Post Apocalypse: Let There Be Light

Players

Type:

Live Action Game

System:

Chronos

Slot(s):

#5 Saturday 7pm-11pm



Game Description

In 2011 a viral flu began to ravage the planet, killing off almost ninety percent of the world's population over the next six years. Society collapsed under the weight of the dead and those who remained believed they were immune or lucky.

It was in 2017 that the bombs started dropping. With so few communication channels remaining, it was hard to tell how it started but the mushroom clouds and EMP surges were unmistakable: Thermonuclear war was unleashed upon the survivors.

Chaos reigned in this new world as the grip of winter began to take hold on the planet, crops failed, and the lights went out.

Raiding groups of humans attacked each other for supplies and covered the snowy planet was blood and Mutants creatures began to appear in the woods dragging humans off into the night.

Welcome to the end of the world.

It has been twenty years since the fall of human civilization and now a signal has gone out from Niagara, calling surrounding survivors to a meeting.The message contains hope: We can returns power to the world, we can put the power back on.

Trust is a scarce commodity in the new world, and the groups that follow this signal back to its source have a agendas of their own. Will light return to the world? Or will the world be plunged into a deeper darkness.

**************************

Let There Be Light is a module that takes place in post apocalyptic Canada, where various groups of survivors are meeting to discuss the future of the region and the possibility of getting access to electricity again. Each of the players takes on the role of one of survivors with their own goals and aspirations.

We are using a new larp system for this event called Chronos. The Rules are simple and will be explained in advance and you can download a copy of the basic rules here:

http://rpg.drivethrustuff.com/product/131368/CHRONOS-Universal-LARP-System-Core-Rulesbook

The larp will have elements of social politics, action adventure, resource management, and puzzles. Additionally there will be adult themes so we do no recommend the game for players under the age of 18.


Roles will be decided by first come first serve from a list published below, please e-mail alex.loveridge@gmail.com with your top three selections:


Faction Descriptions


Tenth Mountain (10M)

The group that now calls themselves Tenth Mountain began as members of the United States military and Government moved to Fort Drum’s bomb shelters constructed to withstand the strongest nuclear attacks. They spent over ten years protected and concealed into Drum’s stronghold as the worst of the fighting raged above them.
Since their return to the surface, the 10M have aggressive expanded with a mandate to restore order and governance to Surrounding area.

Their access to military hardware and training has made them formidable regional force, but they have encountered heavy resistance from survivors and mutants alike. This has forced 10M to adopt a militaristic and authoritarian approach to bringing resources and people under their control.

Survivors in the region have begun to hear rumors of the 10M conscripting new troops from captured survivors and disturbing accounts of massacres conducted by the 10M on groups that refuse to comply with their new order.


Northern Lights

Despite the Virus outbreak, a Canadian company, Thoth Technology, continued its work to see the first humans on the surface of Mars. Though its goal was never realized, its work turned out to be crucial to the survivors that would take to the sky to avoid the worst of the fighting that followed. Dubbed Northern Lights, the project saw humans into space in numbers unprecedented in human history. They vanished into the night sky as the world burned below.
Now Northern Lights have returned.

Northern Lights arrived just over six months ago in a landing craft just outside of Hamilton dramatically changing the political landscape of the region. Though small in numbers, Northern Lights appears to have access to technology lost to the fallen world and has established a small compound around their landing craft and begun to reach out to survivors throughout southern Ontario.

But other survivors claim Northern lights are kidnapping their friends and family, leaving many survivors to question Northern Lights intentions. To make matters worse, there have been several incidents between its members and survivors from the ground which have resulted in bloodshed, leading to further distrust between Northern Lights and its neighbors.

Rouge Barton

Like many of the cities in Southern Ontario, Hamilton was decimated by the flu that ravaged the planet; the bodies of the dead lined the streets forcing many of survivors to flee in search of food and shelter. The survivors of the plague fell to infighting for the limited remaining supplies.

The Rouge Barton are what remain of the citizens of Hamilton. This alliance of former citizens banded together to defend one another against the creatures and raiders of the new world, building an outpost on the edge of Hamilton which has held out against its enemies for over five years.

The Rouge keep themselves alive by regularly scavenge among the remains of the city, finding scrap metal, machinery, and using old factories to make all the things they need survive.
Despite their successes, the years have been hard on the Rouge and some say they are getting increasingly desperate are the cities resources dwindle.

Donnellys Gang

During the initial fall of civilization, many perished within days without the skills to survive and others thrived because they never quite fit into civilization. The Donnellys Gang is an example of the latter. The Donnellys family had never had a great reputation among Law Enforcement officials and many of its family members had spent the majority of their lives outside the law or sitting behind bars for breaking it.

When civilization fell apart, others lost their minds while the Donnellys’s kept calm and asked themselves “Whose watching all the valuables” and became entrepreneurs. The Donnellys have since become one of the many roving gangs that travel around Northern New York and Southern Ontario, both raiding those that are too weak to keep their own supplies and trading what is needed to the strong.

Most would prefer not to work with the Donnellys for fear of attack or betrayal, but many admit their ingenuity when it comes to motorized vehicles and their unique supplies often make them valuable allies.

United

As civilization burned around the survivors, the most unlikely groups formed from the remnants of society. One of these is the United.

United is one of the many groups of survivors with no permanent home that is continually on the move throughout Southern Ontario. They travel the wasteland in search of supplies, resources, survivors, and temporary homes.

United policy is to accept survivors of all kinds as long as they can agree to their rules and have something useful to bring to the group, leading United to have an eclectic skill set and survival profile that allow them to survive where other groups have vanished into the night.
One of the quirks of United is its strange sense of justice.

Members of the group adhere to previous societal norms; avoiding killing, stealing, raping, and other such atrocities and travel out of their way to punish those who show disregard for these standards. Each lawbreaker is given a trial by the United members and many then face an executioner’s axe if found guilty by the mob. More than a few raiders have found themselves captured and executed at the hands of United after believing they had long escaped their crime.

The Raptors

When some survivors tried to rebuild their former lives after the fall; Members of the Raptors separated from it and abandoned all concept of modern society.

The Raptors separate themselves into packs, maintaining a structure and behavior akin to nomadic tribe. They move and hunt through the wilderness of the world, attempting to rely on their own strengths rather than the crutches of the old world.

By far the largest group of survivors, members of the Raptors have managed create a loose confederation of ‘packs’ that extend as far east as Kingston and as far south as New York City. This loose confederation has its disadvantages though, and many find themselves unable to make a deal with one pack that extends to another.

Many of the Raptors are extremely warlike in their outlook, and members have been known to attack other survivors without warning or reason and leave their bloody remains displayed to remind enemies that they own territory in the area. But painting them all with this brush is foolish, as other survivors have found members of the Raptors to be valuable allies against mutual enemies.

The Foundation

Little is known about the origin of the group that refers to itself as Foundation, but recently their name has been spoken in the area around Niagara falls as members of this group have been spotted gathering supplies and scouting around the old dam.

The Foundation’s name is most easily recognized by the radio signal they have created, calling out to the local survivors and asking them to attend at a meeting at the old power plant with the promise of new beginning.



Roles


*Roles in italics are already taken by a player*


The Foundation

Foundation Head: Leader of the Foundation, often viewed as a distant intellectual with trouble connecting to other human beings.

Machinest: Former member of the Donnellys Gang, a bit of a screw up that the family has always wondered if they would find their place

Head of Security: BestBuy Employee turned security expert, a geek who found their groove when the world collapsed around them.

The Raptors

Pack Leader 1: Young Pack leader considered a Charismatic visionary among the Raptors

Honor Guard: Oathsworn bodyguard of the Pack Leader. Considered a wise warrior

Young Warrior: Bold and Skilled Warrior brought along to learn diplomacy and Patience

Pack Leader 2: Battle Hardened Pack Leader known as a tough but Just leader

Honor Guard: Oathsworn bodyguard of the Pack Leader. Considered by many to be the greatest warrior in the Raptors

Shaman: Raptor healer and Shaman, knowledgeable about the woods and keeper of the secret texts. Considered slightly crazy

United

Police Officer: Former Police officer and leader of United, the executioner of United Justice

Firefighter: Brave Firefighter and conscience of the United, Considered to be the most moderate of the United members

Medical Doctor: Former Emergency doctor of Grand River Hospital considered a bit of an odd duck since they were discovered by United.

Electrian: A formerly well tempered individual who recently lost their significant other and wants to see the killer punished

The Donnellys Gang

Family Head: Gangster Family head, leading the family with a wicked smile and an Iron fist

Family Heir: Second born who out lived the first, considered a bit of a brat who is too comfortable throwing their power around

Bodyguard: The tough-as-nails bodyguard hardened by years of punishment to both body and immune system. Said to be immune to infection and poison. 

Negotiator: Acquisitions Specialist by trade, considered a sharp trader, a scoundrel, and the one who shoots first

Rouge Barton

Rouge Commander: Leader of the Settlement of the Rouge Barton, cares deeply for their people and willing to do what they needs to survive

Second in Command: The loyal second in command of the colony in charge of their rations and gardens. Considered a bit of a soft heart

Scrounger: Leader of the Hamilton Scroungers and Quartermaster for the colony, a fastidious individual and a stickler for protocol and book keeping

Nurse: Medical Personnel with a great deal of triage experience, considered a caring individual with a dark sense of humour

Northern Lights

Scientist/Engineer: Original Member of the Northern Lights Mission, Considered dedicated and in search of something beyond the Stated mission

Security Expert: Young Member of Northern Lights born in Space, a dreamer who has been shown the nightmares and wonders of Earth

Robot: Yes you can play a Robot, what else you want?

Tenth Mountain

President of the New United States: Freshly elected Commander in Chief of the military forces. Considered a smooth politician

War Hardened Captain: Veteran of two deployments to Iraq before the outbreak, the Captain is cool under pressure and utterly ruthless.

Recently Promoted Sergeant: Caring commander of the NCOs in the 10M, recently promoted after the death of the previous Sergeant

Enlisted Soldier: A fresh recruit from the bunker, an idealist horrified by the face of war.

Game Master

Alex

Game Master

Andrea McVeigh test

Game Master

Amanda McVeigh

Don: Negotiator

Sara B

Don: Family Heir

Jay B

NL: Robot

Paul Scapinello

FD: Foundation Head

Wesley M

Rap: Pack Leader 1

AdrianB

Don: Bodyguard

Cutter

NL: Security Expert

Jessica

10M: President of the New United States

Simon T

Player

Chris C.

FD: Head of Security

Andrew "god complex" Carleton

United: Medical Doctor

Charlie Gollob

Nurse

DAB

Don: Family Head

Zeira

NL: Scientist/Engineer

Jazlynne

RB: Second in Command

Mark MacKinnon

10M: Recently Promoted Sergeant

DavidBrideau

United: Police Officer

Sandra Sine

Rap: Shaman

Brian Revell

Rap: Honor Guard 2

Alex F.

10M: War Hardened Captain

Jeff D

United: Firefighter

Chris Stocovaz

10M: Enlisted Soldier

Becky

Rap: Pack Leader 2

Laura R.

RB: Rouge Commander:

G-Off

Wait list spot

Andri Magnusson

Foundation: Machinest

Sean Howard

Rap: Young Warrior

Dereck P

Player

Patrick Carter

Rap: Honour Guard 1

John St.Germain

Wait list Spot 2

Mark Kicksee



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