Hidden 1 yr ago 1 yr ago Post by Paradoxial
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CRUCIBLE

In 2244 the world ended. It's up to us to rebuild it.


A group of workers enter a ruined mega-city. They wear hazmat suits patched a dozen times over with cloth and rubber, carrying rusty welding equipment, century old guns, and malfunctioning technology. Their geiger counter ran out of battery 4 incursions ago, and no one has scraped together enough cash to charge it again. They’ll know if they’ve gone too far when someone starts vomiting blood.

A rough scan from a shady looking engineer informed them that there was a relatively low chance of mutants in this sector, but better safe than sorry. Some of the group wonders if it was worth starving themselves for a week just to get a “probably not” from a guy in an alleyway, but one of them remarks that beggars can’t be choosers. They reach a high rise, and start working. 40 floors of irradiated Mag-Steel, copper wiring, and if they’re incredibly lucky, a Plasmoid Generator in a sub basement that used to power the building.

10 floors in and it’s going as well as it can considering the circumstances. The burliest man in the group hefts Mag-Steel girders three times his size with off brand suspension gloves. A couple of the more reasonably sized members pile the scrap onto the EZ-TRAK, which is now filled with shining, irradiated metal. The smallest member, starving herself to stay just the right size, shoves herself into yet another dust choked vent, flickering headlight illuminating valuable copper and synthetic wire hidden beyond the bigger members reach.

20 floors in and the burly one is gone. Turns out the scan they got wasn’t quite up to snuff, and he got caught by a lurker while tearing apart a kitchenette. The smaller one is crying, lovers maybe, but what can you do? Works gotta go on, and Owen doesn’t rent out crew slots for them not to bring back quota.

24 floors in and there’s a dilemma. Medium sized pair found a nest of Tox-Toad eggs, and wants to bring them back to sell to UNISCI. Smaller one, having none of it, insists that they head back with the EZ-TRAK, make quota, and drown themselves in rice wine and stimulants. The pair start talking about getting out of the Ripper life with a good bio haul, and she already knows she’s lost them.

The sun is setting and the girl is running. The EZ-TRAK trails behind her, treaded wheels struggling on the cracked pavement, coughing exhaust as it tries to keep up. She can hear the screams of the couple back in the building, and curses their names just as much as she curses the Scavenge God for not respecting the Kilo of rice she put on his altar that morning. She checks her watch and realizes that the gates close in 5 minutes. She runs faster.

A crew steps into Sector-F the next morning and finds an EZ-TRAK filled with steel, and a blood stain on the gate. One of the men grins and tells the others about the large offering he made to the Scavenge God before they went in. While they transport the metal over to their own storage, a smaller member of the crew looks into the darkness of the mega city, and then back to the fresh bloodstain on the gates, and thinks that maybe that scan they bought from that scientist in the alleyway wasn’t as good as the cash they paid for it. She voices this concern as they head in, but another one says beggars can't be choosers.

Welcome to being a Ripper.


What is Crucible?

Crucible is a Roleplaying Game about surviving in a post apocalyptic wasteland where scrap is king. Within the Ripper Camps of salvagers and smelters, drug dealers and underbosses, politicians and refugees, you’ll be working odd jobs and scraping for enough cash to eat and live in between incursions. Every day you’ll wake up in a tent or flophouse and head to the gates, praying to the scavenge god that the lotto number for your crew comes up and you’re once again allowed inside the bombed out ruins, to risk your lives for rusted, irradiated sheets of metal, and meager pay. While fighting mutants and ripping apart buildings may be tough, existing outside of the zone is no cakewalk either. Having no idea when you’ll next be called, your crew must band together to brave the harsh environments of the work camps, subsisting off your pay from the last mission, or subjecting yourself to backbreaking labor or illegal activities to scrap together more cash.

Specifically I am looking for 4-5 people that together will form a ripper crew outside of one of the largest Mega-City ruins, New New York City. Amongst the millions of thronging hopefuls that surround the ruin your crew will do whatever it takes to survive, attempting to earn enough to stay alive in the dangerous camps. As the crew performs incursions and lives life, larger organizations are making drastic moves in this time of opportunity. Perhaps the crew allies with a syndicate for a criminal edge, or enmeshes themselves with the Newgov USCOM and their insidious goals. Politics and power plays happen in the shadows at all times, and the players may be closer to those moves than they could possibly imagine.





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Hidden 1 yr ago 1 yr ago Post by Paradoxial
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@TokyoPewPew @Red Schuhart @Athol @Blubaron45 @Dark Light

Just letting you guys know I went ahead and made an OOC! The timeline is pretty much finished, next up will be the major players like factions, NEWGOVS, etc. and finally the Character Sheet where y'all can whip up your players and submit them here for approval! In the meantime if you have any questions submit them below and I'll be more than happy to answer (but if its stuff about major factions again all that will be up soon! Thanks again for the interest everybody!
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Hidden 1 yr ago Post by TokyoPewPew
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roleplayerguild.com/posts/5601490

Additionally:

☢ What was the approximate tech level pre-End of the World? What is the approximate tech level now? Did any advancement at all happen during the underground epoch? Has the entire timeline been a gradual backslide into barbarism as machinery fails and science stagnates?

Like, using firearms as an example......if we no longer know how to charge the cell batteries for a plasma rifle or how to maintain or power the electromagnetic coils on a coilgun, just how far has humanity retrograded? Smokeless powder? Crude, homemade black powder handloaded into spent brass cartridges? Flintlocks? Beyond?

☢ What motivated people to leave the relative safety and sustainability of underground bunkers which were evidently able to support 5+ billion people for 100 years? Especially if "rural communities based around subsistence and communal farming ... could only eke out a miserable existence for their few members"

☢ What do religion and spirituality look like on the macro? Is the "scavenge god" a real belief in something sublime, or is that, like, a metaphor?
Hidden 1 yr ago Post by Paradoxial
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@TokyoPewPew Great questions!

Ghouls and Radiation;

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."

Scientific Advancement, and the Backslide;

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!

Why not just stay in bunkers;

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.

Religion;

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!
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Hidden 1 yr ago 1 yr ago Post by TokyoPewPew
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@Paradoxial Thank you.

To clarify, I didn't want to be a "ghoul" in the Fallout sense, with incredible longevity, reflexes, hardiness, or whatever. I mostly wanted to riff off the social elements of being hideous, mistrusted, and despised. And I'm willing to take any physiological penalties which come along with that, too.

I'm also willing to collaborate on why that dynamic exists in the first place, like, maybe the Cult of Scales has this superstition going on that the Scrap either accepts a ripper or rejects him; and people who are "rejected" and yet for whatever reason do not die walk some kind of spiritual limbo that makes them not-quite-human anymore, like they cheated the Scavenge God or something. Or ghouls are usually a shoot-on-sight phenomenon and a sentient, peaceful one is incomprehensible to most.

Basically, I wanna be a ghoul more for the interesting roleplay than for any perceptible stat boosts or benefits (preposterous to expect positive mutations from radiation anyway).
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Hidden 1 yr ago Post by Athol
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@Paradoxial Just out of curiosity, when you say 'handmade' guns, are we talking like a good Khyber Pass (Can look fairly professional, safety/reliability varies by maker) or bad Khyber Pass (It's collection of vaguely gun-like scrap; it might work, it might not or it might blow off you hand...how lucky do you feel?)
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@Paradoxial Just out of curiosity, when you say 'handmade' guns, are we talking like a good Khyber Pass (Can look fairly professional, safety/reliability varies by maker) or bad Khyber Pass (It's collection of vaguely gun-like scrap; it might work, it might not or it might blow off you hand...how lucky do you feel?)


Depends on how much you trust the merchant. Typically more cash means less likely to blow your hand off, unless you’re being conned! Typically you can pick up “hot-shot” guns that are only meant to be fired a few times in any market for dirt cheap. Next tier up from that would be good old fashioned handmades, either pour it yourself gunpowder types or mutt guns crafted from the broken or unstable parts of a dozen better pieces of weaponry. After that you’ll get into the pre war ones, rusty but functional, and a damn sight better made than anything you’ll find in a flea market. For a good amount cash, usually a few months pay you can snag a fresh gun from an arms manufacturing company or reputable trader, and then there’s plasma and “artifact” weaponry which you’re more likely to find randomly during a scavenge run than you would be to save the cash required to buy the few on market. As for ammo it essentially follows the same tier list, sloppily made or runoffs with bad casts, pre war casings with new gunpowder, fresh bullets made in factories around the camp, and finally power cells for the weird/awesome weapons of the future/past.
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@Paradoxial Looks really good!
Just wondering how it will run, do you plan to be running it like a GM or will it be more sandbox.
How will combat be resolved?
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@Dark Light

Hey, thanks for the question! I’m planning on it being half and half in a way.

In the camp:

When not doing an incursion, meaning going into the zone to get scrap, fight mutants, and hopefully not die, you and your crew will be trying to survive in the millions strong slum that is a Ripper Camp. This will play sort of like a slice of life with a lot of time for character development, although not without its tense moments. While I don’t plan to make the roleplay very videogame-like, one thing that will be incredibly important is tracking your money, or cash, and making sure you have enough to eat, repair equipment, see a doctor, pay off a gang, etc. your characters will pass time in camp on a weekly basis, and I’ll be rolling on a random number generator to see if you get called to the Ruins for a ripper shift. While a week will pass, I as the DM will usually call attention to a few scenes in that week to allow you guys to develop and flesh out inter-party relationships, earn cash, or get in trouble, and of course if there are particular things you want to do you can just request a scene in that week and I’ll make it happen. So to be clear, when in camp weeks will pass, and we’ll just be playing specific moments from that week.

Incursions:

When you do get chosen to do an incursion, AKA head into the ruins, it plays out over the span of a single day instead of a week. This will also play out in scenes, but instead of just general stuff jumping around large spans of time like in camp, these scenes play out one after the other, usually with minutes or even seconds between them. Incursions are high octane, with even the usually boring things like just ripping apart a building being tense due to the noise and possibility of attracting unwanted attention.

Besides Cash I’m planning on playing this very numbers light, so for quality of scavenge and fighting I’ll be using a random number generator to dictate successes, neutral successes, and failures. You’ll receive modifiers based on your general level of equipment and other case by case factors, all of which I’ll factor on my side of the screen.

If you’ve ever played Blades in the Dark, you should be familiar with the general vibe. This roleplay will focus on scenes rather than every individual moment, time in camp passing in weeks, and incursions happening over the span of a single day.

Thanks again for asking your question! I’ll have the major players and the CS up most likely tomorrow and you guys can get going on making your rippers!
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@TokyoPewPew @Red Schuhart @Athol @Blubaron45 @Dark Light

Major Players and the Character Sheet are up! With everything finally being ready, i'll begin accepting character applications now! Please post your character sheet here for notes and edits, and when you get my approval you can move it on over to the character page. I'm looking for a minimum of 4 and a max of 6 as a reminder. Looking forward to seeing everyones Rippers soon!
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Is it cool to play an auxiliary role in the ripper crew? Namely I was thinking of being a mutant hunter, kind of a bodyguard role to make sure some kinda lurker doesn't ambush the boys while they're face-down-ass-up looting stuff, but in general fields medics would be cool, sappers, etc.?
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-Null-
Hidden 1 yr ago 1 yr ago Post by Paradoxial
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@TokyoPewPew

I was dumb and completely forgot to put in a role section in the CS. It’s been updated now. To answer your question specifically, you can’t JUST be a monster hunter, every crew member has to be able to perform in the actual salvage operation, otherwise you aren’t worth the slot. You can be specialized into combat and mutant defense though! Field medicine is also fine, just keep in mind it would be temporary fixes, bandages and the like. Corporate and government trained doctors are the only ones with the expertise and equipment to do surgeries and flush radiation.
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Hidden 1 yr ago Post by TokyoPewPew
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I'll be able to start working on this on Friday :3
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@Paradoxial

I've got a character cooking.
Slim 'the weasel' Jim. (not his real name)

Light crew,
Great at wriggling through tiny spaces. Electronics and stealth specialist.

Coming here was an attempt to clean his life up but he gets pulled back into old circles.

For contacts in was thinking
1. a fence/ black market trader. Might not be 'above board' but ppl have wants.
2. Criminal loan shark (or a lower thug) when people's needs are bad enough they need somewhere to go, even if the costs are high. Takes advantage of desperation. Deals in food, currency and favours.
3. Roxanne, does what she has to to get by, hears all the gossip on the streets. Will sell him out if the price is right.
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Hidden 1 yr ago 1 yr ago Post by Paradoxial
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@Athol great character, accepted! Go ahead and move them on over to the character tab. Looking forward to seeing Ashton out in Camp.

@Red Schuhart Your character is denied. Please see PM’s for specific notes.

@Dark Light Not a bad character idea, I like a weasel type with some criminal contacts that can help the crew out in Camp. Looking forward to seeing the whole sheet come together!
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Well we only had 1 character actually get developed.

Sorry to @Athol doesn’t look like this is going to end up happening. I’ll maybe try another interest check at a later date.
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