Yang Xiao Long
Sunny Little Dragon
The Blight
The blight affected plants first, changing the DNA of most domesticated crops at the base level, killing the food sources of the human race one by one, driving humanity into starvation and desperation with each passing month. Everyone, from local farmers to scientists, both domestic and abroad worked tirelessly, searching for a cure, but the ever evolving nature of the virus stumped the combined efforts of humanity and soon a new reality had come with the dying of the final few crops. A reality dominated by hunger and death, where the lucky half who lived survived on sustenance bars made of processed insects and synthetic fats made in factories, where fresh food was a delicacy for the super rich, where dust storms raged as a result of topsoil displacement, where there was no hope.
Those who survived the initial wave of famine, approximately half of all people that is, continued on in the depressing reality that was the world. Many feared a collapse was imminent, that world war was assured, but against expectations, the conditions remained the same for the time being, but all was soon to change.
In the year 2042, seven years after the beginning of the famine, the blight evolved into something greater, something more deadly. The virus began to affect people in the same way that it had affected plants, regarding genetic mutation that is, but unlike the changes in plants, which had been deadly to the host, the changes in humans created the Reavers.
The Reavers, also known as Roamers and Manics, have conquered much of the world at this point in the timeline. The airborne strand of the Blight is deadly to all but 10% of the human population, and it is this ten percent that survive within small settlements scattered about the world, hiding from and fighting against the endless hordes of Reavers who have taken the world.
Pleasanton
The city of Pleasanton is, ironically, far from pleasant. Sure, it's a far better deal than most places outside of the walls, but that doesn't make it a great place to be. Petty crime is a constant and the claps of gunfire come from the walls as much as the slums, a further irony considering that the Reavers are a near constant threat on the perimeter. There are however, many amenities that one wouldn't find elsewhere. These include.
The Capsule
The Factions
Technology
Important Links:
The Blight [Chapter 1: The Calm Between]
Futuristic - The Blight [Characters]
Our primary OCC: Discord - Free voice and text chat for gamers
The Blight [A Soldier of the Wasteland]
A Quest running alongside the RP. Feel free to join in, as it may help expand your view of the world.
The blight affected plants first, changing the DNA of most domesticated crops at the base level, killing the food sources of the human race one by one, driving humanity into starvation and desperation with each passing month. Everyone, from local farmers to scientists, both domestic and abroad worked tirelessly, searching for a cure, but the ever evolving nature of the virus stumped the combined efforts of humanity and soon a new reality had come with the dying of the final few crops. A reality dominated by hunger and death, where the lucky half who lived survived on sustenance bars made of processed insects and synthetic fats made in factories, where fresh food was a delicacy for the super rich, where dust storms raged as a result of topsoil displacement, where there was no hope.
Those who survived the initial wave of famine, approximately half of all people that is, continued on in the depressing reality that was the world. Many feared a collapse was imminent, that world war was assured, but against expectations, the conditions remained the same for the time being, but all was soon to change.
In the year 2042, seven years after the beginning of the famine, the blight evolved into something greater, something more deadly. The virus began to affect people in the same way that it had affected plants, regarding genetic mutation that is, but unlike the changes in plants, which had been deadly to the host, the changes in humans created the Reavers.
The Reavers, also known as Roamers and Manics, have conquered much of the world at this point in the timeline. The airborne strand of the Blight is deadly to all but 10% of the human population, and it is this ten percent that survive within small settlements scattered about the world, hiding from and fighting against the endless hordes of Reavers who have taken the world.
Pleasanton
The city of Pleasanton is, ironically, far from pleasant. Sure, it's a far better deal than most places outside of the walls, but that doesn't make it a great place to be. Petty crime is a constant and the claps of gunfire come from the walls as much as the slums, a further irony considering that the Reavers are a near constant threat on the perimeter. There are however, many amenities that one wouldn't find elsewhere. These include.
- Power
- Running water (in certain places)
- A small cinema that plays old movies
- Community sports teams
- A well stocked marketplace
- Commercial District
- Governmental District
- Southern Residential District
- Northern Residential District
- Capsule District
The Capsule
The Factions
- The Raiders
- Wanderers
- Red Mask Mercs
- The Pleasanton Militia
- National Security Force
- The Church of the Masters’ Will
The Raiders are the most badass MFers in the entire city. These are the guys who give the wall a middle finger and head out into the wasteland to take on the Reavers head on. These guys (and girls) find old technology and seek out repair parts for the capsule. They also map out unexplored land and report on any other cities that they find. Within their ranks are Soldiers, Engineers, Medics, Battle Techs and Stealth/Sniper specialists. They use high tech weapons such as railguns and pulse weaponry. They have a heavily electronic set of weapons that can destroy and/or disable vehicles and enemies alike. Their armor is high resistance to bullets and they use helmets that come with built in HUDs and advanced sensors. Most Raiders are militaristic in nature and will operate in groups called fireteams. Raiders though allowed to take assignments from Pleasanton’s public bounty board, have a quota of missions they are required to undertake from the Capsule’s assignment roster.
The wanderers are the people who, for one reason or another, haven't found a home. Cities and settlements aren't that common so most of these people have simply had bad luck or have lost trust in humanity after running into one too many road gangs. Those wanderers who have remain alive are hardened and experienced at this point in time, and in some ways they are more badass than even the well equipped Raiders. Unlike Raiders, who are mostly military minded/straight edged etc. Wanderers can be anything from quiet and subdued to outright insane. Wanderers don't have the best of anything but they can have some of everything and their equipment is the most varied as they use whatever it is they find and repair.
The Red Masks are a group of mercenaries who operate throughout the wasteland as a fighting force for the highest bidder. Recently they've fallen on hard times after several bad defeats and they are nursing their wounds while staying in Pleasanton. Some have opted to work for the city in a limited capacity and for the short term they are allies of the city that is giving them refuge. Their weaponry is often crude but extremely powerful. They use a myriad of explosive bolt weapons that fire exploding cartridges that detonate on impact which is extremely effective against Reavers and unarmored targets. The Red Mask is consisted of everyone from ex military types and recruited Wanderers to ex bandits and criminals, as a result of their motley (and sometimes unsavory) background, they are known for being wild in nature and hard to control, and are easily identified by their distinct ballistic masks.
The Pleasanton Militia is what stands in for a military and police department within the walls of Pleasanton. It’s members come from all walks of life and have a mirrade of past experiences all joined together in one common pursuit, the protection of Pleasanton’s populous. More loosely organized than the Raiders the Militia is a group of volunteers who have received training from veterans of the old world that made the decision that it was important for Pleasanton to have its own force to defend itself outside of the Raiders. Many Wanderers find themselves as members of the Militia after settling down in Pleasanton. Despite the fact that each militiaman is expected to bring their own equipment the Militia is primarily armed with conventional firearms and homemade body armor. Quite a few militiamen also moonlight as bounty hunters taking missions from the bounty board in their off time.
The NSF, or National Security Force is a remnant of the government that has attempted to reconstruct the infrastructure of the old world. Believing in the sovereignty of the long dead US government, they have attempted to conquer and subjugate cities in order to reform an empire. Many members of the NSF have defected over the past decade due to the increasingly brutal tactics of the NSF. The NSF troops are the best trained and the most experienced troops out of any faction, but they lack the technology that the Raiders have made/found in the capsule. They don't have environmental suits like the Raiders but what they lack in fine electronic tech, they make up for with elite training and solar powered Hardsuits.
These Hardsuits are small personal mechs and very limited. They are SLOW AS HELL and have bad handling. They CANNOT jump or dodge at all, think of them like you'd think of tanks, except these things have legs. They take damage and stay alive and serve as sponges for enemy fire. They do not fly or run or dodge or do anything that requires agility. Furthermore, they can be crippled by Raider battle techs who can disable the electronic systems of the walkers quite easily.
The NSF will serve primarily as an Enemy in the RP. Therefore players are not able to make a character belonging to the NSF. Players wishing to have an NSF character must make a defector.
The Church of the Masters’ Will is a cult founded in the aftermath of the Blight believing that the Blight was not a random act of nature, but the plan of some higher being in order for the human race ascend their mortal bonds. Unlike many other cults founded in the aftermath of the Blight the Church is well organized and do not neglect everyday day affairs in order to follow their zealous beliefs. Though there are many secretive aspects of their religion one major aspect that is commonly known is their willingness to infect themselves with the Blight, often leading to disfiguring mutations. Despite some of the more extreme things that the Church has been accused of, they maintain a surprisingly charismatic public face. Though there are some that have left the Church, most who convert remain extremely zealous. Most current and ex-members of the church cover their faces in order to hide their mutations and fit in better with other survivors.
Much like the NSF, The Church is not an available faction for players to be a member of. If a player wishes to make a mutated character they must make a church exile. Exiles have generally been first hand witnesses to the horrors of the church, and have left of their own volition. They are seen as traitors and heretics by members of the church.
Technology
Firearms have been the main way humans have killed each other for several centuries now. Using a chemical explosive to hurl a projectile going several times the speed of sound at a target firearms are extremely deadly to an unarmoured target, and even armoured targets with the right ammunition. Firearms are a staple of life in the wasteland given their relatively simpleness to manufacture and their ruggedness to the environments of the wasteland. Firearms come in all shapes and sizes, and can be found almost anywhere.
Coilguns are conventional ballistic weapons that have been modified to utilize the power of magnetism to accelerate the speed of the fired projectile. The added speed, mixed with armour piercing rounds can decimate armored opponents and unarmoured opponents alike. Coilguns come in every size and shape and aside from shotguns they encompass all forms of basic weaponry. Coilguns are the weapon of choice for Raiders and their accuracy with them is legendary. Though effective and very damaging in combat against armoured targets, Coilguns are high maintenance weapons though not nearly as much so as Pulse Weapons.
Bolt Throwers, used by the Red Mask, fire large slugs that are filled with explosive or flammable materials. These weapons, due to the size of their bullets, are inaccurate and quite loud, but what they lose in accuracy, they make up for with brute strength and killing power. These weapons can bring down walls and pulverize cover easily, and body armor provides little protection from the bone crushing explosions let off by these weapons. Despite their seemingly questionable construction and volatile ammunition, Bolt Guns are very rugged.
Pulse weapons are the only electronic based weapons in this world. Pulse weapons use a powerful electromagnetic pulse to displace the air, creating a wave that can rip skin off bone and send armored opponents stuttering backwards. Pulse weapons are accurate and powerful, but they lose damage over range and are best suited for up close and personal encounters, they also have the nasty habit of temporarily frying electronics.Generally speaking, the best pulse weapons are similar to shotguns. Pulse weapons are used heavily by the NSF who have the resources to manufacture and maintain the complex maintenance intensive weapons.
Hardsuits are walking tanks, slow, very unagile, tough and well armed. They can move up to speeds of roughly 20-25 mph with a full head of steam but they lack the coordination to execute tight turns and nifty maneuvers. They usually carry an array of explosive based weapons and basic large caliber weapons systems, although their configuration is customizable and no two hardsuits are ever exactly the same. In terms of defensive capabilities many mech have heavy armour plating supplemented by some sort of defensive countermeasures such as a tesla field, chaff, or a trophy system. In terms of power hardsuits have two primary means of power that they tend to be used with, fission batteries that are long lasting but are expensive and require coolant, or solar power which is relatively cheap but limited in use. Due to the cost associated with fission batteries most hardsuits are solar powered, which generally restricts them to using ballistic weapons.
Raider Armour is some of the best environmental gear available in Pleasanton. Manufactured and designed by the Capsule’s scientific staff, it is easily one of the best pieces of protective equipment outside of a hardsuit available in the wasteland. Raider armour generally consists of a lead lined body glove, kevlar II vest and padding, and a self contained air supply, and several solar panels. Despite all of the technology within the rest of the suit it’s centerpiece is the advanced combat helmet that contains an advanced heads up display and sensor suite. These sensors include infrared, sonar, and EM vision modes coupled with a motion tracker gives a raider a heightened awareness of the battlefield that no one else could hope to match. Raider Armour is extremely expensive to manufacture and rare. The only people with access to it are the Raiders themselves, though every now and then a fallen Raider’s suit may appear on the black market.
Tesla Fields were developed by the NSF In order to better defend vehicles and hardsuits against anti-vehicle weapons. A Tesla Field is a defensive system of Tesla coils covering a vehicle or a hard suit coupled with a defensive computer that generates a static field around the protected object in order to defend against projectile weapons. When a fast moving projectile enters the field a Tesla coil will discharge in order to redirect it or detonate it prematurely. Tesla Fields generally replace the trophy system normally found on NSF Hardsuits or vehicles if they are fission powered, as the drain from a Tesla field normally would be too high for a solar powered system.
Generally referred to as the Serum, or the Baptism by members of the Church. The serum is a syringe of Reaver blood matching the blood type of the initiate mixed with several other drugs to assist in the transmission of its effects. Used only by Church members during their initiation, the serum leads to mutations including glowing yellow eyes, the skin becoming more yellowed and leathery, a light sensitivity, a flattening of the face, sharper almost fang like teeth, a sensitivity to heat, and a more pronounced skull structure. Some unlucky members can also go through one or more of several rarer mutations including an increase in height and a decrease in muscle mass, an increase in muscle density, the fingers becoming almost claw like, a second set of eyes more similar to a Reaver, and possibly even a split mandible like jaw. People who have been a recipient of the serum also tend to have regular headache, especially in large groups of people for some unknown reason. Those who have left the Church after receiving the serum have also been noted to have a higher than average willpower, and mental acuity though it's unsure if the serum cause this or if it’s simply a trait that Exiles share.
Important Links:
The Blight [Chapter 1: The Calm Between]
Futuristic - The Blight [Characters]
Our primary OCC: Discord - Free voice and text chat for gamers
The Blight [A Soldier of the Wasteland]
A Quest running alongside the RP. Feel free to join in, as it may help expand your view of the world.
Last edited: