Spoiler (click to show/hide):
Mad Max inspired RP. You play as some one just starting out in the wasteland.
Mad Max inspired RP. You play as some one just starting out in the wasteland.
“This you knows. The years travel fast. And time after time I've done the Tell. But this ain 't one body's Tell. It's the Tell of us all. And you got to listen it and 'member. 'Cause what you hears today, you got to tell the newborn tomorrow.
I's looking behind us now, into history back. I sees those of us that got the luck and started the haul for home. And I ‘members how it lead us here and we was heartful 'cause we seen what there once was. One look, and we knewed we'd got it straight. Those what had gone before had knowing and the doing of things beyond our reckoning, even beyond our dreaming.
Time counts and keeps counting. And we knows now, finding the trick of what's been and lost, ain't no easy ride. But that's our track. We got to travel it. And there ain't nobody knows where it's gonna lead. Still and all, every night we does the Tell so that we 'member who we was and where we came from.
But most of all we 'members the man who finded us, him that came the salvage. And we lights the city. Not just for him, but for all of them that are still out there. 'Cause we knows there'll come a night when they sees the distant light and they'll be coming home.”
http://www.youtube.com/watch?v=vJ1KZvzXpKI
THE ROAD
Spoiler (click to show/hide):
Nobody remembers what caused the two great tribes to go to war and scar the earth into the wastes. Great walls grew out of the sands to separate the great cities from each over and the fettered waste that sprawled out from them. Generations of soldiers fought, lived and died out in the wastes, never knowing why they fought and what lay on the other side of the walls they defended.
Resources were scarce in the wastes, holding land had very little value, except for a few fertile holdouts, mines and refineries. Instead, the war was fought across the old roads, twisted flesh and metal barrelling down the asphalt at a hundred miles per hour.
Over twenty years ago the war ended. Each side sending out its last great driver to do battle, to end it once and for all like the knights of old. Nobody remembers how that ended either, who won didn’t matter; only that someone had won, and that it had ended. As one the great armies turned and went back to their great walls, to rest, to lay peaceful on a warm green earth.
No laurels were forthcoming, no welcome home. Only cold stone walls and barred gates met them. Fearful, judgemental eyes leered down at them from the walls, seeing a violent rabble they no longer recognized, or cared for.
They were told to leave, to turn around and return to the wastes that they belonged to. Some did, others attacked the walls they had sworn to defend, trying to tear them down. Many died, the others fleeing back into the nightmare they had fought to escape.
The remnants of the great armies limped back to the crossroads where their champions had fought. None knew why they returned to place that had started the great hope, many felt they had no place else to go, and there they stayed. Lead by their great drivers, their champions they started to build and so formed a new great city, the Third Tribe. The Third Tribe and their city were never perfect, never pure, held together by dirt and a loose idea that they together in this, different than those behind the walls, but still this was a problem for the great tribes. What if the wastelanders unified, what if they sided with their great enemy?
Neither tribe could allow this, so they undermined the Third City, supplied and armed wasteland bandits to burn it down. The Bronse, the Main Force Patrol, led by vetereans of war, fought valiantly to defend the walls and roads, keeping the highways open for as long as they could to allow wasteland refugees to escape into the walls. But the line had to break eventually, the city burned as the MFP fought another desperate rear guard to allow as many to escape as they could.
That was five years ago, and the wasteland is still a flame, fueled by the munitions fed into it by the Great Tribes. Each group of bandits, each township in constant battle with another, keeping them weak. But fear sprouts anew in the great Tribes, rumours of man traveling the waste, bringing to life their fears as he unifies the wasteland behind him
Nobody remembers what caused the two great tribes to go to war and scar the earth into the wastes. Great walls grew out of the sands to separate the great cities from each over and the fettered waste that sprawled out from them. Generations of soldiers fought, lived and died out in the wastes, never knowing why they fought and what lay on the other side of the walls they defended.
Resources were scarce in the wastes, holding land had very little value, except for a few fertile holdouts, mines and refineries. Instead, the war was fought across the old roads, twisted flesh and metal barrelling down the asphalt at a hundred miles per hour.
Over twenty years ago the war ended. Each side sending out its last great driver to do battle, to end it once and for all like the knights of old. Nobody remembers how that ended either, who won didn’t matter; only that someone had won, and that it had ended. As one the great armies turned and went back to their great walls, to rest, to lay peaceful on a warm green earth.
No laurels were forthcoming, no welcome home. Only cold stone walls and barred gates met them. Fearful, judgemental eyes leered down at them from the walls, seeing a violent rabble they no longer recognized, or cared for.
They were told to leave, to turn around and return to the wastes that they belonged to. Some did, others attacked the walls they had sworn to defend, trying to tear them down. Many died, the others fleeing back into the nightmare they had fought to escape.
The remnants of the great armies limped back to the crossroads where their champions had fought. None knew why they returned to place that had started the great hope, many felt they had no place else to go, and there they stayed. Lead by their great drivers, their champions they started to build and so formed a new great city, the Third Tribe. The Third Tribe and their city were never perfect, never pure, held together by dirt and a loose idea that they together in this, different than those behind the walls, but still this was a problem for the great tribes. What if the wastelanders unified, what if they sided with their great enemy?
Neither tribe could allow this, so they undermined the Third City, supplied and armed wasteland bandits to burn it down. The Bronse, the Main Force Patrol, led by vetereans of war, fought valiantly to defend the walls and roads, keeping the highways open for as long as they could to allow wasteland refugees to escape into the walls. But the line had to break eventually, the city burned as the MFP fought another desperate rear guard to allow as many to escape as they could.
That was five years ago, and the wasteland is still a flame, fueled by the munitions fed into it by the Great Tribes. Each group of bandits, each township in constant battle with another, keeping them weak. But fear sprouts anew in the great Tribes, rumours of man traveling the waste, bringing to life their fears as he unifies the wasteland behind him
FACTIONS:
Spoiler (click to show/hide):
The Crazies: Not all accepted the new rule of the Third Tribe. Some were too scarred or too addicted to the adrenalin of screaming, tortured metal to give it up. When these men and women turned from the wall they fled to safe havens and caches they secured during the war, raiding and pillaging to stay alive. Split into countless gangs, these groups were well armed and formed the backbone of assault on third city. Now that the source of their oppression, the one thing that unified them was destroyed the Crazies returned to all old rivalries and blood letting, just as the Great Tribes Planned.
The Bronze: The Bronze are the enforcers of the Third Tribe and law of the wastes. Each wears a Bronze badge on a black leather uniform, ordered to protect and serve, no matter the cost. Most the these brave men and women fought to last defending the Third City and its peoples. Some still survive in isolated holdouts, other hid their badges and disappeared into the crowds fleeing into the wastes.
The Freaks: The weapons that scared the ground into the wastes also twisted the life it held and cradled. Freaks, Zeeks and Muties, these creatures claw out a short brutal life filled with violence.
Brown Coats/ Grey Shirts: The Great Tribes still keep representatives among the third tribe. They seek to spy on, divide and play off their competitors against the other, fearful what could happen if an alliance formed or the wastes united again.
The Guild: Money is the universal language. The two great tribes are still technically at war and can’t be seen to be trading with each other, yet they still must. The Guild was hit hard by the destruction of the Third city but lacks certifiable proof as to which Great Tribe to blame. They continue to do business with and act as an intermediary between the two, though their service now comes at a premium. If anyone is making a buck in the waste then the Guild is probably getting a cut.
The Crazies: Not all accepted the new rule of the Third Tribe. Some were too scarred or too addicted to the adrenalin of screaming, tortured metal to give it up. When these men and women turned from the wall they fled to safe havens and caches they secured during the war, raiding and pillaging to stay alive. Split into countless gangs, these groups were well armed and formed the backbone of assault on third city. Now that the source of their oppression, the one thing that unified them was destroyed the Crazies returned to all old rivalries and blood letting, just as the Great Tribes Planned.
The Bronze: The Bronze are the enforcers of the Third Tribe and law of the wastes. Each wears a Bronze badge on a black leather uniform, ordered to protect and serve, no matter the cost. Most the these brave men and women fought to last defending the Third City and its peoples. Some still survive in isolated holdouts, other hid their badges and disappeared into the crowds fleeing into the wastes.
The Freaks: The weapons that scared the ground into the wastes also twisted the life it held and cradled. Freaks, Zeeks and Muties, these creatures claw out a short brutal life filled with violence.
Brown Coats/ Grey Shirts: The Great Tribes still keep representatives among the third tribe. They seek to spy on, divide and play off their competitors against the other, fearful what could happen if an alliance formed or the wastes united again.
The Guild: Money is the universal language. The two great tribes are still technically at war and can’t be seen to be trading with each other, yet they still must. The Guild was hit hard by the destruction of the Third city but lacks certifiable proof as to which Great Tribe to blame. They continue to do business with and act as an intermediary between the two, though their service now comes at a premium. If anyone is making a buck in the waste then the Guild is probably getting a cut.
GANGS:
Spoiler (click to show/hide):
Gangs are groups of people you will meet on the ground in the wastes. Some might represent part of a faction, such as MFP, while others might just be a loose collection looking to get by.
Main Force Patrol (MFP): The Main Force Patrol is the muscle the Bronze project into the wastes, patrolling the roads and highways. The MFP is the thin blue line that separates the meek and righteous from the filth of wastes. The MFP has long been criticized for their use of excessive force.
Chrome Hounds: Part Crazy and part magpie, the Chrome Hounds are a recent gang to form in the waste and are a favourite of the Landlord. Operating mostly from Brutha Luv's the Chrome Hounds seem violent though easily distracted at times by shiny things, both possibly caused by their love of huffing spray paint (Chrome being their favourite colour and pass time). Unlike other crazies, the Chrome Hounds slash and burn anything they come across, thinking little of the future and later raiding opportunities.
Gangs are groups of people you will meet on the ground in the wastes. Some might represent part of a faction, such as MFP, while others might just be a loose collection looking to get by.
Main Force Patrol (MFP): The Main Force Patrol is the muscle the Bronze project into the wastes, patrolling the roads and highways. The MFP is the thin blue line that separates the meek and righteous from the filth of wastes. The MFP has long been criticized for their use of excessive force.
Chrome Hounds: Part Crazy and part magpie, the Chrome Hounds are a recent gang to form in the waste and are a favourite of the Landlord. Operating mostly from Brutha Luv's the Chrome Hounds seem violent though easily distracted at times by shiny things, both possibly caused by their love of huffing spray paint (Chrome being their favourite colour and pass time). Unlike other crazies, the Chrome Hounds slash and burn anything they come across, thinking little of the future and later raiding opportunities.
WHO ARE YOU:
Spoiler (click to show/hide):
You are a Freelancer. You most likely grew up in the waste after the war, eking out a living somehow until you got your own set of wheels. Then you became a somebody. Freelancers are the life blood of the wastes, running cargo, salvaging and helping patrol against Crazies and Freaks.
After running a few jobs in the fringe territories you saved up enough to move to the Cross Roads where you can score some big jobs and be in the majors.
Alternatively you may take an entry level job in one of the factions (note: Freaks are considered to be “shoot on sight”, so I’d recommend against this faction).
You are a Freelancer. You most likely grew up in the waste after the war, eking out a living somehow until you got your own set of wheels. Then you became a somebody. Freelancers are the life blood of the wastes, running cargo, salvaging and helping patrol against Crazies and Freaks.
After running a few jobs in the fringe territories you saved up enough to move to the Cross Roads where you can score some big jobs and be in the majors.
Alternatively you may take an entry level job in one of the factions (note: Freaks are considered to be “shoot on sight”, so I’d recommend against this faction).
CHARACTER SHEET:
Spoiler (click to show/hide):
Name:
Gender:
Appearance:
Bio:
Stats – ( Stats start at -4, you have 30 points to raise them)
Strength: (Used in HtH and some driving test)
Dexterity: (Used to hit things, run and some driving tests)
Toughness: (Pain tolerance, how long you can last without supplies)
Willpower: (How mentally tough are you? Panic resistance, pleasure threshold, willingness to submit)
Perception: (Awareness, reading people, car repairs)
Charisma: (How well you can convince people, low score will help intimidating)
Skills/Perks: (3 player choices, roll bonuses to negotiated)
Personality:
Inventory: 6 Slots (Consumables and bulky items only need to listed, not the lint in your pocket. Characters will be able to carry more once you RP starts. Weapon reloads stacked on weapon, food and water fill one spot).
Cash: (How much money you have $50 to start)
Salvage: (How much you have to sell, will be randomly generated at RP start. Vendors will give different prices for Salvage)
Car: (see Below)
Name:
Gender:
Appearance:
Bio:
Stats – ( Stats start at -4, you have 30 points to raise them)
Strength: (Used in HtH and some driving test)
Dexterity: (Used to hit things, run and some driving tests)
Toughness: (Pain tolerance, how long you can last without supplies)
Willpower: (How mentally tough are you? Panic resistance, pleasure threshold, willingness to submit)
Perception: (Awareness, reading people, car repairs)
Charisma: (How well you can convince people, low score will help intimidating)
Skills/Perks: (3 player choices, roll bonuses to negotiated)
Personality:
Inventory: 6 Slots (Consumables and bulky items only need to listed, not the lint in your pocket. Characters will be able to carry more once you RP starts. Weapon reloads stacked on weapon, food and water fill one spot).
Cash: (How much money you have $50 to start)
Salvage: (How much you have to sell, will be randomly generated at RP start. Vendors will give different prices for Salvage)
Car: (see Below)
WHEELS: Cars
Spoiler (click to show/hide):
Your wheels are you life in the Wastes and the code of the road is king. You may either pick a generic vehicle below or negotiate stats for unique vehicle.
Driving tests will be based on either Strength or Dexterity. Strength tests will be to muscle your car into something (ramming, shunting etc) while Dex will be avoidance or control (dodging a ram, taking a corner fast etc).
If your car hits something it will loose structure points. Too much damage and you start taking penalties to driving tests.
Heavy Vehicle: (Pickups, 4WDs, SUVs etc)
Structure: 40
On Road: 0
Off Road: +4 to tests
Reliability: +4 to tests
Storage: 25 slots, can load large Salvage
Heavy Vehicles wont win you any races (assuming the other guy makes it over the finish line of course) but they are solid and reliable and can haul the most stuff.
Normal Vehicle: (Muscle Cars, Sedans etc)
Structure: 30
On Road: +2 to tests
Off Road: +2 to tests
Reliability: +2 to tests
Storage: 15 Slots
Normal Vehicles make up the majority of cars in the waste. A jack of all trades, they’ll out run Heavy Vehicles, and with the right upgrades, will challenge Finesse Vehicles.
Finesse Vehicle: (Sports Cars)
Structure: 20
On Road: +4 to tests
Off Road: 0
Reliability: 0
Storage: 10 Slots
Finesse Vehicles are built to dish it out, not take it. Sacrificing structure and storage for speed they can outrun anything in the wastes. Some factions use these vehicles as hunter killers, paired with a Heavy, they prey on the roads in packs, running down a victim for the Heavy to salvage.
Your wheels are you life in the Wastes and the code of the road is king. You may either pick a generic vehicle below or negotiate stats for unique vehicle.
Driving tests will be based on either Strength or Dexterity. Strength tests will be to muscle your car into something (ramming, shunting etc) while Dex will be avoidance or control (dodging a ram, taking a corner fast etc).
If your car hits something it will loose structure points. Too much damage and you start taking penalties to driving tests.
Heavy Vehicle: (Pickups, 4WDs, SUVs etc)
Structure: 40
On Road: 0
Off Road: +4 to tests
Reliability: +4 to tests
Storage: 25 slots, can load large Salvage
Heavy Vehicles wont win you any races (assuming the other guy makes it over the finish line of course) but they are solid and reliable and can haul the most stuff.
Normal Vehicle: (Muscle Cars, Sedans etc)
Structure: 30
On Road: +2 to tests
Off Road: +2 to tests
Reliability: +2 to tests
Storage: 15 Slots
Normal Vehicles make up the majority of cars in the waste. A jack of all trades, they’ll out run Heavy Vehicles, and with the right upgrades, will challenge Finesse Vehicles.
Finesse Vehicle: (Sports Cars)
Structure: 20
On Road: +4 to tests
Off Road: 0
Reliability: 0
Storage: 10 Slots
Finesse Vehicles are built to dish it out, not take it. Sacrificing structure and storage for speed they can outrun anything in the wastes. Some factions use these vehicles as hunter killers, paired with a Heavy, they prey on the roads in packs, running down a victim for the Heavy to salvage.
Upgrades:
Spoiler (click to show/hide):
At the start you may pick 1 upgrade for your car to start with (takes 1 storage slot):
1) Vehicle Mounted LMG: You have a light machine gun mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Limited ammo to start)
2) Air Gun/Cannon: You have a air gun or cannon mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Allows you to recover arrows, slugs etc)
3) Armoured Body: Your vehicle has added protection from projectiles strapped to, or hidden within the body.
4) Armoured Windows: Your vehicle has added protection from projectiles fitted to the windows.
5) Ram: You take less and cause more damage when ramming over vehicles.
6) Plough or Dozer Blades: You may use Strength for all driving tests.
7) Sports Suspension: You may use Dexterity for all driving tests.
8) Lowered Suspension: +2 to On Road Test, -2 to Off Road Tests
9) Off Road Suspension: +2 to Off Road Test, -2 to On Road Test
10) Souped Engine: Your car is faster but is at -2 to Reliability.
11) Stripped Out: +5 storage slots (does not take slot).
At the start you may pick 1 upgrade for your car to start with (takes 1 storage slot):
1) Vehicle Mounted LMG: You have a light machine gun mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Limited ammo to start)
2) Air Gun/Cannon: You have a air gun or cannon mounted somewhere on your vehicle. It may be a fixed mount allowing the driver to fire it remotely or pintle mounted for a passenger. (Allows you to recover arrows, slugs etc)
3) Armoured Body: Your vehicle has added protection from projectiles strapped to, or hidden within the body.
4) Armoured Windows: Your vehicle has added protection from projectiles fitted to the windows.
5) Ram: You take less and cause more damage when ramming over vehicles.
6) Plough or Dozer Blades: You may use Strength for all driving tests.
7) Sports Suspension: You may use Dexterity for all driving tests.
8) Lowered Suspension: +2 to On Road Test, -2 to Off Road Tests
9) Off Road Suspension: +2 to Off Road Test, -2 to On Road Test
10) Souped Engine: Your car is faster but is at -2 to Reliability.
11) Stripped Out: +5 storage slots (does not take slot).
BIKES
Spoiler (click to show/hide):
Bikes are a popular vehicle for the loaners of the waste, the adrenalin junkies and some mercs and crazies. They are fastest thing in the wastes, but also the weakest in structure and carrying capacity.
Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5
Upgrades:
Side Car: -1 On road, -1 Off Road, +2 Structure, +5 Storage or 1 passenger.
Side Car Weapon Mount: Allows a heavy weapon to be mounted to the side car to be used by the passenger.
Kobby Tires: +2 Off Road, -2 On Road
Slicks: -2 Off Road, +2 On Road
Handle Bar Mount: Allows a rifle, SMG or shotgun to be mounted to the handle bars.
Body Mount: Allows a weapon system to be mounted to body of the bike.
Muffler: Bike is quieter than normal.
Bikes are a popular vehicle for the loaners of the waste, the adrenalin junkies and some mercs and crazies. They are fastest thing in the wastes, but also the weakest in structure and carrying capacity.
Structure: 7
On Road: +3
Off Road: +3
Reliability: +2
Storage: 5
Upgrades:
Side Car: -1 On road, -1 Off Road, +2 Structure, +5 Storage or 1 passenger.
Side Car Weapon Mount: Allows a heavy weapon to be mounted to the side car to be used by the passenger.
Kobby Tires: +2 Off Road, -2 On Road
Slicks: -2 Off Road, +2 On Road
Handle Bar Mount: Allows a rifle, SMG or shotgun to be mounted to the handle bars.
Body Mount: Allows a weapon system to be mounted to body of the bike.
Muffler: Bike is quieter than normal.
GAME MECHANICS:
Spoiler (click to show/hide):
In each post, you will state what you're doing and I will roll a d20 to determine the success. Your Stats will increase the roll while environmental/NPC factors will decrease it.
Result table:
1-3 Worst case failure with major consequence (Natural 1=always failure)
4-6 Failure with consequences
7-10 failure with minor consequence
11-13 Minor success with drawbacks
14-16 Success
17-20 Best case success with desired outcome (Natural 20=always succeed)
In each post, you will state what you're doing and I will roll a d20 to determine the success. Your Stats will increase the roll while environmental/NPC factors will decrease it.
Result table:
1-3 Worst case failure with major consequence (Natural 1=always failure)
4-6 Failure with consequences
7-10 failure with minor consequence
11-13 Minor success with drawbacks
14-16 Success
17-20 Best case success with desired outcome (Natural 20=always succeed)
EXAMPLE CHARACTER:
Spoiler (click to show/hide):
Name: Plumb Crazy
Gender: Female
Appearance:
Bio: Plumb Crazy grew up as a crazy, roaming the wastes as bandit with her parents. Her young life took a sharp turn when parents fell into ambush set by the Bronze, the Main Force Patrol. Still a child, Plumb Crazy survived the attack and was adopted by patrol sergeant who lead the ambush.
Raised as his daughter, she followed in his footsteps to protect and serve, making a name for herself as driver in the MFP. Rumours persist that she slept her way through the ethics test. Plumb disappeared into the wastes after the fall of the Third City
Stats –
Strength: 0
Dexterity: +3
Toughness: +1
Willpower: -1
Perception: +1
Charisma: +2
Skills/Perks:
I Just Drive Them: +2 to Driving Tests, -2 to Maintenance or repair rolls
Two Hands: Able to fire weapons from both hands without penalty
Silver Tongue: +2 to seduction rolls.
Personality: Short tempered and aggressive, Plumb Crazy sees what she wants and takes it any which way she can.
Inventory:
1) Service Automatic (3 reloads)
2) Service Automatic (3 reloads)
3) Rations (3 days)
4) Handcuffs
5) Tonfa
6) MFP badge.
Car: Hemi Roadrunner
Structure: 30
On Road: +2
Off Road: +2
Reliability: -2
Storage: 20 Slots
Hemi: Vehicle is faster in a straight line but less reliable and needs more maintenance.
Upgrades: Sports Suspension,
Name: Plumb Crazy
Gender: Female
Appearance:
Bio: Plumb Crazy grew up as a crazy, roaming the wastes as bandit with her parents. Her young life took a sharp turn when parents fell into ambush set by the Bronze, the Main Force Patrol. Still a child, Plumb Crazy survived the attack and was adopted by patrol sergeant who lead the ambush.
Raised as his daughter, she followed in his footsteps to protect and serve, making a name for herself as driver in the MFP. Rumours persist that she slept her way through the ethics test. Plumb disappeared into the wastes after the fall of the Third City
Stats –
Strength: 0
Dexterity: +3
Toughness: +1
Willpower: -1
Perception: +1
Charisma: +2
Skills/Perks:
I Just Drive Them: +2 to Driving Tests, -2 to Maintenance or repair rolls
Two Hands: Able to fire weapons from both hands without penalty
Silver Tongue: +2 to seduction rolls.
Personality: Short tempered and aggressive, Plumb Crazy sees what she wants and takes it any which way she can.
Inventory:
1) Service Automatic (3 reloads)
2) Service Automatic (3 reloads)
3) Rations (3 days)
4) Handcuffs
5) Tonfa
6) MFP badge.
Car: Hemi Roadrunner
Structure: 30
On Road: +2
Off Road: +2
Reliability: -2
Storage: 20 Slots
Hemi: Vehicle is faster in a straight line but less reliable and needs more maintenance.
Upgrades: Sports Suspension,
Locations
Spoiler (click to show/hide):
Locations posted here will be common knowledge for players (you hear people talking or about them or see them in passing).
1) The Third City: *Cough* *Cough*... Hey! Welcome back! Haven't seen ya while, bet you missed me?... wha? Ya didn't? Well fine. The old place ain't what it used to be, bit more burn't... and bloody, than it used to be. There's still some of us around like... no he's dead... what about... no, not her either. Well there is a bit more wildlife around than there used to be, but the raiders don't bother us much anymore, not that there's much to bother... just some burn't and rusted walls.
2) Brutha Luv's Cum and Go Scrap and Brothel: Not all were welcome in the Third City and not all wanted to go. Brutha Luv catered to these individuals, offering a place to trade, fuel up and unwind before hitting the road again... and I mean hey, are you gonna burn down your favorite/ only brothel. No, Brutha Luv is still going strong.
3) Free Town: Free Town is a settlement several hours away from the the Third City, populated by people who think they represent that old independent spirit, but who really.... urk *stabbing sounds*.... stop, he stole my kidney!
4) The Titty Twister: Free Towns local Bar and Grill. Run by a cat named Joe, the TT serves all comers and is main source of nutrition for much of the paying clientele of Free Town. The TT offers many fine entertainments and rents rooms for the night to wary travelers. The TT boasts a 5 star rating, but hasn't been reviewed for some time, due to the last inspector going missing.
5) The Cross Roads: The Cross roads is where the major roads in the waste meet. Originally just a small trading shack, the fall of Third City saw it become the economic hub for whatever trading needed to be done between the scattered colonies and townships. The Guild set up shop quickly and polices the area with an iron fist.
Locations posted here will be common knowledge for players (you hear people talking or about them or see them in passing).
1) The Third City: *Cough* *Cough*... Hey! Welcome back! Haven't seen ya while, bet you missed me?... wha? Ya didn't? Well fine. The old place ain't what it used to be, bit more burn't... and bloody, than it used to be. There's still some of us around like... no he's dead... what about... no, not her either. Well there is a bit more wildlife around than there used to be, but the raiders don't bother us much anymore, not that there's much to bother... just some burn't and rusted walls.
2) Brutha Luv's Cum and Go Scrap and Brothel: Not all were welcome in the Third City and not all wanted to go. Brutha Luv catered to these individuals, offering a place to trade, fuel up and unwind before hitting the road again... and I mean hey, are you gonna burn down your favorite/ only brothel. No, Brutha Luv is still going strong.
3) Free Town: Free Town is a settlement several hours away from the the Third City, populated by people who think they represent that old independent spirit, but who really.... urk *stabbing sounds*.... stop, he stole my kidney!
4) The Titty Twister: Free Towns local Bar and Grill. Run by a cat named Joe, the TT serves all comers and is main source of nutrition for much of the paying clientele of Free Town. The TT offers many fine entertainments and rents rooms for the night to wary travelers. The TT boasts a 5 star rating, but hasn't been reviewed for some time, due to the last inspector going missing.
5) The Cross Roads: The Cross roads is where the major roads in the waste meet. Originally just a small trading shack, the fall of Third City saw it become the economic hub for whatever trading needed to be done between the scattered colonies and townships. The Guild set up shop quickly and polices the area with an iron fist.