Arcadian Salvage (Post Apoc Sci-Fi Scavenger Quest)

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Play as a scavenger in a post-apocalyptic sci-fi setting where you salvage relics of pre-collapse civilisation so you can sell them to put food on your plate and roof over your head.
Character Creation
Location
Southampton, Great Britain
Pronouns
He/Him
Over three centuries ago, civilisation in the Arcadia system collapsed into anarchy. Law and order broke down as widespread revolts spread over the half a dozen colonies in the star system. Wisdom and knowledge of the ancient past was lost to the Arcadian people as society regressed, forcing folk to make do with what scraps they still had and could understand.

Three centuries later, the Arcadia system is a very different place as its people erk out a living. The United Nation Space Command continues to patrol the star system, operating out of the Citadel in the asteroid belt as the military dictatorship turned theocracy attempts to carry out its sacred mission and uphold its holy ideals. The aristocracy of the Primaris Imperium attempts to crush the socalist workers of the Collective Unions in its quest to conquer Arcadia Primus and then the rest of the Arcadia system.

The Royal Kingship of Maria rules the ocean moon of Maria, its royal family having ruled the world for over a century and is content on keeping things that way. The Economic Triumvirate continues to maintain its corporate grip on the arid planet of Arcadia Tertius alongside the winter moon Hiberia and the jungle moon Silvea and now seeks both ancient relics and new markets to improve its profits.

The fate of the Arcadia system is not to be decided by the likes of you. For you are a mere scavenger on the arctic moon of Arcadia Caer, salvaging pre-collapse artefacts from ancient ruins to sell in exchange for food, clothing and a warm place to sleep at night. Let others decide the future of the Arcadian people, your priority is staying alive and fulfilling your basic needs.

***​

Mechanics
The quest is about salvaging relics of the past from pre-collapse ruins in a post-apoc sci-fi setting. You can do this to get cool gear, but most of the time, you will be doing so to make ends meet. Your goals aren't to save the world or anything grand like that, but put some food on your plate and keep a roof over your head at night.

The mechanics work by rolling a 1d100 with relevant modifiers to get the final result. If the final result matches or exceeds the DC, you are successful on the roll, but getting a final result that is lower than the DC, the roll fails.

There are five stats that will be used for this quest.
Physique = Physique represents your physical body, including how fit you are or how tough you are. It is for performing athletic feats, determining how long you can go without exhausting yourself and resisting taking a wound if you get hurt.
Technology = Technology represents your technical knowhow, which means how knowledgeable you are at using technology, but also your ability to salvage the ruins of past society. Improving this skill lets you use more advanced equipment and get better salvage.
Social = Social is used to represent how well you do in social interactions, from intimidating someone to tricking them to haggling to a better price. While not directly impacting your survival chances, it can be the difference between a fight and avoiding one or getting your money's worth on your salvage.
Melee = Melee is self-explanatory and used to represent how capable you are in melee. This can vary from unarmed combat to using a blade or some other kind of melee weapon. While there are guns in the setting, this is a sci-fi and post apoc setting so melee has its place in a fight.
Ranged = Ranged is like melee except for ranged weapons like guns. A fairly important skill and shouldn't need too much of an explanation.

Traits can give bonus to stats and certain rolls in addition to unlocking new options or more rarely, closing off some options. Equipment is similar except it comes from your gear rather than anything innate like with traits. Except to start off with no traits and poor gear, but gaining traits and better equipment over the quest is part of the fun. Equipment also has its inherent limitations that should be fairly obvious. An example of this would be that you cannot wear two helmets at once. Likewise, wearing a helmet only protects you from head wounds and won't do anything if you get hit in the leg or arm.

The quest is about salvage runs where you have to find good stuff and retrieve whilst avoiding dangers from hostile terrain to aggressive wildlife to other people trying to kill you. Then you have to find buyers for your gear so you can get money to spend on food, rent and other stuff. You will need to balance keeping salvage for your own use or selling in addition to balancing buying cool stuff versus making sure you have enough for your basic needs.

There will also be a quality of life mechanic where having a higher quality of life gives bonuses to rolls whilst having a low quality of life gives penalties and makes things harder. This is to incentivise you to spend your currency on personal luxuries rather than going for the bare minimum for personal needs and then spending everything else on shinies.

Use Plan Voting.

[] Name. Pick something reasonable or sensible. Anything too silly or nonsensical will be vetoed.
[] Gender. Pick male or female because while I am aware there are other options, I don't feel up to writing them as the player character.

[] Failed Mercenary. You tried your hand as a mercenary, fighting for the managers of the Triumvirate. Things didn't go so well and now you find yourself scavenging the past to make ends meet.
Physique = 3
Technology = 1
Social = 1
Melee = 3
Ranged = 3


[] Family Tradition. You come from a family of scavengers, raised learning how to salvage the relics of the past as your livelihood. Your chosen path in life is what is expected of you and all that you know.
Physique = 2
Technology = 4
Social = 1
Melee = 3
Ranged = 1


[] Exiled Servant. You were once a servant, serving a noble family within the Imperium. After being scapegoated for the mistakes of a noble, you were lucky to escape with your life and now survive by scavenging legacies of grander days.
Physique = 2
Technology = 2
Social = 4
Melee = 1
Ranged = 2


***​

I'm trying something new, a low-stakes quest where you aren't influencing the fate of a civilisation or the whole galaxy, but just trying to get by in life. In this quest, the player character is a scavenger in a post apoc sci-fi setting and they are salvaging relics of the pre-collapse civilisation to sell to put food on the table and a roof over their head.

Magic and fantastical elements will be advanced technology like nanomachines, robots and genetic engineering and while they are technological in nature, they will effectively be magic to the player character and everyone else. Wizards and such would be people who know how to use advanced technology and make more of it. So the local legendary wizard? Some guy who knows how to maintain and repair plasma weapons and has a personal energy shield generator.

Also feel free to vote. I won't be reserving any frontpage posts because I never end up using them.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
[] Plan It's in the Blood
-[] Octavio Blood

-[] Male

-[] Family Tradition

A good start for a focus on finding tech. We can boost social and Physique next to balance out our weaknesses, unless a particular unlockable looks interesting

[X] Plan Murphy Calls
 
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[X] Plan One Day at a Time

-[X] Felicia Hammond
-[X] Female
-[X] Family Tradition
 
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[X] Plan One Day at a Time
 
[X] Plan A Noble Occupation

I feel like this opening would be the best one to make it fun for us to discover this world from a perspective of previous Privilage.
 
I prefer traditional because I want to find the coolest tech and maybe hold on to some of the good stuff for ourselves. Traditional is a great start to that.
 
[X] Plan A Noble Occupation

Better haggling skills means bigger profits
 
[X] Plan Murphy Calls

Knowing how to get into places and having a vaulable trade means we can have people find us. Which is good or bad depending on the company we end up having.
 
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