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Author Topic: Firelands [SG]  (Read 982 times)

cerapa

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Firelands [SG]
« on: July 26, 2016, 01:46:58 pm »

Bathed in nuclear fire, the old world died a long time ago. A new one has grown in it's ashes.

Forests have grown where there were once great cities, filled with life and the descendants of those who lived through annhilation. The continent is filled with life and plants and animals of all kinds. Radioactive storms occasionally cleanse areas, and many ruins are untouched by even bacteria, yet life floursihes elsewhere.

To the south, a radioactive wasteland once stood, devoid of all life. It now sprouts strange blood-red plants and a pitch black moss that covers the ground. Every year clouds of poisonous spores blanket the north, seeking to spread the darkness even further. Pockets of this have already sprouted in many places, and are slowly killing the forests around them.

Great clans of the forest war over the artifacts of the old world. Thousands die exploring the remaining ruins of the old cities, looking for the things that would bring them glory and establish dominance for their clan. Vast stores of hoarded technology sit in the villages of the greater clans, waiting for an emergency bad enough to merit their use.

The radioactivity of the surface has begun to lower, raising the alerts of orbital stations. Tens of thousand left to fend for themselves after the apocalypse, waiting for their chance to return to the surface and regain their birthright. Stations fall from orbit every year, burning large trails in the forests. Spacers establish their petty kingdoms, driving out or enslaving the native clans, and subsequently die from disease and starve when their equipment finally fails.

Deep within the mountains, dozens of vaults have begun to open their doors to the outside world, having observed it for all this time. They wish to claim the surface as their own, to breathe free once more. And yet their own bodies fight against them. Having spent numerous generations sheltered from even the sun, they have become vulnerable to the radiation that now blankets the earth. And yet they still come, equipped with advanced weaponry and hazmat suits.

And near the coast, something disturbing has taken root. Grand towers of glass and aluminimum stand gleaming in the sun. No man has seen the sea in a hundred years, and anyone who tries is never seen again. At times groups of men covered in advanced armour ride from the towers in large trucks. They kill or abduct anyone or anything in their path. The glowing men cause whole tribes to flee, the soft light of their armour signaling imminent death.

There is not a single living being who does not consider the planet to be their birthright and wars powered by the technology of old and caused by petty differences are the usual state of affairs. You are a part of this world.



This is a suggestion game where you will be playing as a person living in this world. The most highly voted plan wins. Skills and other such things are applicable when you can reasonably justify their uses. Bonuses are quite strong, combat is quite deadly, and a person without a relevant skill is very likely to lose to someone with one, so exercise caution.


Name:

Faction - Your people
Pick 1:

[ ] Tribals - The disparate clans that live in this world. A hardy people suited to living in this world, with an innate understanding of its dangers. Unburdened by a reliance on old technology, they do not need to scavenge to survive and are free to evolve and seek their own path.
Bonuses: Radiation resistance, Lore, Survival Skills
Negatives: None

[ ] Spacers - The people of the orbital stations. Every spacer is raised from birth to maintain their station, and as such are capable of maintaining old technology. Their life in space has left them unsuited for the ground, and they rely on both water purifiers and hydroponic farms to keep them alive and free of the diseases of the ground.
Bonuses: Advanced Technology, Repair Skills,
Negatives: Disease vulnerabilty

[ ] Vaulters - The people of the underground vaults. The vaults are safe and secure, the air clean, the water purified. Without exposure to radiation, they did not evolve to resist it, leaving them pale and vulnerable. Yet they still observed, and know much about the outside world.
Bonuses: Advanced Technology, Survival Skills
Negatives: Radiation vulnerabilty


Nature - The way you were born and raised. An unchanging part of you.
Pick 2:

[ ] Strength - Your sword can cut a rock, you spear can pierce through steel, your fists can crush a skull, your axe can fell a forest and your hands can raise a castle.
[ ] Endurance - When others rest, you keep watch. When others cough, you care for them. When others touch the things that glow, their hands cover with boils, but yours do not. When others die, you live.
[ ] Dexterity - Your body is a tool. Something to be used and mastered. Even the slightest twitch should have purpose, even the most trivial movement should have grace.
[ ] Perception - A disturbed patch of grass can mean prey. Even the smallest gesture can mean someone's strength or weakness. Hidden signs are all around you, and you see more than most.
[ ] Intelligence - The world is chaotic and ever-changing. You see the patterns in it all. What things used to be in the old world, and what things could be in the new.
[ ] Cunning - Everything has purpose and desires, from beasts to humans to the machines of old. You know what they will do, and you know how to use it to your advantage.


Traits/Skills - The things you have learned or experienced during your life.
Pick 3:

[ ] Marked For Research - A tracking chip is implanted deep into your spine, marking you as a research target. The glowing men ignore your presence as long as you ignore theirs.
[ ] Friend of [PLAYABLE_FACTION] - This faction knows you as a friendly face. You know their customs and traditions and do not need to fear unintentionally offending them.

[ ] Frightening - Beasts and men alike fear your gaze.
[ ] Smooth Talker - Honeyed words pour from your mouth.
[ ] Socially Perceptive - You notice things about people, they reveal their skills and intentions to you whether they want to or not.
[ ] Inspirational - The people around you feel purpose, they would follow you to their graves.

[ ] Mastered Weapon: [WEAPON_TYPE] - You know them. You know their strength, and you know their weakness.
[ ] Expert Blocker - Arrow or sword, spear or axe, it matters not. They shall not hit you.
[ ] Ferocious - Your attacks carry an unmatched ferocity.

[ ] Radiation Resistant - The soft glow has little effect on you.
[ ] Disease Resistant - Unclean water and uncooked food have never bothered you.
[ ] Thick Skin - You can be stabbed, beaten, shocked or worse, and you somehow make it out alive.

[ ] Hunter - Beasts are your prey. Their tracks are your friends.
[ ] Scavenger - You cannot look at a ruin without becoming overcome with thoughts of what it may contain. More often than not, you are correct.
[ ] Traveller - You know the paths to take and which not to take. You are rarely, if ever, lost.
[ ] Trader - Among your people you are known as a trader. You know how to haggle and what goods a place produces.
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Tick, tick, tick the time goes by,
tick, tick, tick the clock blows up.

vishdafish

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Re: Firelands [SG]
« Reply #1 on: July 26, 2016, 02:51:20 pm »

Name: Jethwor Ugedi

Spoiler (click to show/hide)

Is this alright?
« Last Edit: July 26, 2016, 03:15:21 pm by vishdafish »
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cerapa

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Re: Firelands [SG]
« Reply #2 on: July 26, 2016, 03:06:16 pm »

You only picked one from nature.
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Hawk132

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Re: Firelands [SG]
« Reply #3 on: July 26, 2016, 03:23:58 pm »

Name: Vincent Gray
Faction: Spacers
Nature: Perception, Intelligence
Traits/Skills: Socially Perceptive, Disease Resistant, Sword Master.
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Perplexicon: A New Arena - Abandoned, but feel free to give it a read.

Andres

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Re: Firelands [SG]
« Reply #4 on: July 26, 2016, 09:43:39 pm »

Name: Jakar
Faction: Tribals
Nature: Strength, Perception
Traits/Skills: Inspirational, Radiation Resistant, Scavenger
« Last Edit: July 27, 2016, 04:07:26 am by Andres »
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

Funk

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Re: Firelands [SG]
« Reply #5 on: July 26, 2016, 10:06:09 pm »

Name: Jakar
Faction: Tribals
Nature: Strength, Perception
Traits/Skills: Friend of Tribals, Radiation Resistant, Scavenger
+1
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

cerapa

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Re: Firelands [SG]
« Reply #6 on: July 27, 2016, 02:46:48 am »

Being a friend of tribals and a tribal yourself is a bit overkill. You already know the customs of your own people.
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Andres

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Re: Firelands [SG]
« Reply #7 on: July 27, 2016, 04:07:23 am »

Being a friend of tribals and a tribal yourself is a bit overkill. You already know the customs of your own people.
Ah, I thought that the multiple tribes were competing with one another, not that they were a single entity. Switched to Inspirational.
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All fanfics are heresy, each and every one, especially the shipping ones. Those are by far the worst.

cerapa

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Re: Firelands [SG]
« Reply #8 on: July 27, 2016, 04:30:22 am »

There are multiple tribes. There are also different vaults and spacers from different stations. People within a faction compete, but they can communicate with each other relatively freely.

The Friend Of Blablabla means you can communicate with a different faction without making them think you want to steal their stuff and burn their houses to the ground.
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NRDL

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Re: Firelands [SG]
« Reply #9 on: July 27, 2016, 04:57:23 am »

Name: Jakar
Faction: Tribals
Nature: Strength, Perception
Traits/Skills: Inspirational, Radiation Resistant, Scavenger

+1 Nice, very Fallout 2-ish
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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.