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Author Topic: Post Apocalyptic Game  (Read 3867 times)

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Offline Scrasamax

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Post Apocalyptic Game
« on: November 04, 2010, 12:44:16 PM »
I would like 3-5 players for a post-apocalyptic game.

Setting is following the Resource Wars, petroleum is gone. The wealthy live in massive arcologies, walled off from the rest of the world and protected by soldiers and advanced weaponry. The light of civilization hasnt gone out, its just been reduced. Vast swaths of the world have been reduced to technobarbarism. Ethanol is the coin of the realm, with raiders, tribals, and would be settler/farmers fighting each other over resources.

Water, food, technology, ammunition, and finished goods are all valuable. Raiders kill, rape and steal. Settlers are trying to restart civilization in the shadows of the arcologies. The arcology dwellers live in a very similar to now lifestyle, with television and shopping, but inside the guilded cage of fortress buildings.

The Arcos arent completely closed. Too much of the same thing is bad for the herd, so there are some people who are allowed to immigrate into the arco. Criminals (anything more than teenage type misdemeanors) are usually exiled from the Arco. Many raiders come from arco-exile gangs and such.


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Offline EchoMirage

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Re: Post Apocalyptic Game
« Reply #1 on: November 04, 2010, 03:48:00 PM »
Hm, I think that with all the other forum games hibernating, I might fit this one in.
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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #2 on: November 04, 2010, 10:44:54 PM »
2 more people!!!


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Offline Dossta

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Re: Post Apocalyptic Game
« Reply #3 on: November 05, 2010, 12:39:51 PM »
If you're ok with a newb, I might like to give it a go.  Haven't done any forum-based games before, but this world intrigues me.

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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #4 on: November 07, 2010, 09:07:10 PM »
I am willing to get started with 2 players. There is one major question: what faction would you like to play as?

Arcology Citizens
Criminal Gangers
Freeland Settlers
Nomads
Other?


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Offline Dossta

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Re: Post Apocalyptic Game
« Reply #5 on: November 07, 2010, 10:19:44 PM »
Freeland Settlers or Nomads for me.

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Offline EchoMirage

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Re: Post Apocalyptic Game
« Reply #6 on: November 08, 2010, 02:41:43 AM »
I do prefer playing civilized folk, so Settlers or Arcology citizens.

Thus, methinks Settlers would be best - the right mix of common sense, cautious optimism and frontier mentality, yum!
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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #7 on: November 08, 2010, 07:58:45 AM »
So two Freeland Settlers, works for me.

Your home settlement is located closed to the Pontiac Arcology in what was Michigan. Winter is not more than a month away, and that is when the Pontiac trade station closes.

Feel free to run with a Fallout vibe, sans radiation. PM me with any questions


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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #8 on: November 09, 2010, 11:22:35 AM »
Character Build:

six attributes:
divide 35 points (5 is average score, below 3 is 'special')
Strength
Dexterity
Stamina
Perception
Charisma
Intelligence

Talents, Skills, Knowledges - 20 points, scale is 1 to 5, 1 being student, 5 being master, 3 generally is the cap for a skill at character creation unless you have a good reason/background)
I'm not going to list the skills, they should be fairly obvious choices like firearms, melee, unarmed fighting, survival, observation, etc etc etc

This is also where merits and flaws come in, PM me with ideas/questions etc again this would simply be too long to list. Something that gives a +2 bonus to 2 specific skills will cost 2 points, unless those two skills are 'first tier' skills, or the relationship between them is tenuous

Bonus points: 6
3 points to raise an attribute (str, dex, etc)
1 point = 2 skill points


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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #9 on: November 09, 2010, 12:27:26 PM »
Number of actions/turn
average of Perception plus Dexterity

1-6: 1 action
7-8: 2 actions (-2 to both actions)
9-10: 3 actions (-4 to all three actions)

Reflex
Average of Dexterity, Intelligence, and Perception

Vitality
Average of Strength + stamina, +5.

Hit points - Vitality x 5 (avg human adult 50 hp)


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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #10 on: November 10, 2010, 10:40:00 AM »
Following the dissolution of the United States as a political and national entity, it became the duty of the states to retain themselves, support their infrastructures and maintain things such as law enforcement, health care, and civil defense. Some states did this quite well, such as the Republics of California, and Texas, as well as the Commonwealth of New England, and the New York City-State. Others faired much more poorly, such as the states of the Gulf Coast, Great Plains, and the Rockies. Michigan survived the second Great Depression somewhere in the middle of the pack.

The Pontiac Arcology sits as the seat of the Government of Michigan. The structure is 800 meters tall, houses over 150,000 residents and is the hub of the local communications network. Rail lines have been re-established as a means of personnel transportation for people. The main lines from the the railhead near Pontiac to the allied cities of Lansing, Grand Rapids, Monroe, and Old Detroit.

New Detroit is the name given to a ramshackle collection of half finished buildings, and the foundation level of Michigan's second Arcology, which was never finished. New Detroit is a hotbed of thieves, murderers and is the home base of several prominent gangs, such as the Michiganders, the UAW, and G'M. The Michiganders are typical raiders with piecemeal weaponry, no armor, and many sport neo-native american dressing. Most of this is innaccurate, but few argue the discrepancy of Apache style beads and feather warbonnets and mohawks when they are about to be scalped. The Michiganders have numbers, and respect strength in numbers and when not on the warpath are somewhat civil. They also have adapted fairly well to Michigan's climate and restoring wildlife. The Michiganders have retained herds of domestic horses, and as such are an odd mixture of 75% Neo-Indian and 25% Cowboy (culture)

The UAW has nothing to do with it's namesake other than their HQ squatting in the middle of a UAW hall. The UAW does have a number of functional vehicles as well as distilling operations supplying them with ethanol fuel for their automobiles. UAW raids happen from vehicles, with motorcycles outnumbering cars and trucks 3 to 1. Machine guns, molotov cocktails and other improvised explosives are the norm. UAW are known slavers, and while technologically advanced compared to the Michiganders, they are violent to a fault. The G'M (pronounced Jim) are the smallest of the gangs and have a functional, if unpowered factory complex under their control. When there is enough light for the solar panels to operate, they do manufacture a few things, but production is scattered and unorganized. G'M tend to have scavenged laser weaponry and modded power armor. The Pontiac Arcology tolerates the Michiganders unless they start raiding, have a tenuous peace agreement with the UAW (until it can muster man and firepower to wipe them out) and considers the G'M a pointless waste of energy, with their worship of the factory bordering on religion.

The top level of the Pontiac arco is a staging area for post-war Zeppelins. The rigid airships run on solar panels on the top of the gas envelope, and small ethanol powered engines. Transit speed is slow, 60 mph, but reliable and compared to land travel beyond the patroled rail lines across the state, safe. Most of the airship travel is to friendly arcologies south of Pontiac, such as the Chicago Arco-Plex, or the Arcos that formed the Commonwealth of New England. The airships travel high and largely silently, and firing at them is a good way to something unpleasant dropped on you. Most airships have a cadre of snipers to defend them from small ground targets.

There are dozens of communities that trade with Pontiac, exchanging food, ethanol, and other goods to the Arco for finished goods, luxury items and tech. The aerial complex atop the Arcology provides for a radio and television broadcasts, as well as a wireless phone network. Power supply is up to the communities, which tend to use small windmills, waterwheels, and other primitive non-combustion systems to generate electricity.


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Offline Scrasamax

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Re: Post Apocalyptic Game
« Reply #11 on: November 10, 2010, 11:45:54 PM »
Pontiac Broadcast and Relay
Much like the BBC, the Pontiac Broadcast and Relay is a broadcast/telecommunication system organized, maintained and funded by the governing body of the Pontiac Arcology.

Goals of the PBR
  • # Sustaining arcology citizenship and civil society;
    # Promoting education and learning;
    # Stimulating creativity and cultural excellence;
    # Representing the Pontiac Arco, and the Michigan Territory;
    # Bringing Pontiac to Michigan and Michigan to the Arco;
    # Helping to deliver to the public the benefit of restored communications technologies and services

PBR Stations List
PBR-1: Main Programming, including newscasts, and Arcology produced comedies, dramas, and action shows
PBR-2: Nostalgia Programming, the majority comes from popular pre-war series and re-imagined versions of these shows.
PBR-3: Weather broadcast of the Doppler radar array on top of the arco, regular weather reports
PBR-4: Childrens animation and teen programs
PBR-5: Foreign programming, most coming from either Republic of California or NYC-State
PBR-6: Adult Programming, aka porn

Beyond television, the PBR broadcasts a number of radio stations, ranging from Retro-Rock and Retro-Country, to progressive and popular music. As a telecomm provider, the PBR maintains a moderate range wireless telephone network. The system is old, but was designed to carry a much heavier load than it is operating now. Instead of moving terabytes of data per second for a wifi addicted arco, it now serves as a hub for arco-military troops, as well as settlers rich enough to buy a phone set up to use the Pontiac system. Lacking a state power grid, many of the televisions, radios, and phones are run off of windmill and waterwheel powered generators, or by mechanical power, like stationary bikes and the lot. Inside the Arco, these devices are powered off of the arco power grid, which is powered by the nuclear reactor 70 feet beneath the arco.

Visual: several members of a family sit around a new looking television set watching a popular Arcology Gameshow, while their house is lit by candles because the windmill generator cant pull the house lights and the television at the same time. Outside the window, the imposing mass of the arcology is a giant slab against the sky.


Stout Lagerale of the Dwarven Guild
STR: 4 | END: 4 | CON: 4 | DEX: 2 | CHA: 2 | INT: 4

Tentacle Tentacle Sanity Schmanity