@Xandrya, thank you. Good luck with the rest of your RPing endeavors and your work load.
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 ∙ craft ∙ kill a Soldier ∙ kill a Nomad B O N D kill a scav ∙ theft B O N D rummage ∙ craft ∙ lockpick ∙ sharp S K I L L S slingshot ∙ steal ∙ climb S K I L L S wisdom S T A T __________________________________________________________ | S C A V E N G E R S scavs ∙ rusts ∙ 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 B O N D kill a metahuman B O N D navigate ∙ blunt ∙ keen S K I L L S herbalist ∙ steal ∙ climb ∙ frenzy S K I L L S strength S T A T __________________________________________________________ | M E T A H U M A N S crawlers ∙ mutants ∙ 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 trade B O N D kill a nomad ∙ hunt or consumption of any meat (forest nomad) B O N D climb ∙ blunt ∙ spear ∙ navigate ∙ cooking S K I L L S bow ∙ sing (forest) ∙ herbalist (forest) ∙ 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 ∙ craft ∙ information ∙ kill a metahuman B O N D kill a soldier B O N D rifle ∙ handgun ∙ unarmed ∙ read S K I L L S write ∙ speech ∙ cooking ∙ crafting S K I L L S intelligence S T A T __________________________________________________________ | M I L I T A R Y angels ∙ gray ghosts ∙ 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. |
T H E M E S : | _____________________ Exploitation of Children ∙ Man & the Natural World ∙ Extreme Competition ∙ Gender, Religion & Power |
"... 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."
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 Three (3) Skills H U M A N I T Y : GM Use Only S T R E N G T H ○○○○○○○○○○ D E X T E R I T Y ○○○○○○○○○○ C O N S T I T U T I O N ○○○○○○○○○○ I N T E L L I G E N C E ○○○○○○○○○○ W I S D O M ○○○○○○○○○○ C H A R I S M A ○○○○○○○○○○ B A C K S T O R Y : P E R S O N A L I T Y : |