Post by silence on May 13, 2014 10:19:52 GMT
Setting: Post-collapse Mid-western US 2 years after 2016
Tech: Modern
Characters: 2 to (10-20)
Detailed Setting: The world economy has collapsed in the year 2016 due to over-population, disease, and war over the remaining oil. Hundreds of millions died over the next two years in higher population areas, but in the lower population areas, society has dropped down to small town based systems and in the best cases territories. America fractured with the Northeast and East Coast completely falling into anarchy, while in the Mid-West it has turned into a Wild West setting. The Western Coast has completely gone dark past the Rockies and no one has heard from them since. The main story takes place in the area around Amarillo Texas, in which society has gone back to Cowboys and Bandits. Cattle herds and their owners roam the dusty landscape driving the herds towards the markets in which they`ll be sold. Food and water aren’t hard to come by, but always come at the end of money or a gun barrel. Bandits roam the area and raid towns for supplies or just pure fun. Transportation has been knocked down to horses due to expense of oil/gas and a horse doesn’t go cheap. The few rich maintain a vehicle or two and have the means to guard them. The military holes itself up in a military base just north of Amarillo and guards its weapons and machines jealously, but for the right price they might be swayed to let go of a few weapons or even a vehicle. Oil is extracted from one of the few remaining oil pumps in central Amarillo and goes for a very hefty price per gallon, sold by the governing body of Amarillo. Finally, vigilante justice has taken a massive rise, as the governing forces in Amarillo have withdrew protection of outlying towns, and they have been taking the fight to bandits causing large fights to outbreak at random in those towns. This has caused citizens to generally distrust new comers and stay indoors as much as possible. Electricity is a thing of the past here. You take the place of a person who lives in this Amarillo, whether you are bandit, citizen, soldier, or vigilante. You get to forge a path for yourself in Amarillo as a new face to the area having come from wherever you hail, whether you work yourself into owner of a prestigious town or command the combined forces of a few bandit groups, the decision is up to you. How will you affect the story and lifestyle of Amarillo?
Factions:
You choose a faction and they direct you along a guided arc and pre-made missions/goals, while you forge yourself into a influencing factor in the general health of Amarillo. Other than the Military, in which you will be provided with gear and weapons, your character will get choice of weapons and gear and keep it no matter the faction. The factions all war over generally the same things such as land, supplies, oil, and money. Each has their own motivations and morals, but they only decide what types of money making missions you`ll receive. The more specialized factions earn more money per mission, but have higher risk in faction orientation and prevents you from switching sides, should you disagree with the way your faction is handling itself or others.
Citizen: You come to Amarillo looking for something, whether that be wealth or just a place to rest your head after a nice meal each day. You have no one truly in command of you, but you do have to watch where you step otherwise you may piss off other factions. Neutral faction that doesn't affect your faction orientations with their missions unless specified, has the greatest flexibility in faction orientation. Has a great influence as it is the common folk of every town and Amarillo.
Police: You came to Amarillo to join up in its force to keep the bandits out meanwhile having a warm meal and cot waiting for you at the end of the day. You are commanded by a Captain who takes orders from the Council ruling the actual city. You get little choice in what you do, but hey the bed and food is free. A "Good" Faction that lowers orientation with Bandits and Vigilantes when you run their missions, also has the ability to lower Military orientation if it conflicts with their goals. Has moderate flexibility in faction orientation. Has a great influence in the fact they control the only source of reliable oil.
Vigilante: You get rapped up in the Vigilante movement protecting the outer towns, lead by a Christian group that has roots in every town. Whether its through accident or deliberate you now serve to protect a town from banditry and other delinquencies. You are generally in command of yourself, but the protection of the townspeople is your ultimate goal, and the leader of the Vigilante`s of that town has top authority. A Neutral faction that affects your orientation with all factions, but doesn't lower orientation as much as other factions like the Police or Bandits. Has a great influence in the fact they are heading the only religious structure and protect the towns from outsiders.
Bandit: You came to Amarillo to raid whatever you need and not have to pay for luxuries such as food and bed. Sometimes food and water are hard to come by and the softest thing is the armadillo you`ll be sleeping by, and sometimes you`ll simply be killed. You are in command of yourself, unless you join a bandit group, and you will slowly make a name for yourself, but not in the good way. A "Bad" faction that lowers orientation with all factions, but more so with whatever faction you are aggressing. This locks you in as a bandit almost indefinitely, unless you manage to convince a faction you truly aren't out for just yourself. Has a great influence in the fact it is all the outcasts of society and strikes fear in every factions heart should they unite.
Military: (You sacrifice all choice in weapons and gear for: M4 with 3 5.56 30round magazines, Combat BDU`s, a tactical vest, a canteen, and a backpack with survival basics) You came to Amarillo and joined up in the military forfeiting all your items and money for a gun in hand, cloths, a cot, and a warm meal. You have almost no choice in what you do, and you constantly have a target on your head, but isn't an M4, cot, and mystery meat worth all that. If a mission goes wrong outside the base there will be no rescue sent and you`ll be on your own. A Neutral faction that lowers your orientation with all factions, but only with whatever faction is affected by said mission. Has a great influence in the fact it contains the biggest stick and advanced gear.
Amarillo, Towns, and bases:
The 7 towns surrounding the city of Amarillo, each named after an Archangel. They are scattered in the northern Texas above Route 40. The last town of Amarillo is Shamrock which is but a simple shrine that ends the pilgrim`s trail. The Canadian military base is the militaries headquarters and general living area. Perryton is the haven of scum and outcasts.
Amarillo: The center of all activity in the area, acting as the seat of main population and order.
Gabriel: The trade hub of the towns, almost anything can be found here if you know where to look.
Michael: The great center of the Vigilante Christian religion, here life is devoted to living in the good graces of God or protecting the few remaining religious texts.
Raphael: The final large town, Raphael is hard town where anyone is allowed. Every faction can be found here in some form or another, and it is the best place for info.
Uriel: A small town starting the pilgrim`s trail, a pilgrimage in which one goes to discover the meaning to life as it is.
Raguel: A bustling town where people from all over the country come due to major railroads leading here, it is the second destination on the pilgrim`s trail.
Sariel: A fishing town, Sariel sports the highest excess of food and water due to Lake Meredith. The third destination along the pilgrim`s trail.
Jerahmeel: The final safe destination of the pilgrim`s trail and usually marks the end of most pilgrims journeys, as only the most devout continue onto Shamrock. The amount of people who end up here have caused the population to soar but lack any other value.
Shamrock: A Shrine dedicated to the Vigilante Christian`s God and his teachings, the road to this town is blocked by constant bandit raiding parties making it a dangerous destination.
Canadian: The only remaining military HQ in Texas, the military uses it as its main living area and regulates the only power source, the Meredith Dam. It makes Canadian a target for attack by all factions.
Perryton: The haven for bandits and outcasts alike, anything goes here and only the ruling gangs monitor things here. One screw up here and you`ll end up dead.
Character Sheet:
Player Name:
Character Name:
Age (you can lie):
Appearance:
Personality:
Faction:
Starting town:
Gear: (Only cloths, packs, and water bottles/canteens allowed here)
Weapon:
Money:
Weapon list (Lets keep it logical, no 50 cal. browning's):
Rifles
Assault Rifles
Smg`s
Swords/machete`s
knives of differing uses
Hatchets/Axes
Bows/Crossbows
(Try to keep the item in mind to be somewhat available to the average joe, or if its a rarer piece make sure you PM me about the details to make sure its not too overpowerd)
Money: As for this, depending on what you chose as your weapon/weapons will determine your final money count. This can be spent towards gear at the beginning of the game. As for your final value`s I`ll PM you the actual amount so you can add it to your character sheet.
Actual gear (Compasses, sleeping bags, food, etc.) will be able to be bought as soon as the game starts, which will vary depending on your faction.
Out of Context:
Updated the game slightly, still incorporating the pieces I liked while hopefully adding a more playability and overall storyline.