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EmperorGrimm

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Mar 8, 2010
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coldfront.net is /join #PoR

Hello and welcome to my latest game, People of the Rift, a game set in a post-apocalyptic setting influenced by H.P. Lovecraft's Cosmicism but also some other fictions like The Last Gunslinger by Stephen King. In the mid-20th century a rift in time and space opened up in the orbit of Earth and brought on the destruction of post-industrial civilization on the surface. Shreds and bits of humanity survived mostly underground in emergency shelters and rarely on the surface although many of those are barbarous compared to their kin who originate from the shelters.

Strange and ancient beings emerged from "the Great Slumber" reinvigorated by the energies of the rift. But also other beings and forces benefited like the vampiric bloodlines who for a century until 1949 were dwindling in number in the modernizing world. Reanimated corpses roamed the countryside in hordes eating refugees and migrants during the Fall as they traveled along Route 66 to Bakersfield or in the later years the cities and ruins. Many hostile creatures and fiends stalked humanity too and the old ecosystems were replaced with that of the Rift. And so humankind went underground to regroup, and to vaguely prepare for surface resettlement.


Fundamental Game Mechanics

Turn Progression and Events

The game will progress in turns lasting 1 to 2 weeks at a time. They will typically cover a 4 month time span In Game but given the nature of our setting this could variate. During a turn I will post events to guide the course of the game and give players something to do. Events often involve die rolls and can provide a wide range of effects on statistics and game lore. You may submit your orders in the thread or in PM. There's no format except to keep the order under 500 words and be clear with what you're requesting. You're allowed 3 order posts/PM a turn.

Your Settlers

You have four modifiers representing the status of your faction. People/Resources/Talent/Psyche

100/100/10/+3

People is of course how many people you have in your control who in some way are part of your faction.

Resources is everything needed to build, buy, trade, and maintain goods, units, and infrastructure.

Talent represents your great minds and experts. Talent allows you to acquire knowledge and boost efficiency.

Psyche is the general happiness and sanity of your people.


Creating Your Faction

Here's the template:

Name (s): Hub City

Location: Barstow Ruins

Background/History: A max of 5 paragraphs. Link your lore to this page and I will link this page to the topic thread.


Economics

In an effort to keep things simple and flexible i've come up with a simple economic system.

Essentially your faction statistics are determined by the composition of your settlements. A settlement always provides population and resources per turn. Talent is more generalized, if you lose a settlement you do not lose talent. Psyche is altered by in game events and die rolls. A settlement's contribution to your faction is represented by a simple percentage.

A settlement always costs 1,000 resources and 500 population. Once a settlement is founded it will progress and evolve on its own although your orders and other in game events will no doubt effect its course of development.

Units likewise have their costs. Conscripts are available to everyone and cost 1 resource per 1 soldier. Other units however required higher quantities of resources and population, even talent or a certain psyche rating. Magical knowledge and the possession of relics also effect the kind of units you can build. Some factions may gain the capacity to produce their own unique unit if there's enough good IC on it.

Units can be bought as mercenaries or recruited from your population by using resources to convert population into units at a fixed cost. Recruitment typically takes 1 turn while buying mercenaries allows you to have instant use of those units.

Talent is the last modifier i'll talk about. Talent is used to buy Leaders who boosts the strength of your armies and faction. They also boost the research of magical knowledge, can be made military leaders, and can be spent to boost the success of any order. There will be die rolls with your talent investment thrown in to determine the outcome of these actions.


Basic Unit Cost

100 Resource/100 Population = 1 Conscript Unit (FP/HP/M) (5/2/+3)

200 Resource/100 Population = 1 Regular Unit (FP/HP/M) (10/5/+3)

500 Resource/10 Population = 1 Paladin Unit (FP/HP/M) (20/10/+3) (has Heroic die roll which allows the unit to overcome a bad die roll and win the battle if successful)

These are the basic units that any human faction can build.

While the first two categories are familiar the third requires a bit of explaining. The term "paladin" was used to describe the fiercest and best warriors of Charlemagne's court and in this way they exist in our setting. They have become one of the few hopes and lights of human society. Imagine Mad Max types but on a larger scale.


Unit Statistics and Warfare

A unit is simply the term referring to what you can think of as movable pieces on the map. They will mostly consist of military types but there will certainly be more specialized ones as well.

Units possess three modifiers. Firepower, Hit Points, and Morale. There's really no limit to how large these stats can become although Morale ranges from -1 to +3.

Battles are won by the side that has the best FP/HP/ and Morale but also by numbers and by random die rolls representing all the mistakes and lucky moments that often determine battles.
 
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Nations of the Rift
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The Accursed Coast

Player Nations

Non-Player Nations


Nation of Moloch
Origin; the ash and debris filled the sky and blocked out the sun, the darkness of earth aided a revival in the vampire species culminating in the formation of the first vampiric nation in the new age, founded by the ancient vampire Moloch awakened from a Native American burial mound in 1952 and created a new family, his fifty first of his lifetime and found a gift from the rift in the form of Belmont Tower, Moloch's estate, other bloodlines in deep thirst as human populations dwindled to next to nothing pledged their loyalty to Moloch and a great bloodbonding occurred in frenzied hunger until a new nation was born
Modifiers; 4560/1700/830/+3
Settlements; Belmont Tower (30%), The Catacombs (5%), Temple of Nyx (20%), Reinhart Castle (20%), Camarilla (30%)


Andrisa’s Covenant
Origin; devotees of the goddess Andrisa who perished 48 years ago in the Communion War, witches are fundamentally shamans who are closely aligned with the deities of Earth both good and evil, the Covenent emerged from the genocide of the witch cults of the early years of the post-human world to become the strongest ally of the Earth gods, they however utilize some of the darkest magic in the material plane and have been known to speak with the gods often, Andrisa defeated Matilda to become the mother of the covenant and wage war against the cannibal tribes and human wastelanders in the ruins of Bakersfield, many human surface dwellers choose to join the witches to live, for power.
Modifiers; 1800/920/560/+3
Settlements; Circle of Andrisa (50%), The Burial Mounds (10%), Matilda's Garden (20%), Grove of the Mother (20%)


Hub City
Origin; the centre of human civilization that remained on the surface after the Fall, while constructing subterranean shelters beneath cities was not a viable project the federal government saw to it that the military would form a defensive perimeter in the heart of Los Angeles behind steel and lead bunker walls, they took in those they could and held firm for years in the pitch black with only the rift to provide illumination, the remnants of humankind fled to many places like this praying of shelter, only a few survived the hordes of undead, the stalking of vampire and cannibal gangs, the strange gods roamed but ignored them though, in the current age they are a quasi-civilized post-Modernist culture with the occasional problem of cannibal attacks in the impoverished quarters
Modifiers; 15600/9700/2900/+2
Settlements; Hub City (30%), the Scavengeland (70%)


White Mountain
Origin; the home of our settlers, founded as an integral piece of the federal government's surface resettlement plan, White Mountain SFEF (Subterranean Federal Emergency Facility) housed 9,000 selectees, experts from various fields and 5,000 lottery winners the facility persisted inside a marvel of human technological prowess, plagued by existentialist discontent and overpopulation the shelter is taking its first steps out into the new world, possesses a more complete representation of human civilization in the mid-20th century
Modifiers; 40670/1,200/12,900/+1
Settlements; White Mountain (100%), Camp Mackleson


Kingdom of San Bernardino
Origin; further away from Los Angeles human survivors became human tribes living off one another's flesh, off scrapping and barter, and in recent years even some crude agriculture, although they were left behind by Hub City in terms of culture and development they have become talented magic users and tough warriors ruled by chiefs loyal to the spirits of their land, the Kingdom is ruled by the Kestra Family who share blood with their more civilized and powerful relatives on Aebil, the magicians of Halhta, they however have limited and mysterious contact with these beings
Modifiers; 9,300/700/900/-1
Settlements; Kestra, Palms, Wilyum, Morgatha, Ishtak


Nevada Technocracy
Origin; established by the United States Air Force to research and analyze alien technology and life, most importantly they were to develop weapons to fight against the alien and supernatural forces of the world, housed here is the "Ark of the Covenant", reversed engineered alien technology, and a community of brilliant scientists, emerging from their shelter in 1978 they were the first subterranean humans on the surface in Nevada for a generation, their communities are ruled by a technocratic hierarchy and utilize smart chemicals to pacify anxiety and increase focus and motivation
Modifiers; 2900/12300/2850/+3
Settlements; Area 51, Hobbes Outpost, Paradise Ranch


Cult of Yisil’och
Origin; no god has as many worshippers than Yisil'och on Earth, while relatively equal in strength to other Ancient Ones the growing importance of the Accursed Coast and the defeat of the Communion has seen Yisil'och grow stronger than ever, the cults exist everywhere on the coast, thousands bending west toward the Temple of Yisil'och, its adherents live in hierarchal communes and are empowered with incredible powers of illusion and fear, little is known of them save for rumors
Modifiers; 4500/8300/2100/+3
Settlements; Temple of Yisil'och


Port Pacific
Origin; the brainchild of wealthy millionaire, Arthur Brickman, a genius with the resources to exploit it, Port Pacific was constructed to house Brickman and his friends, families, and allies protected by an arsenal of atomic bombs and the Amulet of Rhal, Arthur Brickman has remained young and healthy due to the possession of the amulet, the city exists in a dream state aided by chemicals and magical illusions although Brickman is merely an amateur magician and seeks greater magical knowledge
Modifiers; 900/5600/80/+3
Settlements; Port Pacific


Groota Remnant
Origin; the remains of what is General Groota's army, thousands of Antaran soldiers live in methane compounds and continue the work of survival in a hostile environment awaiting recovery, bred for warfare they are more emotional and aggressive than those of the Bartal Union, communication is incredibly rare with them, Antaran warriors do not sleep and are constantly at work, they possess an artificial psychic link utilizing electromagnetic energy, leadership is restless and speak of seeing their own phantoms and gods
Modifiers; 34000/19000/15300/+3
Settlements; Xos'Groota, Peleu


Veclari Bloodlines
Origin; a vampiric bloodline descended from a European family, the Veclari arrived in California in the late 40s escaping from discovery after aiding the Fascists, they lived in secret and amassed numbers and cults until the Fall, since they have built a confederation of aristocratic bloodlines who resent and envy the power of Moloch, they are often in competition against one another for the richest feeding grounds
Modifiers; 1450/700/320/+1
Settlements; Kartes, Vilna, Tilana, Weiss Castle


Bartal Union
Origin; formed by communities of Antaran engineers and scientists they are ruled by a council with members coming from individual communities with the capital at Bartal, primarily a research settlement, Bartal are currently searching for a way to build a new starship to escape the planet while surviving and persisting in the wastelands, typical Antaran culture devoid of the emotional augmentation of the warrior class

Modifiers; 8700/12280/7100/+3
Settlements; Bartal. Shalyut, Meshe'lu

Salinas Valley Resettlement Zone (SVRZ)
Origin; out of the Salinas Valley are the descendents of another federal shelter known as an "ark" where lottery winners were placed governed by federal administrators, this shelter meant to aid in the repopulating of the surface remained underground for seven decades, since returning up top they have established several cities and outposts in the Salinas Valley where strange winds protect it from the debris storms, it is said that the Sun can be seen here in regular cycles but this region is divided from the rest of the map by a cruel and deadly microrift, there is however disunity with the various settlements over the revival of democratic tradition in the region

Modifiers; 68000/23000/19000/-2
Settlements; Herschel City, Carnac, New Salinas, Tortilla Outpost

Ahmnish Colonies
Origin; worshippers of Ahm who have come to Earth to exploit the new markets of magic and lifeforms, the Ahmnish are keen businessmen and students of rift magic in the service of Ahm back on Aebil, the colonies are made up of convicts, feudal lords, merchants, mercenaries and peasants looking to build a better life, the Ahmnish mostly resembles European Middle Age civilization, their cities are some of the best on the Accursed Coast protected by Ahm's magical shields
Modifiers; 134000/280000/34000/+2
Settlements; Aetia, Midlelof, Brack, Kishdar


Kobold Chiefdoms
Origin; from Aebil come the civilized Ahmnish but also the barbarous kobold tribes who live to raid and pillage, a distant cousin of the more primal goblin race they are intelligent but violent patriarchal beings who have recently begun to settle and grow crops but much of their wealth comes from looting, there are two chiefdoms who dominate kobold civilization, the Yutatul'rilk ruled by Yutatul and Nileshkosh ruled by Nilesh.
Modifers;
Yutatul'rilk - 34000/13000/900/+1
Nileshkosh - 29000/14560/1400/+2
Settlements;
Yutatul'rilk - Yutal, Brunta
Nileshkosh - Nilesh, Hiwatha
 
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The Volumes

I. The Planes of Reality

Note: the primary playing field is the region that was southern California, the Accursed Coast as its called now is quite possibly the center of the known universe due to some lore and plot to be explained later

The Psychic Realm; it is known that the Ancient Ones at least partially exist in the material world but also have a connection to a immaterial transcendental world in which few mortals have experienced and not for long, in the psychic world all one needs is their mind and in this world there are things and events that can be seen that allows for great power to those who can exist in it

The Material Realm; the most familiar to humankind, vampires, and physical beings, originally known as Earth a word created by a forgotten human people, here the energies of existence exist in the most extremes and most balanced forms and is the origin of organic lifeforms, organic life energy is vital for the survival of the Ancient Ones and is collected through worship and sacrifice

The Netherworld; here the life-forces of the dead congregate when they fail to liberate themselves through physical death, it is said that these beings experience such extremes of emotion in life and death that their life-force is trapped in the web of mortal reality indefinitely, this region is distinguished from the psychic realm because although spirits, ghosts, and the sort have a lot of power sometimes their crippled and deranged psyche's prohibit them from being a threat to the Ancient Ones

Communion of Worlds; once part of the material world these planets established a quasi-material region of space and time by utilizing their technological prowess, ruled by a Prime Director elected by a technocratic council, The Communion attempted to colonize Earth thirty years after the fall of human civilization but were defeated by the god, Yisil'och in a nine year war, they have abandoned thousands of Antarans, the master race of the Communion on Earth

Aebil; perhaps 32 lightyears from the Solar System is a planet inhabited by masters of magic, terrible beasts, but most strangely its populated by mortals who have gained incredible control over magic, you will find beings from Dungeons and Dragons or Conan the Barbarian for example on this planet, the rift has made it possible for peoples of Aebil to settle the Earth in greater and greater numbers, they are rare though along the Accursed Coast

II. Species of the Rift


Beasties; this is the general term for the primal beasts of the rift world, they are mindless and live out in the wastelands, creatures like goblins, swamp things, all the monsters you hack and slash that will never be civilized, giant magic bears, reanimated corpses and such, this is a wide open category and so I won't go through the whole list of monsters I have ready for the game, the rift energy has radically transformed life in the Accursed Coast, lycanthropes and goblins are the most sentient of this category

Fiends; these are what you call ghosts, phantoms, and demons, they are trapped life-forces of dead biological beings who must drain the psychic energy of material organisms to sustain their capacity to interact with the material and psychic planes of reality, by this the fiends exploit human spiritualism often taking the form of holy figures, angels, demons, or perhaps an ideal lover or patriotic dream, because they cannot attract people to worship them directly they essentially trick lifeforms to transmit their life-force indirectly

Vampires; a race of superhuman beings with a deep thirst for human blood (and sometimes flesh), they are known by their fangs, pale skin, and inability to walk in starlight, even the moon irritates their bodies at times, they worship the Ancient One, Nyx who is the source of the vampiric bloodlines, if they do not consume human blood they will eventually be plagued by nightmarish hallucinations and dreams, they will eventually wither away and die a slow death

Ahmnish; a humanoid nation from the planet Aebil, they resemble a human Dungeons and Dragons faction at a Late Middle Ages technology, once ravaged by orcish and kobold invasions they were saved by the cosmic magician Ahm whose past and origin are a mystery, Ahm protects his new people and after five centuries they have emerged as a sophisticated and technologically advanced medieval grade civilization, they are excellent warriors as to be expected from Aebil and practioners of Ahmnish magic which is focused on conjuration and alchemy

Antarians; what in history were described as "grays", short humanoid beings with large bulbous heads they are more diverse than that but still they are the race most unattained to the rift, they have artificial psychic communication and rely on what they call subspace technology to achieve their aims, on the Accursed Coast they persist in isolated compounds awaiting rescue decades after the Communion War which saw their nation, the Communion of Worlds defeated by Yisil'och a power ancient deity

Kobolds; bipedal intelligent lizards who are tribalistic and aggressive, they are known to grow crops buts much of their wealth comes from raiding caravans and settlements, they are excellent tacticians and clever tricksters who fight in a high mobile light infantry system based on guerrilla style warfare, they are ruled by chieftains who are the males with the most children organized into patriarchal families, they have come from Aebil to stake their claim to the new frontier of the rift dimension

Cosmic Gods; the rift awakens the ancients ones from the Great Slumber and some have come to Earth to stake their claim and manipulate the increasing pull of fate to the Accursed Coast, a conflict is brewing and the gods will no doubt be major players, indeed they are the part of the reason that the conflict is coming, they are mysterious and powerful beings existing on a plane of reality beyond the perception of material lifeforms

Humankind;

Shelter Culture; after nearly a century of warfare, scrapping to survive, living underground mired in existential angst the great subterranean shelters constructed by the federal government are spilling their inhabitants out onto the surface to rebuild post-industrial civilization, to do this they will have to navigate the dangers of the rift and vanquish the gods as ancient as the cosmos, mid-20th century/Modernist culture

Wastelander; born and raised on the surface these humans are ruthless and tough, they are highly resistant to the diseases of the wasteland and mostly coexist with one another in tribes or under warlords, at their best they have secured a quasi-civilized life in the ruins of Los Angeles under the governance of Hub City, there decent education is a priority but only available to an elite group of families in control of scrap piles, gasoline spots, and barter routes
 
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Sorry Grimm, I'd sign up but I'm already involved in two other forum games. Good luck though, it looks to be an interesting concept!
 
Down the Mountain, Across the Wastes

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Ruin lay at the feet and in the fields of vision of the settlers and the pale sky signified day. A stream of them pouring out of mountainous north into the greater expanse of the wasteland where the horizon was empty with the only indication of a planet being a slight curviture. Three thousand leather boots stepped on the black green soil carrying large packs held snug to the shoulders. Their blue clothing produced by the textiles with great expenditure of energy and material warming them against the sharp winter. From Camp Mackleson they were organized and sent to distant coordinates in an effort to plant the flag of humanity into the waste dirt and proclaim the renaissance of civilization.

At Camp Mackleson the thousands dug in and persisted for two months receiving steady supplies from White Mountain they built shelter and defenses. Teams of dozens and hundreds trekked to their locales not knowing what to expect. No hostile forces or strange beings tested them at Camp Mackleson yet a gloom haunted their existences. It was clear the world was something much different than that of their ancestors and the soil there would never sustain crops of any kind. Temperatures ranged from almost zero degrees at night to forty during the day. The sun did rise, something the shelter's administration was keen to talk about. Its light though only a pale illumination and no one could find the sun anywhere.

The settlers gradually made way for fresh faces from the mountain and they marched forth into the wastes knowing not what they faced. Inexperienced in serious combat the settlers suffered their first taste of bloodshed. Goblin raiders massacred thirty here, fifty there. Wild dogs though was the great fear in these first weeks, dogs red eyed and frothing bloody saliva, their howls filling the day and night as they did not seem to follow a regular pattern of sleep. Food and firearms were carried on well crafted metal wagons with the spare clothing and pioneer equipment. Goblins followed them but were mostly afraid until overtaken by the shiny eroticism of the settler's caravans. They experienced the trials of death and loss, and grew sharper and stronger by it.

Into vampire country they met the stalkers of Moloch who having great capacity for stealth and their blood thirst reliably quenched were content with following the caravans through their grounds. In fact killing our settlers was the last on their minds, instead they planned to capture and breed them as a stable blood supply. They experienced the trials of death and loss, and grew sharper and stronger by it. Moloch gained the notion that there were quite possibly many more where this came from and sought to discover the location of White Mountain.

((Players can choose a location on the map anywhere but must include how you got there in your IC. As small settlements you may want to stay close to one another at least at the beginning. Every player begins with 100/100/10/+3 but random rolls could create variation. If you wish to stay in Moloch's nation you will trigger a contact event with the vampiric faction))


 
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((Emerging from the underground hideouts constructed for the city of Santa Barbara, this will be my start point. You can call my "nation" the Coast Colony))

- Dean Draorn Vormer, Coast Colony Leader on the eve of the return -

"People of the Coast Colony, we return to the surface. Long have we prepared for this day. We know not what dangers and wonders await, but it is time to reclaim our place in the lands above. We send our best and brightest that you may learn of the wonders and dangers that await, and inform yourselves and be prepared to advise others in how best to harness the wonders and overcome the dangers that await. Take heart, for we know that many others colonies will also be emerging in this time. Seek them out and we will stand together against the unknown."
 
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Chief Administrator, Warren Driscoll

"With immense pride and great confidence we send you men and women of the first resettlement group to the unknown surface of the world. Selected because of your unique talents and psychological dispositions you all will light the beacon of civilization ahead of those who will follow it as a guide star through the wastelands and ruins of our lost civilization. On behalf of the Administration and the population of White Mountain we salute our heroes and in the hearts of the people your memory shall persist.

You have all received the best education and training on how to tame the surface and forge communities inclined toward survival. The best psychological analysis and therapy coupled with learning the skills needed to plan out organized and construct the buildings required to exist in the harsh climate outside. For decades our scientists and engineers have examined the weather patterns of the surface and they have passed on to you all that they could teach you. Our security forces have trained all of you on how to handle and utilize firearms and varied other weapons which will come to be needed for hunting game and protection from hostiles.

In a year's time another such wave will follow your footsteps. Do not leave them in the dark, light the path to the new civilization and guide them by the arm having conquered the land back for humankind! Good luck, and may god be by your side!"


((+3 Psyche for the first three turns of the game))