The Last Road

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Almost 80 years ago, the world died.

In the wasteland, survival is all that matters.

77dw

Two years ago, Locke and Eden changed the way they spend their companion time. A single moment forges a rare, intimate connection that impacts both of them in the time that follows.

78dw

It's been one year since Locke opened up and let Eden in, and it's been a year of gradual progress. The pair of them have learned to share and care in transitional ways. This is one of those moments.

Day 173, 79dw
(11/11/19)

Day 174, 79dw
(11/12/19)

Phoenix and Visa meet in the bazaar. Visa agrees to make a new piece of clothing for him to wear while performing.

Day 175, 79dw
(11/13/19)

Phoenix goes down to Scavenger Central in search of Charlie. He picks up some booze and asks if Charlie's seen any feathers for Visa.

A convoy to finalize a deal with the Tribe of the Sun gets ambushed by Devil Boys.

Day 176, 79dw
(11/14/19)

Cinder recovers after the group is waylaid in the wastes. Phoenix is the world's worst choice for a nursemaid.

Day 177, 79dw
(11/15/19)

Day 178, 79dw
(11/16/19)

Early morning finds Phoenix wandering the farm. He runs into Xavier and Faustina there and they talk of plant extracts, mimics, then Faustina and Xavier talk of relationships after Phoenix leaves.

Kitten and Xavier unconvincingly claim they are sober for KTT and Faustina's benefit.

Day 179, 79dw
(11/17/19)

Phoenix and Eden take personal quality time together in the bathing pool before starting their day.

Epilogue

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Edit The Last Road Current Events Page

The Dead World

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Around eight decades ago, the world died. Very few who are alive today were around then, which leads to some disagreement over the exact year, and it wasn't a single event but a rapid collapse. Some say 79 years ago, some say 76, but most common consensus is that it happened 78 years ago. In a short amount of time the seas boiled, the Earth was scorched, and nearly everything that lived, died.

Many people are sick, deformed, or both. Tumors and 'the sickness' send most to an early grave. The more they live out in the wastes, the more contaminated they get. Only those with good shelter and clean water and food resemble anything close to normal, and the air still takes its toll over time even then.

Nuclear war? Climate change? Asteroid? Most people don't even know what those things are anymore. All they know is the dead world, their world, and that survival is all there is.

The Wasteland

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Very little grows in the wild anymore, and what does is twisted and sick. Water is the most precious commodity for those who are not lucky enough to have access to one of the few sources left - the powder lakes are all dry, the riverbeds too, and rain, when there is rain, is toxic. Great storms come and go, scouring the dry, cracked Earth with dust or turning everything to poisoned mud. Cities from before are nowhere to be found, now only legends swallowed by the dirt.

Life out in the wastes is brutal and often short. Surviving day to day is the biggest goal most poor souls have. They learn what weeds will make you the least sick, what mutated critters can be caught and eaten, and what poisoned water sources are least likely to kill you. They scrounge together clothing, weapons, even a vehicle if they're lucky. Those who are strong enough take what others have. The circle of life is broken. Now it's eat or be eaten.

The wasteland is vast - no one has mapped the entire thing, and as empty as much of it is, how could one tell if they're getting anywhere? The few little towns from before that have been found have been picked clean long ago. There are few landmarks to be seen. For all anyone knows, it just sprawls out forever.

There are man-made points of interest built after the world died. Small camps of nomads, gang outposts, and even a few settlements. Civilization is trying to rebuild in the ashes, but like everything else, it's often twisted and sick.

Small enclaves of raiders, war tribes and nomads are scattered all throughout, but there are a few major settlements of note detailed below.

In the Southeast, exploration is greatly hampered by the Stormwall - a permanent, ongoing system of super-storms that are incredibly dangerous to enter. What's beyond it is unknown, though some claim to have found ways through and back. Most of them say it's just more wasteland beyond. When storms come through the rest of the wastes, they usually were spit out from the Stormwall.

The Sanctuary

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Standing like three rock skyscrapers in the middle of the wastes, The Sanctuary is lone fortress of humanity amidst the decay. Housing an aquifer of pure, clean water, the central rock spire has massive spigots that, when opened up, can flood the valley below like a waterfall. All three rock towers are capped by that strangest of things - lush greenery, and catwalks between them allow those who live there to go from spire to spire. Huge iron flats on thick chains raise and lower people, vehicles and goods to and from the valley below. There is no other way in, making it an impenetrable stronghold against all aggressors.

The most wretched of wasteland dwellers come here and live in a shanty town below, hoping each day that this is the day they let a bit of water flow. Those with children offer them to the Sanctuary in the hopes they might get a better existence within. These offerings are why the Sanctuary lets the water rain down now and again. The water is the lure, the children are the goal.

Those children arguably do get a far better life inside. In the nearly lifeless wastes, the Sanctuary is almost a utopia.It ha more clean, fresh water than they'll ever need, actual clean-grown food, and shelter from attack. But all is not perfect within those stone structures.

Sanctuary is where our story takes place.

Other Towns and Tribes

While Sanctuary is the main setting of our story, there's a big, dead world beyond it with lots of people and places of interest. Below is a brief look at some of the most important.

Gastown and the Bullet Farm

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Based out of an old oil refinery to the Northeast that's been brought back to life and a neighboring factory, Gastown and the Bullet Farm are technically two different sovereign locations, but often work together. They are what their names imply - a town built in the smoke-belching bowels of a refinery and an old aluminum factory re-purposed to produce ammunition. Without the built-in protection of the Sanctuary, it's in their best interest to share resources and defend each other. Life there is better than in the wastes, but not by a lot. The air is thick with smoke, the work is hard, and everything is perpetually stained in soot. A moat of boiling tar surrounds Gastown, and the town is only accessible when it lowers its drawbridges.

Gastown is ruled by the strange and enigmatic Lusulphur.

The Bullet Farm is run by Old McDonald.

Bartertown

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Way out in the West is a remote place called Bartertown, nestled up against a mountain range too harsh to explore or pass. Bartertown is the only place to be powered with full electricity NOT derived from oil.

It's powered by pig shit.

It's also the only reliable source of meat. They refuse to sell live pigs because that's their niche and key to survival, but they'll sell pork to any and all. It's a chaotic, free-wheeling place where nearly anything can be bought or sold, and home to the gladiator pit known as Thunderdome.

Bartertown is ruled by the blind mystic Aunty Eternity. Thunderdome is run by the gregarious and nefarious Ringmaster.

Solaris and the Tribe of the Sun

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Southeast of Sanctuary, out in the ruins of a small town, the Tribe of the Sun have claimed domain. They call their town Solaris. They have a ground well for water, though it's far less efficient and powerful as the aquifer at Sanctuary, and the water isn't as pure as it's much closer to the surface. Still, it's better than most places have. They've reclaimed the little town from the desert wastes and live in the structures that are still safe. They do a bit of subsistence farming and hunt wasteland game, scraping together enough to survive.

They are a fairly peaceful and communal group, and would have long ago been wiped out by raiders or conquered by another group if not for their clever and formidable defenses. When approached, unless visitors are guided in they run the risk of having the ground collapse beneath their vehicles, and rings of fire are lit to prevent approach on foot. These and other traps give them enough security that they can withstand attacks.

The Caverns of the Tribe of the Moon

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Out West, in the mountains that nestle around Bartertown on three sides, one group of people have learned the ways of the mountains and actually live there. It's thought that they live in caverns low in the mountain range as things get utterly inhospitable in a hurry the higher one goes, but no one knows for sure. They never bring outsiders into their settlement. This also means next to nothing is known about how they live or what food or water they have access to.

They can be found in Bartertown fairly frequently, and they seem to be mystics who worship the moon.

Church of the All-Seeing

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A nomadic group, the Church is a doomsday cult that believes a true, final end of the world is coming and paradise will follow in the afterlife. They are led by a woman simply known as Gran, who was alive before the world died, and is thought to be the oldest person alive in the wastes. She's said to be psychic, a messenger from the All Seeing, and even non-believers tend to leave her and her cult be - strange things befall those who try to harm them. They're seen as a nuisance more than a danger, but they do occasionally try to kill random people Gran says are 'Marked'. They believe the world cannot end until all the Marked are dead.

The Devil Boys

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They weren't always the Children of War. Once upon a time, they were the War Boys, and they were the first to worship the V8. Led by a man named Immortan Joe, they were the princes of the wasteland and struck fear into all who saw them.

Then a woman ruined everything.

When War was given to the Mother as her dominion, some of the War Boys refused to follow her. They left, and no one knows where they went. Over forty years passed, until one day red devils came out of the wastes and wreaked havoc on everything they crossed. These Devil Boys are the descendants of those lost War Boys, and they've come to reclaim what was taken from them. For the last year or so they've been a thorn in Sanctuary's side, but not a real threat.

Not yet, at least.

Little is known about them except that they indeed share traits with the Children, a common ancestry, but where War Kids are both male and female and the two sexes are equal, Devil Boys are all male and seem to hate women with a passion. They renew their ranks by stealing male children and pressing male captives into service. They don't even keep keep females as breeding stock or slaves, killing any they find.

They are more dangerous than most raider gangs as they have structure, discipline and ideology. They know and use many of the same tactics as the Children of War, and even anticipate them. No base of operation has been found, no one knows where they're coming from, and only a few outposts have been found, all pre-existing places they conquered.

Black Jenny's Irregulars

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Jenny Feylan, once a scavenger and mercenary out of Bartertown known as Black Jenny, now leads a gang of Raiders that hunt other Raiders. They are heroes of the wastelands, guardian angels to those in need and patron saints of dusters everywhere. Not much is known about her or the Irregulars, and they've had some clashes with War Kids in the past when they felt the Kids were being bullies and brutes, but they've also fought side by side against real threats like the Devil Boys. They can be found just about anywhere, but operate out of an outpost called Black Flag, out past Gastown to the North.

The Last Road

LastRoad.jpg

Running to the East of the Sanctuary, past Gastown and the Bullet Farm, is a long road that no one has ever found the end of and returned to tell the tale. Denizens of the wastes call it the Last Road, and there are hundreds of myths and stories about it. It runs through the Northern edge of the Stormwall, which only makes it more perilous.

Some say it eventually leads to the old cities, but they're too far away to reach. Others say the cities are already there, all around you, buried in the dirt. Some say you'll drive off the edge of the world if you go far enough. Some say those who made it to the end found the ocean and a green paradise.

No one knows for sure.

Sanctuary City

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The Sanctuary existed back before the world died, but just as an aquifer in a farm-laden area near a refinery out in the sticks. That initial compound, built into the central rock tower, has been greatly expanded in the almost eight decades since. Now all three rock structures are inhabited via a mix of natural caverns and human engineering, and all access from the ground has been filled in. With its catwalks between the three, and it's abundant supply of clean water and food it's entirely possible to live within it without ever setting foot on the valley floor below.

In its role as the default capital of the wasteland, it's had a number of rulers and leadership over the decades. The current political system and cultural structure has been in place for going on five decades now and has proven to be the most stable by far. It's administered by a council of three called the Triumvirate, and its denizens are divided among five castes, each with various responsibilities and luxuries. All get basic water and food privileges, which is enough to drink and eat only, and additional privileges and luxuries are awarded for service and performance.

The Triumvirate

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There are always three leaders in the Sanctuary, and when one dies, is deposed or steps down, another is selected by the caste they represent. One is always a woman, one always a man, and the third can be either gender.

The Mother of War is, as her title suggests, always female. Men waged war in the world before, and their recklessness destroyed it. Now war is administered by a woman. The current War Mother is the eighth to hold the title, and has been in power for nine years. She is seen as a distant and aloof but judicious warlord of supreme cunning, and was an Imperator before ascending as most have been. Her caste is the Children of War.

The Green Man can be and has been a Green Woman in the past, for their position is not based on any innate gender qualities (real or perceived), but on knowledge and skill. They are the one who oversees food production, engages in scientific research and experimentation, and seeks better ways to live for all of humanity. The current Green Man is only the third, and has been in the position for over twenty years. Interestingly, his mother before him and her father before her were the previous two. While not a hereditary title, it has so far turned out that way. He is a gruff but highly intelligent giant of a man known for eloquence and blunt honesty. His caste is the Savvy.

Father Fortune is always male. He knows what people want and need, what they desire, and he sees that they have it. He is a politician, a charmer, a merchant and priest all rolled into one. The current Father Fortune is the sixth, and has held the position for fourteen years. He is a soothing, charismatic man that has nerves of steel and remarkable intuition. His caste is the Fortunate.

The Castes

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While there five castes (technically six if one counts the Wretched who live on the ground below), only three are tied to one of the Triumvirate. The other two are independent for very different reasons. Detailed coverage of the castes can be found in the Factions section.

The Children of War are always chosen from 'contaminated' children offered up to the Sanctuary - children with defects, illnesses, or sickness (what we call cancer). These are the offspring of those who have survived in the wastes and been warped by it over generations. The War Mother welcomes all of those no on else wants with open arms and instills in them a tenacity and fervor born of their frailty - a sense of selfless sacrifice and fearlessness in the face of danger. What do those with a half-life have to fear of death? They're dead already. Dying in battle is far more glorious than wasting away. They are not simply warriors, though, and are first raised as 'Blackthumbs', menial vehicle and weapon maintenance. Those who live through childhood either become 'Gearheads' which build and modify the vehicles and weapons, 'Centurions' who man the vehicles in battle, or 'Charioteers', the most revered of all, for they drive the glorious vehicles into battle. Having a wheel (steering wheel, without which a vehicle cannot be piloted) is a great honor. In reality most War Kids are a combination of the three, but they are referred to by their primary job. The best and brightest are made 'Imperators', and they drive the war rig and other elite vehicles and lead the Children in the field.

The Savvy are chosen from both contaminated and 'clean' children, who are of healthy stock and show no signs of sickness or deformity. They are chosen not for their genes, but their minds. The brightest and most inquisitive children are taken under the Green Man's wing and taught science, agriculture and medicine. They aren't always geniuses, or even conventionally smart, as more than a few 'idiot savants' are taken in for their proficiency at a specific thing. All Savvy start as 'Greenthumbs', doing the menial labor of farming while learning science and math. As they grow and show an aptitude or interest in a field they choose a path to follow. 'Reapers' tend the hydroponic fields, engineer stronger and hardier strains of crop, and oversee food production. 'Etherites' study other sciences and try to revive old world technology, with the primary focus being food and water purification, but other fields are explored as well. 'Organic Mechanics' are those who study biology and medicine, either as healers or for body modification. The brightest in each field are made 'Professors', and they teach the others.

The Fortunate as a name is something of a double entendre. They live the most luxurious lives in the Sanctuary and rarely do manual labor. Most never even go outside. But they give up a lot of freedom for luxury, most notably free will over their bodies. It should be noted that all Fortunate are 'Donors', and in times of need are expected to give clean blood to others. All Fortunate sons and daughters are therefore clean, and those who become contaminated are shunted off to another caste. They need to be pure for the things Father Fortune asks of them. While children start as 'Meanies', doing all the drudge work of menial labor like stitching garments, preparing meals and doing laundry, they also receive an actual education in culture, history, psychology and the arts. Once old enough, they become either 'Breeders', who sire or carry children of clean stock and raise them until they are assigned a caste (only the clean are allowed to have children in the Sanctuary), 'Companions' who entertain with music, dance, sex and other things, or 'Artisans', who craft items and garments for others in the Sanctuary or for trade with other settlements. The most skilled of the Fortunate are elevated to 'Patrons', both teaching the young of the caste and advising the other castes as needed.

Scavengers are a caste in name only, with no hierarchy or leadership. They are adult wastelanders who over time bring in enough useful stuff to be offered a place in the Sanctuary. They receive basic food and water privileges and a room, but nothing more, and remain only as long as they continue to produce. It's better than living among the Wretched, but they are definitely treated as outsiders and have to earn any luxuries they get.

Monitors are the security and police of the Sanctuary, charged not only with keeping the peace but also watching for 'corruption', which is deemed as anyone sneaking resources out for their own benefit. Hoarding food or water are the big ones, though weapons and vehicle parts that conveniently disappear are in their wheelhouse as well. They do not get rations or allowances like all the other castes, but are granted whatever they ask for on a daily basis as long as it's only a single share at a time - a canteen of water, a meal, a new garment to replace a damaged one, and even luxuries like Companionship, within reason. The theory is that you cannot bribe those who already get what they need. They watch each other, too, and answer to the Triumvirate directly. Children selected for this caste are called 'Tattlers' as they are taught what to watch for and report on. As they grow up, they become either 'Keepers', who keep the peace and protect denizens from harm, 'Counters', who keep inventory of each area's assets and resources and cut down on waste and corruption, and 'Confessors', who are trained in the arts of interrogation and investigation. The best of each bunch are made 'Coppers', named for the copper badges they wear, and they have the run of the place, acting as the voices and hands of the Triumvirate and answering only to them, directly.

Life In The Sanctuary

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With most useful loot picked clean and nearly every scrap of wood and metal hauled away and recycled, the wastes are more of a wasteland than ever. All the sources of water have been claimed, every stable structure has been occupied. There's not a lot of change and upheaval on a daily basis anymore. Much of life at the Sanctuary is fairly routine by this point - eight decades is a long time for things to settle in a bit. It's almost like civilization again.

The Sanctuary is spread out over three natural towers of rock and earth - Prime is the largest, center-most structure, where the Fortunate live along with the Monitors and Scavengers, and community life is based. The somewhat shorter, more squat Eastern structure is called the Garage and is home to the Children of War and all their toys. The Western structure, slightly taller than the others but not as bulky, is called the Garden, and is where the Savvy live and all the food is grown. Catwalks connect the three, with Sanctuary Prime serving as the hub - one cannot get from the Garden to the Garage or back without passing through Prime as it connects the two. The levelators are run by massive, human-powered gears and pulleys built into Prime, but drawbridges from the Garage and Garden allow those towers to unload and take in whatever the levelators carry. Vehicles and the War Rig, massive crates of food, anything and everything can be moved to the valley below and back again.

Intake

All new arrivals, whether children or Scavengers, go through intake. It begins with a trip to an Organic Mechanic, where they get a checkup, blood typed, and tattooed with all their vital information on their back. This includes an estimated year of birth, blood type, health status, and any important notes. Once a child joins a caste, that gets added.

The woman in the picture above is marked as follows:

  • 52dw (born in the 52nd year of the dead world, making her 26)
  • A+ (blood type A-Positive)
  • Pure (no sickness, no illness, no defects)
  • Fortunate (a member of the Fortunate caste)

Accommodations

With the exception of the Fortunate, everyone has a small private chamber of some sort for sleeping and privacy. In the Garage they're like cubbies all up the multi-story walls of the main chamber, War Kids climbing everywhere at all times. The Monitors live in a barracks-style section of Prime, with individual sleeping areas and a common room, much like Scavengers do, but nicer. The Savvy have small, hanging 'tree house' huts nestled up in the vertical rows of hydroponic crops, scattered all throughout the Garden. The Fortunate all live in one large, opulent chamber with an open-air, caged-dome roof that can be sealed shut if weather is bad, with each person's private area sectioned off by greenery and folding screens.

Rations and Luxuries

Everyone (except the Fortnate) gets a water container, usually some form of canteen or skin, that holds the exact same amount of water, and is allowed to fill it twice a day (except Monitors). Most also have a second container of some sort they stash in their chamber where any leftover water at the end of the day is stored. It's often not much, but over time it builds up and makes for a decent bath. Monitors can gt water whenever they want, but Tattlers and Counters are always watching to make sure this isn't being abused or given away to others. Healing Hands and Organic Mechanics are allowed water access for washing hands and cleaning wounds. Crops are watered by drip lines on timers.

Food is served in the Great Mess in Prime, with meals prepared and served by Meanies with adult oversight. Everyone (except Fortunate) eats these two meals a day communally, and everyone gets the same portions. Meals mostly consist of various greens, fruits and vegetables, with seeds and nuts for protein along with 'cake'. Cake is protein cake made from ground insects, seasoned, then dried or baked. Eating bugs isn't a gross thing to anyone in these times, and the Sanctuary has been raising crickets, meal worms and more in the Bug Vault over in the Garden for a long time. Savvy often 'graze' as they work the crops, eating a bit of what they grow as they go, and this is allowed as long as it's from the base crops and not excessive. As always, Tattlers and Counters keep an eye on this.

Basic needs like shoes and clothing are provided, but are very basic and of low quality, made by Meanies.

'Lux' - luxuries like bath water, clothing, food delicacies, alcohol, jewelry and such, is gained by hard work and outstanding service, awarded by caste leadership (Imperators, Professors, Patrons, and Coppers) and the Triumvirate. Special tokens are given that can be used in a wide variety of ways, most involving the Fortunate (and some the Savvy), to acquire goods and services. A single token can get a person a custom article of clothing, a piece of jewelry or other crafted item, an evening of performance or companionship (or both), a container of alcohol or food delicacy (made by the Savvy), a hot steam bath, a day off of work, or an item from a Scavenger. Scavengers are allowed to keep ten percent of their haul to sell for Lux. These items can be anything from clothing, armor and weapons, vehicle parts, jewelry and trinkets, to 'roadkill' (animals killed and brought back from the wastes, also called dust meat) or things the Scavenger has traded for.

Missing in all of this is what the Fortunate eat and do with Lux. Fortunate do not eat in the Great Mess, but in their dome. They can drink water and bathe whenever they like, and eat higher-grade food, the best of the crops. They regularly get delicacies and trade their own services freely with each other. Lux tokens they get from the masses are saved up for what they desire most: trips outside. Most coveted is a trip to Bartertown, but even a trip to Gastown or the Bullet Farm is a day outside. All trips are chaperoned by Monitors and often are a part of War Kid trips into the wastes for supply runs. The safety of those Fortunate who travel is the top priority.

Lexicon

Lexicon is listed by the normal word for a thing to us as players, with the IC words after. Many have multiple forms. The vulgar version of a word is what Wretched, Scavengers, War Kids and the like would say. The fancy version is often used by the Fortunate and sometimes Monitors. The technical version is used by Savvy. If no version is specified, it's common.

Please help add to this by listing words you want added and I'll put the terms after them.

  • Bad - Disagreeable, Contaminated, Egregious (fancy), Insufficient (technical), Mediocre (vulgar)
  • Bath - a Wash, a Soak (fancy), a Rinse (technical), a Splash (vulgar)
  • Cancer - Sick/Sickness
  • Dead - Blasted, Wasted, Deceased (fancy), Expired (technical), Ganked (vulgar), Riding Valhalla (War Kids Only)
  • Disease - Illness, Contamination, Impurity (fancy), Infection (technical), Sniffles (vulgar)
  • Food and Water - Daily Rations, Daily Tokens, Dailies (vulgar)
  • Friends - Mates
  • Good - Agreeable, Pure, Blissful (fancy), Sufficient (technical), Shiny and Chrome (vulgar)
  • Food Hall - The Great Mess, The Banquet Hall (fancy), Big and Messy (vulgar)
  • Healthy - Pure
  • Insect Protein - Cake
  • Lifts - Levelators
  • Luxury Tokens - Lux, Baubles (fancy), Shinies (vulgar)
  • Raiders - Raiders, Brigands (fancy), Hooligans (vulgar)
  • Sanctuary - Sanctuary City, The Citadel (fancy), The Aquifer (technical), Rock Sweet Rock (vulgar)
  • Triumvirate - The Triumvirate, The Three, The Trinity (fancy), The Holy Moly (vulgar)
  • Vehicle - Car, Truck, Bike, etc., Ride (vulgar), Chariot (vulgar)
  • Wasteland - The Wastes, The Dead World, The Dust (vulgar)
  • Wasteland Animals (Edible) - Roadkill, Dust Meat, Vermin (fancy), Game (technical) Dirty Treats (vulgar)

Edit The Last Road Setting Page

The Children of War

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The vast majority of the Children of War live what is called a half-life. They were born sick, and sickness will drastically shorten their lives. Sure, a few live long enough to grow old, but these big brothers and sisters are rare. The average lifespan of a War Kid is 24. Many die of sickness in adolescence as Blackthumbs, and those who manage to survive to fight in the wastes often die violently on their first few missions. That's not something they fear, though: If violence doesn't take them, sickness will.

Children of War are raised with full awareness that theirs is a half-life, and that they are already marked for death. There is no escaping it. Instead they are taught to embrace it, to welcome death and to die glorious and chrome. They are an engine, The Great V8, and each of them is a cog in that machine. This Cult of V8 teaches them that every cog has a purpose, and that while every cog is important to the function of the V8, the V8 is eternal and cogs are temporary. They live, they die, they live again. Their death is not a loss if the V8 revs on.

Knowing that death is coming for them, how they meet that death is what matters. The best death is a glorious death in battle. War Kids who are nearing the end of their half-life from sickness will volunteer to ride into battle just to have a glorious death. This 'Joy Ride' paves their way into 'Valhalla', the War Kids' afterlife, where they are free of sickness and pain on a beautiful, endless road. It is also often called 'The Last Road'.


Ranks

All Children of War become Gearheads, Centurions, or Charioteers at fourteen. They are trained to do all three as Blackthumbs - how to repair and build vehicles, how to fight, and how to drive - but which one they end up doing is based on aptitude. Regardless of path, when they near the end of their half-life, they take up a weapon and ride into battle to die.

The greatest of the War Kids are made Imperators, the generals of their army, and they drive the War Rig and other elite vehicles, and answer directly to the Mother of War.

Character Creation

All Children of War should be sick, but there are exceptions (talk to TD). They all get the Perk Witness Me (10), which allows them to forego a Freak-Out Check and simply attack the source instead at a +1. This is obviously not always a great idea. If they choose not to attack and roll the Freak-Out Check as normal, keep in mind that failing and panicking is seen as cowardice, and such mediocre behavior will be remembered until they find a way to redeem themselves.

All Children of War get the Quirk Half-Life (10), which means that whenever they are injured they must make a Brawn Check without modifiers. Failure means their immune system does not kick in and they will not heal, leaving them at 0 SP going forward and without a Free Failure, much like an SR. They can only heal by being given a blood bag/donor and must roll again once a week until they get a success, at which point they are healthy again.

Not every War Kid is bald or shaves their head, but many do. They all cover themselves in white powder before going out into the sun to protect their skin, and many paint their faces with grease to have a skeletal appearance. Those with tumors from sickness often get faces tattooed on them and give them names. It's something of a status symbol. The more 'mates' they have, the higher they are regarded, but this is merely a social thing and not about rank.

Chariot Creation

Each Charioteer gets 15 points to build their personal vehicle from the aspects below. This is a standard car or truck of your choice of make and model. Bigger or specialized vehicles like the war rig are designed by TD.

Armor (1-5): Each level of armor a vehicle has can be used to soak SP damage meant for crew on the ride. Using it takes it out of play for the duration of the scene. Each level costs points equal to the level, so it gets more expensive as you go. A full five levels of armor costs all 15 points.

Extra Gunner Bay: All standard rides only have room for a driver and a single gunner to take actions, though passengers can be squeezed in (they just have no room to do anything). Additional places can be reinforced on the vehicle for more fighters. Cost is 4 points per bay.

Heavy Weaponry: A vehicle can have a heavy-ordinance weapon mounted to it, but such weapons are few in number and take up a lot of structural space. Costs 8 points, limit one.

Nitro Boosters: Many vehicles are equipped with nitro tanks to allow big bursts of speed. Burning a tank doubles SP gained on the driving roll that follows. Each tank is good for one boost, and costs 3 points per tank. Limit 5.

Ramming Weapons: Most vehicles have various weapons mounted or built into them intended to do damage to other vehicles. Spikes or blades on the sides or rims to shred chassis or tires, scoops or cow catchers to flip vehicles, and so on. These take away an opposing driver's action next round on a successful ramming or railroading attempt, and flip or crash the other vehicle on a 3MV roll or better. Costs 3 points.

The Savvy

Savvy.jpg

While the Children of War only take the sick and the Fortunate only take the pure, the Savvy welcome any child that shows curiosity and an interest in learning. It's somewhat ironic then that the Sanctuary's policies on breeding and pregnancy are the work of the Green Man. Make no mistake, he is a staunch eugenicist who believes that only the pure should procreate, but that's for long-term survival as a species. In the short-term, everyone has value and can contribute somewhere.

All Savvy are given a solid understanding of farming, biology and practical engineering and have instilled in them the core belief that they are the ones who will heal the world. Everything they learn and everything they do is for the species. Mankind's survival is bigger and more important than any one person, and they must put the good of all before their own self interests. What they study can never be lost or forgotten.

This philosophy guides the Savvy in all things, making them a bit more stoic and contemplative than most. They share everything they have and help each other when in need without keeping score or tallying favors. Like all castes they receive luxuries for good work, but they often give them to those who need them rather than treat themselves - a comrade in need of new clothes may be given the reward from a week of hard work, as an example. They can and will use it for their own needs or interests when there is not a greater need, but Savvy put themselves as individuals second to the group.

Ranks

All children start as Greenthumbs, doing basic labor in the hydroponic fields and attending classes on math and science. Their aptitude and interest determines their path. At fourteen they either become Reapers, tending the hydroponic crops and seeking ways to increase the harvest, Etherites, researching old world science and technology in the hopes of reviving them and putting them to use, or they follow one of the two branches of human medicine as Healing Hands or Organic Mechanics. Hands mend injuries, treat disease and manage sickness, while Mechanics handle body modification such as tattooing, piercing, amputation and prosthetics.

The most skilled in each field become Professors, the teachers who train the Savvy and make sure that all knowledge is passed down.

Character Creation

All Savvy can be pure or contaminated as they choose. There are no restrictions.

Each one of of the Savvy gets the Perk Area of Expertise (10), giving them a +1 in a chosen area of knowledge or training. This Perk does not count against the Area of Expertise limit of one per character, allowing them to have two Areas of Expertise.

All Savvy get the Quirk Communal Mindset (10), meaning that they don't get things like jealousy, competition and profit. This can result in them making sacrifices that may not be strictly necessary, and often makes them seem callous to the feelings and desires of others.

The Savvy favor natural hair (long, often dreds, facial hair for men) and cotton and other fibers for clothing over leather, fur and metal. They can be quite decorative, however. Many are strictly vegetarian, not even eating the protein cakes made from insects that they themselves produce as a part of the Sanctuary's food supply.

The Fortunate Ones

Fortunate2.jpg

Survival in the wastes is brutal, and even in the Sanctuary there is plenty of hard work and physical labor. War Kids build vehicles and weapons and wage war. The Savvy work the crops and engineer new tech. But among the Fortunate, only the children toil and labor. Being a Fortunate One means living a life of relative comfort and luxury. They eat the finest food available, are given extra water rations for bathing, wear the finest clothing and are surrounded by music, art and culture. Theirs is a gilded cage, however. For all the comfort and luxury they get, there's one thing they are denied: Free will.

Their bodies are not their own, pure and perfect as they are - only the pure are chosen to be Fortunate. They give blood whenever it's needed. They give companionship to, or craft, create and perform for those who have earned luxury rewards. They breed whenever they're required to, with whomever they are told to. They are, in essence, always at the whim of others.

They are raised to believe that, as pure and healthy people, it's their honor and duty to perform these functions. They are more important, more valuable than most, and therefore must be protected from danger and help rebuild the gene pool. Only the pure can have children, after all. Most are fine with this, grateful for a life of safety and comfort deep within the Sanctuary. They truly feel fortunate. A few wear it like a mark of shame, so 'lucky' to exist for the enjoyment and needs of others, with no freedom to come and go or choose their path or partners. It can be a blessing or a curse, and is often both.

Ranks

All children are affectionately called 'Meanies', as they perform all the menial labor of cleaning, cooking and the like. Along with these chores, they are taught art, music, sewing, crafts, dance, and as they get older, psychology and the pleasures of the flesh. At fourteen they begin to craft, create and perform, and while they are expected to be at least mildly proficient in all areas (and can be called on to do any of them at any time), they usually specialize in one field or another. The best physical specimens and most intelligent minds are primarily made Breeders, propagating the species and teaching the young until they are six and put in a caste. The best artists, crafters and performers become Artisans, creating and entertaining in their best disciplines. Those who most understand psychology and sexual pleasure become Companions, easing the burdens of the rest of the Sanctuary.

The true masters of each given discipline become Patrons, teaching the other Fortunate and advising the other castes as needed. They also serve as diplomats to the rest of the wasteland, but only travel under heavy guard.

Character Creation

All Fortunate Sons and Daughters must be pure. No exceptions. Each gets the Perk Gifted (10), which gives them a +1 in a specific artistic or creative discipline of their choice. Examples might be music, dance, crafting (garments), crafting (jewelry), and so on.

All Fortunate Ones also get the Quirk Gilded Cage (10), and cannot leave the Sanctuary without permission and escort, and have many 'duties' expected of them. While they are often required to perform for or sleep with whomever chooses them as a luxury, you ARE NOT required to RP this, nor are you required to RP it as a Breeder.

Fortune Ones are often very attractive, in no small part because they get to bathe regularly and have access to hair care and fine clothing. They can be outlandishly adorned, quite elegant, or boldly sexy, and are usually combinations of all three, on the cutting edge of fashion and style.

Scavengers

Scavengers.jpg

Not everyone in the Sanctuary was born there or brought in as a child, but those who weren't are treated as outsiders and never truly belong. Not so much a caste in the way the others are, as they can only be joined as children, the Scavengers are those adults from the wasteland who provide enough goods and services over time to be offered the Sanctuary's protection and resources. People so useful that the Sanctuary literally lifts them up and takes them in. Most Scavengers come in small groups, but there are solo Scavengers as well.

They are given modest accommodations, usually a communal chamber to share with a number of small, private rooms off of it for personal quarters. Furnishings are basic and comfort is what you make of it. Any vehicles the group has are stored near the War Kids' vehicles, but Scavengers are responsible for their own upkeep and repairs, including acquiring parts. The Children of War are often willing to trade for interesting loot, though. In addition to quarters and vehicle storage, each individual Scavenger gets a ration of food and water like everyone else. They can earn luxury rations for good hauls or rare finds.

In return, Scavengers must provide for the Sanctuary on a regular basis. How they contribute is up to them. Many scour the wastes looking for abandoned goods and vehicles to loot, some ambush other dwellers of the wastes and simply take their shit, and some go after raiders and rival tribes to loot. A few are genuine merchants, trading things at various places around the wastes and bringing their haul back to the Sanctuary.

If a Scavenger or group goes long enough without providing anything of use, they run the risk of having their invitation revoked.

Ranks

There are no ranks or structure except within each Scavenger group as it sees fit.

Character Creation

Scavengers can be pretty much anything from anywhere. Pure, contaminated, young or old, it's all up to you. All Scavengers get the Perk Self-Sufficient (10), letting them possess a vehicle, weapons and gear all their own. While they start with all of this, maintaining it must be done IC.

All Scavengers get the Quirk Outsider (10), meaning they can never belong to a real caste and are only going to be welcome in the Sanctuary for as long as they are useful. They regularly need to earn their keep.

Scavengers have no unified aesthetic or style, often adopting their own. Some borrow from the War Kids, others from the raider gangs or tribes they used to run with or belong to. Most just cobble together whatever they can.

Children of Scavengers are given child rations as long as the adults are earning their keep. They are given the option of joining a caste if young enough, but their family gives up all claim to them if accepted.

Vehicle Creation

Each Scavenger gets 10 points to build their personal vehicle from the aspects below. This is a standard car or truck of your choice of make and model.

Armor (1-5): Each level of armor a vehicle has can be used to soak SP damage meant for crew on the ride. Using it takes it out of play for the duration of the scene. Each level costs points equal to the level, so it gets more expensive as you go. A full five levels of armor costs all 15 points.

Extra Gunner Bay: All standard rides only have room for a driver and a single gunner to take actions, though passengers can be squeezed in (they just have no room to do anything). Additional places can be reinforced on the vehicle for more fighters. Cost is 4 points per bay.

Heavy Weaponry: A vehicle can have a heavy-ordinance weapon mounted to it, but such weapons are few in number and take up a lot of structural space. Costs 8 points, limit one.

Nitro Boosters: Many vehicles are equipped with nitro tanks to allow big bursts of speed. Burning a tank doubles SP gained on the driving roll that follows. Each tank is good for one boost, and costs 3 points per tank. Limit 5.

Ramming Weapons: Most vehicles have various weapons mounted or built into them intended to do damage to other vehicles. Spikes or blades on the sides or rims to shred chassis or tires, scoops or cow catchers to flip vehicles, and so on. These take away an opposing driver's action next round on a successful ramming or railroading attempt, and flip or crash the other vehicle on a 3MV roll or better. Costs 3 points.

The Monitors

Monitors.jpg

The closest thing to a police or security force in the Sanctuary are the Monitors. Though they have no leader that sits on the Triumvirate, they are a true caste. The Triumvirate as a group oversees them and picks children to join their ranks. This lack of a singular leader and somewhat detached existence is intentional: they are supposed to be insular and remote.

They are raised and taught to believe that they are not like the others and are not supposed to be too close to them. They have a serious and solemn responsibility to keep the peace and fight corruption, and it's harder to do that when the ones you're keeping in check are your friends. There's more temptation to look the other way or let things slide when it's your buddy that's doing something wrong.

In return for this difficult service, they are not bound by rations. They get water whenever they are thirsty, eat food whenever hungry, get new clothing when they need it, and so on, and this includes all luxuries, not just clothing. They can get companionship as they like, or a performance, or liquor, or just about anything at all. They can only breed if they are pure, however, as normal. The other castes must grant them what they ask for, but if they abuse this privilege and ask for too much too often they can get in serious trouble. They are only supposed to take what they need in that moment. Violating this principle can result in severe consequences to serve as an example to others.

Ranks

Children are called Tattle-Tales, or Tattlers. They can go anywhere in the Sanctuary at any time, and watch for theft, corruption, and any other bad behavior. No one is allowed to speak to a Tattler except for other Tattlers, Coppers (see below), and the Triumvirate. This is to prevent them from being intimidated, conned or swayed.

At fourteen they choose one of three paths: Keepers, who walk the Sanctuary and settle disputes and keep the peace, Counters, who keep stock of resources and account for use so nothing gets wasted or skimmed, or Confessors, who solve crimes and interrogate suspects. Monitors from all three can and often do accompany the War Rig on major trading hauls and go on any official diplomatic missions to help with security and prevent corruption.

The best in each field are made Coppers, named for their copper badges. They give the orders and oversee everything, answering directly to the Triumvirate.

Character Creation

Monitors can be pure or contaminated, but not sick. Too much is invested in their training to have them die young.

All Monitors get the Perk Taken Care Of (10), meaning they do not need or even use rations. Whatever they need is given to them. This way they cannot be bribed - whatever you might offer them they can just take.

All Monitors get the Quirk Isolated (10), which gives them a -1 on all social Spirit Rolls involving non-Monitors that isn't work-related, reflecting their detachment from the other castes. They aren't great at making friends, and the others are wary of them to begin with.

Monitors don't exactly have a uniform, but gray is their color and general old world police or soldier styles are common. They are also the only people openly carrying weapons around inside the Sanctuary.

The Devil Boys

DevilBoys.jpg

(Only TD can use Devil Boys. They are not for Assistant Directors.)

They weren't always the Children of War. Once upon a time, they were the War Boys, and they were the first to worship the V8. Led by a man named Immortan Joe, they were the princes of the wasteland and struck fear into all who saw them.

Then a woman ruined everything.

When War was given to the Mother as her dominion, some of the War Boys refused to follow her. They left, and no one knows where they went. Over forty years passed, until one day red devils came out of the wastes and wreaked havoc on everything they crossed. These Devil Boys are the descendants of those lost War Boys, and they've come to reclaim what was taken from them. For the last year or so they've been a thorn in Sanctuary's side, but not a real threat.

Not yet, at least.

Little is known about them except that they indeed share traits with the Children, a common ancestry, but where War Kids are both male and female and the two sexes are equal, Devil Boys are all male and seem to hate women with a passion. They renew their ranks by stealing male children and pressing male captives into service. They don't even keep keep females as breeding stock or slaves, killing any they find.

They are more dangerous than most raider gangs as they have structure, discipline and ideology. They know and use many of the same tactics as the Children of War, and even anticipate them. No base of operation has been found, no one knows where they're coming from, and only a few outposts have been found, all pre-existing places they conquered.

All Components below are optional. TD will declare up front what they have each scene.

Components and Weaknesses

Components

Surprise!
Can attack before anyone knows he's there, negating the 'First Fail' of PCs and allowing a one-shot kill. Can be countered by the Danger Sense perk.
Extra Gunner
Some bigger vehicles have room for an extra fighter, or fighters. Each extra man grants an additional 2DT to the vehicle.
Armored Vehicle
Some vehicles are reinforced and provide cover and armor to those on or in them. Each level of armor gives 1DT that must be cut through before the people inside are injured. For example, an armor level of 3 means the first 3DT done to the vehicle is soaked by the armor. Armor levels range 1-5.
Heavy Weapon
Some vehicles are mounted with a heavy weapon, usually a high caliber gun. On these vehicles, one fighter does 1d5 SP damage per shot instead of 1d3. If there are multiple fighters, all others take DT/die first, leaving this one for last, then the driver.
Nitro Boost
Some vehicles can be fed nitro for a massive burst of speed. This can be used once per scene to lower a PC driver's SP by 1d3. It cannot being them below 1SP or kill, it's simply for catching up.
Ramming Weapons
Some vehicles have blades, spikes, and other things mounted to the front or sides to cause vehicle damage. On these vehicles, the first successful ram/railroad attack damages the vehicle and puts the driver at -1 on all driving rolls going forward.

Weaknesses
None currently known.

Wasteland Raiders

LastIcon.jpg

There are numerous packs of nomads throughout the wastes, many of them barely more than starving animals. Some are more organized and proficient. Raiders come and go, it's a part of daily life. Usually they avoid big groups and convoys - especially War Kids - but a small group? Just a couple vehicles? That's what they survive on.

All Components below are optional. By default, Raiders get none. The Assistant Director or TD will state up front what Components the Raiders in a given scene have, if any.

Components and Weaknesses

Components

Extra Gunner
Some bigger vehicles have room for an extra fighter, or fighters. Each extra man grants an additional 2DT to the vehicle.
Armored Vehicle
Some vehicles are reinforced and provide cover and armor to those on or in them. Each level of armor gives 1DT that must be cut through before the people inside are injured. For example, an armor level of 3 means the first 3DT done to the vehicle is soaked by the armor. Armor levels range 1-5.
Nitro Boost
Some vehicles can be fed nitro for a massive burst of speed. This can be used once per scene to lower a PC driver's SP by 1d3. It cannot being them below 1SP or kill, it's simply for catching up.
Heavy Weapon
Some vehicles are mounted with a heavy weapon, usually a high caliber gun. On these vehicles, one fighter does 1d5 SP damage per shot instead of 1d3. If there are multiple fighters, all others take DT/die first, leaving this one for last, then the driver.
Ramming Weapons
Some vehicles have blades, spikes, and other things mounted to the front or sides to cause vehicle damage. On these vehicles, the first successful ram/railroad attack damages the vehicle and puts the driver at -1 on all driving rolls going forward.

Weaknesses
None currently known.

Character Creation

This story is a little more involved in terms of making your character, but it will run longer than most stories, so hopefully you'll find it worth it. With all the lore I've written for this to reallly flesh it out, it would be a waste to only go 2 months or so. This one should be at least 4.

Below are what you need to consider for your character's background and concept.

Were you born in Sanctuary or out in he wastes?

There's no right or wrong answer. The easiest answer is you were born here, or your parents were wastelanders who gave you to the Sanctuary at a very young age and you have no idea who they are or were. If you want to just go the quick and easy route, that's the best. But you could have been old enough to remember them (Sanctuary takes kids up to 10). Maybe they were part of one of the many little tribes scattered throughout the wastes, and wanted a better life for you. Maybe they were raiders and you were brought back by a War Party. Maybe they were from Gastown or Bartertown and thought you'd be safer here. It's entirely up to you. Of course, if you're making a Scavenger it's not as important since you came in as an adult (or the child of Scavengers here in Sanctuary and never joined a caste).


Are you pure (completely healthy), contaminated (minor but clear defects/health issues), or sick (cancer present)?

Pure means you are in perfect health with no defects, no mutations, no genetic issues you'll pass on, and no chronic diseases. Contaminated can be anything that ISN'T cancer. The majority of humanity now, 80 years after the world died, are contaminated. They have a cough. They have poor hearing or eyesight. They're misshapen in some way, even if it's just being born with one less finger or toe on each hand or foot, or webbed toes, or a bit of a stoop/hunch, etc. It is something you were born with, or something that may be spread or passed down. Losing an eye is not, but being born with one missing us. Sick means you have cancer, even if it's slow. You have tumors, lumps, nodules, etc., and it will one day kill you. You may have been born with it, or it may have developed early in childhood - or even later, but it means you'll have a half-life. You don't HAVE to be a War Kid just because you're sick, and you don't HAVE to be a Fortunate One just because you're pure, but there should be a reason why you aren't as that's where most end up in each case.


What caste are you in? What position do you hold in it?

If you are Fortunate, you MUST be pure. Beyond that, there are no restrictions on castes in a strict sense. Some War Kids are merely contaminated, and some Savvy are sick. It happens. You should generally pick one caste and stick with it, but SOME people DO switch for various reasons. The most obvious example is a Fortunate that later shows sickness. If you want to have been originally in one caste and now in another, talk to me first. There are a few things I will outright reject, such as a Scavenger joining any other caste. Also note the moving TO Fortunate is a lot less likely than moving FROM it. Moving TO Savvy or War Kids is much more likely.


What are your character's thoughts/views on their caste and Sanctuary as a whole?

Again, no right or wrong answers here. This is purely up to you. It's your character.

Assistant Directors

This story I'm testing out the idea of Assistant Directors - letting players run potential Kill Scenes for fellow players. As 'wandering monsters' is actually a thing this story and every trip out into the wastes can be dangerous, I want to allow for more regular danger than I can run myself. I'll be holding a workshop to teach interested players and posting a log of it for everyone to read in case they can't make it. Here are the basics.

  • Monsters always declare action(s) first. They roll no dice. Any action they declare WILL succeed unless the players successfully avoid or counter it. The Monster always has the advantage.
  • Raiders are the most common danger out in the wastes, and therefore the most common 'Monster'. As Monsters (and to make them a threat) they have no stats as mentioned above and will automatically succeed at any action The Director or an Assistant Director declares. It is up to the PCs to roll to avoid it and escape, or counter it with action of their own.
  • Each Raider Monster is one vehicle. A vehicle always has a driver, and sometimes that driver also fights (if on a motorcycle, for example). Most have a second person who does the fighting, like a War Kid Centurion and Charioteer team. Each Raider gets a separate action, meaning Monsters in this case may get multiple actions. The driver may try to run your vehicle off the road while the fighter shoots at you, for instance.
  • Each action must be resolved individually, 1 for 1. Your driver can roll to avoid being railroaded, and your fighter can dodge the shot. If your vehicle has a third person, they could return fire.
  • You can take an additional action at -1. Each action extra is another -1. If there are only two of you in the example above, your fighter could dodge, then return fire at -1. If you are the only person in the vehicle, you'd roll to avoid both, the second roll (dodging the shot) at -1. Taking a third action to return fire would be at -2.
  • Any action not countered succeeds. If you fail the roll to avoid being railroaded, you get run off course and lose control of your vehicle. If you fail to dodge the shot, you get hit. And so on.
  • Hitting a Monster with a fist or foot only does 1DT no matter how good you roll. A melee weapon does one additional DT for an exceptional success (2 Pair or 3 of a Kind). A firearm or explosive does does one DT per match value. A 3 of a Kind does 3DT, for example.
  • You can choose not to shoot for damage and instead lay down cover fire to create distance and separation. In this case, you give your driver 1SP on a successful roll, and 2SP on an exceptional success. This is a good strategy to use when you're heavily outnumbered or overpowered - escape and live to fight another day.
  • Raider Monsters (vehicles) have Damage Tokens equal to the number of Raiders in the vehicle x2. A vehicle with a driver and fighter has 4 Damage Tokens, for example. After it takes 2 DT, it loses a man (the fighter first, then the driver).
  • If a Raider Monster loses all 4 DT, the Raiders die and the vehicle crashes, or flips, and so on.
  • Every time a Raider shoots or otherwise successfully attacks a PC, they do 1d3 Survival Points of Damage. Archetypes soak the first hit in a scene (free fail) and take no actual damage from it (it's superficial). SRs do not.
  • If a driver gets 8SP or more, they can escape and leave combat, leaving the Raiders in the dust.
  • SP for fighters and others serves as bankable hits - the more SP you gain, the more you can afford to lose. Only dodging at first and building up SP early means you can skip dodging later (you have enough SP to survive a full 3SP hit) and can instead focus on killing the bastard without the -1 for an extra action.
  • Hitting on an attack does not give you SP. It does DT to the Monster.

Obviously this is for vehicle-based combat. Combat on foot is a straight 1 for 1, with each Raider being a Monster with 2DT. 8SP or more allows you to escape on foot or lose them. 2DT kills them.

Some Raiders are better and more equipped than others. Assistant Directors should choose Components to toughen them up if they want to ratchet up the danger. Raiders only have Components if so chosen. By default, they get none.

Perks and Quirks

This story you can buy up to 50 points of Perks for up to 50 points of Quirks. These are in addition to your freebies for your caste. So you get your free Perk and Quirk, then up to 50 points more.

Some Perks are capped this story, like Area of Expertise. You can only have one (except Savvy).

Because in some cases they determine what caste(s) you can or cannot be in, things like Pure, Contaminated and Sick are NOT on the list of Perks or Quirks. You can pick whatever.

Perks

10 Point Perks
Good Luck

Re-roll 1 die. Once per Scene. You must select which die you wish to reroll.

Adrenaline Boost

Can add an additional +1 die. Once per Scene.

Area of Expertise

Your college education or extracurricular activities give you an edge in a specific field. Can add an ADDITIONAL +1 to a Brains or Finesse roll once per scene in that field.

Witness Me!

Allows the character to forego a Freak-Out Check and simply attack the source instead at a +1. This is obviously not always a great idea. If they choose not to attack and roll the Freak-Out Check as normal, keep in mind that failing and panicking is seen as cowardice, and such mediocre behavior will be remembered until they find a way to redeem themselves. War Kids Only

Gifted

Gives the character a +1 in a specific artistic or creative discipline of their choice. Examples might be music, dance, crafting (garments), crafting (jewelry), and so on. Fortunate Only

Taken Care Of

The character does not need or even use rations. Whatever they need is given to them. This way they cannot be bribed - whatever you might offer them they can just take. Monitors Only

Self-Sufficient

The character possesses a vehicle, weapons and gear all their own. While they start with all of this, maintaining it must be done IC. Scavengers Only

Wasteland Explorer

The character has a solid familiarity with the wasteland and who and what is where in it. They don't get lost.

Wasteland Lore

The character has heard a lot of stories and rumors from the wastes, and can roll Brains +1 to see if they know anything about a name, place, creature, and so on.

20 Point Perks
Found Item

At a crucial moment in the story, you can find an object or item you desperately need. Can only be used once per story.

Danger Sense

You have a knack for sensing when bad things are about to happen. For 3GP you can cancel out the monster component Surprise! once per scene.

Steel Yourself

Use before a Freak-Out Check to automatically succeed once per Scene for 3GP.

Versatile

Use a Positive quality in a tagential (other) Stat Check once per Scene.

30 Point Perks
Let's End This

Double SP gain on a Stat Check that has a Matched Set. Once per scene for 3GP.

Obscure Death

When your character dies, this Perk is triggered and a body is never found. You may return to play later, alive and kicking.

Back for More

If put in negatives, roll 1d6. On a 4-6, stay at 1 SP and continue. Once per scene for 3GP (if successful).

Quirks

10 Point Quirks
Reputation

Deserved or not, you got a bad rep, and it follows you. -1 Spirit on your first social roll once per scene. Others are encouraged to RP your reputation with and around you.

Two Left Feet

You're clumsy, and your first athletic-type Finesse roll in any scene is at -1. You are encouraged to RP it beyond this.

Small Favor

You owe someone else in your group a small debt.

Half-Life

Whenever the character is injured they must make a Brawn Check without modifiers. Failure means their immune system does not kick in and they will not heal, leaving them at 0 SP going forward and without a Free Failure, much like an SR. They can only heal by being given a blood bag/donor and must roll again once a week until they get a success, at which point they are healthy again. War Kids Only

Communal Mindset

The character doesn't get things like jealousy, competition and profit. This can result in them making sacrifices that may not be strictly necessary, and often makes them seem callous to the feelings and desires of others. Savvy Only

Gilded Cage

The chaacter cannot leave the Sanctuary without permission and escort, and have many 'duties' expected of them. While they are often required to perform for or sleep with whomever chooses them as a luxury, you ARE NOT required to RP this, nor are you required to RP it as a Breeder. Fortunate Only

Isolated

The character gets a -1 on all social Spirit Rolls involving non-Monitors that isn't work-related, reflecting their detachment from the other castes. They aren't great at making friends, and the others are wary of them to begin with. Monitors Only

Outsider

The character can never belong to a real caste and are only going to be welcome in the Sanctuary for as long as they are useful. They regularly need to earn their keep. Scavengers Only

Illiterate

The character is unable to read or write.

Sheltered

The character has little or no experience outside the Sanctuary, and everything out in the wastes is new to them. They react more strongly to shocking experiences and are very naive to the ways of the wasteland. Gives a situational -1 to rolls for things dealing with the wastes, from Freak-Out Checks at Monsters, to being conned by grifters, to finding their way around.

20 Point Quirks
Faint Hearted

You have to make Freak-Out checks at any bloody or gruesome sight, not just when freaky things happen. Failure leads to the character passing out cold.

Big Favor

You owe someone else a big debt.

Fortune's Fool

You're unlucky. Cursed. Bad to be around. Once per scene, you can be given a -1 on any roll. Or it might be given to someone else. (Director picks)

Can't Shoot

You are completely untrained in and have no experience with firearms.

Hunted

The character once belonged to a group that is not pleased with them leaving. This group now hunts them, and will go to great lengths to capture them if they come across them. Examples include a raider gang, a crime syndicate, a cult, etc.

30 Point Quirks
Doomed

You're going to die in a horrible way. When the time comes for your character, no rolls are made, no GP can be spent. Your time is up.

Crippled

The character has a severe physical disability - missing or paralyzed limbs, etc. - and MUST set EITHER Brawn or Finesse to Poor. In addition, they are at -1 to all rolls where their disability would hinder them.

Supporting Roles

This story you get two Supporting Roles, one Sidekick and one Useful NPC. Sidekicks should be in your caste and get normal SR stats (plus the caste Perk and Quirk). Useful NPCs should be in a different caste, and can take 30 points of Perks and Quirks (plus the caste Perk and Quirk).

Genre Points

This story I will be allowing you to run scenes that include danger and risk (I'll be posting guidelines and 'Monsters' you can use), and you will get 1GP for running it. Everyone who participates will get GP as well. You can only get the GP award for running once a week, and participating once a week. A link to the log is required.

Edit Story-Specific RPG Systems Page

Create Story Reference Links and Info Page

Archetypes

AddictKitten.jpg

Kitten

(The Addict)
on MUX as: Kitten
Gearhead

Arthurwarboysm.jpg

Art

Also Known As:
Arthur

(The Artist)
on MUX as: Art
Designer of Glorious Chariots

Beast LastRoad.jpg

Phoenix

(The Beast)
on MUX as: Phoenix
Fortunate Companion / Fire Performer

BV3 Diesel 01.jpg

Diesel the Protagonist

Also Known As:
Deez

(The Bon-Vivant)
on MUX as: Diesel
Centurion

Bravo2Road1.jpg

Nocturne

Also Known As:
Nocturne

(The Bravo)
on MUX as: Nocturne
Keeper

LockeLR.jpg

Locke

(The Capitalist)
on MUX as: Locke
Copper (Keeper)

CGEDENPortrait.png

Eden

(The Caregiver)
on MUX as: Eden
Companion Patron

Maddy01.jpg

Maddy Funk

(The Competitor)
on MUX as: Maddy
Scavenger

Conf1Cinder02.jpg

Cinder

(The Confidant)
on MUX as: Cinder
Companion

Generic.png

Colorado the Unfortunate

(The Coward)
on MUX as: Colorado
Useless War Boy

CSMM1.jpg

Arachne

Also Known As:
Spider or Little Bug

(The Creepshow)
on MUX as: Arachne
Organic Mechanic

Crus2Drak01.jpg

Drak

(The Crusader)
on MUX as: Drak

Deviant5EvelynTLR.jpeg

Evelyn

Also Known As:
Eve

(The Deviant)
on MUX as: Evelyn

ExplorerLastRoad.png

Kat

Also Known As:
Kitten's Big Sister

(The Explorer)
on MUX as: Kat
Healing Hand

Fatalist road3.gif

Hexeyed Charlie

(The Fatalist)
on MUX as: Charlie
Booze Slinger, Storyteller, Shit Disturber

Faustina Portrait.jpeg

Faustina

(The Gambler)
on MUX as: Faustina
Copper (Was a Counter)

Innocent Visa.png

Visa

(The Innocent)
on MUX as: Visa
Artisan (Couturier)

Loner Mask1.jpg

Mask

Also Known As:
Mask

(The Loner)
on MUX as: Mask
Copper Confessor

Lele.jpg

Lele

(The Lover)
on MUX as: Lele
Plant tender (Reaper)

Xavier3.jpeg

Xavier

Also Known As:
Chemist, Ransom, X

(The Martyr)
on MUX as: Xavier
Chemist

Kissthisthen.png

KissThisThen

Also Known As:
Kisses
KTT

(The Optimist)
on MUX as: KissThisThen
Born Again Gardener

PD-Shai03.jpg

Shaitan

Also Known As:
The Wasteland Devil

(The Pedagogue)
on MUX as: Shaitan
Scavenger

Generic.png

Lynch

Also Known As:
Lynched
Lynched Julia

(The Penitent)
on MUX as: Lynch
Charioteer

RogueWarchild.jpg

Vishys

(The Rogue)
on MUX as: Vishys
Imperator of Arms

Scholar 2 madmax 3.png

Sebas

Also Known As:
Sebas

(The Scholar)
on MUX as: Sebas
Imperator (Charioteer)

VisLR2.jpg

Kez

Also Known As:
Keziah Crow

(The Visionary)
on MUX as: Kez
Primal Oracle

Supporting Cast

AddictRebar.png

Rebar

(The Addict)
Charioteer

AddictZephyr.jpg

Zephyr

(The Addict)
Companion

Beast Rook.jpg

Cavalier

(The Beast)
Fortunate Artisan

Beast Kit.jpg

Kit

(The Beast)
Scavenger

ConfSRExo01.jpg

Exo

(The Confidant)
Centurion

ConfSRMaylis01.jpg

Maylis

(The Confidant)
Breeder/Artisan

ExpSR Catch.png

Catch

(The Explorer)
Midwif--husband, damn it!

ExplorerSR Fang.jpg

Fang

(The Explorer)
Polecat (Centurion)

Fynch.png

Fynch

(The Fatalist)
Moonshiner

Hotmathgif.gif

Hot Math

(The Fatalist)
Bean Counter

MarkPortrait.jpeg

Mark

(The Gambler)
Keeper

Inara-serra-firefly-cosplay-3.jpg

Lyra

(The Gambler)
Companion and Breeder

Loner1 Meat.jpg

Meat

Also Known As:
Meat

(The Loner)
Confessor

Loner Tak.jpg

Tak

Also Known As:
Tak

(The Loner)
Artisan

Anchor.jpg

Anchor Man

(The Martyr)
War Kid

Timmy.jpg

Timmy

(The Martyr)
Lab assistant

Junker.jpg

JunkWonderful

Also Known As:
Junker

(The Optimist)
OrganicMechanic

SKIDMARXXX.jpg

SKIDMARXXX

Also Known As:
Skidz

(The Optimist)
Children of War

PD-Bird1.jpg

Bird

Also Known As:
Dinner

(The Pedagogue)
Finder of Shiny Things

Cade1.jpg

Cade

(The Rogue)
Savvy Pharmacist

Sprocket1.jpg

Sprocket

Also Known As:
Roadkill

(The Rogue)
Weather & Explosive Ordinance Detector

Scholar 2 sr dash mm.jpg

Dash

(The Scholar)
Gearhead

Scholar 2 olivia mm.png

Zayith

(The Scholar)
Savvy (Reaper)

LR-ts-usr1.jpg

Chug

(The Thrill-Seeker)
War Kid

KellaSR.jpg

Kell

(The Visionary)
Translator

RookSR.jpg

Rook

(The Visionary)
Seige Engineer/Defenses

Central Casting

AuntyEternity.jpg

Aunty Eternity

Ruler of Bartertown

FatherFortune.jpg

Father Fortune

Also Known As:
The Most Fortunate, The Gods' Father

Member of the Triumvirate

Gran.jpg

Gran

Also Known As:
The Old Woman, Gandma Fate

Cult Leader

Green-Man.jpg

The Green Man

Also Known As:
Mr. Green

Member of the Triumvirate

JennyF.jpg

Jenny Feylan

Also Known As:
Black Jenny

Vigilante Raider Leader

Lusulphur.jpg

Lou Sulphur

Also Known As:
Lusulphur, Big Lou

Overseer of Gastown

OldMac.jpg

Old McDonald

Also Known As:
The Bullet Farmer

Overseer of the Bullet Farm

Ringmaster.jpg

The Ringmaster

Proprietor of Thunderdome

Mother-War.jpg

Mother of War

Also Known As:
War Mother, Mother War, Mom

Member of the Triumvirate

2019-11-17
Birds of Different Feathers Flock Together
(2019-11-17 • Sanctuary - Prime - Gilded Cage) Phoenix and Eden take personal quality time together in the bathing pool before starting their day.
2019-11-16
Meow Motherfucker
(2019-11-16 • X Hut) Kitten and Xavier unconvincingly claim they are sober for KTT and Faustina's benefit.
2019-11-16
Of Mimics and Monitors
(2019-11-16 • Sanctuary - Garden - The Farm) Phoenix is walking through the farm when he encounters Xavier and his sister, Faustina.
2019-11-14
Hold it Together
(2019-11-14 • Sanctuary - Prime - Gilded Cage) Cinder recovers after the group was waylaid on their way across the wastes. Phoenix is the world's worst choice for a nursemaid.
2019-11-14
Hatching a Plan
(2019-11-14 • Bazaar) Kitten and Evelyn strike a deal in the bazaar.
2019-11-14
Waylaid
(2019-11-14 • The Wastes) A convoy to finalize a deal with the Tribe of the Sun gets ambushed by Devil Boys.
2019-11-13
This Feather's Seen Things
(2019-11-13 • Sanctuary - Prime - Scavenger Central) Phoenix goes to find Charlie to pick up some booze for trade later, and asks if he's got any feathers for Visa.
2019-11-12
The Sanctuary Within
(2019-11-12 • Prelude: Private Companion Lounge) It's been one year since Locke opened up and let Eden in, and it's been a year of gradual progress. The pair of them have learned to share and care in transitional ways. This is one of those moments.
2019-11-12
Of Clothes and Cages
(2019-11-12 • Sanctuary - Prime - Fortunate Bazaar) Phoenix and Visa meet in the bazaar and she agrees to make him a new piece to perform in.
2019-11-11
Prelude to a Kiss
(2019-11-11 • Prelude: Private Companion Lounge) Two years ago, Locke and Eden changed the way they spend their companion time. A single moment forges a rare, intimate connection that impacts both of them in the time that follows.
2019-11-11
At the Market
(2019-11-11 • Bazaar) A few people meet in the Bazaar in front of a clothing stall.
2019-11-08
A Visit To The Garage
(2019-11-08 • The Garage) KissThisThen comes to see Kitten in the Garage about a device he'd like them to build.

Amazingly, no one is dead yet.