Nobody knows where they came from. But their intention was clear, and they carried it out with brutal efficiency. But now a small group of survivors must risk everything in a desperate mission to recover much needed medical supplies.
Once your life was one of leisure: your food served to you, so that you only needed to hunt for pleasure. There was always a warm spot to lie in, a warm lap to curl up in. Yes, life was grand.
But then, came the night of panic. A loud scream split the air, and all your humans left, taking little more with them then those extra-skins that they wear. You were forgotten, abandoned.
And now the streets lie empty, the houses cold and dark. Your belly rumbles with hunger.
And the dogs are rising up against you.
(Very) Loosely inspired by Stephen Moore's book of the same name, "Tooth and Claw" is the fate of the cats and dogs left behind when their humans are evacuated; survival of the fittest, the fastest, and the most bloody-minded.
Will the cats be able to band together, against their common adversity? Or is there worse to come?
Plot outline: In the town of Gladstone, QLD, in the year 2314, the water is running out. Rain hasn’t fallen for years, and the deep water table bores are bringing up less and less, at worse quality. But there are rumours that Dr Mick Greeningham had been working on something that he claimed could reverse global warming before the bombs fell, and that the legacy of his work can be found in 1770, a town just down the road.
It’s an easy job, get in your car, go down the road, pick up the mysterious relic of the old world, and get your behind back to Gladstone. Fair dinkum, cobber.
But war. War never changes.
Fate is a game about narrative freedom and light mechanics. The power to drive the story is in the hands of not only the GM but the players as well. Created by Evil Hat, Fate Core allows for any genre and any scenario. In this case we're taking a look at what would happen in the Australia of a post-apocalyptic universe similar to (but not quite) that found in the Fallout computer game series.
....Initialising scan...
....External environment hostile...
....Initialise wake up protocol...
%#$^*$%#$%^&……………………………………..
….Where am I?.....
….Why do they scream so?.....
50 years ago the world ended. No one can remember why. Now IT has woken. Will it end all over again?
London. Winter. 1963.
It is a year since the Cold War went hot.
And this was not just a nuclear war.
Far more sinister, darker weapons were deployed from the shadows.
Survival and re-building are all that matter now. But human nature and tragic circumstances mean that everyone has their own ambitions.
...a Government desperate to hold on to what remains of the country.
...military forces who wish to expand their power and influence.
...frightened and brutalised refugees who simply want a place to call home.
Into this maelstrom steps the Special Situations Group, a motley band of men and women tasked with the jobs too dirty or dangerous for anyone else.
'Things Fall Apart' is a Hot War scenario written by Scott Dorward for the Hot War Transmission Issue 2.
Mayor's Log. Star date Six Monkey Slap Slap.
A matter of national security has arisen in Freesboro. Strange lights, explosions and sounds have been seen on the horizon toward the ancient site known as Medcen Park. I fear for our future.
When fear, explosions and strangeness are rife I can think only of one solution - the Alpha Mutants. Paula be praised they can help us before it is too late.
Based on the Gamma World Game Day scenario "Trouble in Freesboro"