RP Discussion Golden Reach Faction "The Outcasted"

DeletedUser

Barbarian.jpg

The Outcast thread features: Outcast information, village avalible weapons, basic funds information, History, culture, Classes, Crafting information.





General information
Outcast society is formed by a mixture of Natural survivalists and exiles from Cold Cape. Initially, the Outcasted lands were inhabited by Native American survivors, who before the 20 years of radiation were finally over, hid in Caves and hid in hastilly built bomb shelters on the reservation. These natives were somewhat affected by the '12th bomb', though none sustained radiation poisoning. As the times grew older, they turned to a more traditional style of life, hunting and farming like their ancestors once did, only in a new world where even Deer can be dangerous. In 2051, they made first contact with another civilzation when scouts from Cold Cape ventured south, building a bridge to cross a shallow river for a plan of some sort. In a deal in 2053, they agreed to take in and naturalize citizens that Cold Cape didn't want, the criminals and people deemed too evil for Cold Capes religious and western tastes. These tribes that inhabited the area, however, had their own sacred ritual grounds off the coast of Golden Reach, a small island they called the Ritual grounds. Because of their cultural beliefs, Exlies and children must go to the Ritual grounds to proove themselves among their peers by fighting a giant Boar with Melee weapons of their choice. Getting the boar to the island is no easy task, special hunters and ambushers work together to sedate the massive hogs, which are called Masywny Swine. Masywny is of course, Polish for Massive, as the hogs fit the description perfectly.

Weapons
Because of Saint Wayne, and the fact that the Native American tribes that inhabited the area, there were few weapons to go around. And these weapons were nothing less than common and occasional weapons to purchase because of the lack of much outside interference. However, the Natives of the area taught the exiles well, and they all took on the ability to craft weapons from wood and steel, and they have great effect up close and personl. Swords, Knives, Spears and bow-arrows are made most commonly, and Raiders by special request can have three inch thick steel Shields made for them to protect their bodies from light bullet wounds.


Commerce and economy
After the first contact with the surviving Cold Cape civilization, the once-dwindling numbers of the Natives has grown through birthing native and Cold Cape children, who recieve both the genetic benefits of their native parents, and the calculating radiation free bodies of their Cold Cape parents. These wonderful combinations have lead to ultimate survivalists in the Outcasted territory, as any man or woman are on average twice the strength of an average man or woman, and they have speed and tactical techniques that make them incredibly efficient stealth killers, rivaled only by Slavers who learned through years of terror how to do such tasks. The benefits of the Outcasts are that they are stronger than anyone else, therefore, they can hunt perfectly, and Workers from Cold Cape tend to the farm, livestock and manufacturing of Crafted and improvised weapons, so they are able to fight while people stay home and work.

Culture
Outcast culture is a mixture of Exile's initial religious beliefs and the beliefs of the Natives. The Exiles bring Christian-like beliefs with them, and they spread their religion to the natives, while the natives allow them into their clan only after a trip to the Ritual Grounds to slay a boar. Because of their more natural connections, the Outcasts often use mounts, in addition to Horses and Cattle, be it that. Elk, Boar, and Moose are often used as mounts for different purposes, Raiders of the culture travel north and are typically called "War Pigs" which has lead to their own National Anthem that they play on functional sterios and CD-players ever since recovering a Compact Disc from an abandoned bunker with a song to the same name and imagined tune.

The "Black Sabbath" was introduced to the culture in 2059 after an elderly Exile that had known of the music disc from long ago made the decision to elect an "Iron Man" every Sunday of the week to lead a party and raid a caravan for supplies. Because of Cold Cape being so close, and an outpost just across the bridge, the party Travels across the Riverbank and either raids Mist Terrace caravans on dirt roads, or they travel up north to Free Mans Land to raid villages and Wescot City. The "Iron Man" is given a suit of steel to wear, so thick that a .357 magnum round causes merely a dent, and yet he can still run in the armor. If the Iron Man dies on his journey, then his body is brought back to the village to be taken to the Ritual Grounds and buried along with ancestors of the natives and other dead Iron Men.


Clothing
Outcasts are forced to live of the land, and thus, the animals that they can hunt. Outcasts often wear leather garbs, men wearing leather pants, shorts, and jackets, while women wear skirts and pants with tube top style shirts or less revealing jackets, depending on their current relationships.



Class Colors:
Brutal classes are this color
Stealth classes are this color
Economy classes are this color
Charm classes are this color
Agricultural classes are this color
Multi-specialist classes are this color




Outcasts- As a rule for this game, players will use certain fonts and colors when writing their posts in this game pertaining to their faction and class. Size 3 Verdana will be reserved for OCC commentary, and it's coloration will be black.

As an Outcast, your writing font will be Trebuchet MS.

Now, you may be thinking to yourself, what does your choice in class have to do with anything?

Well, there will be four primary classes.

Raiders- Raiders attack Caravans and Settlements, Raiders are a force to be reckoned with. Raiders have the strength of two ordinary men (or women), and they can easily kill a man with their bare hands. That said, they are a pure breed of Outcast, children born in Exile, they grew to kill. Raiders have training in how to use Revolvers, Shotguns, and Rifles, not that they come across many guns. To make up for the lack of powder weaponry, and to utilize their strength, Raiders can use Axes, Swords, Bows and Arrows, and even three inch steel reinforced shields. They are virtually tanks, but they have limited access to supplies and are often not the best against large groups.

Hunters- Hunters are expert marksmen, able to prey on the game and not be heard for miles. They are a breed formed from being birthed into Exile, and not wanting to go to Cape Town. They are light footed and stealth shootists, able to pick out an Elk and kill it silently from anywhere between 5 and 500 yards away, if their rifle has a good scope, and if they have a rifle. Hunters have the ability to use Rifles and Revolvers.

Ambushers- Ambushers are silent assassins, able to sneak up behind their prey and take them down without disturbing as much as another bystander, if they have plenty of room. They are a breed born from Exiles, and they know how to effectively take down a human in nearly every close up lethal and non-lethal way possible. They are experts with knives, swords, and attacks from-behind, and they know how to use Shotguns, Pistols and Revolvers.

Workers- Workers of the Outcasts are often simply exiled Cape Towners, however, from their lack of association, they have developed the ability to breed livestock as well, albiet not as good as a CT roughneck. They can also Manufacture top quality Swords, bows and arrows, shields, knives, and can even re-load spent cartridges. The workers can use Revolvers.

Common
Occasional
Scarce
Rare
Nearly impossible to find
Unobtainable

Revolvers:
GP100


Pistols:
Colt 1911A2
Glock 17

Rifles:
Remington 700


Revolver Ammo:
.357 Magnum

Pistol Ammo:
.45 ACP
9mm Parabellum

Rifle Ammo:
.223

Shotgun Ammo:
.12 Gauge


(Under Construction)
 
Last edited by a moderator:
Top