[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/tg/ - Traditional Games


Welcome to the Radon and Raiders thread!
Setting-building thread for a post-apocalypse British Isles where things went to shit in the 1950s. The land is littered with Zones of strange, reality-warping energy, and society has reverted to near-medieval levels as people fight off radioactive mutants and strange creatures.

Last thread: http://suptg.thisisnotatrueending.com/archive/67205326/
Archives: http://suptg.thisisnotatrueending.com/archive.html

Thread prompt: Yorkshire and Lancashire have been fighting a bloody war. What’s going on in the frontlines or the home-front for the contenders?
(Especially Lancashire who have so little in comparison)
>>
Current map if the Isles.
Purple is nasty land, yellow through red are the larger more active Zones.

Link to the Doc: https://docs.google.com/document/d/1cDqaDJykx2hYP3gO3wNrknAajH5yyWKePk47ZFdkKqw/edit?usp=drivesdk
>>
Thoughts on the Hounds of Conánn and Stukadraken from the last thread? My first posts here, I'm still learning what's what
>>
>>67247427
It’s cool stuff!
Those things sound bloody dangerous, so shouldn’t be a common sight, but would work well for a sort of high-level creature that would require capable and well armed people to deal with
>>
>>67247308
At the current moment, the Rose War has stalled. However, the Men of Sterling are planning a raid into Lancashire against the hires Changed Ones, and if it goes well it could give the momentum back to York, but if it goes badly it would open a spot that the Lancashire mercenaries could charge through.
>>
>>67247515
The Stirling raids could cut off supplies to Lancastrian troops and cause enough chaos to tip the balance of power towards Yorkshire, but if they fail then both sides may continue to hold their positions along the river Wharfe
A good number of Yorkist troops are not yet in a state to fight, and more time without problems may allow Lancashire to break through
>>
>>67247308
Who is in charge of York and Lancashire?
>>
Has any actual thought been given to the mechanics or how any of this is going to translate or is this just one of those things where you guys keep writing until you collectively lose interest?
>>
>>67247648
Yes, we’ve been looking at adapting DH for this, and how mechanics will need changing or adding/removing to better fit
>>67247638
Yorkshire is being led by King Edward, who came into power ruling quite a mess of a nation and has been trying to get it back into shape
Lancashire is ruled by the High Sheriff, a role that has been passed down through the generations, derived from the leader of military forces in Lancashire at the time of the fall
>>
Need to get some sleep, let’s try and keep this going
Yorkshire’s already had a good amount done with them, who they’re friends with and why, and so on
Lancashire’s has a fraction of that, all they really have is the continuing line of Sheriffs, their elite troops being called Blue Helms, adept with bolt action rifles and pikes, and that they’ve had some internal tensions which culminated in a turncloak lord siding with the Yorkists and betraying his comrades during a battle
Generally just think we should try and work Lancashire out
>>
The thought of Patton forging the USE is boner inducing.
>>
>>67247889
he'd been dead for at least a decade before the setting and no way in hell would have been allowed to set up on british territory if he had survived given his virulent anglophobia.
>>
>>67248686
If the USE are the descendants of US forces trapped in the European Theater, then it follows that Patton, Dailey, Eisenhower and others would have been present, especially since they were still extricating forces in Europe through the ETOUSA in England (London?). If shit was being fucky in Europe towards 45, they would have slow rolled the recall "just in case". Even if he's been dead for decades, even centuries, he still would have been amongst the foundations. Also, his Anglophobia was nothing compared to his Russophobia, which personally I feel is more important, and poignant considering the Cold War
>>
>>67247308
Did we decide on what's going on in Scandinavia?
>>
>>67250950
Nobody makes the direct crossing from the eastern coast to the lands of the Norse anymore. There are strange things in the water and the harrowing lights of Doggerland and the fishermen kings are always a snare for the unworthy. The "safest" way to get there would be along the coast and cross at the narrowest point, then follow the other coast up to Juttland.
>>
>>67247308
I imagine Lancashire has been pushing for as many Trade agreements with the Mannish as they can. They probably want as significant a tech advantage over York as possible, seeing as York has more territory and thus more soldiers. I imagine they've also been trying to forge alliances with as many of the minor nations to their north as they can in order to try and swing the numbers game in their favour. Not that York's not been trying to do that, it's just that past political actions have probably made that harder for them. The Doc does describe them as 'unfriendly' and 'corrupt' after all
>>
>>67247707
So King Edward is claiming legitimacy by his bloodline, while also hoping that giving his people a common enemy will help them get along better.
The High Sherrie is claiming legitimacy due to bring the only line to have held power since the War. Those Eight Generations have allowed Lancashire to thrive.
>>
>>67251704
Yeah, sounds good
The dire state of Yorkshire when Edward rose to power left him without a good number of soldiers, and those they he did have were by no means good
Whilst trying to survive and deal with corrupt, ambitious lords, he managed to finally retake York itself from zone-infestation to gain support, and started trying to fix things
The Minster was handed to the Order of Saint Turing as a new across-seas base of operations, gaining him an alliance of sorts, and the wealth gained from this and the rest of the city has been used to hire a good number of mercenaries to make up for the current dire state of the army
>>
>>67251909
What was the Minister again? Was it that blank space in York territory?
>>
>>67251909
I've just had a thought: How's Lancashire gonna deal with shit coming out of the border zones when it's at war? Probably a solid third or so of its borders are with zones, so would they just pull forces back to watch those areas, or would they already have people watching those areas and just not pull them away for the war?
>>
>>67251704
Lancashire is more cut off from the south than York, but does have coastal-trade
The petty kingdoms to the north had been ravaged by zones, though the map didn’t have those yet, but some are still alive there, and for the destroyed ones people likely fled to Lancashire
Lancashire has also benefited from long term stability opposed to Yorkist infighting
>>67252733
Pic related, could act as another monastery for Turingists and a base of operations across the sea
>>67252761
The northern zones seem to be rushing northwards almost in their entirety, and there are a few buffer petty-kingdoms in the way too
The southern zones would be the industrial ones, which don’t have many beasts roaming out, it’s mostly a death trap with lots of valuable metals and such inside, just don’t forget to cull the barbed wire every now and then
>>
>>67252860
Do Zones move permanently though? I thought that Zones ebbed and flowed but didn't really expand properly anymore?
>>
>>67252860
If York is willing to give a church to the Turingists, their ideology must be fairly acceptable and seen as non-heretical.
>>
>>67253721
The outer parts move, but the center doesn’t. Honestly the expansion could just be that the Zone was already there but the effects are getting stronger in the area.
>>
>>67247308
So the consensus is that we adapt Dark Hersey for this.
https://1d4chan.org/wiki/Dark_Heresy

There are a lot of things that could be almost directly translated, like the Tech-Priest could be Radical Turingists.
>>
>>67253729
It was worth it to gain such skilled technical support amongst other things
>>
>>67254026
We’ve already got a radiation scale in the other threads, but how should they be quantified into corruption points?
>>
>>67254898
I think we were going to have 4sv (if that was the fatal dose) as 100 points, 2 being 50 and so on
>>
So if Oxford is okay, what if the academics have formed a sort of Fallout-esque Enclave where they want to purge the wastes and reestablish a proper British kingdom. Stuffy anglo secret society of academics and scholars as opposed to grizzled clandestine organization of facists
>>
>>67254994
I don’t think 4sv would translate to an instantly fatal dose in-game. However, it would be good for the dose needed to either Change or die slowly if you don’t get treated.
>>
>>67251704
just ffr it's not "Mannish", it's "Manx", because this sort of thing happens when you change dialects in a pre-literate society and then become literate in an other language entirely.
Also now thinking about Manx cats plus Zone juju. Hm.
>>
>>67255858
Since they were a domesticated breed, the Zone juju likely made them physically dangerous, but still mentally a house cat.
So you’d have a cat the size of a large dog with claws sharp as daggers rubbing against your legs and purring because you have treats and know the right place to give it scritches.
>>
>>67256802
Due to the fucked up Manx cat genetics there would need to be at least one other type of big cat for them to breed with or they're extinct after one generation.
>>
>>67255858
Speaking of languages, How big a deal should Gaelic be in the Dun Union? The Hebrides have always had a far higher number of Gaelic speakers than the rest of Scotland, so should it be their primary language? Or would that still be English?
>>
>>67255323
Sounds interesting. The township being a center of trade would certainly give them power to act out their goals
>>
>>67257207
Manx cat is just a name. What they are now could be completely removed from what they were before the war.
>>
>>67257230
I think having Gaelic be prominent is good flavor. I envisioned the Dalcassians using a bit of both, with English being their primary language accentuated by gaeilge.
> Wanderer approaches a gate
> A cry goes out from the watch, "Strainséir! Eachtrannach! Over here!"
> "Come no closer! We'll end you, ya hear?!"
> "Dún do bhéal..." their captain replied wearily, "It is one man, see what his business is."
>>
>>67257536
Yeah, sounds good
People speaking in different languages could also be useful for talking without others knowing what’s being said
>>
>>67257536
Balor’s Fomorians would speak in a mixture of Gaelic and an unknown language (Russian)
>>
>>67257536
Are there many other areas that would do that? I mean, New France, inner Iceland and the European Confederation would have a certain amount of other language speakers, but would it be a big deal anywhere else?
>>
>>67257353
>>67255323
What, so the Bullingdon Club?
>>
>>67258809
New France tries to keep French alive, but it being a massive minority means it is a distinct possibility that it will go functionaly extinct within the next generation.

Iceland is still going strong with its language, though.
>>
And this is why I should browse /tg/ more often.
Coming from a Lancashire perspective the main defensive line against the Yorkist forces would be drawn up around the penines area to watch over the passes, where small numbers of elite infantry with longguns can easily hold off larger numbers of rabble for long enough to allow reinforcements to arrive.

If that line were to be broken the next in the step would be the Bowland and Pendle hill ranges, with mounted and foot patrols rapidly moving through these to keep an eye out for infiltrators and small holdings and castles ready to delay any attacker.
>>
>>67258809
The southern states like New France will have had a long time to become more English, but inner Iceland is far newer, most will likely not speak English, Dave for a few
>>
>>67259339
Thanks!
So for the current impasse of the war, the Penines sounds like a good spot
Both sides have attacked though, previously the River Wharfe seemed like the current border between the two
>>
>>67259672
I imagine the conquered Hebrideans take great advantage of many of their conquerors not speaking English and they themselves having an entire extra language in many cases. Perhaps Gaelic is a language of resistance in the conquered Hebrides. It's thought that if you speak it you're a member of the Resistance, if such a thing even exists.
>>
I know there is only one dragon and that planes are hard to maintain 8 generations after the end of the world, but I really like this concept art.
>>
>>67260725
Looks like the dragon when it first appeared over the remains of the Great London Swamp.
You could have that as a painting of some past great battle with the Beast.
>>
File: RRWORdefencelines.png (1.47 MB, 1082x699)
1.47 MB
1.47 MB PNG
>>67259726
Im just going on what I know as a resident of Lancashire and as someone with a bit of understanding.
Yellow is the zone of conflict/belligerents
Blue marks the current border as I understand it
Now what we have here is a classic problem of overreach. Look at all that open flatland within the Lancashire border that has no real natural defence against aggressors attempting to gain access.
If I as to translate this into military terms I would deem that land between the border and the Penines as under nominal rule - IE it is controlled by Lancashire and it is subject to the laws, tithes, etc, but in the event of a large scale offensive it is going to be dropped like a hot potato. It is also probably subject to Yorkist chevauchees and the locals most likely form militias to drive them off.
The main defensive line would actually be the areas marked in pink, with Leeds forming a pocket that would tie down resources away from the main line. The rest of the line follows the curve of the East of the mountains, pulling out only to accept Halifax and Huddersfield as they are close enough to be acceptable.
Green forms the next line. Assuming the frontline is really pushed back the next line seeks to stop the offensive midway through the mountains and use them as bulwarks to repulse an enemy assault.
Next would be dark blue. By this point the line is trying to use the mountains to funnel enemy troops into the passes and eliminate the advantage of numbers that they enjoy, allowing riflemen and artillery to do the work. Really, its not the best, but its a good last stop.
Dark red is a last ditch attempt kind of thing. If the enemy breaks though there stopping them will be virtually impossible before they hit vital areas. After that it becomes a game of individual holdouts and pockets, the most likely of which are noted in brown. Forget Blackpool, that place would fall fast. Most of these noted are areas that are defendable to an extent owing to the surrounding terrain.
>>
Where's the minorities? Not to be an esjaydubya, but it feels weird to not have any blacks or asians
>>
File: 1555558168607.gif (320 KB, 300x169)
320 KB
320 KB GIF
>>67261238
> Not to be an esjaydubya
> feels weird to not have any blacks or asians
No it doesn't.
>>
>>67261238
It was the 50s when things went to crap, and London and it’s inhabitants didn’t survive
Given how much time has passed and all the destruction, I’m not sure any would have made it
>>67260835
Great stuff!
>>
>>67261238
Given the timeframe of eight generations since the 1950’s, and how the kingdoms were formed, the minorities of race won’t really matter any more. At the very least they were bred into the new generations of the Isles.
>>
>>67261238
Fuck niggers and chinks
>>
>>67261238
due to when the setting kicks off and what happens thereafter there isn't really a large non-white population even before two hundred years of intermingling.
Basically, due to the total destruction of the biggest cities and the abrupt end of long-distance travel there just isn't an opportunity for the British Nationality Act to change things as it has in the present.
Which is a shame because the UK with no west indîans or indian indians is a duller place.
>>
>>67261720
>>67261276
you two can fuck off though.
>>
File: 1546917266151.png (167 KB, 500x647)
167 KB
167 KB PNG
>>67261768
tHiNk Of ThE MinOriTIeS
>>
>>67260835
Seems like Leeds will be under siege then, and the Stirling raids could be to soften Lancashire up enough to break through the pink line
>>
>>67262044
Hey, the only politics that need to be in this thread are the politics between the kingdoms on post-apocalyptic Zone Britain.
>>
>>67262190
And if the Sterling Raids Gail, then Leeds could resupply and become the staging point for a counteroffensive into York.
>>
>>67261238
> make a Chinese post apoc fantasy setting
> bu-bu-but where the white people at?
This is you.
>>
>>67262195
Well, the politics of the 50s as well, since they're the foundation of what comes next
>>
>>67262422
Yeah, seems like the outcome there will be pretty decisive in who’s on the offensive when the stalemate ends, though there could be other factors in this across the lines as well
As for Leeds, it would be the first proper siege we’ve really seen, not sure how it would turn out, best we’ve had so far was a Lunatic petty king called Harold launching nuclear waste over walls, as all around him begin to grow ill and his castle, filled with treasure and nuclear materials, begins to form a new zone
>>
>>67262190
>>67262422
>>67262811
Okay, just so you know, Leeds has a hidden massive fuck off armoury somewhere within it. Little drunk RN but basically imagine a hidden underground bunker filled with more guns and ammo than a military base on steroids, enough to make the most 2A Burger nutt in their pants until they die from fluid loss.
Leeds is like a Star League cache in Battletechs Succession Wars era. If you can hold it its nice, if you can find its secrets you are basically sorted. But good look finding the secrets.
>>
>>67262757
Maybe, but 200 years have passed. And since politics can radically change in 10 years, what’s going on now will barely resemble the politics at the time of the war.
>>
>>67262980
That would be quite the interesting discovery for the players to find. Sounds like a good way for the players to end the siege for one side or the other. They could secret the Men of Sterling to the bunker to destroy Leeds from the inside, or give it over to the city so they can fight back the coming raiders.
>>
>>67262980
All the more reason to try and seize the city from Lancashire quickly, before they can find it themselves
If the Lancastrians did find that cache, they would still be cut off from the main Lancastrian territory, but would likely pose a great threat, forcing troops to be kept around the city
>>
>>67263066
STFU Lancashire prevails
>>
>>67263219
I mean that the city holding via a bloody huge stock of weaponry would prevent a strong northern offensive into Lancashire though?
>>
>>67263247
It depends. First you have to get into it whilst maintaining suppression on the main Lancashire lines as well or else they are just going to counter attack and relieve Leeds.

DESU the way I envision it the actual knowledge of the armoury is lost and all that remains are half-legends of a pre-war reliquary somewhere within the city. Too bad the city has changed a lot since then.
>>
>>67263625
If the bunker is a legend, then the best plot for the players to find it would have them getting stuck in Leeds before the siege began in Ernest.
>>
>>67263247
If they are able to use the guns properly, it should. They’d also give an advantage in further offensives.
>>
Between the siege and Stirling raids, seems like most the decisive action is currently in the south of the conflict
Could have the highlanders positioned up north, just need something that matters up there too, and some decent Lancastrians
>>
File: Ghoul_mask_LW.jpg (357 KB, 1050x750)
357 KB
357 KB JPG
>Stichers

>"Oi, leave the meaty bits. No good for eatin', best left to the stichers."

>When some men Change, they gain eldritch powers, gifts from the Zone that mark them as special. Others, die. The rest, are changed in ways that make death preferable. Stichers are amongst the latter. Often considered, incorrectly, to be undead, Stichers are essentially lepers. Time in the acausal has irreparably damaged their bodies, turning them into pocked wretches, their flesh slowly sloughing off and rotting. The physical difference between a new stitcher after a few weeks and a severely sick radiation victim can be hard to parse to the medically ignorant, but most who live near zones will know the difference immediately. A Sticher ages as a corpse would, sans rigour mortis, bruising and swelling and rot, as opposed to the molecular burns of the rad sick. Another prominent difference, is that Stitchers are striped of feeling, instead of constant pain. They could be mistaken for undead, but their faculties are mostly untouched. The most grisly feature of the affliction however, and their trademark, is a mental condition, known to most as Fleshenvy. As a Stitcher breaks down, they begin to crave flesh. Not to consume, but to slap onto themselves to replace parts lost. It begins as little more than a forlorn want, not inexplicable for someone whose body is breaking apart before their very eyes. Eventually, however, it becomes a burning obsession if not slaked. Satisfying the desire requires them to simply take flesh from another source, and literally sew it into their own, mending the wound. Miraculously, or hideously, the new addition will act and behave as their own body would, allowing them to extend their life and general mobility. The envy has extreme drawbacks, however. If not satisfied Stichers can go mad and simply kill to get what they need, stripping flesh and organs from living victims to keep themselves whole.
>>
>>67265789
>Those who are diligent and measured about replacing their meat retain something very close to their sanity, but the macabre work of sourcing new material from the dead can tax the minds of even the most weathered Stiched. Some make the adjustment, and can indeed thrive in their condition. A quirk, and danger, of the replace, is that certain qualities of the replacements are retained. Robust musculature can increase the strength of a Stitcher, lean legs and strong, comparatively healthy lungs can improve their run. Even the parts of beasts and monsters can be used, allowing the Stitcher to truly better themselves through the horrid practice, such as affixing the nose of a dog or eyes of a big cat. The danger that lies therein is that the least like the original part, the quicker the new one rots away, and no matter the source, replacements can exert their own will on the host, the larger the more extreme. Stitchers can lose their identity to their augmentations, their name swallowed up in the sea of others as they superimpose themselves in the mind of the Stitcher. Their pasts can be muddied with false memories and borrowed experiences. Aged Stitchers can be effectively anonymous to themselves, having long lost who they originally were. As long as they steadily renew themselves, they can remain alive, giving them a sort of immortality. Invariably, a talented Stitcher's mind will go before the body, dementia and forgetfulness allowing disrepair to take them out. Some gambit with replacing parts of their brain, but that typically worsens the condition, as they now have new ideas and old thoughts directly competing with their own. This is why rabid Stitchers are so dangerous, since their sanity is already shot, they simply add to themselves with abandon, becoming inhuman amalgams of rotting flesh, instinctually adding to their corpse hoard and swelling in size.
>>
>>67265925
>Sane and healthy Stitchers can be highly prized however, as with a skilled surgeon one can completely adopt a new body for a time, acting as peerless infiltrators amd assassins. Most are more often used as trackers, using animal and local parts to master the land, or as guards with strong arms (sometimes more than one) or bestial appendages.
>>
Bump
>>
>>67265959
This is great.
>>
>>67265959
Shit that's grim.
>>
>>67255323
They wouldn't be alone in these attempts. Everyone wants to "purge" The Isles of what they see as unclean and re-establish a United Kingdom/s. Oxford are just better at writing about it and try to obscure the grimmer parts of what they are wanting with florid language and double think, mealy mouthed phrases.

The thing is that Oxford (and allies) have shit like the Small Pox strains still on ice in very well locked boxes. They could, if they released all of the things at once in the right places the body count would be astounding.

Problems with this plan is that they would be in the body count and nobody knows what will happen to Anthrax when exposed to Zone Effects.
>>
>>67265959
New PC class?
>>
>>67265959
Oh fuck that’s great
>>67268055
I’m not sure many parties would trust or want to be around a perpetual Frankenstein, not too sure how it would work in a party
>>
>>67265959
The real question is, when effectively disguising one near-flawlessly as someone else, just how much would that person’s mind then deep into the stitcher?
Would that make them more convincing or risk the non-stitcher part managing to give slip that they’re a spy?
>>
>>67265959
I like this

>>67268055
Yes

>>67268365
>not too sure how it would work in a party
It could be something of a class skill. Whilst stichers start with less skills/benefits than other classes they can use their own unique skill to attach new bits on that provide modifiers to stats, at the penalty of having to make a check to avoid losing some sanity (or related stat) each time. However the more extreme the modification the harder the check and higher the damage.
EG, grafting a new bicep on from another human of the same gender, build, etc, would be an easy check and if failed would be 1 temp san damage. However grafting a dogs head on would be a difficult check with 2d6 permanent and 1d10+5 temp san damage if failed.
>>
>>67265959
If someone were to become or choose to play as a stitcher, we could change the corruption points into the rot, and once it reaches a certain number the player has to go to a stitcher doctor for a replacement surgery.
I’m going to say that the Sones with the highest chance of becoming a stitcher in are the two north of Lancashire.
>>
>>67269049
Just a question, but which rules set are you guys using?
>>
>>67269734
We are hoping to adapt Dark Hersey, only with less magic and more radiation.
Any ideas how to best do so?
>>
>>67269789
Drop the psychic rules. Radiation is a debilitating thing when your exposed so vary the strength and have it inflict cumulative stat penalties over time that get larger the stronger the glow.
Of course just leaving the area is not enough - unless properly decontaminated a person remains irradiated at a strength equal to halve the maximum level they were exposed to.
Stat damage starts as temporary but after a threshold of 10 20% becomes permanent. If a stat ever reaches 0 then the character dies. If any stat is reduced by 25% then the character develops radiation poisoning, if by 50% then severe radiation poisoning. These cause damage over time, regular poisoning can be cured but half the HP loss is permanent, the severe case cannot be treated without pre-war tech and all damage is permanent.
>>
>>67257536
I'm thinking that English is declining in the Dunion, has been since the Icelander's showed up. Gaelic probably became more popular early on (as in 'only just post-ruin' early) as a kind of nation building tactic. If you stopped talking the language of a dead nation, you forgot it. As you stopped speaking English you stopped being British and started being Hebridean. English was probably kept as a kind of trade tongue, the language you spoke with the people who might not know Gaelic, who would have been outsiders, mostly traders. But after the Icelander's show up and eat Northern Scotland the number of traders drops drastically. With the most common outsiders being Icelanders, I can imagine speaking English becoming Taboo in some places. People might start suspecting you are an Icelander if you speak too much English, because why shouldn't a trueborn son of the Union be speaking Gaelic? English is a language for Outsiders, so if you speak it you could be one. This mindset is less prevalent on Lismore, Mostly because the regular traders making speaking English a necessity and also make it's people a little less Xenophobic. It's also less common on smaller Island settlement, but only because everyone knows each other. Greg might speak a lot of English, but you know for a fact that he isn't an Icelander cause you grew up with him.
>>
>>67268055
That was the intent, yes
>>
>>67268908
That's a question of the individual. The really neat stuff, stapling extra arms, sewing yourself on some bear arms, living in someone's skin, all comes with a price tag, and that's a strong will. Not all Stitchers are created equal
>>
>>67268365
You can still play a Warlock in a DnD party, a Psyker in a Warhammer party, Gangrels in a WoD party. Somethings are more useful than they are distasteful
>>
>>67269857
Don’t forget, radiation poisoning while in a Zone give you the chance to become a Changed One. Which kind depends on the Zone.
>>
>>67269016
Grafting on non-human parts would require some fairly radical medical surgery. So you would either need to find a stitcher surgeon with that skill, or learn it yourself.
I can see the first Stitcher to learn the skill heavily studying the Radical Turingists’ medical teachings from m before they went Radical.
>>
>>67268365
I wouldn’t be surprised if the act of wearing radiation protection that covers most of your body is a common practice. So they would walk around town and nobody would even know they were a Stitcher since the scars wouldn’t ever be visible.
>>
>>67270291
I think the Stichers might have inspired the Radical Turingists to become radical in the first place. Radical Turingist techniques might be based on sticher ones, not the other way around.
>>
>>67259339
Nice, it's good to have some insider knowledge
>>
>>67270722
Not in the inhabitable areas I think. If you don't need the suits you won't be wearing them. It might be a thing out in the sticks though.
>>
>>67270095
the problem with this is that gaelic was nearly dead in all its traditional strongholds at time of divergence, it only grew back as it has because of lots of funding from government and ngos, but even now you're looking at fluency rates of about 1%.
If anything I suspect a Herbridean version of Scots'd evolve, but they're certainly not going to want or be able to abandon English en masse.
In addition, again,divergence starts in an era way before all the scandies learnt english, the icelandics are unlikely to speak it routinely.
>>
>>67271730
I’m going off the idea that most players would be acting as Gleaners and Mercenaries of various types. So then their frequent travels would give them an excuse for always wearing the coverings.
Kind of like how some sane rad-wizards always wear protective clothing to interact with others.
>>
>>67270964
They didn’t inspire the radicality, but nothing good can come of them getting hold of a stitcher
>>
>>67270964
It was likely a mixture of inspiration over the 200 years, which each side getting a better procedure at some time or another.

>>67272329
At the current time, the Stitchers and Radicals don’t have contact with each other, (mainly because most Stitchers are on Britain and the Radicals are on Ireland), but if the Radicals could replicate the Stitcher phenomenon, they could go much farther with their modifications.
>>
File: RRWOR Defence lines 2.jpg (177 KB, 1143x736)
177 KB
177 KB JPG
>>67260835
Looks good, you seem to have got a pretty scenario for what could happen should the scales be tipped in the Yorkist's favour; plus we have the events of the original war to draw upon.
In reverse, should the Lancastrians gain the advantage I feel the largely open terrain of York's territory could be a double edged sword. It would be hard to pin down the advancing army as it raids and pillages, but the open terrain would heavily favour the numerical superiority of York. On top of this, York itself is quite isolated, so in the event of a siege it would be hard to relieve and easy to cut off.
Vis my update, I think the red section is an ideal defense line but unlikely to be held considering the terrain and the Lancastrian stronghold in Doncaster.
Dark blue is the area most likely to be held, due to it's strategic importance and the prominence of hill lines along this front making it easier to fortify.
The yellow lines are key raods that should be held, and would likely be permanently well patrolled, as they represent the key trade routes though their territory.
The similar coloured brown also represent holdouts should the worst happen, the mountainous national park and horns of land above the Humber and around Bridlington being by far the easiest to defend.
>>67261238
It's not that political, just they wouldn't really have occurred in the setting. Fuck the retards in the group though.
Not racist, just don't want 'em in my setting.
Simpul as.
>>
>>67272839
Looks good, though I think the little hole in the Yorkist territory on the main map was meant to be Leeds, which wasn’t allied to anyone specific , but was just a mess to try and hold
Shifting the lines a bit so Leeds is Lancastrian could work, but not sure Doncaster would be Lancastrian then
>>
>>67260725
There are simpler flying things, biplanes have been said to have been made after the world's ending from new parts. They are rare.

That could have happened when someone got the bright idea to use one to map the London swampland.
>>
Throughout what was once England and Wales, tales abound of a mystical and powerful knight. This man is said to carry an unsettling green light that covers him and his steed in their entirety.
Seemingly appearing from thin air and almost never expected, the green knight is an enigma. Some say to behold him is to glimpse your own impending death at his hands, while others have said he drives off zone beasts for those who cannot. What he truly is and what he truly wants are not widely known. Sightings and encounters with the green one have been claimed since the fall of the old world, and for over a century he has been both feared and pursued. No would be captors have ever caught more than a glimpse of the knight, however.
The most prominent story of a recent encounter said that the Green Knight appeared in the early morning hours and devastated an entire patrol of Lancaster men along the contested borders of the Roses, only for the following evening to again materialize and destroy a Yorkish watch post for seemingly no reason.

Feel free to expand on this in any way you all see fit. Background, motives, and true nature can be elaborated on. I figure he could be a sort of Radwizard-knight, barely bound by laws of the material world.
>>
File: Green-knight-332x470.jpg (26 KB, 332x470)
26 KB
26 KB JPG
>>67274234
>>
>>67274351
>>
>>67274407
>>
>>67272398
Why wouldn't they have a Stitcher populace there? If the idea is for them to be a class/monster why wouldn't they be widespread
>>
>>67274605
Seems like they’re meant to be quite a rarity, and for some reason more prevalent in certain parts of England
>>
>>67274605
The main reason I believe it wouldn’t be high is because I think that certain Zones would give you a higher chance to become a certain kind of Changed One. The ones near Kernow make you a Rad-Wizard, the hot-spots and Balor make you a Fomorian, Nessie can make you a Nimuë, some central Zones can make you a Giant, and another central Zone can make you into a Stitcher.
The Scotland Zone would likely make you able to displace yourself if you Change there, but I don’t know how that would work or what to call it.
>>
File: magic.png (653 KB, 591x452)
653 KB
653 KB PNG
>Lockes

>"'Why'?! What do I look like to you, a Locke? The Zone does Zone things, not my place to ask 'why'..."

>Some folk peer into the Abyss and are horrified by what they find there. Lockes peer into the Abyss and wonder what else lurks in the shadows. Murder, theft, disappearances and more beleaguer the downtrodden and undermanned law enforcers and peacekeepers of the Isles, and even when the answer seems like it should be obvious, the idiosyncrasies of the ruined world can make mysteries of the mundane. Lockes are individuals trapped in a life dedicated to solving them. Often lawmen themselves in past lives, or the victims of such tragedies whose search for the truth has led them into the deepest reaches of the underworld, Lockes distinguish themselves from mundane private investigators by their brush with the paranormal. Either by entering a Zone, or through some other unnatural incident, Lockes come away with tainted or otherwise marked. Some possess a second sight, able to catch a glimpse of what has transpired in a place, or what may occur, although seeing into the past can be useless without context, and the future is oft misleading. Others gain keener scenes, able to identify something's composite elements through smell alone, or see a minuscule detail hidden to the naked eye. This can prove overpowering at times, a weak stomach or acute ears can make cities unbearable and sensitive eyes can make the sun punishing. Most simply have a stronger intuition than most, able to more successfully make leaps in logic or piece together puzzles given less evidence. As a Locke gains experience, they can develop a whole suite of such abilities, seemingly minor but when used in concert a Locke can crack even the most absurd of enigmas, from perfect recall to temporary autodidactism. The most significant drawback of such an exemplary individual, is their sanity.
>>
>>67275815
Great stuff!
Sound like they’d make valuable hirelings for those who can afford those sorts of services
>>
>>67275815
I think you need to add a bit more than just a vision of the past and heightened senses.
How about instead of a vision, they have the ability to bring “snapshots” of the past into reality around them in a 10 foot radius.
You can still have the heightened senses overloading their stimuli, though. It’s just that Changed Ones have some extreme changes to their bodies and abilities, not just becoming an analogue to Sherlock Holmes.
>>
>>67275815
>The minds of many are protected from the madness of the world by simply not thinking about it too much, each unexplainable phenomenon fading into the next, simply accepted as the way things are. To a Locke, to whom ignorance is the greatest sin, delving into these mysteries, most truly without end, answer, or meaning, their great minds can be stretched thin, the occult nature of their world worse for the open and inquisitive mind. Obsession, depression, addiction and more plague Lockes, afflictions that would already be present in the kind of person that would become one, heightened by the pressure of being clever in a world of the willfully dull, and the universe predating upon you for it. Many a Locke has been found in a house of ill repute, the life ran out of them in their dual quests for answers and relief from existence. There's many a muttering madman out in the wastes that was once a Locke of some renown, having running out the lenght and breadth of human understanding. Lockes are most often prized as investigators, but others manifest as historians, antiquarians, or archeologists, the quest for knowledge having known no bounds.
>>
>>67276376
So far you are just describing a very intelligent person with no alterations, which would then bring up the question of why they are given the name of Locke’s.
Sounds more like a class to take more than anything else. Is that what you’re going for?
>>
>>67276081
Idk, at high levels they become Taskmaster. That's a big power level jump from Holmes.
>>67276521
I disagree with no alterations, but yeah, this is meant to be a class, just like >>67265789. Having the powers of Sherlock Holmes as Written is extremely potent.
>>
>>67276708
Well, the difference between Locke’s and Stitchers is that the Stitcher is a kind of Changed One, and any regular human could become a Locke without any need of exposure to radiation or Zone energy.
Though giving the players a path to becoming overpowered that doesn’t require becoming Changed does sound like a good idea.
>>
>>67276815
Well I did write that becoming a Locke does require a bit of rifling through the unknown, but not as much to become proper Changed, and their abilities match. Being able to sniff out a bomb under the floorboards and know what someone is going to say next may not be the same as conjouring up Rad Storms or slapping big crab claws on your arms and going to town, but as a dedicated face class, or a more straight man class this is pretty good in my eyes.

Its that middle ground between being a one in a thousand freak and being a normal human. Useful abilities, not crippling drawbacks, no real change in public regard. Good PC material.
>>
>>67275815
I really like these summaries.
We need one like that for the Gleaner class.
>>
>>67274234
The Green Knight would be a pretty cool feature; fir's the whole mythological thing we have going on with the two Arthurs and Merlin. Would be interesting to see how he interacts with the two and how they view him, seeing as he predates them by quite some time.
Might not be a Rad-Wizard though, since Merlin was supposed to be the only sane one-though that's not to say the Green Knight couldn't be something more.
>>67274918
That's something we haven't really touched on. Good idea. Though different beasts predominate in different Zones, I don't think we've considered it might be due to each Zone creating a certain type of beast. Maybe I'm just retarded. It's definitely something to consider.
>>67275815
This is pretty cool, we haven't had many benign Zone-touched being so far, largely due to the consensus that Zones drive one psychotically insane. This could be a milder alternative to Rad-Wizards or Changed Ones, perhaps springing from slightly different scenarios. Since Zones have been shown to vary their effects and adapt creatures in different ways, maybe it takes into account the fact that a person is an investigator or Lawman and touches their psyche in tune with that?
>>67276815
Well, I think as long as there's a) a clear exhibition of psychometry/ other divination power and b) an obvious mental effect-perhaps a tendency to schizophrenic like inability to differentiate between the current and past timeline of an area after using their abilities, similar to the physical flaws a Changed One experiences, there's enough to constitute an actual Zone being rather than an autistic savant human
>>
>>67277866
Give me a short descriptor and I can do so. I'm pretty ignorant of the setting, but Stichers were an idea I've had in my head for a while
>>
Do we have a Players Handbook style description for Rad Wizards? I can make one for them too
>>
>>67278201
Gleaners are the people who enter the Zones (in Kernow, even into France) for the explicit purpose of recovering something inside. This could be old-world materials, Zone Metals, books, or medicinal plants. It’s a job to do, and many times one that needs to get done.
They hold a similar standing to the Hunters, in that they both venture into Zones, but where Hunters are their for the beasts and animals, Gleaners are there to scavenge.
>>
>>67278216
Rad-Wizards are a kind of Changed One where a person has absorbed a high amount of radiation without dying until they can suddenly withstand it. They are now constantly emitting radiation and can “cast” it in a way that resembles pyrokenisis.
Unfortunately, while this does give them incredible abilities, they can’t be around normal people without protective gear, and are doomed to degenerate mentally and physically until they are basically a vegetable emitting too much radiation to safely touch.
Even Merlin, the most powerful Rad-Wizard, will become a tree-like thing if he doesn’t find a way to mitigate his condition.
>>
>>67277967
Okay, so I did a crappy edit to show what I think you are most likely to become in which Zones. With the exception of Fomorians in Ireland, you have a chance to become any of these anywhere. Just sorting where I think you would have the highest probability.

Red: Fomorian, either on accident or on purpose. Only Fomorians form in Ireland.
Orange: Rad-Wizard. While you can become one in just about any Zone, you have the highest chance here due to it being where Merlin appeared.
Black: A Cockney. Something in the Swamp likely got to you.
White: (there was a Fae-like Changed One who could warp space, but I can’t remember if it was made canon or not, but here seems like the best)
Blue: Stitcher. Still rare.
Green: Giant.
Purple: Nimuë. Only Nessie can make her, and no more than once a year.

Did any of this sound reasonable, or should I just scrap it?
>>
>>67278582
Rad-Wizards was more of an out-of world name for them
Changed Ones were the term, but that’s now sometimes being used as a more blanket term for turned humans
Still think Turned could be used for that
Also, you missed a pretty big factor in that whilst they generally are unstable and not getting any better in terms of that, they all eventually succumb to the curse, going completely insane and setting alight in radioactive fire
The fact that all Changed Ones are effectively ticking time bombs contributes to their shunning
>>
>>67279177
I honestly don’t know what they would be called in-universe, or even if there would be only one name.
Changed One has basically become the blanket term for “human permanently affected by the Zone”. Turned might be a good name for the Rad-Wizards, though.
Yes, a lot of them are fairly unstable, but many are sane enough to act as mercenaries in the Rose War.
The time bomb effect is different for every type of Changed One. Some taking longer than others to go off and how they go off varies. Most of the time it’s mental degradation with a preference to aggression. The only one without a kind of time bomb is the Nimuë, but they’re one of the least common kind of Changed to come across outside of Scotland and don’t have many real powers.
>>
>>67279309
Yeah, I meant Changed One for the wizards and Turned for the blanked, so the eventual insanity and turning into a feral flaming abomination was a wizard-thing
Some last longer than others, and generally exerting oneself with the powers will drive a person far closer to succumbing
>>
Class ideas
>>Mundane: "Regular" humans, no abnormal buffs or drawbacks
>Barristers: Monk analogue, masters of Baritsu.
>Jacket: Fighter analogue, basic infantrymen and soldiers.
>Spanner: Engineers and Mechanics
>Mountebank: Medics and Surgeons

>>Touched: people changed by the Zones or other supernatural phenomena, but not so extremely to be Changed proper. Minor buffs, minor drawbacks.
>Locke: Super sleuths hampered by sensitivities and addictive personalities.
>Skinter: People that can make themselves essentially invisible by simply being inconsequential or otherwise unnotable, especially in a crowd. A Skinter that wants to be hidden is typically hard to remember. Skinters are involuntarily shy and anxious, sometimes dangerously so.
>Blood: Drunken rabble rousers and rioters, able to tap into latent frustrations and bring them to the surface. Can drink blood to increase their strength, but it's addictive to them, and increases their ability to agitate or rile others, even accidentally.

>>Changed: Wholly and irrevocably changed by the Zones, recognizable immediately and maligned. Come with great boons but great dangers.
>Stitcher: Ghoulish people able to add and replace body parts, but are constantly rotting. Failure to replace organs and flesh can result in insanity or death.
>Rad-wizards: Humans with seemingly mystical powers over radiation, able to conjure radioactive flame and other radiation based effects. Slowly become decrepit and demented meltdowns.

>>67278351
Are Gleaners supernatural in anyway, or are they just rogues/scavvers with a high risk job? And are Hunters special or just Ranger analogues? Also thinking Jackals or Herders might be a more flavourful name.

>>67278792
You remember what the Nightcrawler Teleportation guys were called? I'm thinking Jaunters or Zephyrs. Maybe Wisps
>>
>>67279459
I get what you meant, just building of both that and what we’ve done in older threads. I just prefer “Changed Ones” for no other reason than I think it sounds poetic.

>>67279502
I would say Gleaners would be in the “Touched” category. They do have a high-risk job, but have an uncanny ability to both survive and avoid the dangers kind in the zone, both the normal of radiation and beasts, and the anbnormal of the Irish Paranoia and Time/space distortions. They start off as normal, but become Touched by learning and experience.

I think drinking blood may be a bit extreme. I’m guessing it would be more the scent of blood in battle or the taste of blood on your sword that sets it off rather than any form of “drinking”.
>>
>>67279502
That sort of stuff sounds good, we should look at how the stuff fits with DH rules for carrying it over
Still going for Turned over Changed for the blanket term but hey that’s nothing major
Gleaners is generally a blanket term for those being sent into zones, typically for stuff like scavenging
They’re normal people, but you could have things like a Changed One making use of his knowledge and ways with the zones to support a team
What teleporting people are you talking about? Closest I can remember was those cornerdogs
>>
>>67279756
The teleporters were from one of the early threads. I believe it was due to them bein able to slightly manipulate the Zones ability to warp space. So they can teleport by making the distance closer/further from them. The dogs were similar, in that they existed in both a desert and forest at the same time and blinked between the two places.
>>
>>67279838
More capable Changed Ones can do finer things than just blast people with radiation, such as crude telepathy
That could be another sort, adept at bending the zones in a similar way to cornerdogs
Also, i think that Changed Ones should fit under touched, reserving turned for those creatures that are no longer considerable as human, like giants or fomorians
Touched humans should still be a rarity, given they come rarely form considering that are normally fatal to a person, at least for types like Changed Ones
>>
>>67279756
The Hounds were me as well, no apparently there is a kind of Turned/Changed (I want the settled people to decide on the terminology) that could blink in and out

As for Gleaners, what >>67279705 said. All that time in spookystan cant be good for your normality. And as for Bloods, I elected for drinking, tasting, or otherwise consuming because I want Touched drawbacks to be conscious choices. Do you take the power boost and risk suffering the consequences or do you play it safe and don't reach the full potential of your class despite the minor drawbacks you already have? I don't want Touched players to be autofucked like Turned/Changed players but instead decide whether they want to gamble for the benefits.

As a long term Black Crusade/Dark Heresy player, I played a Psyker and Pushed my powers constantly, meaning I always rolled on the Perils of the Warp chart. I did it because it always worked out for me and turned me into the most killy member of the party. Until I rolled poorly and summoned a horde of ghosts that fucked us hard. I want the same kind of thing
>>
>>67279907
For that sort of idea, a Changed One pushing themselves lots would be pushing themselves quickly towards succumbing, or depending on exactly how we handle it more insanity points and mutations as they get closer to succumbing
So who exactly is now taking blood?
>>
>>67279907
I think Changed One is a good blanket term for those effected by the Zone, be it Touched or Turned. “They have been in the Zone for too lone. They are a Changed One.”
With Touched, it’s like “that Gleaner has learned so much that they can navigate through radioactive muck and escape Möbius loops with ease. They have been Touched by the Zone.”
For the Turned, it’s like “We Fomorians were once Human, you know. Now, our skin is scales, our nails are claws, our teeth are fangs. Some of us look like snakes, some of us fish. I spent way too long in the Zone. Way too long in the radiation. I was human, but I Turned.”
>>
>>67280097
Ok, that sounds good
Touched for simply spending a lot of time around zones and knowing your stuff
Changed being the sorts that are still recognisably human given strange abilities by the zones from what should be fatal incidents
Turned for things that just aren’t human anymore, not sure if turned should be playable, since just Changed Ones are treated between caution and downright shunning or killing in the worst of places, a Lizard just strolling around, or a giant just wouldn’t really fit
>>
>>67280024
>>67279502
>>Blood: Drunken rabble rousers and rioters, able to tap into latent frustrations and bring them to the surface. Can drink blood to increase their strength, but it's addictive to them, and increases their ability to agitate or rile others, even accidentally.

A Touched who can rile the lads up for a good row

>>67280097
Yeah I'm cool with that. Touched does imply just a smidge of Zoniness, while Turned creates an air of "No way back"
>>
>>67280168
I think that Turned would be okay to play. After all, Rad-Wizards and Stitchers are a form of Turned. I could easily see someone play as a former Nimuë host, Fomorian from the Turing sanctuary wearing coverings, or Giant in a Mercenary group.

It can still work so long as the GM portrays the discrimination properly. Just because your part of a group that isn’t wholly liked doesn’t automatically make everyone else a member of the fictional KKK.
>>
>>67280168
I think mechanically speaking, Touched are just slightly effected by Zone exposure, not necessarily superhuman, only more than humans. Turned are all the way inhuman, or changed beyond mere humanity.

Changed One is a catch all term for things outside standard humanity.

>>67280385
I don't think Giants should be playable normally
>>
>>67280385
I get it, just that ones like a former Nimuë host would count as Changed, which would be ok
Those rare Fomorians in the remote Turingist monasteries could be counted as Changed, but they’d still be a bit interesting to try and take elsewhere
Seemed like Giants had previously just been huge and hostile, with those on the isles making for severe threats and a different sort literally taking over Iceland
>>
>>67280421
The Giants in Britain max out at about 10 feet. The truly massive ones like Jotunn and Trolls aren’t playable and found outside the aisles.
10 foot giants are strong and useful in Mercenary groups, but their size makes them an easy target and they have a chance to go into a rage that leaves them prone once it’s Over. That good for balance?
>>
>>67280501
Whilst all the ones so far have been blatantly hostile, you could have a rare one that’s working with humans, albeit it’s thick as a brick
Taking such a thing around could easily draw ire from some, so some less-respected groups might be able to get hold of one
>>
>>67280466
>https://docs.google.com/document/d/1cDqaDJykx2hYP3gO3wNrknAajH5yyWKePk47ZFdkKqw/edit?usp=drivesdk
The Doc lists three types of Giants (Fomorian was there before we really expanded their lore. What’s listed was adapted to Vigilant One).
For a downside that aggression could be a constant problem. Not sure how to play that in DH, though.
>>
>>67280576
Yeah, that sort of stuff just makes them a bit hard for a player in a party, but I’m sure people dead-sermon it could work it out
Whilst Touched are normally used for zone work, and the same applies for many Changed, they have never seen proper combat use before, due to their instability and general unreliability, sometimes harming more friends than foes
That was until the current stage of the Second War of the Roses, where a gathering of changed ones around the zone in Bath were mostly hired by Lancashire for the uncommon task of zone-combat, to try and counter the Men of Stirling raids that emerged from the zones, wreaked havoc and the. Fled back into the radioactive hellscapes, where none could safely follow for fear of harm and attracting beasts
This is still not conventional warfare, but an ideal spot for them may finally have been found
Only time will tell if they are enough to win against these elite navigators and mercenaries
Need to get some sleep, but let’s try and keep this going
>>
>>67280501
Would essentially be an Ogryn character, that works. 10 feet is beeg but not so massive as to be unreasonable. Race as Class also kinda works, given the system, since they just give you bonuses and minuses to stat rolls. You can build your giant, or Stitched, or Rad-Wizard however you want, but unless you get lucky with your rolls you'll be encourage to play a certain way. My Psyker got pretty lucky with physical rolls, so I played him more closely than perhaps is the norm, but I was just as likely to be a glass cannon.

>>67280544
Agression as a rules set is a neon sign for That Guys. For playable Giants, just follow the Ogryn rules
>>
>>67280670
I didn’t suggest any playable ones be overly aggressive, just dumb, which fits the ogryn idea just fine, and quite balanced out the fact that they could tear a man in half with their bare hands
Whilst all these things being playable is good, they should still be rarities across the isles
>>
>>67280746
I will agree with their rarity. They aren’t going to come across a Turned on every second stretch of road in Britain. But this shouldn’t limit their ability to choose what to play, that’s up to them and the GM.
Besides, there are plenty of beasts to fight in the Zones, like Wyrms, Gargoyles, sea beasts, and the Nuckelavee.
>>
>>67280670
I can see most of the Turned being played in a risk/reward style.
>>
>>67277967
The Green knight doesn't need to be sane, so to speak. I figured it could be something or someone that seems to not be bound by the laws of time and physics. Something of a revenant or spectre. I thought of like a radwizard that sort of transcended their normal existence. Like a necromancer becoming a lich. Maybe a knight that wandered too deep into a zone on some quest and got ripped from the mortal plane or some such thing.
He could be a good figure, maybe an evil one.
>>
>>67281209
The Green Knight is just Chaotic Neutral that thinks they're Lawful Good. The Gilliam Knight
>>
>>67278792
>>67279502
I would say the Blessed of Nuada from Clare count as a sort of zone-touched, though mild. It only happens to their people in their territory so far. In theory someone from outside could become one, but likely only from being there. It is a sort of cultural and regional zone-touched manifestation, similar in some respects to the nimuë, though not of that power.
>>
>>67281247
Sounds good to me. The guy has weird zone characteristics. Some zones break time? Well he slips through it. Appearing before he should exist and shit.
This could a be random and potentially devastating encounter for a party to meet in England or Wales.
>>
So, final say on Gleaners. Touched or Mundane, for the purposes of PC building mechanics at start
>>
Bump of life
>>
>>67279502
I'd go with whisps, especially if they glow slightly when they teleport.
>>
>>67281712
Sounds good to me!

>>67284486
That makes sense. It could be a good reference to will-of-the-wisp.
>>
>>67281712
I'd say Touched, considering how often they go into Zones. It's unlikely that people who spend as much time as they do steeped in radiation and Zone weirdness would come out unaffected.
>>
>>67281712
mundane, there's a lot of Gleaners, not many Touched.
Aldo i looked at the doc at last. holy shit, no wonder i have to keep reposting stuff, it's got less content than we ended the first thread with.
Check the archives guys.
>>
>>67286015
So the start out as Mundane, but can take Touched levels later on? That sounds good.
Yeah, nobody has been using the Doc for a long time.
>>
>>67285733
You do get the occasional freak who doesn't get damaged by the weirdness. Radiation yes, weirdness not so much. No-one is sure why but all they need to cross the weirdest of weird lands is a bit of protection from the rads and some cunning to deal with the wildlife and conditions.
>>
>>67286711
Unfortunately, most people with this ability are simply called Lucky, since this luck doesn’t spread to anybody else they’re traveling with.
>>
>>67286334
>>67286015
I could see that as a class feature, they have a greater chance at becoming Touched in a Zone, as opposed to Turned or dead
>>
i'm for 'Touched' as a universal thing all classes can get, d100 table or something, goes off whenever you spend time in a Zone, ranges from just quirky stuff to minor buffs.
Have 'Turned' be full-blown mutations tied to a class shift, once you get to that stage you can decide what you're Turned into, but your pc is very obviously no longer human.

I'm not sure if the Touched table should have an option to kick you over into Turned, or if Turning should be a completely different mechanic, or if cumulative zone exposure should interact with or exacerbate either.
>>
>>67278792
Nah this seems pretty good, I like it.
>>67280097
This fits pretty well. We still need specific names for different sorts of Rad-Wizards and the like though, you wouldn't want to hire a psychic Turned for your party only to find they're the "throw fire and blow up" kind of Turned, if you see what I mean.
>>
>>67288096
I reckon having a small chance on the "Touched" table to Turn you is reasonable, though only maybe 1-2%. Multiple rolls on the table would increase the chance though, so on your fifth or six change it's pretty much a coin toss as to whether or not you can still be considered human.
>>
>>67271763
That sounds more reasonable, though I still like the idea of Gaelic having a place in the Dunion. Maybe it's used a little like how modern Britain uses Latin. Not the kind of language you use in common conversation (unless you're a pompous arse), but used for motto's and stuff like that. Maybe there is a push amongst the Dunion's upper class for kids to learn Gaelic, just because it's perceived as fancy. It wouldn't be Gaelic as it is for us, but it'd be a version of it.
>>
>>67288641
The percentile goes back down if the player is able to take something to reduce their radiation points, like a poultice from the anti-Rad vine found in the London Swamp.
>>
>>67288641
‘… you’ve got to help your friends, right?’ He turned to Johnny. ‘Now, personally, I think you’re very nearly totally disturbed and suffering from psychosomatica and hearing voices and seeing delusions,’ he said, ‘and probably ought to be locked up in one of those white jackets with the stylish long sleeves. But that doesn’t matter, ‘cos we’re friends.’
‘I’m touched,’ said Johnny.a
‘Probably,’ said Wobbler,’ but we don’t care, do we guys?’Genuinely

It's not what you are, it's what you do with it.
>>
>>67288621
Changed Ones are quite a rarity, and for at least some like stitchers, hard to detect if they don’t want to be
Since they can vary so much, I figure different places would have different blanket-nicknames for sorts
Stuff like lighters or flamers for sorts who can manipulate fire or similar for example
Different places have their own nicknames, and some may never have encountered some sorts at all
>>
>>67288096
It's a gradient.

Mundane -> Touched -> Turned

When exposed to Zones and Zone like effects, you risk climbing the ladder, or jumping all the way to the end, and being fully Turned is essentially a fight to survive. There will be a chart and everything
>>
>>67290429
Ha, this tickled me. Wholesome friendship in the post-apocalyptic hellscape that is 1950+100 Britain.
>>67289821
That sounds fair, if a player can afford to cash out for good remedies they will probably go for it unless very foolhardy, and it would probably be factored into the expenses of most parties.
>>
>>67291183
I would say that the only way to become Turned by accident is through lack of caution and preparation, since the things that can Turn you like radiation and Zone effects can also kill you very easily.
So it goes Mundane-> Touched -> Dead.
Most people in the lifestyle stay in the “Touched” stage to avoid this fate. However, as a double-edged sword, the longer one is a Touched, the easier it is for the body to adjust to becoming Turned.
>>
>>67291638
DH is a highly lethal system though, a Mundane class should be able to get Turned if they are unlucky. But Touched should be a buffer between that
>>
>>67292037
The only way for a Mundane to become Turned without a chance of dying would be Nessie making them a Nimuë or Balor making them a Fomorian. This is mainly due to these two beings making them for over 200 years and wanting their chosen not to die.
However one would have to do or have done deeds of great note to be brought before one of these two for the purpose of Turning.
>>
>>67292520
Das stoopid, becoming dead should be more likely than Changing, but being Turned shouldn't be locked behind special snowflake shit
>>
>>67293462
Wow! First troll in the threads in a long time!
Unfortunately, the real complaint is about this being an uncreative rip-off is STALKER in Britain. Maybe you could try again later.

Also, Fomorians and Nimuë are the only kind of Turned that need some other entity to guide the change.
>>
>>67274234
That would be a fairly interesting NPC to run across. Especially since the one in Arthurian legend could have their head chopped off and still not die.
>>
>>67274234
>>67281378
>>67281209
I like the idea that the Green Knight is someone outside of time, but I'm thinking that since we have more than one Arthur, could we have more than one Green Knight? That would explain why the knight does different, often contradictory things. Different time travelers seeking different outcomes

The idea is that, simply put, Green Knights are people who have been sent back in time to before they were born, to a time when they didn't exist. This is something the universe isn't built to handle so you just become an oxymoron, someone who simultaneously does and doesn't exist. You can interact with the world as if you exist, but it can't do the same to you. The only thing that can kill you is reaching the date of your birth. At that point you exist, so the universe's uncertainty gets kicked out the window, and then you exist in two places at once, which is impossible. As such the universe erases your older self and leaves the younger one. This has happened to several Green Knights, but not the Original. He's probably from very very far in the future.
>>
>>67295033
That’s one theory. Another is that they are all the exact same ageless person at different point of their timeline
Either one could be true, for they don’t like to meet other Green Knights if they are around and deflect questions about their nature with bets of skill and other antics.
>>
So how’s the situation between the Two Roses and the other nearby states?
We know the southern ones like Oxfordshire have tried to keep neutral
>>
>>67295803
I know the Welsh Kingdom is allied with Lancashire.
I believe Northumbria is with York, as well the Monks of Turing.
Can’t remember if the Isle of Man is neutral or not.
>>
>>67295924
the doc says that the Manx are habitually neutral. they might sell more to one side than the other, but I think that would be the closest to an alliance you could get with them.
>>
>>67293651
Me
>>67265789
>>67275815
>>67279502
I'm not sure where you're getting troll from a criticism about how you want crunch to work but okay
>>
Since parties are likely to trek around a good amount, from place to place even if they’re not involved in a major event there, we should probably look at how actual areas generally are
For example, inner Yorkshire is currently quite prosperous following the liberation of York and Edwards effort to get his kingdom into shape. With the zone infestation in york wiped out, it would be rather safe land, and there are the current festivities and liberation tourney taking place. On a higher level there are ambitious lords screwing each other over, but it is a good place to be generally
In contrast to that, the contested areas of the Second War of the Roses are war torn, with many settlements laid to waste and banditry plaguing the lands in worse ways than actual plagues
Beasts also creep in from the neighbouring zones to wreak havoc upon the populace and armies alike, making these lands beyond dangerous to cross
>>
>>67297334
It was mainly the use of “Das stoopid” and “special snowflake shit’ that suggested Trollness.
It was mainly the use of the latter, since that has basically become shorthand for “being different is bad” without any context as to why.
And what do you mean by “want crunch to work”?
Balor and Nessie’s abilities to make Changed Ones were already agreed on, so was it some other problem?
>>
>>67297476
For those travelling northwards from there, or southwards from further above, comes the zone-ravaged northern wastes
To the west lay the ruins of many petty fiefdoms, which save a few bordering greater powers were overrun by the aggressive northern zones
The same goes for much of Northumbria to the east, though some civilisation remains, especially along the coastline
For those hoping to traverse this land, most of it is now much like other zone-infested land, only concealing more modern ruins in their midsts, and the rare and rather hopeless holdout
The remaining Northumbrian land is beset upon by the beasts that have laid so much already to waste, along with many refugees and the chaos that follows these things
Various other groups are also seen passing through this land, as it is the most secure way through what was once the prosperous northern territories
>>
>>67298079
Sounds pretty interesting. Interesting that as ravaged as it sounds, Northumbria is still able to hold its claim to such a large area. They must be doing something right if the people there haven’t denounced them.
>>
>>67297476
I believe there was a domesticated beast descended from the Horse that is used for common travel. It’s a bit shorter with a thicker hide to resist radiation. Though I think it’s still referee to as a horse.
>>
>>67297721
Your statement was final and enclosing. The way I've been trying to swing things, is that you could go from Mundane, to Touched, to Turned just by being in the Zone
>>
>>67298705
And I agree with you! The thing with the Nimuë and Fomorians is mainly Lore and not something the Players will easily come across or do.
Still good to have the background there if they ever want to play those kinds of Turned. Will always come down to what they find the most interesting or fun to play, and I’m not one to refuse if their request makes sense within the world.
>>
Wulver as a Turned class?
>>
>>67299903
I thought that it was a one off creature. I have no objection to it becoming a playable class so long as it's distinct from the French werewolves.
>>
>>67301574
What's their deal anyway, the French werewolves I mean? I've seen them referenced before but can't find much more than 'they exist'.
>>
>>67302795
Yeah, considering that France is dominated by the ghost city of Paris, the French werewolves need to be adjusted and expanded.
Personally I’m for them being a kind of Touched and Turned.
>>
>>67302795
Expansing Zone Effects contaminate the French refugees and soldiers but it isn't evidant at the time and people still weren't sure on what the Zone could do to people.

Beyond that we don't have much, not even percentage of the population or capabilities.
>>
>>67302795
I think a while ago someone wrote about them being a semi-failed French super soldier project, which performed well in the first few days of the fighting only for a full moon to roll about and things went to shit from there
In the present, some simply exist in the isles rarely, and rarer still are french-derives mercs that specialise in smuggling their comrade behind enemy lines before the right time, and getting them back out again after the damage is done
>>
>>67303745
The original ones were at least, not sure about now.
Though I must say I’m uncertain on how they would work. The zone is doing something to them that makes them more wolf-like on the full moon, so should it progress every time they change or not?
>>
>>67304632
the idea was that the original project included materials affected by the solar radiation responsible for the zones, this is what caused them to shift in the first place rather than just being superhuman.
they're effectively innoculated against further zone effects by virtue of already being effectively Turned.
>>
>>67304786
I think there should be some kind of double-edged sword to their abilities. Like the more times they shift the more animalistic they become. Not in violence terms, but that they become more like a wolf in their mind.
So the oldest are more akin to the Beast of Gévaudan than any form of wolf-man.
Though it does bring up the question of where the newer ones are coming from. Most likely Gleaners departing from the southern Kingdoms to explore France for resources and artifacts and just coming across the areas that they were first made in.
>>
>>67304786
i'm gradually building mad science military bits for the pre-war powers as inspiration strikes, i don't know if they're suitable as PC classes but the established are:
- French werewolves, can still be created now by transfer of fluids into the bloodstream.
- Russian Chimera/horrible sewn-together abominations of flesh made out German PoWs they took in WW2. Not replicable by anyone in the Isles, as yet.
- German funkbots & todsfunkbots, the forner of which is robots ranging from metropolis escapees to tracked mg drones.
The latter is when you take a dead kraut, scoop out his brain, put in some vacuum tubes etc and tell the resulting abomination to kill anything with a red star on it.
The robots have agency, the todsfunkbots do not, but they could be built by technomancers in the isles. Samples of both these and the Chimera continue to fight in what used to be eastern europe, produced from automated factory-citadels.
Also, Bolo-Maus is a thing. No Nazis though.
The concepts for British and American remain to be devised.
>>
>>67304880
well they're only nigh-unkillable, completely uncontrollable wolf monsters on the full moon, the rest of the time they're just very experienced soldiers with universal PTSD, pack instincts and unnaturally good senses and endurance.
New ones made by choice would be inducted into their unit.
However accidental infectees from a deployment or an irresponsible wolf not securing themself on the full moon or a deliberate blood transfusion outside of unit structures are all possibilities for the appearance of new Wer.
>>
>>67305012
I don’t know, them only being wolves on a fool moon doesn’t seem like too much of a problem since France is basically empty of all people. They’d basically be a werewolf town immune to the Zone. There needs to be some kind of downside, because there really isn’t right now.
>>
>>67305012
>>67303361
>>67302795

The difference between Were-wolf and Wulver is cultural. Were-wolves are the French military units created intentionally during the last days of the old world by French military when it looked like WW3 was going to happen but then the world ended instead. They are extremely hierarchical and have strongly developed pack mentality but this is mostly learned behaviour to help them deal with their bloodlust and aggression and it mostly works. Were-wolves outside the military, be they outcasts or runaways, are the stuff of nightmares as it's all of the inner beast often with military training and none of the brakes.

Wulver are native born non-French who often aren't part of any army but some are by their own choice because it's smart to play to your advantages. They often dwell alone out of choice because territorial instincts make them want to fight trespassers and company, they can stand the presence of Mundanes better than their own kind as they fall into the category of "not like me" and the ones that are civilized don't put Mundanes in the "food" category.

The origins of the Wulver are more murky. Probably they were created by old world French renegades or since by unintentional infection. Rumours persist that the old British government was also running their own super soldier experiments using stolen knowledge.

Wulver are not "safe" just because they are often not overtly hostile. They will typically give you warning to get off their land and you would do well to do so. It is known that there are Wulver in the Scottish clans and in the now Icelandic occupied isles and land in the far north, presumably the Icelanders considered them not worth the effort to subjugate or kill. Also by now there are almost certainly Icelander-born Wolver.

Wulver and Were-wolves can interbreed with Mundanes, the curse is not passed on to the offspring. Typically it doesn't run in families as nobody so afflicted would willingly pass this infection on
>>
>>67305407
How would they play? I know that since they are Turned they have a larger resistance to the Zones, but what are their personal downsides? Or mechanical downsides?
>>
>>67305407
I would change it to being passed to their offspring, since blood-based diseases tend to pass to children from their parents.
>>
>>67247351
As far as Kernow goes, why does it stop around the point on the northern coast then hold the next point over?
>>
>>67306067
The points of territory outside the proper border are strategic ports worth holding.
>>
>>67306067
They would hold the land between and more if they could, but it’s pretty dangerous and costly to try and retake
>>
>>67305389
they're not in France though anon, they're in Petit France down on the SE coast, where turning into rampaging monsters is considered a serious faux pas.
>>67305407
this is good and i approve.
>>67305992
i'd argue for it making you very unlikely to conceive as it also makes you very long-lived, the french wolves are two hundred years old and look to be in their early 40s.
But it would definitely be passed down, heritably or intentionally, because no parent would let their children die of disease and old age if they didn't have to.
>>67305979
personal downsides? the knowledge that you're a flesh-eating monster, who in the case of the originals failed to save your beloved homeland.
mechanically? Zones fuck with your internal clock, every time you go into one there's a 3 in 30 chance your body goes "SNACK TIME" and rampaging ensues.
Certain other issues would also apply in specific circumstances, allergies to silver and wolfsbane obviously, but also we did briefly mention 'anti-zones' centred on places like Avebury, Stonehenge, etc. If a wolf goes into their radius of effect they drop dead instantly.

Final point re FrogWolves, General deGaulle is their Alpha but no one has seen him since Second Dunkirk.
>>
How many years after 1950 does this setting take place? What happened to all the guns and ammo?
>>
>>67307411
About 200 years. It has been Eight generations since the war, so that gives us a range of 160-240 years. 200 years is a good round number to go with.
>>
>>67307411
there were enough lee enfields in 1950s britain to give one to every tenth person on the island and .303 ammo was sufficiently common that they left 500 million rounds of it buried in an ammo dump that had an entirely different section of it blow up the access to it.
So those are still around.
>>
>>67307774
A massive amount have been lost or irreparably damaged over time, or sit in storage that none have yet found or been able to breach, such as the Leeds stockpile
>>
>>67307774

I use to work at a Depot abet in the US. People have no idea just how much ammo the govt has in storage. You know how there are enough nukes to kill everyone 10 times over. Well there is even more small arms ammo.

200 years after 1950 I would expect cartridge based breach loaders being manufactured at an absolute minimum.
>>
>>67307969
There are some capable of producing finer weapons amongst those on the Isle of Man, and lesser groups also exist on the isles
>>
>>67261749
disgusting
>>
>>67307874
even so, that is one single type of rifle, albeit the most common, which they'd stopped production of before PoD. There are enough small arms and ammunition for sane to last effectively forever at current rates of wastage.
However, they're not evenly distributed, so that may impact on a given faction.
>>67308265
I know I shouldn't bite, but what's wrong princess?
>>
>>67308614
Keep your misogynistic prattle to yourself, pajeet. In comparison to you I am royalty. Go post milktruck on my insta, you filthy little man.
>>
>>67308729
alright, now try again but in english.
>>
My thought was that Wulvers would be more like skinchangers, Wargs, able to jump into the minds of animals
>>
>>67308932
I would say no to that, to much blatant magic and control. Turned can bend the Zone a bit to do what they want, but not too much.
>>
>>67309319
I agree, it's a little much. A specific sub variety of Werewolf sounds better to me than warg. Just blends with the setting a little better.
>>
>>67308851
lmao, words with more than two syllables are little too difficult for your ESL brain? sorry, sweety.
>>
>>67309862
>t. Amerifat
>>
>>67307399
They can enter the anti-zones if it's the right time of the luna cycle.

At full moon and a couple of days either way they are a high speed murder machine, near unstoppable but almost uncontrollable and cunning more than clever. At new moon and a few days either side they're perfectly human with a bit of mental health issues. The rest of the time they're super soldiers.

If they enter the no-zone at new moon they are fine. Any other time and they drop dead.
>>
>>67304880
I like the idea of them not going blood-mad, like the classic were-wolves, but simply animalistic, like real wolves. Not actually that aggressive unless threatened, just looking to survive.
>>
>>67309862
>the man look on as this so called “high borne noblewoman” berated the merchant.
>all those random letter mashed together and condescending tones grated upon his ears.
>he was so glad he was a Gleaner and didn’t have to cross paths with such people often.
>He took pride, though, for he once again remembered that these so-called nobels spoke so loud and harsh because they had no actions to do the talking for them.
>Yes, if this “princess” were to wander into a zone she wouldn’t last the hour.
>Some Beast, the radiation, or even a möbius loop would have her in her clutches and she would die with a pathetic sail of how important they were supposed to be.
>ah, such a sweet thought...
>He really wished she would shut up soon. That merchant was the best appraiser he knew and he’d really like to know the value of his haul.
>Good God was she annoying.
>>
>>67310619
That would sound good for their late stages outside the full Moon.
There should be a reason for their madness on the Moon, though. I think it’s because the Moon amplifies their condition and causes immense pain, so they lash out in a rage on anything they can find.
Not being able to group together on the Full Moon would be quite the downside.
>>
>>67310069
It also allows them to have some control.
Of course, this reprieve has also lead to several of them finding themselves within the anti-Zone once the time passes, killing them.
>>
>>67310812
>>67310619
This might also be a factor between the Wulver and the Were-wolves. Most Wulver are of the post-End Times generations, most of the Were-Wolves aren't. Most of the Were-Wolves were born in the 30s and 40s. They grew up under Nazi occupation, endured the chaos in the final days of the war, saw normality briefly and then things stopped making sense.

Point is that the majority, or at least a lot of, the French Were-wolves are or were normal modern people that have seen some shit. They have seen all of the shit. They have not lived happy lives and it haunts them not because of some fell enchantment but because they are people and they shouldn't have had to see what they have seen, nobody should have seen what they have seen.

It isn't a curse of the Were-wolf that makes them lash out. The lycanthropy just makes it hard to think, it's like being really drunk if anything. It's the human parts of their mind and the horrors it contains that the beast can't deal with and it lashes out in pain and fear.

Wulver on the other hand typically just act territorial. You can gain the trust of a Wulver even on full moon by bringing it food or a blanket or something. You can't deal with a Were-wolf at full moon because it's a sad and broken thing.
>>
>>67309673
>>67309319
What's the line? Fairy Warriors by way of nessie, Jotunn from Norway, radwizards and the like are good. I'm just trying to figure out where the line is
>>
>>67307969
There are some being produced, but only in amounts enough for specialists and elite troops to use. The sheer lack of material means that while guns can be made by skilled gunsmiths, repairing and more importantly, keeping them fed, is too intensive a task to go about lightly.
>>67308729
Fuck off Yank, no one gives a shit about your autistic bait
>>67308932
What >>67309319 said, that seems a bit too high magic for the setting. Out and out mind control and skin-changing being even slightly common depowers pretty much everything currently established
>>67310638
In-theme response, nice
>>67312155
Yeah, that sounds fair. Just making an attempt to not copy and paste regular were-wolves should be enough. I like the idea that they're angry with themselves and lashing out at the cruelties of the world more than the classic "hurr durr wolves are evil" shite
>>
>>67313303
Turned aren't common, in any form, I'm not sure what you mean
>>
>>67313235
The line can be summed up in terms of control and ability. The Fae (Nimuë), Jotunn, and Fomorians main abilities are in the physical sense, and can be called a form of guided mutation more than actual magic.
The rad-wizards casting of radiation is like pyrokenisis. They can shoot out radiation to burn people, but have no other form of “magic”.
The Zone can be directed a bit or fought back, but it’s like a raging river. You can divert it or dam it, but if you don’t have a way to let it flow like it wants it will burst the banks and cause massive destruction.
>>
>>67313235
I think it's not a line, more a rule, and that is that power should come with a price. Giants are monsters, Stichers and Rad-Wizards go crazy and the proposed Wulver can only just function within regular society, by all accounts. I'm not sure what the price would be with skin-changing, other than just losing yourself which doesn't have the same impact. Anyway, that would lessen the Werewolf connection, and I'm not sure that's a good idea. Then again I do just prefer the idea of Wulver being normaler werewolves because it relates the horror of the setting to a human perspective and origin, which fits with a lot of the lore we already have for the old world and its products.
>>
>>67313395
I don’t know. There are enough Fomorians to be a Kingdoms all their own, Rad-Wizards and Giants join Mercenaries, and Nimuë are created once a Year.
They aren’t exactly everywhere, but there wouldn’t be a kingdom that hasn’t heard of the Turned in one form or another.

The boring explanation would be they’re common enough that the players can play as one anywhere and it wouldn’t be too out of place.
>>
>>67313395
I know Turned are fairly irregular (maybe 1 in 1000? Less?) but having ANY amount of mind control seems a little busted for the setting. I wasn't implying every other person you meet is a Rad-Wizard
>>
>>67314421
I get you, and you’re right. Mind control isn’t a thing.
The closest we get to mental abilities are the moderate-ranged telepathy some Rad-Wizards have (which is basically shooting radiation in the form of a message) and Nessie’s connection with the Nimuë (and that’s only the direct possession of one a year and might be mostly psychosomatic).
I also agree since politics would be major part of dealing with the kingdoms and an ability to go “you think what I think” would tear that to pieces.
>>
>>67262557
We actually should do something with Red China and how most of the country would be pretty unperturbed by the tech disruption, and maybe going full Wuxia in the Zones
>>
>>67315318
There have been tales of people coming over from France speaking a strange language (mandarin) and selling silk wares.

Otherwise they, like the America’s, are so far off that they functionally don’t exist anymore for the Isles. Also fleshing it out would take us very VERY far from the tone of medieval irradiated Britain, so it would be prudent to let those places be built by GM’s and players who want to play there.
>>
>>67314421
>>67313730
>>67313661
>>67313617
Maybe we just call Lycans Wulvers and call it a day? Anglo flavour, no real convoluted differences between the french and British ones
>>
>>67315463
Sounds good! The only real difference between the ones in Britain and France are their mindset.
>>
>>67298145
The main map hasn’t had the Northumbrian zones added yet, much of that land is that described to have been lost
Things are rather chaotic in the remaining territory, which lies mostly along the coast
>>
>>67314421
1 in a 1000 sounds like a good number for all the Turned in the Isles.
The specific varieties vary depending on the place, of course. And and any functional group on mainland Europe (outside of the Swiss Tunnels) is practically guaranteed to be a Turned.
>>
>>67297476
>>67298079
To travel south by land from the Two Roses, one must really go from Yorkshire, due to the industrial zones which lie below Lancashire
Those paths coming from controlled Yorkist territory and not the contested lands are safe enough, as far as roads in the north go, and lead towards the Midlands, the East Midlands specifically
The East Midlands are defined by their general peace, whilst the west is largely filled by zones and at its edge territories of the Welsh Kingdoms, who wage war southwards, though that is a different land for a different time
Compared to the two northern behemoths laying into one-another, the East Midlands is home to a number of petty kingdoms, alongside some more major nations in the southern parts
Whilst the petty kingdoms may occasionally squabble, the major powers of the midlands, such as Warwickshire, have made efforts to not turn the countrysides into warzones, though the typical problems of banditry and the zones and their creatures persist
These are generally lawful lands, and a considerable amount of traffic moves through them, as it connects the north, northern wales and the south
>>
Here's a question: If you go from Touched to Turned, do you retain your Touched abilities?
>>
>>67318637
Probably depends on what you become.
>>
>>67319740
Also depends what you were.
>>
>>67313235
Nessie doesn't have fairy warriors. It has Nimuë and that's about it. It doesn't really need anymore than that and it's probable that it doesn't even "need" Nimuë as such, it just likes a set of eyes on land to keep up with the news.

Nessie's people are pretty normal bar the occasional semi-hermit Wulver and Nimuë.
>>
>>67315463
Yeah, I reckon the difference between Lycans and Wulvers should be less physical and more psychological.
>>
>>67321099
The main reason that the Clans have so few Turned is due to Scotland having the least amount of area covered in Zones, and what Zones there are specialize in time/space distortions rather than any of the most harmful effects.
>>
>>67247427
Considering how the southern Zone in Scotland is full of space/time distortions, I think that would also be a good place to find the hounds.
>>
>>67316479
Yeah, that sounds fair. The prevalence of Zones in Europe means you're pretty much always going to be in a Zone, thereby continually running an ever-increasing risk of getting Touched and eventually Turned.
>>67315463
Nice, we've touched on the idea of basically the same creatures having different names in different areas, so this makes sense.
>>67322849
Having them be able to effectively ignore the space warps in Scotland could make them a really terrifying predator. Imagine trying to run from a massive fuck-off dog but you're not moving at all while it's getting closer and closer...
Scary stuff
>>
>>67323199
So the advantages of Wulver/Were-wolves as soldiers is increased stamina, speed and heightened senses in addition to "ignore Zone fucking with the idea of space".
>>
>>67323840
Talking about a different Hound. Werewolves are still susceptible to the space warping.
>>
File: sovYIIA8_400x400.png (262 KB, 400x400)
262 KB
262 KB PNG
>>67247308
It is said that one bastion of civilization remains in far off Caribbean. They say that it is ruled by a man that is like a god and a father to his people.
>>
>>67325070
Cuban Atlantis
>>
>>67325070
At least, that’s what the rumors from during the evacuation said.
I think Cuba is one of the planned stops in the USE expedition. Would be interesting to see what the island has become in 200 years.
>>
anon mentioned china earlier, the original thing about the silk also made reference to the way it was produced now being something distinctly alarming, so the chinese are doing something unfunky down there.
It also occurs to me that Hong Kong is probably running a decent chunk of what's left of China on account of the brits having had nukes down there, but as anon said, a bit out of our bailiwick.
>>
>>67323901
They could have immunities to other things though. Maybe the sense of wrongness inherent to Zones is just that little bit less effective on them because their minds are somewhat alien, much like the Zones themselves.
>>
>>67326542
I get ya. It’s more of an instinct that gets stronger the farther along they are in their affliction.
>>
>>67325871
If Cuba doesn’t have a zone it could have prospered
>>
>>67327375
As an island nation without any easy to access resources and a large amount of water separating them from the mainland with those resources.
Who knows what it became.
>>
>>67327962
It's turned into a vaguely feudalistic island nation with elected officials. It tends to be life terms but not always as El Presedente or his administrators can be voted out if there's enough people calling for a vote.

Typically outside of the higher officers in the military most officials and soldiers have second jobs because it's a small(ish) island and there's a limited amount that needs to be done if everyone knows their own business.

Biggest threats come from Florida and Haiti but it's best not to talk about those eaters of flesh.
>>
>>67328466
Well at least the players will have that to experience if they ever repair the boats for the USE expedition.
The finer details should be left up to the GM, though.
>>
>>67328466
You remember what these threads are about, right?
>>
>>67329527
Mainly Britain, with the politics, beasts, Zones, and Radiation going on within.
It’s Okay to say China and Cuba exist in one way or another, but it will be up to the GM to expand upon it since those places are so far off.

Though honestly, I think the only thing we haven’t covered in the worldbuilding sense is the quest for Grail. We know it can cure Balor’s overheating problem and stop The further mutations of Turned (like Merlin), but where would it be found?
Obviously it would be in Zone-covered Europe, but which part would be best?
>>
>>67329527
1950s Britain getting the shit kicked out of it by magic cosmic space rays and surviving as one last outpost of reliable habitation in a cursed world besiged on all sides by fairytale monsters as the courts of man carve out petty kingdoms of their own.

Cuba is a Pester John story with a little truth to it. A remnant of the Old World building itself up in the memory of an ideolized time that never was, dreaming of a fancy spanish crown they believe themselves the last heirs to with almost nobody knowing shit about history.

For the expeditionaries of The Isles, US in Exile in particular, it would be an alternative stopping off point to explore the desolation in the Americas rather than having to go up through Icelander waters and barter passage through the Greenland Outpost.

And we have briefly touched on other lands and the few survivors. Rhodesia (or possibly still called Rozvi) has survived to an extent in mostly isolation as has Novgorod.
>>
>>67329890
There is still a lot the players can find (or not find) in Europe proper.
(Have we done Spain? I’m doing Spain)
The Spanish peninsula has basically gone stagnant. There isn’t a single human or animal in all of Spain and Portugal, and the plants haven’t seemed to grown an inch since the bombs dropped.
Anyone who spends too long there doesn’t so much die as they do “fade”. They sit or lay down for a moment, rest their eyes, and they don’t get up again. They just take a breath and any life that was behind their eyes ceases.
>>
>>67330369
Germany is patrolled by human-mechanical conglomerations à la Frankenstein’s Army.
>>
>>67330467
>>
>>67330467
The Red Army has mutated itself and is on an eternal march West, but never making progress thanks to the Communist Bloc and east Russia basically being one massive time/space möbius loop.
>>
>>67330595
The only native inhabitants you’d find in France are the Wulver remnants, and the entire country is dominated by the ghost-city of Paris.
>>
>>67329733
What is the Grail even? Whatever the answer, France feels best to me, cause Normans.
>>
>>67330771
You might find other people, not many and with great distance between them but there are ragged folk. They skirt the edges of the Zones, even dipping into the less harmful periphery. Like many such people living on the edges of where people can live they are often wary of outsiders and good at avoiding people.

How many are there? Hundreds at most.

Why don't they leave for the tunnels of the Swiss or dare the crossing to The Isles? They often don't know of such things. For amy also it has been many generations but also oddly the end of the world seemed only yesterday. It's ancient history but also the ruins seem fresh, as if two times are trying to inhabit the same space. Pages in a history book stuck together made horribly real. And always the lights on the horizon, Paris. It calls to them, it knows them and wants them. It was once called the city of love but what parody of love this is now more akin to hunger, a needy and jealous hunger.
>>
>>67331289
In the tales, It is basically the Holy Grail. A chalice that can wash away all the sins of those who drink from it.

Functionally, it was a cup that a Gleaner from one of the earliest independent expeditions into France claims his group found. According to him, it brought back the mind of what’s now called a Wulver, cleansed one of his companions from what should have been fatal radiation damage, and responsible for letting him escape the “deathly pull of Paris”.
Unfortunately, due to the expedition being independent and every other member, along with all the stuff they found, fell to the lure of Paris, there was no other proof that this actually happened.

However, a Kernow expedition has recently come back with an artifact that seems to back up this old claim. The Isle of Man has made a deal with one of the lords to buy it, and might hire the players to travel the Death Road to Cornwall to transport it.
>>
>>67332002
Slow the fuck down. If the loot from the expedition, Grail included, was with the Gleaners that went into Paris then it went into Paris.

The only claim to back up what happened would be something from the illfated expedition. Something came out of Paris. Unless loot can walk by itself, not entierly unherad of, then someone came back from a place no mortal man can come back from.

Somewhere out there on mainland Europe there is a man driven mad beyond human comprehension having seen shit beyond even regular Zone weirdness. Somewhere in the screaming wilderness is a man, if man he still is, with the Holy Grail.

He might be carrying a glass mug stained eternally with the blood of our Lord and saviour Jesus that can cure every ailment up to and including death but the man carrying this cup came out of Paris.

Nobody comes out of Paris.
This man came out of Paris.
>>
>>67332225
And the artifact that was found could lead to his trail. A trail blazed by something that came out of Paris. That would be quite the interesting path to follow.

I feel like the setup “Death Road to Cornwall” would be one of the earlier quests, since it’s basically a “this is what this setting is about” quest. The actual venture into France would be much later when the party is actually prepared for it.
>>
>>67332474
If a party do want to do that, they could be anything from knights in petty kingdom squabbles to mercenaries
>>
>>67332225
I propose that they call themselves “A Man”.
It’s usually said fairly quickly in his ramblings, so there are several times where it sounds more like “Amen” instead.
He does not fight, he just moves on no matter the danger. So the players would have to really try to get his attention.
>>
>>67330467
What film is this from?
>>
>>67330467
>>67333817
Wait fuck ignore me I'm retarded
>>
Is anything actually going on in Warwickshire, Oxfordshire or the other major groups in the midlands like those rather ambitious Leicestershire farmers?
Currently the whole area is defined by its neutrality, but that also means nothing is happening there, aside from the normal petty squabbles and monster problems
Maybe that’s how it should be given all the chaos elsewhere
>>
>>67334866
That is the designated area of rest for the party to go for learning and escaping from the relative madness in the rest of the Isle.
You can still find stuff to do, like helping locate lost herds, procure a valuable book, transport messages, or get some lords to pledge funds to a certain cause.
>>
>>67330467
>>67330595
Would these guys be considered a form of Turned, or a form of Beast?
They are both former humans whose bodies were warped by the Zone, albeit artificially.
However, they have very little relation to humans in their actions. Those in the Red Army are basically mindless and act more as a super organism than a group of individuals. And the German Ghouls pretty much never work in groups more than two.
>>
USE border artillery engages a monstrous figure emerging from a zone-storm
>>
>>67333507
What are they capable of?
>>
>>67339252
Presumably A Man would be capable of going through the worst of the Zones because he's holding the Grail and any lingering effects would be washed away by it's purifying presence.

How does the Grail work you might wonder; It works how you want it to work.
Why does it work you might wonder; That's the wrong sort of question.

A Man presumably survived Paris because he was the one with the Grail in his backpack when they went in.
>>
>>67339943
A Man wasn’t sure how to use the Grail whole in Paris. A Man wouldn’t even be able to tell you how they escaped with it.
A Man just knows that he has seen horrors and is now moving on.
>>
>>67306067
I'm just wondering why it's called Kernow since nobody actually speaks the old Cornish language.

They also fucked up by not calling it Dumnonia and going full schizo-tech Arthurian.
>>
>>67339252
He wanders the old roads of Europe with the Grail. Sometimes he will stop at a house, a church, or a run-down shack and collapse to the ground for a time. Once he is rested he gets up and moves on.
If there is a pattern to his wandering, it would be hard for the players to see.
A Man has the ability to pacify the Zone around the area he’s in. Even the beasts and Turned dare not attack him.
For all this His rambling implies he isn’t unscarred.
A Man. He is Safe. A Man. He is out of Paris. A Man. He must keep going. A Man. He must get out of Paris. A Man. He is watched. A Man.
>>
>>67335528
Thing is everywhere else also has the common problems, could have something going on
>>
>>67342530
Most of their problems are with dealing directly with the Zone rather than other kingdoms. Oxfordshire, for example, is busy at keeping its trade route open and safe.
Norfolk, Suffolk, and Cambridgeshire get along fairly well at present. Worst problem they have are beasts wandering north from the Great London Swamp and buying safe passage from Sealand for trade with the USKS.
Of course there are still some lords throwing in some support for the sides in the many conflicts of the Isles by way of funds, mercenaries, and other games of politics. One never needs to look far to find someone who wants someone else dead or removed.
>>
well, warwickshire was slowly annexing bits of leiscester but then it abruptly became a country so the exercise in fort/road-building plotline i'd intended came to a halt.
At the moment it's sitting there plotting and stroking its possessions in Rutland and chittering about the precious.
>>
>>67343322
That actually sounds like the history of the Warwick Freehold. It was a group of people who took over enough forts and holding that people in the area saw them as the de-facto leaders. Now they’ve been around long enough that Oxfordshire recognizes them as one of their trade partners on the path north.
The lords of Leicestershire vary in their opinion of this. Some want the total control of the route they had before as well as the reclaimed zone lands, while others don’t care since they are still holding the only land routes to the eastern kingdoms (and from there the USKS) and still put tariffs on the imports and exports. So despite the loss of land, the status quo hasn’t changed all that much.
So the main conflict of the middle kingdoms would be the subtle politics rather than any open conflict.
>>
>>67343479
er. that's not the history of warwickshire and i still don't know where the freehold bit came from, which is one of the reasons i don't like the map, as it directly contradicts everything i wrote about the county before we had a map.
>>
>>67343788
Then what was the history you had?
>>
>>67343797
it's in the archives, but essentially warwickshire at pod had the unusual combo of the earl of warwick also being the mayor of warwick, irl, so he and his people basically bunkered up in his family home, the uk's strongest surviving castle, that also happened to have a vast collection of period armaments in it.
When the dust settled the earl was both the legitimate local government and the man running the big fort with all the swords, power flowed to him and his naturally.
i also covered military layout, industries, mad wizard do-gooders, mercenary companies, the whole nine yards.
the midlands being neutral thing was a direct outgrowth of a post i made about warwickshire refusing pointblank to get pulled into playing kingmaker again.
>>
>>67344030
I don’t mean to come across as contrary, but that can still fit with the current map.
The first earl being the mayor is the result of surviving the war, which was about 200 years before the “present” time in-universe.
So all that really needs to happen is that sometime during those two centuries Leicestershire came into power in the region due to the Warwick rulers becoming weak, but the area is still mostly self governed. Then the local leaders turn over to competent people and once again become the de-facto leaders.
Also, their denial to play kingmaker could be the reason people call the place Freehold.
>>
>>67247308
Archived!

Possible new thread prompt: what is the politics of the eastern and middle kingdoms?
>>
>>67344262
the problem is i've made on-going references to them continuing to do things like annex rutland and build trade roads out to lincolnshire and oxford and so forth, they haven't been static, nor has the area been a vacuum, so having leicestershire abruptly appear in the last map update was a pain in the arse, but i'm rolling with it, yet i'm not willing to completely redo how the faction behaves as a result of said update.
warwick is my pet project basically.
>>
>>67344497
Oh, I get you. So then it would be prudent to better hammer out what is going on in the middle and eastern kingdoms.
>>
>>67344397
>>67344640
That sounds good, along with the smaller scale state of things, as parties may just be passing through and not be involved in the major stuff
>>
>>67345487
We’re getting close to the limit, so I’m going to go and start a new thread.
>>
>>67262557
>>67262044
>>67261720
>>67261276
>>67261238

Let's not turn this into a /pol/ thread now
>>
>>67344497
Sounds interesting. Hope to see more!
>>
>>67330467
>>
>>67330595
It’s hard to find pictures of biologically mutated soldiers.
>>
>>67247308
New thread!
>>67345810
>>
>>67261238
No.
>>
>>67329890
Ghoulish Liberia has also been mentioned



Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.