Post by gso13 on Nov 2, 2010 4:21:51 GMT -5
the factions:
FPF (futuristic police force) and the megas (megacities)
the law enforcement of the police states that are the megas (megacities), the spwraling cities that EACH can be the size of a small state (most are about 2-6 NYCs with 1-4 LAs circling it, so think delaware size) with at least 20 covering the major landmasses (the america/mexico/ canada landmass is home to the most, folowed by euope/ russia/ asia, and the island types can house their own, and most do) they the variation between each city-state's force and laws can be as different as night and day. travel is possible between them but usually costs a great amount, so its not common. the lower sections are home to the workers that power the megas, the electricity that powers the machine so to speak, it is here that men like torcher work to keep the the upper zones from drowning in their own filth and trash, or mine for minerals, ect. the air in the lower zones is poluted and sometimes toxic so most that live down here wear a resparator. the population doesnt count as toward unnaffilated people.
both Torcher and Rook come from a mega
unnaffilated/ wastelanders
most wastelanders and unnaffilated people are from the smaller cities of 200k population at most. but most are under 50k population. they are self suffcient communities that grow their own food, make their own weapons and homes. most dont have any kind of power and are usually surrounded by primitive walls. most buildings are remnants of what wasnt destroyed, repaired destroyed buildings or buildings built from craps and rubble. most that dont stay leave and become scavengers. these communites often suffer attacks from rivals towns, raiders, or mutants/undergrounders
Looter is from an unaffilated community
mercenaries/ and fimilars
most mercs and fimilars either own their own fortified bases in the waste, live in a mega or offer protection to small communities for food, shelter, ect. GHOST is one of the few that can finance a "waste base" and well equiped privat army to protect it. his status as a fimilar gets him supplied via airdrop from a mega whenever he requires and even has a pilot fleet specfically for the job.
GHOST has a "waste base" as mentioned above
mutants/ undergrounders
subcatagories:
mutants:
mutants are those in the wastes that suffered adverse effects from their stay or or part of a clan that lived in the wastes for genarations. they have higher reasoning powers than undergrounders as they have a caste system and some clans speak proper english and barter as opposed to others that use broken english or their own language. most mutants live in primitive areas, caves, ruins or other such areas. they hunt creatures mostly (or sometimes scavangers) but some clans have figured out how to grow edible plants and raise cattle like animals. most mutants have some kind of deformity or growths on them but desert clans are known to have a mummy like appearance (like fallout ghouls) and in particularly hostile areas some have developed incredible pysiques and at the cost of intelligence (though brains AND brawn are very rare).
undergrounders:
people who hid in the underground areas (subways, tunnels, caves, bunkers, ect) during a massive war some time ago. these peolpe have often become feral and zombie like in nature (think l4d). they posess the most basic instincts such as hunting, mating, ect but survival instincts (ie: avoiding pain or injury) are missing. they are almost always in undergrounds structures pr formations which makes exploring them extremely dangerous ("but its often where the best loot is!"- unnamed scavenger) as during the day they mill about in a stupor or sleep (often standing) and at night they become more active sometimes venturing out of the tunnels to hunt. they posses no clan or castes but can be found in large groups even sometimes in the thousands dispite this fact. they are as likely to eat one of their group as they are to eat an animal or unfortunate scavenger. they are often a grey or greenish coloration due to lack of light and sometimes pigment, (also giving them a zombie like apperance), most can only growl, roar, grunt, moan or in some cases shreik. but than can be enough to doom most. they have dull senses (bad eyesight, but decent smell and hearing again adding the zombie vibe they give). loot runs are common but returning scavengers are less so, and clearing operations (called purges, exterminations or scorch and burn ops) and and are hell to the crews that particapate as the number of hostles in any given UG sector is always unknown and teams WILL suffer 25% casualites minimal or outright be slaughtered if the the job goes south.
raiders:
coming soon
un-nammed faction
coming soon
FPF (futuristic police force) and the megas (megacities)
the law enforcement of the police states that are the megas (megacities), the spwraling cities that EACH can be the size of a small state (most are about 2-6 NYCs with 1-4 LAs circling it, so think delaware size) with at least 20 covering the major landmasses (the america/mexico/ canada landmass is home to the most, folowed by euope/ russia/ asia, and the island types can house their own, and most do) they the variation between each city-state's force and laws can be as different as night and day. travel is possible between them but usually costs a great amount, so its not common. the lower sections are home to the workers that power the megas, the electricity that powers the machine so to speak, it is here that men like torcher work to keep the the upper zones from drowning in their own filth and trash, or mine for minerals, ect. the air in the lower zones is poluted and sometimes toxic so most that live down here wear a resparator. the population doesnt count as toward unnaffilated people.
both Torcher and Rook come from a mega
unnaffilated/ wastelanders
most wastelanders and unnaffilated people are from the smaller cities of 200k population at most. but most are under 50k population. they are self suffcient communities that grow their own food, make their own weapons and homes. most dont have any kind of power and are usually surrounded by primitive walls. most buildings are remnants of what wasnt destroyed, repaired destroyed buildings or buildings built from craps and rubble. most that dont stay leave and become scavengers. these communites often suffer attacks from rivals towns, raiders, or mutants/undergrounders
Looter is from an unaffilated community
mercenaries/ and fimilars
most mercs and fimilars either own their own fortified bases in the waste, live in a mega or offer protection to small communities for food, shelter, ect. GHOST is one of the few that can finance a "waste base" and well equiped privat army to protect it. his status as a fimilar gets him supplied via airdrop from a mega whenever he requires and even has a pilot fleet specfically for the job.
GHOST has a "waste base" as mentioned above
mutants/ undergrounders
subcatagories:
mutants:
mutants are those in the wastes that suffered adverse effects from their stay or or part of a clan that lived in the wastes for genarations. they have higher reasoning powers than undergrounders as they have a caste system and some clans speak proper english and barter as opposed to others that use broken english or their own language. most mutants live in primitive areas, caves, ruins or other such areas. they hunt creatures mostly (or sometimes scavangers) but some clans have figured out how to grow edible plants and raise cattle like animals. most mutants have some kind of deformity or growths on them but desert clans are known to have a mummy like appearance (like fallout ghouls) and in particularly hostile areas some have developed incredible pysiques and at the cost of intelligence (though brains AND brawn are very rare).
undergrounders:
people who hid in the underground areas (subways, tunnels, caves, bunkers, ect) during a massive war some time ago. these peolpe have often become feral and zombie like in nature (think l4d). they posess the most basic instincts such as hunting, mating, ect but survival instincts (ie: avoiding pain or injury) are missing. they are almost always in undergrounds structures pr formations which makes exploring them extremely dangerous ("but its often where the best loot is!"- unnamed scavenger) as during the day they mill about in a stupor or sleep (often standing) and at night they become more active sometimes venturing out of the tunnels to hunt. they posses no clan or castes but can be found in large groups even sometimes in the thousands dispite this fact. they are as likely to eat one of their group as they are to eat an animal or unfortunate scavenger. they are often a grey or greenish coloration due to lack of light and sometimes pigment, (also giving them a zombie like apperance), most can only growl, roar, grunt, moan or in some cases shreik. but than can be enough to doom most. they have dull senses (bad eyesight, but decent smell and hearing again adding the zombie vibe they give). loot runs are common but returning scavengers are less so, and clearing operations (called purges, exterminations or scorch and burn ops) and and are hell to the crews that particapate as the number of hostles in any given UG sector is always unknown and teams WILL suffer 25% casualites minimal or outright be slaughtered if the the job goes south.
raiders:
coming soon
un-nammed faction
coming soon