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EmperorGrimm

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Hammer of Fate

IRC Chat: coldfront.net /join #HammerOfFate

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"Entire nations cried as the sun left the surface of the world,
Great and common people alike fainted with fear,
The justice of God provailed throughout the land,
Punishing the wicked, and raising the good to heaven."

Book of Jeramiah, passage 1


How To Play

Welcome to Hammer of Fate my attempt at a society simulation set in a post-apocalyptic world. I'm not sure where this game will go but with the combination of our ideas we can make this one an epic like Agorath. The year is twenty thirty four, twenty years after an asteroid strike led to the end of post-industrial human civilization. Since the strike the remnant of humankind have manage to survive the year long rainstorms and Long Winter to reach the precipice of survival or death. Two years before the game start date a vast pocket of sunlight broke through the debris clouds in the sky illuminating the Panhandle for two months.

It was that year that Anthony Carnac leader of a group of shelter refugees joined with other wastelander groups to establish a permanent settlement around an unused emergency shelter built by the old federal government. Here fifty two people built a scrap metal compound around the entrance of the subterranean shelter calling it Carnac in respect toward their great leader. With his impending death he has called a meeting of the Carnac's inhabitants to hold a vote for his successor.

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Character Name:
Age:
Background:
Game Mechanics

Characters start off with three stats, Influence, Health, and Ability.

Influence allows you to attempt orders like overthrowing the leader, introduce a new idea, and in general guide the course of events. Influence is earned by being successful at influence based orders.

Health represents your character's health and will tell you if your character is sick or has been harmed in combat, etc. Your characters can die so be careful.

Ability represents your character's skill, experience, and talent. Ability gives you a bonus to success rolls with non-influence based orders like leading war parties or building a structure.

Orders are divided into two kinds, Influence and Ability orders. Influence deals with guiding the community as a whole toward some end. Ability orders deal with fixing things, fighting in combat, or building stuff.

The number of orders you can make is dependent only on how much influence and ability you have. Your health can also affect the chances of orders like for example if you lost an arm you will get a penalty for combat based orders.

Overseer

Elected by a majority vote of the council the Overseer is the official leader of Carnac. He/she heads the Council for life or until a vote of no confidence deposes him/her. They are responsible for calling meetings of the Council and enforcing order in the settlement. Overseers gain an additional stat representing their popularity among the people.

The Council

All player characters are part of the Council as the most influential members of Carnacian society. They can propose policies and actions for the Council and Overseer to consider. Currently they do not represent any traditional economic and social class but have gained their position in society through merit and charisma.
 
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Statistics and Records

In a dusty storage room a stack of metal sheets hold the essential statistics of Carnac guarded by the oldest friend of Anthony Carnac. A mean elderly man sleeps and copies numbers and books closely guarding the entrance with a M-16 and scrap metal dagger.

Biannual Economic and Supply Report - June 1st, CE 2035

Economics

Food Production: Surplus
Water Collection: Drought
Raw Material (metal/wood/stone/etc): Surplus
Special Goods (medical supplies/electronics/etc): Sufficient
Luxury Goods: (artwork/clothing/furniture/etc): Lacking
Military Equipment (weapons/armor): Surplus
Energy Supply (gasoline/nuclear): Sufficient

Infrastructure

Agriculture: Excellent
Production: Good
Defenses: Sufficient
Logistics: Excellent
Housing: Surplus/Spartan
Public Health: Sufficient

Economic Points = 40 (+15 per turn)

Demographics
Soldiers: 60
Specialists: 50 (mechanics, nurses, skilled labor)
Labor Pool: 170 (unskilled labor) (used for farming, heavy lifting, construction)(-150 for farming per Summer)
Children: 47 (5 children enter workforce every turn)
Merchants: 13 permanent residents
Population: 350 people (+20 children per turn)(+170 immigrants per turn)

Diplomatic Relationships

Prestige = 40/100

Major Settlements

Crystal Palace (apathetic/bored)
Hub City: (Friendly/Respect)

Minor Settlements

Black Dirt (Close/Admiration)
Bricktown (Friendly/Admiration)
Sun Flower (Friendly/Admiration)
Uriah Hill (Friendly/Cautious)
Plains City (Distant/Cautious)

Trade Agreements

Black Dirt Water Agreement

Factions

Union of Mechanics (25 followers)(Leader=Bad Jack)
Virgilists (40 followers)(Leader=Magnus Brack)
Unity (20 followers) (Leader=Catherine Kendall)

Character Statistics/The Council

Catherine Kendall (Bialaska) (19) Turn 4
Influence: 10+20+10=40 (community doctor/leader of Unity)
Health: Thriving (immune to the black sores)
Ability: 10+10+15=35 (+10 wasteland doctor)

James Dokken (JoGa) (21) Turn 4
Influence: 10+15+10+10=45 (+10 growing respect for the Union)
Health: Thriving
Ability: 10+10+5+20=45 (+20 for building battle vehicle

Desmond Jones (jcucc) (25) Turn 4
Influence: 10
Health: Thriving
Ability: 10+10+20+5=45 (+5 interrogated prisoner)

Willian "Gator" Shaw (Tapscott) (33) Turn 4
Influence: 10+10_10=30
Health: Thriving
Ability: 10+10+10+20=40

"Bad Jack" Boehm (Plank of Wood) (43) Turn 4
Influence: 10-5+10+10=25
Health: Thriving
Ability: 10+10+10+20=50

Ralph Glickman (Lonelylurker) (20) Turn 4
Influence: 10+30+20=70 (Overseer/courageous)
Health: Thriving
Ability: 10+10+10+10=40 (+10 nuclear engineer/courageous)

Michael McLean (Baboush) (29) Turn 4
Influence: 10+10+10=30 (friend of the soldiers/lead the expedition)
Health: Thriving
Ability: 10+10+20=40 (survivalist/part of expedition of 2034)

John Rivera (That One Duke) (25) Turn 4
Influence: 10+10=20
Health: Thriving
Ability: 10+10+20+10=50 (perceptive/part of expedition of 2034)

Fort d'Retur (Dadarian) (33) Turn 4
Influence: 10-5=5 (hunts humans)
Health: Average/Alcoholic
Ability: 10+10=20 (hunter)

Doctor Orlov (Galren) (48) Turn 4
Influence: 10+20=30 (battlefield doctor/friend of the army)
Health: Average/addicted to opiates
Ability: 10+10+20+20=60 (wasteland doctor/healed our wounded in Riverbridge)

Magnus Brack (Noco19) (33) Turn 4
Influence: 10+20+20=50 (+20 leader of the Virgilists)
Health: Thriving
Ability: 10+20=30 (raised in Nashite agog system)
 
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Setting and Encyclopedia

Location

Carnac is located in the wastes of Alabama/Georgia which is 50 km from the nearest major settlement, Crystal Palace the hub of the slave trade in the Panhandle. Rumors of other settlements and communities flow in from the occasional merchant caravan but little is known about the world.

Environment

During the Summer temperature reach in the high 60s F and the negatives at night. During the Winter temperatures range from -30 to -10 all day. Sunlight comes to the wastes every eight months for four months at a time. This length of time however is growing every year. Surface agriculture is possible during the sunlight months.

Animal life has been reported far north of Carnac. Those who came from Shelter 19 recount that there were Ark Shelters in the mountains. Many species of insects have survived. Plant life returns moderately during sunny months. Earthquakes have create large ruptures in the crust leaving behind vast plains of nutrient rich volcanic rock.

Tornados and dust storms are frequent but years of experience have made surface dwellers quite adapt at surviving them. Water frozen for twenty years have thawed allowing for rivers and lakes of fresh water to become available during the warm months.

Game World

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On October 3rd, 2014 a massive asteroid was detected traveling toward the Earth at a rate that would have it impact two years and three months after its discovery. The top space programs in the world worked together to develop a plan that ultimately failed. Meanwhile governments and corporations on Earth began building vast subterranean shelters that would come to house twelve million selectees and lottery winners. On the surface nuclear power networks were also constructed underground to power surface shelters. These shelters were provided the barebone essentials.

Our settlement is a combined population of shelter refugees from Federal Shelter 19 who were forced to abandon their home when the nuclear generator failed. Then of course we have the wastelanders who have managed to survive on the surface against all the odds.

[B]Panhandle Wastes[/B]

The heart of the southern wasteland, the Panhandle encompasses everything from Carnac to the Citadel to Neptune Beach. Here civilization has thrived the most centered around the wealthy Hub City ruled by the despot Ten Arms. Trade routes are still dangerous but with enough guards you can survive a journey outside a settlement.

Beyond Hub City is the slaver community of Crystal Palace ruled by what ever slaver has the most guns and soldiers. Autumn Circle is a cannibal community who frequently raid western trade routes. To the south of Hub City are Outpost 119 and Scrap Town. Little is known of Outpost 119 except that its an isolated community of scientists from the shelters. Scrap Town was once the strongest community in the wastes until Ten Arms showed up and absorbed them into his dominion. They control the ruins of Tallahasee and therefore most of the scrap metal circulating.

Further into old Florida is New Bronson a necropolis who still worship their prophet Jeramiah. If you're lucky they force you to fight in their armies instead of harvest you in their prison. Neptune Beach settled near the Atlantic Ocean is also a major scrap center but is too far from the Hub to trade. Nonetheless they have grown into a wealthy community ruled by merchants trading their scrapwares and vehicles along the eastern coast. Far north is Port Atlantic another merchant ruled city famed for their great scrap wall that exhausted their metal resources years ago.

The last two settlements in the Panhandle is The Citadel and our own Carnac. In the ruins of Atlanta warring tribes fought over scrap and slaves while ritualistically eating their enemies for strength and good luck. Emerging from the unknown wastes of South Carolina, the Prophet Jacob Marshall arrived with his helicopter gunships and the message of godhood putting an end to barbarism in Atlanta. Finally is our own community of Carnac sitting on the great western plain far from most civilization..for now. Here Anthony Carnac from Shelter 20 led a ragged band of shelter refugees and wastelanders to settle around an unused surface emergency facility. With their own energy, food, and water supplies Carnac is very independent and protected by distance.

[B]The Great Bayou (Old Louisiana)[/B]

Shrowded in mystery the isolated bayou wastes rarely trade except out of North Port. According to rumors there is a deep belief in voodoo and it is used to turn human beings into mindless automatons. Floating cities drift on the vast lakes and swamplands during the warm months and freeze to the ground in the winter. Even those from North Port rarely venture west of their own city.

[B]Appalachia[/B]

Many subterranean shelters were constructed and connected here. Shelter 20 was in the souther tip of the mountain range but failed to contact any friendly groups on their journey to the south. Red Ridge home to a cannibal tribe who pray on shelter people who followed them to days is within an abandoned shelter. Their name comes from their ritual of bleeding out corpses on a ridge near their settlement which is said to be where they communicate to "the spirits". North along the mountains is Hope a shelter surface community that has yet to be contacted.

There is of course the Nashville ruins home to General William Virgil a psychopath and student of great men who wishes to unite the wasteland into a eugenicist feudal society. They do not trade or communicate with the outside world outside of invasion. Far north is the rumored Outpost 4 where large rockets can be seen coming from it every few months.

[B]The North
[/B]
In the ruins of Washington sits President Richard Warren who has claimed the title since the cataclysm. Provided with ample emergency shelters and supplies the city managed to build a cohesive quasi-American society within their boundaries. Outside of Washington is Pressfield a small town ruled by an aristocracy of soldiers, they are much feared. West almost to the mountains is Fort Liberty another military ruled settlement who raids the trade routes to and from Washington at will. In what was once southern New Jersey exists Brockett City divided by civilized warlords who exchange scrap metal for weapons. Finally we have New Garrisonville the hub of the northern slave trade.

[B]The Muddy Grounds[/B]

Covered in swamps and bodies of water there are only two communities known in this region. Twin Cities ruled by a government of two mayors who rules much of the swamplands. East of Twin Cities is Ruiz Towers where rumors speak only speak of cannibalism.[/FONT][/SIZE]
 
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The Community

post_town.jpg


Turn 3 - CE 2035

Politics
Leadership: Meritocratic Council (Overseer elected by majority vote within council)
Overseer: Ralph Glickman (1 year)(popularity=90%)

The Overseer currently has a monopoly on internal issues and can initiate a domestic project without the support of the Council. In extnernal affairs they must win a majority vote for proposals to be approved. The Overseer governs for life or until retirement (forced or voluntary) and is elected by a majority vote by the Council.

The Council: 32 members (based on influence and merit)

The Council is made up of the most powerful members of the society. Their power comes from sheer charisma and accomplishment. The Council thru their power and influence elects among themselves an Overseer with absolute power in domestic affairs who is responsible for the improvement of the settlement.

Economic Organization

Carnac like many other wasteland settlements operate on a class system divided by the most necessary skill sets. Anthony Carnac adapted this plan from a Federal manual on community organizing in a resource scarce environment. Carnacians are not held to their class by any tradition or law but the next generations will most likely follow in their parents footsteps. Labor operate on work cycles of twelve hour shifts with one rest day. Post-apocalyptic people tend to have greater endurance and stamina than what is thought normal. The more skilled and charismatic a person is the better their position in the community.

Common laborers make up the majority of the population. They are people who have no unique skills that benefit the settlement. As things get more complex laborers may discover that they have a skill that puts them in their own unique class. They have their own groups known as Camps with elected leadership and agendas. Organization into this labor system has been easy as it offers a better life than most other communities. Class consciousness is coming.

The Carnacian Army

Chief Commander: General Michael McLean
Officers: 5
Soldiers: 60 (can recruit an additional 40 soldiers)
Manpower: 250 (between ages 14 to 50)
Facilities: Camp Glickman (boosts defenses to sufficient)(20% of immigrants recruited into army)(holds weapons)
Training Programs: Basic Training (4 weeks)(+20 to roll against non-settlement forces)
Vehicles: 1 battle vehicle


 
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Character Name: Catherine Kendall
Age: 19
Background: Catherine don't remember the world before the asteroid, though she has been shown pictures and told stories of a much better time. The child of a medical doctor and a nurse, both offered shelter, Catherine grew up in relative safety for most of her life. Her mother succumbed to the cancer 12 years ago. She was mentored by her father before his recent passing, and while she may lack any paper on her skills, she has grown into a very competent doctor or nurse, being able to handle common and most uncommon illnesses.
 
Character Name: James Dokken
Age: 21
Background: The only child of an engineer from Tennessee, he was born just before the Earth was devastated by the asteroid strike. He has spent much of his life helping his father scavenge for food and goods to survive while learning from his father about the technology and engineering principles that were used before the asteroid's impacted wiped out mankind's progress. While searching for food in the ever increasingly dangerous expeditions out of his shelter in the East Tennessee mountains James heard a rumor of a new self sufficient society that had formed in the south near the gulf coast. While traveling to Carnac his father was killed in a raider ambush. James continued on to Carnac and knew he had to make a new life for himself there using the knowledge his father had passed down to him.
 
Character Name: Xavier O'Flanagan
Age: 43
Bio: Xavier is the only so of an Irish-American family around Boston. Before the Cataclysm, he was an ordinary government worker/part time historian. A small bespectacled man, Xavier underwhelms and seems to be rather...weak. However, he managed to survive the asteroid, despite not being in a shelter. Alone, he survived through scavenging and his wits.
 
Character Name: Desmond Jones
Age: 25
Bio: The eldest son in a family with six kids, Desmond grew up fast in order to take care of his family in the wake of the apocalypse and his father's demise. Post-Apocalypse Atlanta wasn't the best place to have a childhood, and Desmond was forced to scavenge and fight for the scraps he fed his family with. When he was fifteen he stole from the wrong people and wasn't stealthy enough while sneaking back to his family and the raiders he stole the food from killed his mother and his siblings, leaving him half-dead and bleeding out on the ground. An old veteran found him and patched him up, taking the boy as his apprentice. Desmond learned how to shoot, sneak, and kill from the old man as they worked as mercenaries, until the two of them got in over their heads trying to assassinate Jacob Marshall. The old man died and Desmond ran away from Atlanta, ending his journey at Carnac where he searches for a cause worthy of his skills.
 
post_apocalyptic_soldier_by_rizaun-d41krs7.jpg

Character Name:James Blackgate
Age:32
Background:
After everything went south James Blackgate went mad with trying to obtain power by any means necessary, he was a former powerful politician in Kentucky and had everything
but after the comet fell he lost everything. His wife, his children, and all of his family were gone in this was the moment he went into a sort of sophisticated madness where he would rather run the show instead of playing in it. So he moved around the country trying to find his way around, and he heard some news about prosper cities in the south and made his way there.
 
Character Name: William 'Gator' Shaw
Age: 33
Bio: William 'Gator' Shaw was the youngest of a family of alligator hunters from Mississippi. He was travelling east, through Alabama into Georgia, when the meteor hit. Taking cover with the founders of what would be Carnac, Gator has earned a reputation as a handy-man and excellent scavenger. There are rumours though, that started not long after he settled with the survivors, that Gator is a cannibal, being responsible for the disappearance of several other survivors. Despite these rumours, no evidence has ever been uncovered.
 
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Character Name: "Bad Jack" Boehm

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Age: 43

Background: A Texan-born biker, he was a hard man with a criminal record before the event. He had been travelling through the southeast when the meteor struck, along with the rest of the gang he was a part of - naturally they stuck together through the harsher years, and was no stranger violence or raiding. A mercenary, a trader, a bounty hunter, a scavenger, he has been all of these things and more. Eventually, through internal disputes, rivals with other bandits, and exposure to the elements his biker gang gradually was reduced to himself. It was at this point he stumbled upon Carnac at the time of the formation of the settlement. Due to his experience in such matters, he took on the roles of protection and security of the town. Though he makes no lie of his past and understands that he may be resented by others, he is also pragmatic, understanding of others and nonjudgmental of other's past deeds - traits which lead to him taking an occasional role in justice within the Carnac.​
 
Turn 1 - Crossroads (January-June 2034)(Winter)

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The Journey South

Memories of a world that existed only twenty years ago seemed like a dream. Anthony Carnac was a young man, only twenty five years old when he won the federal lottery to live in the Federal Shelter 19 in the Appalachian Mountains. Only his young wife was allowed to come with him and so they said their goodbyes to loved ones who would have to experience the horrifying crumbling of humankind.

Life in the shelter was comfortable and gradually the two were allowed to have children after new subterranean chambers were dug out. Anthony Carnac who was a musician on the surface first worked in the hydroponic farms for ten years. His wife Amanda was made a nurse which was her profession on the surface. Shelter 19 was a stable and safe environment, the leadership initiated the democratic process guided by a council of experts.

The final seven years of shelter life however would see labor riots and increasing chaos from a population with no real hope for the future. The Carnac family having remained loyal to the administration were moved to a secure housing chamber meant for scientists, engineers, and shelter managers. During this time he was made the personal assistant to the overseer whose son was saved by Amanda Carnac. Amanda became his son's personal nurse.

One fateful morning saw desperate rebels sabotage the nuclear generator for the shelter leading to the emergency opening of the thick titanium surface doors. Finally the rebels had succeeded but the hopes and frustrations that drove them to such an extreme act would lead them into a world ravaged by the cruelty of nature and human beings.

The overseer and his security teams organized a group of "loyalists" and with the best equipment and supplies set off to the north toward a radio signal emmitted from the settlement of Hope where a recorded voice provided coordinates. The Carnacs joined the overseer but despite their relative strength to the other refugees they were gradually worn down to a band of twenty or so followers.

The mountains were too cold and harsh to travel on and so the group were forced to change directions toward the south. Along the way they avoided cannibals and raiders but also absorbed wastelanders who had also been traveling toward Hope. Food and water were bartered for in communities discovered along the way. Its was here that they learned of William Virgil and his new feudalism society that had expanded hydroponics throughout their dominion in the ruins of Nashville.

As the snows covered the surface so deep that a human being could fall into it and never been seen again the wandering group found shelter where they could. The overseer who perished during this time made Anthony Carnac the new leader. Fortunately for the group of sixty or so followers the warm months came and the Mississippi River melted allowing for travel on water with a series of crude boats. From Appalachia they came to the Panhandle Wastes and traveled under the sunlight to the current location of Carnac.

A year after abandoned the shelter a group of seventy established Carnac around an unused emergency facility.

The Gathering

Anthony Carnac was something of a hero among the people of Carnac. Through the years in the shelter he had remained strong for his family and even as his wife and daughter perished during the journey south he had become a stoic leader of a people who against all the odds had survived. His son Jason helped him walk to the compound that covered the hatch to the underground nuclear facility. it was where the settlement came together to socialize and discuss the future.

The community had been waiting for sometime when the Carnacs arrived. Shelter refugees who still maintained something of a pre-Strike culture sat with wastelanders who spoke a degenerated form of English. No one could tell by looking at one another where one originated from, dirt and hardened faces blanketed the congregation.

"Good evening to you all. I'll going to get straight to the point because as we all know my time is running short." Anthony Carnac spoke with diminished voice as some who had been with him since the shelter sobbed.

"We have reached a crossroads in our journey as a community. All of us have labored long and hard to build our home here on this forsaken plain. Luck has granted us this nuclear facility that has provided us enough food and energy to live here for two years. Now however we must decide how to proceed in the next six months and of course we must vote for my successor."

Translators helped the wastelanders understand Carnac's old english. Scrap pieces were dispensed among the two hundred people of Carnac somewhat cramped up in the compound.

"One person gets one vote. Anybody may stand to be elected as the Overseer of Carnac.

Post whether or not you wish to stand for election by stating. Players/the council will then vote for an overseer.

OOC: The Overseer of Carnac is the leader of the Council which all players are part of. Players represent the most influential members of Carnacian society. He/she have the final say on council policy.

Current Issues

Food, water, and energy supplies are being utilized at 100%. You can decide to trade for the resources, demand tribute from nearby small communities, or explore somewhere on the map to try and find a new source of food, water, and energy.

Note

Players can request additional information about issues and potential consequences on coldfront or in PM. If you want to learn more the game world you will need to send an exploration mission to somewhere on the map.

Although I will be moderating what happens in the game to keep it from slipping into chaos the players can propose and do anything that would be realistic for the setting and circumstances. Its up to you to decide how things go and what Carnac will do. If you want to change the whole Overseer system itself then go ahead and suggest it (after the first turn) or build up a supermilitary city-state then cool. You'll of course have to spend influence and ability on doing so and it would probably a few turns though. Players can create events of their own that can give them stat boosts if they roll successfully as long as it isnt big enough to affect the whole game. For example you can design and build a wasteland weapon and if successful gain ability.
 
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Name: Ralph Glickman

Age: 20

Background:

Ralph was born in Shelter 19, just a couple of months after the Strike. He has always been fascinated by machines, especially electronics, and hopes that access to the surface world will all him to salvage the remains of the old world for components to rebuild advanced technology.

Despite a general lack of inclination he has also forced himself to learn something about self-defense. He was an apprentice reactor technician at shelter 19, and still has nightmares about watching as the rebels sabotaged the reactor. He is determined never to be so helpless again.
 
Bad Jack, uncaring of the several eyes (many of whom lost friends to his ilk) leering on him, stands as Overseer.
 
Emboldened by the show of support, Bad Jack spoke a few words to the group:

"Now I ain't going to sugar this for all of y'all just to win your vote; I'm speaking in the frankest possible sense. I've done things I ain't proud of. Things some of y'all came here to escape. I've killed, robbed, intimidated - all those things the common opportunist in the wild does to keep feet under his legs. Some of you hate me for that, I won't dispute. You have every right to feel this way. But I did it for my family. Not family in the strict blood sense like mothers, sisters, brothers and that - but the guys and gals that'll watch you while you sleep, to stop some goddamned hick cutting your throat just to take the Pepsi cans you spent all month collecting.

'Course those guys and gals for me are gone now, and you know what? Y'all are doing just the same to me. You gave me shelter, water and a goddamned reason to live, other than selfishness of course. That makes you my family just as much as it was then, or the one I had before the damned meteor. And I swear before whatever god merciful enough to let us draw air 'til now, I won't let people like the scum I was hurt your or yours. The slavers know I ain't to be messed with, the raiders neither - they know for reasons I ain't discussing right now, not 'cause of shame but because it'd take to long, and other people'll be wanting to make a speech too.

I ain't gonna hold it against you if you don't give me your trust, 'cause I know it's a long shot. No matter what happens, y'all my brothers and sisters. No two ways about it."

He coughed, probably due to speaking more than he usually does, then continued to speak.

"Now heres what I suggest I'll do, considering that what'a President'd do in his election. I'd first get a proper justice system in place, with a proper Sheriff. Now I ain't accusing y'all of any wrongdoing, but times are bad. And when things are bad people think they can get away with things we, as family, ain't supporting. This Sheriff ain't armed, if any of y'all are worried, he's just gonna be someone devoted to keeping everything safe and stable.

Secondly I'm gonna try to get agriculture going smoother - the farmers here ain't doing anything wrong, but more food ain't bad. Scouts'll be sent out to look for traders selling better seeds for our crops, and hell, if we can find'a breeding pair of poultry I'll kiss'em on the mouth. And I ain't saying that lightly.

Finally I'm gonna get medical up to scratch. Flu and infection ain't to be messed around with in these times. Proper quarantine, get sterilisation of equipment at it's best, and get someone to fix the goddamned wheels on the IV.

Just some suggestions, mind, and I ain't gonna be mad if whoever wins does that instead of me."
 
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Gator stands and clears his throat, giving the survivors around him a big, yellow, grin.

“Howdy y’all! Ya’ll know me, Gator! If ya don’t know me, then you don’t know anybody! Hehe, Imma just pullin’ ya leg! No, but I know some of youse have heard nasty things about me, eating god-fearing folk, and we all know that’s bullshit, so I won’t bother goin’ into that! Instead, Imma point out what I have done for us! I’ve managed to slap together enough parts to repair those water pipes! Remember when Reggie’s radio blew up, hehehe took of his eyebrows!, well, I fixed that to!”

He struts in front of the survivors.

“So you know that I’m good with my hands, that I can fix just about anything you throw my way! And Imma also good at finding all that real nice stuff people just went and left lying around when the meteor hit. I see you Tommy, wearing that gold Rolex watch I found! Hehe, see Imma useful! So, that means Imma trustworthy. When I tell ya something, ya better believe I say no lies!”

He points at Bad Jack.

“I vouch for that man as next Overseer! Why? Imma tell ya why! Cause that man does what needs to be done! Ya may not like what he’s done in the past, but who cares about what happened before the meteor hit? Not me! What matters is the man himself, and I sleep better at night knowing he stands there between me and the damned freaks outside Carnac! If you reckon I speak the truth, and I do!, vote for Bad Jack! His name be Bad, but he stops us from going to hell!”

Gator sits back down, pleased with himself.
 
Just to update everybody. All players characters of the game are part of the Council which doesn't have a limit on members currently. The election for the overseer is still on.

Great role-play so far!

Ralph Glickman has been added.
 
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