[@TokyoPewPew] Great questions! [b]Ghouls and Radiation;[/b] I didn't initially plan for mutant powers or pre war ghouls or anything like that. The mutants that dwell within the mega-cities are horrific freaks, and not all of them are human (there are just as many animal and insectoid mutations.) There's not a lot of research thats been done about them, as its only been 30 years since humanity reemerged and there aren't many established institutions that would want to dig into them yet. The people that know the most about mutants and mutations are absolutely the rippers themselves, and the more common ones have their own slang names and knowledge of their strengths and weaknesses are fairly common amongst the communities that have to deal with them. Research is ongoing by some of the more cohesive networks of UNISCI (an organization i'll talk more on in the faction list,) which is why "Bio-Hauls" like eggs and mutant corpses can net you tidy additional sums if sold to the right people. In general, mutant hives are avoided like the plague by most rippers, unless especially well prepared or greedy. Radiation is fairly realistic. It will absolutely kill you, and its incredibly harmful. It can cause sickness, coma, loss of hair, vomiting blood, and all sorts of maladies. Luckily, technology had advanced to the point of being able to combat it quite well, if prepared enough. Hazmat suits when well maintained are far more effective than their real world counterparts, being made of a synthetic weave that can protect against radiation at the cost of decaying slowly, almost like moths slowly chewing holes into a shirt. If already afflicted with severe radiation, there is no radaway like in fallout to instantly get rid of it, but the timely attentions of a doctor with specialized equipment can "flush" radiation out of your system just like any more common sickness. Over the counter medications that countered radiation existed before the war, but have yet to be recreated in the reemergence. In terms of actual play I won't be using a lot of numbers, so not very videogamey beyond just "I have a shit ton of radiation and need to see a doctor immediately" and/or "my hazmat suit has a bunch of holes in it which I should get fixed, but I have no money." [b]Scientific Advancement, and the Backslide;[/b] The tech of the old world was incredible. Plasma Technology allowed for incredible advancements in the world of industry. Fossil fuels were a thing of the past, as were conventional firearms. Most police forces and private security details used deadly but fragile Plasma guns that could melt through armor and flesh alike. Medicines were created to treat the majority of common illnesses, and computational technology advanced to the point of holograms, neural chips similar to cyberpunk, and flying cars. The problem with the vast majority of scientific advancement was it was entirely based off of the plasma energy network, which did not fare well in the corporate war. Stable plasma generators are huge, around the size of cars, and need to be kept in temperature and pressure controlled conditions. The knowledge to create them has not been lost, but the resources to do have been. Plasma generators are a near sci-fi level luxury in the new world, coveted by the organizations that have access to the materials to create and maintain them. One of the most valuable pieces of salvage a ripper can bring back is parts of a plasmoid generator that haven't been too badly destroyed. Now that there's no longer this carefully constructed network of near infinite energy, technology has regressed to the point of the 90's or early 2000's. Unless you're a government backed super soldier like the STARS&STRIPES or a rich corporate drone you don't have a personal cellphone or a gun capable of shooting lightning; you're probably paying to use a company landline and buying ammo for a rusty bolt action rifle or submachine gun. Handmade ammunition and guns are incredibly common, with newly constructed weaponry instead of pre war blackpowder relics being the hallmark of middle/upper middle class ripper crews. Limited electricity is available in some areas, either leased from an organization with a Plasmoid Generator or jury rigged fossil fuel networks that blech acrid black smoke. To sum up; are there people out there with things like power armor and plasma guns and air conditioning and video game consoles? Yes! Will that ever be you... Probably not, but who knows! [b]Why not just stay in bunkers;[/b] To put it bluntly, they weren't designed to function for longer than that. With the known fragility of Plasma energy the scientists who constructed them relied on conventional methods and generators, like fossil fuels and the physical generation of power through treadmills and bikes. Things like water filters, the soil used below ground, all of those vital supplies had an eventual shelf life. Although it was safe and functional for a time, it was never meant to provide for humanity perpetually. [b]Religion;[/b] Religion is super interesting in the new world! As Rippers you'll commonly be dealing with (and for some of you an active part of) the Cult of Scales, which worships the Scavenger God and preaches a divine balance. Sacrificing food or money is quite common before heading to a lottery, as it is believed that the further you tip the golden scales, the more the Scavenger God will do to balance them for you, leading to increased luck when in the ruins, or just having your number pulled in the lottery. There are a number of differing cults and religions you'll find in ripper camps, UNISCI preaching a form of Atheism known as Actualism, old world conventional religions still practiced by some, and some darker influences also being present in the slums and alleyways of a Ripper Camp. Thanks again for the questions. CRUCIBLE is a world i'm still actively developing, and I'm not even close to having fleshed out every minor detail. Things will come naturally in time as we play, but I aim to have the major stuff fleshed out pretty soon!