- Invitation Status
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Afternoons and evenings, some weekends.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Prestige
- Douche
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- Primarily Prefer Female
- Genres
- Fantasy, Science Fiction, Post Apocalypse, Horror, Romance, Survival...
Status: No Longer Recruiting! Sorry!
The Last Bastion has a Discord Channel, where you can talk with other players, strangers, or the GM whenever you'd like. Link here.
Section 1 details the plot and conflict at present. Section 2 details extra stuff about the world you may want to know. Section 3 is where you can find the Character Sheet to submit to this RP. Section 4 is where you can learn about the three classes. Section 5 is where you can find the rules. Section 6 is where you can find the ancillary/other stuff. (ex: List of characters.) Section 7 is the Story So Far. You can ignore it entirely, it's purely fluff. You can find the IC here.
The Last Bastion has a Discord Channel, where you can talk with other players, strangers, or the GM whenever you'd like. Link here.
Section 1 details the plot and conflict at present. Section 2 details extra stuff about the world you may want to know. Section 3 is where you can find the Character Sheet to submit to this RP. Section 4 is where you can learn about the three classes. Section 5 is where you can find the rules. Section 6 is where you can find the ancillary/other stuff. (ex: List of characters.) Section 7 is the Story So Far. You can ignore it entirely, it's purely fluff. You can find the IC here.
The Premise
World Background
Character Sheet
Grunts, Listeners, Pilots
Rules
Ancillary
Story So Far & Decisions and Consequences
-
Section 1: The Premise
We don't know why the world was consumed in fire and fury. We don't know why the civilizations that came before us, saw fit to throw away the bright future they once dreamed of for their descendents. To this day, we still do not know how much of it is real, or fictions passed down through the generations. All we have are the dirt and plant coated structures of cities once pristine and beautiful. We are told that such places once held millions: It is hard to imagine so many in one place.
The year is 160 AF. AF, of course, standing for "After Fall." From what we know, in the year 0 AF, in but a single day, weapons of unknown origin and design laid waste to the planet. We know naught what they were. From what few records we have of them, the only reference that was understood was as such: That such weapons put to shame both the nuclear devices of man, and the wrathful hands of gods whose names we have long since forgotten. It seems then that if there were prayers for forgiveness and mercy, God was not listening. Strange permutations shook through the lands, creating mutations in men, beast, and even plants. It choked the atmosphere in dust, inducing an everlasting winter, which took several decades to pass.
Since that time, makeshift towns have risen and fallen, and attempts to rekindle the light of civilization have, time and again, failed. Failed, that is, until sixty years ago.
Towns began to rise and build large, protective walls. They began to cooperate with each other, and trade scavenged supplies, as well as coordinate fighting against the bandits and organized raider groups in the area. The environment, crippled by unknown toxins and traces of radiation, settled. Finally, they became united under a clandestine government known simply as "The Coalition." These walled colonies all united under TC rule became known as "bunker colonies" as they were often built around the reinforced bunkers at the centre of each town. Though their attempts have been admirable and necessary to maintain stability, they have only six colonies: New York, Montreal, Washington, Pittsburgh, Detroit, and Toronto. None of them are completely independent: They all rely on each other to survive. Some lack food, others lack fuel, but all are entirely incapable of self-survival.
There is one last town that could be argued to be under TC rule. Though not officially or entirely under TC control, Bunker Chicago is the only town on the continent that is walled, populated in the thousands, and is yet self-sufficient. It is a town dominated by salvagers, machine shops, and people who have spent their lives—sometimes literally, sometimes metaphorically—building a better community.
The town came to be forty years ago.
TC Rulership didn't start until ten years ago.
One would think that mankind would have learned its lesson once, about conflict. That they would learn to get along... Nowadays?...
Tensions have been escalating between the "Old Guard" who once reigned supreme within the colony, and The Coalition, who insist on strength through unity. Though armed conflict has not yet arisen, some wonder if it is only a matter of time.
Beyond the walls of Bunker Chicago, though savagely brought to the brink of annihilation, the Raiders still present a threat to the farmers and trade caravans. Both TC and Old Guard fight to take them down at any cost, and the fighting has come to a head: A final conflict is coming, one that should test the mettle of both Old Guard and TC forces, as the Raiders are ruthless veterans who have been fighting all their lives.
Then, there's U-ARM. A handy acronym for the mouthful that is "United-American Revival Movement." Religious to iconography of the United States, and fanatically obsessed with "freedom or death." At all times they watch and wait for the right time to act, and care little for whoever may end up in the crosshairs of their little dream of empire. Those who refuse to convert are simply removed with banishment or death. TC and U-ARM have been waging an ideological war for years, but armed conflict between the two is not uncommon either.
Finally, over the past few years, the number and severity of mutated genes within humans has been increasing at a surprising rate. A solid one in every fifteen people is now born with mutations physically noticeable by the time they hit puberty. Atop this, several mutants have been expressing emotional distress and feelings of agitation whenever near the ruins of the old city. None know what is causing this, just that it cannot possibly lead to anything good.
Political conflicts among the leaders in charge, raiders that are fighting to the last, another extreme political movement just outside and possibly infiltrating within Bunker Chicago, and strange, ominous feelings coming from the ruins of the old city of Chicago...
For one reason or another, you find yourself drawn to fighting off the Raiders. Joining with the Old Guard's military forces, you are scheduled to head out tomorrow to assault the last remaining raider leader's stronghold. Once he's gone, civilians in the area will finally know peace, and it will become, with any hope, a purely political conflict instead of an armed one.
Of course, your reasons for joining this Old Guard military effort, and your relationship to the Old Guard, are entirely your own. None may control your destiny but you. Which poses the important question...
Will you be there tomorrow when the world needs you most? When The Last Bastion of civilization needs you most? -
Section 2: World Background
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The Old Guard (ToG) as they were originally known are no more. The Kingmaker faction has suffered a significant blow with the death of one of their two leaders, Devin Antoinette. With Marie Black growing more and more doubtful by the hour about her place in things, Carolyn Antoinette has risen up to take the mantle of this dying faction.
The Old Guard were the original creators of Bunker Chicago. They were the first families--or the most skilled mechanically and militarily speaking--to take control. Though The Coalition claims to have official control over Bunker Chicago, it is The Old Guard who run the majority of its machine shops, salvaging operations, and other businesses. Lately, these businesses have been militarizing and acquiring more weapons.
The primary governing force for The Old Guard is meritocracy. Those who are capable of leading, lead. Those who are not, step out of the way. Under Carolyn's leadership, they have started to adopt a military structure to their meritocracy--it's clear that Carolyn is reforming the faction now that she has taken control of it, but there's no certainty as to where she's taking it. These are turbulent times for The Old Guard.
The Old Guard values Bunker Chicago--it's their home--and will do anything in their power to ensure its safety.
They specialize at mass manufacturing and have the strongest support from the local population. They're also quite capable of reverse-engineering most technology they get their hands on.
Relationships
- The Coalition: Neutral. (Down from friendly.)
- U-ARM: Hostile.
- Red Star: Friendly. (Up from neutral.)
- Children of Eve: Hostile.
-
The Coalition (TC) are a shadowy, oligarchic organization that rose from apparent "thin air" to aid the bunker colonies sixty years ago. They started out as an elite paramilitary organization equipped with advanced technology which struck from the shadows in rapid, vicious operations to take down any opponents to The Coalition and its allies. Their entire ideal is that of equality and sustainability first, rights and freedoms second. The survival of mankind and civilization always takes precedence to them over the value of any particular individual.
In terms of a governing force, every colony is assigned a representative known as a Council Member. These Council Members are granted absolute authority and typically situate themselves at the emergency bunkers located at the centre of every Bunker colony. They're the ones to authorize local laws. In the case of Bunker Chicago, their Council Member is a man known as Ryan Dufont.
Within Bunker Chicago, they maintain the food lines and laboratories, where they feed the population and continue obtaining and improving technology from the old world. They leave industry in the hands of the locals.
They care for Bunker Chicago as a strategic asset--as being key to their advancement of human civilization. They will not give it up without a fight.
They specialize in advanced technologies and genetic manipulation. They are at the cutting edge in every respect, and their elite soldiers are the best equipped out of any faction.
Relationships
- The Old Guard: Neutral. (Down from friendly.)
- U-ARM: Hostile. (This cannot change.)
- Red Star: Hostile.
- Children of Eve: Hostile. (This cannot change.)
-
The United-American Revival Movement (U-ARM) was started after it became apparent that TC's primary objective was not about individual liberation, but about the survival of the species, even if it meant restricting rights and freedoms to incredible degrees. To those who operate within U-ARM, such a sentiment is an unacceptable violation of one's individual right to live as they choose. More good-aligned raiders and disgruntled bunker natives joined forces to try and resist TC rule. They own two Bunker Colonies in their own right—Bunker Charlotte, and Bunker Cincinnati, though both of these Bunkers are generally smaller than those under TC rulership.
For them, Bunker Chicago stands as a pinnacle of individual achievement, and thus, it should not be assimilated into TC's rulership.
In terms of military ability, where the TC use an elite paramilitary, U-ARM uses a mix of fanatical recruits and heavy weaponry. "Shock and awe" are their weapons, as well as being unpredictable. They hold a great deal of respect, sometimes outright religious fervour, for old American iconography. They hold an inherent extreme distrust for mutants, and this has hampered their recruitment efforts in some areas.
In terms of governance, they technically hold democratic elections, though it's dubious as to how effective their democracy truly is outside of their Bunker Colonies. Their general ideal is to gain enough colonies to make it so they could have a capital with a representative democracy headed by a president. At present, democracies are held only at the local level.
Within Bunker Chicago, they operate as a group that holds secretive meetings. It is officially illegal by TC law to be a member of U-ARM, but it hasn't stopped them from infiltrating small sections of the colony and spreading propagandist texts and papers.
Where TC stands for survival, unity, and equality, U-ARM stands for liberation, humanity, and freedom. Though younger and weaker, they are the greatest threat to TC rule that presently exists today.
They care about Bunker Chicago, and wish to see it as a free city. It is the greatest challenge to their ideology, and liberating it would go a long way to proving themselves in the eyes of the rest of the continent.
They specialize at shock and awe tactics, and as such, pack larger weapons than the other factions ordinarily do. They are also excellent at ambushes, and usually get the first shot in any fight.
Relationships
- The Old Guard: Hostile. (Desiring neutrality.)
- The Coalition: Hostile. (This cannot change.)
- Red Star: Hostile.
- Children of Eve: Hostile. (This cannot change.)
-
Red Star (RS) is a mysterious faction that originated from across the Pacific ocean. They fled their homeland aboard a few vessels and braved the journey to reach the West Coast of North America. There, they've made it their objective to acquire as many resources as possible, before their current food and fuel supplies aboard their civilian vessels runs out.
In recent times, they've started recruiting locals on the continent to their side. Otherwise, the background of most who serve within Red Star is clearly discernible as that of foreigners.
They are a fairly hidden group, keeping themselves out of the public eye and remaining invisible to all but a select few who know of their existence. They will keep things this way as long as possible.
In terms of governing style, they are a military organization. They operate with cell factions that know little of one another's motives and activities, thus ensuring that if one cell is compromised, all others are safe. This does mean however that a cell operates on its own, without any hope of assistance from the primary chain of command. They have yet to decide on an ideal situation of governance for their civilian population, and will decide it over time.
They don't overly care for Bunker Chicago so much, and more care about what Bunker Chicago can give them. While they have no intentions of harming the local population, they will happily leave it in a weak, frail state, sapping it of every resource they can get their hands on in order to save their own people.
They specialize at tactical insertions and intelligence, having unmatched awareness of most battlefields. Additionally, their soldiers are few, but highly specialized--making it difficult to plan for their movements.
Relationships
- The Old Guard: Friendly. (Up from neutral.)
- The Coalition: Hostile.
- U-ARM: Hostile.
- Children of Eve: Hostile.
-
The Children of Eve (CoE) are a faction of humanoids that have recently appeared in the city ruins of Bunker Chicago. They operate with largely unknown objectives, though possess fantastic biological powers, and seem to be focusing their efforts on recruiting mutants to their cause. Those who have joined them so far have yet to learn their true motives, and largely do so out of a sense of faith, or because they have nowhere to belong in their current society.
They do appear to care about the affairs of Bunker Chicago, but only insofar as to how it affects their own plans. Beyond infiltrating the bunker to recruit mutants to their cause, they haven't had a reason to act against them.
CoE shows blatant hostility to any faction intruding upon their territory, for any reason. Their territory is marked by an orange fog, within which all signs of organic life is missing. It isn't possible for people to walk into the fog without gas masks, as the air becomes instantly toxic and kills them without the masks.
They specialize at having a significant level of genetic manipulation at their disposable. They are perhaps an entirely different species from humanity, possessing entirely different characteristics. It seems that whatever their plans, they will be making their move on them soon.
Relationships
- The Old Guard: Hostile.
- The Coalition: Hostile.
- U-ARM: Hostile.
- Red Star: Hostile.
-
The last of the raider gangs, wiped out. Bosho's whereabouts are unknown.
- 2060 AD (0 AF): The pre-cataclysm world is ended with weapons of mass destruction on a level beyond those of nuclear origins. Their original intent and abilities are unknown, but it is suspected that biological and ballistics warfare must have come to a head. The atmosphere is choked in radiation, and approximately 98% of the world's population is wiped out in the first month.
- 10 AF: The first recorded (and surviving) accounts of mutations within humans, animals, and plants. Some mutations have little to no effect on their host, while others create entirely new and alien life forms.
- 30 AF: Humanity remains scattered, records of the old world are sparse, and people begin to weave just as many myths and legends about the old world as they do tell truths.
- 100 AF: The environment settles enough and the planet is sufficiently repopulated enough to allow for long term settlements to arise and remain. The first of which find themselves situation on the East Coast of North America. The Coalition rises to aid these fledgling colonies in order to network resources.
- 110 AF: Between scavenging old surviving databases in cold storage all over the east coast, and an upmark in trade and immigration into the new colonies, technology from what seemed to be a utopian society is recovered. Nanomachines, rudimentary AI, advanced machining techniques, enlarged battery lifetimes, radar, basic laser technology, advanced ballistics warfare, and so on.
- 120 AF: The Coalition becomes an outright governmental force over all colonies under its jurisdiction, so as to ensure maximum efficiency in trade and to prevent starvation. U-ARM rises out of a mix of Raider elements and those dissatisfied with TC rule to challenge TC. Both sides begin rearming. Bunker Chicago is founded outside of both TC and U-ARM sphere of influences, only a few miles away from the old city ruins.
- 150 AF: TC Expands and offers to incorporate Bunker Chicago as a "special state" which maintains its own local governing privileges. Bunker Chicago accepts, in exchange for aid against raider forces.
- 155 AF: U-ARM moves into the local area and begins an ideological war against TC to try and win Bunker Chicago's citizens to its side. TC and U-ARM forces engage in occasional conflicts, though both sides surprisingly maintain an armistice within Bunker Chicago itself, as neither side wishes to aggravate the only self-sustaining colony on the continent into turning on them.
- 160 AF: Raider forces have been pushed to the brink of destruction. Only one major gang remains. TC and Bunker Chicago are readying to take it down, though TC has been slowly restricting local government's ability to rule, leaving some disgruntled. It's speculated that TC has no intention of leaving Bunker Chicago's fate to itself once the raiders are taken care of. Regardless, an attack is being prepared to take down the last of the raider forces in the area, thus creating the first, and perhaps only, raider safe zone in the world.
As a quick note about the technological level of The Last Bastion, refer here for a few notes and to get a general idea of where technology is in the post apocalyptic near-future.
- Cybernetics: These are a thing and do exist, but are hard to come by. Generally only TC's laboratories or U-ARM's underground markets offer them, and the latter will notoriously be ridden with defects that take several visits of machine shop repairs to make work properly. These limbs are not particularly stronger than their organic counterparts unless someone invests a lot of time and high quality materials into their make, but even then, they do still have human limits. For example: You can't get cybernetic implants to run at the speed of sound, your eyes would fall behind and you would inevitably run into physical obstructions constantly.
- Biological Mutations: Anyone who is gifted (or conversely cursed) with mutagens in their DNA can have these mutagens guided toward specific changes in a person's biological structure. In other words: The ability to fly, or become telepathic, or gain strength or dexterity, or endurance, or an unusually alluring charm through pheromones, or anything else under the sun. No two mutants are quite alike, though they are often all referred to as "listeners." The more mutations one acquires, the harder it is for them to remain coherent and mentally stable.
- Advanced Ballistics: Bullets can be tipped with toxins or gasses, missiles can be set up with advanced guidance systems to try and avoid incoming fire, et cetera. The days of "it's just a stick that shoots pellets" are long gone, and technology is typically used to amplify certain aspects of ballistics weapons, wherever able.
- Lasers: Laser rifles, laser cannons, et cetera. In weaponry terms, they're best used as one sudden burst—the more power any single shot has, the greater the output of energy against a target. They don't have recoil, which makes them pinpoint accurate, but they suffer humongous power drain and heat dissipation problems which hold them back from automatic fire. (IE: You get one shot, then need to wait to cool down at least a few seconds before you can fire again.) They can melt through terrain and armour, and handheld rifles produce almost no sound when firing, though they do produce bright flashes of light. Outside of weaponry, they make highly detailed and rapid surgical procedures possible, and have uses in welding (ex: Laser torch) that make them useful and sought after commodities for machine shops.
- Rudimentary AI: Nothing on the level of "I, Robot" as they are not truly self-aware. Instead, they are simply automated processes that can help a person perform multiple tasks simultaneously and efficiently. (Ex: A tank with only one user inside, a rifle with targeting assist, et cetera.)
- SST: Survival Suit Tech. Armour has evolved to the point of having further gadgetry and technology integrated into it, just the same as weaponry. Anything from wrist sensors to target marking visors to dynamic camouflage suits exist in this universe. Grappling hooks, jet packs (though with limited fuel), and cybernetic enhancements to armour also exist. SST developments are generally the response toward mutants from a development standpoint, the two being in a constant arms race over which is ultimately superior: Biology, or technology. SST improvements can usually be upsized and applied to vehicles as well.
-
-
Section 3: Character Sheet
Below, you will find your character sheet. Whether you are creating a new character or converting an old character to the new CS format, please be sure to read the affixed notes. The CS is now divided into the following sections: Biographical, Technical, and Faction. The Biographical section is dedicated to your character's personal identity, and is entirely determined by you. The Technical section is dedicated to your character's abilities in a mechanical sense of the word, and is also determined entirely by you. The Faction section is a bit more complicated, and has to do with how non-player characters and other player characters interact with you. The faction section is partially up to you, and partially up to me to inform you what the various factions think of you. Think carefully about which sides you choose—whether you are creating a new character, or using an old one.
While new and old characters are kept at approximately the same level of power (give or take one or two traits), old characters do possess advantages in the form of the relationships they've sown with others. This is a two edged sword however, for their enemies tend to be more intense as well.
Copy-paste this for your own uses, or reformat the sheet to meet your own tastes. So long as the CS has all the relevant information, I'll be happy.
[B]New Character:[/B] Create your Biographical and Technical sections as normal. Pick one faction to affiliate yourself with in the Factions section, all others will look at you in a [I]distrusting[/I] manner. You may not join Bosho's Raiders—they are a dead faction.
[B]Old Character:[/B] Basically just add the Faction section, and restructure your Technical section. Your Biographical Section—with the exception of one new field—is exactly the same as before. Nonetheless, be sure to double check that it's all there.
If you have any questions, feel free to ask me on Discord or in this OOC thread. Be sure to refer to Section 4 for information on Grunts, Listeners, and Pilots.
[CENTER][SIZE=5][B]Biographical[/B][/SIZE][/CENTER]
[B]Name:[/B] (Your character's name.)
[B]Age:[/B] (Your character's age. None younger than 16 may apply.)
[B]Sex:[/B] (Your character's physical gender. No, you may not answer "yes please" here, as amusing as it is.)
[B]Family & Friends:[/B] (Your character's family and friends. Simply list them—you don't need to give any great detail to them, put in as much as you wish. They may appear later in the story, one way or another, as NPC's controlled by me.)
[B]Appearance:[/B] (What your character looks like. A picture or text description will do equally well.)
[B]Biography:[/B] (Your character's background.)
[B]Mutagens in DNA?:[/B] (Yes/No.) (This determines whether or not your character can gain the benefits and weaknesses of mutations. If they're in the DNA, but inactive, your character may not even know that they're there. [B]This affects your interactions with some factions[/B].)
[B]Mutagens Active?:[/B] (Yes/No.) (This determines whether or not your character's Mutagens are currently active as mutations. This is required if you want to have any Listener abilities.)
[CENTER][SIZE=5][B]Technical[/B][/SIZE][/CENTER]
(You get a total of 12 points to spend. Keep in mind that, whatever you choose to invest your points in, can be manipulated and countered. You can also invest multiple points into a single ability or item to make it have greater value. If you spend no points in Grunt, delete Grunt Equipment and Instinct. If you spend no points in Listener, delete Random Mutations and Stages of Awakening. If you spend two or less points in Pilot, delete the Vehicle.)
[COLOR=#008000][B]Grunt:[/B][/COLOR] (Put your point total here) (Your character's traits as a Grunt. Refer to Section 4 for more information. Remember that you can spend more than one point on a trait to make it more valuable!)
[LIST]
[*]Title: I am a trait.
[/LIST]
[B][COLOR=#008000]Grunt Equipment[/COLOR][/B] (Grunts use specialized personal equipment above and beyond that of most around them.)
[LIST]
[*][B]Primary Weapon:[/B] (Your primary weapon. It can be a sniper rifle, a semi-automatic rifle, or a shotgun. This costs you no points unless you modify them up to be more effective in some way. Anything above a .50 caliber or in excess of 50 rounds per clip, or which has any specialized future tech equipment on it, probably needs points invested into it.)
[*][B]Secondary Weapon:[/B] (Your secondary weapon. It can be a pistol, compact SMG, or shotgun. Otherwise the same rules as your Primary.)
[*][B]Personal Armour:[/B] (Light, Medium, or Heavy. You can unlock super-heavy and/or powered armour classes if you invest the points for them, you are affiliated with The Coalition or Red Star, and you can convince an influential NPC within that faction to give you the resources for them.)
[*][B]Additional Gear:[/B] (Any additional gear you've acquired as a result of spending points in the Grunt tree.)
[/LIST]
[B][COLOR=#008000]Instinct[/COLOR][/B] (Grunts have a natural preclusivity toward survival, as mentioned in their description. Investing points in the Grunt tree gives small but noticeable effects in this regard, which come in the form of honed instincts from years of survival or training using nothing but their two hands and wits. These are GM-assigned, based on how many points you've spent into the Grunt line.)
[LIST]
[*](You need to have spent a minimum of four or more traits in Grunt to gain your first Instinct.)
[/LIST]
[COLOR=#ff6600][B]Listener:[/B][/COLOR] (Put your point total here) (Your character's traits as a Listener. Refer to Section 4 for more information.)
[LIST]
[*]Title: I am a trait.
[/LIST]
[COLOR=#ff6600][B]Random Mutations[/B][/COLOR] (You earn these by investing points into the Listener tree. They appear at random and often have small but noticeable cosmetic or negative effects. [B]If you already have cosmetic effects as a result of your mutations from an older sheet, put them here—they cost nothing[/B]. You may determine cosmetic effects, though negative effects are GM determined.)
[LIST]
[*](If you have no random mutations as of yet, delete this field. If you're a new character, ask the DM how many random traits you have. You may customize your own cosmetic traits, but not the negative ones—those will be DM assigned.)
[/LIST]
[COLOR=#ff6600][B]Stages of Awakening[/B][/COLOR] (You can unlock the true potential of the mutagens within your blood if you win the favour of the Children of Eve's faction affiliation. If you are not planning on joining The Children of Eve, you can probably ignore this.)
[LIST]
[*](Delete this if you are not joining the Children of Eve.)
[/LIST]
[COLOR=#00ccff][B]Pilot:[/B][/COLOR] (Put your point total here) (Your character's traits as a Pilot. Refer to Section 4 for more information.)
[LIST]
[*]Title: I am a trait.
[/LIST]
[COLOR=#00ccff][B]Vehicle[/B][/COLOR] (Only relevant if you have spent [B]three or more[/B] points on Pilot Skills to earn a vehicle.)
[LIST]
[*][I]Vehicle Type:[/I] (Tank or Helicopter? This costs no points.)
[*][I]Armour Type:[/I] (Light, Medium, Heavy. This costs no points, though you may use points to upgrade your armour in the [I]Pilot[/I] points section of your sheet. The armour class of your vehicle both determines how well it takes hits, and how likely the vehicle is to move out of the way of threats. Heavier armour is also usually seen as a greater threat by enemies.)
[*][I]Primary Weapon:[/I] (The primary weapon of your vehicle. Tanks come with a standard 120mm Tank Gun or equivalent, and helicopters come with a M230 Chain Gun or equivalent. You can invest points in your Pilot tree to access stronger versions, or alternative stronger choices. Otherwise, this costs no points.)
[*][I]Secondary Armament:[/I] (List any secondary weapons equipped on your tank or vehicle here. Tanks typically come with machine gun secondary weapons, and helicopters with standard missile pods. This costs no points unless you use some to upgrade them.)
[*][I]AI Package:[/I] (Standard AI Packages are capable of determining friend from foe, basic target tracking. You can leave tanks and helicopters automated in this way while the pilot runs out to do other activities, but they do not move or understand any sense of self-preservation. You may spend points to upgrade the AI if you wish, though beware that a sufficiently intelligent AI may misbehave...)
[*][I]Unique Modifications:[/I] (Any and all unique modifications to your tank design. Anything from electrified armour, to recoil stabilizers. Unless you spend points on them, this field should remain blank.)
[/LIST]
[CENTER][SIZE=5][B]Faction[/B][/SIZE][/CENTER]
[B]Faction Affiliations[/B] (Factions range from the following five categories, in order of worst to best: Hostile, Distrusting, Neutral, Affiliated, Allied. A faction which is hostile toward you will attempt to eradicate you if given an appropriate opportunity to do it out of the public eye, while a faction that is allied with you will willingly share secrets and resources to help you. New Characters start with one faction Affiliated and four Distrusting—their choice. Old Characters will be informed what their relationships are with other factions.)
[LIST]
[*][COLOR=#00ccff][B]The Old Guard:[/B][/COLOR]
[*][COLOR=#993366][B]The Coalition:[/B][/COLOR]
[*][COLOR=#808000][B]U-ARM:[/B][/COLOR]
[*][COLOR=#800000][B]Red Star:[/B][/COLOR]
[*][COLOR=#ff6600][B]Children of Eve:[/B][/COLOR]
[/LIST]
[B]Requisitions[/B] (Requisitions are based on your relationships with NPC's in various factions. It's what a faction proverbially "owes" you for your services. New characters start with nothing in this regard and can thus ignore this. Old Characters can use these relationships with factions [B]at any point in the story[/B] to ask for information or aid. How much the NPC interacting with you likes or dislikes you, or how much a faction trusts you, helps to determine how likely a requisition request is to succeed. This can range from learning faction secrets, to obtaining new traits for your character, to asking for help in a mission. Be warned: If you abuse the help from a relationship too much, it will evaporate away from you.)
[LIST]
[*](Brovo will assign these to you based on your previous interactions.)
[/LIST]
[B]Signature:[/B] (Type your username here to agree that I am, at any point, allowed to kill off your characters without your consent. Without this permission, I cannot actually guarantee narrative tension for you, or anyone else.)
New Character: Create your Biographical and Technical sections as normal. Pick one faction to affiliate yourself with in the Factions section, all others will look at you in a distrusting manner. You may not join Bosho's Raiders—they are a dead faction.
Old Character: Basically just add the Faction section, and restructure your Technical section. Your Biographical Section—with the exception of one new field—is exactly the same as before. Nonetheless, be sure to double check that it's all there.
If you have any questions, feel free to ask me on Discord or in this OOC thread. Be sure to refer to Section 4 for information on Grunts, Listeners, and Pilots.
Biographical
Name: (Your character's name.)
Age: (Your character's age. None younger than 16 may apply.)
Sex: (Your character's physical gender. No, you may not answer "yes please" here, as amusing as it is.)
Family & Friends: (Your character's family and friends. Simply list them—you don't need to give any great detail to them, put in as much as you wish. They may appear later in the story, one way or another, as NPC's controlled by me.)
Appearance: (What your character looks like. A picture or text description will do equally well.)
Biography: (Your character's background.)
Mutagens in DNA?: (Yes/No.) (This determines whether or not your character can gain the benefits and weaknesses of mutations. If they're in the DNA, but inactive, your character may not even know that they're there. This affects your interactions with some factions.)
Mutagens Active?: (Yes/No.) (This determines whether or not your character's Mutagens are currently active as mutations. This is required if you want to have any Listener abilities.)
Technical
(You get a total of 12 points to spend. Keep in mind that, whatever you choose to invest your points in, can be manipulated and countered. You can also invest multiple points into a single ability or item to make it have greater value.)
Grunt: (Put your point total here) (Your character's traits as a Grunt. Refer to Section 4 for more information. Remember that you can spend more than one point on a trait to make it more valuable!)
- Title: I am a trait.
Grunt Equipment (Grunts use specialized personal equipment above and beyond that of most around them.)
- Primary Weapon: (Your primary weapon. It can be a sniper rifle, a semi-automatic rifle, or a shotgun. This costs you no points unless you modify them up to be more effective in some way. Anything above a .50 caliber or in excess of 50 rounds per clip, or which has any specialized future tech equipment on it, probably needs points invested into it.)
- Secondary Weapon: (Your secondary weapon. It can be a pistol, compact SMG, or shotgun. Otherwise the same rules as your Primary.)
- Personal Armour: (Light, Medium, or Heavy. You can unlock super-heavy and/or powered armour classes if you invest the points for them, you are affiliated with The Coalition or Red Star, and you can convince an influential NPC within that faction to give you the resources for them.)
- Additional Gear: (Any additional gear you've acquired as a result of spending points in the Grunt tree.)
Instinct (Grunts have a natural preclusivity toward survival, as mentioned in their description. Investing points in the Grunt tree gives small but noticeable effects in this regard, which come in the form of honed instincts from years of survival or training using nothing but their two hands and wits. These are GM-assigned, based on how many points you've spent into the Grunt line.)
- (You need to have spent a minimum of four or more traits in Grunt to gain your first Instinct.)
Listener: (Put your point total here) (Your character's traits as a Listener. Refer to Section 4 for more information.)
- Title: I am a trait.
Random Mutations (You earn these by investing points into the Listener tree. They appear at random and often have small but noticeable cosmetic or negative effects. If you already have cosmetic effects as a result of your mutations from an older sheet, put them here—they cost nothing. You may determine cosmetic effects, though negative effects are GM determined.)
- (If you have no random mutations as of yet, delete this field. If you're a new character, ask the DM how many random traits you have. You may customize your own cosmetic traits, but not the negative ones—those will be DM assigned.)
Stages of Awakening (You can unlock the true potential of the mutagens within your blood if you win the favour of the Children of Eve's faction affiliation. If you are not planning on joining The Children of Eve, you can probably ignore this.)
- (Delete this if you are not joining the Children of Eve.)
Pilot: (Put your point total here) (Your character's traits as a Pilot. Refer to Section 4 for more information.)
- Title: I am a trait.
Vehicle (Only relevant if you have spent three or more points on Pilot Skills to earn a vehicle.)
- Vehicle Type: (Tank or Helicopter? This costs no points.)
- Armour Type: (Light, Medium, Heavy. This costs no points, though you may use points to upgrade your armour in the Pilot points section of your sheet. The armour class of your vehicle both determines how well it takes hits, and how likely the vehicle is to move out of the way of threats. Heavier armour is also usually seen as a greater threat by enemies.)
- Primary Weapon: (The primary weapon of your vehicle. Tanks come with a standard 120mm Tank Gun or equivalent, and helicopters come with a M230 Chain Gun or equivalent. You can invest points in your Pilot tree to access stronger versions, or alternative stronger choices. Otherwise, this costs no points.)
- Secondary Armament: (List any secondary weapons equipped on your tank or vehicle here. Tanks typically come with machine gun secondary weapons, and helicopters with standard missile pods. This costs no points unless you use some to upgrade them.)
- AI Package: (Standard AI Packages are capable of determining friend from foe, basic target tracking. You can leave tanks and helicopters automated in this way while the pilot runs out to do other activities, but they do not move or understand any sense of self-preservation. You may spend points to upgrade the AI if you wish, though beware that a sufficiently intelligent AI may misbehave...)
- Unique Modifications: (Any and all unique modifications to your tank design. Anything from electrified armour, to recoil stabilizers. Unless you spend points on them, this field should remain blank.)
Faction
Faction Affiliations (Factions range from the following five categories, in order of worst to best: Hostile, Distrusting, Neutral, Affiliated, Allied. A faction which is hostile toward you will attempt to eradicate you if given an appropriate opportunity to do it out of the public eye, while a faction that is allied with you will willingly share secrets and resources to help you. New Characters start with one faction Affiliated and four Distrusting—their choice. Old Characters will be informed what their relationships are with other factions.)
- The Old Guard:
- The Coalition:
- U-ARM:
- Red Star:
- Children of Eve:
Requisitions (Requisitions are based on your relationships with NPC's in various factions. It's what a faction proverbially "owes" you for your services. New characters start with nothing in this regard and can thus ignore this. Old Characters can use these relationships with factions at any point in the story to ask for information or aid. How much the NPC interacting with you likes or dislikes you, or how much a faction trusts you, helps to determine how likely a requisition request is to succeed. This can range from learning faction secrets, to obtaining new traits for your character, to asking for help in a mission. Be warned: If you abuse the help from a relationship too much, it will evaporate away from you.)
- (Brovo will assign these to you based on your previous interactions.)
Signature: (Type your username here to agree that I am, at any point, allowed to kill off your characters without your consent. Without this permission, I cannot actually guarantee narrative tension for you, or anyone else.) -
Section 4: Grunts, Listeners, Pilots
OUTDATED: WILL UPDATE SOON. ANYWHERE THE CHARACTER SHEET CONFLICTS WITH THIS INFORMATION, TAKE THE CHARACTER SHEET AS TRUE AND THIS AS FALSE.
KEEP IN MIND: Strengths and weaknesses are the total sum amount of special skills, powerful equipment, and unique genetic alterations your character has obtained in their lifetime. To start with, you have seven points you can create strengths with. You can spend multiple points in a single strength to make it stronger. You will gain more over time. You need one weakness for every two strengths you possess. You get to create your own strengths and weaknesses, and fit them in each class! As a rule of thumb...
Grunts use their training and experience as soldiers and survivalists.
Listeners use mutagenic properties in their DNA to "code" new biological mutations for themselves.
Pilots use vehicles, drones, and advanced technology.
You can upgrade these skills now, or later. As your character grows and makes decisions in this story, they'll gain the ability to add additional strengths and weaknesses later. As a rule of thumb, try to have one weakness for every two strengths, and you have seven points to spend on strengths to start with. If you have an odd number of strengths (ex: 7 strengths), round down the number of weaknesses you need. If you have one strength with multiple points invested in it (ex: "Ability A (costs 3 points)") then for practical purposes, it counts as three strength's worth of points in a single trait, and you still need to apply one weakness to go with it.
You may wish to keep yourself constrained to 1-2 skill trees and leave a third out (ex: making a listener-pilot hybrid and leaving out grunt skills), especially in the beginning. It is also perfectly acceptable to put all of your points into only one of the three skill trees and be a pure Grunt, Listener, or Pilot: It's your character, you decide who they are!
Beyond this, remember: Every decision you make will have consequences, sometimes dire, for both your characters and the world in which they live. This includes your strengths and weaknesses. Don't be too reckless!
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Grunts are by and far the most common and typically underrated among the three classes. They specialize in survival, sharpshooting, and adapting to their environment however it most suits them. When one thinks of a soldier, or any other trained infantry combatant, they're thinking of Grunts. When one thinks of battlefield medics applying nanomachines to mend a person's injuries, they're thinking of Grunts. When one wishes to be trained in the skills necessary to knock someone around in CQC, they are thinking of Grunts.
When taking skills as a Grunt, consider them as human as is possible. They use their training and experience to resolve situations, instead of mutations or gadgetry. They've honed body and mind to track targets, avoid detection, and so on. They also tend to harmonize well with specific weapons. A Grunt trained specifically with rifles will be far deadlier than a Listener or Pilot will be with that very same weapon.
In essence, Grunt skills are just that: Skills. You can have medical nanobots as a Pilot, but a Grunt's training will teach you how to use them most efficiently. Grunts are also tinkerers by nature, though they're restricted to weapons and armour exclusively. Grunts are likely to modify their own firearms heavily with equipment they've salvaged from others. All in the name of survival.
The more points you invest into Grunt skills, the greater your overall luck with survival will become. Grunts have an uncanny knack for surviving falls that should probably kill them, and having enemies leave them for dead instead of finishing them off. They're constantly underestimated due to their lack of technological prowess or biological adaptations, and as such, Grunts will get second chances where most would not. -
Listeners are generally among the rarer types, as most people tend to find an aversion toward ripping apart their own genetic code. Perhaps understandable, though some have no choice, as mutations are often involuntary in nature. When one is a mutant, their mutations grow with or without their direction and desire, and the only choice a person gets in the matter is in seeing if The Coalition's laboratories will help guide their mutations in more productive directions.
Mutations are derived at a genetic level through a compound known as "mutagens." The origin and functionality of mutagens is unknown, but their purpose is as such: They rewrite, create, and destroy genetic code as is necessary in order to adapt the host with new biological abilities. These biological abilities can be nearly anything one can imagine. Furthermore, they seem to share an as of yet not scientifically understood link to each other, both within the host, and with mutagens in other hosts nearby. One could evolve the capacity to fly, or see with sharper clarity, or regenerate tissue rapidly, or obtain telepathic powers, or anything else one can imagine. However, there is a price to this near unlimited potential.
Every mutation brings one further away from their human nature. It makes sense: The more one changes, the less one possesses of their previous lives. Nonetheless, mutations distort a person's sense of self, and make it harder for them to retain their sanity under extreme stress.
The more points one invests in Listener strengths, the easier it is for them to detect powerful mutants—be they animals, plants, or other people, as a sixth sense. Additionally, they also tend to have a sixth sense for danger in general, though it's most potent when detecting dangers from other mutants.
They are named "Listeners" instead of "Mutants" due to their tendency to "feel" and "hear" the presence of powerful and dangerous mutants. Having a mutant among trade caravans makes it easier to detect if they're about to be beset upon by deranged beasts who may have once been men—thus, the title: Listener. -
Pilots are less common than Grunts, but more common than Listeners. They're a powerful lot unto themselves, and tend to focus their time and effort on learning and developing technology. The term "Pilot" in and of itself is, perhaps, a bit of a criminal understatement: They are engineers and scientists too. They pilot tanks and helicopters—ones which they themselves typically built for weeks if not months at a time—and as such, many pilots bond to their gear much as if they were living, breathing people. To this end, they're also specialists with AI tech and cybernetics.
Pilots spend much of their time with advanced technology. They do so with vehicles—such as tanks and helicopters—and are almost always proficient in their use. They're good with computers, and rarely find themselves without modified personal armour and gadgets. They use drones as well, typically to keep themselves out of direct harm's way. Pilots do not have the survivability of Grunts, nor do they have the sheer biological versatility of Listeners. Without their vehicles, they do not perform well on the front line, and are better suited to using drones (offensively) or turrets (defensively).
In essence: Pilot strengths are all about technology, vehicular combat, and gadgetry.
To that end, it should be no surprise that for every point spent in Pilot strengths, your ability to use any kind of technology improves. Vehicles become more efficient, drones become harder to kill, gadgets last longer and do more when used, et cetera.
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Section 5: Rules
- I am the GM. My word is final.
- Your character can die in this RP. There are essentially no instant kills, but if your character makes a series of very poor decisions, or does something incredibly stupid, I will not hesitate to kill them off.
- If I have to tell you to obey Iwaku's rules with this rule, you probably aren't reading this rule.
- I'm hoping to get weekly or biweekly posts out of this RP. I will inform you as to when the next IC post goes up.
- This RP has extremely dark themes, darker than any of my other role play universes. Do not join if death and torture makes you squeamish, there will be plenty of both.
- Have fun!
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Section 6: Ancillary
Total Characters: 13/14.
Political Affiliations: These demonstrate the affiliations characters have with various factions in the world. Important for determining NPC relationships upon meeting PC's, among other things. "Affiliation" means a character is presently working for a faction, but is not a member of that faction. "Member (weak)" means that character is officially a member of a faction, but has yet to present true loyalty to them. "Member "strong" means a character is a member of a faction, and has demonstrated true loyalty toward it.
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The Old Guard: The original ruling faction of Bunker Chicago.
- Known NPC's: Carolyn Antoinette (Field Operative), Devin Antoinette (Leader), Marie Black (Leader).
- PC's: Kiku (Affiliation), Hewitt Ziegler (Affiliation), Box Copter (Affiliation), Robert Coffey "Bob" (Affiliation), Catheryn "Ryn" (Affiliation).
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The Coalition: The new autocratic government of the East Coast of North America, ensuring equality for all.
- Known NPC's: Ryan Dufont (Leader), Jenive Rousseau (Field Operative), Adrik Ivanov (Field Operative).
- PC's: Aleksa Volkov (Affiliation), Gabriel Desrochers (Affiliation), Shlan Fletcher (Affiliation), Tristan Sovres (Affiliation), Carter (Affiliation), Russell Johnson (Affiliation).
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U-ARM: The rebels fighting against autocracy in the name of fanaticism, and freedom.
- Known NPC's: None.
- PC's: None.
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Red Star: The last survivors of a once beautiful land, now trying to buy time and resources for a new homeland.
- Known NPC's: Morai Lee (Field Operative).
- PC's: Ozymandias (Affiliation).
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Children of Eve: The bright but unstable future of man, laid in the hands of infinity's mother.
- Known NPC's: Evelynn Tenebris (Leader).
- PC's: Florence Morgenstern (Affiliation).
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Bosho's Raiders: [DEFEATED]
- Known NPC's: Bosho (Dead, unconfirmed).
- PC's: None.
Kiku. (V2) Author: Limeypanda. Faction: The Old Guard.
Aleksa Volkov. Author: Tyrannosaurus Rekt. Faction: The Coalition.
Box Copter. (V2) Author: RedWillow. Faction: The Old Guard.
Ozymandias. Author: Grothnor. Faction: Red Star.
Robert Coffey "Bob". (V2) Author: Jorick. Faction: The Old Guard.
Gabriel Desrochers. (V2) Author: Rain of the Night. Faction: The Coalition.
Florence Morgenstern. Author: Sai Zhang. Faction: Children of Eve.
Shlan Fletcher. (V2) Author: HerziQuerzi. Faction: The Coalition.
Tristan Sovres. (V2) Author: Maxim. Faction: The Coalition.
Catheryn (Ryn). Author: Seba. Faction: The Old Guard.
Carter. Author: Potatocat. Faction: The Coalition.
Russell Johnson. (V2) Author: DeadAxl. Faction: The Coalition.
Phelan Kell. Author: Kadaeux. Faction: N/A.
Dennis 'Throughway' Godsmen. Author: Thymine. Faction: N/A.
Convict. Author: Red Velvet. Faction: N/A.
Dimas Roul Pokorny. Author: WhisperingWillows. Faction: N/A.
Peter. Author: Snakey. Faction: Children of Eve.
Hewitt Ziegler. Author: Holmishire. Faction: The Old Guard.
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The Old Guard: The original ruling faction of Bunker Chicago.
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Section 7
Story So Far
Book 1: Exodus
- Foreboding Fog: The story begins with Jenive and Morai commenting about a mystery fog over the city ruins. Carolyn is in command as they discover a mysterious fog has covered the city. Nonetheless, they proceed with their operation to destroy the last of the Raiders near Bunker Chicago.
- Something's In The Air: It's discovered that the fog has a toxic response to human beings, and that inhaling it will cause death within minutes. Everyone is forced to put on gas masks and prepare for the worst. It's also discovered that there is no sign of anything organic left within the fog--no trees, no rats, nothing. Jenive's motion tracker is discovered to not work properly in the fog, as it detects movement everywhere. Carolyn calls for her forces to hold position.
- Chaos: Mouse warns everyone that The Coalition is pulling out and leaving them to die. The group is confronted with a choice: Hold the line to try and ensure they collect survivors, or retreat right then and there?
- The Road of Caution: Carolyn decides to retreat rather than hold the line. Meanwhile, Morai and his small group discover an ambush set for Carolyn, and stop it from happening. One survivor reaches the group in the nick of time to be rescued.
- Retreat! Fight?: As Morai and Carolyn get ready to defeat the ambushers once and for all, something begins slaughtering them all. Realizing they were cornered, they get ready for a final battle.
- The Warning: Carolyn and the rest of her Squad are released, given a warning to tell the rest of Bunker Chicago. Morai decides not to speak of it again, while Jenive swears she will investigate it using every resource she has.
- Aftermath: The survivors from the operation meet back up in Bunker Chicago. Though they are thoroughly searched, the mysterious survivor they picked up vanishes into the crowd, not to be seen again. The group is then each interrogated, one by one, for information...
- An Uneasy Moment: Each of the five factions starts recruiting for their next operation, as people are forced to choose sides...
- The State of Things: Each of the major factions begins their pursuit over Ezekiel, each for their own reasons. The stage is set as each of them race to get to him first. The Children of Eve and Red Star debut as factions worth considering.
- Calm: The Children of Eve reach Ezekiel first, as others continue their approach. Various factions grow closer to colliding.
- Unfriendly Fire: Gabriel opens fire and destroys the bridges leading into the target apartment. Ezekiel is brought back from his stupor by Evelyn. U-ARM jams The Coalition's radios.
- Squad One Falls: Aleksa and Gabriel collapse the northern apartment, causing untold casualties and damage to the surrounding area. Red Star steals away Ezekiel from The Children of Eve, as a massive aberration arrives and destroys Squad One.
- Faction Warfare: The Coalition gains access to the prisoner and starts escorting him out. Jenive holds the line as long as she can, while The Old Guard's split forces stay away from the massive creature outside.
- Carter Is Alone: Carter is knocked out and captured by U-ARM. An airstrike comes in and seemingly destroys the massive creature, only for it to start to reform, slowly. The Coalition prepares to pull out as Jenive receives medical attention.
- Et Tu, Jenive?: Jenive shoots Ezekiel and demands he stay away from her, while Kiku pleads with her otherwise. Jenive's fear wins out over Kiku's pleading. The Children of Eve pull out.
- A Knife's Edge: Carolyn and Morai make a deal, allying Red Star and The Old Guard for the time being against what is potentially a greater threat.
- A High Price: Devin is assassinated by Adrik after Devin crosses one too many lines.
Decisions and Consequences
Important NPC's? (Blue = Living, normal. Red = Dead. Orange = Awakened mutant.)
- Carolyn Antoinette: Alive, leader of The Old Guard.
- Marie Black: Alive, loyal to The Old Guard.
- Devin Antoinette: Assassinated by Adrik.
- Jenive Rousseau: Alive, loyal to The Coalition.
- Morai Lee: Alive, loyal to Red Star.
- Línghún Jī: Alive? Loyal to Red Star.
- Wisdom: Alive, leader of Red Star.
- Mouse: Alive, loyal to Carolyn.
- Ryan Dufont: Alive, leader of The Coalition.
- Adrik Ivanov: Alive, loyal to The Coalition.
- Evelyn Tenebris: Alive, leader of the Children of Eve.
- Lillian: Alive, loyal to the Children of Eve.
Major Decisions/Changes
Book 1: Exodus
- Box, Morai, Convict, and Peter abandoned Carolyn's Squad before she gave the order to retreat in Exodus.
- Carolyn ordered everyone to retreat rather than hold out for survivors in Exodus at the behest of Bob and others.
- Morai, Convict, Peter, and Box saved Carolyn's squad from an ambush.
- Nobody shot at the mutants who appeared to give them a warning.
Book 2: Schism
- Russell and Carter appear in the story.
- Only Box revealed the voice in her mind, and it was by feinting. Ryan knows this.
- Red Star and the Children of Eve reveal themselves to certain people as factions to choose.
- Hewitt, Kiku, Bob, Box, and Catheryn side with The Old Guard.
- Florence and Peter side with the Children of Eve.
- Russell, Shlan, Tristan, Carter, Gabriel, and Aleksa side with The Coalition.
- Ozymandias sides with Red Star.
Book 3: Prophets and Truths
- Gabriel shot out the bridges after obeying an intercepted order.
- Peter dies via being shot by Jenive.
- Hewitt dies via being shot by Morai.
- Gabriel and Aleksa collapse the northern apartment, causing untold casualties for U-ARM.
- Carter calls for a tactical bombing from The Coalition.
- Carter is captured by U-ARM.
- Shlan declares her intention to abandon Jenive and The Coalition.
- Russell argues with Shlan about staying with Jenive.
- Mouse warns Carolyn and The Old Guard of an incoming bombing run.
- Box tells Evelyn about the incoming attack by The Coalition.
- Russell breaks orders to stay with Jenive.
- Jenive saves Russell, takes a crippling injury in the process.
- Jenive rejects Ezekiel's help.
- Red Star and The Old Guard form a tenuous alliance.
- Devin dies via political assassination.
Book 4: Misery and Fear
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