CHOOSE YOUR HOMETOWN

A combination of global warming, weather modification and nuclear war, have caused the polar ice caps to completely melt away, destroying coastal cities and creating new coastlines across the planet. In some locations drought, high winds and crippling heat has transformed once lush environments into desert wastelands. In other areas, entire cities have been consumed by Mother Nature.

CHOOSE HOMETOWN
BANISHED FORTIFIED ENCAMPMENT RAIDER CAMP
BARONY GANG TERRITORY SHANTY TOWN
CAVE LOW EARTH ORBIT SLAVE CAMP
CITY-STATE LUNAR OUTPOST SWAMPLANDS
CORPORATE TERRITORY MILITARY BASE UNDERGROUND BUNKER
FARMING SETTLEMENT MONASTERY UNKNOWN
FISHING VILLAGE RADIATION ZONE WASTELANDS


BANISHED

When banished, or exiled, you no longer have a place to call home and therefore, you no longer receive any hometown bonuses. Those who have been banished can never return home and are forced to wander the wastelands for all eternity. Being banished is like being cursed, in that you will have a never-ending run of bad luck. However, unlike other curses which can be removed by a priest, banishments can never be undone.

HOMETOWN BONUSES

Disadvantages: Unlucky

BACK TO TOP  »

BARONY

With the loss of many modern day amenities, many people reverted to a medieval way of life. Many small groups of people settled into villages or townships, where either an elected leader or self-appointed ruler stepped up to lead the survivors. Regardless of how the new ruler came into power, he or she eventually declares him or herself, to be Baron or Baroness and everything and everyone under their domain is now property of the Baron. Barons retain their power and authority by employing armies of mercenaries to control their subjects and to enforce their rule of law.

Baronies are scattered throughout the ruins of North America. Adventurers who stumble upon a barony, risk becoming loyal subjects to the local baron and will be forced to forfeit all of their belongings to the ruler. Refusing to forfeit weapons, armor and other gear will result in imprisonment and possibly execution.

HOMETOWN BONUSES

Advantages: Contact (Mercenary)
Skills: Barter +1, Crafting +1 and Repair +1

COMMON CREATURES AND NPCS

Each Barony is led by a baron or baroness and is protected by a group of mercenaries. Bangtails are commonly found near bars and other meeting places. Commoners consist of farmers, sanitation workers, miners, carpenters, mechanics and other similar professions.

BACK TO TOP  »

CAVE

Fearing widespread devastation and war taking place across the Earth’s surface, many people fled underground into various caves and caverns to escape the violence and devastation taking place on the surface above. These locations offered protection from the dangers above ground, but offered another source of danger; groups isolated beneath ground for several years became insane and due to starvation and disease, many became cannibals and others transformed ghoulish creatures that can see in the dark. Even after returning to the earth’s surface, many of these survivors retained their taste for human flesh.

HOMETOWN BONUSES

Advantages: Night Vision
Skills: Hide +1, Survival +1 and Tracking +1

COMMON CREATURES AND NPCS

The only characters and creatures that come from these locations are cannibals, ghouls, cave rats and bats. Bears and wolves can sometimes be found living in abandoned caves.

BACK TO TOP  »

CITY-STATE

City-States are massive, sprawling, independent cities with their own centralized state government, which is usually controlled by one of the mega-corporations. Most city-states, while independent, operate collectively as part of the New World Order and every citizen of these city-states must accept the Mark in order to purchase goods and services, access any building or vehicle and much more.

It is easy to get lost in the expanses of these urban jungles. Easily rivaling the largest cities from the twenty first century, city-states are too large to detail out fully. Common features include: industrial districts, medical facilities, shopping centers, distribution centers, entertainment districts, military and government facilities, corporate buildings, sewage and sanitation processing plants, black markets, enclaves and tenements.

HOMETOWN BONUSES

Advantages: Educated
Skills: Barter +1, Computers +1 and Survival +1

COMMON CREATURES AND NPCS

City-states are home to characters of almost every profession; from bangtails and bartenders, bodyguards, carpenters, mechanics, security enforcers, sanitation workers and elite corporate execs.

BACK TO TOP  »

CORPORATE TERRITORY

Land owned by a corporation falls under the laws of that corporation and is subject to the petty whims of the corporate leaders, security Enforcers and the demonic entities that manipulates or dominates said corporations. Corporate territories are often contested by competing corporations and constant power struggles are commonplace. Corporate citizens of most corporate territories are required to accept the Mark of the Beast.

Corporate territories are segregated based on shield, or socio-economic class, and access to most areas are restricted to members of certain shields. For example, laboratories and R&D departments may be restricted to scientists (green shield), CEOs (gold shields) and Enforcers (Red Shields), whereas the markets can be accessed by members of every social class.

HOMETOWN BONUSES

Advantages: Contact (Corporate)
Skills: Barter +1, Computers +1 and Electronics +1

COMMON CREATURES AND NPCS

Corporate Territories are inhabited by corporate execs, Enforcers, AIO agents, OMS Light-bearers, merchants and a few commoners here and there.

BACK TO TOP  »

FARMING SETTLEMENT

Although most of the world has fallen to ruin, with blistering heat and scorching winds, there are a few scattered farming settlements that can be found here and there. Unfortunately, the earth no longer yields a bountiful harvest. Lack of water and fertilizer makes farming futile at best. A typical farming settlement will consist of one small farmhouse, a barn or hayloft, a tool shed and a green house. Larger farms will include additional houses for multiple families or hired help. Fields surrounding the farming settlement will contain an assortment of hardy fruits and vegetables. Most farms will include livestock and other barnyard animals.

As a result of nuclear fallout, high winds and acid rain, it is extremely difficult to grow edible foods. Most of the plants and trees that do manage to grow are poisonous or too withered to bear fruit. However, you may find a few farming communities along the Great Salt Sea to the east, or further south near Little Big Rock. Due to constant raids and attacks by mutant cannibals, these small communities are suspicious of strangers.

HOMETOWN BONUSES

Advantages: Strong Back
Skills: Repair +1, Ride +1and Survival +1

COMMON CREATURES AND NPCS

Farming Settlements are inhabited by farmers, slaves and various farm animals such as cows, chickens, horses, pigs, etc.

BACK TO TOP  »

FISHING VILLAGE

Fishing villages are common along coastal regions, near lakes and rivers and other large bodies of water. Some fishing villages are built upon old ports and harbors, utilizing existing docks and salvaging old boats left over from before the war. Other fishing villages are built near bodies of water that contain bountiful fish. These villages are built out of whatever materials are available, and may resemble shanty towns.

HOMETOWN BONUSES

Advantages: Hold Breath
Skills: Drive +1, Repair +1 and Survival +1

COMMON CREATURES AND NPCS

Fishing Villages and surrounding areas are occupied by fishermen, fish and other aquatic animals. Fishing Villages located near swamplands may be crawling alligators, poisonous snakes and swampies.

BACK TO TOP  »

FORTIFIED ENCAMPMENT

Many towns and villages fortify their locations with whatever materials they had at their disposal. In some cases, simple chain-linked fences were erected around the entire village or camp, while other encampments fortified their area with fences of junk and vehicles stacked on top of each other.

Fortified encampments offer a reasonable level of security for the inhabitants, but they also come with their own dangers. Many fortified encampments are targeted by gangs of raiders, who seek to slay all of the inhabitants in order to seize control of the fortification and the spoils of war that come with it.

HOMETOWN BONUSES

Advantages: Adept
Skills: Crafting +1, Salvaging +1 and Scrounging +1

COMMON CREATURES AND NPCS

This environment may contain an assortment of commoners, bartenders, bangtails, handymen, scavengers, scavengers, mercenaries and mechanics. Depending on where the Fortified Encampment is located, various animals, mutants and demonic entities may also be found.

BACK TO TOP  »

GANG TERRITORY

Gang territories are usually fairly easy to identify; just look for graffiti, such as gang symbols, painted on buildings and fences. Each gang has their own set of symbols and markings, which can be used to identify gang turf, or territories.

When entering a city, village or pre-dark ruins you should look around and see if you notice any graffiti that will give away any sort of gang activity. Keep an eye open for signs and symbols of gang activity wherever you go during your travels. One of the last things you want to do is to accidentally walk into gang territory unprepared.

HOMETOWN BONUSES

Advantages: Imposing Presence
Skills: Forced Entry +1, Intimidation +1 and Lock Picking +1

COMMON CREATURES AND NPCS

Gang Territories are inhabited by gangsters, criminals, bangtails, scavengers, scavengers, mechanics and Black Market merchants. Dogs and cats are commonly kept as pets, although wild and feral animals are also common in these environments.

BACK TO TOP  »

LOW EARTH ORBIT

You were born and raised in Low Earth Orbit, likely aboard the Independence Orbital Transfer Hub, and are still trying to adjust to Earth's crushing gravity. You have spent countless hours staring at the Earth rotating below, longing to feel the ground beneath your feet and the wind in your hair. Now that you have spent some time on the Earth's surface, the brutal reality of life on Earth is now dawning on you.

HOMETOWN BONUSES

Advantages: Enhanced Metabolism
Disadvantages: Bad Back
Skills: Computers +1, Electronics +1 and Science +1

COMMON CREATURES AND NPCS

Low Earth Orbit is inhabited by corporate citizens, scientists, engineers, politicians, and corporate security forces. Genetically engineered fish and reptiles are commonly kept as pets, although there may be various insects, rodents and other critters roaming the spacecraft.

BACK TO TOP  »

LUNAR OUTPOST

Growing up on a Lunar Outpost has left you unprepared for life on Earth. You are more at home in the confined spaces of the domes and inflatable habitats on the moon than in the outdoors of the wastelands.

HOMETOWN BONUSES

Advantages: Educated
Disadvantages: Weak Immune System
Skills: Computers +1, Crafting +1 and Electronics +1

COMMON CREATURES AND NPCS

Lunar Outposts are inhabited by corporate citizens, scientists, engineers and corporate security forces. Genetically engineered birds and fish are commonly kept as pets, although there may be various insects, rodents and other critters roaming the outpost.

BACK TO TOP  »

MILITARY BASE

Either as a military brat, or prior-serviceman, you have lived most of your life on a military installation. Along the way, you have picked up a few skills and survival techniques.

HOMETOWN BONUSES

Advantages: Combat Sense
Skills: Firearms +1, Intimidation +1 and Survival +1

COMMON CREATURES AND NPCS

Military Bases are inhabited by soldiers, pilots, security forces and military dependents. Security dogs, trained to sniff out explosives, drugs and other contraband are normally kept in a secure kennel, but several can be found along the perimeter.

BACK TO TOP  »

MONASTERY

Growing up on a monastery, surrounded by monks, nuns or priests has softened you to the harsh realities of the world around you. You have spent your life dedicated to the gods and to helping the needy.

HOMETOWN BONUSES

Advantages: Blessed
Skills: Crafting +1, Empathy +1 and Occult +1

COMMON CREATURES AND NPCS

Monasteries are inhabited by priests, monks, nuns, monastics, and pilgrims. Goats, cows, chickens, pigs and other livestock are usually kept along with dogs, cats and other pets.

BACK TO TOP  »

RADIATION ZONE

Radiation zones are pockets of high levels of radiation. These areas can range in size from 10 foot bomb craters or entire city blocks of crumbling ruins. Adventurers should avoid entering a radiation zone at all costs, even with Radiation Suits on, as they risk death from radiation sickness or attacks from mutant abominations.

HOMETOWN BONUSES

Advantages: Natural Immunity (Radiation)
Disadvantage: Mutation (choose one)
Skills: Scrounging +1 and Survival +1

COMMON CREATURES AND NPCS

Radiation Zones are home to mutant animals, muties, super mutants and other mutant abominations.

BACK TO TOP  »

RAIDER CAMP

Located along the coastal regions, you will find most of your raiding camps. These camps are independent territories and are usually found in or near city ruins and are typically located in abandoned warehouses, schools or hospitals, but also found in crumbling churches or fire stations.

HOMETOWN BONUSES

Advantages: Expert Scavenging
Skills: Barter +1, Intimidation +1 and Salvaging +1

COMMON CREATURES AND NPCS

Raider Camps are inhabited by raiders, mechanics, scavengers and other menacing lowlifes. Raiders commonly keep attack dogs and may use horses and other mounts.

BACK TO TOP  »

SHANTY TOWN

Shanty towns can be found along rivers and coastal regions, surrounding nearly every major city-state and along trade routes. A Shanty town is a slum settlement consisting of impoverished people living in dwellings made from an assortment of scrap material (plywood, bricks, sheets of plastic, corrugated metal, etc.).

These settlements are dangerous places and should not be entered at night...or ever for that matter. Most shanty towns, as with most of the world, do not have proper sewage disposal, running water or electricity. They have high crime rates, suicide, drug use, demonic possessions and rampant disease.

HOMETOWN BONUSES

Disadvantages: Repulsive or Weak Immune System
Skills: Salvaging +1 and Scrounging +1

COMMON CREATURES AND NPCS

Shanty towns are home to hundreds, if not thousands, of commoners, scavengers, criminals and the homeless. Rats, rabid dogs and vultures are common throughout these environments.

BACK TO TOP  »

SLAVE CAMP

Slave Camps are staging grounds used by Slavers (human smugglers) to hold their victims prior to transport. Slavers working for the Body Sharks and ultimately for demonic overlords, force countless slaves away from their homes and families into these concentration-style slave camps where they will eventually be transported elsewhere to work in labor camps or be sold on the Black Market as sex slaves.

It is assumed that characters from this location were once slaves that lived within a slave camp for an extended period of time and either escaped, sold or otherwise set free. Slave camps can be found within the USC include Richmond, Savannah Harbor, Mobile, Nashville, Columbus and Cleaver Land.

HOMETOWN BONUSES

Advantages: Clean Slate
Skills: Barter +1, Seduction +1 and Survival +1

COMMON CREATURES AND NPCS

Slave Camps are inhabited by slavers, slaves, guard dogs and attack dogs. Some slavers may use horses to pull their slave wagons.

BACK TO TOP  »

SWAMPLANDS

Vast coastal regions, especially along rivers and streams, are covered by swamps. Swamps and marshes also form along the shores of large lakes. Some swamps have hammocks, or dry-land protrusions, covered by poisonous vegetation and deadly creatures.

The Great Southern Marsh is the best example of this environment and can be found at the southern-most tip of the United Settlements and Colonies. Many survivors living here have mutated to adapt to their habitat. Swamp people, commonly referred to as “swampies,” have been warped and mutated by a combination of powerful magic and deadly toxins found in the swamps.

HOMETOWN BONUSES

Advantage: Natural Immunity
Disadvantage: Mutation (choose one)
Skills: Fishing +1, Survival +1 and Tracking +1

COMMON CREATURES AND NPCS

Swamps, marshes and other wetlands are home to all sorts of creepy crawlies; from alligators and crocodiles, snakes, spiders, various fish and other aquatic animals. Swampies, fishermen and backwater swamp people are also common in these environments.

BACK TO TOP  »

UNDERGROUND BUNKER

You or your parents were laughed at by friends and neighbors, when they learned that you were building an underground bunker in your backyard. You and your family have survived on minimal rations and water, completely cut off from society for several years. Now supplies running dangerously low and you have decided that it is time to leave the bunker and explore the wastelands above.

HOMETOWN BONUSES

Advantages: Educated
Skills: Entertainment +1, Repair +1 and Salvaging +1

COMMON CREATURES AND NPCS

Underground Bunkers are typically inhabited by one or two families and their pets. Larger communal bunkers can house up to six families.

BACK TO TOP  »

UNKNOWN

For whatever reason, you left home long ago and no longer remember the house you grew up in or even the name of the city you are from. There are several reasons why someone would not know where they are from: they were born in a lab, they have selective amnesia, there memories have been erased or otherwise repressed.

HOMETOWN BONUSES

Advantages: Arcane Sight, Dead Speak, Telekinesis and Telepathy
Disdvantages: Amnesia, Haunted, Insomnia and Tremors
Skills: Acrobatics +1, Alchemy +1, Exotic Weapons +1 and Musical Instrument +1

BACK TO TOP  »

WASTELANDS

Due to world-wide economic collapse, many governments fell to ruin and once prosperous cities and great towns are now destroyed and uninhabited. Over the course of several years without human intervention, the forces of nature began to replace the magnificent structures of stone and steel with mighty forests of trees and vines. Aside from areas too hot or arid to support life, most of the land is covered by thick, dark forests that hide all manner of dangerous creatures.

Wandering the vast wastelands will provide ample opportunities for action and adventure. But be warned, it is easy to get lost when traveling the wastelands without a map and compass, or an experienced guide.

HOMETOWN BONUSES

Advantages: Absolute Orientation
Skills: Hunting +1, Scrounging +1 and Tracking +1

COMMON CREATURES AND NPCS

Hunters, salvagers and scavengers can be found searching forests and woodlands in search for food. Deer, rabbits, squirrels, wolves and birds of all shapes and sizes live in these environments.

BACK TO TOP  »