(This is a post-apocalyptic RPG, just incase anyone was wondering)
As oil supplies dwindled, unrest grew. Hunger for war grew as well. War meant plunder and plunder meant more oil and food both of which all nations didn't have enough of.
Due to well placed investments your families found themselves swimming in money. Intelligently, seeing the wars to come and the future so bleak, your famines invested in a large bunker hidden away in a hill far enough away and secluded enough to hide but close enough to easily escape to.
Three years after the bunker's completion war was declared on the nation. A power house rolled in and met heavy resistance. Two of the most powerful nations now on their knees battering each other for what few resources they could still fight over.
Many of the worlds laws and human rights have been thrown away at this point. Chemical and biological warfare had become common again. Everyone would soon regret abandoning the rule against this.
After a series of biological attacks your families decided to escape to the bunker and seal themselves in.
Now a year and a half later the doors to this bunker are being opened again, what was once a safe haven from the outside world now required it's help. A new human engineered plague had found it's way into the bunker slowly killing off members of the families. Several were killed immediately after it's outbreak on the inside and many found ill.
Some like you however are immune to the plague.
To keep this safe haven from collapsing you are all being tasked with going out and finding a cure and bringing back healthy bodies to replace those who died and to spread out the gene pool. When your journey is over the bunker will be sealed once more and not opened till the world outside has forgotten itself and the reconstruction of a new world may begin.
You do not know what to expect in the wastes but your families have been well prepared for a multitude of events.
(Waiting for players to join for intro)
More about the families-
The Jacobs:
Center of wealth: Oil and Medicine
General information:
-Most members are cocky
-Known for their intelligence but not their strength
-Have an affinity for the finer things in life
The Hammonds:
Center of wealth: Agriculture
General information:
-Most are very social and charismatic
-Known for their strength and size
-Are very simple low maintenance people
The Webers
Center of wealth: Weapons
General information:
-Most are outgoing and brave
-Known for their boldness and courage
-Varied levels of pamperedness
Character sheets-
Name- (has to have one of the three families last name's)
Gender- (doesn't make much difference in game)
About- (just a little bit about your character's personality)
Skills- (you have 8 skill points to spend, you can spend multiple skill points in the same skill. Skills add or subtract their number of points from your rolls in your favor with a max of three points per skill)
Skills list-
Combat:
-fire arms
-hand to hand
-melee weapons
-non-gunpowder ranged weapons
Science:
-explosives
-electronics
-repair/maintenance
-general medicine/medical skills
Survival:
-hunting/fishing/ambushing (this can be used for combat too)
-weapon making
-survival skills (fire making, finding edible plants, making a tent/place to sleep, etc)
Speech:
-barter
-negotiation (getting information out of people)
-charisma (getting people to do things for you)
(Charisma and negotiation are almost the same so use either or)
(Once I have four people ready to play (or fewer if no one else joins) I will give the intro to start the game. Feel free to ask questions here or PM me whichever you feel like doing)