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Futuristic Hunt for the Codex - A future western RP - Always Open!

Uncultured

Dreamer/Cynic

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The year is 2237, just under 200 years ago, the bombs fell, leaving the world in ruin. Those who survived slowly emerged from underground vaults or survived in what untouched pockets of earth remained habitable, slowly rebuilding society in a way not seen since the fall or Rome and the emergence of the Dark Ages.

This story begins in Ohio, in a small settlement near what was once Columbus. Our characters have been cobbled together by an arms dealer only known as Teague, to retrieve an item shrouded in legend named the Codex. It's location, Nevada, and between our guns for hire and this goal is hundreds upon hundreds of miles of wasteland, feudal governments and fiefdoms, technologically advanced holdouts hell bent on the cleansing of the genetically unpure, bounty hunters, bandit holdouts, mutant hordes and militaristic kingdoms held together by iron and blood, and perhaps a religious cult or two. With nothing but willpower and a set of skills unmatched, our characters will traverse this rough and broken world in order to retrieve this item for the enigmatic man who has hired them, or potentially blackmailed them, into embarking on this adventure.

This RP will be episodic in nature. The story arches will be short, each one consisting of maybe 4-6 pages of posts taking place in a different section of the USA. Between each episode there will be a timeskip that brings our group closer to their goal. RPing an entire journey from Ohio to Nevada would take an extremely long time, and ain't nobody got time for that (see what I did there? Should have done a meme....)

Within this RP there will be a skillpoint system and dice rolling to some limited extent. Characters cannot die without your explicit permission, but they can be wounded and de-commissioned from combat for a period of time.

Mutations will also be a thing, but these are semi-realistic in nature, not superpowers. Scaled, slightly armored skin would be alright, but pyro-kenisis wouldn't be acceptable. Gills on the neck, enabling underwater breathing, would be acceptable, while super speed would be rejected, (you get the idea). These mutations have drawbacks though, those with visible mutation are commonly discriminated against, often lumped in with the savage mutant beasts of the badlands by ignorant onlookers. Many hide their mutations, while some brave few stand in the face of society and the dangers of

persecution, and flaunt them at their own peril.




Chapters




This is the current layout of the RP, each of these chapters encompass a different part of the story line that I've created. Between each chapter there will be a time skip. These chapters ARE subject to change, depending on the choices our characters make, the path we follow will change, for now, this is the path we are on but every choice we make and every decision we make can change the future of this RP. By no means is this set in stone.




Chapter 1 Akron, the gathering.


Chapter 2 Redwood


Chapter 3 Snake River Canyon


Chapter 4 Boardertown


Chapter 5 The Badlands


Chapter 6 Oasis


Chapter 7 The Shining Towers


Chapter 8 Dogs of War


Chapter 9 City of Chains


Chapter 10 Tombs of Days Past


Chapter 11 The Codex


Chapter 12 Fated Meeting


Rules




1. Keep OOC relatively clean, by no measure am I prude but please, don't be a curse machine, a few foul words are fine but when half of your text is the F-Bomb you will get a warning.


2. Be polite and respectful, always respect people's boundaries. If someone feels offended by what you're doing, stop doing it. Even if it's harmless banter in your eyes it might be perceived differently by others.


3. DO NOT god mod and/or control other people's characters, one warning will be given for this, upon a second violation you will be booted. The only exceptions are when there is explicit permission and/or someone hasn't posted in over 8-9 days (in which case the story must go on and the PC will be treated like a NPC).


4. Treat this as a realistic setting, people can be fast, agile, strong, accurate, etc, but they are still people, incapable of breaking mountains and moving at the speed of light to dodge things.


5. MY WORD IS LAW AND RESPE.... lol jk, I like to think of this a collaborative experience, any suggestions or changes you'd like to make or ask for can be brought up at any time. There are a lot of good creative minds on this website and many of you will have ideas I've never thought of, so feel free to bring them up.
 
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Mutant species





In this RP there will be many species of mutated human, sometimes called "Muties", "Metahumans", "Evos", or by some of the ignorant, "Wasteland Scum". Many half mutants exist as well, and these half mutants can be played by us. They aren't fully evolved into the next stage, but they have some of the characteristics of their fully evolved brothers.


The Sythid


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The Sythid are a reclusive race that reside in the depths of lake Michigan. Their underwater city is only known in legend and only a few land dwellers have ever set foot in the grand capital of Cytheria City. They have webbed feet and gills, along with a deep blue skin tone and vibrant eyes ranging from bright orange to violet in color. Many half Sythid, half Humans exist on the ground, never fully accepted by either the Sythid, nor humanity. These half breeds are often the result of recessive genes combining in the offspring of gene carrying humans. These half breeds vary wildly, some have webbed feet, and gills with deep blue skin, others are essentially human aside from the feint imprint of half formed gills. They lack the facial features and many of the characteristics of full Sythids, while also being set apart from humans. Sythids are the most accepted form of mutant, often seen as civilized, yet mutated humans living far from people and causing little to no conflict. They are an intelligent, agile and enigmas species, ever present but rarely visible. The half Sythids are playable characters.

The Insectoids

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The Insectoids are a race of mutated beetle, grown and bred in the Badlands by centuries of extreme radiation and mutation. These semi-sentient creatures form packs that plague traders and travelers along the outskirts of the Badlands. They are hardy, able to survive more punishment than any human, but what they have in toughness, they lack in intelligence. They are often viewed as little more than beasts preying on the weak, and for the most part, they are right. Rumors of a super intelligent Hive Queen exist, but are yet to be confirmed. If this Hive Queen does in fact exist, the possibility of an organized Insectoid civilization may hold true, but as of yet, no one has been able to make it deep enough into their territory to confirm or deny the existence of this legendary creature.

The Mutant Hordes




A Ravager

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A War Dog

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A Mauler

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A Spiker

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A Scav

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Whatever sick abominations you can imagine probably exist within the heart of the Badlands, a realm of sand and blood where radiation levels once spiked high enough to kill a man in seconds. Centuries of horrible mutations and violence has displayed the truth of Darwinism, in this realm, only the strongest survive, and here, strength is pure violence and power. The mutant hordes seemingly lack any organized leadership or civilization, infighting as much as they fight with the outsiders who wander through their lands. In recent years, the infighting of these creatures has reduced, leading some to believe that some power is now behind the scenes, bringing together the creatures of the wastes to overtake the outside world. Such speculation is unconfirmed and labelled as lunacy by many experts, but the truth is yet unknown, hidden away in the heart of darkness.

Giants

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While a single giant is capable of annihilating an entire city, the world can exhale with relief, for beneath their rough and dangerous exterior lay peaceful, childlike hearts and minds. The Giants are a result of wild mutations in the pituitary glands of humans long since dead. What these creatures have in strength, they lack in intelligence. Half human, half giants, born out of recessive genes in normal humans do exist and are playable. The half giants generally stand 7-8 feet tall, and often suffer some of the mental deficiencies of their larger brothers. Half giants are extremely strong and durable, but often suffer from poor eyesight and slow movement, making them poor with firearms and poor at dodging attacks, although this is remedied by their incredible strength and toughness.

The Reptilians

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The reptilians are the mutated descendants of the crocodiles of the Everglades. These creatures are known for being slick of tongue and excellent barterers, traders and businessmen. Their underhanded and "cold blooded" (lol, intended) ways of dealing with partners creates a culture of un-trust among humans. They're often poor marksman due to their issues with depth perception, but they're almost always experts with a blade or some other kind of melee weapon. Their scaled skin and cold blood also makes them resistant to heat and slashing attacks, and their snail like metabolisms make them able to go weeks without food. Their primary weaknesses are their eyes, which lack quality perception of depth and their need of sunlight in order to maintain a good core temperature.​
 
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Weaponry

Technology in this world varies greatly. For every man with a magnetically enhanced rail gun, there is one with a rusty revolver.






#1. Hand made firearms

The first major type of weapon that can be found in the world are home made firearms, these range in quality from extremely low to extremely high.


These homemade guns, often called "Gats" range from the mundane and ordinary to the flamboyant and insane, it all comes down to the requirements of the purchaser and the skill of the craftsman. Guns in this world can be made by many. In some ways, a gunsmith is like a blacksmith of olden days. It seems that every town, village or ruddy settlement has at least one gunsmith with their own unique flair, imprinted on the weaponry through both the design and a brand/seal of craftsmanship.

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#2, Relics and "Old World" Guns


Relics and Old World guns are remnants of the world before the bombs. Through various means, these weapons stay within the circulation of firearms, somehow remaining active in one gun hand or another. Many times, these weapons are found in old military stockpiles, left untouched for centuries, and in other cases the weapons have indeed been in circulation for two centuries, and these weapons are many times as homemade as the first category, often sporting more replacement parts and patch welds than original parts.

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#3. Mag Rifles and Energy weapons


These weapons are extremely rare, built by technologically advanced holdouts still active in certain regions. They are not usable by our characters in the beginning of the RP.

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#4. Explosive Rifles



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These heavy rifles fire large, block like projectiles that explode upon impact. Their recoil is legendary and their accuracy is poor, but a single clip of explosive rounds can blast out a wall and whatever unfortunate souls dared to stand behind said wall.




#5. Pipe launchers and RPGs


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Homemade RPGs and tube launchers can be found by those with enough motivation. They're not exactly "rare" but they definitely don't grow on trees.






Armor

Armors in this world are very straightforward and simple. Anything that can exist in real life, today, can be used in this RP along with an armor that is yet to exist called Combat Polymer Armor, which is a composite material made up of a dozen or types of material, providing a very solid amount of protection against most attacks.

Power armor exists in this world but is only used by technologically advanced societies that exist outside and away from the realm of most people. These groups remain behind high wall and locked gate, only sending out men on rare occasions to do the unknown, sometimes sinister bidding of their leaders.






 
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