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War. War never changes.

The end of the world occurred pretty much as the ancients predicted...
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Pilipinas



War. War never changes.

The end of the world occurred pretty much as the ancients predicted. Too many humans, not enough space or resources to go around. The details are trivial and pointless, the reasons, as always, purely human ones.

The land was nearly wiped clean of life. A great cleansing by the "gods", that quickly raged out of control. Spears of righteous fire rained from the skies. Continents were swallowed in flames and fell beneath the boiling oceans. Humanity was almost extinguished, their spirits becoming part of the background energies that blanketed the land.

A quiet darkness fell across the planet as the weather, seasons, and the length of years themselves changed. Few survived the devastation. Yet humanity is ever a survivor and a resourceful one. In this world he emerged, stronger and wiser. Never again, would such a calamity occur. Or so the people hoped...
You are a young man, born into this world of War and Waste, another peasant to serve the whim of your betters... But yet, Destiny seems to have something in store for you...

Which Wasteland did you hail from?


[] The North (some irradiated areas with a whole lot of snow, there is a great ruined city here guarded by Knights sworn to the Citadel)
[] The Riverlands (some irradiated areas, but no great ruins, however the people here seems to be healthier)
[] The Vale (the Tribal-Wildings are active in this region more so than the others, hence the people tend to be of a more martial nature)
[] The Westerlands (no irradiated areas, some ruins that might not be guarded by Household Knights, monsters though abound in its forgotten mines and hills)
[] The Iron Islands (an under-water city? impossible! Also, the Iron islanders are hated all over Westeros)
[] The Crownlands (the "capital" can be found here and hence tend to be safer, however, its a magnet to the unlawful as well as hostile sentient creatures)
[] The Stormlands (dark rumors abound regarding its sinister forests, particularly the glowing lights at night, the people here tend to be more perceptive)
[] The Reach (there are several Radzones here, however, normal looking green produce and 'safe' salvage can be found, the people here are competitive)
[] Dorne (a true Wasteland compared to the others, yet the people of Dorne survives... Maybe its true that they are luckier?)


When did Destiny call?
[] Aegon's Conquest (Citadel-sworn Knights are more numerous and vigilant in guarding 'ruins')
[] Blackfyre Rebellion (There is an 'artifact' arms-race)
[] The Mad King's Reign (Heroes, Monsters, and Adventures abound!)
[] The War of Five Kings (With Chaos, there is Opportunity...)

What are you like? (pick up to 4) (cannot pick opposite traits)

[] Helpful
[] Cheerful
[] Laid-back
[] Energetic
[] Passionate
[] Lethargic
[] Taciturn
[] Spiteful
[] Sadistic
[] Malicious
[] Sneaky
[] Apathetic
[] Murderous
[] Inquisitive
[] Honest
[] Dishonest
[] (write-in)

What were you before you were called?
[] Farmer (You were born and raised in the wasteland, trying to make the land work for your Lord. Bonus to Endurance and Agility, penalty to Intelligence and Charisma)
[] Smith (You make your living by crafting, repairing, and trading things . Bonus to Strength and Endurance, Penalty to Agility and Perception)
[] Mercenary (You live by your weapons, and eventually you'll die it. Bonus to Agility and Strength, penalty to Intelligence and Luck)
[] Cardsharp (Making money the easy way... Bonus to Charisma and Luck, penalty to Strength and Endurance)
[] Scholar (reading and writing for your less than bright betters. Bonus to Intelligence and Perception, penalty to Strength and Charisma)
[] Write-in (subject to the GM's discretion)

Finally, what is your name?
[] A boy's name (I can't give justice to a female character, sorry)

--------------

AN: The setting would be Westeros (yay for nobles and politics!), but with Fallout elements (Westeros is a bit irradiated, mutations abound! Whats a one-headed brahmin? There is no such animal! Power-armor? sure! go find one!) Any questions regarding the setting? just ask, I'm a nice guy!:p

Generally, there are NO guns, lasers, robots, computers, democracy, stinkin' communists, cars, nukes, electricity, radios... The Maesters and the Great Houses hoard it/keeps a lid on it, until they allow said item to be used on the wider world. There are similar organizations in Essos which does the same thing and they keep contact with each other. However, there are more ruined cities out there (even mere houses), waiting to be explored...

Most items out there are broken or too mundane and as such holds no interests to the Maesters, which means a lot of stuff are salvaged and recycled junk, and most people's melee weapons & armor are made from old car wrecks and/or re-purposed tools. Hence, tribal-wildings are more dangerous and the civilization of the Seven Kingdoms do not fully control the continent, its people huddle under the 'care' and protection of their lords and masters. Mutated creatures roam the land and far worse things... oh yeah, ASOAIF canon magic exists somewhat.

thanks to @Automatonation @Iandude0 @Droman @NickolasNockolas @Vesvius @yinko for the inspiration...

*rules are currently fluid and subject to change, hence I didn't write one yet.
*also I may need a co-GM since I'm a bit of a shitty writer, any volunteers?
 
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Appearance:
Name: Seth - You stand at the height of 5'5. You have close-cropped dirty blond hair, light blue eyes, a mischievous smile, a slight stubble, a bluish tinge on your skin and a lithe body.


Statistics:
Strength: 4
Perception: 6
Endurance: 4
Charisma: 7
Intelligence: 6
Agility: 6
Luck: 7

Skills (Unskilled indicates 0 skill, Novice for 25, beginner is 50, Intermediate is 75, and Master is 100.)
Barter. -- Novice
Energy weapons. -- Unskilled
Explosives. -- Unskilled
Guns. -- Unskilled
Archery. -- Novice

Lockpick. -- Novice
Medicine. -- Unskilled
Melee weapons. -- Beginner
Repair. -- Unskilled
Science. -- Unskilled
Speech. -- Novice
Sneak. -- Beginner
Survival. -- Novice
Unarmed. -- Beginner
Perks
Silent Running: Running does not make as much noise unless wearing heavy and ponderous armor
Gambler: Gambling is a Free Action, and
can reroll a single dice once per GAME and pick the better one (Maximum of 5 games/per update) (Unlocked Dice Game: "17")
Critical Hit: Increases chance of hitting someone in a sensitive area
Magnetic Personality: Friends usually stay Friendly (unless you really do something to piss them off) and Neutrals won't immediately turn Hostile.

[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.

Complications:
[x] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.
 
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INVENTORY
Equipped:
- A black brimmed hat
- a dark blue face scarf
- an old grey overcoat
- dusty black jack boots
- black casual slacks
- 5 throwing daggers (scattered all over your body)
- a utility belt
- a spring-mounted sleeve stiletto (stiletto can be removed)
- 600 caps (hidden in various pockets)
 
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Which Wasteland did you hail from?

[X] The Vale (the Tribal-Wildings are active in this region more so than the others, hence the people tend to be of a more martial nature)

When did Destiny call?

[X] The Mad King's Reign (Heroes, Monsters, and Adventures abound!)

What are you like? (pick up to 4)

[X] Cheerful
[X] Laid-back
[X] Energetic
[X] Passionate

What were you before you were called?

[X] Mercenary (You live by your weapons, and eventually you'll die it. Bonus to Agility and Strength, penalty to Intelligence and Luck)

Finally, what is your name?
[X] A boy's name
-[X]Seth
 
[x] The Westerlands (no irradiated areas, some ruins that might not be guarded by Household Knights, monsters though abound in its forgotten mines and hills)

[x] Blackfyre Rebellion (There is an 'artifact' arms-race)

[x] Passionate
[x] Helpful
[x] Inquisitive
[x] Sneaky

[x] Cardsharp (Making money the easy way... Bonus to Charisma and Luck, penalty to Strength and Endurance)

[X] A boy's name
-[X]Seth

Like that name. This looks interesting. I'll see where it goes.
 
also I may have forgotten to add, but the Citadel-sworn Knights (popularly known as the Raven Claws) are incredibly loyal and do carry "Fire-lances" (i.e. guns/lasers/etc depending on rank) and said weapons are gene-locked to said Knight.They also ride around in Steeds (Harley Davidson motorcycles).

The Maesters do allow the following technologies for regular folks to use since regular folks cannot mass produce them: zippers, Velcro, water purifying devices, backpacks, glasses, plastic containers, other none dangerous/ techno household items.
 
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[x] The Stormlands (dark rumors abound regarding its sinister forests, particularly the glowing lights at night, the people here tend to be more perceptive)

[x] Blackfyre Rebellion (There is an 'artifact' arms-race)

[x] Malicious
[x] Sneaky
[x] Apathetic
[x] Inquisitive

[x] Scholar (reading and writing for your less than bright betters. Bonus to Intelligence and Perception, penalty to Strength and Charisma)

[X] A boy's name
-[X]Seth

Stormlands sounds like Psi stuff, or magic. Fallout has quite a bit of that. Though I think that the Iron Islands would have been more like Bio-Shock.
 
Stormlands sounds like Psi stuff, or magic. Fallout has quite a bit of that. Though I think that the Iron Islands would have been more like Bio-Shock.

Then let's go bioshock.

[X] The Iron Islands (an under-water city? impossible! Also, the Iron islanders are hated all over Westeros)

[X] Blackfyre Rebellion (There is an 'artifact' arms-race)

[X] Passionate
[X] Helpful
[X] Inquisitive
[X] Sneaky

[X] Cardsharp (Making money the easy way... Bonus to Charisma and Luck, penalty to Strength and Endurance)

[X] A boy's name
-[X]Seth

These votes may make Seth unlike his Ironborn compatriots, but that just adds to the fun, right?
 
alright! this plan won...

[x] The Westerlands (no irradiated areas, some ruins that might not be guarded by Household Knights, monsters though abound in its forgotten mines and hills)

[x] Blackfyre Rebellion (There is an 'artifact' arms-race)

[x] Passionate
[x] Helpful
[x] Inquisitive
[x] Sneaky

[x] Cardsharp (Making money the easy way... Bonus to Charisma and Luck, penalty to Strength and Endurance)

[X] A boy's name
-[X]Seth

updating...
 
The slums of Lannisport
The Poor Quarter of Lannisport
It was nearing dawn, and while you may not be safe yet, you can't help but grin behind your face-scarf as you ghosted through the corrugated roofs on your way to your little hidey-hole. For what a night it was! You want to shout and scream for joy due to your winnings, but not yet. Must keep calm. Must stay in the shadows. Must not let my guard down.

Still, you can't help but keep thinking back on the events that evening... You were on a roll, a winning streak that you've never enjoyed before, and your hands still won't stop shaking from claiming all of that caps! You've managed to haul 200 caps from the dice alone and another 400 from the cards in a single sitting! Hmm... If you're luck is finally turning, maybe you should also gamble on other things? the mole-rat fight perhaps? Or maybe in radroach racing? But no matter, those are questions for tomorrow...

You're So close to home now that your whole body is giddy with anticipation in reaching it and finally planning on how to best spend your new-found cash. Again, you found yourself thanking all of your lucky stars, the Seven, and all the gods that might be listening for allowing you to leave that gambling den in one piece. You nimbly jumped over a puddle of acidic rain water when a sound from somewhere nearby carried to your ears...

You immediately stopped and crouched while scanning the rooftops. Yet you see and hear nothing out of the ordinary... Strange... You were about to carry on home, but your inquisitive nature got the better of you and you decided to jump over the the puddle again. This time though, you're sure you heard a man's voice. You then looked up and saw a small pipe. You chided yourself for being so 'jumpy' and decided to listen in on the conversation.

You think there are several men and they seem to be arguing about something. You heard small snippets like "mad" "textile factory" "Lannisters" "explosion" "reward"...

Well... that doesn't sound good... or was it?

What are you going to do?
[] Ignore it. The Lannisters probably have a handle on this conspiracy, and personally you are a little biased against the ruling house. Plus you're sleepy and your money won't spent itself!
[] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)


Pick 2 Additional Perks:
[] Comprehension:
You can read,write and better understand what you have read
[] I smell treasure!: can reroll to detect hidden items, treasure, loot.
[] Haggler: Merchants/traders won't really try to separate you from your money
[] Light Step: less chance to trigger a trap or an ambush
[] Friends in Low Places: You know an underworld faction and can ask them for info and aid. (can be picked multiple times)
-[] A smuggling ring
-[] A raider band
-[] A thieves guild
-[] A counterfeiter's syndicate
-[] A pirate crew
-[] A mummers troupe

Pick 1 Complication:
[] A Noble Rival:
While not fully an enemy (yet!), you've managed to irritate a member of this noble house, and he will try to hinder you as much as possible (if picked will roll 1d100: 1-10 = House Paramount; 11-40: A Major House; 41-80: A Minor House; 81-100; A Knight Household)
[] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.
[] Your Family Matters: Yay! you're not an orphan! This may be both a boon and a curse here in Wasteland Westeros... (GM will roll the number of your family members and their need, hence from time to time they may require your assistance, some times at the most inopportune moment...)

-------------


Perks Gained!

Silent Running: Running does not make as much noise unless wearing heavy and ponderous armor

Gambler: Gambling is a Free Action, and can reroll a single dice once per GAME and pick the better one (Maximum of 5 games/per update) (Unlocked Dice Game: "17")
Critical Hit: Increases chance of hitting someone in a sensitive area
Magnetic Personality: Friends usually stay Friendly (unless you really do something to piss them off) and Neutrals won't immediately turn Hostile.



Appearance:
- You stand at the height of 5'5. You have close-cropped dirty blond hair, dark blue eyes, a mischievous smile, a slight stubble, a bluish tinge on your skin and a lithe body.

Statistics:
Strength: 4
Perception: 6
Endurance: 4
Charisma: 7
Intelligence: 6
Agility: 6
Luck: 7

Skills (Unskilled indicates 0 skill, Novice for 25, beginner is 50, Intermediate is 75, and Master is 100.)
Barter. -- Novice
Energy weapons. -- Unskilled
Explosives. -- Unskilled
Guns. -- Unskilled
Lockpick. -- Novice
Medicine. -- Unskilled
Melee weapons. -- Beginner
Repair. -- Unskilled
Science. -- Unskilled
Speech. -- Novice
Sneak. -- Beginner
Survival. -- Novice
Unarmed. -- Beginner

INVENTORY

Equipped:
- A black brimmed hat
- a dark blue face scarf
- an old grey overcoat
- dusty black jack boots
- black casual slacks
- 5 throwing daggers (scattered all over your body)
- a utility belt
- a spring-mounted sleeve stiletto (stiletto can be removed)
- 600 caps (hidden in various pockets)
 
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The Game of 17
The Game of "17"

The game mechanics is simple enough.
- First, to play this dice game, the PC must be at an appropriate location like a gambling house or a hedge tavern. and pick the Free action of Gambling.
- the GM would then allow the first quester/voter to place a bet (max of 500 caps, as the House would also meet his bet) he would then roll 3 dice of 6 (3d6) using the forum roller.
- he would then roll the 3 dice with the objective to reach the number "17". (i.e. player rolls 3d6 = 5, 6, 6 = 17!)
- if the player rolled poorly, (i.e. 3, 1, 4 = 8) then he can place another bet with the same amount as the first bet to receive another dice.
- if the fourth dice is rolled poorly again (i.e. 3, 1, 4 = 8 +4 = 12) then the player can bet again for the last time and again of the same amount as the first bet (or whatever cash he have left).
- there should only be a maximum of 5 dice (i.e. 3, 1, 4 = 8 +4 = 12 + 6 = 18) if the roll went beyond that of 17 though (i.e. 18) then the player automatically loses, and the House wins!

- However, if the player's dice lands like this (i.e. 3, 1, 4 = 8 +4 = 12 + 4 = 16) then its the House turn to roll (i.e. 6, 1, 1, = 7+ 2 = 9 +3 = 12) The Player Wins!
- The player also has the Gambler perk, which means he can reroll a dice of his choosing (whether during the first set of rolls, the second or the third one)

-any questions?
 
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[X]Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)

[X]Comprehension
[X]I smell treasure!

[X]Your Family Matters
 
[x] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)

[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.

[x] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.

I actually really like being a wanted man, and possibly getting in good with the Lannisters might get rid of that for us.
 
[x] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)

[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.

[x] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.
 
[x] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)

[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.

[] A Noble Rival: While not fully an enemy (yet!), you've managed to irritate a member of this noble house, and he will try to hinder you as much as possible (if picked will roll 1d100: 1-10 = House Paramount; 11-40: A Major House; 41-80: A Minor House; 81-100; A Knight Household)
 
Alright... the winning votes are...

[x] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)


[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.

[x] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.
 
The Conspiracy
Winning Votes:
[x] Investigate this further. This is your city, and you don't want any lasting harm happening to it and its people. (Currently, you are just satisfying your Inquisitive and Passionate nature.)

[x] Comprehension: You can read,write and better understand what you have read
[x] I smell treasure!: can reroll to detect hidden items, treasure, loot.


[x] The Wanted Man: There is a wanted poster for you from somewhere, maybe its a mistaken identity? Anyway, every time you enter an appropriate setting a bounty hunter may appear. Being captured then escaping may lead to an increase to the bounty on your head hence an increase in Hunters as well.
The words you heard, even though were not completely clear were still ominous enough that you believe you have no choice but to further investigate the matter. Nimbly climbing a few crates nearby, you followed the pipe to its source, a vent in another salvaged house with the same rusty corrugated steel sheet walls and roofing. The place looks pretty much like any other derelict structure out here in the slums of Lannisport.

Still it felt wrong, the place looks too sturdy yet at the same time too broken down. The place tries to project the image that it was being crowded in by the other houses yet you felt like no peasant family is inhabiting the adjacent structures for a while now. In fact, now that you try to listen in to your surroundings, you notice that there seems to be a lack of dogs barking, infants crying, couples fighting, or just the general squalor of too many people inhabiting a small area.

Yes, It has only been two weeks since you moved your hidey-hole here but you still mentally kicked yourself for not double-checking this part of the slums, particularly in the daytime. Yet, its late too back down now, as you press your ear to the vent to get more details only to be rewarded by the sounds of footsteps moving away.

Unfazed, you took a dagger from one of your hidden pockets and tried to pry the vent open. After a couple of moments, the vent opened with a soft clang and you stepped onto a beam and looked down. The place can be considered dark, yet you are used enough to working in the darkness that your eyes attuned to the lack of light quickly. You then spotted a cabinet on the side and used it to climb down.

You crouched as you see three figures in the doorway. You've been around enough scum before to know that these thugs look too 'clean' and 'professional' and they are carrying what seemed to be crossbows yet it is of a strange design with significant amount of clockwork. They seem too be guarding the 'entrance' of the place so you moved to the side door. You listened intently for footsteps as you try to figure out where the primary conspirators went.

Luckily, one of the conspirators seems to have stepped on some acidic rainwater and you followed his/her rubbery trail to their meeting room. The door to the meeting room though were guarded by two 'thugs', so you moved to the next room and spotted what seems to be some sort of light coming from behind a quickly patched up hole in the wall. You tried to suppress your laughter for such a fortuitous thing as you listened in on the meeting.

"...there is no need for that many men, a single man can do it." said a heavy set man wearing a "bunny" mask. He sounds like a laborer or a tradesman due to how he spoke.

"The window of escape though is too narrow. This may be a suicide mission for the person to volunteer." a man wearing a bird mask replied solemnly. A ghoul you think judging by his hands and the sound of his voice.

"The rewards are extremely generous and our benefactors also supplied us with everything we needed for the next "step". Things will be... unpleasant if we change our minds at this juncture." voiced a raven-haired man wearing a cat mask. This man though sounds too educated and smooth. a scholar perhaps?

As you listened in, you managed to get the gist of the meeting. These three conspirators are planning to sabotage the Lannisters "textile" factory as a symbol to the masses of the Westerlands that it is time to rise up and fight the "noble" oppressors. There would also be more 'assistance' coming from outside the Westerlands once the factory was destroyed.

You think you've heard enough and started to walk away from the meeting room... Still there are several places that you haven't explored yet and it seems like the building is less guarded than you first thought...

Where would you go now? (note: picking more than 1 area will increase the chances of getting caught. picking 'South', will allow you to leave unhindered but without loot)

[] Go to the "North" of the Building (this where the guards and the leaders of the conspiracy supposedly stay when they meet)
[] Go to the "East" of the Building (a small "armory" is supposed to be located here)
[] Go to the "West" of the Building ( this where various 'supplies' are supposed to be stored)
[] Go to the "Basement" of the Building ( a 'workshop' for something can be found here)
[] Go directly "South" and to the exit (you escape without much fuss, cannot be chosen if others are picked. It would be assumed that you would head here after looting)

When looting, which would you prioritize? (pick 2)
[] Look for caps
[] Look for weapons
[] Look for more evidence
[] Look for other kinds of gear
[] Look for armor/clothes
 
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[X] Go to the "Basement" of the Building ( a 'workshop' for something can be found here)

[X] Look for more evidence
[X] Look for other kinds of gear

Let's see what can be picked up there.
 
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