Not much of a post today, sick.
Maybe a little rehash what the players know about different places and factions of the Florida area.
- Brotherhood of Steel; bunch of high-tech equipped self-styled preservators of old America. Don't wave your newly found laser rifle around too much or risk a visit from them. They paint their armor black and red, and call themselves Outcasts for some reason.
- Clowns; a tribe of former raiders, who paint their faces and gear colourfully. Collect protection money and indeed protect small scattered communities from predations of raiders. Are in state of cold war with Outcasts. Little better armed and equipped than raider clans in the area, but cannot win in direct conflict with BoS- at least without unacceptable losses.
- Slavers; slavers have always existed in the Florida area, but couple of years ago a very powerful individual came from west and subdued most of slavers under his heel. He now dominates the region's slave trade and rumors say that he has a mining operations, using slaves, ongoing around Florida's old world military and government bases.
- Bonville; led by a grizzled mayor, this small community of 24 adults are in problematic place, as their village is smack middle of disputed territories. Blood Axe's raiders harassed them until the "big greens" drove them back; Super mutants have begun to patrol the neighborhood, and have brought pets; and Clowns tend to send occasional "emissary", trying to get Bonville to pay. The folks are tough wastelanders, but have become worried that mayor's continuos refusals may end up endangering their children.
- Boater's Coast; Unvisited location, but there's rumors that the people there are trading by fixing and selling old boats, and giving rides up and down the coast. Also rumored is that they do business with the slavers.
- Vault 47; PCs vault. Built by Vault-tec to accommodate 1000 people, it was crammed to double capacity during the Final Day. Vault is overseen by an exeedingly paranoid AI, Friend, whose madness has somewhat rubbed on the inhabitants. The overcrowded vault manages, but populace have long since abandoned the lofty ideals and drugs, violence, and petty crime are common. Friend doesn't really help the matters, as it upkeeps somewhat draconian set of laws that ignores almost all of above, but occasionally causes "purges" that are focused on dissidents and terrorists. The Head of Security is convinced that AI could be reset with a correct chipset, but such things were a rarity in days of Great War, and only the real backups have certainly existed.
- Desmond; an old ghoul who speaks profanities with foreign-sounding accent, wears a suit and carries a well-kept assault rifle. PCs managed to piss him off, and he scooted southwards muttering about idiots and things to do.
- Blood Axe; the unseen leader of the raider tribe, that carries his name. His boys and girls are pretty much equipped poorly, and lately have been cut down to size. The players managed to mess up some meeting with Blood Axes and currently unknown group, that uses a shield-shaped patch on a sleeve band with initials "NC" as their insignia.
- Subways; mostly flooded, as the old pump system failed. Too much radiation leaking from the seawater that anyone in their right mind would use it to travel.
- Sewers; in slightly better shape than subways, as the whole system was made of more robust materiel and pumps were upgraded to fusion power just before the Last Day. Ghouls tend to use these to travel from hunting ground to another.
- Old Field Hospital; Set up by National Guard Medical corps after the Last Day, it still stands thanks to exellent design of tents and equipment. 200 years have made everything immediately needful useless, though. Still a good shelter from radioactive downpour.
- Green Hell; the ruins of Miami metropolitan area are collectively called Green Hell. And for a good reason, as everywhere mutated plants and vines are slowly grinding metal and concrete into dust. Some ruins are very much untraversable, some are dangerous to cross, and even when structural integrity is safe the plants themselves may be poisonous or otherwise hostile. The PCs have met animals, mostly rats the size of a cat, roaming hordes of roaches the size of a rat, and others likewise mutated things.
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