Utterly Mad

The Pit => The Highway => Topic started by: ajwilli1 on July 13, 2015, 09:56:38 pm

Title: The Loreway: AJ/Vanilla Cannon
Post by: ajwilli1 on July 13, 2015, 09:56:38 pm
The Database: Highway Lore and OOC





Why I ultimately decided against a backstory:

Alright so after writing revision after revision, trying to make some sense or at least give context as to why Soviet China and Russia along with a buncha other countries would be in a heavily altered America. But time and time again, it became so convoluted or dumb that I'd just rewrite another draft trying to be more vague. But again, it wouldn't work... at all.

So after thinking about it and reading the old Highway threads, I realized that there doesn't need to be some world wide context. It doesn't matter what started this weird mash of cultures and doomsday stuff; all that matters is the here and now, and how only certain stuff came to be. There is still backstory, but its so heavily fragmented that trying to spell it all out would be another goal in of itself.

So just assume there's no real context to anything, every happens because its needed to happen, if you really want to find out the details of what caused things then go spelunking into labs, bases, or even houses with working computers.

That and there is no real point, because me and the players normally make **** up as we go along.



The World (Not the US)

The world has suffered a global scale nuclear conflict many years ago, some places were hit harder than others, and some are still going about as if there was no "Apocalypse" of any sorts. But since their asses aren't the main focus I'll give you a brief summary of what parts of the world were like.

Asia and the Asian Pacific: The land that brought the world to its knees, filled with ash layered jungles, vast dead deserts, and urban centers that are packed with more people then there should be. Back when the name "Red Coalition" actually had some weight to it, there were many cities, factories, and farms spread all throughout the continent. So far, that there was barely any wilderness left when room for more people finally ran out. When the first nukes were launched, they were launched straight into China and Vietnam, and its said that America were the first ones to use nuclear armaments in the conflict; and they were most likely the reason The Coalition fired its payloads back.

Mixed with Radiation and Pollution, the air here is barely breathable, air filters and gasmasks are required for everyone that goes outdoors. And what little wild life is left has most likely been killed by the polluted weather, acid rain isn't good for anyone, and when said rain is able to melt through steel; you can expect people to start migrating East/West to the less ****ed parts of the world.

As of today there is little news that comes from Asia, other than the stray broadcast from the few survivors that still try to scrape by.

Europe: Most of Europe was allied with the US during WWIII, so when nukes were launched, some ended up heading their way as well. Most of Eastern Europe is about as bad as Asia, as the stray radiation storms do blow into the area on occasion, but it is far more habitable then Asia; the only thing you have to worry about is strange gravitational anomalies, mutant plants, and whatever horrible blood-sucking mutant crawls out of the irradiated dirt.

Now Western Europe on the other hand is more like America, but a tad more civilized. They weren't hit as hard, but it doesn't mean they got off easy. There are still cities and towns, and most of the governments there are trying to reclaim land to try and bring themselves back from the ashes all those years back.

Recent news from Europe suggests that they're trying to find a way cross the seas to seek out other survivors or people. Only one voyage was made, and that voyage never made it back to port.

Africa: Its a huge land mass filled with mutated animals and humans alike, the jungles and deserts have been contorted and shaped into something otherworldly by anomalies that float aimlessly throughout the continent. Most explorers that come here looking for treasures are likely to never see home again, either succumbing to one of the many threats there, or embracing whatever lies in wait there.

Australia: Torn apart by huge sandstorms, its inhabitants have gone crazy in the hope for finding some rest or satisfaction in the wasteland. Only the strongest and violent clans thrive in these large deserts stained in blood and tears. Barely anything comes from these lands, except for a legend about a man traveling the roads, helping those in need. While the nickname was lost in translation, its safe to say that he's a Warrior of The Road. Subtle references are subtle.

North America

A land torn apart by several wars, a land reformed with technology that used to belong in the realms of science-fiction; only to be burned to ash in the year 2013. Now the remains of the US are rich with history and places to see. From the heavily urbanized south-west, to the radioactive snow covered pines of the Great North, and to the relatively "normal" East Coast; there is always something out there to see or do.

East Coast: The East Coast wasn't hit as hard as the rest of the world, due to the nuclear defense systems that were in place throughout the remaining cities after the first wave of bombs were sent out. Although DC and its surrounding area is a radioactive slime pit that breeds all sorts of oddities, and rumors of a military presence slowly weeding out any mutants in the area are starting to worry some of the nearby towns. The rest of the East Coast is more or less the way it was before the Crisis occurred, rolling green hills, lush plant life, poor-quality roads, and the miles and miles of farms that sit quietly in the plains.

The main thing you have to worry about in the East are the people themselves, raiders, rival factions, and even the damned military itself have all turned on each other hoping to "rebuild" America in their image.

West Coast: The exact opposite of the East Coast, this land is far from normal, as nuclear devices, heavy fighting, terraforming, and all sorts of things that'd make God shake his fist in anger all occurred on this broken and fractured coast line. For starters California is nothing but a chain of islands, with raging seas filled with creatures and mutants swimming in between them. The rest of the area is nothing but cities being reclaimed by nature, and God knows what else.

The Border (A long desert stretch, starting in Indiana and ending in Alabama): As per-Highway tradition, we need a big ass desert in the middle part of the map. Terraforming is what shaped these lands into the dry, vast desert it is today. You see, back when the Soviets were first invading America, they had a problem: American's were fighting in their home turf, and as such knew the lay of the land better then any of their strike teams they could send in (obviously). So instead of just carpet bombing suspected resistance hideouts, they instead opted for violent dust storms and tornadoes that tore the land asunder, ripping entire forests, flinging them into sink holes that started to appear during the "transformation".

Now its just a land of large drop offs and canyons that stretch for miles and miles. But surprisingly or should I say, "Not surprisingly" there are people setting up dangling cities and bridges that try to cross these treacherous abysses; but unsurprisingly, most have failed in their attempts to secure a holding on the side of a cliff, and have had their cities and villages plunge into the ebony depths. Such is life in the desert.

North and Southern United States

When the Reds invaded America, the land was divided into two parts, the northern Soviet nations (Russia, Germany, etc...) would take north of America; while China and its allies would take the southern portions of the US. Both Nations, with their tech and people, transformed the land to look more closely to their homeland. Because of this, all of the south is vast deserts and lush jungles filled with huge neon soaked cities that can be spotted from miles away as they tower over the jungle canopy.

While the Northern US was turned into a tundra with a few splotches of autumn colored forests scattered throughout the land. Most of the north has been urbanized and industrialized, thick clouds of smog blanket the horizons, polluted/irradiated snow on the surface has driven the inhabitants here indoors or underground in the far-reaching metro tunnels that were constructed after the peace treaty between the US and The Reds was signed. [NOTE:Some say that you can find entrances to the Soviet Metro in the subway tunnels of New York.]

West Coast

Little to nothing is known about the mythical West Coast, rumors suggest that its a inhospitable hellhole with nearly everything out there trying to kill you. And reports of some the more braver explorers say that most, if not all, of California has fallen into the sea, leaving only a small chain of islands in its wake. With said islands constantly being bombarded with hurricanes and harsh seas that make getting to or from the island a near impossibility.

Up north in Washington, there has been long-standing rumors and myths about a huge laboratory built inside the frozen remains of Seattle, with the Space Needle being the center of the lab's operation.


South America

I'll keep this short and simple, (going to cut the sh1t here); I haven't written much mainly due to the fact that I have something planned down here, and it'd be sorta crappy if I revealed it. So South America is basically still functioning, but it's basically a buncha nations fighting each other for dominance, combined with Americans and Soviet survivors trying to take some land for themselves due to the (mostly) clean water and food sources. There's a lot more fighting going on down in these parts.

Northern America (Canada)

And Canada is just full on 30-days and 30-nights of Nuclear Winter, snow without a rad suit or some form of immunity is real bad for your health. All I'll say is that once you get some good gear or armor, there is a ton of cool experimental stuff to find, along with a few other things....
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and Beasts.
Post by: ajwilli1 on August 17, 2015, 12:48:28 am
East Coast Lore Update!

East Coast Radio Stations:

So in order to keep with the theme that the world of The Highway still has plenty of music on the air, I've decided that each region will have several flavors of radio station, going from pop hits, rock, new wave, and even talk radio. So here are the ones for the East Coast.


America Still Lives! 1099.3 AM

Hosted by Rob Antonio, a once professional contract killer turned AM radio host. Sits down with special guests from all over the region, ranging from the mafia don leaders in New York City, to lowly farmers out in the western boarder, including some recorded interviews with famed raider, "Lugnutz".

Come and listen as you learn about: wasteland cooking, how to pop a bone back into place, scavenging tips, and five different ways to mutilate a corpse to scare your enemies.

Electric Paradise, 089.0 FM

Come take a neon lit journey back into the golden age of the 80s, back when we were fighting those commie bastards on our home turf and patriotism of our land was alive and well. Hop in your DeLorian, put on some shades, and let your driver "Toni Tiger" take you for a ride. Her finest selection of both 80s pop hits, and the return of 80s synth with New Retro Wave will sure let you relieve those neon glory days in style.

The Outrunner, 999.9 FM

Unlike that station above that was built for total pu­ssies, let your host "DJ Outrun" blast your speakers into another dimension with the newest and hottest tracks of outrun music. Guaranteed to kick your ass into gear when the going gets tough.

New Rock Radio, 096.1 FM

He found a leather jacket, a working radio outpost that used to telegraph those "weird numbers", and with his collection of vinyls from famous (general)rock artists. He's willing to rock and roll this wasteland into submission of his awesome tracks, and how his dad will never understand what he did to get where he did through, sex, drugs, and rock and roll.

Rush Radio, 077.7 FM

Little is known how the station came to be. But its said that after the bombs fell, a lone AI trapped in a huge laboratory complex was never shutdown properly to end his isolation. So using the lab's emergency broadcast system, he's decided that he'd play his all Rush mixtape for all the wasteland to hear. In some vain attempt to see another human.

It cannot talk, and the time spent in-between songs is usually 'it' beeping and bopping, or looping old pre-Crisis commercials.


MUTANT LORE EXPANDED!

Lycans: So I decided to rename the Anthros, into Lycans, why? Because it makes it sound a ton more better in my opinion. Basically Lycans are the guys that have some form or another of an animal-like mutation, whether that be fur, actually looking like an anthropomorphic version of said animal. Because there are also just mutants, that have stuff like enhanced hearing, Jessica's feet telepathy, PSI powers, other sh­it I stole paid tribute too.

But their new found animal-traits come at a cost (Thanks to Hobocop for the idea), they have the potential to lose their humanity completely if they rely on their animal-traits/instincts too much. Turning more into what they look like, then what they are on the inside.

Mutants: Basically humans with super powers, really nerfed but stupidly useful powers... but they look fucking malformed because of this. Why? Well I'm taking inspiration from Bioshock, getting super powers resulted in people losing their minds, slowly becoming ugly and covered in sores. And something I hated out of Bioshock, and maybe the couldn't do it at the time, is that you're character doesn't suffer from using Plasmids at all, your arm HAS BEES COMING OUT OF IT! And yet you have no sores, cuts, burns, etc... from previous Plasmid use.

So if you manage to mutate, I'll give you a message in the form of a dream sequence when you get the mutation (normally I'll hint at this with a, "You feel funny..." or "Your head begins to feel fuzzy, perhaps you should lie down."). But be warned, constantly using these powers as a crutch will hurt you, casting out fireballs will burn your arm, using telekinesis could result in you frying your brain, and all other sorts of !!FUN!! stuff.


Ferals: Mutated humans that have lost their minds completely and have become the monsters people always called them out on being on. When a mutated human turns feral, they retain their appearance, they aren't Beasts, they're simply people that have lost their minds and are completely hostile to anyone they find. Oddly though, most of them can be tamed. Rumor has it that the more "rich" families in Seoul actually have a whole heard of tiger people that they have roaming around their estate like house cats.

The Beasts: Beasts were once people, but due to experimentation, losing in the genetic lottery, or plain old bad luck; they've been morphed into creatures out of your worst nightmares. Most of them don't wander on the surface, they lurk in the dark corners of the Earth, in buildings, underground, or in those "cursed" labs. (Expanded upon in Beasts.)

The Beasts, 3 of them detailed


The Blind Swordsman

Tall, muscular, covered in bits of metal that its flesh has grown around. Its left arm being nothing but a stump (lower arm missing) with a jagged metal blade jutting out from the stump, attached to it through vine-like flesh that wraps and curls around the blade. Its face is nothing but scrappy bits of flesh, with its eyelids sealed shut with pieces of barbed wire. It cannot smell, it cannot see, and it cannot "hear"; it senses everything through vibrations in the ground and the air around it. It regenerates wounded tissues within a matter of minutes, thus making it one of those most feared things to find underground.

Mothers

Clutching their children in their final moments before a cloud of that horrid virus they became the wasteland's most disturbing of creatures. Long hair that has become unkempt, covering most of their bodies, with only the legs being visible. Their body, and their child have become one, like a Siamese twin; the mother's arms melded into their child's back. They weep constantly, nonstop, even when they see someone they continue to weep as they approach. From the few survivor accounts there are, their faces look like a scarecrow's, their eyes hollowed out and drooping, their mouths stuck in a permanent scream. The child that's usually attached to them looks the same, often times with their face melted into it's mothers body.

Squelchers

These poor bastards are usually scavengers or stalkers that went spelunking too deep and drank something that they probably shouldn't have. They're basically harmless Cronnenburg creatures. They crawl (or slither) around on what limbs that weren't destroyed or malformed into being a decoration, constantly puking up bile as they try to speak, breathe, or really do anything. The general rule is to shoot them on sight, it's better to be dead, then a puking mess of flesh and limbs.


Battles how do they work?

So I've decided on a simple battle system for major battles only. Most engagements that have just a few people will be RP'ed out with the most minor dice rolls (D20=action).

However, vehicle combat, when the whole crew is fighting, or when you're fighting a mutant or boss. The whole group will get a health bar, and an armor bar.

Damage dealt is dependent on the weapon, damage takes away from armor first and then health, unless the weapon ignores armor. The health is like Halo in a sense, armor will regenerate during combat, but health will not. Health will be healed through food (low HP gain, unless its a super food), first aid (large HP gain, short amount of time), or rest (HP regenerated when not in battle).


And for the sake of simplicity, there is no limb damage. I'll say body parts are hit and apply the necessary stuff, but each limb doesn't get its own health bar. You lose health, expect to aim worse, move slower, etc...
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 17, 2015, 12:55:49 am
Added new poll to the thread.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: RedVulnus on August 17, 2015, 01:03:53 am
Just for info, which region does this take place in? Haven't seen it mentioned before so figured I'd ask.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 17, 2015, 01:09:27 am
Just for info, which region does this take place in? Haven't seen it mentioned before so figured I'd ask.

All of the United States.

All the regions detailed is apart of the heavily morphed, terraformed, etc... USA and its siblings around it.

Currently Broken Caravan (you and Fur) are basically on the US/Canada border. While Deliverance Co. Seba or Main Group, are currently in the East Coast somewhat close to Maine, or New York, or where ever.

As the group moves more north, west, or south into the other detailed regions, the radio stations will change a bunch, and sometimes there won't be any stations. The only station that is basically permanent is the Rush Radio station. But the further west you go out, the more... foreign things get.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 17, 2015, 01:10:48 am
I'm waiting for a Fallout: Dust-esque stretch of road with nothing but static on the dial and total evil bullshit every turn you make.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 17, 2015, 01:13:48 am
I'm waiting for a Fallout: Dust-esque stretch of road with nothing but static on the dial and total evil bull**** every turn you make.

Where I have more Silent Hill-esque mutants digging their way out of the sand to literally rip you limb from limb and destroy you, your very being, and what's left of your characters humanity.

I really need to get on the roguelike of The Highway already. I basically have everything to make one, its just the size and scale that have been keeping me from doing it, and why I'm working on smaller projects to get my feet wet.

But yeah, it exists, its the "Mississippi Desert" and basically all of the west coast. California isn't really the Golden State anymore.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 17, 2015, 01:15:19 am
I'm waiting for a Fallout: Dust-esque stretch of road with nothing but static on the dial and total evil bull**** every turn you make.

Where I have more Silent Hill-esque mutants digging their way out of the sand to literally rip you limb from limb and destroy you, your very being, and what's left of your characters humanity.

I really need to get on the roguelike of The Highway already. I basically have everything to make one, its just the size and scale that have been keeping me from doing it, and why I'm working on smaller projects to get my feet wet.

But yeah, it exists, its the "Mississippi Desert" and basically all of the west coast. California isn't really the Golden State anymore.
Sounds sick as hell. Noice.

And yeah, whatevs, take yer time, man.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 28, 2015, 12:28:06 am
I seriously hope this lasts long enough to get all around the world. All the other countries sound cool.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 28, 2015, 12:50:32 am
I seriously hope this lasts long enough to get all around the world. All the other countries sound cool.

It will last that long, and if it doesn't I simply kill off those who don't post. I've done The Highway so much, rewriting the lore, rehashing plot lines, etc... that I'm really done changing it. I've basically taken the things I liked out of all The Highways, and gotten rid of the shit that I hate.

I kept in the Muties mainly because The Highway really does need furries in it, its basically the only tie to Cata that it actually has. And The Highway is supposed to be a loveletter to the post-apocalyptic genre, so I created a backstory that fucks up the world so much there's basically no point in coming back from it. Its hinted, but WWIII was not the end in The Highway-verse, it was only the beginning of the end.

I've written quests I'd like to see, locations I want you guys to be, and characters I want you to meet. Furaotic inspired me to take up writing again with his story "PULP" (you should read it, its not done but its good), so I wrote up Broke Caravan as a group of people that basically mirrored the old groups in some ways (notice the font colors); and Broke Caravan will eventually get some short stories up on the Creative Endeavors board, its just a matter of how I want to show their story.

Not to mention that all the old Highway characters still exist in one form or another. Duncan is out wandering the wastes looking for a purpose (which is the vibe I got from him in Dust), I already said that Roxy runs a mechanic outpost, and that one girl that shot fire from her hands in the old Reconstruction (remade) thread gets a reference. And yes, Eli is out there in some NeoTokyo drug den probably living it up.

And for once I want to see an ending to a main quest: (Time for spoilers to the old games!)

The Highway 1&2: Back before the originals died out and everything. The Highways plot was basically just a fun romp until you got to Sacramento when the plot picks back up. You find that the Safe Haven is gone and destroyed. Nothing but a deep black, radioactive sinkhole where your only hope was. You could either venture into the pit with your gear hoping to scavenge or find out what caused this. You'd find nothing either way, with only some vague hints at something eldritch behind all of it.

It would've ended with your characters realizing that their home is the RV, and that just being a traveling band of Nomads would've been for the best. As most of the places you've visited always were crazed, evil, or bound to destruction no matter how hard you tried to fight it.




But I really want to see you guys get to an ending so I could have you guys start traveling the globe. I think it'd be neat after you complete your mission, that you guys retire where you found peace at until a new threat pops up months or a few years later. Having to head to the ashen jungles of Nam, or the polluted streets of China. You think the muties are bad over here? You haven't even seen the Eldritch horrors out of Africa or Australia.

So yeah, this ain't dying. I've written too much lore, and I've learned from too many mistakes. Even if I'm working on The Highway game in the background, I won't stop on the RP. I want this thing to last for more then 100+ pages. I want this to go on until I actually get bored of it... which honestly, won't be for a very long time. I'm not feeling imaginative as I used to be, and anything thought meant for something else normally gets incorporated into The Highway at this point. So if I haven't gotten it written down, its memorized somewhere in the back of my mind.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 28, 2015, 01:03:20 am
This brings a tear to the eye of my inner roleplayer/writer. Dear lord, I want this to finish as it should.

Dunno if I would ever be able to, but I'd help in any way I can.

And fuck yeah, Eli doin' what he was born to do.

And thanks to Lork telling me I should, and most likely with help, I'd really wanna try and get Scorched Earth working on a long story-line guided adventure. For even more Highway references and shit. And so Duncan and Eli can apparently wage war against each other on the fate of the wasteland. But only a little.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 28, 2015, 01:07:02 am
This brings a tear to the eye of my inner roleplayer/writer. Dear lord, I want this to finish as it should.

Dunno if I would ever be able to, but I'd help in any way I can.

And fuck yeah, Eli doin' what he was born to do.

Feel free to write some lore, characters, or just keep playing the RP. I can PM you the stuff I sent Wilson when he asked me some stuff, or I can answer questions. Or if you want to do a specialized plotline for your current character.

Basically anything, write a fanfic, draw R34 of Ushanka and Seb Ushanka and Seb, make up some swear words. Whatever you want to do man, this sandbox is as much as mine as it is yours. Or write up some monsters.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 28, 2015, 01:08:17 am
REALLY?! A CONSTRUCTIVE CREATIVE OUTLET?!?/1/11?!?!?!?!

IT'S BEEN SO LONG ;-;
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on August 28, 2015, 01:10:21 am
REALLY?! A CONSTRUCTIVE CREATIVE OUTLET?!?/1/11?!?!?!?!

IT'S BEEN SO LONG ;-;

PM'ing you the deets. Have fux wit it.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 28, 2015, 01:46:35 am
This Post is to Contain All Contributions I Add in The FUTURE!

Mutants
Upyrs
Sometimes, it's not the bomb that gets you, even if it's a head-on blast. No, sometimes it's a lot worse than that. So, take Russia, yeah? Russians were crazy paranoid. Shelters, failsafes, bunkers, the whole shazzam, buncha paranoid bastards thinkin' they were clever 'cause they knew the world was gonna end. Well, upyrs are testaments to how that went for 'em.

So, the bombs went off, places got nuked, blah blah blah, you've heard this part. Now, a whole buncha Russians, they thought they were clever. They thought they were gonna wait this whole apocalypse thing out, wait until it all blows over and the tsar comes to save them or some shit. Well, they huddled up in their little shelters of stacked cement and hard work and false hopes, and they waited. They waited a long, long time. Had kids in those bunkers, and those kids had kids. Well, in the loosest sense.

Because, as it turns out, there was something seeping into those bunkers. Nobody's sure what, but it sure as hell wasn't sunshine and Mountain Dew. Radiation, anomalous matter of some sort, some kinda Soviet experiment, who knows? Anyways, whatever it was, it did some bad things to those people, and it shows in their offspring.

Upyrs (Roughly the Ukrainian equivalent of a vampire in folklore) are the mutated offspring of those in Eastern Europe who took shelter in bunkers and underground vaults after the bombings. They're disgusting, barely-human monstrosities, towering above the average person, with leathery skin and viscous slime coating their bodies. Upyrs' hands are webbed, with menacing, retractable claws capable of extending two inches outwards. Their mouths have evolved to assist them in their favorite pastime: draining blood. Clawed mouthparts, extending in either direction like miniature arms, 'hug' the throats of subdued victims, allowing the hollow tongue of the upyr to pierce their jugular and lap up their lifeblood as fast as it can flow.

Dream Beast
 
People used to say that the Bogeyman didn't exist, that the hands outside the window were just tree branches, that the breathing behind the door was really just the air conditioning. Well, there's no air conditioning or living trees to explain it all away now, because the Bogeyman does exist, and he's not just haunting kids anymore.
 
Dream Beasts are the remnants of failed psychic experiments by American and Soviet intelligence agencies. Foreigners and vagabonds, dragged off the streets and experimented on in underground laboratories, they've lost all sense of humanity, and have no intentions to get it back. A Dream Beast, thanks to the ungodly experiments inflicted upon it, has the ability to warp the senses of creatures around it, partly due to hallucinogenic pheromones released into the air, partly, some say, to the scientists successfully instilling psychic abilities into the creatures.
 
These monsters, hateful of all humans now, take great delight in tormenting wanderers with their powers. They were given their name due to their ability to turn the world into a 'waking nightmare.' The landscape shifts to an even more hellish wasteland, dark, devilish creatures lurk around every corner, and your closest friends seem to be nothing but impish tricksters and unholy abominations. And through it all, a well-dressed man in a brown leather cap watches from afar, cackling madly at your foolishness.
 
Through sheer willpower, one may cast off the 'nightmare state' a Dream Beast casts over you. Once this is accomplished, one must only deal with the creature before it can make its escape. While always appearing as a stereotypical ragged Bogeyman in the visions, in reality, Dream Beasts are hunchbacked monstrosities, vaguely humanoid in shape, coated head to toe in ulcers and tumorous growths. Take no pity on these foul beasts, just swiftly put an end to them before more survivors are driven mad by their machinations.


Factions & Groups
Doc E's Pharmaceuticals
Nobody really knows who Doc E is. There's speculation here and there, there's people who try and find out but simply can't follow the complex spiderweb of drug dens and stoner informants, then, the most common type, there's people who really don't care who the fuck's making their hard drugs. All anyone really knows is that once in a while, packed in the back of random middle-of-nowhere caravans, are large cases labeled, obviously enough, 'Doc E's Pharmaceuticals.'

Whoever he is, he must be a popular guy. Caravans are popping up all over the place, manned by wide-eyed traders stoned outta their noggins and guarded by blank-faced guards hopped up on nerve-killing opiates. Colorful trains of pack animals bear pills, liquor, syringes, pipes, hookahs, and any other drug paraphernalia that exists, carting their sick wares about to village after village, spreading happiness and accidental death like it's candy.

The traders don't know who they're working for, and the guards might as well be mute. All they'll say is they've got a message for anyone who's curious about what they're doing and why they're doing it:

"This world is fucked. This whole planet is just fucked. We're fucked, you're fucked, your children are fucked, your dog is fucked, and there's probably no escaping what's coming, whatever it is. That's why Doc E is tirelessly working for you, America. Because Doc E loves ya, and he knows better than anyone else that life can get rough. So when it does, forget your troubles, forget your cares! Pop a pill, snort a bump, take a shot, or huff some gas and boom, you're right as rain! We don't have a lotta time left on this fucked world, so come on, live a little. Can't kill ya."

Items (Mostly Chems)
Gilgamesh
 
A powerful fast-acting psychoactive steroid, Gilgamesh was being developed as a top-secret 'edge' for American soldiers, before it was deemed too harmful to their health. Normally mixed into a solution and drunk from a small bottle, it stimulates reflexes, increases adrenaline production, and induces feelings of heroic grandeur. Those on it feel 'invincible,' and will haphazardly leap into battle, ignoring wounds and striking crushing blows before the eventual comedown, which is highlighted by extreme fatigue. Gilgamesh is highly addictive, and overdose is lethal.
 
Bushwhack
 
A more recent addition in drug culture, Bushwhack is a nerve-steeling drug popular with tribal warriors before battle. Synthesized from mutated descendants of various Pre-War plants, it's most commonly smoked in pipes, or any other viable container on hand, steadying hands, sharpening perception, and instilling a sense of calm in the user. In battle, aim is better, panic is less likely, and tactics are decisively thought out in the blink of an eye. Bushwhack isn't physically addictive, but those who use it often are often unwilling to go into combat without it.

Cujo
 
One of the few drugs directed at a new species, 'Cujo' is the street name for a synthesized cocktail of stimulants and psychoactive chemicals created to affect Lycans. While the name implies canines, any mammalian Lycan is affected by the drug. Cujo is normally taken by injection, marketed by Doc E's cronies in small metal vials. Lycans on Cujo temporarily lose most of their humanity, their baser instincts taking over and all morals swept to the wind. They fight like the animals they resemble, giving them a significant edge in combat over normal humans. Frequent users find the sensation of being an animal addictive, spelling trouble for their sanity.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: LionSiege on August 28, 2015, 02:30:30 am
When I first joined Cataclysm,I thought what was RP and what is The Highway.Now,Highway and RP is a part of my life.
I only want to thank anybody for making The Highway so awesome.Thanks all!

And I may write a few monsters today.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: Forrest on August 30, 2015, 12:50:42 am
Another new mutant, a faction, and three common chems of the wastes.
Title: Re: The Loreway: The DJs, Mutants, Battles How Do They Work?, and a Rush station.
Post by: ajwilli1 on September 07, 2015, 02:18:25 am
So to kickstart this bitch once more.

I tweaked the backstory a bit after I read something online. Turns out in the 60s there were a shitton of "End of Days" World War 3 type of plans that involved invading neighboring countries, Winston Churchill actually had one of these and it basically involved throwing all they had at the surrounding area, which also included annexing the full island and starting several invasions on the neighboring countries.

Same with the US, they had a plan that if nuclear war ever happened, they'd invade Canada and start taking it over to still have some degree of control on the region. Not only that, but the US tried to initiate WWIII by getting a war started with Cuba.


So I decided to tweak the backstory a bit (for those who read it) to have more of a "this was all planned" type of motif, instead of a shitty situation getting shittier. And for once the USA aren't Paladins in Holy Red, White, and Blue armor. However, for those who've seen it. You'll know the plan backfired somewhat and ended up getting the Russians, and Chinese Coalition to invade America and basically take over the entirety of the West Coast and such.



Also I've written up some more raider gangs that you guys can take out. Like full on gangs, with a hierarchy, camps. bases, and vehicles.

So yeah, I await thine updates so we can kickth more ass.
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: RealNewDeal on September 07, 2015, 05:36:32 pm
Any room in the RP for a former member of The Highway and That RP?
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: Wheel-Son on September 07, 2015, 05:41:50 pm
Defiantly, welcome!

*passes a plate of welcome cookies and milk*
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: RealNewDeal on September 07, 2015, 06:19:09 pm
Ok, my character will be a refined and changed version of my That RP character for those who remember me. Aj any good ways to include me in the fortress fight?
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: Forrest on September 07, 2015, 06:43:56 pm
Oh, cool, more Old Guard. Woooo!
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: ajwilli1 on September 07, 2015, 07:43:36 pm
Ok, my character will be a refined and changed version of my That RP character for those who remember me. Aj any good ways to include me in the fortress fight?

Same suggestion for all the newly joined folk. Fall out of a cabinet with a gun and knowledge of everything, as if you were there the whole time.
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: ajwilli1 on September 07, 2015, 09:49:12 pm
New Faction: Knights of Canterfaire

You see back in the old times they used to hold these things called Renaissance Fairs, where people would dress up and pretend to be characters from myths of old. Well they survived well into the first invasion of America and the following nuclear wars that nearly eradicated the human race, whether it'd be the fantasy of living in a different time, or simply because in some ways they could form a society out of thespians and nerds. They stuck around.

Nowadays you'll find their kin riding in the wasteland in hopes of recruiting more into chivalry, or simply finding fresh faced "nobles" to marry their heirs off to. Their main location is in Austin Texas, where they managed to cobble together a castle out of scrap and concrete. Upon gaining entry into the main court you'll find plenty of fresh booze, partying, jousting, and all sorts of merriment with their king; King Arnold the Fourth, son of King Micheal of Alto.

They're not only known for their flashy medieval weaponry, but their "Blast-Poles" which are old jousting poles with a bit of TNT stuck inside the tip. With enough force, either from throwing or just jabbing it into something sets it off. From the last couple of drunkenly told stories, they're strong enough to punch a hole into a Remnant tank.
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: Forrest on September 07, 2015, 10:12:33 pm
Inb4 Chalk wins the hand of a princess by killing a mutated 'dragon.'
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: RealNewDeal on September 07, 2015, 11:52:50 pm
My plan is for my character to arrive in Solid Steel (from That RP) as hired backup. If you want to keep the vehicles tot he RV only I can have my character fix the steering wheel and wedge the peddle to crash it into something. FYI my character will be armed to the teeth. Here's the link to Solid Steel http://smf.cataclysmdda.com/index.php?topic=2107.msg37862#msg37862
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: Wheel-Son on September 08, 2015, 05:18:26 pm
Yo aj, do you have a template or something for weather phenomena or something?
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: ajwilli1 on September 08, 2015, 07:16:33 pm
Yo aj, do you have a template or something for weather phenomena or something?

Nope. There's actually no templates for anything I write.

It basically goes like this:

1. Think up something cool

2. Write it up as if you were trying to explain it to someone. Or telling a story or something.

3. ???

4. Actually update The Highway.



If you want some examples of weather phenomena then look to other pieces of fiction or real life examples.

We basically have radiation storms that blow in from the West and just move all the way through the country. They happen sporadically (Read as: When the GM or computer decides it wants Armageddon to happen.), and normally take out a lot of people in the process. Everyone gets sick with rad poisoning as the radioactive fallout and rain seeps deep into the soil to the point that fallout shelters are about as bad if not worse then being above ground. And only the most secure places are safe.

The Great Wastes (IE: Big Ass Desert) gets Mad Max style sandstorms that have tornado and electricity traveling inside the belly of the storm.

You have all the normal crap like rain, hail, sleet, etc...


But if it is any help to you, anything that's added to anything nature related. Should in some way be harmful to people, as if Mother Nature herself was sick of humanities shit and wants them deader then Jimmy Hoffa going through a burger mincer. Including mutated fruit, veggies, and herbs.

They can be beneficial, but must have some secretive long term "bad" effect to go with it. Like: You have some fruit called Mutfruit. Its delicious, slightly radioactive, and has all your daily nutrients. Sadly its highly addicting to the point that people worship it as Mana from God. Its also acidic, put two and two together and you have a great lesson in moderation.
Title: Re: The Loreway: Eli's Drugs, Tweaked Backstory, and barely touched raiders.
Post by: Wheel-Son on September 08, 2015, 07:36:24 pm
Alright, lemme try this:

The Static

This weather phenomena makes the area really foggy, snowy, and cold, so cold that it's basically death, while also jamming radio signal. What makes this odd is that sheltered people start developing something similar to cabin fever, it's nicknamed by people who survived this the "Wendigo Mentality". The symptoms is that the person starts thinking that a monster is after them, not others, just them. They start to panic, then they start to cannibalize their mates unless a "Sane" person kills the person with the mentality. This mostly happens in Canada and the colder regions of america, but in some cases it has happened during winters in the Mississippi desert.



I thought it was a pretty snazzy idea. If it doesn't work or something lemme know. Also the wendigo mentality is a real thing actually. It's actually called "Wendigo Psychosis"

http://www.cracked.com/article/80_5-mental-disorders-that-only-occur-in-one-place-earth/

It's number five if you wanna read up on it.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: ajwilli1 on September 21, 2015, 08:36:50 pm
Alright big update coming from me tonight, what'll it consist of? Well dipshit if you read the title you'd know.

You see when I make lore I normally think of it in steps:

1. Think up the idea and how I could twist it in a way to fit the kooky, wacky, and disturbed universe of The Highway.

2. Think up mechanics for not only a Forum-Based Roleplaying Dice Game, but also for a videogame like a roguelike or a hardcore FPS with minor RPG mechanics.

3. Actually think of how it'd fit into the universe based on what I thought up, AKA: backstory.

4. And then actually write it up as if some narrator or God was explaining it to you. Letting only myself and other Gamemasters to know how it actually works.

Anytitty.

I thought up some diseases and such that aren't necessarily bad for you, think of them as easy to acquire mutations or genetic modifications... that has a view positives, but mostly cons and negatives and can kill you if it goes untreated for too long. Things like a Hot Coal Flu, which makes you basically immune to fire at the expense of having a really bad fever, shakes, and profuse sweating (to the point of dehydration within an hour). To some that even grant you some vague psi abilities, like Third Eye Syndrome which is gained through having sex with dirty pirate hookers in the Sacramento islands unprotected coitus; it allows you to hear the thoughts of everyone, 24/7, and they never stop, and over time you get migraines, and eventually you get a brain tumor that eventually !!FUNS!! the shit out of your mind.

Then you got some that are just there to fuck with you and make your PCs life a living hell. Like Devil's Dysentery, which literally makes you shit fire. I recommend burn creme as a solution... a bullet to the head.


Then you got the !!Funstuff!! which is basically what people do in this wasteland for fun. One example is Suits, which is basically like a collectible card game only using a standard deck of 52 type cards. Jokers have been recently banned from official Suits play as they are seen to be OP at the moment, we're currently waiting for the NeoVeges casinos to update the rules-set.

Then I'm going to right about our Cheeki-Breeki friends in the northern parts of the US, and hopefully get some more STALKER inspired locations written up.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: ajwilli1 on September 21, 2015, 11:26:12 pm
Bump as the post is done.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: ajwilli1 on October 23, 2015, 11:32:12 pm
So I thought I'd revive this with a small hint from the backstory.

The world has already ended, 3 times before. Literally nothing is stopping it from ending again. But can would really call it, "The End" if humanity and the sub-humans still survive? I guess we'll just have to find out.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: Wheel-Son on October 28, 2015, 03:56:15 pm
Welp, time to type out the wendigo thing on this

Wendigos in the wastes

Wendigos are a type of mutant that come from humanoid mutant meat, the effects of the mutation is sharpened teeth, elongated fingers, a drastic increase in height, the look of being malnourished, sharpened fingernails, pale skin, and a case of schizophrenia with a voice in their head. Most go insane from the voice, indulging in their cravings of human flesh. The base species is the most common. The more rare versions of them are the Canyon Dwellers and the Canadian Wendigo

The Canyon Dwellers reside in the Mississippi desert's canyon, another name for them are Albino Wendigos and The Canyon People. They make their dens in canyons due to being hyper sensitive to light, they come out during the night to hunt for what ever they can find.

The Canadian Wendigos are Lycans that ate mutant or Lucan flesh, they basically turned primal due to this. They're main identifiers are blood-stained fur (or skin), being hunched over, and larger then the average human. The other name of the Canadian Wendigos are the Were-Beast.

But not all Wendigos go insane, some do retain their sanity, due to either having experience from a previous case of schizophrenia or from pure determination. They still have the cravings, they try to keep the, at bay from eating meat.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: guest48 on November 03, 2015, 02:40:55 pm
Might post stuff about BIRB MUTANTS if I can stop being a lazy shit.
and also hating myself oh dear god i suck
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: Wheel-Son on December 11, 2015, 04:05:56 pm
Misc wendigo stuffs:
Wendigo said can get both visual and auditory hallucinations, Schizophrenia medications can help mildly. Most wendigos have insomnia or get night terrors, so most have an addiction to Caffeine.
Wendigos can unhinge their jaw like a snake, it's not known why exactly, but it's a fun party trick to the sane ones. They have strengthened hearts, so they can handle more caffeine then most humans.

Drinks:
Wendigo Brew:
This drink is a mixture of Black Death coffee, caffeine shots, and energy drinks. Humans shouldn't drink it, please don't have a human drink it. They might die.

Black Death coffee:
A brand of coffee, unlike Blood of the Wastes, it's safe for humans to drink. Albeit bitter and strong.

Blood of the wastes:
A type of coffee, it has a large amount of caffeine so it's a popular and expensive drink among wendigos. Humans shouldn't drink this either. It doesn't have blood in it either, you dumbass.

Foodstuffs:
Wendigo Salad:
A mixture of various meats and sweetbread, it's dressed with a blood sauce and Worcester sauce.

Wastebread:
A flatbread made with a flour-cornmeal mixture.

Wasteland Yeero:
This is a Yeero made with wastebread, it usually contains meat, wild roots and vegetables, rice, and cheese.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: ajwilli1 on December 24, 2015, 12:25:47 am
Decided to write up a character that is a wendigo, thought he'd be a fun quest giver.

John "Wendie" Doe

A business tycoon that has based his area of operations in the vast deserts of the central US, he runs all the caravans in and out of the desert. So you can make the assumption that he attacks rival caravans and corporations, that assumption would be right. Including Deliverance Company, even though he's hired their services in the past. He finds attacking and raiding caravans to be "fun" and competitive, much to the displeasure of his rivals.

He lives up in a ruined skyscraper that still has all the modern amenities from before the bombs, running water, androids that follow their orders to a 'T', and a fully operational farm under the sands. It's an oasis in the desert, so obviously a high class settlement and shanty towns have cropped up around the tower. Hoping to get on "Wendie's" good side and work as one of his many business partners.

The man himself is quite "modest", before the war he was apart of the fortune two-hundred companies. Now he's a wendigo in a business suit, uninterested in his more "exotic" peers that live in the suites and apartments below him, he attends parties still to get a quick buzz from all the foreign beverages and drugs they come with. How the man is still sane is a secret to everyone, but some say that he's about as unhinged as one could possibly get; some of the mercenaries that have worked for him say he doesn't skimp you on payment, they do however feel uneasy or nervous that the man may snap and chop them down without hesitation. Besides that he does feed and give great care to the citizens around the tower.

He's the perfect mirror-image of a politician.
Title: Re: The Loreway: HOLY SHIT ACTIVITY! Diseases, Funstuff, and other flavor text.
Post by: Siege-Loli on December 24, 2015, 12:29:00 pm
Moving this topic to where it goes. Hope it works on the first attempt!
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: ajwilli1 on December 28, 2015, 02:21:01 am
Going to be writing some lore for some Zombies, I don't care if it's cliche or not.

One of the main enemies used to be zombies and goddammit I want to honor our roots to both the original thread and Cataclysm: Dark Days Ahead.

They're going to be full on walking dead type zombies, reanimated corpses, none of this "OH THEY'RE SICK PEOPLE". Nope, it'll either be supernatural or some weird science mumbojumbo. Either way we're having some shuffling bumbling corpses.
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: Wheel-Son on January 12, 2016, 06:34:03 pm
Food:

Napoleon's meal:
Potatoes and onions cooked in oil.

Lovecraft Calimari:
Fried tentacles and fish bits.

Scavver's Pierogi:
Pierogi made with rodent meat and potatoes.

Wasterolls:
A roll made similar to wastebread, but it's rolled before the dough is fully cooked.

Pickled Cthulhu
Pickled tentacles

Looter's Boshintang:
A soup made with dog and any vegetables one can find.



Location:

The Empire of Dirt:
Once well-off colony, but it fell do to... something. It is now a location of ghost stories and legends. Some say it'll lead to your inner-most desires, your demise, whatever. The most popular theory is that it'll show you either you're own personal anomaly, or one of two.

The Right Brain and Left Brain:
Two men with corresponding haircuts, half shaven, Right brain's will be the left side shaven, left is right side shaven. They talk about philosophical shit, Alice in wonderland style, two Caterpillars with a hookah style. When they're finish you wake up, you seemed to of passed out.

Innermost Regrets:
This abomination is a mass of flesh and limbs that resides in the empire of dirt, instead of the anomalies. It seems to speak, mostly screaming for you to kill it. It's in deep pain. When/if you kill it you wake up, seemingly passed out from something.

The Introspection:
This Anomaly varies person to person, some it's a simple talk with yourself, others it's a screaming match with the voice in your head. Not a whole lot is known.
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: guest48 on March 01, 2016, 06:58:15 pm
BIRB MUTANT stuff I guess?   God I'm bad at writing.

Bird Mutants

Bird mutants seem to be among the (possibly?) low amount of mutants that appear randomly, with some being mutated from near-birth, but mostly from [INSERT REASON FOR MUTATION HERE I GUESS].   Some variants gain an urge to 'migrate', but it's seemingly common for them to just remain in their hometown.

All 'sub-species' of bird mutants have wings, although not all can fly, and those that can generally find it difficult to do so due to lacking the proper muscles for sustained flight.  Sub-species have feather patterns ranging from straight brown to rainbow patterns, with the latter being mostly from (a complete and utter waste of) dye, with a few exceedingly rare natural cases yet to have been confirmed as legitimate.

(SHORT STUFF BECAUSE I CAN'T EVEN DO ACTUAL DESCRIPTIONS NO MORE)
-Really bad low-light vision
-Most bird mutants have wings growing out of their shoulder blades because screw actual biology stuff yo
-Some bird mutants have beaks because birbs I guess
-also tribes
-maybe more i dunno???

(updooted slightly)
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: guest48 on March 08, 2016, 02:02:25 pm
Might actually do a description of major birb groups later?
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: ajwilli1 on March 12, 2016, 04:31:59 am
Back in the glorious year of 20XX

A genetic modification company opened up with the main goal of splicing human DNA with whatever they could. The goals were noble at first, but since nobility doesn't bring in profit, their efforts turned more towards cosmetic and military contracts.

They were called "InJix Corp." and they had genetic modification by the balls, they controlled what was made, what would be available to soldiers, civilians, and politicians. The two founders were, "Philip Howard" a former geneticist that was apart of the team that successfully transfused human DNA with another species, and a man of two first names. Along with his partner, "Heather Yun" one of the first test subjects that made it through successfully and business woman.

Human and primate DNA was the first that was ever spliced together as they were the most similar. It provided the stepping stones to further modification other than just splicing together human DNA with other animals to create races of furries.

Before the big kaboom, they were working on something big, something that would change humanity in the long run. Something that would actually evolve humanity into it's next stage.

*HINT* *HINT*
Title: Re: The Loreway: AJ/Vanilla Cannon
Post by: ajwilli1 on March 12, 2016, 04:43:18 am
Quick note about curreny, there are two main forms of currency with a possible third.


1. Is the good old American dollar that's still accepted in the east coast and American occupied settlements.

2. Is scrap, bottlecaps, and any form of metal for the west coast. Because of Chinese occupation and it's rapid expansion and urbanization with Russia's help, the place is still filled with working factories and refineries. So the scrap metal, caps, and parts can be melted down or refined into something far more useful like gun parts, car parts, spare parts, construction material, armor, etc...