The year is 2046. The US has been cast into a nuclear winter after a 30 year war with North Korea. Well, not AFTER the war. The war is still being fought, and fighter jets still fly through the sky, off to fight in the war that seemingly never ends. But the military seems to have forgotten about their country, and the people who still survive on American soil. The country has some safe havens, like Petersburg, or Anvil Falls. But mutated furs, exposed to the radiation and no longer recognizable, roam the frozen landscape, just waiting for their next meal.
You reside in the state of Vermont, near the intersection of Highway 7 and 9. Petersburg is about 45 miles northeast of the intersection, Anvil Falls is about 25 miles south at the border of Vermont and Massachusetts, and Radia is about 60 miles east, at the intersection of Highway 9 and Interstate 91.
There are numerous theories furs have developed, theories of where to go to be saved from the frozen wasteland. One is Albany. There are rumors of furs with working planes, and that some are willing to fly people down to as far as Florida, where the nuclear winter is said to have been canceled out by the warm weather. Others say that the military base in Hartford, Connecticut takes people to a military base in Europe. But, people who go to the military base never return, and it’s impossible to know what their fate is. The final one is by far the most attempted and logical escape plan though: Canada. Nobody knows if Canada is still neutral, or if it has taken a side. There are many unknown things about this route, actually. Whether Canada takes refugees, whether the turrets on the border are hostile or not, whether the rangers on the other side of the border are hostile or not. But one thing is certain: The 30 foot tall electric fence on the country’s border does its job well.
Map:
http://i.imgur.com/qcbBLu1.png Colonies1. Petersburg:
Under a hologram generating dome. After the war, amnesiacs were administered to the population of the small town. The population, with the help of the amnesiacs and the dome, are completely oblivious to the state of the outside world, and believe that the year still is 2016. Town is kept warm by a large heat generator positioned on the top of the dome. In an invader situation, the thermal magnifiers positioned on the dome can concentrate heat on said invaders, burning them alive. Because of this, the colony is well defended, but nearly inaccessible to any outsiders. This does have consequences, anyone from the town does not have access to any "high-tech" technology, or any augmentations. Some say that this is a good thing, since they are trained in using old fashioned methods of work that, to the technology reliant outsiders, seems incredibly resourceful. Furs coming from Petersburg are usually good in their occupation, but are untrained in everything else; anyone coming from Petersburg who has not been trained in combat will be utterly incapable of defending themselves. Most people think Petersburg would make a good salvation from the frozen wasteland outside, but anyone who can see it from an outside perspective know it’s only a matter of time before their resources run out. In fact, they’re already resorting to sending civilians who have never seen the likes of the outside world into that icy hell, to retrieve supplies. Petersburg only has a few people who could function as Energizers and Gladiators, but these people can normally learn their trade fast once they realize they have to learn it for a reason.
2. Anvil Falls:
Anvil falls is considered the most rewarding of the colonies. It’s also considered the most hostile. Anvil falls is located in an underground bunker. Nearby is the huge crater where a nuke was dropped, in an attempt to destroy the bunker. The bomb destroyed most of it, as well as killed or scared off the original inhabitants. In the explosion, the steam generator burst, and the lower levels were flooded with boiling hot water. 5 years later, after the nuclear winter was set into effect, it was discovered by Dunveil, the founder of Anvil Falls and leader of the Raptors, those who live in Anvil Falls. The Raptors are more like a tribe than a colony. They have grown to use the Greek system of mythology, and have set up shrines to gods such as Zeus, or Aphrodite. Despite all of their superstitions, they are very blatantly the most prepared of the colonies. With the survival and combat handbooks left behind in the bunker, they have mastered the art of gunsmithing and military tactics. That, paired with the radiation-proof, fire-proof, water-proof, cold-proof, and nearly everything-proof “Titan suits” left behind in the bunker make them nearly invulnerable. Sadly, they have little to no medical knowledge, and the few medics they have are considered cowards, for not putting all their energy into learn combat. Raptors of all occupation have advanced combat knowledge due to their intense training with normal ammunition weapons. However, due to the date which the bunker was created in, they have no knowledge of energy weapons. Anvil Falls lacks Medics, Gladiators, and Energizers, but has plentiful Engineers, Soldiers, and Special Weapons Men.
3. Radia:
The dump of the safe havens. It used to be a large, respectable city until it was leveled by a nuke. The few survivors developed major mutations after staying in their hometown. For most of the town’s history, it was run by the mayor of the town, who stayed in office, even after the bomb hit. However, after he ordered the execution of all with non-helpful mutations, he was quickly and forcefully removed from office, and was discovered to have acquired radiation induced insanity. Now, most people with non-helpful mutations stay in the town, and participate in one of the three industries the town prides itself in: Medical work, Gladiator battles, and Energy Weapons. The mutants in Radia have engineered the radioactive soil to serve as a medical device, as well as using some of the mutate plants in the area for the same purpose. Gladiator battles are pretty self-explanatory. Some of the more powerful mutants go into the crater of the nuke and fight it out with state of the art melee weapons, until one dies. It is a bit dumb, but radiation has its ups and downs. Finally, due to the high amount of irradiated materials in the town, energy weapon sales are high, and despite the town’s sheer unpleasantness, it’s the number one place to refuel on energy cells. Radia is home to some of the best Medics, Gladiators, and Energizers in the state.
Weapons
Usable by all occupations:Slashback: Pistol (secondary), reliant on sheer firing speed and accuracy.
https://i.imgur.com/sZpk7hS.jpgPipedream: Pistol (secondary), what it lacks in firing speed, mag capacity, and accuracy, it makes up for in raw power.
https://i.imgur.com/lkZhf4O.jpgHeatStroke: Thermal Pistol (secondary), literally melts people, Damage starts off low and gets higher over time (requires long holding of the trigger to actually do considerable damage), doesn’t require ammo but needs a short recharging period between shots (low fire rate), good accuracy,
http://i.imgur.com/2Tt8Mx5.jpg 4RACH-N1D: Assault rifle (primary), fully automatic, average rate of fire, low recoil, high accuracy, bullets do little damage, universal mag allows it to use most all types of bullets, small magazine.
http://i.imgur.com/I1yMHmv.png Timestopper: Assault Rifle (primary), semi-automatic, high recoil, high accuracy, bullets do great damage.
http://i.imgur.com/ESeyFPY.jpg Thundershell 3.0: Shotgun (primary), pump action (faster firing), uses a magazine which contains shells, sharpened pellets that sense which direction they are moving and gyrate to impale the target.
http://i.imgur.com/ocU4HO8.png Bl-UnT: Shotgun (primary), lever action (slower firing), shells must be loaded individually like in your average shotgun, shells contain thousands of small “nano-pellets” which send out a disintegrating shockwave upon firing the gun.
http://i.imgur.com/Fs7jcnu.jpg P3PP3r: Submachine gun (primary), low accuracy, large magazine, high rate of fire, low recoil, average damage
http://i.imgur.com/MHw5jBI.jpg Boilgun: Laser Submachine Gun (primary), High accuracy, low damage, uses hard to find energy cells as ammunition, small magazine, low recoil, High rate of fire
http://i.imgur.com/P4ASWjB.jpg Occupation Specific Weaponry:Sizzler: Biohazard Hose Gun (primary), usable only by
Medics, fires a constant stream of toxic sludge, toxic sludge incapacitates target after a period of disorientation, relatively small mag due to the hose firing effect
http://i.imgur.com/2kXZRJ6.jpg Puffchamber: Concentrated gas Pistol (Secondary), Usable only by
Medics, shoots a small cloud of gas at sonic speed towards a target, gas induces hallucinations on the target and eventually disorients them as well, firing does not make any noise, must be reloaded with a gas cartridge after each shot (slow rate of fire)
http://i.imgur.com/nmeH66L.jpg Bigshot: Sniper Rifle (primary), usable only by
Soldiers, High damage, High accuracy, low rate of fire, bolt action, special scope and precision barrel allow the user to hit targets as far as 5 kilometers away, scope has a built in range finder, high recoil
http://i.imgur.com/lXH6yUV.jpg Burn-up Mk. 5: Flamethrower (primary), usable only by
Soldiers, relatively large magazine, tank unit on the users back contains fuel, shoots a constant stream of flame, flames do high damage on impact, and continue to do continuous damage after contact with flames, short range
http://i.imgur.com/PhyzqBL.jpg N0W-U-C-M3: Wormhole Pistol (Secondary), Usable only by
Energizers, uses hard to find energy cells as ammunition, shots cause the target to disappear through a wormhole, small magazine, fires as fast as you can pull the trigger, average accuracy
http://i.imgur.com/kMIf31Y.jpg Thunderstorm: Shock Assault Rifle (Primary), usable only by
Energizers, uses hard to find energy cells as ammunition, fires a constant bolt of electricity until magazine runs out, relatively large magazine, bolt seeks out the nearest target and stays on it as long as it is in sight (Good accuracy in an open area, bad in a crowded area), high damage
http://i.imgur.com/swU30Zr.jpg VioletSurf: Plasma Shotgun (Primary), usable only by
Energizers, uses hard to find energy cells as ammunition, plasma pellets turn whatever it hits into a heated goo, goo can be contained in proper containment consoles and be further used as ammunition if placed in an energy cell, semi-automatic, Fast firing speed, average magazine capacity
http://i.imgur.com/NzyFWJz.jpg Thumper: Vacuum Submachine Gun (Primary), Usable only by
Energizers, uses a vacuum compressor unit which has to be carried separately (connected to gun by a tube), average accuracy, high damage, vacuum bubbles are fired and tug on whatever they hit, tugging can spaghettify a target, negative recoil (gun is pulled whenever it is being fired)
http://i.imgur.com/ueuVOvq.jpg G-Hammer: Gravity Warhammer (Primary), Usable only by
Gladiators, whatever touches the head of the hammer experiences a roughly 40 G attraction to the head of the hammer, crushing the target
http://4.bp.blogspot.com/-AOWBrM_RXlc/UPcQxUQhCoI/AAAAAAAAAus/HqIaRlRlHn4/s320/Weapon3-WarhammerFinal+copy.png Newton Sabre: Anti-Physical-Laws Sword (Primary), usable only by
Gladiators, sword speeds up as it is being swung, to about 10x the average swing speed. Caution is advised.
http://previewcf.turbosquid.com/Preview/2012/08/26__16_08_10/Signature_Dark.jpgb7fa7b26-4041-4bca-933c-dee13e281a1bLarge.jpg (I do plan on adding some more weapons)
OccupationsMedic: Fairly self-explanatory. The medic heals others when they are wounded, and does well in groups. However, the medic also has another function. They can wield bio weapons, such as the Sizzler, which do little damage, but debuff the target.
Special Equipment Options: Medkit; syringes which offer temporary healing, but effects wear off in about an hour
Engineer: The engineer can built structures, such as turrets or shield generators. These structures are formed from a digital materializer, or digimat, which constructs these out of thin air. Of course, this has its disadvantages: the power of a turret or the strength of a shield is unmatched, but the turret or shield generator itself can barely take a hit without having to shut down for a couple minutes to rebuild itself.
Special Equipment: Turret Digimat; Force Field Digimat
Energizer: The energizer is able to use a larger variety of energy weapons. In addition, they can also use state of the art personal defense items. The Quake Glove allows a single punch from an Energizer to have enough power to break bone, and the user doesn’t even break a sweat. The Hexaplain Defense System stops bullets in midair, but a single shot from a non-bullet weapon can take the entire system offline.
Special Equipment: Quake Glove, Hexaplain Defense System
Soldier: Soldiers are suited for combat and combat alone. They are able to hold a second primary weapon, and have state of the art body armor. They also have exclusive knowledge on how to work the Bigshot Sniper Rifle, and the Burn-Up Flamethrower (note that the flamethrower, due to its sheer size, will count as two primaries). Finally, they are equipped with a Grenade Pocket-Digimat, which supplies them with an infinite supply of a specified type of grenade, only requiring a small cooldown.
Special Equipment: Grenade Pocket-Digimat; Flashbang Pocket-Digimat; Incendiary Grenade Pocket-Digimat
Gladiator: Gladiators are basically the heavy class. They use oversized medieval weapons, such as war hammers and swords. However, most of these have a technological twist on them. For example, the G-Hammer uses an increased gravitational pull to crush anything that’s unlucky enough to touch it. On top of this, Gladiators are usually more resistant to injury.
Special Equipment: N/A
Special Weapons: Exactly what it sounds like. The special weapons occupation is basically everything extra that you’d need in the soldier. The special weapons can drive vehicles, for example. But, what the occupation is named for is its special equipment. The Special Weapons Man can have either The Hallelujah 2.0 Rocket Launcher in its special equipment slot, or it can hold the Deadly Metal LMG. Both are equally destructive, in the right circumstances.
Special Equipment: Rocket Launcher, LMG
Rules:
No Godmoding. EVER.
My word is law.
Take care not to argue with others, and await my word on the situation.
Know your limits on blood and gore.
Character Sheet
Name:
Species:
Age:
Height:
Weight:
Appearance and Clothes:
Occupation:
Primary Weapon:
Secondary Weapon:
Special Equipment:
Augmentation:
Starting Colony:
(I’m not sure how well this will go, it’s very risky on my part, to be honest. So, just a warning, I may or may not give up on this sometime, and this may or may not die quickly)