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Multiple Settings Fury Souls

Choose A Class

  • Gunner

    Votes: 0 0.0%
  • Raider

    Votes: 0 0.0%
  • Knight of Chrome

    Votes: 0 0.0%
  • Hunter

    Votes: 0 0.0%
  • Glowing One

    Votes: 0 0.0%
  • Mechanic

    Votes: 0 0.0%
  • Aquaturgist

    Votes: 0 0.0%
  • Blood Pack

    Votes: 0 0.0%

  • Total voters
    0

Grey

Dialectical Hermeticist
In the Age of Sands, the desert was unformed, as if a great sea, studded with towering archcacti, sunfused plains of glass, and inhabited by the vast and terrible Serpents. But then the Source burst from the deep desert, bringing water, and with water came disparity. Division and chaos, life and death, and of course, flood and drought. Then from the sands they came, those who would claim the essence of Lords concealed with the stream;


Ahm, The First Ghost. The Augur of Maelstrom and her Daughters of Storm. Immortan Grimm and his stalwart Imperators. And the elusive Road Warrior, riding the wasteland eternal.


With their newfound power, they challenged the Serpents. Grimm’s guns rent their unbreakable hides. The Augurs called forth great storms of lightning and wave. Ahm unleashed a tide of drones and nanomachines, and Dryhide Dumaine betrayed her own, and the Serpents were no more.


Thus began the Age of Water. But soon the rains will cease and only scorching heat will remain. Even now there are only dregs, and man sees not relief, but only burning sunlight.


And among those who still live are those marked by the accursed Radscar. The brand of the Mutant, reviled and attainted, cast out into the great Ward in the northern wastes, waiting for the end of the road... This is your fate.


Only, there are whispers in the datalinks and oases, that one day, an indomitable Mutant may emerge from the wastes, strengthened by their harsh exile, and make a journey to the land of the Source: Stroya.


Choose A Class


Gunner: A native of the bullet-farms, proficient with wrench and rifle.


Raider: Versatile, but fragile. Most capable in a vehicle or at close range, quick and vicious.


Knight of Chrome: Slow, but in possession of an exo-suit, a good axe, and the talent to use Machina.


Hunter: Agile and quick, the Hunter can be effective at any range with primitive weapons and excels at surviving the wasteland.


Glowing One: Trained at the Highland Serpent Academy, the physically frail Glowing Ones are adept in the use of Radiation.


Mechanic: A wild devotee to V8, the stalwart Mechanic is gifted with the Black Thumb and can use powerful Machina.


Aquaturgist: A savage from the primal Toxic Jungle who wields the power of Aquaturgy.


Blood Pack: What mighty warrior is reduced to lead pipe, plank shield, and tattooed skin, as if to be strapped to some raider's battlecar?
 
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You awaken in a dingy, moss-covered cell. The concrete walls are crumbling and a dim shaft of light pierces the broken ceiling.


A corpse lies beside you, seemingly fallen from above. A near-pristine ID tag hangs around their neck. You cannot read it, but the scanner bar is intact. Perhaps it will open the heavy, automatic door that seals you in.







Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



???


Conditions:


0 Damage



Gear



Plastic Shiv


Hunter's Hood


Hunter's Manchettes


Hunter's Kilt


Mutations







  • You will have to roll dice for attacks. We'll get to that.
  • If you have questions, if something is unclear, ask.
  • If you want item descriptions, ask.
 
Are there any lights? Any signs of power running?
 
The card scanner by the door glows faintly - there is no electrical







Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



???


Conditions:


0 Damage



Gear



Plastic Shiv


Mutations








light, but it seems some power is still flowing through this place.
 
Sorry for all the questions, but what clothes am I wearing? And what clothes is the corpse wearing, and are they usable? And I saw the nameless mutant, should I pick a name? And finally what's mien?
 
Feel free to pick a name.


The corpse is dressed in rotting rags - worthless.


Mien is force of personality and presence, causing others to look up to you - or quake with fear.


Hunter's Hood



This tattered hood is a dark brown, favoured by primitive hunters who inhabit the sand wastes. It offers minimal protection against anything but the searing sun.


Hunter's Cloak



A tattered, dark brown cloak like sands in the evening tied to the body by leather straps. Favoured by primitive hunters who inhabit the sand wastes, it won't stop blades or bullets, but provides a canny hunter with a tool for stealth.


Hunter's Sandals



Worn sandals, to protect ones feet from hot sand. Makes little noise, too.


Plastic Shiv



A jagged piece of sturdy industrial plastic, broken from some larger whole. One end is cloth-wrapped as a crude handle.


Better than nothing, it must be supposed.


 
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He ripped the card off the corpse and quickly rose to the door. He swiped the card.
 
The door shudders aside and hisses into the wall, sticking out a few inches.


The corridor ahead is lined with similar doors, dimly lit by flickering lights in the ceiling.


A mutant, pale and emaciated, stands a few feet ahead. It claws lethargically at the wall - bloody trails are worn there, as if this pathetic thing has been here for months. Even years. It doesn't acknowledge you, and has the faintest red glow to its eyes and skin.


Your attention is drawn to the Radscar seared upon its left shoulderblade, glowing ominously.


The corridor extends into shadow; at its end you see a brighter light shining from above, illuminating a ladder.
 
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I sigh in relief as the latch releases. I hold the shiv hidden in my sleeve, ready to use if necessary. The creature's unsettling, and judging by the blood trails it's not completely sane. The glowing Radscar only furthers my caution. I'm not sure if the hall is wide enough for me to ease past him without disturbing him. Since I was kept prisoner here my best guess is that the rest of these doors lead to more cells. He approaches the mutant carefully, not making a sound.
 
The mutant doesn't notice you - or if does, it doesn't care, and there's room enough to walk comfortably past.


You quickly reach the ladder, and ascend into a dilapidated holding area. The rusted remnants of benches line the walls, and cracked checmical toilet occupies one corner. Beyond the shattered bars is a grimy reception area, bereft of anything remotely useful. On the right is another door, in the furthest corner, and directly ahead are a pair of double-doors, huge and heavy. Their control panel sparks faintly.


Mere feet from those doors, the floor has split and cracked. A pool of cool, clear water has gathered, bubbling up from below.


An Oasis, however small. Somewhere you can rest; the only place that brings comfort to lost Mutants.







Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



Soak: 1


???


Conditions:


0 Damage



Gear



Plastic Shiv


Hunter's Hood


Hunter's Cloak


Hunter's Sandals


Mutations






 
I decide to stop for a few minutes and possibly wash off the dirt and sand that stuck to my skin. I lean down to take a drink, before splashing my face. (Is this like a bonfire?)
 
The water is refreshing. You feel invigorated and able to tackle whatever lies ahead.

Yes, functionally a bonfire.






Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



Soak: 1


???


Conditions:


0 Damage



Gear



Plastic Shiv


Hunter's Hood


Hunter's Cloak


Hunter's Sandals


Mutations






 
I walk towards the large double doors, and crack it open slightly trying to catch a glimpse of the next room.
 
The doors are heavy, and it's almost exhausting to part them; shoving the worn and corroded slabs of metal until the mechanisms hidden in the wall clatter into some semblance of action and the doors slide into their alcoves.


Ahead is an open courtyard. Barbed wire rings the top of the high walls and reddish mud covers the ground. The exit, an identical set of doors, is directly ahead. There is a door on the left and right, halfway across the empty space.
 
Seeing as how I only had a measly shiv for protection I decide to scavenge the place for supplies. I walk towards the door on the and try to open so I might go on to the next room.
 
I go to the door on the left hoping to find supplies. While he could manage with a shiv, he would like to have a better advantage over the dangers the lay ahead. He tried to crack open the door and cautiously look into the next room.
 
As you make for the open doorway, there's a rumble under your feet.


An immense fist punches up through the floor near the exit, green-gray and thick with mud. The arm is long and skinny, but corded with muscle. Those fingers are as long as your whole arm.


You quickly slip into through the door and down the hallway, out of reach - you hope.


This room was an armory, you think - racks rust on the walls, the floor is flooded with polluted water, scattered with open and looted bullet crates. The door on the far side leads to a passage with a collapsed ceiling, the floor covered in rubble. At the far end, another broken, emaciated mutant stands holding... your bow! The damned thing has stolen your bow!


In an alcove partway down that hallway, you can see a crude shield - looks like part of a plastic drum with a word nylon strap.


You'll have to watch for arrows if you want to retrieve it and approach the mutant.

To avoid the arrows, roll 3d12 (3 dice with 12 sides)






Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



Soak: 1


???


Conditions:


0 Damage



Gear



Plastic Shiv


Hunter's Hood


Hunter's Cloak


Hunter's Sandals


Mutations






 
I run to the shield with all the speed I can muster. Rolled a 7, 4, 9
 
You narrowly dodge an arrow; it shatters on the wall at your side. Thankfully that allows you to grab the shield unscathed.


Barrel Buckler



A piece of tough plastic cut from a barrel or drum, once used to contain volatile chemicals. It's a narrow thing strapped to the arm, better for parrying than blocking any serious blows.


 
I race to the mutant, using the shield to cover most of my body. I keep my feet light in hopes that he doesn't hit them. I try to pummel him with the shield as I charge him. (would you like me to roll for the shield charge as well?) [dice]23369[/dice]
 
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You expertly dodge the arrow - so much so that your flapping cloak distracts the mutant's aim and causes the following shot to miss completely, allowing you to get up close. The mutant attempts to flee....

Roll 1d12 to shield-bash.






Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



Soak: 1


Fatigue 2/9


Conditions:


0 Damage



Gear



Plastic Shiv


Barrel Buckler


Hunter's Hood


Hunter's Cloak


Hunter's Sandals


Mutations






 
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I run after him with the shield braced against my forearm and shoulder.


[dice]23370[/dice]
 
Too slow, too wild; you miss horribly and throw yourself off-balance. The archer retreats up a flight of stairs and turns at the top to aim at you again.







Nameless Mutant

Hunter






Stats
Strength: 1


Dexterity: 3


Fitness: 2


Insight: 2


Cunning: 2


Savvy: 0


Mien: 1


Combat



Soak: 1


Fatigue 4/9


Conditions:


0 Damage



Gear



Plastic Shiv


Barrel Buckler


Hunter's Hood


Hunter's Cloak


Hunter's Sandals


Mutations






 
I try to do a quick roll to dodge behind cover. [dice]23372[/dice]
 

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