, and heightening senses. This substance was called Burn, and it became a common drug. Burn was a trap laid by the Primer in an attempt to further accelerate mankind's evolution into Homo Degenesis. Nevertheless, addicts exist, and Burn can be found both in legal medical forms, and in the black market. Burn is applied directly to the skin, which is absorbed through pores in the body. Red, ring-like rashes spread from the source of contact, and further move to infect the host. The process is slow, and can be controlled if used responsibly, but to use Burn means to absorb the spores infesting the world.
However, Burn's insidious effects are permanent after use. And many are unaware that a single use of Burn could potentially seal one's fate. Once the spores are in the body, they begin to grow, even long after the effects of Burn have worn off. Taking more Burn simply accelerates the process. The human body has adapted to fight these spores, but the process of expelling them is long and arduous. The spores makes the body addicted, and many people will eventually resort to Burn to keep the spores alive and strong in the body. If the spores have taken enough of a hold, then the addict becomes a threat. Fungus begins to creep up the back of the addict's throat and out his mouth. Coughs and wheezes spew out spores from his mouth, infecting others around him. Wherever the addict lays his head, Sepsis spreads from him, and corrupts the area. Addicts at this stage are known as Leperoses, and only death through fire can purge them. If a Leperos isn't purged, then eventually it will go through a process known as Epigenesis. The adult Sepsis cells are formed, and they eat through the body like they do through land and other organic matter, and become the heart of a new spore field.
The Eshaton was only the prelude to a greater calamity. With the Homo Degenesis stalking Europe and Africa, and the Sepsis spreading, mankind must once again band together, and find a way to survive.
The simplified Cults only cover the basics of the thirteen cults.
Spitalians are the last line of defense against the Primer and its monstrosities. They are the ones who venture into Spore Fields in force to destroy them. They actively hunt Degenesis to kill them and keep humanity safe. The Spitalians may be formidable and looked up to by many, but they are far from merciful. The Spitalians know that mercy will result in death. If they find a burner, they will immediately sentence them to a fiery death. If they find a child born of even the slightest Degenesis, they will kill them. Spitalians carry spore-covered muscles in glass tubes, which beat like a heart when Degenesis is nearby. They often mount these mollusks onto the back of spears, forming the signature weapon of the Spitalians, the Splayer.
Spitalians are all effective doctors, who create fungicides and poisons to kill both Degenesis and the Sepsis. They are all versed in first aid, which makes a group of Spitalians particularly difficult to overcome. They completely shave their bodies clean of all body hair, even their eyebrows, as they view hair as an easy method to 'net' floating spores in the air. If a Spitalian is ever found to be infected by spores, he will either take his life, or ask that another Spitalian does it for him.
Chroniclers are the result of mankind wanting to restore an ancient piece of technology known as the Stream: a digital reservoir which connected all of humanity before the Eshaton. All memories were stored on the Stream, and when the Eshaton came, the Stream shut down crashed, and was never reactivated. The Chroniclers are now in possession of the Stream's core, and they believe that by expanding their knowledge of technology, they can one day reactive the Stream, and lead mankind into a new golden age. Chroniclers are the most advanced Cult, and are easily spotted by their dark blue cloaks and advanced masks.
Chroniclers have a strange reputation in the wastes. Many people fear them, since their advanced weapons are considered cruel implementations seen as almost godly to the most primal of folk. Their language is riddled with clicks and whirs as their voices are vocoded by their masks. Nevertheless, Chroniclers drive economies and are often behind the technological aspects of settlements. If there is ever a piece of ancient technology in a town, it is likely that there is one or more Chroniclers there as well.
The Helvetics expected the Eshaton, and built large fortresses in the Alps. Despite their preparedness, the Eshaton cut deeply into their fortifications. Magma poured into their underground bases, but the Helvetics didn't give up and die. They sealed tunnels and fought back the destruction that came with Armageddon. When it was all over, the Hellvetics climbed from their ruined fortresses, and were among the first to begin rebuilding.
Helvetics were born from the Swiss Army, and had stored with them their weapons and vehicles. It wasn't long before the Alpine Fortresses were rebuilt, and the Helvetics became the major power in the Alps. Their signature weapon, the Trailblazer, is a modular assault rifle that used special high frequency ammunition. All Helvetics also come armored with a Harness, some of the best protection in the wastes. Helvetics covet their weapons and armor, so much so that the preservation of their Trailblazers and Harness supersede that of the soldier's life. Should a Helvetic lose their weapon or armor, he will be stripped of his rank and exiled. If word reaches an Alpine Fortress that an outsider has acquired Helvetic equipment, a squad will immediately be deployed to retrieve it, aggressively if they need to. Helvetics don't often stray too far from the Alps and the safety of their fortresses. Many traders who travel through the Alps by necessity are often frustrated by Helvetics, as they impose a hefty toll to travel through their mountain passes.
The Judges are essentially the living incarnation of the law. They wander the wastes, punishing injustice with sledge hammers and flintlock pistols as they go. Judges are considered a necessary evil in the world. They have the authority to simply make up laws on the spot, which can sometimes be abused by a less than honorable Judge. Their headquarters is in the city of Justitian, where they coordinate with Spitalians and Anabaptists to create new bills, legislation, and constitutions to govern the world from anarchy. Judges all carry a Codex with them, where they recite their Code to themselves, and read the rights to their apprehended ne'er-do-wells. Judges also write their own laws in the Codex.
Clanners are the most veritable of the Cults, as they are not one single faction. Clanners come from lesser factions or groups of varying technology levels and belief systems. A clan can be a small as a few families that have banded together, to a number of tribes united under a single leader. Clanners might also be peaceful traders, or hated raiders. While most clanners are secluded groups using what they can to get by, some clans have risen above the rest. The most powerful and secretive clans are the ones who sit on treasure troves of technology, who prefer to remain hidden from the other Cults so as not to find themselves encroached upon. The diversity of the clanners makes it difficult to create a blanket stereotype for them.
Scrappers tend to spend more time away from largely populated areas so they can sift through the dirt and find treasured artifacts from the golden age. They're often found working together in large groups, and vary wildly in appearance. Scrappers make use out of everything they find in the wastes, incorporating scrap metal into their armor, and swapping out parts to maintain their machines. It's because Scrappers do so well at finding artifacts, that Chroniclers often times work along with them to excavate the most priceless pieces of technology. Scrappers all have a signature engraving unique to the individual that is scratched onto their findings; this is a way of identifying property. It is considered a crime in Scrapper communities to scratch out another's marking. They follow a very clear rule: 'You keep what you find, and you can do with it what you will.'
Neolibyans are the entrepreneurial titans of the new world. They are masters of trade and commerce, and run Tripol's great Bank of Commerce. To Neolibyan's, a no is still a yes. They don't view things as impossible to acquire, only expensive. Among Neolibyans, it is considered wasteful and in poor taste to not spend money; and thus, most Neolibyans live lavish lives. They are often covered in shining jewelry and the finest silks. Neolibyans also run many of the cargo ships that cross the Mediterranean. They are responsible for maintaining a powerful trade network between Europe and Africa.
Scourgers were once victims of slavery in Africa, before they rose up against their oppressors and took power. The scourgers' signature and namesake, the Scourge, is a staff-like weapon, with nine hooks connected to conductive wires. The wires can each extend out to three meters, and deliver a crippling shock to anybody struck by the scourge. The Scourgers broke free from their oppressive masters when one Scourger took a scourge from his master, and used it against him. Since then, the scourge has been the Cult's symbol of freedom. Scourgers are plentiful in Africa, and oppose the Neolibyans for enslaving them. They often do mercenary work there for anybody willing to pay their prices. They are exceptional martial warriors, with a wide range of talents. Scourgers get along well with the Helvetic Grenadier Corps, as they often run operations together in Africa.
The Anubians are by far the most peculiar of the Cults, as they catalyze highly poisonous Sepsis seeds, and incorporate them into their bodies. Even stranger, is that the Anubians somehow have built a sort of immunity to the spore infestations, while taking from them the benefits of the Primer's alterations. Anubians possess a supernatural ability to modify their surroundings to their benefit. They are zealously religious, believing in a number of ancient Egyptian gods. Anubians travel into mother spore fields in Egypt, drawn closer and closer to the pyramids by some divine will. The Anubians believe that by accepting their religion, they can improve themselves to a point higher than Homo Degenesis, without losing their humanity in the process. There is very little actual science in the Anubian's effort, but blind acts of faith have produced more than one strange miracle.
Nomadic in nature, the Jehammedans are constantly moving and living off of the land. From the day they are born, a Jehammedan's future is decided. Their society is caste based, and their men and women serve very specific, exclusive roles from one another. Men are farmers, warriors, hunters, and chieftans. Women are spiritual leaders, healers, teachers, and emissaries. Their god, Jehammed, is depicted as a goat, and thus, the goat is a sacred animal in their society. Jehammedans are martial practitioners, and have gained an impressive reputation as horseback fighters.
Anarchists through and through, Apocalyptics have embraced the primal life that humanity has been plunged into. Apocalyptics aren't primitive however, they simply just prefer to live a life of debauchery till the bitter end. Sex, drugs, money, and power is the goal of all apocalyptics. They have acquired their power through subterfuge and cunning. Often times, if an apocalyptic approaches you for a favor, there is usually an ulterior motive behind it. The most powerful apocalytpics are known as Phoenixes, and they are at the head of large cartels that span whole regions. Apocalyptics are no strangers to resorting to extremes to get what they want. Many apocalyptics have a modicum of panache, as they enjoy showmanship and drama even when it isn't necessarily called for.
Devout followers of modern Christianity, the Anabaptists have become a new breed of zealot. These men and women place themselves entirely in the hands of God, and crusade forward with little concern for themselves. Anabaptists work alongside Spitalians and Judges to rid the world of Degenesis and Sepsis. They carry flamethrowers and bastard swords into battle. The signature bastard sword of the Anabaptist comes with a hidden dagger in the hilt that can be accessed by unscrewing the pommel on the sword. Anabaptists are directly opposed to Anubians, believing that their one God trumps the many gods of the Anubians. They also oppose the Jehammedans for the same reason, believing that followers of Jehammed are just more than savage goat breeders.
Believing themselves to be the Chosen Ones, the Palers were the lucky humans who survived all of the world's terrors by being locked away in impenetrable underground vaults. For five-hundred years, the Palers remained secluded from the rest of the world, even after the power went out. Living in total darkness, the Palers continued to exist. Over the generations, their bodies began to adapt and change to thrive in total darkness. They lost nearly all pigment in their skin, and their eyes became even more sensitive to light to see better. Their bodies became slightly smaller than a usual human being in order to be able to live in the cramped spaces of the vaults more comfortably. Palers like to reside within their vaults, keeping themselves out of the business of the world. Occasionally, when an expedition stumbles upon a vault, the Palers within will be aggressive and kill the intruders. Most of the time, however, Palers will finally step out from their metallic bunkers, and see the world in its new state. Paler vaults are filled with advanced technology, some of which even the Palers have forgotten how to use. The Chroniclers and the Scrappers attempt to get their hands on this technology, and the ensuing confrontations are almost always bloody.
So that's the gist of Degenesis! If you think you are interested, let me know! I'd prefer to have a group of 4 others to RP with. I haven't really planned out what to do for a plot just yet, but that'll come to me in due time. I'll also be in need of a Co-GM, preferably somebody else who also has experience with Degenesis. It is a very rich world.
Be warned, This setting is not for children or the faint of heart. Degenesis is mature, dark, gritty, hyper-violent, and isn't afraid to be grotesque. To censor Degenesis would be to snuff out a part of the setting's soul. If you wish to join, you must be ready to read and conjure disturbing images. Morally questionable things will happen in this RP, as Degenesis strives to make characters discover what the definition of being human is. With that emphasized, I cannot stress enough that this RP will be 18+.
Now with that out of the way, thank you for reading and I hope to see your interest! A more detailed look into the world will be made if enough interest is generated!