A few years from now, something happened.
Nobody is really sure what happened, at least now. Occasionally, one might find yellowed newspapers with headlines such as "CHEMICAL THREAT IMMINENT" or "GOVERNMENTS TESTING GERM WARFARE."
What is germ warfare? What chemicals were threatening?
It doesn't matter.
Most people died, and the few that are left are somehow immune to whatever occurred. Now, they struggled to survive in the nearly empty world, some grouping together in packs, others living alone. Some take from others to survive, raiding murdering for their lives. Others seek more peaceful means, working hard to care for themselves and others.
This is a post-apocalyptic survival RP. It takes place in the summer of AC (After Cataclysm) 77, at the base of a mountain range in what used to be America. The biome is temperate and well-populated by a collection of wildlife, and the river that flows from the mountains is fresh, clean, and brimming with fish. It is an ideal candidate for human life, and relatively untouched by outsiders.
Your character can be any one of three "survivors" (i.e. classes): The Hunter, the Builder, or the Sleeper. Each class has their own strengths and weaknesses, and can be customized as you see fit. Weapons, skills, and equipment will all be determined by which survivor you choose.
- The Hunter: The Hunter is a master of the wilderness, and capable with all sorts of weapons. He or she can survive for long periods on their own, surviving off the land with ease and grace. However, when it comes to social skills or using old technology, they are at a strong disadvantage. Thus, they generally travel alone, and infrequently scavenge or raid to obtain new weapons, ammunition, or clothing.
- Available Skills: Sneaking, Bows, Knives/Melee Weapons, Pistols, Shotguns, Unarmed, Running, Swimming, Gathering, Shelter Construction (outdoor), Scavenging
Innate Skills: Rifles, Hunting, Endurance (Mental), Endurance (Physical), Perception
The Builder: The Builder is a gifted worker, capable of rebuilding the ruins of civilization into incredibly effective tools. He or she is innately able to understand and repair technology, and carve out niches of comfort and wealth for themselves in decrepit cities and towns. However, they are generally not capable fighters, and often prefer to spend their time away from people. Thus, they are often incapable of surviving in the rugged wilds, and are often physically weaker than outdoorsmen or fighters.
- Available Skills: Shotguns, Pistols, Scrounging, Construction (indoor), Electrical Engineering, Explosives, Traps, Perception, Sneaking, Endurance (Mental)
Innate Skills: Reading, Repair, Weapon Repair, Creative Weapons, Scavenging
The Sleeper: The Sleeper is a remnant of the Old World. They survived the cataclysm in Stasis Pods in cities, and were generally of the upper class. They have strong social skills, and specialized medical systems kept them extremely healthy during their sleep. They are often unfit to survive in the world on their own, but they can often convince others to help them to live. They are often initially well equipped, but cannot survive for long without constantly scavenging for food and supplies.
- Available Skills: Pistols, Melee Weapons, Unarmed, Scrounging, Intimidation, Lying, Attractive, Sneaking, Perception, Endurance (Mental)
Innate Skills: Reading, Eloquence, Authority, Charisma, Endurance (Physical)
Play Style:
Characters will interact with the territory via a map provided by me. The character may do anything within their line of sight, i.e. what they can see on the map. Certain areas, such as a forest, will prevent them from seeing most of the map, while a character sitting on a mountaintop could see everywhere.
Each "day" takes place over 3 turns. Traveling, fighting, scavenging, hunting, etc. are all covered in one turn. Thus, if your character wants to travel to a certain place on the map, that will count for one turn. If they decide to hunt where they are, that will take another turn, and the return trip will finish that day. Players can continue to take turns, but must sleep longer into the next day. It is possible for a character to collapse/die from lack of sleep.
All hostile or competitive character interactions will be moderated by me. This means that characters can fight, persuade, steal from, and kill each other. Generally, one wins such competitions by having a superior quality post, or a particularly creative solution. Skill sets factor heavily into deciding certain confrontations, as a Hunter could easily disarm and kill a Builder in a melee combat situation. There is no cap to PC's, so as many people can play as they want. The greater concentration of people in the area, the more competitive play will get.
You can have one character at a time. If you become bored with a character or if a character dies, you can always make another. I will control all NPCs.
Posts can be as short as you want, especially when traveling. I don't particularly care. However, when it comes to character interactions, make sure you know what you're doing. A long post does not necessarily mean it's a good post.
- Code: Select all
[b]Character Sheet[/b]
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Short Description:[/b]
[b]Class:[/b]
[list][i]Skills[/i]: (Pick three. Be sure to include innate skills)[/list]
[b]Weapons:[/b] (see list) (can have up to 1 rifle/shotgun/two-hand melee weapon, 1 pistol, 1 one-hand melee weapon)
[b]Equipment[/b]: (be sure to include clothing and ammunition)
[b]Short History:[/b]
Starting Weapons:
Rifles:
.22 Rifle - [1 box of .22 ammo holds 200 rounds]
.22 Rifle (Scoped)
.22 Rifle (Scoped, Silenced)
.270 Hunting Rifle - [1 box of .270 ammo holds 50 rounds]
.270 Hunting Rifle (Scoped)
.44 Magnum Rifle - [1 box of .44 ammo holds 25 rounds]
.44 Magnum Rifle (Scoped)
AK-47 Assault Rifle - [1 box of 7.26 ammo holds 200 rounds]
Pistols:
Beretta 92 Pistol - [1 box of 9mm ammo holds 100 rounds]
.22 Revolver
.44 Magnum Revolver
.44 Magnum Revolver (Scoped)
Shotguns:
12 Gauge Shotgun - [1 box of 12 gauge ammo holds 50 shells]
12 Gauge Sawed Off Shotgun
Melee Weapons:
Hunting Knife
Skinning Knife
Combat Knife
Kitchen Knife
Baseball Bat (2 hands)
Sledgehammer (2 hands)
Brass Knuckles (Unarmed)
Spiked Knuckles (Unarmed)
Sword (2 hands)
(These were all taken from Bethesda's Fallout 3, with some additions/modifications)