[indent][indent][indent][indent][indent][indent][sub][color=gray]GM comment to Co-GM: [color=white]9.21.20.13:06 CST[/color][/color][/sub] [pre]I have my helmet, but I don't have my head. Will Complete: ·Factions - Military ·Add levels to Flora & Fauna ·Making sense of the Flora & Fauna A scale of infection level and likelihood of passing on infection/mutation I have an idea for why corn, wheat and rye aren't used more for food in the countryside, which will be partly due to rainouts & etc. A measure of nuclear storms and how a campaign will survive one is needed, as well. ·Pictures for the Factions ·Interest Check Completed: ·Categorizing Flora & Fauna Needed: ·Maps ·Technology ·Beliefs/Cults [/pre][/indent][/indent][/indent][/indent][/indent][/indent] [h1][/h1] [center][color=gray]F A C T I O N S :[/color] H U M A N[sup][sup][color=red]WIP[/color][/sup][/sup][/center] [table][row][cell][/cell][cell][/cell][/row] [row][cell][img]https://www.scalehobbyist.com/images/products/MML/MML00MMP045/MML00MMP045_0_m.jpg[/img] [sub]__________________________________________________________[/sub][/cell][cell][sub] [color=gray]F A C T I O N :[/color] Scavengers [color=gray]N I C K N A M E S :[/color] Scavvys, Scaps, Tykes [color=gray]A G E S :[/color] 1 0 - 1 5 [color=gray]H E A L T H :[/color] [color=gray]H U M A N I T Y :[/color] [sup][color=lightgreen]+1 for every bond[/color] [color=f7976a]-1 for every enemy[/color][/sup] Scavengers are the largest faction in the toxic wasteland. This faction is typically found through out all of the waste, blurring the lines between themselves and the Nomads, their closest relative. However, the strongest concentration of "Scavs" are found in and around the abandoned cities where they make use of trashed and forgotten technology, scrapped metals and plastics and the natural verticalities of the the world's remains. Scavengers will do whatever within their means to survive, even if that means killing and consuming one of their own. Seldom alone, they are usually observed in groups, banding together to find strength in numbers against any and all shared foes. However, these groups are easily scattered by in-house duplicity. Commonalities are cannibalism, extreme violence, possession and slavery in the more developed "Scavy" camps. [hr][/sub][/cell][/row][/table][table][row][cell][/cell][cell][/cell][/row][/table] [table][row][cell][/cell][cell][/cell][/row] [row][cell][img]https://www.scalehobbyist.com/images/products/MML/MML00MMP045/MML00MMP045_0_m.jpg[/img] [sub]__________________________________________________________[/sub][/cell][cell][sub] [color=gray]F A C T I O N :[/color] Metahumans [color=gray]N I C K N A M E S :[/color] Crawlers, Mutants, Beasts [color=gray]A G E S :[/color] 8 - 1 8 [color=gray]H E A L T H :[/color] [color=gray]H U M A N I T Y :[/color] [sup][color=lightgreen]+2 for every bond[/color] [color=f7976a]-? for every frenzy[/color][/sup] [hr]Metahumans are the second largest faction in the post-apocalyptic world. They are often found in the forest or countryside, scattered alongside the wasteland's various toxic flora and fauna. Often referred to as "Crawlers," metahumans are able to writhe through the terrain as natural predators without detection and can survive with ease through the barren desert. They are known for their beastly instincts and deformities, which sometimes leave them less than human looking. Some roam in small packs, but most live solitary lives. Regardless, metahumans are aggressive and do not trust other creatures easily. These "Mutants" are hostile carnivores, and unfortunately, their intelligence is lacking and learning new skills is often difficult for them. They also have quite a temper, can trigger a raging frenzy in them. Trusting ones are known to make habitation with the Nomads. [hr][/sub][/cell][/row][/table][table][row][cell][/cell][cell][/cell][/row][/table] [table][row][cell][/cell][cell][/cell][/row] [row][cell][img]https://www.scalehobbyist.com/images/products/MML/MML00MMP045/MML00MMP045_0_m.jpg[/img] [sub]__________________________________________________________[/sub][/cell][cell][sub] [color=gray]F A C T I O N :[/color] Nomads [color=gray]N I C K N A M E S :[/color] [color=gray]A G E S :[/color] 1 0 - 1 8 [color=gray]H E A L T H :[/color] [color=gray]H U M A N I T Y :[/color] [sup][color=f7976a]-1 for every human meal[/color][/sup] [hr]Surviving off of the natural land, Nomads are a rare faction to be found. They wander alongside the countryside, forests and in the cities. Sometimes they are alone, and sometimes they are with other family members. They are also known for their skills in taming animals, cooking plant-based recipes and mixing potions. Nomads are also a faction heavily influenced by different cults, beliefs and traditions passed down by their families. These beliefs very from group to group. Due to their peaceful nature, as well, they refuse to join the Scavvy Camps or Military regime, which makes them subject to being an easy source of food. Often times, they are mistaken for "Scavvys," which gives them a layer of protection. As well, they can get protection by mingling with metahumans. Unfortunately, their way of life has given way to the harshness of the lands as they slowly lose a sense of humanity to the infected world. [hr][/sub][/cell][/row][/table][table][row][cell][/cell][cell][/cell][/row][/table] [table][row][cell][/cell][cell][/cell][/row] [row][cell][img]https://www.scalehobbyist.com/images/products/MML/MML00MMP045/MML00MMP045_0_m.jpg[/img] [sub]__________________________________________________________[/sub][/cell][cell][sub] [color=gray]F A C T I O N :[/color] Military [color=gray]N I C K N A M E S :[/color] Angels, Gray Ghosts, Metalheads [color=gray]A G E S :[/color] 10 - 50 [color=gray]H E A L T H :[/color] [sup][color=lightgreen]5 for Child[/color] [color=00aeef]10 for Adult[/color][/sup] [color=gray]H U M A N I T Y :[/color] [sup][color=lightgreen]+1 for every bond[/color] [color=f7976a]-1 for every child kill[/color][/sup] [hr][color=gray]P E R S O N A L I T Y :[/color] [color=gray]The military are the rarest and most technologically advanced faction. Their loyalties are the highest, and forming a bond with them is easy. Due to their military upbringing, their constitutions are the weakest when living outside their posts, which makes them the least likely to survive when on their own. Often times, military personnel are mislead by their leaders and end up disappearing during their scouts or hunts. However, they have high intelligence and can learn skills more readily than the other factions, when in a group setting. [/color] [hr][/sub][/cell][/row][/table][table][row][cell][/cell][cell][/cell][/row][/table]