Monday, 7 December 2015

Roving ''Rusty'' Rick (Player Character)

 The Merchant and The Gentleman


 
Faction: Wanderer 

Rick is eccentric and much unlike almost everyone else in the world, has a sense of humour. He used to be a trader, but soon came to realise how unprofitable the raiders make that profession. He is now a wanderer as well as a scholar and an all round gentleman. His humour gives him a natural charm and along with the name, rusty is fairly easy – going. Above all else Rick is obsessed with history, with the time before the storms and the technology that was readily available to them.


While average scavengers search for parts, scraps or ammo, Rick is there to pick up the textbooks and half full batteries. He is an inventor, tinkerer and is well known in the Central London District for his, shall we say ''upgraded'' wares.

His passion was founded long ago, when Rusty was still a young man. He had grown up in the relative safety of an old underground subway station, in a small community of farmers. As long back as he could remember, besides the work he only had a few battered science fiction comics to pass the time. By the age he could fire a gun, he frequent lookout duty and during the the long days, Rick would dream up elaborate stories, fantastical tales of Rick and Hexa, (Hexa being Ricks then imaginary robot friend, don't ask)

As Rick grew he began to take an interest in mechanics and after awhile came to excel at it. One day a trader came into town. He had little in the way of supplies but instead sported a broken and basic robot chassis. Forfeiting his rations for three days, as well as giving the merchant his life savings a deal was stuck and so began the career of the Rusty we know today.

What started as a pet project, quickly became an obsession, he worked day and night to make the robot work. He even went as far to begin scavenging on his own, the patrols were hopeless whenever hed asked for specific parts. After much work and toil the first Mk 1 Hexa, friend and battle-bot was created, tested and given a Rusty seal of approval.


To this day he still has this companion and at every opportunity the hardware is updated. Currently Rusty is running with the fifth generation, codenamed ''Theobald''.

More recently Rusty has turned to mercenary work and takes jobs based on the chances of him finding or receiving old world tech. Some of it will be sold, some tinkered with and forgotten and more so would become improvements for Theobald.

Notes: Rusty will be fun because he will be the sole surface human whom can negate the negatives to technology. Most Surfaces only tend to shy away from it anyway because they feel that survival is more important. Rusty will also be a fairly potent combat element, guns blazing with his trusty sidekick. Im also massively looking forward to their banter and general interaction together. Oh and also Theo cant keep anythign secret so be careful! 

''Handsome'' Banan Monroe (Player Character)

A Leader and a Lover



Faction: Wanderer

The words smooth, charming and right bastard have all been used to describe the quick witted and skilled gunslinger, Banan Monroe. Banan has always been a man of many words, words that on occasion have come back to bite him.

Banan's story starts just as any other hapless wastelander. He grew up fast and quickly mastered the art of sharpshooting. His skills would end up earning him a place in a mercenary crew and a fairly successful one at that. Known at the time as the ''Deadeyes'', Banan earned a considerable small fortune for his service. His time in the gang also developed his keen, silver tongue.

This skill came to be a blessing and a curse as it happened, on the one hand, Banan was good with traders, he knew how to get the most value out of any deal, as well as being an inspiring solider. (Plus his good looks god him his nickname, of course to his comrades he was always, ''that puffed up pretty boy'') However it also inflated his ego and Banan would usually become a law onto himself on and between missions. Even though his invaluable skills as a diplomat, the Deadeyes could not have one rogue asset, soon others would follow and it would only be a matter of time before he would incite a revolt against them.

So Banan was, scheduled to be ''let go''. Sufice to say it backfired, horribly. With the decision came a civil war amongst the Deadeyes that nearly destroied them all. The stalemate ended when the two parties decided to part ways and one day they would meet again, settling their score.

Over the next decade Banan led his own small company, whom eventually settled somewhere outside of the Central London Wastes. They became a stable and effective and even wealthy community. A class system was devised, with Banan proclaiming himself a ''Nobleman''. They enjoyied several years of peace and even developed a gentlemanly culture (hence the tux's)

Reguardless, eventually the day came when the Deadeyes showed up at his door, amusingly enough by accident and looking for work. The work they found was yet again a war, but this time Banans forces were decimated and everything he built was destroyed or plundered.

Cheating death himself in the last moments of the siege, Banan now swears vengeance, claiming to one day build another empire greater than the first...

Notes: Banan is funnily enough one of the characters that will fit well into the story and development of the settlement system in Aftershock. He will get bonuses to manage the settlement and will have more knowledge than the other characters. My player wanted him to specifically work only with pistols so we shall see where his fighting ability goes...

Sunday, 6 December 2015

''The Shadow'' (Player Character)

Jack ''The Shadow'' Jones

 

Faction: Wanderer
 
The story of the ''The Shadow'' has become an urban legend told in all settlement over the Central London Wastes. It tells of a ghost whom single handedly dispatches whole raider parties. It can only be glimpsed on the darkest of nights and announces its presence only though a chilling silence. Almost none know the truth of the myth, that the shadow is really but a man, a merc in fact and a damn good one at that...


Jacks fame is something that simply amuses him, a distraction for those who will inaction. No job is or ever has been too big for him, not since the ''old man''....

Jacks story began with tragedy. Born a slave to raiders, his birth name was actually Runt. On the eve of his ninth birthday, the camp was attacked. It was chaos, the noise was deafening, to this day he still rememberer the screams of terror from his dying ''masters''. When total silence had fallen, Runt set out to find the attackers.

The Trail led to a single Man. Runt had seen his type before, a Drifter. For the hungry and tired boy it seemed like a golden opportunity. After waiting for the man settle into a deep sleep, he struck. Swiftly and silently he charged for the man's open pack, he was quick, but not quick enough.

The next thing Runt remembered was being propped up opposite the man. He proceeded to explain that he had been aware of the boy the entire time and was impressed. From this point on the two became inseparable, mentor and student. Runt shed his only name and simply became Jack.

The two spent many years together and soon the student came to outshine the ageing master. The ''Old Man'', as he was affectionately known, had lived his whole life fighting and Jack was coming to the realisation that he may not be around for much longer. Every day his old wounds were causing him more and more intense pains and in the end they both came to a grave decision.

The Old Man was dying, and he wanted a quick and clean death and most importantly he wanted Jack to carry on his legacy of wasteland justice in his stead. With his final breath he instructed Jack to head to the Capitol, there he would find his purpose.

And then a single, clean shot... The hardest contract he was ever given.

Jack has struggled to come to terms with this loss and it makes trusting others to be difficult. Since the passing of his mentor he has remained alone and has now become a target for many of the raider gangs situated in the Central London Wastes. Jack may soon come to realise that he will need more than just his gun if he is to fulfil his oath.
 
Notes: Jack will be definitely a combaty focused hero. He will also be one of the Players whom will have to look out for NPCs with a certain ''Grudge''.

Revisting Races So Far! (Rules)

The Racial Trait Experiment


As I have not posted them prior, I will paste the Racial traits of the Races so far, this will give my player the option to change before I finalise Characters!

Ark Human
Intense Training: Gain +2 In a skill of your choosing
I Come From Science!: Starts with a D6 In Technology
Inventor, Not a Fighter: Cannot Raise Melee Above a D6

Surface Human
Trust your Instincts (Edge): +2 to Perception
Moulded by a harsh world: +1 Toughness and start with a D6 in Survival
Survival First: Cannot raise Technology or Computers beyond a D6

Bright One
Reshaped: Start with Bright Ability
Overcharged: + 5 Power Points
Deadly but Fragile: -1 Toughness
Weak Eyes: Must Wear Eye-wear or else suffers -2 to all actions that require sight

Altered
Scaly Skin: +2 Armour and +2 Toughness
Experiment: -2 Charisma
Ferocious: -1 Parry

Savage Worlds is such an easy system to create and re purpose rules, quickly, easily and is a heck of a load of fun at the same time! But these are were the current Races are at as is stands, more will come in time but to begin. I want to start with only a few key archetypes, then develop more as the story progresses!

''The Devil Dog'' (Player Character)

Max Jenson ''The Devil Dog''


Faction: Wanderer

Max Jenson is no stranger to the brutal ways of the wastes. He spent many years searching for a place to fit in, to find somewhere he could excel. One day he happened across a Roach raid in progress and would go on to finally prove himself. The Roaches welcomed him with open arms and for almost a year he would ran with them.

It was destined not to last and on one fateful operation deep into UER territory his mission went bad. His crew would abandon him, leaving him to be tortured and tormented by UER militia for many days. By the third day the man had given up, he just wanted it to be over, no longer could he take the injustice that the wasteland offered.

At his lowest and darkest point, the young ex-raider was unaware of fate had in store for him. As the contingent were travelling to an unknown strong point, they were ambushed by a pack of feral dogs. Mercilessly they were systematically put down by the soldiers.

Max related to the animals, just following orders, destined to live and die by the order of someone higher. Just like him. He decided he could tolerate it no more.

Like a man possessed he broke free of his bonds, his captors still reeling in shock as he tore them apart. When the dust had settled Max stood alone, teeth gritted and motionless. It was the whimpering of an animal that bought his mind back to reality. One of the dogs was still barely alive. Max spent several days tending to the dogs wounds, giving it the pet name Dex, the name of an old friend...

When Dex had finally recovered, he clung to the ex-raider like glue. To this day Max still smiles at thought of them, the dogs whom lost their pack. Nowadays you can find the two of the wandering Central London Wastes in as Mercs, guns for hire unsure as to where they will find their next adventure. One thing is for sure though, They will always have each others back....

Notes: Max will start with an animal companion and will be very good in the survival skill. He will probably get good ability to stealth and track prey but I imagine maybe is not the cleanliest individual....

Raider Gangs of Central London

Richard and the Roaches


Ever since the fall of civilisation, raiders have plagued the wasteland. In a weird kind of way they have become a staple part of the new world. Operating in tribes, or gangs their collective aims are usually to scavenge and pillage, while generally being an all out nuisance for any developing settlement or rival faction. Raiders tend to be highly territorial too and will usually operate from bases, or small cut-throat settlements.

It is important to note that each gang have their own ideals, cultures and hierarchies. There are currently two big and important raider gangs operating in the central London area: 

''Richards Rippers,'' or ''The Rippers''


Led by an egotistical, homicidal maniac, the Rippers coincidentally are based in Whitechapel. They are intensely territorial and often attack Caravans. Subtly has never been the strong suit of the Rippers, whom prefer a run into a fight head first and thrashing. One of the sure-fire ways you can determine whether there are Rippers near is to listen out for the sounds of clinking chains or the dreaded rev of a chainsaw.

On top of their love for fighting and overall general ability to cause carnage, the rippers are actually unexpectedly potent alchemists. They have produced many different combat enhancing stimulants which they frequently use (and in some cases sell). On top of their preference to melee combat, Rippers are brutal and dangerous opponents, they should not be underestimated.


The Rippers are not entire unreasonable with though and they have been known to take on mercenary jobs before. In the past they have had communication from those based at Trade Town Bridge, but the connection has been recently severed due to the ruthlessness of the gangs methods...

The Rippers do not take kindly to the thing they see as betrayal and as a result more and more caravans are being hit on a more regular basis.

The Roaches


Mortal enemies to the Ripper gang are the Roaches. Not much is known about these curious individuals, save for their very specific appearance. All Roaches adhere to a strict uniform code, a dirty grey suit, tatter white shirts with black ties. The finishing touch is the characteristic and sinister black Gas Mask.


What is known is that Roaches always refer to themselves with initials only, save for their four leaders. These mysterious figures have demonstrated tactical brilliance, even overpowering the defences of the UER on a number of occasions. It is important to note that fighting is considered an artform to the Roaches and without the right showmanship, a fight is little more than a waste of time.

It is said that the origin of the Roaches is based around a Cult dedicated to a long ancient organisation. This organisation was beloved by the world over and though the power of their action and skill of art they bought joy to all. They would perform in huge stadiums and were so evenly matched that all four would survive the trails thrown at them. 

All that remains of the organisation are loose names. These are used as code-name's to denote a Roach Leader and when a leader is lost a replacement must always be found. The names remain: J, R, P and G...

Saturday, 5 December 2015

The United English Republic

''Rule Britanna!''


Arguably the biggest and most active faction around the central London area, the United English Republic, or simply the UER , started as nothing more than a small community that would set up and operate trade from the ruins of old world Buckingham palace. As time went on the town grew, settlers flocked from both inside and outside the city boarder, hearing tales of the many opportunities of safety and work available at the settlement. Many expansions later the settlement became a bustling hub of trade but was increasing becoming more and more vulnerable. There was a shortage of guards and after a while crimes became much more frequent.


Then in 2291 the settlement was approached by a man whom proclaimed himself to be the ''Lost King of England''. He explained that he were here to first, secure and reclaim his estate and to second reform a new government and bring the chaos of the wasteland to end, once and for all.
The King did not come alone and had in tow a vast military contingent; now known as the First English Defence Force. They perform not only as an army but also a police force and an intelligence gathering office.


Many of the upper echelons of the FEDF are Army and SAS soldiers whom were put into stasis just after the outbreak of the storm. This is why they serve, to share their passion and to spread their message of unity. One day they hop that all can live under one united nation as they did.

Weather it was the gun pointed to their head, or that hope truly was inspire the city council agreed and a declaration was signed, forming the United English Republic.



In the present day the UER is thriving, citizens tend to lead as good a lives as they can in the wasteland, but with every major town there are issues with raiders or petty crime. Meanwhile their military is currently in-between a campaign to secure useful locations around the city. Westminster Fortress and The Vault and are some of those targets already secured. 

None are sure how, but it is rumoured that the republic has special knowledge of pre-storm technology caches. It can be believed too when you see some of the defences their settlements employ. They are known to have access to pre-storm aircraft as well as being known to standard arm their soldiers in Combat Battle Frames and Powered Armour.

The UER are a steadfast people and encompass a diverse selection of people, from merchants, to citizens and military personnel. Over the years their influence has grown and they now operate across a long distance, having bases and settlements outside of London too, some of the most notable are at Oxford and Birmingham. Some would even call it a mini empire of sorts.

They want to reforge society back into what it was, to restore order and to protect those they serve above all else.