Issue #2 is here! Get it while it is hot! [hider=Extra Info #2] The Timeline of the RP is long and convoluted, but because we are only playing the first setting of the actual universe, we don't have to worry about anything overlapping. So here is an overview of what happened: [list] [*] +1 hours to apocalypse: Offical governement crumbles, most of the population does of radiation overdosage, military tries to cease control and protect civilians in safe areas. [*] +4 hours: Major underground hubs like metro stations and cargo acces tunnels are crowded with survivors. [*] +24 hours: Survivors organize search parties to ssek out food and supplies. Most of these people due to radiation exposure, but they manage to get a good biew of the surface. [*] +48 hours: Radiation reaches acceptable levels, but air is too poisonous and thin to breathe. Many die in shelters from poor air conditions, or because of shoddy air filters. Most food becomes irradiated, canned foods are the go-to food source. [*] +72 hours: Raiders begin to organize attacks on settlements for supplies and gear. Weapons become a new priority loot. [*] +128 hours: Utility services cease to work. All above ground settlements move underground in the face of emerging mutant and raider threat. Most minor settlements are abandoned, and are now housing threats. [*] +2 weeks: Major settlements begin popping up, providing a safe haven for survivors who want a better future. Any resembelance of the military ceases to exist, and use their gear to work as mercenaries or join raider gangs. [*] +3 weeks: Currency is re-established in the form of pop tabs (the little things you can open tin cans with if you don't have an opener). Traders begin to chart out the ruins of the planet in search for other settlements. [*] +4 weeks: Large communities begin to appear, and electricy is restored to some areas. Radio stations are now setup to help co-ordination of survivors. [*] +2 months: The remains of the Mafia surface from their underground bunker, and offer protection from Raiders. They extort money from settlements, and only rarely intervene to protect them. Using scavenged equipment they restore some ships to working condition and help in the creation of the first above ground settlement. [*] +4 months: Scavenging becomes harder as organized crime gangs are popping up equipped with military gear and mobilized forces, barricading the tunnels. The topside is ravaged by mutants that are rapidly reproducing and prey on the humans. [*] +5 months: The mafia controls the only above ground farming settlement, selling crops and livestock for insane prices. They place monopoly on electricity, and essentially act as an unoffical governement. Many settlemetns struggle to stay fed and powered. [*] +7 months: Metro railways and cargo transports are powered back up, allowing for limited travel between setlements. Mafia now controls important chokepoints and focuses of defending against raiders. Most major settlements focus on expanding, and hire mercenaries to provide themselves with the needed materials. The first Runner groups emerge as the air starts to clear from toxic ions, but is still to thin to properly breathe. [*] +8 months: With the solid influx of food and amterials due to the Runners, commerce flourishes and settlements rapidly grow. Well renowned Runner and mercenary Ashur "Loki" Lean establishes the Devil's Runners group. [*] +1 year: Current time. Mafia still acts as pity governement, but progressively restores utilities to settlements with monopoly on them. The planet enters it's winter cycle, and Runners have more jobs cut out for them than before with the dropping temperatures. Large groups of mutants wipe out most raiders, and threaten settlements in search of food. [/list] [/hider]