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Olthenia
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Posts: 3975
Founded: Oct 03, 2009
Left-Leaning College State

Blacktop Chronicles [OoC | Sign Ups]

Postby Olthenia » Fri Jun 03, 2022 8:03 pm

BLACKTOP CHRONICLES
Image
OP = Olthenia | Co-OP = Lazarian




The sun – bright and merciless – rises on a world scarred by radioactive fire.

It’s been more than a century since that cataclysm; however, and things have changed since then - in strange, odd, and perhaps not entirely predictable ways. Call it weird science, alien interference, or just straight up unforeseen consequences – but this? Oh, this world is one warped and altered from the one your ancestors knew. And now, you’re here – picking at the scraps. Preferably, the scraps of a great, dead metropolis recently discovered out in the semi-radioactive wastes.

All players start with their own band of loveable outcasts, scavengers, thieves and ne’er-do-wells – whether chartered by an outside force, running from what passes for wasteland law, or just plain drawn to the rumors of good salvage. They are men and women not far removed from their primitive origins – but with the potential to be so much more.



So! This is basically just a lovely little RP. Some basic things you might want to know about how I'm going to be running it are outlined below.

All crews begin with five members, and I’m only accepting five or so crews. You may (most likely will) acquire more members as the RP progresses, because who can get much done with so few people?

You should expect to make an IC post once every 48 hours IRL, and only one. A nice simple straightforward expectation, no strings attached. These posts correspond to the passage of roughly three months, in-character.

All crews will begin with a set of three "resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like silt, mud, sunburns, and the ever-present sense of fear and paranoia. Keep your assumption of what is generic reasonable - copious amounts of copper wiring, for instance, is a resource, not something you can just assume your crew has. This is the post-apocalyptic desert - even brushwood is a rare and valuable resource!

Crew members should be assigned roles upon starting the IC. These roles, broadly speaking, follow the post-apocalyptic setup called ‘Tinker, Tailor, Soldier, Spy’. They are important, and may not be changed, but the acquisition of new members will help you balance out your decisions if you think you have chosen poorly.

Techies – The wasteland has its wonders too, as well as its horrors. Techies, be they old-school scientists or outlaw mechanics, appreciate those wonders more than most. If there are challenges to be understood, poisons to be brewed, electricity to be rigged or a clever solution needed to an intricate problem? Find a Techie.
Workers – There’s a surprising amount of actual, honest-to-God work to be done in the post-apocalypse. Whether it’s putting up makeshift fences to keep bad things out, sewing a new tribal war-banner or doing any of the myriad things it takes to keep a camp running – Workers are your go-to people.
Fighters – Whether you call them ‘mercenaries’, ‘security specialists’, or just straight up ‘thugs’ with machetes and home-made guns – Fighters are what they are; big, bad troublemakers. When things go bump in the Blacktop night, these are the survivors who generally bump back.
Scouts – Trackers and trail-steppers. Hunters and trappers. Out in the wastes – be it urban hellscape or irradiated wilderness – these people are the ones that’ll get you out there and back again in one piece. For purposes of exploration and mapping, Scouts are your best bet.

Code: Select all
[b]Crew Name[/b]:
[b]Origins[/b]:
[b]Members[/b]:
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]Starting Resource[/b]:


Traits

Beyond their distinctive classes, your survivors also start their chronicle with a single, defining trait. This could be a hint of personality or aptitude, a secret skill or a tried and true talent. These may provide the slight advantages you need to survive out on the Blacktop, so choose wisely.

Worker traits:
  • [Gatherer] = Improved Output when Gathering from a Plant Source
  • [Farmer] = Improved Output when gathering from planted crops.
  • [Hunter] = Improved Output when Hunting
  • [Builder] = Faster Construction
  • [Trapper] = Increased Odds to catch Domesticable Animal
  • [McGyver] = Faster Tool Building Time

Fighter Traits:
  • [Hard-Hearted] = A heart of stone. This survivor has seen it all and lived through the worst of what this scarred world has to offer. Only extremely traumatic events will linger in this survivor’s mind.
  • [Melee Fighter] = A devil with the knife, this survivor excels in melee combat.
  • [Sharpshooter] = This survivor has an uncanny knack for hitting their mark.
  • [Tough as Nails] = This survivor is a hardy man or woman, made of sterner stuff than the average git. They have a hearty constitution and impressive resilience.

Techie Traits:
  • [Creative] = This survivor is an artist, a poet, or a soul with a song to sing. They have a gift for coming up with the finer things in life.
  • [Knack for Tools] = A mechanic at heart, this survivor excels at figuring how to make garbage into something useful.
  • [Knack for Weapons] = Since the dawn of time, clever men have figured out how to craft instruments of death. And in the rubble of humanity, this skill is more important than ever - and this survivor has a talent for it.
  • [Naturalist] = 50% Extra Roll on Plant Comprehension
  • [Understanding] = This Survivor is adept at determining a potential use for just about anything. They are a clever experimenter, talented at comprehending the use of many resources.
  • [Star-Called] = There is an unnatural brilliance to this survivor. They hear whispers in the night, and see omens in irradiated fever-dreams. But sometimes, they will waste away a whole season, staring up at the stars.
  • [Organic Mechanic] = The body is a complex system. A living, breathing machine of flesh and blood, bone and sinew. This survivor has a gift for keeping that machine running.

Scout Traits:
  • [Stealthy] = Soft footsteps. Quiet breaths. This survivor is a shadow in the night. They slip past danger’s eye with ease, in comparison to others.
  • [Swift] = Fleet of foot and fast of stride, long miles are no deterrent to this survivor.
  • [Scavenger] = This survivor has a keen eye for items of value in the wasteland, adept at sorting useful things from scrap and rust.
  • [Tracker] = A man-hunter in a previous life, this survivor can glean much and more from the tracks of others. As an old song from before the Fall goes: Where did they come from? And where did they go?
  • [Herbalist] = This survivor has an eye for all the things that sprout, blossom and grow - be they healthy or harmful to man. Bonus chance to find useful plant resources, even in unlikely places.
  • [Pillager] = The ruins of the Old Word hold many secrets, out there on the Blacktop. But not for you.

General Traits:
  • [Former Outlaw] = This survivor has a history in a band of Outlaws - a fate and a shadow that hounds them across the Blacktop. They will not grow old.
  • [Beautiful] = This survivor is conventionally a looker, despite being covered in the ever-present dirt and grime of the Blacktop.
  • [Smooth Talker] = This survivor is slick, smooth, and suave. They may be able to haggle better deals from merchants, or receive better outcomes from diplomacy.
  • [Lucky] = Luck isn’t measurably real, of course. That’s ridiculous. But things just happen to go this survivor’s way more often than not. Perhaps karma from another life. Perhaps a collection of lucky pennies.


Now, for a little something special. Your crew is not just a random grouping of vagabonds and loners. They’re out here with a purpose. After all - what man would travel to the Blacktop without a damn good reason why?

Origins:

CRIMINALS:

There’s real civilization out at the Coasts. With real laws, real sheriffs, and real consequences for breaking said laws. This motley group of bandits, thieves, and murderers has fled, preferring uncertain death in the Blacktop to certain death at the hands of the lawmakers.

All Criminals are [Hard-Hearted]. They start with 2 Weapons, up to Scrap tier. Criminals are blocked off from Worker Traits.

CHARTERED COMPANY:

The lawmakers and governments aren’t the only forces on the Coast. Many historic and venerable Companies hold power, sustaining the lifeblood of civilization. While they are content to lord over their holdings, the treasures of the wasteland certainly fetch a fine price back at home. This Crew is sent by a backing company, with the weight and expectations of profit upon their shoulders.

Every five turns, a Company Representative will stop by their settlement to bring home something of value from the city. Valuable Pre-Apoc items will be exchanged for additional manpower, medical supplies, or a specific request - depending on the value of the items given. But…a failure to return profit will not bode well for this crew.

NOMADIC NATIVES

Somehow, these people have wandered amongst the Outer Wilds for generations, surviving through countless trials and tribulations. They are simple men and women, holding onto the barest trappings of civilization, but they are survivors nonetheless. They know little of the outside world - only the moon, the stars, and the eternal struggle against a cruel, harsh landscape. Now, as the rad-storms have receeded - they’ve followed. Onto the Blacktop.

Natives start with 1 extra Scout Trait. Natives are also all [Tough As Nails], start with 1 Bow, 3 Tents, and six people instead of five. However, Natives are blocked off from Techie Traits.

FORMER FARMERS:

There used to be a village ‘round these parts. A place where men worked the land, dredging sustenance from sandy soils and unpredictable weather patterns. It was a home for these peaceful folks - until the wells dried up and the rad-storms began rolling in. Their options were to flee and find a new home, or to meet an untimely demise. The Blacktop might not be much - but it’s better than what lies behind them.

Start with 1 Simple Tool and 2 extra [Farmer] traits, on top of the regular 1 Trait per Survivor. However, Fighter Traits are inaccessible.

PRIVATEERING PROFESSIONALS:

Explorers, scholars, and looters are all drawn to the Blacktop, like moths to a flickering kerosene lamp. There are many secrets hidden within this crumbling city that could be unearthed and brought to the light of the day - and for these bright men and women, this could be their route to fame and fortune.

The Professionals start with two Technologies and have a 50% Bonus to All Research.. They also cannot start with a Fighter. Fighter Traits and Worker Traits are blocked off.

UNSPECIALIZED SURVIVORS:

No pros, no cons. Who knows what brought these men and women together? It’s up to you. Each Survivor gets 1 Trait from their respective list.


EXAMPLE
Crew Name: The Samplonians
Origins: Unspecialized Survivors
Sam P. LeSurvivor (Worker) [Builder]
John Smith (Worker) [Hunter]
Julie Ceasar (Fighter) [Tough as Nails]
Allie Einstein (Techie) [Knack for Tools]
Lewis Merriweather (Scout) [Stealthy]
Starting Resource: Fibercorn



Accepted Crews:
The Third-Run Blackhearts - G-Tech Corporation
A-No.1 - Beutarch
Children of the Spark - GAmeTopians
Chem Dogs - Ralnis
Blacklighters - Theyra
The Picketts - Lazarian
Field Team BTP-02 - Pragia
Last edited by Olthenia on Fri Jun 10, 2022 3:22 pm, edited 10 times in total.

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Olthenia
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Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Fri Jun 03, 2022 8:07 pm

RESOURCES

Basic Resources
Brain fungus (Not quite as awful as it sounds. No, really!) [Plant food source.]
Cacti (Past its prickly thorns, the fruit and flesh of the humble cacti has many uses.] [Plant food source.]
Chem dogs (Mad, bad and dangerous to know. As much a risk to would-be owner as foe.) [Animal...]
Concrete rubble (Remnants of the Old Word, repurposed.) [Building resource.]
Copper wiring (The Old World ran on this, if you can believe it.) [Low-end tech resource]
Fibercorn (Carefully tended and expertly nurtured, this crop can feed many.) [Plant food source.]
Gurkins (Able to slake both thirst and hunger, at least to some degree.) [Plant food resource.]
Gossamer (Part plant and part fungi, this unlikely union of things-that-grow is tastier than its looks give it credit.) [Plant food resource.]
Mesquite Trees (Mesquite has ever been a valued commodity, even before the Fall.) [Plant food source, building resource.]
Mule-deer (These ornery beasts are the terror of the Blacktop's shrubwoods - valued for their pelts and feared for their razor-sharp teeth.) [Animal resource]
Plastic waste (As brittle, beautiful and seemingly endless as the dust upon the Blacktop.) [Building resource.]
Radshrews (Mean, bitey, unsavory things - but they keeo hunger at bay.) [Animal food resource]
Razorwheat (Simple and hardy, razorwheat stalks grow almost anywhere - even on the Blacktop.) [Plant food source.)
Scrap metal (From rust, remade. From ruin, reborn.) [Building resources.]
Shrubwood (Wood, though humble, has ever been a friend to man.) [Building and basic fuel resource.]
Siltgrass (Succulent, if somewhat lacking in taste.) [Plant food source.]

Manufactured Resources
Ethanol (Derived from certain fermented foodstuffs, this clear liquid dulls sense, robs eyesight and fires machinery.) [Low-end tech resource]
Gunpowder (Black as night. Light as silt. Loud as thunder.) [Required for the operation of most Pre-Fall firearms.]
Nitrate (The process required to create this crystalline powder is fairly esoteric. And for good reason.) [Low-end tech resource.]
Bad fuel (Its heat is low and flame a bare, ghostly blue - but engines love it all the same.) [Required for the operation of engines and generators.]

Luxury Resources
Glowing sludge (The properties of this strange, luminescent goop are as yet unknown.)
Smokeleaf (With the right know-how, this unassuming plant could be processed into a potent intoxicant.)
Glitterworld cosmetics (A remnant of a more sophisticated age. Valuable to Coastal traders.)
Glitterworld toys (There are markets, even for this, back beyond the Blacktop.)
Healroot (Requires Comprehension.)
Fresh water (Water, cool and fresh, is quite literally the stuff of life. Doubly so out on the Blacktop.) [60% Chance to grant Satisfied for 1 Turn upon consumption]

Strategic resources
Corrugated steel (The backbone of all that was, and much that will be.) [Required for certain Advanced Buildings.]
Oil sludge (Black and viscuous, it bubbles from the ground.)
Robotic circuitry (Snaking cables and glistening silicon circuitry. Who could want this? And why?)
Aluminum slivers (So shiny. So chrome.) [Required for Advanced Firearms.]
Sulfur (Smelly, yellow and offensive to the senses. Phew!) [Required for the creation of Gunpowder.]
Vehicle parts ("Praise be to the piston, the gear and the valve. By its turning, speed is given form - and angels are made steel.") (Wheels, Intact Engine, Chassis).



TECHNOLOGY


Simple Farming Tools (Unlocks Simple Shovel, Simple Sickle)
Intermediate Farming Tools (Sprinkler, Scythe, Manual Tiller)
Advanced Farming Tools (Tractor Pre-Req, Harvester Pre-Req)

Simple Salvaging Tools (Unlocks Prybar, Lockpicks)
Intermediate Salvaging Tools (Sledgehammer, Improved Lockpicks)
Advanced Salvaging Tools (Electrolock Hacker, Chainsaw, Handheld Hacking Device)

Simple Construction Tools (Hammer, Sewing Kit, Hand Axe)
Intermediate Construction Tools (Building Tools, Workman’s Toolset)
Advanced Construction Tools (Forklift Pre-Req, Collector Pre-Req)

Simple Pre-Disaster Tech Comprehension (Generator, Water Purifier)
Intermediate Pre-Disaster Tech Comprehension (Moisture Harvester, Solar panels, vehicles)
Advanced Pre-Disaster Tech Comprehension (Robotics, MedTech, LasGuns)

Simple Weapons (Sling, Bow, Flint Knife, Spear)
Scrap Weapons (Steel Knife, Machete)
Advanced Weapons (Flintlock Salvage-Gun, Disemboweler)

Simple Construction (Bunkhouse, Simple Farm Plot, Simple Animal Pen)
Intermediate Construction (Lounge, Smokehouse, Larder, Freezer)
Advanced Construction (All Advanced Buildings)

Cactus Juice Distillation
Ethanol Distillation

Simple Medical Knowledge (Simple Bandages, Primitive Radiation Treatment)
Intermediate Medical Knowledge (Splint/Tourniquet, Radaway Tincture)
Advanced Medical Knowledge

[Crop] Comprehension [Allows for planting of a domesticable crop.]
Basic Irrigation [Increases Crop Production]
Drip Irrigation [Unlocks Drip Irrigation System, which Increases Crop Production]
Selective Harvesting [Increases Crop Production]


TOOL LIST


Salvaging Tools:
  • Lockpicks (1 Scrap Metal, 1 Brushwood) [Prereq: Simple Salvaging Tools]
  • Prybar (2 Scrap Metal, 1 Brushwood) [Prereq: Simple Salvaging Tools]
  • Improved Lockpicks (2 Scrap Metal, 2 Brushwood) [Prereq: Intermediate Salvaging Tools]
  • Sledgehammer (2 Scrap Metal, 2 Brushwood) [Prereq: Intermediate Salvaging Tools]
  • Electrolock Hacker (2 Scrap Metal, 2 Copper Wiring, 2 Aluminum Slivers) [Prereq: Advanced Salvaging Tools]
  • Chainsaw (4 Scrap Metal, 1 Aluminum Sliver, 1 Small Engine) [Prereq: Advanced Salvaging Tools]
  • Handheld Hacking Device (2 Copper Wires, 2 Aluminum Slivers, 1 Microcomputer) [Prereq: Advanced Salvaging Tools]

Farming Tools:
  • Simple Sickle [Prereq: Simple Farming Tools] [2 Brushwood, 2 Scrap Metal, 1 Turn]
  • Scythe [Intermediate] [2 Brushwood, 4 Scrap Metal, 2 Turns]
  • Sprinklers [Intermediate] [2 Copper Wiring, 6 Scrap Metal, 4 Turns]

Construction Tools:
    Hammer (Increases building speed.) [Simple Construction Tools] [2 Brushwood, 2 Metal Scrap, 1 Turn]
    Shovel [Increases Agricultural Construction] [2 Brushwood, 2 Metal Scrap]
    Hand Axe [Increases Resource Harvesting] [2 Brushwood, 2 Metal Scrap]
    Sewing Kit [Increases Tent Building Speed] [?]
    Building Tools (Increases building speed.) [4 Brushwood, 4 Metal Scrap]
    Workman’s Toolset [Increases Resource Harvesting] [4 Brushwood, 4 Metal Scrap]

Weapons
    Sling. 1 Brushwood, 1 Hides. [Simple Weapons]
    Bow. 2 Brushwood, 2 Hides. [Simple Weapons]
    Flint Knife. 1 Brushwood, 1 Scrap Metal. [Simple Weapons]
    Spear. 2 Brushwood, 2 Scrap Metal. [Simple Weapons]
    Steel Knife. 4 Scrap Metal. [Scrap Weapons]
    Machete. 6 Scrap Metal. [Scrap Weapons]
    Flintlock Salvage-Gun. 6 Scrap Metal, 1 Nitrate, 1 Sulphur. [Advanced Weapons, Nitrate, Sulphur]
    Disembowler. [Advanced Weapons, 6 Scrap Metal, 2 Corrugated Steel]

Medical:
    Simple Bandages [Stops Wounds from worsening. Cost: 1 Siltgrass.]
    Radiation Meds [Removes Radiation Sickness. Cost: 2 Giant Roach]
Last edited by Olthenia on Tue Jun 21, 2022 5:01 pm, edited 11 times in total.

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Olthenia
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Posts: 3975
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Fri Jun 03, 2022 8:08 pm

BUILDING LIST


SHELTER:
Tent (A flimsy, paltry tent. This will keep the elements out and little else.) [Basic. 1 Turn. 2 Hides, 2 Brushwood, Houses 2 Survivors]
Bunkhouse (Something more substantial - walls, a roof, and what may suffice as beds.) [Simple Construction. 2 Turns, 4 Building Resources - either Brushwood, Concrete Rubble or Plastic Waste. Houses 2 Survivors.]
Lounge (A more comfortable abode, which almost serves as a true home rather than some flimsy shelter.) [Intermediate Construction. 4 Turns. 2 Brushwood, 4 Scrap, 2 Concrete Rubble. Houses 4 Survivors]

SUSTENANCE:
Rudimentary Farm Plot. [Basic. 2 Turns. No resources required.] [Size 1 Planting]
Simple Farm Plot [Simple Construction. 3 Turns. 4 Brushwood] [Size 2 Planting]
Improved Farm Plot [Intermediate Construction. 4 Turns. 6 Brushwood, 2 Scrap] [Size 4 Planting]
Agricultural Field [Advanced Construction. 4 Turns. 8 Brushwood, 4 Scrap] [Size 6 Planting]

Fungus Cave (Brain fungus may taste disgusting and have the texture of slimy rubber, but its nutritional value cannot be denied.) [Simple Construction. 4 Turns.] [Size 2 Planting]
Greenhouse (A shelter, but for plants!) [Intermediate Construction. 4 Turns. 4 Concrete Rubble, 4 Brushwood.] [Size 2 Planting.]

Rudimentary Animal Pen [Basic. 2 Turns. 2 Brushwood.] [Size 1 Pen]
Simple Animal Pen [Simple Construction. 2 Turns, 6 Brushwood] [Size 2 Pen]
Improved Animal Pen [Intermediate Construction. 4 Turns. 10 Brushwood.] [Size 5 Pen]
Pasture [Advanced Construction. 6 Turns. 16 Brushwood.] [Size 8 Pen]

Water Barrels [Basic. 1 Turn. 4 Brushwood.] Generates a season’s worth of drinking water every three turns.
Freshwater/Mudwater Well. [Simple Construction. 3 Turns. 6 Brushwood, 6 Concrete Rubble.] (Freshwater has 50% of Satisfied buff.) Generates a season’s worth of drinking water every other season.
Deep Well [Intermediate Construction. 8 Turns. 8 Brushwood, 8 Concrete Rubble, 4 Scrap Metal. Provides all the muddy/fresh water a crew could drink.

INFRASTRUCTURE:
Smokehouse. [Intermediate Construction. 4 Turns. 10 Brushwood, 4 Scrap.] (Allows for preservation of excess meat. Up to 5 Food from Radshrew, Cattle, Goat, Giant Roach or Human source can be made into jerky. If stored appropriately - preferably in a Larder - said jerky can be kept without spoiling more or less indefinitely.)
Larder [Intermediate Construction. 4 Turns. 12 Brushwood, 6 Scrap.] (A place where food is kept, out of reach of varmints. Can store up to 20 excess Food.)
Freezer [Intermediate Construction. 4 Turns. 8 Concrete Rubble, 6 Scrap. Holds Freezers. Requires 2 Electricity] (A sheltered room, holding relics of the past. Allows for preservation of both plant and meat foods, storing up to 5 Food per freezer.)
Fuel Repository (A secured bunker, holding an array of pots, barrels, and chests fit to hold fuel. Can store up to 10 Fuel without it going bad.

INDUSTRY:
Forge: (A place to slap together weapons and armor. [Simple Construction. 4 Turns. 6 Concrete Rubble, 2 Scrap Metal]
Workshop. (It’s always easier to build tools when you’ve got a place for them, rather than mucking around in the dirt.) [Intermediate Construction. 4 Turns. 6 Concrete Rubble, 4 Scrap, 2 Copper Wiring] Tools constructed more quickly. Up to 2 Techies can spend 1 Turn to create 1 Nitrate. Requires Simple Pre-Disaster Tech Comprehension]
Ethanol Distillery [Intermediate Construction] (Fuel is but life in a different form. Here, rollers churn and beakers bubble, converting plant life to machine life.) 6 Turns, 6 Concrete Rubble, 4 Scrap, 2 Corrugated Steel. Convert 2 of a Plant Resource into 1 Vehicle Fuel every turn.
Garage (A place to work on and store the rumbling pieces of junk that are vehicles in this broken age.) [Advanced Construction] 6 Turns, 8 Concrete Rubble, 6 Scrap, 4 Corrugated Steel. Cuts Vehicle Construction time significantly.

DEFENSES:
Brushwood Fence (This flimsy thing is more for a sense of security than any real deterrent.) [Simple Construction, 6 Brushwood, 2 Turns Construction Time.]
Concrete Rubblewall (This is a more stern impediment to any foe - barriers of loose concrete, packed and welded together.) [Simple Construction, 8 Concrete Rubble, 4 Turns Construction Time]
Lookout Tower [Intermediate Construction. 4 Turns. 8 Brushwood, 6 Scrap]


ACTIONS:


So you’ve got your survivors, their origins, their traits and the custom resource you’ve requested from the OP. But what can your survivors actually do?

There are four main actions for all types, and then three specialized actions.

The first action is to Gather. This is either picking up and gathering resources, or to harvest from farms. Gathering can also be used to herd and collect domesticable animals, although if you have no place to put them or do not have Comprehension of them, this will end poorly.

The second action is to Hunt, which is the same as Gather, but with animal resources. Certain weapons and items can make Hunting a more effective source of food.

The third action is to Craft. This is the process of building tools, both simple tools (such as a hammer) or complicated ones (such as repairing a robot). More complicated things take longer to create.

The fourth action is to Build. This is relatively self explanatory - building structures to hold animals, gather water, or to hide from the blazing desert heat and freezing nights.

All survivor classes can do these four actions. However, there are three special actions, which only certain classes can perform.

The first of these special actions is to Research. This is only done by Techies. Researching is the only way to discover a technology.

The next two special actions are exclusive to Scouts. The first is Exploring, which reveals the resources on a tile and any other notable features. Scouts can explore two tiles per turn. Scouts can choose to Explore N, NE, NW, S, SE, SW.

The second special action is Salvaging. Scouts can choose to Salvage a region, which generates a random item or resource, depending on the tile. Salvaging a desert wasteland will likely provide nothing but dirt and tumbleweed - but salvaging ruins will perhaps yield something valuable.

NEEDS:


It goes without saying, but humans cannot survive without food to eat, water to drink, and shelter to hide in. They especially cannot survive without those things in an irradiated desert wasteland, filled with scorching summers, freezing winters, and carnivorous creatures.

Food: Survivors need to eat, first and foremost. They need edible plants and critters, either gathered from the wilds or farmed at their camp.

Water: Ah, water. The core ingredient to life. It’s out here, almost everywhere on the blacktop - if you know where to look. Water can be gathered from almost all tiles. Now, is the dirty, sandy, germ-infested water of the Blacktop good for you? Absolutely not! There are major advantages to finding a source of fresh water, whether artificial or natural.

Shelter: The Blacktop is a hostile environment at best. Glowing rad-storms crawl across the landscape, poisoning and mutating everything that they touch. An angry, glaring sun blisters and withers the landscape during the day, and freezing winds blow across the dunes at night. Survivors can sleep outdoors, relying on flimsy blankets and miserable tarp coverings, but…it would be wise to avoid this.

(Note: The weather on the Blacktop at the start of the game is still nice, giving your chaps time to figure out a solution. Of course, who knows how long this nice weather will hold up?)
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Last edited by Olthenia on Tue Jun 07, 2022 11:18 am, edited 3 times in total.

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G-Tech Corporation
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Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jun 04, 2022 8:54 am

This, this is looking pretty. Debating between a crew of Corpo boneyard-divers and some warlike Mad Max lads.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Olthenia
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Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sat Jun 04, 2022 8:56 am

G-Tech Corporation wrote:This, this is looking pretty. Debating between a crew of Corpo boneyard-divers and some warlike Mad Max lads.


Well, whichever crew you go with - I'm sure they'll turn out shiny and chrome.

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G-Tech Corporation
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Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jun 04, 2022 8:58 am

Olthenia wrote:
G-Tech Corporation wrote:This, this is looking pretty. Debating between a crew of Corpo boneyard-divers and some warlike Mad Max lads.


Well, whichever crew you go with - I'm sure they'll turn out shiny and chrome.


The main question is if they are shiny and chrome because of huffing spraypaint, or shiny and chrome because they're transhumanists replacing their weak flesh with strong steel cybernetics.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Lazarian
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Founded: Jul 14, 2013
Inoffensive Centrist Democracy

Postby Lazarian » Sat Jun 04, 2022 9:04 am

Might be a bit unnecessary for me to tag for interest at this point, but here we are.

It may be beneficial to mark this as an OOC thread in the title, potentially.

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Ralnis
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Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sat Jun 04, 2022 11:17 am

This is what I've wanted ever since G-Tech did the Gasping Dust all those years ago. Need to figure out what I want to be though since this is more narrative than just mechanics, somewhat.

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The GAmeTopians
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Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sat Jun 04, 2022 3:30 pm

Oh look, it's an RP from our friends.

Now I'm pretty sure I'm obligated to call one of my members Steve from Blues Clues after that line.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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G-Tech Corporation
Khan of Spam
 
Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Jun 04, 2022 5:39 pm

Crew Name: The Third-Run Blackhearts
Origins: Mahor and his lads come from the Ghostwash Coasts, representatives of the notorious and ruthless Steelbone Conglomerate. There's good scrapping to be had in the city, and as the wrecking crews and boneyard salvagers venture further into the wastes from the Decapolis things get more dangerous - but also more lucrative. The Conglomerate will expect results from the Blackhearts, to be sure, but having men with plenty of money and very few morals at your back is something even an experienced scabbard of hard coves like Mahor and his men appreciate. Newcomers to the city, they’ve stumbled upon a bubbling artesian spring, which seems like a logical place to set up camp.
Members:
Mahor - Fighter (Melee Warrior)
Scythia - Worker (Smooth Talker)
Julia - Scout (Scavenger)
Vladimir - Scout (Pillager)
Wilhelm - Techie (Understanding)
Starting Resource: Freshwater Spring
Last edited by G-Tech Corporation on Sun Jun 05, 2022 5:26 am, edited 1 time in total.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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Beutarch
Chargé d'Affaires
 
Posts: 407
Founded: Sep 13, 2016
Father Knows Best State

Postby Beutarch » Sat Jun 04, 2022 8:33 pm

Crew Name: A-No.1
Origins: Waystation A-No.1, a pleasant little stopover between the inland settlements of Carlyle City and Landsdowne, was wiped off the map after its residents failed to pay tribute to a passing caravan of bandits. Having barely fought their way out of their own burning fields, Marnie and the others are convinced they are all that's left of the town. Armed only with a mattock and the oddly coherent ramblings of old man Percy, they set out to find a new homestead. Blacktop seems a good a place as any to put down roots and, hell, maybe all that ash and pulverized concrete did something good to the soil.
Members:
Marnie - Techie [Naturalist]
Perceval - Techie [Star-Called]
August - Worker [Builder] & [Farmer]
Marshal - Worker [Hunter] & [Farmer]
Laurent - Scout [Stealthy]
Starting Resource: No.1 Reserve Hooch
I have no idea what to put here.
I guess I am a P2TM Prole, a F7 hermit and an II normie.

Proud member of the
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The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sat Jun 04, 2022 10:34 pm

Crew Name: Children of the Spark
Origins: The Children of the Spark are a cult devoted to pre-Cataclysm technology - the fanaticism involved in their tireless research extended to the point of being expelled from most "civilized" remnants of the world, but pockets of their adherents exist everywhere. Blacktop will know the glory of the Spark - perhaps it will even hold the key to the rise of its Kin! (Privateering Professionals)
Members:
Dr. Steven Blau - Techie [Organic Mechanic]
Aria Laverne - Techie [Understanding]
Dante Surturi - Scout [Pillager]
Min Kiya - Scout [Scavenger]
Elle Danvers - Worker [Lucky]
Starting Resource: TBD (ayo lemme see that resource list)
Last edited by The GAmeTopians on Sat Jun 04, 2022 10:35 pm, edited 1 time in total.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
Postmaster of the Fleet
 
Posts: 27752
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sun Jun 05, 2022 4:41 am

Crew Name: Chem Dogs
Origins: Criminals:
The Chem Dogs are a group of criminals known for their worship of the Road Warriors and their taming of the chem dog. The chem dog is a giant, furless mut that somehow managed to grow big in the wasteland the size of dire wolves. In the height of their power, they were a confederation of warbands who could draw their ancestral lines to the great Road Warriors who were mythological warlords that were the first giant hordes that ruled and threaten early civilization in the Coast. Even now, as civilization rules and such hordes are nothing but memory, the Chem Dogs still survive.

Scattered across the winds, the last of the gang migrated to the Blacktop. A place out of desperation in hopes of trying to rebuild something that was lost. With their dream of taking the Blacktop in the name of their Road Warriors!
Members:
Blackfinger: Techie [Understanding] [Hard-Hearted]
Brazer: Fighter [Melee Fighter] [Hard-Hearted]
Stinkeye: Fighter[Melee Fighter] [Hard- Hearted]
Burk: Scout [Sneaky] [Hard-Hearted]
Chains: Worker[Lucky] [Hard-Hearted]
Starting Resource: Chem Dogs

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G-Tech Corporation
Khan of Spam
 
Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Jun 05, 2022 5:54 am

*eyes Game and his similar load out suspiciously*

Oi, the Decapolis still does copyright law.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sun Jun 05, 2022 8:08 am

G-Tech Corporation wrote:*eyes Game and his similar load out suspiciously*

Oi, the Decapolis still does copyright law.

:P It’ll never hold up in court!

Actually though, Scavenger-Pillager seems like a no-brainer combo, and Understanding is the most reliable techie choice. I almost took Smooth Talker Worker, which would have been a 4/5 match!
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Theyra
Negotiator
 
Posts: 5933
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Jun 05, 2022 11:39 am

Crew Name: Blacklighters
Origins: Former Farmers - From the former settlement of Blacklight, this group of wanderers was one of the few survivors after Blacklight was attacked and overwhelmed by a horde of bandits. Most of the settlers were killed and the crops were burned. By the time the bandits were gone and the smoke cleared. There was not much left for the survivors knowing that if they stayed they would certainly die. They left with what they could salvage and have come to Blacktop to start anew.
Members:
- Cale Griffith - Techie (Knack for Tools)
- Amanda Vers - Fighter (Lucky)
- Jacob Redwood - Worker (Farmer, Trapper)
- Kate Monroe - Worker (Farmer, Gatherer)
- Malcolm More - Scout (Scavenger)
Starting Resource: Rad-Maize
Last edited by Theyra on Mon Jun 06, 2022 10:32 am, edited 2 times in total.

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Olthenia
Senator
 
Posts: 3975
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sun Jun 05, 2022 1:14 pm

G-Tech Corporation wrote:Crew Name: The Third-Run Blackhearts
Origins: Mahor and his lads come from the Ghostwash Coasts, representatives of the notorious and ruthless Steelbone Conglomerate. There's good scrapping to be had in the city, and as the wrecking crews and boneyard salvagers venture further into the wastes from the Decapolis things get more dangerous - but also more lucrative. The Conglomerate will expect results from the Blackhearts, to be sure, but having men with plenty of money and very few morals at your back is something even an experienced scabbard of hard coves like Mahor and his men appreciate. Newcomers to the city, they’ve stumbled upon a bubbling artesian spring, which seems like a logical place to set up camp.
Members:
Mahor - Fighter (Melee Warrior)
Scythia - Worker (Smooth Talker)
Julia - Scout (Scavenger)
Vladimir - Scout (Pillager)
Wilhelm - Techie (Understanding)
Starting Resource: Freshwater Spring


Looks good! J'accept.

Beutarch wrote:Crew Name: A-No.1
Origins: Waystation A-No.1, a pleasant little stopover between the inland settlements of Carlyle City and Landsdowne, was wiped off the map after its residents failed to pay tribute to a passing caravan of bandits. Having barely fought their way out of their own burning fields, Marnie and the others are convinced they are all that's left of the town. Armed only with a mattock and the oddly coherent ramblings of old man Percy, they set out to find a new homestead. Blacktop seems a good a place as any to put down roots and, hell, maybe all that ash and pulverized concrete did something good to the soil.
Members:
Marnie - Techie [Naturalist]
Perceval - Techie [Star-Called]
August - Worker [Builder] & [Farmer]
Marshal - Worker [Hunter] & [Farmer]
Laurent - Scout [Stealthy]
Starting Resource: No.1 Reserve Hooch


Accepted, pending TG.

The GAmeTopians wrote:Crew Name: Children of the Spark
Origins: The Children of the Spark are a cult devoted to pre-Cataclysm technology - the fanaticism involved in their tireless research extended to the point of being expelled from most "civilized" remnants of the world, but pockets of their adherents exist everywhere. Blacktop will know the glory of the Spark - perhaps it will even hold the key to the rise of its Kin! (Privateering Professionals)
Members:
Dr. Steven Blau - Techie [Organic Mechanic]
Aria Laverne - Techie [Understanding]
Dante Surturi - Scout [Pillager]
Min Kiya - Scout [Scavenger]
Elle Danvers - Worker [Lucky]
Starting Resource: TBD (ayo lemme see that resource list)


The resource list should be up in a few minutes.

Ralnis wrote:Crew Name: Chem Dogs
Origins: Criminals:
The Chem Dogs are a group of criminals known for their worship of the Road Warriors and their taming of the chem dog. The chem dog is a giant, furless mut that somehow managed to grow big in the wasteland the size of dire wolves. In the height of their power, they were a confederation of warbands who could draw their ancestral lines to the great Road Warriors who were mythological warlords that were the first giant hordes that ruled and threaten early civilization in the Coast. Even now, as civilization rules and such hordes are nothing but memory, the Chem Dogs still survive.

Scattered across the winds, the last of the gang migrated to the Blacktop. A place out of desperation in hopes of trying to rebuild something that was lost. With their dream of taking the Blacktop in the name of their Road Warriors!
Members:
Blackfinger: Techie [Understanding] [Hard-Hearted]
Brazer: Fighter [Melee Fighter] [Hard-Hearted]
Stinkeye: Fighter[Melee Fighter] [Hard- Hearted]
Burk: Scout [Sneaky] [Hard-Hearted]
Chains: Worker[Lucky] [Hard-Hearted]
Starting Resource: Chem Dogs


Accepted, pending a TG.

Theyra wrote:Crew Name: Blacklighters
Origins: Former Farmers - From the former settlement of Blacklight, this group of wanderers was one of the few survivors after Blacklight was attacked and overwhelmed by a horde of bandits. Most of the settlers were killed and the crops were burned. By the time the bandits were gone and the smoke cleared. There was not much left for the survivors knowing that if they stayed they would certainly die. They left with what they could salvage and have come to Blacktop to start anew.
Members:
- Cale Griffith - Techie ([Knack for Tools)
- Amanda Vers - Fighter
- Jacob Redwood - Worker (Farmer, Gather, Trapper)
- Kate Monroe - Worker (Farmer, Hunter, Builder)
- Malcolm More - Scout (Scavenger)
Starting Resource: Rad-Maize


Pending TG.

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G-Tech Corporation
Khan of Spam
 
Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Jun 05, 2022 2:19 pm

Olthenia wrote:
G-Tech Corporation wrote:Crew Name: The Third-Run Blackhearts
Origins: Mahor and his lads come from the Ghostwash Coasts, representatives of the notorious and ruthless Steelbone Conglomerate. There's good scrapping to be had in the city, and as the wrecking crews and boneyard salvagers venture further into the wastes from the Decapolis things get more dangerous - but also more lucrative. The Conglomerate will expect results from the Blackhearts, to be sure, but having men with plenty of money and very few morals at your back is something even an experienced scabbard of hard coves like Mahor and his men appreciate. Newcomers to the city, they’ve stumbled upon a bubbling artesian spring, which seems like a logical place to set up camp.
Members:
Mahor - Fighter (Melee Warrior)
Scythia - Worker (Smooth Talker)
Julia - Scout (Scavenger)
Vladimir - Scout (Pillager)
Wilhelm - Techie (Understanding)
Starting Resource: Freshwater Spring


Looks good! J'accept.


Good jazz, good jazz.

Open invitation: if any of y'all stumble upon any interesting tech or resources you can't get good use out of without extensive investment, feel free to swing by and drop them off with Mahor and his lads. We'll get them shipped out to the coast, and share the rewards with you.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

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The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sun Jun 05, 2022 2:37 pm

I seem to have the only doctor, so assuming you’re willing to deal with some mild cult drivel while you’re there, the Children of the Spark are willing to offer healing services at reasonable prices.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Ralnis
Postmaster of the Fleet
 
Posts: 27752
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sun Jun 05, 2022 2:43 pm

So, as usual, I'm going to be the nonexistant threat that will flounder around but to all those of the Blacktop and that company. In the name of the Humungous, the Lord Humongous, just give up your goods and your food. Your tribute and bend your knee. Bend your knee or I shall unleash my dogs of war!
Last edited by Ralnis on Sun Jun 05, 2022 2:45 pm, edited 2 times in total.

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The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sun Jun 05, 2022 3:12 pm

Ralnis wrote:So, as usual, I'm going to be the nonexistant threat that will flounder around but to all those of the Blacktop and that company. In the name of the Humungous, the Lord Humongous, just give up your goods and your food. Your tribute and bend your knee. Bend your knee or I shall unleash my dogs of war!

Even criminals need a doctor with mildly questionable views!
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 60952
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun Jun 05, 2022 3:21 pm

The GAmeTopians wrote:I seem to have the only doctor, so assuming you’re willing to deal with some mild cult drivel while you’re there, the Children of the Spark are willing to offer healing services at reasonable prices.


Functionally speaking, I'd be more glad you have a doctor yourself - a band without any combat-oriented individuals is probably going to be dealing with a lot of injuries if they find anything vaguely valuable.
TG if you have questions about RP. If I don't know the answer, I know someone who does.

Quite the unofficial fellow. P2TM Mentor specializing in faction and nation RPs, as well as RPGs.

User avatar
Ralnis
Postmaster of the Fleet
 
Posts: 27752
Founded: Aug 06, 2012
Father Knows Best State

Postby Ralnis » Sun Jun 05, 2022 3:30 pm

The GAmeTopians wrote:
Ralnis wrote:So, as usual, I'm going to be the nonexistant threat that will flounder around but to all those of the Blacktop and that company. In the name of the Humungous, the Lord Humongous, just give up your goods and your food. Your tribute and bend your knee. Bend your knee or I shall unleash my dogs of war!

Even criminals need a doctor with mildly questionable views!

That's true, and I regret to not have a doctor honestly.

User avatar
The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sun Jun 05, 2022 3:34 pm

G-Tech Corporation wrote:
The GAmeTopians wrote:I seem to have the only doctor, so assuming you’re willing to deal with some mild cult drivel while you’re there, the Children of the Spark are willing to offer healing services at reasonable prices.


Functionally speaking, I'd be more glad you have a doctor yourself - a band without any combat-oriented individuals is probably going to be dealing with a lot of injuries if they find anything vaguely valuable.

That sounds like a threat, Mister Tech :p I think I’ll be able to handle myself.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

User avatar
The GAmeTopians
Powerbroker
 
Posts: 9263
Founded: May 12, 2014
Democratic Socialists

Postby The GAmeTopians » Sun Jun 05, 2022 3:36 pm

Ralnis wrote:
The GAmeTopians wrote:Even criminals need a doctor with mildly questionable views!

That's true, and I regret to not have a doctor honestly.

Come on down to the Children of the Spark! Reasonable rates, no questions asked. Our services come with the expectation of not attacking us, of course. Praise the Spark!
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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