HK-36
The Iron Lord Protector (Neutral Good)
Survival Never Changes
The Glimmer in Shadows
Map
Background and Starting Gear RollsBluejay Ungolfen
1d20=8 Poor
1d2=1, 1 Piece of Equipment
1d6=2, A Bent Lead Pipe [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the pipe broke in half.] (2) and 25 Caps.
Eric-1224
1d20=7 Poor
1d2=1, 1 Piece of Equipment
1d6=5, Damaged Weave Space Suit of Engineering [+2 Dodge Rolls, 30-1d8=24 Damage Reduction, +2 Engineering] (5) and 25 Caps.
Listeri Dalane
1d20=2 Terrible
A Stone of Rocking [1d10 Physical Blunt Damage once per round] and 10 Caps.
Aiden Krato
1d20=8 Poor
1d2=1, 1 Piece of Equipment
1d6=6, Damaged Ninja Clothes of Persuasion [+5 Dodge Rolls, 5-1d8=4 Damage Reduction, +2 Stealth, +2 Persuasion] (6), and 25 Caps.
1d20=8 Poor
1d2=1, 1 Piece of Equipment
1d6=2, A Bent Lead Pipe [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the pipe broke in half.] (2) and 25 Caps.
Eric-1224
1d20=7 Poor
1d2=1, 1 Piece of Equipment
1d6=5, Damaged Weave Space Suit of Engineering [+2 Dodge Rolls, 30-1d8=24 Damage Reduction, +2 Engineering] (5) and 25 Caps.
Listeri Dalane
1d20=2 Terrible
A Stone of Rocking [1d10 Physical Blunt Damage once per round] and 10 Caps.
Aiden Krato
1d20=8 Poor
1d2=1, 1 Piece of Equipment
1d6=6, Damaged Ninja Clothes of Persuasion [+5 Dodge Rolls, 5-1d8=4 Damage Reduction, +2 Stealth, +2 Persuasion] (6), and 25 Caps.
Character Stats and Inventory
Bluejay Ungolfen
+4 Small Arms, +3 Tactics, +3 Leadership, +3 Dodge, +3 Lore, +1 Unarmed
-4 Persuasion, -3 Barter, -3 Search, -3 Spot, -3 Listen
Inventory: A Bent Lead Pipe [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the pipe broke in half.] and 25 Caps.
Eric-1224
+4 Engineering, +3 Slicing, +2 Small Arms, +1 Melee Weapons +2 Search
-4 Persuasion, -3 Leadership, -3 Stealth, -2 Taunt
Inventory: Damaged Weave Space Suit of Engineering [+2 Dodge Rolls. 24 Damage Reduction, +2 Engineering] and 25 Caps.
Listeri Dalane
+3 Small Arms (Rifles), +3 Piloting, +3 Dodge, +3 Explosives
-5 Damage Reduction, -3 Small Arms (Pistols), -4 Persuasion
Inventory: A Stone of Rocking [1d10 Physical Blunt Damage once per round] and 10 Caps.
Aiden Krato
+4 Persuasion, +3 Barter, +3 Stealth, +1 Small Arms, +1 Dodge
-3 Heavy Arms, -3 Melee Weapons, -3 Unarmed, -3 Spot
Inventory: Damaged Ninja Clothes of Persuasion [+5 Dodge Rolls, 4 Damage Reduction, +2 Stealth, +2 Persuasion] and 25 Caps.
+4 Small Arms, +3 Tactics, +3 Leadership, +3 Dodge, +3 Lore, +1 Unarmed
-4 Persuasion, -3 Barter, -3 Search, -3 Spot, -3 Listen
Inventory: A Bent Lead Pipe [1d10 Physical Blunt Damage two times per round, after each hit roll a 1d20-1d20, if the result is negative, the pipe broke in half.] and 25 Caps.
Eric-1224
+4 Engineering, +3 Slicing, +2 Small Arms, +1 Melee Weapons +2 Search
-4 Persuasion, -3 Leadership, -3 Stealth, -2 Taunt
Inventory: Damaged Weave Space Suit of Engineering [+2 Dodge Rolls. 24 Damage Reduction, +2 Engineering] and 25 Caps.
Listeri Dalane
+3 Small Arms (Rifles), +3 Piloting, +3 Dodge, +3 Explosives
-5 Damage Reduction, -3 Small Arms (Pistols), -4 Persuasion
Inventory: A Stone of Rocking [1d10 Physical Blunt Damage once per round] and 10 Caps.
Aiden Krato
+4 Persuasion, +3 Barter, +3 Stealth, +1 Small Arms, +1 Dodge
-3 Heavy Arms, -3 Melee Weapons, -3 Unarmed, -3 Spot
Inventory: Damaged Ninja Clothes of Persuasion [+5 Dodge Rolls, 4 Damage Reduction, +2 Stealth, +2 Persuasion] and 25 Caps.
Ruleset
Character Background
To be used when skipping the introduction of the character into the setting.
Roll a 1d20 for the character, if the dice rolls 1-4 they have done terrible, 5-8 poor, 9-12 mediocre, 13-16 good, 17-20 awesome-sauce.
Characters with Terrible background receive no initial equipment, those with Poor roll a 1d2 for amount of equipment they receive, 1d6 determines quality of each equipment, Average roll a 1d4 for amount and 1d8 for quality, Good roll a 1d4 for amount and 1d10 for quality, Awesome-Sauce roll a 1d6 for amount and 1d10 for quality.
Combat
Reloading: Light Ranged Weapons are automatically reloaded, Medium, Heavy, and Superheavy weapons need to successfully roll a 1d20+modifier
Light Melee/Ranged will be d10 (three hits per turn max)
Medium will be d20 (2 hits per turn), heavy d50 (one hit per turn) and superheavy (Like rocket launchers, gauss guns, plasma cannons) d100 and splash damage of d20 in proximity if the weapon has that option, they fire only once per post and you need another post to reload.
Special weapons
Shotguns- 1d70 at close range, 3d20 at medium range, and 5d10 with ability to hit multiple targets on medium range, and hitting 5 different targets on long range. When reloading you need to roll a d6 to determine how many shells you loaded under pressure.
Miniguns 3 turns of 5d30 without reloading, reloading takes 2 turn and you must make a successful d20 roll each turn.
Sniper rifles have one shot per turn, they take a whole turn to reload, 1d50 and bonuses to accuracy rolls, reloading doesn't require a roll.
Revolvers and Heavy Handguns have 1d40 per turn, reloading a revolver you need to roll a 1d6 to determine how many bullets you loaded into the chamber under pressure, for Heavy Handguns reloading is a 1d10 and it determines whether the clip is inserted into the pistol or not.
Flamethrowers have 3d50, 3 turns without reloading, 2 turns to reload, they can be only used at close range, they deal 1d10 each turn for 3 turns at hit, and if you get shot in the fuel pack, you and anybody close to you get 20 damage and 1d10 for 3 turns. When reloading a flamethrower you need to roll a 1d20 on your second turn, failure to beat a roll ends with some of the fuel spilling, critical fuel ends with canister exploding and dealing 20 fire damage.
Taunting- During combat player on NPC can attempt to Taunt their opponent, trying to enrage them and make a mistake, open up their defenses through carelessness. To Taunt you roll a 1d20 + Taunt Modifier against your opponent's 1d20 + Resisting Taunt Modifier. Successful Taunt will mean the target's modifiers will not apply to their skills in combat for one turn.
Leadership- You can roll a d20 for each of your party members, trying to inspire them in combat. After each successful roll, roll a 1d4 to determine by how many points your allies benefit in their range of critical damage. For example, if you have two allies, besides you, in your party, you have to roll 2d20, if both of them succeed roll a d4 for each of them, the number they get increases the range for their critical rolls by that number, for example if one of them rolls a 2 and the other 4, one needs to roll between 18 and 20 to gain critical hit, and the other between 16 and 20, instead of the regular 20.
Tactics- Roll a d20 for your whole squad to determine if they receive any Cover bonus due to your use of tactics during combat. If your roll is successful roll a 1d4 to determine how big that bonus is. For example, if you succeed the roll of d20 and then roll a 3 on your 1d4 roll, you squad will get a +3 bonus to Dodge rolls thanks to your tactical decision.
Cover- Hiding behind cover can give you bonus to your Dodge, Block, or Parry rolls, there are three types of cover, light, medium and heavy. Light cover gives a +1 bonus, medium gives a +2 bonus, and heavy a +4 bonus, it stacks with Tactics bonus.
Armor
Light Armor- +5 Dodge Rolls, 5 damage reduction,
Medium Armor- +2 Dodge Rolls, 30 damage reduction,
Heavy armor- -5 Dodge Rolls, 50 damage reduction,
Powered Armor- -2 Dodge Rolls, 70 damage reduction
And the damage reduction would differ based on armor, so like Ceramic Military Vest would be +2 Dodge Rolls, 30 Projectile and Melee Damage Reduction, Flak Jacket +2 Dodge Rolls, 30 Explosive and Frag Damage Reduction, so the Ceramic Military Vest would be better against firearms and melee weapons when Flak Jacket would be better when dealing against explosives and fragmenting projectiles like larger grenades and rockets.
Armor deteriorates over time based on the damage rolls rolled against them, this can be fixed by a character by rolling 1d20 + Engineering - 1d20 to determine how much damage points were repaired.
Quality of the armor is based on percentile of efficiency the equipment is currently at,
1-10% Unusable, damage reduction modifiers from the armor do not apply, reductions to Dodge rolls still do.
11-50% Damaged, armor suffer decrease in the damage reduction value, power armor and cybernetics can shorten out and lock out when taking damage, determine by rolling a 1d20 - character's 1d20 + Engineering, if the outcome is negative the armor does not shorten out.
51-80% Undamaged, armor does not suffer any reductions to its damage reduction.
81-100% High Quality, armor receives bonus to its damage reduction based on a roll of 1d10
100-120% Advanced, armor receives bonus to its damage reduction based on a roll of 1d20, stacks with High Quality roll.
Combat Skills
Small Arms- Light and Medium Ranged Weapons,
Big Arms- Heavy and Super Heavy Ranged Weapons
Melee Weapons- Light, Medium, and Heavy, this also includes Bows and Arrows and applies to Blocks, Parries, and Ripostes
Explosives- Disarming and successfully detonating bombs and grenades, for grenades both your Throwing and Explosives modifiers apply
Piloting- Ability to correctly control a vehicle
Unarmed- Hand-to-Hand combat
Dodge- Not getting hit
Taunting- Resisting or giving your enemies penalties to their rolls by pissing them off
Leadership- Motivate your allies to give them bonus to their critical hits
Tactics- Instruct your allies to give them Cover bonus to their Dodge rolls
Social Skills
Persuasion- Ability to connect with other person and agree with your point of view.
Intimidation- Ability to intimidate the other person into agreeing with your point of view.
Barter- Ability to correctly determine value of an object and trade it, it gives bonus when dealing with traders, and it can be used to identify object's quality.
Lore- Knowledge of the land and it's history, it can be used to determine animal's type and weaknesses, position of locations, identifying an object, and whether plant life or animal's flesh is poisonous or edible.
General Skills
Animal Empathy- Ability to connect with an animal, calming them down and befriending them, this skill also applies when trying to ride a mount.
Medicine- Giving First Aid, conducting Combat Surgery, creation of healing ointments, as well as Poison, and it can be apply to use your knowledge of Anatomy to determine weak points of the body, applying the skill to your Melee, Unarmed, and Small Arms accuracy rolls.
Spot- Ability to notice location of a specific detail on an object or building, anything outstanding in one's surroundings, or a hidden enemy.
Listen- Ability to hear anything unusual in one's surroundings, eavesdrop on a conversation, or hear movements of a hidden enemy.
Search- Ability to quickly look through a room or somebody's surroundings and pick up details, such as number of containers in a room, any unusual details, or any valuable objects in the room. This skill can be used to quickly loot a room.
Engineering- Ability to manipulate physical mechanisms, such as picking locks, repairing vehicles and other machines, crafting weapons, armor, or other equipment, and repairing the objects in your inventory. This skill can also be used to drive a land-based vehicle.
Slicing- Ability used to manipulate computers and their programmings, it's used to hack computer terminal, robots and cyborgs, unlock electronic locks, or sabotage cybernetic technology.
Stealth- Ability to stay hidden, to remain hidden one must win against the opponent's Spot and then Listen roll. Environment can give additional negative or positive bonuses to one's Stealth rolls, depending on current position and the position of enemies. Stealth gives automatic Critical Hit when using Unarmed, Melee, Throwing, or Small Arms skills.
Looting and Identifying
To start with, Quality of Items
1-2 Worthless, Unstable, Violante, or Explosive Items That Will Probably Take Your Arm Off
3-4 Jammed, Missing Parts, Still Usable For Crafting
5-6 Damaged (Decreased damage dealt or armor value)
7-8 Usable
9-10 Advanced (High-tech equipment, bonus damage or armor value)
Looting Rooms,
1d20 + Searching - 1d20= Number of Containers in the Room Found
1d20 + Spot - 1d20= Number of Loose Objects in the Room, roll a 1d6 for each object to determine its quality
Looting Containers
1d6 for number of equipment found in each container, d8 for each equipment to determine quality, unless special container, use d10 then.
Looting Bodies
1d4 for number of equipment found on the body, use d6 for each equipment to determine quality, unless special enemy, use d10 then.
Identifying,
Roll a d20+Object's Modifier Determined by DM for the object's Difficulty Rating,
Then, roll a 1d20 + Barter - DR to determine its quality and value
Finally roll a 1d20 + Lore - DR to identify the weapon's model and make.
Crafting
When crafting or repairing, make sure to specify which materials you are using, whether spare weapons are taken apart for parts or loose crafting material in your inventory is used and how you are planning to use them.
Crafting Light and Medium Armor, Melee Weapons, Small Arms, and Throwing Weapons
Roll a 1d10 + Engineering to determine quality, anything higher than 10 is counted as 10.
Crafting Heavy Armor, Big Arms, and Vehicles,
Roll a 1d10 + Engineering, take results of that and then add them to 1d10 + Engineering - 10 to determine quality.
Crafting Poison, Medkits, Acid, Chemical Projectiles
Roll a 1d10 + Medicine to determine quality, then roll a 1d10 to determine number of vials/packs crafted.
Crafting Grenades, Bombs, Explosive Projectiles, Heavy Ammo.
Roll a 1d10 + Explosives to determine quality, then roll a 1d10 to determine number of explosives crafted.
Crafting Energy Weapons, Cybernetics, Power Armor,
Roll a 1d10 + Slicing, then take the results and add them to 1d10 + Engineering - 10, a different character can craft the cybernetics with slicing, and different character can put them together with Engineering.
To be used when skipping the introduction of the character into the setting.
Roll a 1d20 for the character, if the dice rolls 1-4 they have done terrible, 5-8 poor, 9-12 mediocre, 13-16 good, 17-20 awesome-sauce.
Characters with Terrible background receive no initial equipment, those with Poor roll a 1d2 for amount of equipment they receive, 1d6 determines quality of each equipment, Average roll a 1d4 for amount and 1d8 for quality, Good roll a 1d4 for amount and 1d10 for quality, Awesome-Sauce roll a 1d6 for amount and 1d10 for quality.
Combat
Reloading: Light Ranged Weapons are automatically reloaded, Medium, Heavy, and Superheavy weapons need to successfully roll a 1d20+modifier
Light Melee/Ranged will be d10 (three hits per turn max)
Medium will be d20 (2 hits per turn), heavy d50 (one hit per turn) and superheavy (Like rocket launchers, gauss guns, plasma cannons) d100 and splash damage of d20 in proximity if the weapon has that option, they fire only once per post and you need another post to reload.
Special weapons
Shotguns- 1d70 at close range, 3d20 at medium range, and 5d10 with ability to hit multiple targets on medium range, and hitting 5 different targets on long range. When reloading you need to roll a d6 to determine how many shells you loaded under pressure.
Miniguns 3 turns of 5d30 without reloading, reloading takes 2 turn and you must make a successful d20 roll each turn.
Sniper rifles have one shot per turn, they take a whole turn to reload, 1d50 and bonuses to accuracy rolls, reloading doesn't require a roll.
Revolvers and Heavy Handguns have 1d40 per turn, reloading a revolver you need to roll a 1d6 to determine how many bullets you loaded into the chamber under pressure, for Heavy Handguns reloading is a 1d10 and it determines whether the clip is inserted into the pistol or not.
Flamethrowers have 3d50, 3 turns without reloading, 2 turns to reload, they can be only used at close range, they deal 1d10 each turn for 3 turns at hit, and if you get shot in the fuel pack, you and anybody close to you get 20 damage and 1d10 for 3 turns. When reloading a flamethrower you need to roll a 1d20 on your second turn, failure to beat a roll ends with some of the fuel spilling, critical fuel ends with canister exploding and dealing 20 fire damage.
Taunting- During combat player on NPC can attempt to Taunt their opponent, trying to enrage them and make a mistake, open up their defenses through carelessness. To Taunt you roll a 1d20 + Taunt Modifier against your opponent's 1d20 + Resisting Taunt Modifier. Successful Taunt will mean the target's modifiers will not apply to their skills in combat for one turn.
Leadership- You can roll a d20 for each of your party members, trying to inspire them in combat. After each successful roll, roll a 1d4 to determine by how many points your allies benefit in their range of critical damage. For example, if you have two allies, besides you, in your party, you have to roll 2d20, if both of them succeed roll a d4 for each of them, the number they get increases the range for their critical rolls by that number, for example if one of them rolls a 2 and the other 4, one needs to roll between 18 and 20 to gain critical hit, and the other between 16 and 20, instead of the regular 20.
Tactics- Roll a d20 for your whole squad to determine if they receive any Cover bonus due to your use of tactics during combat. If your roll is successful roll a 1d4 to determine how big that bonus is. For example, if you succeed the roll of d20 and then roll a 3 on your 1d4 roll, you squad will get a +3 bonus to Dodge rolls thanks to your tactical decision.
Cover- Hiding behind cover can give you bonus to your Dodge, Block, or Parry rolls, there are three types of cover, light, medium and heavy. Light cover gives a +1 bonus, medium gives a +2 bonus, and heavy a +4 bonus, it stacks with Tactics bonus.
Armor
Light Armor- +5 Dodge Rolls, 5 damage reduction,
Medium Armor- +2 Dodge Rolls, 30 damage reduction,
Heavy armor- -5 Dodge Rolls, 50 damage reduction,
Powered Armor- -2 Dodge Rolls, 70 damage reduction
And the damage reduction would differ based on armor, so like Ceramic Military Vest would be +2 Dodge Rolls, 30 Projectile and Melee Damage Reduction, Flak Jacket +2 Dodge Rolls, 30 Explosive and Frag Damage Reduction, so the Ceramic Military Vest would be better against firearms and melee weapons when Flak Jacket would be better when dealing against explosives and fragmenting projectiles like larger grenades and rockets.
Armor deteriorates over time based on the damage rolls rolled against them, this can be fixed by a character by rolling 1d20 + Engineering - 1d20 to determine how much damage points were repaired.
Quality of the armor is based on percentile of efficiency the equipment is currently at,
1-10% Unusable, damage reduction modifiers from the armor do not apply, reductions to Dodge rolls still do.
11-50% Damaged, armor suffer decrease in the damage reduction value, power armor and cybernetics can shorten out and lock out when taking damage, determine by rolling a 1d20 - character's 1d20 + Engineering, if the outcome is negative the armor does not shorten out.
51-80% Undamaged, armor does not suffer any reductions to its damage reduction.
81-100% High Quality, armor receives bonus to its damage reduction based on a roll of 1d10
100-120% Advanced, armor receives bonus to its damage reduction based on a roll of 1d20, stacks with High Quality roll.
Combat Skills
Small Arms- Light and Medium Ranged Weapons,
Big Arms- Heavy and Super Heavy Ranged Weapons
Melee Weapons- Light, Medium, and Heavy, this also includes Bows and Arrows and applies to Blocks, Parries, and Ripostes
Explosives- Disarming and successfully detonating bombs and grenades, for grenades both your Throwing and Explosives modifiers apply
Piloting- Ability to correctly control a vehicle
Unarmed- Hand-to-Hand combat
Dodge- Not getting hit
Taunting- Resisting or giving your enemies penalties to their rolls by pissing them off
Leadership- Motivate your allies to give them bonus to their critical hits
Tactics- Instruct your allies to give them Cover bonus to their Dodge rolls
Social Skills
Persuasion- Ability to connect with other person and agree with your point of view.
Intimidation- Ability to intimidate the other person into agreeing with your point of view.
Barter- Ability to correctly determine value of an object and trade it, it gives bonus when dealing with traders, and it can be used to identify object's quality.
Lore- Knowledge of the land and it's history, it can be used to determine animal's type and weaknesses, position of locations, identifying an object, and whether plant life or animal's flesh is poisonous or edible.
General Skills
Animal Empathy- Ability to connect with an animal, calming them down and befriending them, this skill also applies when trying to ride a mount.
Medicine- Giving First Aid, conducting Combat Surgery, creation of healing ointments, as well as Poison, and it can be apply to use your knowledge of Anatomy to determine weak points of the body, applying the skill to your Melee, Unarmed, and Small Arms accuracy rolls.
Spot- Ability to notice location of a specific detail on an object or building, anything outstanding in one's surroundings, or a hidden enemy.
Listen- Ability to hear anything unusual in one's surroundings, eavesdrop on a conversation, or hear movements of a hidden enemy.
Search- Ability to quickly look through a room or somebody's surroundings and pick up details, such as number of containers in a room, any unusual details, or any valuable objects in the room. This skill can be used to quickly loot a room.
Engineering- Ability to manipulate physical mechanisms, such as picking locks, repairing vehicles and other machines, crafting weapons, armor, or other equipment, and repairing the objects in your inventory. This skill can also be used to drive a land-based vehicle.
Slicing- Ability used to manipulate computers and their programmings, it's used to hack computer terminal, robots and cyborgs, unlock electronic locks, or sabotage cybernetic technology.
Stealth- Ability to stay hidden, to remain hidden one must win against the opponent's Spot and then Listen roll. Environment can give additional negative or positive bonuses to one's Stealth rolls, depending on current position and the position of enemies. Stealth gives automatic Critical Hit when using Unarmed, Melee, Throwing, or Small Arms skills.
Looting and Identifying
To start with, Quality of Items
1-2 Worthless, Unstable, Violante, or Explosive Items That Will Probably Take Your Arm Off
3-4 Jammed, Missing Parts, Still Usable For Crafting
5-6 Damaged (Decreased damage dealt or armor value)
7-8 Usable
9-10 Advanced (High-tech equipment, bonus damage or armor value)
Looting Rooms,
1d20 + Searching - 1d20= Number of Containers in the Room Found
1d20 + Spot - 1d20= Number of Loose Objects in the Room, roll a 1d6 for each object to determine its quality
Looting Containers
1d6 for number of equipment found in each container, d8 for each equipment to determine quality, unless special container, use d10 then.
Looting Bodies
1d4 for number of equipment found on the body, use d6 for each equipment to determine quality, unless special enemy, use d10 then.
Identifying,
Roll a d20+Object's Modifier Determined by DM for the object's Difficulty Rating,
Then, roll a 1d20 + Barter - DR to determine its quality and value
Finally roll a 1d20 + Lore - DR to identify the weapon's model and make.
Crafting
When crafting or repairing, make sure to specify which materials you are using, whether spare weapons are taken apart for parts or loose crafting material in your inventory is used and how you are planning to use them.
Crafting Light and Medium Armor, Melee Weapons, Small Arms, and Throwing Weapons
Roll a 1d10 + Engineering to determine quality, anything higher than 10 is counted as 10.
Crafting Heavy Armor, Big Arms, and Vehicles,
Roll a 1d10 + Engineering, take results of that and then add them to 1d10 + Engineering - 10 to determine quality.
Crafting Poison, Medkits, Acid, Chemical Projectiles
Roll a 1d10 + Medicine to determine quality, then roll a 1d10 to determine number of vials/packs crafted.
Crafting Grenades, Bombs, Explosive Projectiles, Heavy Ammo.
Roll a 1d10 + Explosives to determine quality, then roll a 1d10 to determine number of explosives crafted.
Crafting Energy Weapons, Cybernetics, Power Armor,
Roll a 1d10 + Slicing, then take the results and add them to 1d10 + Engineering - 10, a different character can craft the cybernetics with slicing, and different character can put them together with Engineering.
And now for actual RP
Survival. Survival Never Changes.You barely remember how you came to this occurred place to begin with, this tainted land, burned and dead in so many places. You woke up in a prison cell one day, the doors opened, there were others, and with a flash of light, you were all gone, before you knew it you were in the middle of a desert with others, pitted together to form shaky alliances in order to survive.
But that was long time ago, you have experienced all this world had to offer. Pain, misery, struggle, the few friends you made, few lovers you maybe had, they're all gone now, taken by some wild horror of the Wastelands or by a fellow survivor, hungry for whatever loot or valuable possessions they had. You learned how to survive, by backstabbing, ruthlessness, and sometimes, just sometimes, rare acts of kindness. You still learn about this place everyday, unsure which sector of the Galaxy it is, but you can feel that it is a place without the Force.
The Force has forsaken in.
And even though human nature changes every day, just as the dunes travel through the Wastelands and new form of mutated life crawl out from some damned holes to try and skin you alive, you do not know who you can trust, who is an enemy and who is an ally.
But you know one thing, survival is the key. Survival never changes.
[member="Bluejay Ungolfen"], you are a badass. A clone bred to fight, combat is your second nature, leading others is a game you have been playing your whole life. And this place, this place is a challenge towards your every skill. You woke up in the black mountains, around you were destroyed trees and wrecked cars, relics long forgotten, you had nothing on yourself but tattered clothes, barely keeping you decent. You heard cries about you, some unseen predators lurking in the shadows, you knew what to do. Arm yourself. Among the nearby wreckage you found a lead pipe, bent, almost broken, but usable. It will have to do, you thought to yourself with a nod. On the floor nearby you also found a pouch, slight jiggling inside heard as you picked it up told you it was some sort of local currency. Whatever it was, there were 25 pieces of it.
Suddenly, you heard a crack of branches as a reptilian beast on four legs tried to pounce upon you, wet tentacles slithering about its head. With a good strike you sent the monster on its back, writhing and twisting on the ground, in seconds you were upon it, your teeth clenched as you rose the pipe over your head and brought it down upon the creature. Green, slimy blood splashed over your face and tattered shirt as you slain the being, leaving its disgusted body behind. It could have been edible, or it could have been something worse still, you did not want to find out.
You saw a valley, from top of the mountain, and what looked to be a town nestled among the burned pathetic plant life. You decided to come closer, and on your way down you have met others, beings from your galaxy, or dimension, whatever it was. They were a familiar sight, a welcoming sight, so you banded together.
[member="Eric-1224"], you devious bastard. You are a clone as well, but one who knows the tricks and kinks of machinery. You know how to handle an engine, how to slice an electronic lock. You know how to make improvised weaponry. And it saved your life. You woke up in mountains, surrounded by ruined trees turned into charcoal, destroyed shrubberies, the land was ash, the life was twisted. But you still had your armor, they would kill you quicker than you would leave behind your suit.
Looking about the area you awoke in, you decided to use your jetpack in order to have a better look. Bloody thing was malfunctioning it seemed, as you had trouble to get it to work. Strangest things happened then, one of the trees behind you.. moved. Or perhaps it wasn't a tree at all, either way, a hand grabbed you, a huge black hand, covered in scale-like chitinous bark, you turned about o face your attacked, and what looked like a black mouth of dark teeth opened up, hundreds of eyestalks peered at you from inside, the tree-being screeched. Finally your jetpack decided to work.
Flames shot from the pack on your back, burning the creature's hand clean off as its grip temporarily tightened, you could feel your body slightly crushing, your armor cracking.
As the creature released you, you have turned about, making quick use of your jetpack, flames shot into the being's mouth and you heard the blood-curling high-pitched whine of the creature as it was set on fire, your jetpack sputtering out.
You watched the being die in flames, its eyestalks burning and bursting with sickening oozes. You have survived, but your suit was damaged. Its HUD, Nightvision, jetpack, magnetic boots, even the flashlight, it was all gone and destroyed. You were glad to have what you had though, you knew the suit would keep you alive longer, and it would make fixing stuff that much easier once you had tools! Among the burned corpse of the creature you could found human skeletons, no doubt its previous victims, and disgusting, unusable gear, covered in bile and acid. You also found a pouch, containing 25 pieces of what looked like local currency. Neat! You shook the stinky bile from it and decided to keep it.
From your position you saw a town somewhere below you, between the crispy trees. Or more of these terrible creatures. Although the journey would be hard, you knew it was your only hope. On your way down you have encountered a woman. Lucky you, finally somebody to talk to and you were so very crappy at talking to women. She was a clone, of the Confederacy, a familiar name you were glad to hear. You bounded together to set off and see what that town will bring.
[member="Listeri Dalane"], you're quick. Quick enough to stay alive. It was footsteps that woke you up, slow, shambling footsteps nearing you. As you opened your eyes, you heard low groans and growling as well. Zombies. A small group of them at least, you sprung up to your feet, covered in bare rugs that protected your chest and fun bits. You had to be quick, it was either that or die.
Seeing a stone nearby, you picked it up, and chucked it at nearby Zombie! The creature collapse from the hit, layers of skin and tissue peeling off to reveal its skull, walking corpse slowly started to move to stand, still more zombies were nearing. You picked up another stone! This one was bigger, perfect size in your hand to bash something in. And you knew what that something was.
With quick movements you docked and dodge, weaving about the zombies before delivering good strikes of the stone. Vile blood spluttered from them, disgusting rotten smell clung about them as they each fell before you and your mighty stone. It wasn't long before the battle was over and you were catching your breath. One of the zombies had a pouch on their belt, you decided to take it. Inside jingled 10 little caps, local currency it seemed. You shrugged, taking it with you, it may get useful.
Through the trees you saw what seemed to be buildings through the forest of black trees. You nodded to yourself. You were getting out of there as fast as you could! On your way down you saw a rather tall woman, and an armored fellow. After a bit of talking you learned they were from your Galaxy, lost in this place as well. They were clones, but beggars can't be choosers, you decided to go with them towards the town. Your rock was awesome, but bodyguards were even better.
[member="Aiden Krato"], you are lucky, so very, very lucky. You woke up to something prodding your back, rather painfully. To your shock, it was a branch, and you were on top of it. On a dead, drying tree. As you started to wiggling, attempting to find a way to get off of it, you heard a crack. Your heart skipped a beat as you knew what that sounds was. A branch breaking.
You fell off of the tree with it, but instead of the hard ground and breaking of your bones you hit something much softer instead, something that yelped out shortly in pain. It wasn't your bones that were being broken alright. Standing up, you saw that it was some man, he wore simple-looking black clothes about his body, covering his whole being. Simple but effective, it seemed as you did not notice him in the first place.
Checking his pulse, you determined that his neck broke on impact, poor sod. With another analysis, you determined that he was about your size and you were wearing only simple rags, although the fact his armor was a bit tattered meant that he was not in that much better position than you to begin with. Either way, he was gone, you had to stay living, you looted his body. The man had little to no valuables except the black concealing armor, which seemed to fit rather well on you. He carried a small pouch about his belt, 25 primitive coins jiggled away inside it, local currency of sorts it seemed. You also noticed that the armored smelled remarkably well, you were not sure what type of perfume or cologne it was, but it was very nice and calming. One think you knew for sure, with this armor you would be much easier to be around than those other sweaty losers.
You were able to spot a town through the black, ruined forest. If there was any way to get out of this place, or find some help, it would be probably there. Determined to see what that town had to offer, you set off towards it. On your way down, you met with a group of three individuals, a clone woman, clone engineer in armor, and some fellow in rags clutching a stone. They all seemed to be from your Galaxy, awoken out of nowhere in this Gods forsaken place. You joined their party, banding together to set off towards the city.
As the four of you neared the gates of the town, you were able to spot some sort of ruins, airbase from the looks of it, a sign "Beale" was clearly visible in the distance, although it was in poor condition, you decided to stay out of there at first, at least until you had better gear.
You entered the fields of ruined buildings as you got closer to the city, a huge make-shift sign could be seen above the sad concrete remains "Old Sacramento" it read, the name of the town obviously.
You were let through the guards at the gates, each carrying a rifle and clad in metal armor. They gave your group suspicious looks but let you go through, it's not like you would try something in the middle of a town, you would be facing a whole company of militia!
Inside you could see that people inside were sorrowful but bustling, obviously excited about something as they all began to move towards the center of the settlement. The buildings here were all make-shift and in poor condition, surrounded by a wall of scrap metal and charred timber, the houses were put-together scrap metal plates placed over ruins of old houses, tried branches or straw covered the walls to protect people inside from the weather. A sign here or there denoted shops, something you will have to have a look into soon.
You would hear quick words exchanged by passing villagers as you entered the settlement,
"What would the Mayor call us fer?"
A fellow in straw hat asked another man, wearing tattered leather jacket,
"Dunno, heard tha' it's aboot the Sand Town goin' quiet."
The two didn't pay you too much attention as they hurried with the others,
A loud voice would call out from a ruined town square,
"Is there no-one brave enough to take this job?!"