I said I'd be making a new RP, and though it took me a while (still have shitty internets) I'm gonna try to get this running.
The world has ended. Though 2012 marks the end of civilization as we know it, the Earth, as a physical piece of rock, still exists. The thing is, all progression and technology has died, except for that which already existed. Global climate change, nuclear war and disease have wiped out 96% of the world's population, and where people left, animals took over, ingesting the radioactive fallout and growing large and feral. Since humans are the weaker, inferior species, natural selection is attempting to eradicate them once and for all, forcing them to cluster together in small, well fortified settlements, or be left to the wild.
70 years later, the only humans left from the old world were the children of the children that survived, transforming this new earth into another planet entirely. with the average lifespan reduced to 40, can the new elders lead their descendants into a new age, helping humans to reclaim the throne they once had?
Desert town, New Quartz
In the ruins of an town in what was New Mexico, where the sun is hot and the food and water are scarce. Population of 20.
There is very little left of technology that had once boomed. Electricity is all but dead, save for some human powered generators, as well as some ghetto rigged solar energy. Petroleum has been dried and gone for decades, and all vehicles are human powered (bikes, recumbent bicycles, skates, etc).
With a complete lack of a postal service, some people will ask others to deliver items to other towns, with the promise of food, water, and other necessities, now that money no longer has value. Sometimes, shiny stones and gems are still traded, but they are considered to be a frivolous luxury and are generally worthless other than as good luck charms, with the exception of certain useful stones, such as flint, lodes (magnets) and diamonds for cutting and sharpening. Good metal is often used for bartering as it can be reforged into weapons and tools.
With the remains of radioactivity come changes in weather. In deserts, sandstorms are more frequent and rain a rarity. But most dangerous of all is the fog.
Occasionally, at night, a deep, dense fog will cover the land, one filled with toxins and chemicals that would kill most any creature. Gas masks make it possible to traverse areas, but buildings and hideouts that are not sealed properly will provide no safety on nights when the fog rolls in.
On occasion, especially around the remains of big cities, acid rain will fall, in an attempt by the sky to cleanse itself of humanity's residual filth. This rain wears down the old buildings, and has caused much of the decay. Though concrete structures should keep you safe from the downpour, the water blown in by wind can be dangerous. Often followed by fog.
Hail storms happen more often than before, though they are no different from the normal hail of today, although often the size is bigger.
This includes pipes, gardening implements (shovels, picks, hoes, rakes, handles of said implements, etc) baseball bats, heavy sticks and so forth.
Knives, daggers, survival knives, and such are allowed.
Throwing weapons (knives, tomahawks, etc) are allowed. Bow and arrow are, as well as compound bows. Crossbows are iffy (may allow them dependign on backstory).
For the most part, the only people with ready access to firearms would be in the south (rednecks, especially Texas, love their guns). Though they are still widely available, ammo is scarce. Limited to hunting rifles (buckshot and slugs) and small pistols (9mm). Please note your character's ammo supply in their profile.
Character profile info:
Name: Really can be whatever you want it to be. Just remember that the majority of people left were young, and so names might be a little different than the current norm, common names like John, Sarah, Michael, etc are always gonna be around, and certain colors, plants, etc, will still be used.)
Age: between 10 and 40
Where are they from and why are they here?
Resident or Wanderer: (choose to have lived and grown up in the town, or to be a wanderer in search of greener pastures, food, knowledge, etc.)
Appearance: What do they look like and what do they wear?
Free control of NPCs within certain perameters (for example, don't make them go against their personality, don't make them sway the RP in your favor etc etc.)
I'll be getting this up in a week or so, people are welcome to join at any time, at most 2 characters per person please. You know the drill, post here to register.
General shop/"post office" owner
Jim is a rather nice man, who is a good judge of character. He is often the first to greet newcomers to the town, as he's the best at getting a feel for who's friendly and who isn't. In charge of a majority of the food distribution in town.
Yatch Club (pub) owner
A skilled fighter, Menth is one of three people in town who can read. He grew up reading the military training manuals that Illana's grandfather lent him. Takes care of most of the town youths, Including Ikea and Larietta. He's strict, since he has to look after most of the young people in town.
Joseph Cunningham, 26
One of the two town scholars, he and his daughter Illana live in "the library," a small building next to the Yatch Club. They live mostly in the basement.
One of the residents who lives at the Yatch Club. Is primarily a hunter. He often barters dried meats and skins for other useful items for the town.
The town "medic," She learned a lot of things about treating injuries that are bound to happen. Lives in the general shop.
One fo the town hunters, she may be small, but she's fast and strong. a very darcastic person. lives in the Yatch Club.
Town blacksmith. He's the one in charge of making tools and weapons for everyone, and reforging scrap metal into usable material for forging an barter.
Town Blacksmith's apprentice, has been learning since he was 7.
Weapons, setting info and weather.