This is for an existing RP, looking for new members to join our story!
Actual Thread:
http://www.escapistmagazine.com/forums/read/362.228938-The-Twisted-Earth-Post-apocalyptic-Role-play-Started-Accepting-sheets-by-PM?page=1
"TRIBALS"
The tribal character comes from a primitive community, probably dominated by a central family figure or group of close-knit family heads. Technology in such a culture is generally limited to what a man can do with his bare hands (animal skins for clothes, stones as tools, etc.). Caves are the most likely shelters for this type of community, though some might possibly use burnt-out vehicles or some other ?shell of the Ancients? (without any knowledge of its former use, of course). Warriors typically form the upper ranks of such a community, as they alone can protect it. The tribe would tend to frown upon pursuits not directly related to survival, seeing them as wasteful and capricious. Science and non-religious art would be considered worthless in such a group.
"RITUAL PRESERVATIONISTS"
Characters of this background come from communities who know how to use the technology of the Ancients but have lost the understanding of why that technology works. Advanced electronics and weapons, though still usable by the community, are viewed as religious relics or treasured artifacts and are sometimes even worshipped. Communities of this type are generally led by their scientists, who only barely manage to keep the technology running sufficiently to wow the masses. Technology that is destroyed cannot be replaced, as these people only know how to use the stuff, not repair or recreate it.
"DEGENERATES"
Communities of this type were once?often within recent ancestral memory?capable of fully understanding the technology and culture of the Ancients. Now, however, due to circumstances such as constant war, civil unrest, or a communal need to focus on other aspects of survival, the community has degenerated. A Degenerate community is able to utilize the stuff of the Ancients, even their language and culture, but has lost all sense of context. Very few citizens remember much at all about where this technology and knowledge comes from. Such communities are generally on the decline, and will at some point likely break up or fall apart.
"RESURRECTORS"
Communities of this type are rediscovering the technology of the Ancients and are beginning to understand the true nature and uses of Ancient devices. They are able to re-activate computer systems, robots, power stations, vehicles, etc. More advanced communities of this type have even developed the know-how to repair and maintain such technology. With the right tools, members of these communities can not only make repairs to many advanced devices, but also fabricate advanced munitions and advanced electronic parts. The situation for such a community is getting closer to the way things were before the Fall, but there is still a long road ahead.
"VISIONARY REINVENTORS"
This type of community has moved beyond simply surviving or reassembling pieces of the old world. They are beginning to invent a new future for themselves. Instead of repairing the lost technology of the Ancients, these communities are beginning to create their own technology and build their own civilization. They are developing and using such things as basic metalworking, steam engines, and ingenious but simple devices to not only complement human effort, but also sometimes replace it (steam-powered machines to harvest large amounts of crops, for instance)
"GUARDIANS"
These rare communities are the self-styled guardians of all things Ancient. Such communities fully understand the culture and technology of the Ancients and utilize it to keep the upper hand in the wasteland. They can create, repair, and use advanced energy devices whenever the resources are available.
"ADVANCED"
This type of community has, for whatever reason, managed to avoid the ravages of nuclear war and the ruin of civilization, not only preserving the technology and culture of the Ancients, but also improving upon it over the years. Such exceedingly rare communities will often have even more advanced technology than the Ancients possessed, giving them an increased advantage. Such groups generally scorn the Ancients for destroying the world and consider them weak, ignorant, and even primitive in comparison to themselves. Many communities founded by artificially intelligent life forms are of this type.
This is a Hero driven, free-form Role play, you can choose what you want to do and how you do it, largely. At some point's I may direct you, or, guide you in a specific direction for story purpose's but on the most part, this is your adventure and your world to play in and to do what you want with. There is a "Storyline" as such to play through, but again, how long this takes and what will happen as the story progresses is up to you, the players and the choice's you make on your way through.
Time's the GM Will be active: 1pm - 2am GMT (UK Time)
Please only comment if you are posting a sheet, this helps avoid filling the thread up with junk.
.
User group:
http://www.escapistmagazine.com/groups/view/The-Twisted-Earth
Actual Thread:
http://www.escapistmagazine.com/forums/read/362.228938-The-Twisted-Earth-Post-apocalyptic-Role-play-Started-Accepting-sheets-by-PM?page=1
Actual Thread:
http://www.escapistmagazine.com/forums/read/362.228938-The-Twisted-Earth-Post-apocalyptic-Role-play-Started-Accepting-sheets-by-PM?page=1
So long after the nuclear war, the cities stand utterly empty. The high-rises, blasted until only skeletal remnants of black steel remain, are now vacant. This was once a world populated by seemingly endless masses; streets in these ancient centers were clogged with cars, buses, and trains. Under the sun of that peaceful era, each day saw millions living their lives, unknowing of the destruction that was to come. Bankers, lawyers, politicians, and the average man; all were oblivious to his coming fate, powerless to prevent the fiery death that awaited him. Now, in the aftermath, those few who cling to life in this twisted, irradiated landscape are nothing like the civilized race that came before. They are survivors, one and all, born of a time when the concepts of mercy and cooperation are all but alien to them. For them, each day is a struggle for resources. One man snatches scraps of meat from the carcass of some animal left by larger predators, unable to find food on his own, the rot of the decaying flesh does little to churn his impoverished stomach. Elsewhere, a desperate man digs frantically from a shallow pit in the endless wastes of desert for a handful of water. To him, particles of sand and soil mean nothing when the fever of thirst kicks in. And beyond the horizon, there are many more watching and waiting.
MUTANTS:
In the scarred and ravaged landscape of the new World are survivors?survivors that have been tempered and altered over generations through exposure to gamma and ultraviolet radiation, insidious poisons and chemicals, into creatures of a nature previously unknown. These survivors have, for the most part, come to adapt to this devastated world through mutations of their own genes. The wars that destroyed mankind left behind massive amounts of radiation and chemicals, which facilitated the mutation of all living things; plants, animals, and humans alike are forever changed and no longer resemble what they once were. Radiation has quickened the process of evolution, and the resulting mutations range from simple birth defects to bizarre and hideous deformities.
Mutants can choose what ever of the character types they wish. ( Please list Mutations in the character sheet! ) For every Good mutation, please give yourself one bad mutation, to make sure it remains fair.
Also, make sure it's not stupid-o-silly, You must be humanoid, you must retain a Human shape or form. Mutations always have a physical give away, even if it's just the eye colour.
In the scarred and ravaged landscape of the new World are survivors?survivors that have been tempered and altered over generations through exposure to gamma and ultraviolet radiation, insidious poisons and chemicals, into creatures of a nature previously unknown. These survivors have, for the most part, come to adapt to this devastated world through mutations of their own genes. The wars that destroyed mankind left behind massive amounts of radiation and chemicals, which facilitated the mutation of all living things; plants, animals, and humans alike are forever changed and no longer resemble what they once were. Radiation has quickened the process of evolution, and the resulting mutations range from simple birth defects to bizarre and hideous deformities.
Mutants can choose what ever of the character types they wish. ( Please list Mutations in the character sheet! ) For every Good mutation, please give yourself one bad mutation, to make sure it remains fair.
Also, make sure it's not stupid-o-silly, You must be humanoid, you must retain a Human shape or form. Mutations always have a physical give away, even if it's just the eye colour.
"TRIBALS"
The tribal character comes from a primitive community, probably dominated by a central family figure or group of close-knit family heads. Technology in such a culture is generally limited to what a man can do with his bare hands (animal skins for clothes, stones as tools, etc.). Caves are the most likely shelters for this type of community, though some might possibly use burnt-out vehicles or some other ?shell of the Ancients? (without any knowledge of its former use, of course). Warriors typically form the upper ranks of such a community, as they alone can protect it. The tribe would tend to frown upon pursuits not directly related to survival, seeing them as wasteful and capricious. Science and non-religious art would be considered worthless in such a group.
"RITUAL PRESERVATIONISTS"
Characters of this background come from communities who know how to use the technology of the Ancients but have lost the understanding of why that technology works. Advanced electronics and weapons, though still usable by the community, are viewed as religious relics or treasured artifacts and are sometimes even worshipped. Communities of this type are generally led by their scientists, who only barely manage to keep the technology running sufficiently to wow the masses. Technology that is destroyed cannot be replaced, as these people only know how to use the stuff, not repair or recreate it.
"DEGENERATES"
Communities of this type were once?often within recent ancestral memory?capable of fully understanding the technology and culture of the Ancients. Now, however, due to circumstances such as constant war, civil unrest, or a communal need to focus on other aspects of survival, the community has degenerated. A Degenerate community is able to utilize the stuff of the Ancients, even their language and culture, but has lost all sense of context. Very few citizens remember much at all about where this technology and knowledge comes from. Such communities are generally on the decline, and will at some point likely break up or fall apart.
"RESURRECTORS"
Communities of this type are rediscovering the technology of the Ancients and are beginning to understand the true nature and uses of Ancient devices. They are able to re-activate computer systems, robots, power stations, vehicles, etc. More advanced communities of this type have even developed the know-how to repair and maintain such technology. With the right tools, members of these communities can not only make repairs to many advanced devices, but also fabricate advanced munitions and advanced electronic parts. The situation for such a community is getting closer to the way things were before the Fall, but there is still a long road ahead.
"VISIONARY REINVENTORS"
This type of community has moved beyond simply surviving or reassembling pieces of the old world. They are beginning to invent a new future for themselves. Instead of repairing the lost technology of the Ancients, these communities are beginning to create their own technology and build their own civilization. They are developing and using such things as basic metalworking, steam engines, and ingenious but simple devices to not only complement human effort, but also sometimes replace it (steam-powered machines to harvest large amounts of crops, for instance)
"GUARDIANS"
These rare communities are the self-styled guardians of all things Ancient. Such communities fully understand the culture and technology of the Ancients and utilize it to keep the upper hand in the wasteland. They can create, repair, and use advanced energy devices whenever the resources are available.
"ADVANCED"
This type of community has, for whatever reason, managed to avoid the ravages of nuclear war and the ruin of civilization, not only preserving the technology and culture of the Ancients, but also improving upon it over the years. Such exceedingly rare communities will often have even more advanced technology than the Ancients possessed, giving them an increased advantage. Such groups generally scorn the Ancients for destroying the world and consider them weak, ignorant, and even primitive in comparison to themselves. Many communities founded by artificially intelligent life forms are of this type.

A wonderfully temperate climate coupled with family-orientated living, unmatched recreational opportunities, a reasonable cost of living and a skilled work force combine to make Ukiah, California, a superb place to work, locate a business and to establish a comfortable lifestyle.
Protected by the encircling coastal ranges, the City of Ukiah is nestled in the Yokayo valley in Southern Mendocino County. Our average summer temperature ranges from the 80s to 90s and our average winter temperature is 45 degrees. It?s a climate that?s just about perfect all year.
Situated on the busy Highway 101 corridor, Ukiah has managed to preserve its small-town feel while acting as a focal point for business and culture throughout Northern California. Our residents are pleased with the life they enjoy here, and with San Francisco only 100 miles to the south, they appreciate easy access to Bay Area resources.
Within the city limits are approximately 15,500 residents. The Greater Ukiah area, including adjacent valleys and connecting communities, is home to more than 40,000. Many people who have come to live in Ukiah have chosen our community for the high quality of life it offers.?
Protected by the encircling coastal ranges, the City of Ukiah is nestled in the Yokayo valley in Southern Mendocino County. Our average summer temperature ranges from the 80s to 90s and our average winter temperature is 45 degrees. It?s a climate that?s just about perfect all year.
Situated on the busy Highway 101 corridor, Ukiah has managed to preserve its small-town feel while acting as a focal point for business and culture throughout Northern California. Our residents are pleased with the life they enjoy here, and with San Francisco only 100 miles to the south, they appreciate easy access to Bay Area resources.
Within the city limits are approximately 15,500 residents. The Greater Ukiah area, including adjacent valleys and connecting communities, is home to more than 40,000. Many people who have come to live in Ukiah have chosen our community for the high quality of life it offers.?
The Ukiah you know is very different to the idyllic society described above. Many of the opportunities and facilities described above perished shortly after The Fall, alongside with most of the population in the surrounding area. Being protected by coastal ranges, most of Ukiah was spared massive structural damage or dangerous levels of radiation. Over time, many of the surviving buildings were adapted to fulfil new roles, or stripped to make homes for the descendents of the original Ukiah survivors.
Now, Ukiah is home to just under a thousand pureblood humans. If there are mutants here, they do not display any obvious mutations. The area is somewhat isolated, so the residents of Ukiah tend to be largely self-sufficient. The soil is relatively fertile, and the local water table contains only low levels of contamination. Traders from Crux will occasionally venture up, bringing mechanical components and various pieces of technology which the locals willingly exchange for food, purified water or finely crafted wares.
Now, Ukiah is home to just under a thousand pureblood humans. If there are mutants here, they do not display any obvious mutations. The area is somewhat isolated, so the residents of Ukiah tend to be largely self-sufficient. The soil is relatively fertile, and the local water table contains only low levels of contamination. Traders from Crux will occasionally venture up, bringing mechanical components and various pieces of technology which the locals willingly exchange for food, purified water or finely crafted wares.
The village of Ukiah is governed by a ruling Council consisting of five members, each elected for a five year term. The five members of the Council are drawn from the four major groups within Ukiah: Craftsmen, Farmers, Hunters, and Traders. The fifth member is always the oldest member of the community ? anybody who has lived a full life on the twisted earth is a respected and valued individual, considered to possess a vast wealth of wisdom and knowledge. As a mark of respect, it has been agreed that every Council member is to be addressed as either ?Brother? or ?Sister?. The current Council includes:
Brother Horst, head of the Craftsmen.
Horst is a tall, heavy set man in his later thirties. He has a thick black beard, but is bald on top. Horst is a master blacksmith, and forges fine ironware. In the evenings, he mans a bar where he sells homebrewed beers and spirits using leftover hops and grains from the harvest.
Brother Otis, head of the Farmers Union.
Otis is a middle-aged hardworking family man. He is tall, lean and black, with a scruffy beard covering his chin. He often wears a straw hat and denim dungarees. Otis runs the most successful and productive farm in Ukiah.
Brother Cameron, head of the Hunters.
Cameron is a tall, muscular man in his early twenties. He is the youngest person in Ukiah to have been elected as a council member. He has sharp, angular features and permanently wears a scowl. Cameron wears the hide of some great mutated beast on his back, a clear reminder of the fact that he is the most successful hunter in Ukiah.
Brother Fargo, head of the Traders Guild.
Fargo is a fat, greasy looking man with wiry black hair. He is loud, opinionated and brash ? all the qualities needed as a successful trader. Horst runs most of the stores in Ukiah, and as such, is considered the most successful trader in the village.
Sister Emlyn, oldest member of the Ukiah community.
Emlyn is an elderly lady, estimated to be in her mid-seventies. She is still fit and healthy, and claims to have some recollection of the beginning of The Fall. She is calm, quiet and demonstrates great wisdom when she speaks. Emlyn is deeply religious, and believes The Fall was caused by the Ancients angering The Good Man.
Brother Horst, head of the Craftsmen.
Horst is a tall, heavy set man in his later thirties. He has a thick black beard, but is bald on top. Horst is a master blacksmith, and forges fine ironware. In the evenings, he mans a bar where he sells homebrewed beers and spirits using leftover hops and grains from the harvest.
Brother Otis, head of the Farmers Union.
Otis is a middle-aged hardworking family man. He is tall, lean and black, with a scruffy beard covering his chin. He often wears a straw hat and denim dungarees. Otis runs the most successful and productive farm in Ukiah.
Brother Cameron, head of the Hunters.
Cameron is a tall, muscular man in his early twenties. He is the youngest person in Ukiah to have been elected as a council member. He has sharp, angular features and permanently wears a scowl. Cameron wears the hide of some great mutated beast on his back, a clear reminder of the fact that he is the most successful hunter in Ukiah.
Brother Fargo, head of the Traders Guild.
Fargo is a fat, greasy looking man with wiry black hair. He is loud, opinionated and brash ? all the qualities needed as a successful trader. Horst runs most of the stores in Ukiah, and as such, is considered the most successful trader in the village.
Sister Emlyn, oldest member of the Ukiah community.
Emlyn is an elderly lady, estimated to be in her mid-seventies. She is still fit and healthy, and claims to have some recollection of the beginning of The Fall. She is calm, quiet and demonstrates great wisdom when she speaks. Emlyn is deeply religious, and believes The Fall was caused by the Ancients angering The Good Man.
Otis? Farm and Odetta?s Apothecary.
Otis runs the largest farm in Ukiah, but offers aid and support to all of the farms in the local area. He owns a great deal of machinery, nearly all of which requires some degree of repair before it can be utilised again. Otis employs a number of families, all of whom live on the estate and work the land in return for wages and a share of the crops.
Otis? wife, Odetta has some knowledge of herbalism and medicine, and acts as the village physician. Odetta has delivered many of Ukiah?s babies, and can often be found brewing various concoctions and poultices for one ailment or another. Otis and Odetta are the proud parents of seven attractive daughters, whom Otis keeps a very watchful eye on.
Horst?s Smithy and Bar.
Horst is the local blacksmith and runs a large smithy near the Old Redwood Gas Station. His skills are unmatched amongst the people of Ukiah and he represents all of the local craftsmen on the Ukiah Council. He employs three full-time apprentices in order to keep up with the demand for forged ironware. Horst also pays local people for any scrap iron that they are able to collect from the surrounding area.
During the evenings, Horst runs a simple bar that consists of a counter and a motley collection of tables and chairs. Horst?s wife, Maria, will provide hot meals for a reasonable price. As there are few travellers that pass through Ukiah, there are no rooms for hire.
The Old Brewery.
Ancient Ukiah ran a successful brewery right up until the time of The Fall. Although it became inoperable throughout the years, Horst is working hard to repair the vats so that production can begin again. However, some of the valves and pipes are too difficult to reproduce using the simple tools Horst has at his disposal.
The Old Redwood Gas Station.
The Old Redwood Gas Station is an Ancient relic that survived The Fall. The station is situated inside the trunk of an old redwood tree that has not yet begun to rot. It is unknown whether or not the deep storage tanks have any fuel remaining, as the pumps ceased to work over half a century ago. For the last two years, the Old Redwood Gas Station has been home to Cameron, head of the Hunters.
Town Hall.
The Town Hall is situated in the heart of the village of Ukiah. It is a large, well kept stone building with glass windows and solid wooden doors. It is here that the Council meet to resolve any issues that might arise amongst the local populace.
The Water Still.
An old water treatment facility that manages to remove most of the harmful aspects of the local water supply.
The Stores.
A collection of repaired warehouses where various communal goods are kept. The Stores are primarily filled with dried and preserved foods, cisterns filled with purified water, surplus tools and various trade goods.
Fargo?s Trading Post.
Fargo employs a number of Ukiah townsfolk to work as storekeepers and apprentice merchants. He also employs some of Ukiah?s hunters as guards for his trade caravans when they make the journey across the wasteland to Crux. Fargo?s prices are often high, and he will rarely make a deal in which he does not profit. Fargo?s Trading post is an old convenience store that is in a poor state of repair. The windows are boarded up and the roof is patched, but it is secure enough to keep his wares safe. Fargo?s trade wagons are kept in a nearby garage, where they are maintained by Ernest, a self-styled freelance mechanic and handyman.
The Hunter?s Lodge.
Ukiah?s hunter and trapper population tend to congregate here in a communal lodge. It is a large wooden building that smells of drying hide and smoking meats. There are some beds here, as well as tanning and smoking facilities for hides and meat, respectively. The Hunters also act as guards in Ukiah and fend off any attacks from wandering mutants. There are usually between twenty and thirty hunters staying in the lodge at any one time.
The Lodge is also the home of Adam, a craftsman who makes and repairs an array of ?spikers? ? a broad term used describe any simple weapon that utilise a sharp, thrusting point, such as crossbows and spears. Adam sells these wares at reasonable prices to the locals of Ukiah.
The Wells.
Across the village of Ukiah, particularly on some of the larger farms, wells have been sunk to ensure a continual supply of water. Although not as clean as the water from the treatment facility, it is still relatively safe to drink.
The Croplands.
Situated on the eastern side of Highway 101, the Croplands are a long stretch of fertile fields that are tended by Ukiah?s farming population. A simple series of irrigation ditches draw water from the Great Lake and ensure that the crops are always well watered. Some of the farmers in Ukiah have built ramshackle dwellings on the Croplands, and there are occasional pens dotted around for securing the roaming livestock at night. Hunters will sometimes be found out on the Croplands scouring the fields for prey, or hunting fish at the Great Lake.
Outlying Terrotories:
Jonestown.
Jonestown is considered to be bad ?ju-ju? by the local population of Ukiah ? many believe the area to be haunted by evil spirits. There are stories of a group of settlers who moved there and established an agricultural colony. After a number of years a delirious trader staggered into town, claiming that the entire colony had been slaughtered by raiders. Some of the townsfolk went to investigate the area, only to find that the inhabitants had either turned on each other or committed suicide. All of the colonists ? some two hundred men, women and children were found in various states of dismemberment, scattered throughout the town and surrounding fields.
The City of Ten Thousand Buddhas.
Nestled in the mountains, halfway between Ukiah and Crux, lies the ?City of Ten Thousand Buddhas?. Prior to the fall, the City of Ten Thousand Buddhas was one of the biggest Buddhist settlements in the United States. It consisted of two large monasteries (one for monks, the other for bhikku), and over ten thousand stone statues of the Buddha. The area was seriously damaged during The Fall (a point that marks them as heathens, as far as Sister Emlyn is concerned). All that remains today are the overgrown ruins of the monasteries and a ?forest? of broken statues. No contact has ever been made with any monks or bhikku who may have survived The Fall.
San Francisco.
Approximately 100 miles south of Ukiah is the city of San Francisco ? or at least what is left of it. Today, San Francisco is a sprawling maze of collapsed and ruined structures, infested with savage and mindless mutants. Although nobody from Ukiah has ever travelled there, the few merchants that visit Ukiah warn that San Fran? is a dark and dangerous place, still saturated with radiation from The Fall.
Eurueka.
Approximately 100 miles north of Ukiah are the remains of the Ancient town of Eureka. Situated on the Western Coast, Eureka was a small coastal town that acted as a retreat for many of America?s greatest minds and entrepreneurs. Today, all that remains of Eureka is a large walled compound on the seafront. The compound remains remarkably unharmed, despite the damage to the remainder of the town. All attempts at communication have failed, and it is commonly believed that the compound is uninhabited. Ten years ago, a scavenger named Malik attempted to scale the compound walls, much to the dismay of his companions. Many variations of the tale exist, but the end result was that Malik was never heard from again.
The Great Forest.
North of Eureka lies the Great Forest. This region is rumoured to be the home of all manner of grossly mutated beast, some so great that they could swallow a man whole. Occasionally, hunters from Ukiah will catch prey on the outskirts of the Great Forest, but few would willingly venture into the forest itself. The only Hunter to have ever entered the forest and returned to tell the tale was Cameron, leader of the Hunters. It is rumoured that the hide he wears on his back was taken from one of the creatures he encountered there.
Otis runs the largest farm in Ukiah, but offers aid and support to all of the farms in the local area. He owns a great deal of machinery, nearly all of which requires some degree of repair before it can be utilised again. Otis employs a number of families, all of whom live on the estate and work the land in return for wages and a share of the crops.
Otis? wife, Odetta has some knowledge of herbalism and medicine, and acts as the village physician. Odetta has delivered many of Ukiah?s babies, and can often be found brewing various concoctions and poultices for one ailment or another. Otis and Odetta are the proud parents of seven attractive daughters, whom Otis keeps a very watchful eye on.
Horst?s Smithy and Bar.
Horst is the local blacksmith and runs a large smithy near the Old Redwood Gas Station. His skills are unmatched amongst the people of Ukiah and he represents all of the local craftsmen on the Ukiah Council. He employs three full-time apprentices in order to keep up with the demand for forged ironware. Horst also pays local people for any scrap iron that they are able to collect from the surrounding area.
During the evenings, Horst runs a simple bar that consists of a counter and a motley collection of tables and chairs. Horst?s wife, Maria, will provide hot meals for a reasonable price. As there are few travellers that pass through Ukiah, there are no rooms for hire.
The Old Brewery.
Ancient Ukiah ran a successful brewery right up until the time of The Fall. Although it became inoperable throughout the years, Horst is working hard to repair the vats so that production can begin again. However, some of the valves and pipes are too difficult to reproduce using the simple tools Horst has at his disposal.
The Old Redwood Gas Station.
The Old Redwood Gas Station is an Ancient relic that survived The Fall. The station is situated inside the trunk of an old redwood tree that has not yet begun to rot. It is unknown whether or not the deep storage tanks have any fuel remaining, as the pumps ceased to work over half a century ago. For the last two years, the Old Redwood Gas Station has been home to Cameron, head of the Hunters.
Town Hall.
The Town Hall is situated in the heart of the village of Ukiah. It is a large, well kept stone building with glass windows and solid wooden doors. It is here that the Council meet to resolve any issues that might arise amongst the local populace.
The Water Still.
An old water treatment facility that manages to remove most of the harmful aspects of the local water supply.
The Stores.
A collection of repaired warehouses where various communal goods are kept. The Stores are primarily filled with dried and preserved foods, cisterns filled with purified water, surplus tools and various trade goods.
Fargo?s Trading Post.
Fargo employs a number of Ukiah townsfolk to work as storekeepers and apprentice merchants. He also employs some of Ukiah?s hunters as guards for his trade caravans when they make the journey across the wasteland to Crux. Fargo?s prices are often high, and he will rarely make a deal in which he does not profit. Fargo?s Trading post is an old convenience store that is in a poor state of repair. The windows are boarded up and the roof is patched, but it is secure enough to keep his wares safe. Fargo?s trade wagons are kept in a nearby garage, where they are maintained by Ernest, a self-styled freelance mechanic and handyman.
The Hunter?s Lodge.
Ukiah?s hunter and trapper population tend to congregate here in a communal lodge. It is a large wooden building that smells of drying hide and smoking meats. There are some beds here, as well as tanning and smoking facilities for hides and meat, respectively. The Hunters also act as guards in Ukiah and fend off any attacks from wandering mutants. There are usually between twenty and thirty hunters staying in the lodge at any one time.
The Lodge is also the home of Adam, a craftsman who makes and repairs an array of ?spikers? ? a broad term used describe any simple weapon that utilise a sharp, thrusting point, such as crossbows and spears. Adam sells these wares at reasonable prices to the locals of Ukiah.
The Wells.
Across the village of Ukiah, particularly on some of the larger farms, wells have been sunk to ensure a continual supply of water. Although not as clean as the water from the treatment facility, it is still relatively safe to drink.
The Croplands.
Situated on the eastern side of Highway 101, the Croplands are a long stretch of fertile fields that are tended by Ukiah?s farming population. A simple series of irrigation ditches draw water from the Great Lake and ensure that the crops are always well watered. Some of the farmers in Ukiah have built ramshackle dwellings on the Croplands, and there are occasional pens dotted around for securing the roaming livestock at night. Hunters will sometimes be found out on the Croplands scouring the fields for prey, or hunting fish at the Great Lake.
Outlying Terrotories:
Jonestown.
Jonestown is considered to be bad ?ju-ju? by the local population of Ukiah ? many believe the area to be haunted by evil spirits. There are stories of a group of settlers who moved there and established an agricultural colony. After a number of years a delirious trader staggered into town, claiming that the entire colony had been slaughtered by raiders. Some of the townsfolk went to investigate the area, only to find that the inhabitants had either turned on each other or committed suicide. All of the colonists ? some two hundred men, women and children were found in various states of dismemberment, scattered throughout the town and surrounding fields.
The City of Ten Thousand Buddhas.
Nestled in the mountains, halfway between Ukiah and Crux, lies the ?City of Ten Thousand Buddhas?. Prior to the fall, the City of Ten Thousand Buddhas was one of the biggest Buddhist settlements in the United States. It consisted of two large monasteries (one for monks, the other for bhikku), and over ten thousand stone statues of the Buddha. The area was seriously damaged during The Fall (a point that marks them as heathens, as far as Sister Emlyn is concerned). All that remains today are the overgrown ruins of the monasteries and a ?forest? of broken statues. No contact has ever been made with any monks or bhikku who may have survived The Fall.
San Francisco.
Approximately 100 miles south of Ukiah is the city of San Francisco ? or at least what is left of it. Today, San Francisco is a sprawling maze of collapsed and ruined structures, infested with savage and mindless mutants. Although nobody from Ukiah has ever travelled there, the few merchants that visit Ukiah warn that San Fran? is a dark and dangerous place, still saturated with radiation from The Fall.
Eurueka.
Approximately 100 miles north of Ukiah are the remains of the Ancient town of Eureka. Situated on the Western Coast, Eureka was a small coastal town that acted as a retreat for many of America?s greatest minds and entrepreneurs. Today, all that remains of Eureka is a large walled compound on the seafront. The compound remains remarkably unharmed, despite the damage to the remainder of the town. All attempts at communication have failed, and it is commonly believed that the compound is uninhabited. Ten years ago, a scavenger named Malik attempted to scale the compound walls, much to the dismay of his companions. Many variations of the tale exist, but the end result was that Malik was never heard from again.
The Great Forest.
North of Eureka lies the Great Forest. This region is rumoured to be the home of all manner of grossly mutated beast, some so great that they could swallow a man whole. Occasionally, hunters from Ukiah will catch prey on the outskirts of the Great Forest, but few would willingly venture into the forest itself. The only Hunter to have ever entered the forest and returned to tell the tale was Cameron, leader of the Hunters. It is rumoured that the hide he wears on his back was taken from one of the creatures he encountered there.
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Age:
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Mutant Y/N:
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When choosing equipment, please refer to your character type, is it suitable and would it be practical for that character? The type is important, as it gives you a major basis for how other NPC's will interact with you and how you can interact with the world.
Please refrain from killing each others characters, feel free to get confrontational and fighty, but any deliberate attempts which have no reason behind them...will meet the GM's Hammer 'o' Doom. An example of the "Hammer 'o' doom would be: "Bob shot bill...because he was bored..." GM intervines...Just before the shot was fired a whale landed on Bobs head killing him instantly." ( Ok, so that's a bit silly, but you get the point. )
Also, please remember this is a post apocolyptic setting, you do NOT have unlimited ammunition, so please state clearly how much you have for your chosen weapon, if you choose to use a gun, maybe three or four magazines at maximum?
Other references:
The ancients, are "The people who came before, they are those who lived before the war.
The Good man, God.
Please refrain from killing each others characters, feel free to get confrontational and fighty, but any deliberate attempts which have no reason behind them...will meet the GM's Hammer 'o' Doom. An example of the "Hammer 'o' doom would be: "Bob shot bill...because he was bored..." GM intervines...Just before the shot was fired a whale landed on Bobs head killing him instantly." ( Ok, so that's a bit silly, but you get the point. )
Also, please remember this is a post apocolyptic setting, you do NOT have unlimited ammunition, so please state clearly how much you have for your chosen weapon, if you choose to use a gun, maybe three or four magazines at maximum?
Other references:
The ancients, are "The people who came before, they are those who lived before the war.
The Good man, God.
This is a Hero driven, free-form Role play, you can choose what you want to do and how you do it, largely. At some point's I may direct you, or, guide you in a specific direction for story purpose's but on the most part, this is your adventure and your world to play in and to do what you want with. There is a "Storyline" as such to play through, but again, how long this takes and what will happen as the story progresses is up to you, the players and the choice's you make on your way through.
Time's the GM Will be active: 1pm - 2am GMT (UK Time)
Please only comment if you are posting a sheet, this helps avoid filling the thread up with junk.
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User group:
http://www.escapistmagazine.com/groups/view/The-Twisted-Earth
Actual Thread:
http://www.escapistmagazine.com/forums/read/362.228938-The-Twisted-Earth-Post-apocalyptic-Role-play-Started-Accepting-sheets-by-PM?page=1