Firstly, I wish to welcome you to the interest check thread for Another "End of the World" Role-play. This is a role-play that had a few re-incarnations and a healthy following on the old guild. The idea? A open-world, free-roam, sandbox adventure in a rich ever growing post-apocalyptic environment. Your character will start as nothing more than a lone-wanderer, shit out of luck, or, a resident of a deadbeat town, just trying to survive long enough to see the light of the next day. Regardless of your humble beginnings you will evolve into a hardened survivor through your travels and experiences and keep on fighting just to survive another day in a hopeless wasteland.
This is Another "End of the World" Role-play, your adventure awaits...
Notes:
- Settlements and Survival guides sections added.
I believe the above introduction pretty much explains the gist of what's happening here and how I hope this role-play will evolve. Anyone who remembers the old threads will remember a lot more detail and this will be added at a later stage, possibly. For now just know that your adventure is about to begin and that together we will have a long lasting role-play to be remembered.
Note: Any old members of the role-play may start with slightly more advanced gear, however we do not want to be OP.
Survival Guide
Surviving the barren, arid lands that are now your home can be tough. So here are a few helpful tips to help you along the way. That is, at least to the things you won't have to figure out yourself!
- Radiation is a bastard, we all know it and we'll all have to deal with it. Never leave home without your gas-mask. You don't have one? Better find one soon or you'll soon find yourself dead.
- Being friendly and having a kind face isn't necessarily going to make anybody like you. In the New World, actions talk louder than words, and currency speaks louder than actions.
- The Ak-47, most common gun you're going to see around these parts. Almost everybody with any kind of money is going to have one. That is, except for you, for now.
- Factions, they control certain territories all over the wasteland. If you're going to side with one, choose wisely, word spreads fast and it's rare they'll sit down for a chat before the bullets start being sprayed.
- "One man's trash is another man's treasure." Keep all that junk you find lying around, you never know who it'll be worth something to.
Settlements
Settlements are far and few between around these parts. Fewer yet are those that could be considered "civilized", most you will come across will be nothing more than camps, home to wandering groups of faction members or bandits. However, don't fear, in the barren wasteland do lie some settlements of interest, some of them are even surprisingly well protected.
Welcome to Aurora's End.
Population: 38
Fear Level: 3
Once a mid-sized town, Aurora's End was spared the majority of the war and relatively untouched by the events of the world. Not so the aftermath. Riddle with fires, the city picked up the pieces and eked out a living in the new wasteland they called home. Completely destroyed. No buildings remain. The town is a shattered ruin with collapsed walls, broken buildings, glass and rubble everywhere in the cracked streets. The portion of the town that makes up the survivor settlement is roughly a couple of city blocks.
Food: There isn't much in crops for the town or to sell. Some ranchers have collected rabbits for livestock. Local hunters have been trapping and killing hawk, buzzards, lizards, condor & deer. From scavenging, they stashed 20 milrats. There are enough surplus to trade and sells off at fair or low prices.
Water: Lucky for the survivors, what water they have access to is clean (for the Wasted West) and drinkable. They have an overabundance of water from a small lake and will sell it for $.50/ gallon. They have 1 tanker trailer to haul water.
Fuel and Power: They have outdoor latrines and torches for lights and no sewer system (most use indoor chamber pots or out houses).
Medical: There is a herbalist/holistic doctor in town with an Apothecary. The town has limited medical capability. There is 1 doctor and 4 medics in a small clinic. The death rate is higher than any place without medical care, but not by much. They have 9 med packs and 1 assorted medical drugs for sell.
Communications: They have developed limited mail service.
Military: Town has fighting trenches around the perimeter. Some of the militia are equipped with Kevlar vests and all are armed with melee weapons & firearms. The militia also have access to weak explosives.
Crime and Punishment:
Major crimes (like murder) can be punished by stonin' or shootin' squaud
Serious crimes (theft, assault, etc.) are normally punished by jail sentences, temporary exile or stockades
All other crimes are punished by stockades, temporary exile or hard labor
Everyone in town (visitors included) are held to a strict moral code.
Scroungin' in the ruins is allowed by permit only, violation is considered a serious crime.
Welcome to Low Ground
Population: 74
Fear Level: 5
Once a mid-sized town, Low Ground was plagued by rioting, looting, gang raids & fires during the war. It fared no better after the bombs fell, suffering looting & fires as well.
A portion of the old city survived, and is the frame work for the settlement. The portion of the town that makes up the survivor settlement is roughly 3 city blocks. The town is against mutants. Any known mutant is driven out of town or stoned.
Supplies:
Food: The town has been working and now has apples, broccoli, celery, hemp, onions & wheat. Some ranchers have collected sheep & horses for livestock. From scavenging, they stashed 5 milrats. There are enough surplus to trade and sells off at fair or low prices.
Water: Lucky for the survivors, what water they have access to is clean (for the Wasted West) and drinkable. They have a severely limited supply of water from a well. The town has fresh water for sale at $10/gallon.
Fuel and Power: They have fixed some water wheels and can produce power for lights and limited buildings. They still haven't repaired the plumbing, most use indoor chamber pots or out houses.
Medical: There is a herbalist/holistic doctor in town with an Apothecary. The town has limited medical capability. There is 1 doctor and 3 medics in a small clinic. The death rate is higher than any place without medical care, but not by much. They have 13 med packs and 1 assorted medical drugs for sell.
Communications: There are walkie talkies or vehicle radios for the militia.
Military:
Town has a moat or fighting trenches around the perimeter. Some town members (11) are scripted into a militia. One third to one half are on patrol at any given time. Some of the militia are equipped with melee weapons, Kevlar vests, firearms, 'cap & ball' firearms and/or bows.
Crime and Punishment:
Major crimes (like murder) can be punished by stonin' or hangin'
Serious crimes (theft, assault, etc.) are normally punished by floggin', combat in the arena or stockades
All other crimes are punished by stockades, temporary exile or hard labor
Scroungin' in the ruins is allowed by permit only, violation is considered a serious crime.
Factions
WIP
FAQs
@Mistress Dizzy: A mutation can be anything really of any sorts, I suppose some fun ones to throw around would be that your character scars easily, may lead him to be ugly as sin. Or, if we were to look at something more major; Your character’s body is semi-translucent, allowing others to see the dim outlines of her internal organs on a bright day. On the plus side, your heroine’s body operates almost like one giant cell rather than discrete parts. She may shift damage around from place to place on her body. For example, if she takes a light wound on an already damaged leg, she could move that wound to the arm or to the guts to prevent penalties to the leg. Something more minor than this could be along the lines of; Your survivor was near a city when the bombs hit (or she was born near a blast site). Her body was burned and scarred horribly, making her not very easy on the eyes. In addition, sand-laden winds and the sun’s burning rays force her to keep her skin wrapped under layers of the softest cloth she can find.
@SlowPlow: I'm not going to be monitoring this as severely as a DM. I'm going to implement a trust system where I'll trust characters not to do something to OP. If I think they're jumping too far ahead, too soon. I'll stop them.
NPCs
Jacob
Occupation: Engineer
Home: Aurora's End
Gear: Hockey helmet, pencil sharpener, hand held elect fan, spark plug, butane lighter, leather jacket, nuts and bolts, blanket roll.
Description: Coming soon...
Character Sheet.
Name:
Age:
Gender:
Sexuality:
Appearance:
Mutation(s): (If any, this is not necessary, you're character can be perfectly okay).
Weapon(s): (Start with a handgun and small melee weapon, you'll work your way up as the role-play progresses).
Gear: (The usual, try not to overload, you'll find enough on your travels).
Faction: (Leave blank for now)
Currency: (Small amount of USD)
Short History: