Hidden 7 yrs ago 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago



Premise


Baker's Rest, more commonly known as Blackfinger, is the technological hub of the New World. A good comparison would be Menlo Park; where some of the greatest minds are brought together to build and contract machines to improve mankind's life; and then those machines are sold by men to keep a semblance of power and control in their areas. Unlike Edison (a scumbag) the leaders of Baker's Rest control the release and sale of technology not for financial control; but to keep stability. Between the corrupt and cruel nation of Jefferson to the West, the Old World obsessed scavengers of Old Glory to the East, or the growing danger of a new militia led by the mysterious and cruel General; a sudden shift in power could throw the small nations of surviving peoples into a bloody warfare.

All it would take is a spark. And Blackfinger is the ultimate powderkeg.

Background


The world has ended.

It’s easy to start out with that: the world ending. Because it implies everything ended. And that, as many things are, is a lie. The thing about this world: it’s creatures and its inhabitants is that they continue to survive long after things should have brought them to a designated end.

When the great blackout came, it came at the worst time globally. Scholars still argue what caused the great blackout; some argue it was the biggest solar flare in the history of earth; others argued it was an EMP blast launched from some foreign nation. It didn’t matter what caused the great blackout, only that it happened and it took away our entire modern world.

Everything had become so mechanized. Machines and computers controlled most of our modern lives. They built our machines, ran our cities, kept us alive and entertained us. And in one swift moment: we lost it all. Cars stopped working. Infrastructure broke down. Millions died in the first week. By the time the winter came: a cold and harsh winter; millions more died. Cities became giant crypts of the dead, wrecked with disease; and as the years passed, became dangerous crumbling monoliths to the old world.

America was no more. How could it persist when nearly every leader perished in the first weeks? But there’s something about humans: even when most them die out; some still survive. Against the odds they continue to scrounge and scavenge. They form groups, then communities, then settlements and finally we have the world today.

Modern technology was lost to us; but in that loss we discovered that some things still worked: old technology, tossed to the wayside and put out of use for centuries now became the tools to keep society alive. Steam combustion, black powder, horses; things regarded as quaint in the old world became the way to survive. Those with the means to harness this technology became the new centers in the new world.

These new growing cities were called Steamtowns. Built on rivers, on the banks of old decaying cities, in large farmlands or anywhere safe from the debris and danger of the old world, these became the seats of new nations in the shadow of nations passed. The most famous Steamtown was known by many as Blackfinger, though its true name was Baker’s Rest. Blackfinger was the heart of manufacturing in this new world; acting as both a trading city on the lower banks of the Great River, and as the heart of new invention. It’s the heart of the Freetowns, a loose government based around the Great River. It’s where this tale begins.

Technology


Due to the mysterious event known as the Blackout, all modern technology is worthless. The technological advances in these 80-odd years after the Blackout has led mankind into a technological boom like the late 1800s, a time of rapid invention and technological discovery. The steam engine, gunpowder and new devices reign supreme in this steampunk wild west.

Still, weaponry and invention still occur; the weapons are not simply carbon copied versions of guns from the 1800s, though designs may be similar to the cap-and-ball black powder pistols or the rotating barrel volanic pistols you've seen in westerns and in video games. Players are allowed creativity with their weapons; especially since in this time period scavenging is still a good course of metal and parts. Horse-drawn carriages may have a base that was originally an Old World car, for example.

Vehicles range from horse powered (carriages and the sort) to trains and smaller steamboats. Zeppelins and balloons DO exist, but those are in the hands of the fabulously wealthy. The reason that older cars (pre-computer cars, for example) are not still being used (as well as gas-combustion engines) is due to the ravages of time. This story takes place 80 years after the fall; and even the most meticulously kept vehicle can't last forever under harsh weather conditions and a lack of fresh parts. Plus, gas does go bad, and without access to oil refineries, gas' use has lessened while wood and coal powered engines work better.

Terms and Nations


Old World: Anything pertaining to the world before the great blackout.

Great River: Known in the Old World as the Mississippi; the Great River is the spine of the Freetowns, and the largest trade river on the continent. The Great River has remained surprisingly unpolluted compared to other large water bodies; due to Old World contamination.

Blackfinger: Refers to both the town of Baker’s Rest and to its inhabitants due to the excess of blackpowder and coal that many of the populace work with. Someone who is an excellent engineer may also be referred to as a “Blackfinger” even if they don’t hail from the city.

Barger: People who make their living on barges or steamships; trading up and down the Great River. Bargers tend to both deal in ferrying people up and down the great river as well as delivering supplies between towns.

Coppers and Silvers: The currency agreed on in the nations for trading. All currency is metal, and is referred to into lower change (pennies) called coppers and dollar values (silvers). Gold items like coins, jewelry and bars are super valuable in this market.

Scavvers: The most dangerous job in the New World can sometimes be the most lucrative, if you find the right things and have the right buyers. Scavvers make a living exploring the ruined Old Cities; but run the risk of death and disease.

Freetowns: A loose collective of cities built on the Great River. Each town in the collective is run by a council of elders. Many of the Freetowns are connected to rails, which has made the Freetowns the biggest trading partner of all the nations in the New World; putting them at a precious position when conflicts break out between other nations.

Jefferson: A huge agricultural nation to the west of the Freetowns. Jefferson has one of the strongest economies in the new world, though it is also the harshest and most inhuman of the nations. The largest agricultural center in the New World; it also boasts a hefty drug trade, gang violence and human trafficking. The major city of Jefferson is New Rojas; which acts as both a rail hub and the largest trading city in the New World.

Brighton: Northwest of the Freetowns and north of Jefferson, Brighton occupies large forested and mountainous regions of the new world, with heavily spiritual populaces born from Old World groups. The major trade good from Brighton is furs and cloth. Brighton is the most sparsely populated nation of the new world; and many live near the city of Young’s Hope; which is the only Brighton city connected to the rail line.

The Capes: Directly north of the Freetowns, The Capes refers to a small nation built around the Great Lakes regions. A harsh, cold part of the New World The Capes sports the biggest fishing industry in the New World.

Old Glory: The far-eastern nation, draped in pagentry and obsession with the Old world nation. Old Glory is most known for scavvers, as Old Glory is a dangerous nation home to many of the largest old cities. Those drapped in the colors of the Old World nation are kept at arm's length, in fears of them baring plague.

Rules


Since this is in Advanced, I hope everyone who applies understands the basic forum and RP rules. From obeying the laws of the land (aka the Guild's rules). Basic respect and decency should be given to everyone, regardless of writing ability or attitude. Golden rule applies heavily.

Respect me and RP staff. Please.

No power gaming. This should be the most known and basic rule there is. No called hits, shots, kills, etc. This RP is character heavy and character driven. That means that every post is not going to be a violent shoot out. In fact, many situations will require critical thinking instead of combat prowess.

Post your character applications in the OOC. If I (or my co-GM) accept you, then you can post in the characters tab.

I will be posting at least once every 5 days. I would like to hold everyone to that standard, unless something comes up. I understand people have schedules, school, work, etc. Trust me, i'm a teacher; I understand. If you will be absent, please let me and the other players know. We can either move the plot along with you NPC'd, or we can hold off until a better time.

About the GM


In case people don't know about me or are worried about my GM credentials, i'd like to take a moment to at least give some information about myself. I've been roleplaying both on forums and on messenger/chats now for over 14 years. I have GM'd for multiple RPS on the Guild (most lost to the last big Guild crash) and I have participated in countless more RPs. My main RP area is in Advanced, and I am a character focused writer. I have a Bachelor's degree in English and a Master's Degree in Secondary English Education. And while I've spent much of my adult life working on writing and reading comprehension, I am also a human and I make typos. And I understand typos. I will not insult you or treat you differently for how you write, and I ask that you don't treat me any differently if I have formatting errors or spelling mistakes. We're all human.

My normal RP time is 4-10 PM Eastern US Time.
1x Like Like
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago



And this saloon is open for business!
Hidden 7 yrs ago Post by CaptainBritton
Raw
Avatar of CaptainBritton

CaptainBritton Man of War

Member Seen 3 days ago

You have my interest.
2x Like Like
Hidden 7 yrs ago Post by ayzrules
Raw
Avatar of ayzrules

ayzrules CEO of staying up all night

Member Seen 1 day ago

@DruSM157 question (i know it might seem irrelevant, but I'm 75% convinced that I only like steampunk/the victorian era for the aesthetic lol)-what are clothing styles like?

Like would it lean more toward historical "wild west", or would it be more futuristic-steampunky? Would there be any elements of Victorian fashion at all (ie ruffles, waistcoats, top hats, corsets), or is the only really steampunky part of this setting going to be the tech?

In my head I had sort of the steampunk wild west vibe, but that can have lots of elements of Victorian fashion incorporated into it so I just want to make sure that I'm getting the setting and stuff right
Hidden 7 yrs ago Post by NuttsnBolts
Raw
Avatar of NuttsnBolts

NuttsnBolts

Moderator Seen 15 days ago

Already spoke to ya already so I'll start working on my character sheets.
1x Like Like
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

@DruSM157 question (i know it might seem irrelevant, but I'm 75% convinced that I only like steampunk/the victorian era for the aesthetic lol)-what are clothing styles like?

Like would it lean more toward historical "wild west", or would it be more futuristic-steampunky? Would there be any elements of Victorian fashion at all (ie ruffles, waistcoats, top hats, corsets), or is the only really steampunky part of this setting going to be the tech?

In my head I had sort of the steampunk wild west vibe, but that can have lots of elements of Victorian fashion incorporated into it so I just want to make sure that I'm getting the setting and stuff right


Fashion in the RP will vary from place to place. I think in the larger cities or with people who need to look astute, you'll see that Victorian/steampunk fashion. Merchants, engineers, saloon owners;, those types. Trappers, bounty hunters and soldiers will probably have a more form-meets-function wardrobe. Lots of furs for people who live up in the colder north; dusters and waistcoats for those who have to travel the southern lines.

Honestly, there's tons of room to experiment with different fashion! Go wild!
1x Thank Thank
Hidden 7 yrs ago Post by Snagglepuss89
Raw
Avatar of Snagglepuss89

Snagglepuss89

Member Seen 1 yr ago

Eyes recent bookshelf of Victorian era literature and history books.

I may not join.

But the temptation is certainly there. I'd definitely lean more towards Victorian Europe than America though for inspiration if I do cook up a character.
1x Like Like
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

Eyes recent bookshelf of Victorian era literature and history books.

I may not join.

But the temptation is certainly there. I'd definitely lean more towards Victorian Europe than America though for inspiration if I do cook up a character.


I'm glad at least I got the temptation out there! I'd be happy to have you on board if you do get the bug to join! Let me know if you have any questions regarding the world, lore, character building etc.

Hidden 7 yrs ago Post by GingerBoi123
Raw
Avatar of GingerBoi123

GingerBoi123

Member Seen 10 days ago

@DruSM157Yo man, this alright for a bounty hunter?

Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

@DruSM157Yo man, this alright for a bounty hunter?



The dress and look of the character work fine, as long as he doesn't have his own private zeppelin to fly around in!
1x Laugh Laugh
Hidden 7 yrs ago Post by GingerBoi123
Raw
Avatar of GingerBoi123

GingerBoi123

Member Seen 10 days ago

@DruSM157Yeah, no. Don't worry about that. More of an action shot, lol
Hidden 7 yrs ago Post by CaptainBritton
Raw
Avatar of CaptainBritton

CaptainBritton Man of War

Member Seen 3 days ago

So are muzzle-loaders/caplock rifles allowed or is this too far into repeater tech for that?
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

So are muzzle-loaders/caplock rifles allowed or is this too far into repeater tech for that?


Simple mechanism pistols and rifles are probably the common "cheap" guns of choice. They're probably falling out of fashion with more mass produced pistols and rifles made in the Freetowns.
Hidden 7 yrs ago Post by Gowi
Raw
coGM
Avatar of Gowi

Gowi

Member Seen 9 mos ago

Clockwork is all the rage, man.
Hidden 7 yrs ago Post by Little Bill
Raw
Avatar of Little Bill

Little Bill Unbannable

Member Seen 22 days ago

Definitely interested, though I've got a few questions for different characters in mind.

1) With no machines to press thousands of pills a day, how far back has medicine gone? Is there still surgery? Are medical textbooks/unexpired medicine still used? Is losing a limb a death sentence or a segue into a cool Furiosa arm?

2) Do inner cities use old world drugs and alcohol, or is everyone shooting up newfangled apocalypse juice?

3) How mutated/different are the flora and fauna? Are we just dealing with hardy desert descendants or did mutation make things all alien?

4) How much of a common law is there?
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

Definitely interested, though I've got a few questions for different characters in mind.

1) With no machines to press thousands of pills a day, how far back has medicine gone? Is there still surgery? Are medical textbooks/unexpired medicine still used? Is losing a limb a death sentence or a segue into a cool Furiosa arm?

2) Do inner cities use old world drugs and alcohol, or is everyone shooting up newfangled apocalypse juice?

3) How mutated/different are the flora and fauna? Are we just dealing with hardy desert descendants or did mutation make things all alien?

4) How much of a common law is there?


Hey Deadbeat! I'll answer the best I can on my phone.

1.Medicine has gone back a good ways thanks to a lack of mechanization. Herbal medicines, ethers, alcohol and such (late 1800's-1910 medical advances) are found in larger cities. In smaller villages it's down to luck and prayer to survive grevious wounds or sickness. Influenza is still a dangerous killer every winter.

2.The old ways of distilling alcohol are still used. Whiskey, beer and other liquors are still common (and valuable trade goods). Some new drugs have been made (many cocktails of poisonous materials which are horribly addicting). So there's your growable drugs, and some apocolypse juices here and there.

3.There's some mutations in areas where nuclear plants weren't disarmed (there's plot reasons why the world isn't a giant nuclear wasteland) but a common area of mutated flora and fauna are around the Old Cities, adding more danger to exploring these places.

4. The standard common laws apply in nearly every nation and city. Murder, thievery, etc. are illegal everywhere. Laws are enforced by local sheriffs, which makes those who flee more difficult to find. Bounty offices have popped up in many cities to hire those who would hunt those fleeing justice.
1x Thank Thank
Hidden 7 yrs ago 7 yrs ago Post by GingerBoi123
Raw
Avatar of GingerBoi123

GingerBoi123

Member Seen 10 days ago

Jesse



“I want my payment, and I'm gonna get it one way or the other."

NAME


Jesse McElroy

ALIAS


Blackjack

GENDER


Male

SKILLS


Shooting: Jesse, being a bounty hunter, is exceptionally skilled at shooting all manner of weapons. Whilst he is most proficient in rifles such as his trusty Winchester Model 1895 rifle, he is pretty handy with revolvers and is a damn good shot. With his line of work, you gotta be good at fighting.

Brawling: When you can't use any more weapons, you still got your fists. Jesse isn't a trained fighter, but with the skills he's picked up over the years, he can still hold his own. A martial artist or those trained in melee combat will easily be able to beat him, but if it's a straight up brawl, Blackjack is gonna come out on top of a pile of unconscious bodies.

Survival: Travelling from town to town in search of contracts and missions has made him a capable survivor outside of the comfort of the Freetowns. Jesse can start fires for warmth and is very athletic and fit, allowing his body to combat the elements.

Intimidation: When Jesse puts on his "Bounty Hunter face" and becomes 'Blackjack', he is very good at making himself an intimidating sight. While he prefers not to use this method of getting his way, sometimes it is the only method to deploy. Mostly with boneheaded merchants or punks talking a big game.

PERSONALITY


Jesse is a straight to the point man. He prefers to keep interactions as simple as possible. He's not cold hearted, he just feels he's gotta keep moving on to get things done as quick as possible. The quicker he gets a job done, the quicker he gets paid. Jesse has always been a fighter, and never one to shy away from a good scrap or shootout. However, his penchant for trouble sometimes make situations worse than they need to be. He's rude for sure, especially to those he doesn't respect. Respect is a thing that needs to be earned, and the bounties are for criminals and scumbags, so they get none. Unfortunately, he has an issue of sticking in the fight instead of getting out of it. While he's not unsociable, don't expect him to get cosy with you. You're stuck with him as long as you need him, then he's taking his due and walking away.

HISTORY


Raised in Jefferson, Jesse was always exposed to violence and unfairness. He firmly believed that something had to be done about the gangs in the nation, but what was left of some form of law agency was either too scared to take action or paid off to turn a blind eye. However, his childhood was mostly surviving in the city and learning the ways of the worse kind of humans. He never knew his mother, so Jesse only had the harsh strictness of his father to raise him. However, it was his father who taught him how to shoot and how to fight. Jesse was a part of a small time gang too, wrong people. However, to Jesse, this was merely a means to an ends. It wasn't long before Jesse was old enough before his father allowed him to leave and make his own way in life. The parting gift was Jesse's first revolver to call his own.

At 16, Jesse was able to get one ticket to ride out of New Rojas and get the train out of Jefferson. One upset ex-gang and a shootout later, McElroy managed to escape the grasp of his gang and the grasp of Jefferson itself. With that, he set of to make a name for himself the only way he was brought up how. However, unlike most of the population of Jefferson, Jesse had a shred of a heart to not make money through what he deems as 'illegal' ways. However, he did find a job making use of his skillset by becoming a bounty hunter. 20 years of completing contracts, multiple shootouts and

INVENTORY







REASON FOR VISITING


Jesse is here to look for his next bounty, restocking supplies and definitely a damn drink or two.

RELATIONS




Hidden 7 yrs ago 7 yrs ago Post by CaptainBritton
Raw
Avatar of CaptainBritton

CaptainBritton Man of War

Member Seen 3 days ago

Hiram Mitchell


“There is no true law in a place such as this.”


NAME


Hiram Arbor Mitchell

ALIAS


Mitchell, ‘Mitch’

GENDER


Male

SKILLS


Survivalist: From as young as his late teenage years, Mitch was living a nomadic lifestyle, travelling up and down the banks of the Great River in the craft of killing and selling off the parts of wild fauna. Thus, he possesses the skills necessary to live off the land through even the coldest winter.
Pathfinder: His years along the Great River have given him an impeccable view into the lay of the land, giving him an unrivaled terrain advantage when the need to travel arises.
Marksman: Mitch, as a hunter, had to possess great skill with a long gun and six-shooter alike, thus branding him as an expert marksman with each, from foot and horseback.
Partially Literate: Despite what some may think by his lifestyle, he has an idea of how to read. Though he may not be the best, he can still make heads or tails of a note scrawled on some paper scrap.
Musician: While unable to read music himself, Mitch is an avid player of the banjo, and possesses one he had bought in his early twenties, along with the knowledge to play a few select tunes.

PERSONALITY


Mitch is one of a lonesome sort, as one would expect from perhaps a cowboy from times of the Old West. His early life on the floodplains of what once was Western Tennessee taught him hard lessons of the life in this New World. The absence of his parents by the time he was of sixteen years sent him to the course of life for a trapper, and his time alone has given him insight into the nature of the world which he lives. This has given him an outlook of apathy on the current world.

HISTORY


Born forty years ago on the banks and floodplains of the Great River, Mitch lived in a remote setting with his family. A mother and father were present, along with three siblings, two sisters, two brothers, two older, two younger. Early in his life, an epidemic of tuberculosis came about within the household, taking his two brothers and one sister, along with his father. Left with his mother and one younger sister, he was thrust into the role of the patriarch of the house. He became avid at hunting and fishing as his father once had, maintaining the flow of food to the household, as well as becoming the one to chop firewood.
At the age of sixteen, he came home to his mother and dear sister missing. Weeks of daily searching along the surrounding plains and woods yielded nothing. His course of action was to take the family steed and to stuff all the provisions he could unto the saddlebags, riding for the very banks of the river where the Freetowns laid. A series of dead-end farmhand occupations along the floodplains yielded little money, and so he began the noble attempt of hunting and trapping, selling off the excess furs and meat for profit, which paid handsomely. For the past few decades and odd years, he has done the very same.

INVENTORY







REASON FOR VISITING


Mitch has just come in from one of his hunting expeditions, hoping to sell off the hides and meat of about three deer and two boars.

RELATIONS





Hidden 7 yrs ago Post by Mcmolly
Raw
Avatar of Mcmolly

Mcmolly D-List Cryptid

Member Seen 25 min ago

DARCY MARL



“Nice piece, how many rounds it got?” “…It’s called a six-shooter, Darce. It’s got six shots.”

NAME


Darcy Marl

ALIAS


”Darce”, “Marl”

GENDER


Female

SKILLS



Give and Take: Darcy’s a sturdy girl, tough enough to headbutt without much of a flinch, and crack a cheek without breaking her knuckles. Turns out getting pummeled frequent and early had its perks.

Clean Shot: Darcy wouldn’t be in this business if she wasn’t passably quick and accurate with a gun. Being a rookie, there’s a lot left to desire, plenty of clumsy habits to kick, but it would be a mistake to underestimate her. Not that she doesn’t love that.

A Thousand Words: In short, Darcy may not be even notably literate, but she is very receptive to faces and voices. These skills are rather useful in finding individuals who may have changed since last meeting, or seeing them.

Look Ma, Both Hands!: Simple enough, Darcy is ambidextrous. Doesn’t help her so much with writing, but it has its uses.

PERSONALITY


In old stories, people who slunk about in the shadows, or blended through crowds unnoticed, on the hunt for their fellow man, were feared and revered. They were lauded as refined yet brutal killers, prizing a code of honor and dignity, executing their contracts with deft grace and vanishing in the yet-settled dust. Possessed of high-diction and cut wardrobes, able to shift seamlessly between alley-lurker and aristocratic paragon, these hitmen and women were dark legends.

Darcy possesses few, if any, of these qualities. She’s abrasive and unsubtle, rash, loud, foul-mouthed and blunt, with a penchant for humor in humorless situations. Unlike her unsociable coworkers, she loves a good drink, and likes to make a habit of getting chummy in the saloons wherever she goes.

Her overconfidence and impulsive nature often lead her to say things she can’t back up, or do things she can’t talk her way out of. This, combined with an aversion to apologizing, led to a mostly-friendless professional life.

Still, even the people who don’t like her won’t deny she’s fun to watch, if only for the inevitable crash.

HISTORY


Darcy grew up watching trains. In the morning, when pa was still asleep, and ma was reeling from a long high, she’d go out and sit by the tracks while her sister, Sara, brewed something up. In the afternoons, once pa was done throwing his fits, she and Sara would go out on the porch to nurse their blackened eyes, or bloodied noses, and watch from there. At night, though, when the rare trains did come through, were her favorite. Ma would be sober enough to cook dinner, pa would be too drunk to yell, let alone stand, and in the fields it was so quiet, she could hear the tracks rumbling from the table. They’d have lights on them then, big and bright running every cart, like some holy chariot.

When she was ten, and Sara was sixteen, they started getting visits from New Rojas folks. Seven or eight people at a time, men and women in dusters and caps. And guns, they’d always have guns. The first time they came, pa was passed out, a few cornered ma in the living room, the others waited outside with them.

When they left, ma had bruises. Pa eventually woke up, found out what had happened, and how little money they had left, and gave them all a beating. Ma didn’t stop using though, even when Sara tried to get her to. They kept working the farm, she kept splitting the earnings between food, drugs, and debts. They debt pile was never quite big enough.

The third time New Rojas visited, they were broke. Ma begged for another month, Pa offered to let them take her if they’d square the debt. Instead they came to Sara.

“How old are you girls?”

Sara was seventeen, Darcy had only just turned eleven. They said ma could have one more month, then they broke Sara’s arm, and because Darcy was little, they only broke some of her fingers. Pa broke the rest once New Rojas had gone, though.

A month passed, Sara didn’t speak a word the whole time, even when Darcy hugged her, begging. She wouldn’t watch the trains, wouldn’t work the farm despite how many bruises she got for it, wouldn’t do anything but sit and stare, like a gargoyle. Ma tried pleading too, they needed the extra help, even if it was only one hand, and Sara would soften for just a moment, but still wouldn’t budge.

New Rojas came back, and, of course, they didn’t have the money. Pa wanted to fight them off, he’d been a guard once, and was convinced he could take six or seven if he had surprise on his side. They showed up with ten, he got on his knees and groveled with ma. The collectors just about tore the house apart looking for any hidden cash, anything valuable they could sell, but it was true, there just wasn’t enough.

Then Sara said: “Take me.”

“What for?”

“I’ll work off the debt.”

They laughed, Darcy might have too if she were them, it was ridiculous. Sara wasn’t much taller than anyone else, and she was scrawny–they all were, save for pa. One of the collectors asked if she even had the stomach for it. Sara asked for a gun.

Silence, then, for a while. One handed over a pistol, the others didn’t bother being subtle when they aimed at her, but she didn’t seem to care.

“Darce, stay with ma.”

Then Sara grabbed pa by the hair and dragged him, yelping, outside. She threw him to the dirt, told him to run, then shot the ground at his feet when he started questioning her. For how old and out of shape he’d gotten, he was fast, and be it by choice or imbalance, wavered along his way. He almost made it to the crops before she shot him clean through the nape, then he dropped like a sack.

Darcy’s heart nearly stopped, her stomach twisted up, but she stayed quiet, everyone stayed quiet. Sara gave the gun back.

“And I’m not even left-handed.”

The collectors let them say goodbye to ma. Sara, tearful, promised to send money, and if she came back and found out ma was still using, she’d shoot her too.

They got to ride a train to New Rojas, but Darcy couldn’t find joy in it. She wasn’t prepared for the city, it was loud, crowded, and every look was mean or uninterested. The collectors took them to a company building, told them they could stay while everything was sorted out, and left.

Darcy burst into tears, and Sara hugged her close, promising everything would be alright. And for the most part, this was true. They put Sara to work, and even found minor jobs running through the city for Darcy. She got savvy quick, both of them did, it wasn’t good work, it wasn’t clean work, but it was work. After a few years collecting, Sara got wrangled into a different branch of the company, publicly seen as its “bounty office.” In reality, the work was, while similar, much more sinister. She wasn’t a bounty hunter, she was a hitwoman.

Darcy started seeing her less often, but she heard plenty. Sara was a rising star, she was making a name for herself. Every time she’d come back, she’d look a little different, hair cut a new way, a new nick on her skin, even, rarely, a tattoo. Most of the stories Darcy heard came from other folks who went with her on contracts, but Sara would share a few of her solo goings with her, then swear her to secrecy with a smile.

Soon enough, Darcy was old enough to go out collecting, and she was eager to prove herself. A little too eager, sometimes. She developed pugnacious habits, offering debtors chances to pay out with fights, going just a bit too far roughing up late-payers. Many times she had to be reminded of her job, that she wasn’t with the “bounty office” yet, but she was determined to be.

It ended up taking her four years, where Sara had only taken three, but Darcy had started a year earlier, so she squared it off in her mind. Not that it was a competition, of course. She loved her sister, looked up to her like a hero, but she was twenty, it was time to bring her own stories to the table.

INVENTORY



-Wilson .45 Revolver x2

-Wilson Snub-Nose Shotgun

-Serrated Survival Knife

REASON FOR VISITING


Having just completed a contract, Darcy is currently in transit back to New Rojas through Blackfinger. However, given the haste with which she did her job, she finds herself with a little down-time, and has decided to remain there for a few days. The Free Cities aren’t so bad, after all.

RELATIONS



(Approved via PM)
Hidden 7 yrs ago Post by DruSM157
Raw
GM
Avatar of DruSM157

DruSM157 Nobody

Member Seen 3 mos ago

I haven't had a chance to comb over the CS's too much yet; right now I'll just suggest that example images (of items and other such things) be put in hiders. Also Ginger-don't forget to add a Relations section to your profile.

Relations can range from family members that may be important to the story or fellow characters that they may have met in the past. Feel free to collaborate with folks on that.
1x Thank Thank
↑ Top
© 2007-2024
BBCode Cheatsheet