FLOWER CHILDREN

A Gamma World-Alternity PBEM


ORIGINAL POST TO FIND PLAYERS

The small valley you call home is about to go through drastic changes. The supply caravan hasn't made it through this year, metal for ammo is at its all-time lowest and the live harvester has broken one of its arms. Old-man Hecksher reports that strange creatures have ventured closer and closer to the village making the southern outpost the most dangerous guard duty in the flower valley. Yes, the 'peaceful' existence that has been the norm since anyone can remember is about to change and rumors run rampart as to how the village council will deal with the situation.

Greetings fellow roleplayers and welcome to the Gamma World. A bit about myself, I’ve been roleplaying for over 17 years and a big fan of Gamma World (2nd edition). I got hooked on Alternity this past year and could not believe my luck when Gamma World was revived under these most excellent rules. I am also an avid amateur writer, which is one of the reasons why this type of game appeals so much to me.

I am looking for 3 to 5 starting characters. The game will NOT be first come first serve and we will take time to develop characters for it. It will have action as well as problem solving so a good mix of professions is recommended. The format will be about two turn recaps per week and I will do all the dice rolling (a PBEM game is slow enough already). I am looking for roleplayers whose turn replies are NOT a one sentence reply. Remember that I am here to be entertained just as much as you.

If this sounds like a game for you, then send me a character (name, race, professions) with the following sections: a) appearance (what other people see when looking at you, physical characteristics, clothing, items, etc.), b) history (where your character comes from, what has he done, how he acquired his skills, etc.), c) personality (what he likes to do, his fears, his manners, his favorite sayings, etc.). Please make the characters interesting, the strong and silent type just don't cut it in this type of game; you don’t have to send clowns either.We will be using the Alternity Rules System for the PBEM. You can send ‘stats’ along with the required sections if you so wish (See PBEM Rules below). If you are not familiar with the rules system (shame on you :)), we will work together to convert whatever rule system you are used to playing Gamma World with. Characters will be judged and selected based on the above mentioned sections.

Please tell me a bit about yourself, your interest for PBEMs and Alternity and your experience in the Gamma World including what commercial materials you have access to. I will accept character submission until June 16th and reply to everyone who has put time and effort into their submittals.

Have fun and keep gaming.

Fabian

 


FLOWER CHILDREN VILLAGE

Location

The village is in a valley bordered by hills that slowly give rise to mountains on the north and east. A wasteland desert surrounds the village on the south and west parts. The village itself is set in a lush valley fed by streams trickling down from the mountains. The land is fertile and farmed by the villagers. There are about 2,000 to 3,000 people living in the valley and the population has been slowly increasing over the past few years. The villagers consists of mainly humans, humanoids and mutated animals all living in harmony. The village was built on the ruins of an ancient agricultural research station. The old buildings have been refitted with logs and stone to make the current dwellings. Roughly one half the population lives in the village proper. The other half of the population lives on farms surrounding the center of the valley.

Main activities

There are two manned outposts to keep marauding bands of muties out of the valley, one on the south and one on the west. Trouble from the hills is rare and the hunters and trappers are enough to give the town an advanced warning and take care of any threats. The village also has a small mounted militia that patrols the valley providing support to the two outposts.

Farming is done by a mixture of ancient technology and newer but cruder methods using beasts of burden to provide the muscle. There are three working 'farming machines' that are used by the community. These all-purpose robot-vehicles aid in all tasks of the harvest and are kept running by the village mechanics. A small solar power station is still functional and serves to power what little ancient technology is still working.

There is also a small medical laboratory that has better capabilities for treating animals than it does for treating humans. Fortunately, the medical robots can be 'persuaded' to treat humans and humanoids to the best of their ability. These robots are complemented with natural medicines that are gathered from the valley and others brought over by the traders.

A primitive foundry has been built but it lacks raw resources. The foundry mainly serves to outfit the different mounts or pack animals but can make crude flintlocks and ammunition. Unfortunately, the only raw material it has is brought in from the caravan once a year or whatever can be scavenged from the decaying machinery.

The real reason the village is there is the glowing flower fields that sprout every year. It is also the only reason that the trading caravan comes for. The traders care very little for the other items that the village produced and, therefore, the whole village production has been focused on flower seeds. The flower fields are part of the communal grounds and its entire 'exporting' industry. The only other farm products grown are for the villagers' diet, which is augmented by the hunters and couple of small herd animals ranches. In return for the flowers' seeds, the traders bring in raw metal, spare parts for the machines, salt and gun powder. The trader caravan is very cautious and has never taken a villager back out with them. The caravan consists of a large convoy of armored vehicles.

Isolation

None of the villagers have ventured from the valley. Hunters have tried to find a path through the mountains to no avail. As previously stated, the trader caravan has never accepted a passenger on their convoys out of the village. It is believed that the traders fear the village coming out into the world and loosing their exclusive rights to trade for the flower seeds. No has dared cross the wasteland desert. Every year or so, someone will try to leave but they are never heard off again. The villagers have grown complacent over the years and find no real reason to leave the place.

Here are some ideas of where the players came from and what they could have been doing. The list is not all-inclusive so ask me for anything in particular that you have in mind. I am accepting mutated animals but they should be 'humanized' (capable of speech, prehensile hands, etc.). Mutant plants are just too weird for my GW to have as player characters. Progress level is ‘Gamma Age’ with some ‘Ancient Age’ technology so get back to me about what items you may start play with (not more than one and it should be tied to your background; no ‘Shadow Age’ equipment for PCs). This is your world as much as mine so if you want something in particular for your player background, talk to me about it.

Examples (not all inclusive)


General Rules for PBEM


PLAYERS

I would like to thank all of my great players who make this game possible just as much I do. I set up a mean stage but they do the best acting.

Meet the heroes of the game:

Cooger (male mutant combat spec/outdoorsman)

Gray (female ark combat spec/outpost guard)

Huckle (male mutant tech op/healer)

Jo (male human combat spec/ex-caravan guard)

Lynnyth (female mutant diplomat/entertainer)

Navitek (male android tech op/engineer)


TURNS

Read the turns played so far:

Turn 1 - The Summons

Turn 2 - Volunteers

Turn 3 - Partings

Turn 4 - Campfire

Turn 5 - Rat Pack

Turn 6 - Retreat

Turn 7 - Frozen Android

Turn 8 - Rest Stop

Turn 9 - The Lair

Turn 10 - The Parn

Turn 11 - Below Ground

Turn 12 - Leadership

Turn 13 - Wrapping Things Up

Turn 14 - Betsy

Turn 15 - Clues

Turn 16 - Deep South

Turn 17 - Jackrabbit Rider

I welcome all comments, suggestions, and/or questions. Please email me.


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