Revising Canon in a "Makes Sense" Way (HoE Classic

All discussions about the Wasted West and Way Out West settings. If system specific, please note in the subject line, [SW], [Classic], or [d20].

Moderators: PEG Jodi, The Moderators

Message
Author
Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#81 Postby Yendorma » Sat Aug 17, 2013 6:59 pm

And the Mackinac Bridge (tentatively going to have it referred to as Charon).

Mackinac Bridge

Fourth largest bridge upon its completion (opened to traffic Nov. 1 1957), it was a primary source of travel between Lower Michigan and Upper Michigan, connecting Mackinaw City and St. Ignace.

Five miles in length, 54 feet of road open to conventional traffic (later VTOL traffic lanes would be added above the road), it saw a decline in use over the decades, but still in use as of Judgment Day.

With the British and Canadian forces to the north, AA defensive equipment was added to it during the early 2070s, enabling it to withstand aerial attack and bombardment (at least that’s what the design specs called for). These consisted of early versions of the M-38 Sky Sweep (M-35 Sky Sweep, prone to overheating on a roll of 15 or more on 1d20, shuts down for 10 seconds/two rounds otherwise just the same as the M-38), deployed in pairs due to the laser overheating. A total of fifty of the M-35s were installed, complete with crews. but then primitive targeting AIs due to the need of manpower during the Last War, which possess Shootin’ of 3d8.

September 23, 2081, Judgment Day, traffic had been slow (due to the Great Lakes fighting), only 16,285 vehicles (cars, hovercycles, VTOLs, etc.) were using the bridge when a city buster detonated. How? Same manitou that planned the take over of Detroit (who also helped ‘inspire’ the bugged EMP ghost rock nuke), managed to ‘convince’ a cult to detonate a primitive city buster in the middle of the bridge. In a single explosive flash, the bridge, everyone on it and near it, went up in a ghost rock mushroom cloud just as the world was nuked to hell.

The purpose of the manitou’s actions? Rewarding a faithful lesser servant with higher responsibility, and freedom. Judgment Day, and the primitive ghost rock nuke, produced conditions just right for the manitou to break free of the Hunting Grounds and replace the bridge. The bridge reappeared once all the ghost rock nukes finished detonating around the world, just as before the blast took it out, but with several demonic changes. The timing, mass death, cultists, enabled the manitou to replace the bridge, recreating it entirely, minus commuters (their vehicles remained, but empty).

It now (as of 2091) functions as a demonic toll bridge, whether one crosses over, or passes under. The vehicles present on the bridge never leave the length/span, look brand new (fresh off the line), and are always positioned in a gridlock fashion (blocking passage to all). Passing under is easier (but more dangerous) than crossing it from one end to the other, as the bridge has limited means to attack those below (but still very dangerous and deadly).

Any who approach from land or water, will see a large road sign, with a smaller (but still large) one on either side of the bridge. Each sign carries (nearly) the same message: “Pay the toll or take your chances. No Human Sacrifices. No Animal Sacrifices. Price is one item per person. Looting will not be tolerated.” For those that can’t read, there are pictograms that represent the same message.

The signs at either end of the bridge have an additional feature and message, “Press buzzer, wait to pay toll.” With a rather normal looking buzzer (brass doorbell in appearance) beneath the sign.

For those that press the buzzer and wait, will hear over the closest loudspeaker (or barring that, from the radio of the nearest vehicle), “One meal, one canteen, or one object per person. Abominations accepted, and encouraged.”

Given the bridge manitou’s curiosity, an unusual item, such as a book, data slug, a child’s toy, and similar, pays for the toll. As for abominations, it prefers these since the area is a Deadlands, whatever abominations are sacrificed to the bridge, is consumed and increases its’ power. A simple item or object will purchase safe passage from one end to the other, as well as security (if being chased, the toll is paid, unless the people doing the chasing pay the toll, they face the bridge’s wrath). And yes, if people are being chased by abominations, that is considered payment. An abomination will pay for a number of crossings equal to the abomination’s spirit (spirit die type).

Once paid, the vehicles blocking the bridge opening part nearly like tall grass before a large being, and the folks who paid can cross safely. If necessary, vehicle lights will turn on (just enough to illuminate the way, not enough to blind or highlight the folks crossing).

For boats and the like trying to pass underneath, the toll is the same, tossed into baskets hanging down from under the bridge (or, in the case of abominations, being chased counts).

Trying to cross without paying is tricky, and easier to do on the lake than on the bridge itself. Attempting to cross on the bridge without paying is a contested Sneak (or Drivin’ or Ridin’ roll) vs. the bridge’s Search. Trying to cross while in a vehicle is possible, but trickier (Drivin’ or Ridin’ roll penalized by the vehicle’s Size in place of Sneak). Those trying to cross by the water (such as passing under the bridge), have a somewhat easier task (the person trying to cross in a boat has a bonus of +2 to the roll unless it’s motorized, then no bonus or penalty). The bridge doesn’t care if folks travel from coast to coast, as long as they don’t get within 300 yards of the bridge (but given the large presence of bloats, aquatic abominations, and Lake Pirates, it is much safer to pay the toll and cross safely).

Failing in the roll, wakens the bridge (another contested roll, but this time, the Bridge’s TN is 3, not 5). If this succeeds, it’s tracked down the ‘trespassers’ at which point it will demand payment. Unless paid immediately, the bridge will attack. If caught on the road, vehicles come to life and will hound the posse (two vehicles per posse member). Those crossing by water will be attacked by large spans of wire swinging down to strike. Another favorite attack method is New Jersey (the Toxic Shaman spell of the same name); either opens a hole to trap then crush someone, or opens a hole straight down to the water (that’s a 155 foot drop brainer, more than enough to usually kill anything that drops down).

There is also one little trick most folks won’t realize. It’s too large to pay attention to the entire span, able to only focus on 2.5 miles of the 5 mile span (the upside, this 2.5 mile coverage spans as high as the bridge is tall, and as deep as the bridge reaches). It splits this coverage, focusing on the first and last half mile, half a mile in the center, and the last mile it rotates as needed (it takes 5 minutes to shift it an entire measurement). Those who actually manage to slip past onto an unwatched portion of the bridge will be fine, provided they don’t try to loot a car, smash one up, or similar (that alerts the bridge, and it’ll focus in on what’s what, but this’ll take about five minutes).

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#82 Postby Yendorma » Thu Aug 29, 2013 10:40 pm

Not quite Upper Michigan, the idea is still rough, but oh so unsettling.

St. Martin Island Lighthouse

As with almost all of the lighthouses in Michigan, St. Martin Island Lighthouse was automated by the 1990s, the standard white light replaced by red and white panels (which flashes red/white lights essentially). Closed to the public, it is managed by a partnership with the Little Traverse Bay Band of the Odawa Indian Nation and the Coast Guard. Two acres in size, the island’s sole buildings are the lighthouse itself (75 feet tall, and the light can be seen out to 18 miles) and the abandoned lightkeeper’s house. This remained true until 2017.

The assassination of President Everett Sandusky (found gutted in his room in the White House) in 2016 [killed by Russian Syker Akilina Svetlova, Brain Burners], lead to a crack down on unregistered sykers [this is speculation mind you, but would fit, since if an enemy syker could kill the president, what could an unregistered one do?]. One such person, Doctor ? ?, an unknown triple threat (employed by Pentacorp, she couldn’t get the handle of witchcraft, but managed to grab the skills necessary for hexes and mad science, and an unknown greenie as well), felt herself threatened by the sudden crackdown, made a proposal to her superiors in Pentacorp. Cloning technology, with a focus on making cybernetics more human friendly (and later, with the revelation of cyborgs, that as well). More human friendly, but with the undercurrent of making those with cybernetics into puppets (take over their cybernetics from afar, especially those with three to four limbs replaced, or just make a cybernetic arm smash into a target marked for assassination).

Pentacorp approved the project, and even went one step further, a secret facility built in the middle of nowhere, supplied by hidden means. The site chosen would be St. Martin Island, specifically under the lighthouse and lightkeeper house. Ownership and maintenance shared between the Odawa Indian Nation and the Coast Guard was easy enough to convince both groups to sell responsibility to a private party. Union would see resources freed up for the military industrial-complex, and the Odawa Indian Nation concessions they were after.

All the facility construction was done underground, digging down extremely deep, then horizontal, and up underneath St. Martin Island. While the underground portion was being built, a second Pentacorp front company worked on restoring the lightkeeper house and the lighthouse proper. Given the level of secrecy involved, what would have been a five year project (the underground construction) turned into a decade, during which Doctor ? would continue her research in a Pentacorp facility until it was finished.

The facility was finished in 2027, fully stocked throughout 2028, and activated in 2029. The Agency, and other groups were occupied with the second rise of Acheron (whom was defeated in 2028, and the Poverty Island Cult wiped out in December 2029), which helped conceal the stocking, then later activation, of the facility. Nowhere near as extensive as the Devil’s Tower, it contained enough levels and facilities to be almost entirely self sufficient (hydroponics, civilian and military grade water filtration to tap the nearby lake, disguised submarine bay and doors used as the primary supply means, secondary exit in the lighthouse, and the ‘main’ exit for personnel, in the lightkeeper house basement).

Stocked, staffed, and activated, the research began. Using volunteers (i.e. snatching homeless and other folks no one would miss, and primitive cloning), they began in earnest to figure out how to make the cybernetics more people friendly (the primary motive of course being able to take control remotely, without being discovered). Cybernetic heart suddenly stopping, an arm lashing out and killing someone, all of which appealed to the researchers of the project. Note: Marshal, this project was based on the living using cybernetics, not Deaders (as in Cyborgs), since until the early 2020s (2030s? It is not specifically dated), the tech to make cans (harrowed cyborgs) was completely top secret, known only to The Agency, and then the U.S. military (post 1999), and eventually stolen/leaked by the C.S.A., which took off around the world.

The leak of cyborg (Can) technology in the 2020s, early 2030s, gave the project the break it needed, at least in the area of control (still working on the spirit friendly part, but that’s just the cover). With the brain mole and command & control cyborg technology, their project reached a breakthrough. The proper people paid off, studies published (all false of course), Pentacorp had a new line of cybernetics for the (civilian) market. The proper PR spin, and Pentacorp’s cybernetics became one of many choices for the consumer. Someone would have noticed the hidden features, but the discovery of the Faraway System in 2044 helped push almost everything aside of the public’s interest.

With the primary (secret) function of the project complete, the group turned its attention to both making them friendlier, and can technology. The accomplishment of subtle control of (civilian) cybernetics cleared further financing of the facility and the project itself, but far down the list compared to Rock Springs [Something about a Sword] and other projects.

Facility Levels
Level 1 – Maintenance/Vehicle Storage
Level 2 – Security
Level 3 – Living Quarters
Level 4 – Hydroponics (Level 4; also the primary power source, water filtration, and similar)
Level 5 – Tunnel Supply
Level 6 – Laboratories (secondary power source, water filtration, and similar)
Level 7 – “Volunteer Holding” (it’s the prison level Marshal)
Level 8 – The Dragon’s Den

Level 1 – Maintenance/Vehicle Storage
This level, closest to the surface, is where all vehicles and equipment underwent maintenance. Primarily due to the fact it had a bulk elevator capable of handling a semi-truck and some change that could raise up into a storage house (never used during the day prior to Judgment Day).

What few vehicles were allocated to the facility would be repaired here by trained personnel.

Level 2 – Security

More a maximum security prison than a real level thanks to the secrecy of the facility and what they did (and still do) therein. Automated sentry guns (monitored by security personnel), ten of the thirty automatons, multiple checkpoints (complete with locked doors, laid out in a fashion similar to an airlock), CCTV, and a suite of sensors keeping an eye on the facility itself, and topside. One of the more notable security features, biometric identification with medical scanner (no life signs, no passage).

Security personnel are heavily armed and armored, but their resources are not unlimited. As a security force, given the facility’s setup, security, and various safety measures, they’re more than enough to put down a threat. As an offensive force (such as if they were to become raiders or a conquering army), they lack the resources to launch an extended campaign (especially if they were to run into a force half their size, but just as well equipped).

There is no direct passage from the other levels to security, and from security to the surface. The surface has three passages (one in the lighthouse, one in the guardhouse, and the last in the store house, separate from the heavy duty platform) all of which lead down into Level 1. From Level 1, a security checkpoint ensures no one comes in or out without being recorded, and can lockdown the elevator that goes down to Level 3. Said elevator serves both personnel and supply purposes (it too is a heavy duty elevator), but only starts/stops in Level 2 and Level 3.

Level 3 – Living Quarters

Maximum use of space without sacrificing comfort (or causing claustrophobia), this level is where all facility members stay when not working. To prevent the occupants from going crazy with cabin fever, each quarter has a Sensoround installed, and a selection of slugs (all of which have an outdoor theme; urban traffic/noises, suburb, etc.), allowing the occupant to feel, smell and taste (as well as see) the experience.

Artificial lighting that could (and does) mimic sunlight (but not to things vulnerable to sunlight Marshal), movie theater, mess hall, various recreation facilities (indoor track, pool, gaming room, whole nine yards).

The elevator on this level connects Level 3 and Level 4. And yes, Marshal, there are emergency stairwells, but those only connect one level to the next (again, for security purposes).

Level 4 – Hydroponics (Level 4; also the primary power source, water filtration, and similar)
Located here is hydroponics (making the place almost entirely self sufficient), water filtration/storage, primary power source (atomic reactor from 2029 to 2050, ghost rock reactor from 2050+), and similar utility functions and rooms.

The elevator on this level only connects Level 4 to Level 5.

Level 5 – Tunnel Supply
From 2029 to Judgment Day, this level connected to the long tunnel used for bringing in supplies and taking projects out (the successful ones at least). It also served as a machine shop for manufacturing of parts needed down below (Level 1 has a machine shop as well). It served in both functions from 2029 until Judgment Day, at which point the various seismic disturbances collapsed the tunnel, security doors sealing it off at both Washington side and the facility side.

After Judgment Day, it will serve as workshop, storage, and similar.

The elevator connections to/from Level 5 to Level 6.

Level 6 – Laboratories (secondary power source, water filtration, and similar)
Locked down as heavily as Level 2, this is where all the experiments were (and still are) conducted. Volunteers brought up from Level 7 are brought here, experimented on, observed, and taken back down afterwards.

It has the facility’s secondary power source, water filtration and storage (always guarded by a pair of automatons).

The elevator connections to/from Level 6 to Level 7.

Level 7 – “Volunteer Holding” (it’s the prison level Marshal)
Here, volunteers are kept in what amounts to prison cells, each built to withstand a light combat can doped up on Rage. This level is also where the volunteers are fed, allowed to shower, limited exercise and similar. A self-contained computer network allows the vic…er volunteers, to access media of all sorts, keep an electronic journal, etc. (the things they put in are reviewed by staff for insight into how they’re coping, without acknowledging to the volunteer they know about the journal entries).

Level 8 – The Dragon’s Den
Rarely spoken of, and rarely visited by staff, is Pentacorp’s version of The Agency’s Pentagram that allows manitou binding. The manitou/abomination is placed inside of the circle and forced to engage in a battle of wills against a person on the outside. This is a Test o’ Wills, with two additional options: Mien vs. Cognition (trying to charm/talk the manitou into a bargain) or Spirit vs. Spirit.

If the manitou gets three or more raises (Broken on the Tests o’ Will table), the binding fails, and they are free to leave the circle and attack those present (hence why it has the fond name of ‘The Dragon’s Den’). This also means the manitou/abomination is either truly bound to the initiator, or truly free (the manitou is physically present, and can physically attack the initiator, hence the pay off of either it succeeds or fails). They usually attack the initiator in this case since the summoning process is akin to pulling dog through a mouse hole (i.e. it’s not a very pleasant experience for the manitou).

If the initiator gets three or more raises, just like the Hunting Grounds, the manitou/abomination is bound to the person who succeeded. The initiator cannot count coup on the defeated manitou/abomination, they either win complete servitude or end up as lunch.

For this reason, five automatons are permanently stationed in the Dragon’s Den, and access is restricted to only a few people.

Judgment Day and the Martin Facility
When the bombs flew on Judgment Day, the island, being nothing more than a lighthouse and house, was spared both direct hits, and near misses. Part of the facility was not as fortunate, mainly the construction tunnel used to bulk ship supplies without notice. The islands themselves were spared initial strikes (including the tunnel’s start point, Washington Island), but all of the seismic activity was not in the original design specs (Pentacorp didn’t count on so many nukes detonating at once, with as many shockwaves). The tunnel collapsed, both ends sealing off behind massive security doors (the collapse wasn’t counted on, but the need to close the tunnel for security purposes, was).

Contact with Pentacorp lost, all the personnel down below in the facility proper, they were on their own, and at the hands of the project head and her offspring.

Staff and Life in the Facility
Stocking included (limited) manufacturing facilities, prison cells, hydroponics, food, water, laboratories, submarine bay, security systems, communications, and ‘raw materials’ of all kinds (everything from chemicals to test subjects).

In 2029 when it was activated, all the staff were already there, everything from security to domestics to scientists. They had been brought to the area under blindfold, and only allowed to remove it once they were inside the facility proper (the salary they were being paid more than compensated for it, on top of being given free reign on the project).

Four hundred personnel came to call the place home: one hundred and twenty science and medical personnel, ninety security personnel (primarily for security breeches and the errant project), one hundred and twenty support personnel (custodians, cooks, etc.), and seventy “volunteers”. This doesn’t include the thirty automatons that called the place home.

The facility itself comprised of eight levels (nine counting the outside of the facility, such as the lighthouse and lightkeeper house), they were (top to bottom): Maintenance/Vehicle Storage (Level 1), Security (Level 2), Living Quarters (Level 3), Hydroponics (Level 4; also the primary power source, water filtration, and similar), Tunnel Supply (Level 5), Laboratories (Level 6; secondary power source, water filtration, and similar), “Volunteer Holding” (Level 7, it’s the prison level Marshal), and last, The Dragon’s Den (Level 8).

The need for “volunteers” stemmed from the fact the project required cybernetics to be implanted in a subject (the whole secondary purpose of ‘more spirit friendly’, primary of course being remote control of the cybernetics in question), and there weren’t that many folks missing the appropriate limbs or organs. Nothing went to waste however, as the project head possessed old journals on patchwork science (you can see where this is going Marshal).

Replacements, when the previous volunteers wore out, were brought in from all over the U.S., C.S., and West (and even from afar) on a routine basis, keeping the numbers consistent, allowing the research to continue uninterrupted. This was constant even with the discovery of Banshee in 2044, more so since Pentacorp “acquired” various schematics pertaining to making cyborgs (the Harrowed type), which was started in earnest in 2036 (they figured out the command and control function of cybernetics in 2033, which skyrocketed that project to its’ primary conclusion, and with the schematics in hand, began experimenting and building cans in 2036 onward).

Life in the facility proper all depended on who you were.
Scientific personnel, day in, day out, running experiments, compiling their findings, submitting up the chain to the project head, and from there to Pentacorp. Down time spent however the person wanted, with the exception that uncensored communication was forbidden (mainly to keep the place a secret, emails and the like would be shot along Pentacorp’s servers, changed up so as to appear to come from another place).

Security personnel were tasked with ensuring the safety of the occupants, keeping test subjects from escaping (often with extreme prejudice), monitoring the facility’s security measures (CCTV and similar). Downtime the same as scientific personnel.
Custodial personnel were, obviously, tasked with keeping the place clean, orderly, meals for each shift (unless a project deadline was looming, the facility only worked 8-3 and 3-11), and similar.

Volunteers”, well, treatment varied from clinical and precise (i.e. pain killers for surgery, firm but not unkind treatment), to sadistic and cruel. Overall, Marshal, it still wasn’t a good category to be in. Day to day life was basically Hell; experimentation, observation, lockdown, etc. When a volunteer couldn’t perform any further (expired during an experiment, experiment ran its course, etc.), they were often terminated and replaced with fresh vic…er, volunteers. Not all ended there, some were (and still are!) kept as pets, mascots, or darker things (I’ll leave that to your imagination Marshal).

The above were routine, day to day, year to year, for the occupants of the facility, with two exceptions. The first, July 4, 2063. The day the manitous (as a whole) stopped talking to mad scientists, which caused all mad science to grind to a halt (with the exception of ghost rock bombs, those were still going strong). Doctor ?, still a huckster and in charge of the facility (and thanks to hexes, has the body of a thirty year old even at fifty six at this point) dove into the heart of the matter (so to speak) by engaging various manitous via hexes. After wringing out several dozen (she’s in charge of the facility for a reason you know), discovered the cause, and began to pursue alternatives to Mad Science.

This development would parallel that of Ridley Velmer [The Junkman Cometh] and the foundations of what would eventually become known as Junker Science. The power source problem met an unusual side path. Manitous bound to a person would power a device, but given they possess a sick sense of humor, the devices were unreliable. Spirit Fetters, used by harrowed cyborgs to power their systems (within a trapped manitou), were a bit too expensive an option to use consistently. Unlike Junkers, this research would turn up (and first use) spirit batteries powered by manitous [treat the process the same as a normal Spirit Battery Marshal, but if it’s destroyed, the manitou will either be destroyed with it, set free, or set free on the Earth; consider them a reliability of 19 when near destruction and roll reliability, Minor Destroyed, Major Set Free to the Hunting Grounds, Catastrophic It’s free on Earth].

The second, September 23, 2081, Judgment Day. Half the staff were being rotated out to other locations, and new staff brought in, when the ghost rock nukes flew. Sixty science and medical personnel, forty-five security personnel, sixty support personnel, thirty five “volunteers” (the other half were terminated/recycled and the facility was expecting a shipment of thirty five more), but all thirty automatons, were present.

The destruction and chaos that followed lead to Doctor ? locking down the facility to weather it out. She gave the remaining staff an ultimatum: Stay on site and eventually rebuild, or take the Tunnel out. Given the Tunnel collapsed September 24, and she issued the ultimatum the evening of September 23, it boiled down to ‘stay or die’. Not surprisingly, after the bombs stopped, the facility still locked down (and pretty much fully equipped/stocked), only seven support personnel and three technicians opted to leave. They left…to Level 7, bringing the volunteer numbers up to 45.

Free of all former restraint, the remaining members stuck to their occupations like a tumblebleed on a victim, almost all from a sense of freedom from the norm. Given the nature of the projects, the staff present, it gave the inmates control of the prison (so to speak). Already borderline…strange, Judgment Day made them stranger, held together by the Doctor, the security of the facility, and the potential for...er…fun.

The vehicles present included ATVs and dirt bikes, one civilian VTOL, and a sixty foot boat (sail and engine) that doubled as a light cargo ship (Marshal, think of it like a very small car ferry). To continue their experiments, and rebuild their understaffed numbers, the civilian VTOL and boat were pressed into service, offering passage to survivors the next few weeks after Judgment Day.

The (Second) Battle of Green Bay and Martin Island
The primary reason Martin Island was overlooked as a target by the Michigan Raiders is the fact none of their number knew of its existence. One of the Michigan Raiders (killed in the battle in 2086) was a former Jade Securities member, who knew of the island’s resources.

The formation of the Guardians by Poverty Island would send a group to find out who or what is on the island, and strike a bargain (under orders to not engage in violence if they found anyone). Doctor ?’s children (and at this point, grandchildren, given she still looked a youthful thirty despite being seventy-eight years old), convinced the group from Poverty Island that it was just some survivors, who moved there shortly before Judgment Day, increased their numbers by helping others, and want nothing more to be left alone in isolation by the Guardians. Not knowing the true purpose of the Martin Island, they were convinced and left the islanders in peace.

The facility members keep their operations very well hidden, only allowing rotation to the surface during the night, and their habit of picking up survivors along the coastline done during the night as well. During the day, having used debris from the mainland to build defenses, the surface now (2091) has a small farm of vegetables, and a couple of new, small buildings (built out of debris and similar hauled from the mainland).

As for maintaining security on the surface, why, that’s what some of the volunteers are for, at least, those that ceased living and became (undead) flesh and blood automatons (patchwork science at its’ best; one brain, split into all the limbs/torso, with an AI to keep them in control).

As of 2089, tales will circulate of some settlements nearest the coastlines vanishing, showing signs of battle, but strangely, no corpses (or parts thereof) left behind, as well as all supplies taken.

Marshal, as of 2091, consider this a very small, understaffed Combine. The preferred foot soldiers walkin’ dead of all types (minus gloms, those are too dangerous to haul in), since just slap an AI in (drawing just enough power off the manitou animating the corpse to function), and you now have a loyal (nearly) unstoppable killing machine. The living they take in are divided into two groups, labor and test subjects.

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#83 Postby Yendorma » Thu Aug 29, 2013 10:44 pm

Poverty Island Lighthouse
The Poverty Island Lighthouse was purchased in 2009, and fully restored by 2014, mainly through donations and private fund raising. An altruistic organization, Maritime Naval Interests (a large, but select group of naval enthusiasts), arranged with Michigan and the Coast Guard to purchase, restore and maintain the lighthouse.

Due to the island’s location, the restoration included green technology (solar power, wind power, water filtration), and even a small plot of the island cleared for farming (crops and small farm animals such as chickens).

Entirely on the up and up, the island and lighthouse became a regular meeting place for the MNI, even a vacation retreat at times for members. Sailing, fishing, diving, marine biological studies, a maritime hobbyist’s ideal spot.

During the Shadow Wars, Ontario, Canada, was having problems with mysterious disappearances, occasional murder, and spike in abomination activity, but couldn’t find the source. The Mounties, and the Indian version, Coureurs du bois, were having particular trouble locating the source, since all indications seemed to place them north or west, or south then turn west and loop back north.

It wasn’t until the defeat of Atheron by Derrick Holmes, Demon Hunter in 2028, that they got their first clues about where to look to find the cult. After Holmes had defeated and bound Atheron, the cult Atheron had, at that time, had amongst their possession letters (innocent correspondence on the surface). Holmes, being an expert in the occult, studied the letters and eventually cracked some of them. Enough were deciphered to lead him to Poverty Island.

Holmes’ investigation of the Maritime Naval Interests, and the island itself, turned up enough problems and trouble that one person (even one as skilled and powerful as himself) couldn’t crack it entirely. Enough members of the local forces (including the U.S. Coast Guard) were ‘hobbyists’ as well, which posed additional problems. Holmes had made some connections through his fight against the Reckoners with the Mounties and Coureurs du bois, and upon discovering Ontario’s problems, contacted both groups to form a task force to root out the MNI.

This didn’t go unnoticed however, the Agency caught wind of the formation of the task force, but occupied with their own war against cults, couldn’t spare any manpower (but did give covert permission, the whole plausible deniability thing).

Christmas Eve 2029, a snow storm developed on the water, obscuring vision, and seeing all boats moored for safety, and halting most traffic. Most, since the taskforce’s own assault craft, dual propelled ships (sails and engine), came in behind the storm. The assault fleet launched, and to ensure they remained unnoticed, paced their approach to the island to arrive Christmas morning.

Christmas morning, with the cult gathered on the island (having made preparations to welcome New Year 2030), and buttoned down against the storm, the assault craft landed, and began to clear the island. No quarter was asked and none given. The battle raged until Boxing Day (Dec. 26), at which point the last cult members were put down. The final cost, all but one of the support buildings demolished, the lighthouse damaged, 20% causalities, 30% wounded.

Holmes remained behind for a week, staying in the lighthouse, ensuring it was cleansed and repaired, before being called away by cult activity that required his skills and attention. One of the Coureurs du bois, a Converted Blessed, with permission, remained behind on the island long enough to finish Holmes’ cleansing of the island.

The main building and lighthouse repaired, cleansing of the island finished (taking nearly two months), sat unused until 2035, when it came under the attention of Jade Securities, a private security firm based in NoCal. With the condition that they maintain the lighthouse and island, they were allowed to purchase the dormant lighthouse (the task force kept an eye on it, and it was owned under one of Holmes’ various aliases), build some necessities, and repair the damage, with a 25% matching fund.

Listed as a historical site, with the secondary listing as a Jade Security retreat, the new owners were more than content with the occasional visitor looking over the island, making sure everything was ok. Covertly, it was a smuggling operation that would ferry goods back and forth, primarily folks who needed to slip back and forth without being spotted (such as Mounties, Agency personnel, etc.).

This continued until 2045 or so, with the discovery of Banshee (Faraway System discovered in 2044), when the need for private security firms started to be a necessity, more so with the discovery of ghost rock on Banshee in 2052. With the increase demands of private security forces, for all purposes (both Earth and on Banshee), Poverty Island Lighthouse was put on standby, and all but forgotten about by the time the Last War started.

One employee of Jade Securities, Aaron Larov (second generation Russian-American, NoCal born and raised), who served on Banshee as part of a Jade Securities contract (from 2052 to 2061), married and settled down into having a family, the first of which Kazuko Lavrov (Japanese-Russian). With the hostilities of ever increasing since the Congo War of 2065, moved his family east away from NoCal and a possible source of hostilities (the loads of ghost rock available). He recalled the information on Poverty Island, and how (by the time of the move, 2077), it was dormant and nearly forgotten, and figured the place would be a safe area away from all the politics and hostilities of NoCal and SoCal.

Just ahead of the outbreak of hostilities, the Larov family settled into the island, Aaron having used some of his connections to get questionable documents authorizing a family to stay there (the documents were authentic, but any attempts to trace the move, or the link back to Jade Securities, was lost in the paperwork, hence ‘questionable’).

Aaron was partially right, Poverty Island Lighthouse, as were the other islands of Michigan, were low priority targets by both the U.S., C.S., and Canadian forces, and missed by both conventional fighting and the bombs of Judgment Day (all records, public and private, listed Poverty Island, amongst others, as non-military threats/targets).

The combination of being overlooked by the Last War and Judgment Day, combined with the island’s (near) self sufficiency, would become their home, and a haven to those refugees and survivors who took to the water to escape the carnage and destruction (as well as some of the naval forces who had to abandon ship for one reason or another).

Using what boats they had, and once the carnage settled down (or at least the initial destruction and radiation waned enough to make scavenging possible), the survivors would scavenge what they could, and save those worth saving (folks on post-apocalypse sprees, they tended to put down if they could, or just avoid them otherwise).

The survivors made do as best they could, living in near isolation from the destruction around them, until 2086.

The (Second) Battle of Green Bay
The first Battle of Green Bay took place 2079-2081, consisting of the British, Canadian, and Federal navies (the British/Canadian joint pincer attack, Lake Superior in the north, Lake Michigan in the southeast), and was unresolved as of Judgment Day (ships got vaporized, sunk, ran aground, etc.).

Not all of the survivors who called the islands home were isolationists, or striving to help their fellows, and one such group was the Michigan Raiders, so named due to their habit of raiding what they could along the shores of Lake Michigan, and boats on the water.

Shortly after Judgment Day, a ragtag group of boaters, lead by ?, took to preying upon their fellow man rather than build up their own resources (an aquatic road gang, so to speak). Their start was in charging an arm and a leg to refugees during (and shortly after) Judgment Day to get off the mainland to an island, or just passage north into Canada. No goods, no passage, and any folks who couldn’t pay but kept trying to board were shot on the spot. Given the destruction, chaos, confusion, they were unchallenged until they picked Poverty Island in 2086.

Poverty Island’s survivors, having grown from just the Larov family to include lost navy personnel (ships destroyed, downed pilots who crashed into the water, etc.), refugees from the destruction of Judgment Day who made it to the shore or onto the lake, maintained the lighthouse to help other survivors, were one of the last targets of the Raiders as they were.

Two groups were sent to the island to demand tribute. The first were politely rebuked, the second had to be thrashed some before the message was clear: Poverty Island will not pay protection money now or ever.

The Michigan Raiders gathered their forces, and set out to make an example of Poverty Island, more so since there are other lighthouses and island settlements that could follow Poverty Island’s resistance.

The attack took place one cold dawn, intent on catching the folks on the island by surprise. The survivors knew trouble was coming, and were well prepared for it.

Being a retreat for Jade Securities (both employees and those they guarded), the place was loaded with still functioning sensors, a small arsenal of weaponry, and even a couple of upgraded civilian VTOLs.

It would have been a massacre on the part of the Michigan Raiders, but they brought a surprise to the party. With all the bloats, walkin’ dead and the like, they developed an unnerving version of ‘fishing’ using solid wire nets, barbed hooks, and the like. They dredged the waters, pulled the bloats and walkin’ dead aboard, then sent them (still in their nets) on the equivalent of rafts that, upon landing, would disgorge the brutal cargo.

The bloats, walkin’ dead, combined with the Raiders themselves, made the fight less of a slaughter and more of a true fight. If not for the fact Aaron Larov’s actions, it probably would have continued through the day, and eventually ended for better or worse. Larov had an edge up his sleeve that he used for some time on Banshee, and on Earth even after Judgment Day, hexes. Larov was (and still is) a highly trained hexslinger, and put those abilities to good use to finish off the battle for once and all.

Combination of hexes and a demolition charge, he managed to plant it on the Raiders’ mobile refilling station, always located in the back of the fleet, and heavily guarded. It detonated marvelously, and broke the back of the Raiders, who promptly fled. Larov paid a price for his skills and action, losing his right leg and suffering a limp in the left leg due to nerve damage.

Guardians
After that fateful day, the island settlements banded together and formed the Guardians (a Great Lakes version of the Fishermen of Shattered Coast, the name a variation of U.S. Coast Guard).

Aquatic Law Dogs, what they lack in numbers, they make up in training and skills. Aaron’s wife, Kokona, kept up the family tradition of martial arts, as well as the ability to manipulate ch’i, and had been imparting her knowledge on the survivors before the Battle of Green Bay, and definitely after.

Larov also taught what he knew to others (Marshal, it’s up to you if the Huckster increased backlash/hand requirements are used, but in this setting/world, the backlash is nastier, but the hand requirements are unchanged, since the manitous, having been deprived of toying with mortals in favor of sykers, are more than eager to engage in a battle of wills).

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#84 Postby Yendorma » Thu Aug 29, 2013 10:52 pm

Michigan Raiders (2086-2091)
Note: The former leader from 2070-2086, is as yet unpenned
After the Battle of Green Bay, the loss of the refueling vessel, morale hit a new low, resulting in the leader being ‘retired’, replaced by his second in command ?, a hard bitten woman who survived the battlefields of the Last War (she did so by fragging her CO, took what gear she could, and left rather than die like some dog on the field).

?, having fragged her U.S. Army CO (in her eyes, being stupid and following orders shortly before Judgment Day), did the same to the former leader of the Raiders, and assumed the mantle of leadership.

Still a threat to folks, the new Raiders prefer to strike targets on the water rather than on land. This wouldn’t be very successful if not for the fact the island settlements trade goods with each other by boat, and the occasional blitzkrieg on shore ruins. They also (where possible) salvage what they can from the lakes themselves.

They still use their original bases, North and South Manitou Island (South being their primary base, having been a Coast Guard station before the Last War), and take great care to not lead anyone or anything back to either island (most notably, they prefer to leave the islands before dawn, find a target, strike, then return during the night shortly before dawn). The ferry that used to take visitors to and from, now serve as mass expedition ships or floating apartments (depends on the need; most often just crude housing).

A Coast Guard Response Boat (Medium and Small) were stationed at both islands, but only the medium one at North Manitou Island is available for deployment. South Manitou Island’s medium response boat somehow managed to end up in Florence Lake. All four are armed with two M240B general-purpose machine guns (bow and aft), and still have functioning electronics (which aren’t reliable if one gets too close to a ghost rock storm).

The lake bound South Manitou Island RBM (Response Boat – Medium) serves as ?’s residence when not out on the waters, and has top notch security. The RBS serve as flagships of the larger patrols, and the RBM as the flagship.

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#85 Postby Yendorma » Thu Aug 29, 2013 10:56 pm

Have to respin the Bridge given this portion, but this struck me while tinkering with the manitou that is now the Mackinac Bridge.

Bridgetown (formerly St. Ignace, Michigan)
Population: 24 (late 2086), 2,340 (2091).
Formerly the north landing of Mackinac Bridge, St. Ignace, with its population of 2,452, fell to the same homemade ghost rock nuke that claimed Mackinac Bridge (and a couple others launched during Judgment Day).

Unlike other areas, the ghost rock storms that should have sprung up did not (they were in fact absorbed by the replacement Mackinac Bridge). Until 2084, the remains of St. Ignace would remain just a barren wasteland (thanks to the ghost rock nukes) devoid of life (ok, devoid of survivors, abominations abounded).

Come 2084, a huckster down on her luck (backlash being what it is), would discover the new bridge’s purpose and abilities after being chased onto it by some bloats. The discovery was made when said bloats were devoured by the bridge itself. That encounter changed both lives. The bloats paid for ?’s toll, and her ability to engage manitous in a battle of wills made communication easier. The two struck a bargain that week, and Bridgetown was born.

Using a portion of the bridge as a staging area, ? began to gather survivors, what vehicles and materials could be salvaged, started to build a settlement on the very edge of the bridge itself. Two years of fighting, surviving and building, the population would blossom to twenty four, all aware of what shadow they lived in. This proved beneficial to them 2087, when a gang tried to muscle in on the small town, only to be repulsed by the bridge itself (after it ate the first three and a half members, the rest fled).

With the rumors of the bridge’s existence spreading through Upper and Lower Michigan, eventually Bridgetown would have a partner city on the south end of the bridge, calling itself Near Mackinac, and forming a partnership (guarding the bridge’s entrance/exits, while also enjoying its protection).

By 2087, both Bridgetown and Near Mackinac would become centers of trade between Upper and Lower Michigan, in part thanks to Republic’s production of spook juice (one of the few spots in the Midwest/East capable of doing so), and the fact it is a secure route (once you pay the toll).

Near Mackinac
Population: 230 (late 2086), 2,540 (2091).
Settled and built up in late 2086 with assistance from Bridgetown, the citizens too know about the bridge, and in fact have nothing wrong with it. The bridge, feeding off of fear (abominations preferred), has allowed both settlements to build a small scrap fort (complete with doors large enough to allow vehicles through) about 100 feet in from the end of the bridge.

That, combined with the settlements other fortifications, have kept both places safe (as safe as one can get given the current state of the world). The scrap forts also serve as last line of defenses, to be occupied only if (when?) the outer portions fall. As such, part of the scrap fort’s defenses are four M-35s (at each end).

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#86 Postby Yendorma » Mon Jan 06, 2014 10:49 pm

Just figured I'd give a head's up. Still kicking, working on rewriting Detroit to account for the real life bankruptcy between sessions of Weird West. Seems I rounded up a posse and like stimutax, they can't get enough.

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#87 Postby Yendorma » Fri Jan 10, 2014 2:25 pm

A glimpse/portion of what I have so far. Changing around Detroit, of course. Still going to be Manitou City, but an eight way split.
Overall end situation: Christine and Escape From New York City have several bastard children, all of whom are fighting each other, and outsiders.

Detroit 2013
With the declaration of bankruptcy by the city, paying off the debt became a feeding frenzy of private interests. Through third parties, sometimes outright public purchase, the city of Detroit became a divided, unified metropolis. A buying frenzy, by the end, it boiled down into seven groups.

Still under the jurisdiction of the U.S., the overall redesign had to be approved by the government, which meant all the groups that bought up Detroit’s debt, were forced to work together to some degree. This meant that all seven groups had to work together to design a new Detroit that would prosper and be (fairly) safe from further incursions (i.e. British from Canada).

The eventual, overall final redesign of the city would turn the outskirts into cleared land, parks and green fields, bordered on both the outside and inside by a low, metal and concrete fence, designed to be both astatically appealing and functional. A second ring of cleared land, turned into parks, common fields, and similar, demolishing entire blocks of abandoned houses (which was recycled into the various groups’ projects). Beyond that, and turning most of the empty buildings into cleared land, new buildings, and similar, the similarity ends, thanks due to the seven groups.

Morris Investments Inc., Hellstromm Industries, Black River Industries, Zeus Utilities, Michigan Trading Company, New England Enterprises, and City of Detroit. All seven groups agreed upon the outskirts of the city, redesigning the interior, but beyond that, each one used a different design for ‘their’ part of the city.

Morris Investments Incorporated, based out of Deadwood, dead center of the Sioux Nations (no affiliation). A group of influential and powerful Ravenites saw the bankruptcy of Detroit as a means to gain a foothold outside of Deadwood, and the surrounding Sioux Nations.

Morris Investments Incorporated got its start with the Korean War, then the turbulent 1960s, and the following Cold War. Back then, they were known as Morris Wholesalers, and on paper, they dealt solely in wholesale goods, clothing, shoes, raw materials, and other mass bulk avenues of profit. Off the books, and within Deadwood proper, if there was a market for it, they sold it, bought it, or both.

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#88 Postby Yendorma » Mon Feb 10, 2014 5:04 pm

Hellstromme Industries, always a corporate powerhouse in its’ own right, bought up a slice of Detroit as a goodwill gesture, to help the U.S./Union, restore a city troubled by decades of occupation (1870s-1920).
Hellstromme Industries: A gesture of goodwill to the U.S. on the surface, in reality a move to purchase the largest, most public laboratory ever (un)known. Why? All the better to study fear Marshal. An open air laboratory, with mice aplenty, a double blind experiment.

Black River Industries, the future version of Black River Railroad, in a move to ease the plight of women in Detroit, bought up a portion of the city as well.
Black River Industries: BRI’s private motives are, for the most part, the same as their public ones. Purchasing a slice of a city, to ensure that women gained a larger foothold in the world. Their other reasons fall in a similar line to HI and MII; a public testing ground, independent facilities, on the boundaries (of sorts) of Canada and the U.S.

Zeus Utilities, one of the smallest, but most influential groups, they managed to buy up/take ownership of Detroit’s entire infrastructure. This included roads, rails, sewage, water, electricity, heating, air conditioning, every part of a city that makes it tick. Surprisingly, despite having a monopoly on utilities, they charged competitive rates (and even in some cases, discounts).
Edit: Short version, founded/sponsored by Simone LaCroix's legacies, after he turned on the Reckoners.

Michigan Trading Company, bought up a slice connecting to the Great Lakes, so as to continue their historical business model of shipping things along the water.

New England Enterprises, a relatively new corporation, based out of Vermont, put in a bid for a portion of the city, and won, giving them a slice of the city.
Edit: Short version (since it's still in the works), British group/infiltration.

City of Detroit, so called due to the fact this group were (and still are) all citizens of Detroit, who pooled together their resources, both public and private fund raising, and secured a portion of the city for the people of the city.

Edit: Short version (I swear, still working on it), Detroit will suffer the same fate as my first draft (tech spirits kicked out, manitous kicked in), and an uneasy truce amongst the surviving areas.
Each slice will have a key asset, and have to depend on the others for other items.
Hellstromme's, key manufacturing center and manitou free (thank you experimental shield)
City of Detroit, Food
Michigan Trading Company, naval support (of sorts)
New England Enterprises and BRI, haven't pinned those down yet.
Zeus Utilities, energy/water (something of a balancing factor amongst the others).
End Edit

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#89 Postby Yendorma » Mon May 19, 2014 11:56 pm

Still hammering out Hell's Back East: North and figured a rough draft of New York State is more than deserved for those of you who drop in and read the thread.
Note: Detroit's still in the works, just having some difficulty getting Back East (1870s) to integrate into Back East (2083+)

New York State, being the Union's manufacturing center (as of 1870s), remained so even with the return of Detroit by the British (stipulation of the U.S. joining in WWI).

Locals found that even small businesses could turn a profit, providing services and goods to the military through the years (clothes, weapons, food stuffs, etc.). To encourage production centers to stay in New York (whether corporate or small business), taxes on raw materials being imported were light compared to the rest of the Union. In exchange, the businesses sold their goods to the Union at a lower cost (final outcome, even selling stuff to the Union at 20% below market price, they were making a killing in profit due to the constant demand).

Despite major manufacturers having most of the business, small shops sprang up all over the state, from small one man operations to neighborhood staffed facilities (as in those who could in the neighborhood, worked some hours of the week making goods).

Note #2: Skipping ahead in the timeline to the 2040s for this part.

2040s+, New York's manufacturing centers went into high gear, producing items for U.S. personnel heading to Banshee (more so with the discovery of ghost rock on the planet).

Small shops, having fallen out of favor, became popular once more, particularly if you didn't mind smuggling goods to Canada or south to the C.S.A.

By the time of the Last War, the number of small shops were as numerous as the hair on a Wendigo's hide. A blessing, and a curse, to the survivors of Judgment Day.

When A-Bomb Andy enacted Operation Scorched Earth, and everyone else launched their ghost rock nukes, the big manufacturers were hit, several times over (given they were located near or in major population centers), leaving scores of small shops across the state.

New York State became a Damned Alley, plagued by ghost rock storms (East and West versions), weather patterns only seen in Hell (black rain, etc.), and the largest concentration of mutants. Nearly all survivors of the initial strike were mutated, as were those who fled (by error or purpose) into New York from other states.

Thanks to this, Back East: North, would see New York become the East version of Silas' City o' Sin (Las Vegas). Surviving settlements (new, old, didn't matter), thanks to the heavy bombardment, became mutant breeding grounds (if you're born in the New York area, you're a mutant, sorry brainer).

What the Wasted West know as Doomsayers, would rise up, two separate branches, those who hated mankind (Green), and those who wanted to live alongside humans until they died out (Purple). Note #3: Haven't worked out the how yet.

Major manufacturing centers destroyed, or damaged beyond repair, both factions would scavenge what they could, where they could, as even a small workshop is worth the bullets to defend it (provided you have the materials and technical knowledge to keep it running).

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#90 Postby Yendorma » Thu Mar 26, 2015 9:17 pm

Update: Muse hit a snag, but revealed something new I'll have to pursue.

"Why is it Raven didn't get a chance to wipe out every surviving settlement Back East?"

Originally, the driving idea, servitor of Pestilence, War (to a lesser degree, Famine and Death). A scientist in the CSA, who created the A-1 virus (which would lead to the A-5 virus used on Denver). No name yet, but she knew Things Man (Woman) Was Not Meant To Know, and like a pig in mud, loved every second of it. Something of a CSA Hellstromme, narrowly focused on viral warfare.

Come Judgment Day, the apocalyptic spike of arcane energy, Hellstromme's change of heart, gave her a promotion to servitor status (non-canon, first one post apocalypse). Her presence, and status, resulted in a Dead War (Raven using walkin' dead to kill settlements, she used other walkin' dead to fight him, as well as necrotic specific viruses).

At first, that seemed very plausible (a servitor of one's hard to kill, servitor of all four, or at least of two, even harder). Then, I hit upon "What if the Four Horsemen are not the only things freed during the apocalypse?"

Silverhoof's appearance of Asmodeous, Incarnation of Lust, sparked an idea. "What if the seven deadly sins came to earth as well? They probably wouldn't enjoy having humanity wiped out (ok, completely wiped out), and take offense to Raven's intent."

Tentative idea, Asmodeous, has staked out a survivor settlement in Tennessee (gee, I wonder why with Nashville and Memphis so close).

I have yet to spin the other six Sins, five, since Sloth has something in mind already.

Sloth gains power from laziness and not working. His (her?) settlement would be composed of hundreds of survivors who do nothing, but have everything. Why? Sloth's power would enable him (her?) to function at The Flash level speeds.

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

#91 Postby Yendorma » Thu Apr 30, 2015 8:11 pm

And the tentative layout of the Seven Deadly Sins (not happy with Envy’s writeup, going to pad/color that bit more). Yeah, question marks are place holders for names.

Asmodeous, representing Lust, laid claim to a survivor community in Tennessee, near the state border. Contrary to what you think, brainer, he leads a productive community (ok, they’re debauched, Caligula would blush level debauched, but productive). One of his servants, a Whately woman who forged a pact back in 1874, survived through the centuries, laying down the ground work for her boss.

?, representing Pride/Vanity, has laid claim to Richmond, Virginia. One of the most unusual of the seven due in fact to Pride/Vanity appears different to each person. Someone expecting to see a pretty woman, would see a pretty woman. Another expecting to see a man, sees a man. No matter which, always appears well dressed, pinnacle of beauty. [is excessive belief in one's own abilities that interferes with the individual's recognition of the grace of God. It has been called the sin from which all others arise. Pride is also known as Vanity.]

?, representing Envy, has laid claim to ?. One of the most powerful of the seven, given envy covers the desire for others' traits, status, abilities, or situation. A waster desiring someone else’s situation, empowers Envy. Wherever a waster desires

?, representing Gluttony, is one of the Seven who remains mobile, leading a nomadic lifestyle. Accompanied by a nomadic group of survivors, Gluttony has become something of a reluctant hero. Gluttony’s current flavor: manitous. Abominations, walkin’ dead, you name it brainer, it’s on Gluttony’s menu. Why manitous? There are more manitous in the world than humans, animals, etc., that are an (nigh) infinite renewing source.

?, representing Sloth, is one of the fastest beings alive today. Claiming all of Florida for itself, the survivor settlements therein are an odd scene post Judgment Day. Those survivor settlements Sloth has personally claimed, do nothing productive. The survivors are allowed to pursue hobbies, physical regimens (exercise), and other activities. They are not allowed to do anything truly productive. Farming? No. Scavenging for supplies? No. Establishing trade with outside settlements? No. Why? The less they do the more power Sloth has. How do they survive you ask? Sloth. It isn’t too difficult to zip off, find some supplies, zip back to a settlement that needs them, repeat as needed. Such runs include trade with other settlements (primarily those controlled by the other Seven, and select non-aligned groups).

?, representing Anger, has taken up a semi nomadic lifestyle centered around (and within) the Mason Dixon Line. Traveling with Anger are both abominations, frenzied survivors and strangely enough some very passionate people. Anger is most powerful whenever he/she is right on the Mason Dixon Line, dead center where the fighting was the heaviest. Outside of the Mason Dixon Line Anger is still very powerful, thanks to the fact that anywhere on earth there’s always someone suffering anger.

The abominations that travel with anger are unique to the company of anger. At the same time there are several familiar abominations; cans locked in battle, bloodwolves, fate stealers, and more. The unusual thing about angers traveling group for the number of passionate people, everything from artists, to philosophers, hate mongers, and warriors. As long as the person is passionate about something they can travel freely with anger. Anger has no true home instead, it has a circle of settlements it migrates amongst.

Greed, the desire for material wealth or gain, is a rather unusual one. Spotted at numerous places Greed often appears when someone is plotting or planning to increase their own material wealth or gain, at the cost of either one’s soul or a criminal act. Wasters who plan who plot and plan to acquire wealth or power by murdering someone will usually have a visit by Greed. Given this, Greed is the one most survivors will rarely see touchdown anywhere. Greeted does have a handful of settlements whom either worship Greed as a god for just happen to be at a place known for greed. Those who worship Greed, even in passing, are traders, manufacturers of luxury items or items considered sinful (ammunition, firearms, pornography, booze and similar).

Settlements that are located in or near places of commerce can be counted as a passive settlements protected by greed. The example of such places: banks, corporations, processing facilities (almost of any sort, with those related ghostrock being at the top of the list), etc. Some of the most famous settlements considered to be under Greed’s protection are U.S./C.S. mints, part of New York (Wall Street), etc. Said settlements don’t even have to be greedy as it is where they’re located that matters.

KujakuDM
Seasoned
Posts: 110
Joined: Mon Feb 28, 2005 12:03 am

#92 Postby KujakuDM » Tue May 05, 2015 6:28 am

I just wanted to post that I appreciate what you are doing here. Keep it going. :-D

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

Re: Revising Canon in a "Makes Sense" Way (HoE Classic

#93 Postby Yendorma » Fri Mar 11, 2016 9:56 pm

Hit a long stall on continuing this project, but still trying to chug through it as a (hopefully plausible) alternative to the fate Back East suffers as of The Unity.

One possible avenue, brought up by Templar Jo, I'd like to explore, why the Four Horsemen we know (Death, Famine, Pestilence, War, Raven and Stone's bosses), are not the Horsemen. Tentatively the four we know, stole power from the biblical four, and until they were whisked off to Banshee, the original four couldn't do squat (essentially the four 'imposters' were on Earth, the original four couldn't manifest, not enough space/power/etc.)

Yendorma
Seasoned
Posts: 144
Joined: Tue Jan 01, 2013 12:49 am

Re: Revising Canon in a "Makes Sense" Way (HoE Classic

#94 Postby Yendorma » Wed Apr 05, 2017 8:27 pm

Still kicking, still alive, just finding my muse is difficult.

A bar, name over the door 'Razor's Edge', noisy, smoky, vehicles parked out front ranging from horses, to hovercycles, and everything in between (some of which are the stuff of nightmares).

The doors swing inward, revealing a dimly lit bar/pool hall/poker hall establishment, low hanging hooded lights illuminating the tables, smoke, vapors, concealing everything between each refuge of light.

Around one table sit four, all playing poker, chips heaped in a mound in the center. The light only surviving far enough to illuminate the four, shadows claiming what the light doesn't own.

"Raise two," says one figure, a woman in her 50s, skin sallow, pale, eyes in sockets too large for them, licked her lips with a cracked tongue. She wore a mockery of a nurse's uniform, stockings torn, clad in maroon stains, the white hat askew, singed, battle worn. Red hair in a tight, no nonsense bun. The hands holding the cards bony, ending in grotesque fingernail claws, as if the digits themselves decayed into bony tips.

"Raise three," replied another figure, the voice gender neutral, shadows too afraid to back off and let the light shine, the light too afraid to shine, or, more likely, both. A wide brimmed hat, tipped forward, concealed the features. Clad in a military uniform, red cross emblazoned across the back, slashed in half set on a white background. The clothing either did it job too well, or afraid to do anything less, concealed the gender of the wearer. The hands, holding the cards, neither male or female, tossed some chips onto the mound.

"Raise four," voice wild, passionate, boundless energy. She sat in a chair reversed, the back facing the table, arms around the edges, holding a set of cards. Fingernails painted pink, short, well kept, stood out sharply to the blood stains leading up and to the wrist, soaked in blood. Skin tan, weathered, non-descript military uniform clinging to a curvacious frame. Hair grey, white, red, tangled, in need of a good brushing and barber, if you can find one brave enough to do so. Eyes ocean blue, lips full, nose showing signs of multiple breaks. Tossing chips onto the pile, smiled showing pointed teeth. "Think it's time yet?"

The fourth player, food heaped around her pile of chips, a young woman in her 20s, startling young, attractive even. Grey eyes glanced at the wild one, tossing in four chips. "Almost. Hellstromme's about ready to unleash things." Voice alluring, carrying a hint of things lacking. Her body surprisingly fit, even with the food heaped around her enough to feed an army, a blue sundress, around the neck, a bib 'Eating Champion', splashed with stains of all sort.

The second figure tossed more chips onto the mound, faint screams of protest as they collided, shrieks of the dying, wounded. "He's almost to Denver now. Few more hands, he'll have them rounded up, sent on their way."

The wild voiced one giggled, fingernails across a chalkboard mated with electronic feedback. "Then time to raise hell!"

The nurse sighed, "Settle hell, not raise it. Big man's not very happy about what happened."

The sundress grinned, "Either Big Man, not happy. The Seven are a start to fixing things."

Red Cross face concealed by shadows, spoke in a raspy voice, "Leveling the playing field for the final showdown, when it's time. Never knew upstarts could upset the Big Man like they did. Vacations make you lazy."

Sundress' grin spread to an inhuman reach across her face, "Banshee's next?" Salivating at the idea.

"We'll see. Wouldn't doubt it," replied Red Cross. "Booze hound! Another round!" The command startling a shadow along the bar, hurried to comply. "Free will and all that. Me, been a long, long time since I've had to stretch these limbs, cut the strings of fate. Until they're shipped off to Banshee, technicalities have us locked down. Only one on the field afterwards, Raven and those damn rattlers. Told him they'd be trouble down the line."


Return to “Deadlands: Hell on Earth & Lost Colony”

Who is online

Users browsing this forum: No registered users and 1 guest