- Pure Lands
- Nature has been quick to recover from the absence of humanity. Rivers already look cleaner without discharges, the air lacks haze, and the nights are quiet but full of stars that were normally outshone by electric lights. Many houses are already infiltrated by vines or small plants, weeds and bushes are turning suburbs into tangled jungle already. Animal territories are expanding across the highways.
- Corrupt Lands
- While no one has found a reactor that exploded like Chernobyl yet, many other industrial plants have suffered mechanical failures, leaking pesticides, industrial solutions, and tailings into the environment.
- Hamlets and Villages
- In many places, groups of twenty to a hundred people have settled - often starting as one or two families and inviting in a few others. In some places, small communities have reclaimed all or part of suburbs and continue to live in subdivisions of pre-Event towns. The limits of subsistence agriculture limit most of those not used to the work to smaller settlements. Going beyond this stage or finding a patron to assist are major goals of many outside the known city-states.
- Unexpected Loot vs Needed Items
- What people remembered to take with them, and what they did not can often lead to interesting finds. Hundreds of cameras, watches, tons of silverware and jewelery are all out for the taking, but flashlights and pocket knives are amazingly rare.
- 10,000 Guns, Zero Bullets
- More problematic than what has been lost is what is still being used. While many places have taken to hand-loading when they have the materials, the average person can't make nitrocellulose or mine lead.
- Pockets of Tech
- How the EMP bounced through the ionosphere was somewhat random, as was the status of many items - whether they were off, on, in a car, or out on a table, plugged in or on battery - all factored into its survival. While most of the subsystems that ran modern society did shut down, or at least popped their breakers temporarily, large areas with working technology still exist.
- 1880's All Over Again
- Communication and delivery are a booming business in the zone. So too is setting up canals or clearing routes between villages. Judges and lawyers ride circuits from town to town, town hall meetings are as much about being social as simple votes. Gas-lamps and kerosene have returned in force. Nothing so fanciful as steampunk, but in many ways it is like the industrial revolution.
- Press Gangs and Patrols
- One of the larger threats in the zone is City-State forces. They are always looking for experienced guides, couriers, or soldiers. Good mechanics and knowledgeable farmers are also in high demand. At best they accept volunteers temporarily. But all too often they will take people away by force as necessary to serve.
- Predator Explosion
- With the end of human extermination campaigns both planned and incidental, the population of vermin and seasonally hunted animals exploded. It takes a few years for the population of predators to catch up, and it often overshoots the mark. Although few are man-eaters or desperate yet, the chance of encountering wolves, bears, coyotes, lions and other creatures is quite high.
- New Creatures
- The most Northern dwelling primate is of course, Human beings, but the second is the Japanese Snow Macaque monkey. You might not find alligators in Chicago, nor polar bears in the deep South, but creatures from another continent can be found here and there, in some exotic places there are even breeding populations. Although rumors abound, the Citizens haven't begun cloning any of their larger fauna, so for the time being, it is only terrestrial creatures of note.
Dead... and Back is a survival horror Role Playing Game. The Anarchy Zones is its official setting - aliens, reanimates, and the ruins of 2055 America.
Showing posts with label Min. Show all posts
Showing posts with label Min. Show all posts
Thursday, November 28, 2013
10 Things about the Anarchy Zone
Monday, November 25, 2013
10 Things about Planetary Citizens
- Glass and Carbon Without Steel
- Citizen technology progressed in a different order than human industry. They always had less easily accessible metal and less hydrocarbons. (Rather like Japan, without the stagnation of the Shogunate.) Most of their constructs are far more reliant of materials like ceramics, fiberglass, and carbon composite laminates than on metal or plastic.
- Individual Personalities
- It is hard to get a sense of the individual when they are only encountered in combat situations, but Citizens do show as much variability as humans. Some do mark their vehicles with family, guild, or national marks or other distinct paint patterns, and can easily become reoccurring friends or enemies.
- Making Friends
- There are places where the live and let live mentality goes on to mutual cooperation. Usually this takes the form of Citizens delivering messages, or using their helicopters as sky cranes in recovery and building projects. Mutual defense, scouting, bartering salvage,or hunting bandits are also possibilities.
- Start Simple
- Despite the obvious use of Faster-Than-Light travel to get to Earth, the Planetary Citizens show very little in the way of technology beyond human understanding. Part of it is because the colony was a mostly civilian effort, and thus the most advanced shielding mechanisms were unavailable. Mostly, however, is that there would be no factories waiting for them when they landed, so everything needed to be simple to maintain until an actual infrastructure could be set up.
- Lacking Strongholds
- Hard rock mines, power plants, aircraft factories - all of these are long term projects that the citizens have had trouble setting up so far. Human attacks, reanimates, and scattered landing sites continue to push back completion dates.
- Parliament by the Numbers
- Unlike the various human social experiments throughout the zone, Citizens have maintained a respect for their parliamentary democracy, even with the inefficiency that come with it.
- Outnumbered, but no Outgunned
- The human population is still close to a billion people, PC numbers are barely ten percent of that. On the other hand, they still have aircraft and beam weaponry that requires recharging rather than reloading. Extended conflicts are far more in their favor.
- Military Intelligence
- Citizens have some capability of maintaining satellite surveillance, and have far greater access to aircraft than all but the biggest human factions. The orbiting machines move in predictable patterns, and the flying ones are not up constantly. But generally, they can see everything that isn't painstakingly hidden from them.
- Hit and Run
- Humans have familiarity with the terrain, and anti-armor weapons. A long fight might go their way, but not a big one. Thus they are unwilling to attack large enclaves (and certainly not a city-state) directly.
- Separate and Unequal
- Most zones controlled by the aliens are no larger than a city - ten or twenty square miles of terrain, and patrols or laser towers set up at farther intervals. These territories can be dozens or even hundreds of miles apart, effectively making them states to themselves. Available resources and presence of human civilization mean that actual claimed size and power can vary wildly.
Monday, November 11, 2013
10 Things about Las Vegas
- Military HQ
- There are other places where a company to battalion sized group of soldiers can be found, but rarely do they have much - if any - equipment intact. At least some of them seek to rejoin at Vegas. It is a tough journey, and their units are often separated and reintegrated with others, making for a heartbreaking end.
- No More Area 51
- Although rumors persist of prototype weapons, secret caches of aircraft, or factories ready to pump out new rifles - no wasteland scav nor the government is going to find them. For now the US has the biggest and most impressive arsenal, but much of it can only be maintained through diligent labor, warehousing until absolutely necessary, or rampant cannibalization. Equipment recovery will often come before personnel, since they can recruit and train new soldiers easily.
- The Gun Club
- This is the rumored cabal in charge of reintegrating settlements into the old United States. Publicly, they are known to offer the olive branch, funding, support, and arms to those who pay tithes to Vegas. Towns that refuse to cooperate tend to see food shortages, coups, raider attacks, plagues, and otherwise disappear...
- Civ Gov and Mil Gov
- The military holds a lot of power in the day to day operations of the city, and some degree of veto power over who can enter or leave the city. (Usually in the form of no un-escorted people can leave, and we can't spare soldiers for such duty). However, the generals only make up a portion of the ruling council, which also includes presidential cabinet members, hospital staff, the city's mayor, and heads of the utility maintenance gangs.
- Experiment Rumors
- Vegas maintains the best health care and immunization rates of anywhere in the former US. However, the constant medical monitoring and monthly injections have made some people nervous. Tales of type five experimental reanimates, mind control, intentional sterilization and aphrodisiacs to control the next generation - few things are too wild to be dismissed out of hand.
- Outside Allies
- Washington DC is mostly a burnt symbol, and many military centers were hit by orbital bombardment. However, the Planetary Citizens generally chose to hit transportation arteries to tie up supplies and divert attention from war fighting to relief efforts. Many capitals and government facilities remain intact, and at least nominally assisting the effort. Elements of the Canadian and Mexican governments also help where they can.
- The Lights are Still On
- Food supplies can be rough at times, water usage limits constantly imposed, and curfews a way of life. Yet schools, buses, trains, casinos, and shops still run to some extent. Vegas continues to be very metropolitan, while the outlying areas usually exist in a state akin to the early 1940s during the wartime rationing.
- Wasteland Patrol
- Far more than any other city state, Las Vegas projects beyond its borders, and makes honest attempts at restoring the nation. A primitive postal service, new cellular towers, and traveling circuit judges are available to those who are willing to accept an agreement with the government. They are often rebuffed as relics, outsiders, or power hungry.
- President Grey is on Borrowed Time
- Legally, Grey is past the end of his second term as president, and while martial law is in effect, he is not a dictator and would like honest elections held soon.
- Old Habits Die Hard
- Even as the old US lies in ruins, there are still some within the government that longer term plans of how to stop others from rebuilding, and extend their dominion beyond the old national borders.
Wednesday, September 22, 2010
Playable Minimalism
I'm writing the anarchy zones setting, because it appeals to me. Future things, like arcologies, nano-tech, planned environments, power-armor - all quite fascinating.
Not so much the lack of government aspects, nor the back to nature angle. Given the medical history of my family and myself, none of use would be alive without 20th/21st century tech.
Unfortunately, all this interest has lead to rather unnecessary levels of detail. I can outline how internal nano works, for how long, and even the fact its pink - but is this really what the players need? My notes contain an outline on how the US army reacted to fuel shortages, and the revised Tables of Organization and Equipment - including powered personal armor. However, why should the TO&E matter when the military is largely non-existent, and finding a cache of equipment could derail a game?
So I'll be attempting every now and then to give a "just the facts" entry to the game. I started a discussion on the 1km1kt.net forums (Detail required for a setting) to help focus my efforts. Please let me know if presentations of this sort are helpful, or if I should continue my information overload style.
Nanotechnology Medicine
Not so much the lack of government aspects, nor the back to nature angle. Given the medical history of my family and myself, none of use would be alive without 20th/21st century tech.
Unfortunately, all this interest has lead to rather unnecessary levels of detail. I can outline how internal nano works, for how long, and even the fact its pink - but is this really what the players need? My notes contain an outline on how the US army reacted to fuel shortages, and the revised Tables of Organization and Equipment - including powered personal armor. However, why should the TO&E matter when the military is largely non-existent, and finding a cache of equipment could derail a game?
So I'll be attempting every now and then to give a "just the facts" entry to the game. I started a discussion on the 1km1kt.net forums (Detail required for a setting) to help focus my efforts. Please let me know if presentations of this sort are helpful, or if I should continue my information overload style.
Nanotechnology Medicine
- Two types exist SVIA and STAIN - nano vaccine and nano surgeons respectively
- SVIA (Semi-Volitional Internal Agent) prevents infection, stops minor internal bleeding (bruises, not hemorrhaging)
- 500 cc bags of bubblegum pink goo
- Allows characters to generally ignore colds, parasites - though still best to not consume spoiled food or tainted water.
- Supposed to last over a year, and then fairly gradually taper off protection, but constant use reduces it to only 6-8 months before another IV is needed.
- Valuable trade item, and allows players to avoid taking penalties for illness (a slight skill or initiative penalty depending on the disease)
- STAIN (Specific Treatment Active Internal Nanomachines) is for repairing major internal problems.
- 1000 cc "dusty pink" with oil like sheen
- Needs an outside control center to work, unlike pre-programmed vaccine
- An IV bag or two can set and mend bones, remove tumors, repair organs - generally act as a competent surgeon for most problems.
- A good commodity for those with access to proper hospital facilities, or a reward from a city state agency - it will restore a PC to full health regardless of their prior condition in about six hours.
- However, those who don't know the difference between nano- surgeons and nano-vac can be accused of using counterfeit product, or or very disappointed to find they are not interchangeable.
- Three main types exist in the USA, each named after a WWII general officer
- In theory made up around a quarter of most regiments - three suits in a squad of twelve
- Suffered heavily against PC forces as even the strongest are still below the alien "Incubus" armor in capability.
- Complicated repair and a lack of spares also prevents them from being too common.
- None make the user superhuman - the mechanics are more towards limiting fatigue and absorbing heavy loads. A PA soldier can't lift a motorcycle, but can march six hours with a 80 kilogram (172 lb) pack and still feel rested.
- Data-links, air-conditioning, and a sensor suite also help combat effectiveness.
- William Donovan is a stealth unit for special forces
- Numerous built in sensors, automatic temperature control, IR/Radar camouflage
- Actual protection is only on par with a flack vest, and no built in weapons
- Very rare, and generally meant for scouts and forward weapon targeting.
- Some have the Electronic Visual Emulation and Nullification System (EVaNS) system built in - providing adaptive visual camouflage.
- MacArthur (Mighty Mac) is an assault armor
- Highest level of protection, built in missile launcher on the shoulder, or cylinder fed breech loading motor (looks like a revolver firing artillery shells) on the back, often uses auto-cannons as a rifle, and an over-sized entrenching tool as a melee weapon (and engineering device as intended)
- More piloted than worn, thus less intuitive to use than others.
- Notably larger and heavier than other models (about 3 meters/10 feet) rather than 2m/7 feet for the other suits - making it rather less capable in certain terrain and quite conspicuous.
- Quite often the first target due to size and threat, thus many prefer to leave it in the rear as fire support than use in the attack.
- Eisenhower (Ike) is a general purpose unit
- Most common, looks much like riot gear, but with an opaque helmet and volumetric (accordion like) joints to allow for ease of movement despite internal overpressure (keeps out chemical/biological weapons)
- Although no weapons are built in, its cargo capacity means its often carrying automatic grenade launchers, motors, or ATGM systems for the rest of the squad.
- Its not likely that the PCs by themselves can run or repair an entire factory.
- All of the city-states desire these structures for long term production and material wealth.
- Many jobs a player might receive revolve around these facilities
- Escorting caravans traveling too and from a facility makes for a good introductory level session
- Finding replacement parts or retrieving production templates are all likely jobs for players
- Securing the area for another settlement, and sabotage are missions for those who become really embroiled in city-state warfare.
- Finding ones lost from the grid or setting up a small colony are another focus.
- Even broken down, there can be quite a bit of good salvage - raw materials, welding gases, computer parts, old transports
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