Whilst the survivors of the USA look at Great Britain and her Commonwealth as the last source of ancient and mysterious high tech devices, like androids and laser weaponry, for the majority of the uk’s citizens this sadly isn’t the case.
A lucky few do however act as custodians to the wealth and knowledge of the past, those whose skills, and expertise marked them as essential to rebuilding the country – saving them from the nuclear Armageddon and the following brutal nuclear winter (ref. Great Winter of 2130) in Government fallout shelters.
As the ‘reserved occupation’ Government vaults, preserving the last relics of lost tech, slowly open up to the ravaged land, the vault dwellers discover that the land around them has changed considerably.
Government Secure Shelter Mike Lima’s blast door open to a grinding wail of screeching metal, and the harsh high UV rays of sunlight enter for the first time in decades. Unsure of what to expect, the survivors step out into a brave new world.
Meanwhile at Tuddenham (Close to the trading post of Stedmond, and situated between the cities of No-Rich, and the ivory towers of Cadge) an ancient peace treaty is strained to breaking point.
Recently the four tribes of the area have maintained an uneasy truce, each sworn by written law to unite against any tribe breaking the treaty by direct harmful action against another. (That's not to say that 'indirect', covert actions don't frequently take place!) However, of recent days, members of all factions have been killed and assaulted by mysterious attackers in the wastes. While many cry ‘devil‘ or ‘witch’ at the mysterious attackers, wiser souls wonder if there is perhaps not something more terrestrial and more deadly hunting them down.
At this point of the year in the cold and wet season of the Nuclear Spring, it is possible to traverse the wastes in relative safety, as most of the deadlier predators are in hibernation, and the marauding bands holed up in winter quarters. A motley crew of chancers, adventurers and mercenaries from the surrounding wastes have ventured to Tuddenham to try to find employment in the thriving settlement, or simply to sell their finds, or trade their skills as healers and fixers.
Entering the town they find the area firmly divided into four camps, the militant Tallion, the devout Legion of St George, the Sturdy PAK and the newly arrived traders from the Merchant League. The normally composed Legionnaries seem somewhat distracted as if they have suffered a great loss, the peaceful PAK are taking up weapons and stockpiling medicines, the Merchant League seem to multiply and appear from nowhere and the long suffering guardians of the Tallion are wracked with internal dissent.
But still many flock to The Tud, many to trade at Garp's, whose motto ‘we buy ANYTHING’ has lured many into his store. Others need the services of Old World Oscar, a travelling tinker who specializes in the lost and archaic, or those truly in need are found at the door of Doc Crippens, for a quick patch up or shot of rad medicine. These are dark and interesting times.
Not a happy time indeed, and to make matters worse, the ever present problem of ‘flash gas’ from the marshes has seeped into the town; This silent invisible hazard poses no threat to the peaceful but for those foolish enough to discharge weaponry in a pocket are doomed to die – immolated in a localized burst of flame…. Luckily the harsh UV rays of the sun burn 99 per cent of this gas off in daylight, but in the evening only the suicidal brandish firearms, lasers and flames outdoors!
And only the foolish venture outdoors at night anyway, it would have to be a great treasure indeed to risk life and limb in the wastes at night when the Reapers and the Green Men are abroad...
The future is in your hands, literally…
You need to prepare; Prepare to fight and to survive.
Your first goal will be to find some shelter before nightfall. As a faction member you will have a faction house you can sleep in, but all wastelanders must either curry favour with a faction or set up their own homes. You also need supplies to weather the impending rad storm heading this way.. It will last two days, so your character is going to need to find two days worth of food and water. Game food and water will be clearly marked as FOOD or WATER and is separate from any real food you'll need to bring with you to eat on the weekend.
You will also have to try to fulfill your faction or individual goals.
Don’t forget that the trader, healers and faction chiefs all have jobs, missions and quests they will require you to do but you’re going to have to get stuck in and ask. They wont come to you!
IMPORTANT PLEASE READ
As a player you need to assemble ALL the kit to survive in the wastes for a weekend in January.
- You need your outfit, and PLEASE bring a warm coat, waterproofs, extra blankets and a four season sleeping bag.
- You also need to bring real food to eat over the weekend. There will be campfires, shelters and there will be ‘game food’ but unless you’ve a penchant for mystery tins of dogmeat and aldi beans then you’d be best bringing your own.
- You'll also need a "loot bag". This must be at least capable of holding an A4 folder, eye protection, your character sheet, and any money. It will need to be able to be rifled through by other players, so you need to keep this bag's contents separate from your 'personal' kit.
Any questions, ask away!