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| Sun Down's Rules; The rules for the western RPG | |
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| Tweet Topic Started: Oct 16 2004, 09:26 AM (17 Views) | |
| ImaginaryFantasy | Oct 16 2004, 09:26 AM Post #1 |
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Spacey Dragoness
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An Introduction: It's said that generations ago the world was a bright place. Every man and woman had their own car, they flew across the skies and travelled across the world itself in hours, every house had tamed electricity coming out of dozens of ports that could be harnessed for any number of household tasks, even such simple things as chopping vegetables. How things change. It's said the gods and Nature herself grew wroth with humankind for their excessive living, for their pride, and for that reason they were struck down. Great storms raged for years, the seas rose up and buried half of the land, enormous sheets of ice descended from the north. As untold hundreds of millions died, all that they had made began to fall apart. Their governments collapsed, the electricity stopped coming to their house, their cars broke down. The world which had once been such a small place became vast again as the numbers of humans that populated it grew fewer and fewer. The last contact with another land was 200 years ago. Now we find ourselves in what's left of America, where people have reverted to a simpler lifestyle, as they do, people have grouped together again, where the coal is, where the iron is, where the oil is, and trade has reemerged. We find ourselves on one of the roads from The Mines of the South Desert, just on this side of The Rock Mountains, a slowly rebuilding community on the way to Oiltown. Once men called this broken city Las Cruces. Those who inhabit its shell now simply call it Sun Down. ~*~ Trav ~*~ 1. Weapons - Any number of weapons, guns are allowed within reason. Guns are insanely rare, new ones have to be made by hand and it takes a LOT of work and insane amounts of precision to make a working gun that will fire a factory-made load. You are allowed to make a gunsmith, but they will not be able to have any other special skills, it'll take weeks to make a simple muzzleloader and flintlock, months to make revolvers, and probably well over a year to make a gun that will use standard loads. Most guns are something passed down from parent to child, or won in battle. You are not allowed to have more then two guns unless it is a special circumstance, in which case you will have to discuss it with the group. Things such as nukes and larger weapons were destroyed by the Munitions Guild. You character WILL NOT have an overexaggerated gun or a nuclear weapon at their disposal. At most a character would be able to acquire 20-200 bullets in the course of one year, thus machineguns are more or less a waste of time and an intensely valuable resource. 2. The Munitions Guild (NPCs Only) - Two or three factories spread across the land, each totally secret and guarded heavily. The Guild Members themselves travel around selling bullets, but as a rule, they sell to one and all, and never sell more than a certain amount to anyone, because its their responsibility to make sure they don't supply the world with enough to enable full scale wars and horrors like machine guns and surface to surface missles again. 3. Oilmen - They have major control over their entire region, Oil is very valuable, and not to be found everywhere. You Will Not find a deserted tanker with 10,000 gallons of diesel laying around, and attempting to hijack one would be a sign of extreme emotional disturbance and suicidal tendancies. 4. Harriers - People are allowed to play harriers, but you can only have up to 4 NPCs in your group. Bigger actions need to be agreed upon with the other players first so that a horde of 20 attackers doesn't become a ho-hum everyday experience 5. Magic - Yes, there is magic on Earth after the apocalypse, but it does not come as easy as it does to those of Shasea. There are different ranks for magic, here are some examples: Simple acts such as lighting a cigarette, takes a word and a gesture, such tricks can be picked up in a week or two of practice. Throwing a fireball takes a long string of words and several gestures, spells of this level may take several months of intense study. Making a shield requires ingredients and an hour of preparation involving words and gestures, such extremely powerful magic is attainable only to those who've devoted their life to study. Something like summoning a demon or blowing up several buildings takes hours or even days of constant magic and blood sacrafice and would be a very special event and not power attainable by most characters. 6. Clothing - Clothing has changed in some ways after the apocalypse, while there are some manufacturies and individual tailors to provide button-down shirts and doublets, cloaks and such. Jeans are incredibly common and a lot of leather is also more than acceptible. People can make their own clothes, or they could have, for example, found a GAP t-shirt in the wreckage of an old store. But keep in mind, things like: plastic, vinyl, velcro and zippers are pretty much antiques, and would be picked up along the way rather than be clothing somebody bought from somewhere. So be careful in how you dress your character 7. Occupations Available - Here are some occupations that fit the current setting. If you think of another one, please inform either Trav or Amy. Also, please keep in mind that Sun Down is a rather small town compared to Main City or Oiltown, so some occupations may already be taken, and we don't want too many of one thing. Farmers Ranchers Miners Merchants Bounty Hunters Criminals Bartenders/servers Innkeeper/maids Blacksmith/Farrier Tanner/Liveryman Brewer Mercenary (Mercenary Note: Mercenaries are mostly for smaller town's in need of defense or guarding shipments of metal going one way or goods going the other.) 8. Transportation - Cars are rare as well. Most people will rely on their feet or horseback or the like. There is rougly 1 working car for every 25 people in the known world. They are to be used for emergencies, armed caravans, or serious transport of some other kind or by the rich as a status symbol, generally they're posessed only by those who've inherited them, stolen them, or are very rich. Motorcycles and the like exist. They're easier to repair and to keep running then a car, but they are still very rare. Most of them would be taken by the harriers on sight, plus there are limitations of motorcycle vs. car. A motorcycle will be useless during the winter time. You can have one, but you MUST KEEP IN MIND, that you will only be able to get your hands on about 10 gallons of gas a month. There isn't much in the way of filling stations, only in the major towns, and gas is strictly rationed, especially the further away you get from Oiltown (El Paso, TX). Only about 100 gallons is shipped down to Sun Down. 9. Money - In this world, gold isn't as valuable as oil. Oil is the main currency. An average miner, farmer, bartender or other worker will make about 3 barls per year. Each barl is worth 55 galns, each galn is worth 20 mils, each mil is divided up into 10 tenths. A tenth would buy you a beer, three tenths would buy you a bowl of stew and a slab of bread, a good horse would run you 10 mils to 2 galns, regular bullets would cost you about 10 galns apiece, getting your car fixed would cost you about 15 galns, a car would go for 50 - 200 barls, a working factory-made gun about 500. (Barls, galns, mils, and tenths will be described at a later date for now.) Special Note - Sun Down is a work in progress, we appreciate all suggestions from our RPers and will try to impliment as many as we think will add to this new world, don't be surprised if the rules change from time to time. Notable Characters Alara - Keeper of The Squeaky Spring Inn, Played by Judy Catrina "Cat" - Scavenger, Played by Cara Corran Proud - Hunter, Played by Will Jaz - Bounty Hunter, Played by Shelle Jesse - Robber, Played by April Larry - Cat's Horse, Played by Cara Leon Leblanc VI - Wandering Lawman, Played by Trav Li - Played by Dusty Rhyssa Jacobs - Tender of The Dark Rose Bar, Played by Amy Terant O'Connor - Owner of the Guiness Horse Ranch, Played by Mitch Mechanic - To Be Annouced, Played by Squires Lucas or "Luke" - Works for Rhyssa, escaped from harriers, played by Trav |
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5:42 PM Jul 10