Post by The Nobody on Jun 20, 2010 14:47:41 GMT -5
I've wanted to do an RP for some time. All active topics I could find were a little against my taste, so I decided to make my own. Reading this setting you'll notice that I'm a fan of Fallout (all three + Tactics), Mad Max (again, all three), Waterworld and Girl Genius. Yup, guilty as charged.
Timeline:
Before (years B.H.) -> The Happening -> The Chaos (1 to 5 years) -> Living (years A.C.)
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There was a time, referred to as "Before", when the world was roughly as we know it now.
Then something happened. Maybe a world war, maybe a plague, a meteor storm, or maybe Earth just got bored. Whatever it was, it was horrible, and turned the world into a "post-apocalyptic" one. People, occupied with staying alive, didn't remember what exactly it was. Those who knew didn't tell. Those born later didn't care. Those who cared... Were often too crazy to take them seriously.
The world collapsed into Chaos. Society, industry and everything else just fell apart, like a toy airplane at supersonic speed - and just as quickly. The elders say that the times of Chaos destroyed more then the Happening itself did. This could just be true. No-one really knows how long the Chaos lasted - it ended and started at different times in different places. But the year when the first caravans travelled far across the wastelands is known as the first year After Chaos.
Current time is the time of those who survived, time of the Living. Our story starts around year 40 After Chaos. A generation of people who know nothing of Before was born, and had children. Some people who survived Chaos are still alive. They are old and revered, their words are valued and sought after (usually). The world is still hostile, but the human population started to grow again.
LANDERS
As the name implies, these are the people that survived on the land. That's where the most people live, despite all kinds of mutant vermin, plagued lands, radiation, poisons, mutagens, etc., etc. Simply because it's natural. Also, because most means for survival are also on the land: abandoned factories, lost information, materials and resources.
Different settlements are beacons of safety and stability. As always, there are alliances and opposing blocks, but most places keep a stand-alone attitude - be friendly and we'll be friends, if you are hostile you'll be shot. All prospering cities are fortified and have enough guns (local or hired) to protect themselves. All of them are also built around or near at least one kind of basic resources: food and water, energy or materials. It could be an old subway station, a power plant, a factory or just a fortified hilltop. All settlements also have an authority, which control it either by force or by reason. People with unique skills are highly esteemed, such as mechanics, radio amateurs, gunsmiths and blacksmiths, etc. Speaking of radio, almost every settlement has one, so they keep in touch with the rest of the world. Some lucky cities even have a working computer, connected to the remains of the Internet. Such places have a mystic feel (or just feel arrogant), and are often considered more cultured. Despite all this, there still are some very isolated cities or regions. People from there are often weird in all kinds of weirdness.
Of course, not all the cities have enough resources to sustain themselves. That's why the Traders are so respected. Not only they bring critical supplies, but they deliver mail and spread news about distant lands. Trade is done mostly in barter, so caravans never travel empty. Of course, this attracts robbers. Other mutant nasties also happen, so every caravan is protected by mercenaries and scouts. Just before the difficult bits of the route, or where the roads cross, little forts often appear. They are usually held by ex-traders and their families, settled-down mercenaries, other such folks. Travelling across the wastelands is tiresome, so Traders are only willing to share a bit of their supplies for a good rest in a safe place.
A negative side of trade is that it can only give you what someone else already has. In the Living World, much more needed things are lost somewhere. And if there's a demand, there's ought to be a supply. It won't be easy, because a lot of Old Stuff is either rare, or somewhere in a hostile area. But the price won't be cheap. This is how the mercenary business pays for itself. Some are organized groups with their own HQ, some are loners that never sleep in the same place twice. There are those who only gather the Old Stuff, there are those that prefer shooting things, and those that will do any job as long as it's paid for. One thing in common about them, they are hardy survivalists. These people know where to get clean water in a contaminated land, how to cook a mutant rat and which fancy lights in a ruined city are dangerous.
Not everyone had settled, though. In the places where the land is less hostile and the recourses are scarcer, people live in tribes. One tribe is from ten to fifty families, travelling around a larger area. They live in easily portable homes, like tents, wagons or trailers, carry little belongings, have a Chieftain and often some sort of a shaman. Not all Tribes are savage or uneducated. For example, there are some that use vehicles instead of cattle and guns instead of spears. But such Tribes aren't numerous.
Raiders or Bandits are somewhere in-between Mercenaries and Tribes. They are either nomads or have several different hideaways rather then a permanent HQ. They also aren't above killing or maiming anyone who gets in their way. Most Bandits are just that - bandits, which live by looting and pillaging. Some can also be hired, if it's profitable for them. Many good Mercenaries started this way. Sometimes a gang grows into a Tribe with lots of warriors.
SAILERS
Before the Happening there were coastal settlements that lived on fishing. So there are now. But sometimes the sea moved too deep into the land and the people decided to move into the sea rather then back off to the new seashore. It was often worth it. The sea wasn't as poisoned as the land, the stuff you eat doesn't try to eat you first and is much more edible in general. Sea water isn't good for drinking, but getting good water is much less of a problem here then on land. Wind is almost an eternal source of energy. And if your hands grow from the right place, materials aren't much of a problem, either - bones and hides of larger fishes turn out useful.
Sea life isn't all fun, though. Many essentials must still be imported from land, most often guns and ammo. It's easy to get lost in the sea - there are no landmarks and no working GPS. Weather is much more dangerous. Besides, people are just not made to live in water.
Port cities serve as the connection between the dry land and the open seas. People in such cities do fishing and sailing, but they still are Landers. Sailers are those who spend most of their time in the sea, often out of sight of land for months. This is different for each city, though. For example, if most of it is built on land with just a short line of piers, it would be different from a city that is built on stilts halfway into ocean.
Most Sailers are Drifters. They travel alone or in small families, on yachts, large rafts, seaplanes (rarely working). In short, on anything that can float. It's customary to exchange at least a few items on meeting. Those with bigger boats do large-scale trade.
A unique feature for the Saliers are sea cities. Those are large ships, like tankers or cruise liners, caught far from the shore at the time of the Happening. They are something between a Tribe and a city of Landers, fortified but mobile. There are friendlier and nastier ones, some will trade exotic stuff, some will kill and loot anyone weaker. These ships often have a working engine, and mechanics to keep it working, but rarely use it. The reason is simple - a running engine scares away fish.
The most famous sea city is "Friendship Druzhba". A legend even among Sailers, hardly any lander ever saw it. The city is rumored to be a whole fleet of 3-5 large ships, all connected by rope bridges, and lots of smaller ones. The "core" is a large aircraft carrier, even with a number of working jet fighters, depending on a storyteller. Other legends tell about "lost" and "abandoned cities" - ships that did not survive the Chaos and now are drifting unguided or just sticking halfway out of the reefs. Such ghost ships can bring someone either lots of loot or a certain death.
AIRBORN
A few years before the Happening one businessman launched an aerial restaurant. People liked the idea, and soon a whole network of restaurant-hotel zeppelins was created. At the Happening, many such blimps were in the air, with all the people and all the foodstuff. Not all of them survived the Chaos, and not all of them are still flying. Yet, the Air People are not uncommon in the Living World.
What is the life of Airborn like? Getting needed materials is often easier, as you can simply fly where you need and salvage what you want. Any extras are traded for food and other essentials at "low" cities. Zeppelins have almost no problems with mutants or radiation, and bandits rarely disturb them. They can travel over any terrain, often faster then any other operational vehicles. Due to that, Airborn have connections with many places, often very distant.
"High" life has it's share of problems. The same winds that carry the Zeppelins can slam them down just as easily. When you fall out of a boat, you can swim and climb back. But when you fall out of an airship... That would be difficult. Every kilogram of your possessions matters. That's why Airborn live very spartan lives, owning very little and making good use of what they have. A unique concern to all Airborn is finding or producing "luftgas", the stuff that holds the cities afloat. There already are a few "grounded" ones, that can lift up only for a day or two, and only in the extreme conditions.
Big alliances of Ariborn are called "nations". There are three most important ones.
Breeze Tech
White zeppelins with blue markings. All have 2-syllable female names (Marie, Tania, Yuki, Sara...)
Originally the network of restaurants and aerial resort hotels. The most durable tehnology was employed for these airships. Most are connected to the remains of the 'Net and all keep in close contact with each other. So close a contact, in fact, that they have their own currency in form of a plastic card. This card is given only to the most trusted or the most usefull people they deal with, but it only works when trading with Breeze Cities.
Sell information, including some Old Knowledge, and the technology they scavenge. Mainly buy food and basic supplies. Offer mail and small-scale transport services. Sometimes recruit (or "kidnap", depends on who you ask) skilled engineers.
Ei En El
The largest zeppelins, and the least numerous (not counting those unique ones). Originally long-distance cuise liners. Blue, red and white.
Being so large, they are the most powerfull airships, with the most lift capacity. Utilizing this, A'N'L airhips act as aerial caravans and transports. They also scout hazardous areas and do long-distance flights, including transcontinental. One thing that A'N'L cuisers need the most is Luftgas.
UNDAF, U. N. Defensive Airship Fleet
Green top, blue bottom, with markings in two contrasting colours. Sturdy, compact, fast and maneuverable military vessels. Often armed. Never travel alone, usually by two or three. Sometimes "specialized" UNDAF airships are met, such as aerial hospitals, bombers or cargo freighters.
Some UNDAF airships work as mercenaries, some are simply bandits. Whatever their job would be, they often need repairs and recruits... Not to mention ammo. It is suspected that there is at least one hidden city that produces specialized ammo for UNDAF ship guns.
"Autonomous" airships don't stick to any uniformed appearance, size or shape. They make wars and form alliances of their own.
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HABITS OF THE LIVING WORLD
Materials and Resources
Most things more advanced then a spear are being scavenged. This means there is a limited number of it, and people understand it quite clearly. If there is something valuable or just usable, for example a barrel of fuel, no-one will shoot at it. Even if the bad guys are behind it and the blast will take them all out. It's like using hundred-dollar bills for wallpaper.
An interesting side-effect is that any advanced armor or weapon becomes at one point more dangerous to you then to your enemies. If you carry something cool in full view, people become greedy. In most cases, if you have something that cool, then you have taken it from some tough guy. Logically, you must be tougher then the previous owner of the item. This fact often stops many low-life looters... But instead attracts "high" folks of different calibre. And let's face it, you will run out of bullets eventually.
Speaking of bullets. Firearms, even though popular, are often supplemented with "primitive" weapons, like already mentioned spears or bows. That's because bullets are very expensive. Few cities can produce ammo for old guns, and even less can manufacture new ones. As a result, there are no warning shots. Anyone who uses a gun either shoots to kill or not at all; and knows exactly how many bullets he (or she) has any given moment. Bows and such, even though less powerful then guns, don’t have this ammo problem, and they aren’t as noisy. Also, anyone with a sense of self-preservation will know close quarter combat.
Natural resources weren’t all spent, which is good. Industry pretty much collapsed during the years of Chaos, which means the resources are hardly usable. Iron is relatively cheap and widespread. Steel, on the other hand, is rare and expensive. Somewhere in-between lies bronze. It's harder, and even easier to produce then iron, but the resources it requires aren't as widespread. Leather, bone, stone are the most popular materials. Water is very frequently contamined. Air is an ultimate source of energy, so almost every city has "windmills" for generating electricity. Fuels, like gasoline, are still used, but there aren't many operational oil refineries. That's why electric or manual ("squirrel-in-a-wheel" type) engines are preferred.
Trade and Information
Production facilities (factories, plants etc) are mostly Lander stuff. Sailers have some too, but those are mostly coastal cities or oil rigs. Most cities produce only one kind of goods, or a set of closely related ones. There is often a "regional monopoly", when other producers of the same stuff are too far away. So trade is essential. As it was mentioned, Traders are respected, not only for the goods they bring, but also for their connections and information.
Old Knowledge, especially that with practical use, is especially valued. People of Before knew how to use or make certain pieces of technology, but now this kowledge is lost. However, the need for those pieces of tech has only increased. That's why knowing where to find some information could be just as important as actually having said informaiton. Mercs make a good profit on this. Some people keep their knowledge to themselves and exploit it as much as they can. Others, on the other hand, share it. Some cults oppose advanced tech and search this kind of info to destroy it.
Inbreeding and Slavery
People are afraid of mutations. Most outsiders aren't accepted well - the less is known about you, the less friendly are the people. Although two generations isn't enough to reduce an average settlement into inbred idiots, people are still concerned.
Mating only inside the city/tribe will introduce mutation from inbreeding. Allowing outsiders may bring mutation from outside. This leads to "breeding cults" and such. Think Bene Gesserit from Dune. Many cities will just use Medics or Shamans to make sure anyone who wants to settle in is "clear". This may involve anything from short phenotype check ("This one's hot"), to deep meditation (sometimes involving spirited drinks and "sacred" smoking plants) to very thorough medical examination.
Slave business often creates special pools of "clean stock" for breeding purposes. Yes, they use medical examination too. But just as much slavery is about raw labour. Not all cities allow this in their area of influence. Every slaver guild will have at least one "resistance movement" on their "harvesting" territory. Those can be poorly-armed guerillas or organized squads.
Cults and Beliefs
Harsh reality of the Living World makes people hope onto supernatural. Said harsh reality tends to break those hopes quite often. People will zelously believe in anything: that action figures were actually worshipped in Before, that any kind of technology is either sacred or demonic, that ABBA songs work as spells, that "Might makes right" and "Trust no-one but yourself". Old religions aren't lost and often overlap with new ones.
Church of The Third Return of Elvis believes that the King was a prophet/angel/deity avatar, and tried to bring peace into the world by music. The main trend of the Evlisites is not to worship the King himself, but rather different kinds of music.
Hubbalism believes in great powers of Personal ID Number. Their sholars insist that there is a Great Hub with Personal Numbers for all things born, and that this Hub is very powerfull. They can't agree if this hub should be protected, destroyed or rebuilt into a temple. Anti-mutant moods run deep and strong in these people.
Technaught doctrine says that the advanced technology caused the Happening and will cause another one unless destroyed. Technautics are the most tolerant to mutants, possibly because some forms of mutation make certain technologies obsolete. Different sub-cults may have different attitude - some will destroy technology on sight, others feel okay when using a gun... As long as it's used for shooting computers.
Order of Fire operates in extreme secrecy. The Fire is an effective mutagen cocktail that they use to convert people into mutants. "Ascended" will inherit the Earth. Only the volunteers are chosen, though. The Ascension ritual involves thorough medical checks and organism cleansing, without which the patient would die. The Order does not like non-Fire mutants, because they are "contamined".
Broere collect the Aincient Technology because it must contain clues how to restore the Earth. They are obsessed with implants and prosthetics. Spawning pool for Mad Scientist types and cool (but unreliable) toys. Even some Engineers think these guys are crazy.
There are more, and you can make your own.
Mutants, Thinking and Not
Yes, people are afraid of mutation, but it happens regardless. Very often with those who spend a lot of time travelling or scavenging old cities. Mutant powers come in three levels. Basic gives you no or little control over your power, very little effect and range. Advanced is the next level, your power actually helps you sometimes. At Expert level it becomes an integral part of your life. Be warned, NPCs can have Uber-Expert.
If your total levels are three or more, the Mutation starts to show up. If it's more then four, it becomes visible. For example, Advanced Telekinesis (lev. 2) will not show up unless you want it to. Expert Telekinesis (lev. 3), or Advanced Telekinesis + Basic RadResistance (lev. 2+1=3) will give you asthma, or bad eyesight. If you want Expert Telekinesis + Expert Pyrokinesis (lev. 6), you will look like a lich. Or worse.
Using your powers will make you tired. Abusing them can make you die. In "game" terms, these "spells" are cast from "hit points", so be carefull. Also, mutations like Gills, Claws or Scales are already disfiguring you, so don't count toward that 3-5 level. A short list comes below.
Part 1, Psionics.
Telepathy does NOT work. Neither does teleportation or phasing-out of any kind.
Animal Control (easier to do with primitive or pack/hive/tribe animals). When the animal you control suffers, it hurts you. If it dies, you can go insane. Higher order animals, like dogs, cats or birds, can become attached to the person that controls them.
Empathy means you feel the emotions of the person you use it on. Not always correctly. Sometimes the "object" feels your powers and becomes scared or vary of you. Don't do it on a trigger-happy psycho. Alternatively, you can inspire emotions in other people to a certain degree.
Neuroreception makes you feel what the other person feels - heat, pain, touch, etc. At advanced levels, if both parts are trying hard, you can even see or hear what the other does. Again, can sometimes be felt by the "object".
Biopathy. You can use part of your "life force" to affect life force of others: grow plants faster, heal people, etc. Can be used in reverse, in a sort of "vampiric life-drain".
Technopathy does basicly the same, but to mechanisms. Can be even used to make broken stuff work. Reversible, like the Biopathy is.
Telekinesis. Speaks for itself. Moving objects with the power of your mind.
Pyrokinesis. Controlling fire, but not creating it. You can heat some objects up, including flammables...
Cryokinesis. Not controlling ice, but draining heat from objects. Not the best way to cool yourself in a hot day, because the heat you drain goes into you.
Lumokinesis. Creating and controlling light. You cannot make yourelf invisible bending light. Becoming somewhat transparent is an Expert power. But creating a blinding flash is Average. Can be also used to make shadows move, on Expert levels. Not by eliminating light, but by bending it.
Blank. My favourite. Not only it gives you protection from other Psionic powers, but you can negate them around you. Though, people will find you creepy, because "something is missing"... And those with Empathy or Neuroroception will insist that you don't have a soul. Negates all and any kinds of Psionics (and Psionics only), so you cannot have Blank and, say, Pyrokinesis.
Mutations part 2, Body and Mind
Harder Bones
Flexible Joints
Tougher Skin (or just more resilient body)
Radiation/Poison Resistance
Regeneration
Speed (movement as well as reflexes)
Super-Endurance (less need for rest/sleep)
Improved Memory
Quick Thinking
Multitasking. Shooting and driving is not multitasking. Shooting, driving and not crashing - is.
Keen Senses (be it sight, smell, hearing or anyting else)
Shapeshifting. Very limited, though. Any shapeshifter must look like a creature it originally was, +/- 10% of the original size. Growing anyhting, like hair or nails, is very slow (they simply grow faster then usual), and requires more food. No "extra" organs. Changing the shape of the bones is an Expert ability, takes time and food, and hurts a lot.
Chameleon, or changing colours. Works slowly. If you want "active camoflage", better stand still.
If you have something nice in mind, but it hasn't been listed anywhere above (for example, some sort of Banshee Scream), feel free to suggest it.
Part 3, Disfigurements
Mutation is dangerous. It makes you less human. Heavy mutation makes you look less human. There are some lesser forms of mutation, that only affect looks, however. And humans have that bad habit of judging other people (and non-people) by their looks... But in this case, shooting the mutant usually justifies itself. It's a good thing that any mutation comes out sooner or later.
If you are choosing a Disfigurement to ballance out "good" mutations, it not neccessarily must be related to them. For example, your char can see in infrared and ultraviolet (Keen Senses at level 3). Vertical pupils would counter that just as well as purplish skin with green warts. What you would have to choose is how obvious you want your mutations to be. To hide those strange eyes simple shades would suffice, but to hide the purple skin the char would have to be covered completely.
So, the list.
Unnatural Colours. For eyes, skin, hair, etc. Albinism, for example.
Scales
Fur
Slime (yuck)
Claws
Teeth
Spikes / Spines
Bone Ridges
Strange Ears
Weird Markings
Unusual Size
Outgrowth
Poison Glandes
Electric Buds
Missing Bodyparts
Flora that grows from your body.
Etc, etc, etc. Pick any movie with mutants or aliens and work from there.
Part 4, Mutated animals.
Many animals mutated visibly. Many animals did not mutate at all. The most commonly occuring mutations are those improving the animal's survival chances.
Some animals grew intelligent. More intelligent then some humans, in fact. That's because for some strange reason I like the idea of developed animal society living just next to humans. All Dogs Go to Heaven, C&D Rescue Rangers, Secrets of NIMH... Having that sort of a "pet" is encouraged. A smart animal, naturally, prefers to keep its intelligence to itself. If they travel anywhere, it's usually with their human "master", who may or may not know about the "pet's" intelligence. When this human "master" is actually mind-controlled by the "pet", bonus points for twistedness.
People that often have to carry heavy stuff use pack animals. This animal is usually called a horse, regardless of what it actually is. An actual horse, a bovine, a mutated roach... Mutated animals are allowed into cities (because they aren't a desecration of human genome), if they don't look dangerous. If you are playing with a single human character, you can use either a pet, or a pack animal. Not both - unless it's the same animal.
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Implants
Implants are a rare occurence in the Living World, but not uncommon. They can be found in abandoned military bases and hospitals or on the enemy's bodies. Not always in the best shape. Of all people currently performing implantations very few actually know what they do. Additionally, a large number of implants are experimental and may have strange side-effects. Because of all that, using implants may bring more trouble then benefit. Most folks think that metal bits sticking out of somebody is just another kind of mutation. This fact does not help either, because "metal bits" are always sticking out. Yes, that's right - if you use any implants, they must show up when you're having a bath.
Combat-oriented implants are the most numerous. Sturdy and resilient, it was made to out-live the soldiers and be reused if necessary. In terms of stability, it's often the "safest" for the user. Unfortunately, it was also designed to make people intimidating. As scary as possible, that's psychological warfare for you. Strangely, most people with combat implants aren't trying to hide them.
Engineering and medical iGear (Integrated Gear, a popular pre-Happening trademark) is just one class lower then military. It was designed to interface with various equipment, so has all sorts of jacks and outlets. Made for collecting and processing data, it's often very flexible and re-programmable. It's larger, more bulky then combat implants, but usually can be easily hidden under clothes. Doctors with robot eyes tend to stress out the patients, you know. Extencive use will wear these implants out, which can result in unpleasant side-effects.
Different "special" implants are one-of-a-kind stuff, often experimental or attuned to a specific person (usually long dead). As such, using them has all sorts of side-effects, often unpleasant. That could be heavy migraines, internal bleeding, seisures, spasms, hallucinations, hands and feet "living their own life"... The good side of having special implants is that they are designed for unique and unusual tasks.
The exact function of the implants for your char is up to you.
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Tech levels
Yes, "Levels", in plural. The world Before (before The Happening) was roughly just as advanced as "now" (Earth 2010), if not more. In case you were wondering - yes, it's because I wanted the Laser Riffle from Fallout. Although, energy weapons aren't as developed (no Plasma, no Gauss; every two of three energy weapons are experimental) and are a "trouble magnet" for their owner. Instead of it, the technology focused on construction (durable houses, ship hulls, etc), implantations (no "nano" stuff, though), and chemistry (drugs and mutagens). A lot of this technology is still usable, but requires highly-skilled maintenance. That is the "top" tech level.
The shiny brasses of steampunk technology has it's own charms. Technology in the style of XIX century - till after WWI is well in use. "Hi-tech" works because it was made well, but this stuff works because it's relatively easy to make and maintain. This includes steam engines, waterwheel and windmill power generators, metallurgy stuff, even combustion engines and modern firearms. That is the "average" tech level.
"Primitive" gear, like bone knives or leather armour, should not be underestimated. It's easy to create and replace, cheap, hard to break, and doesn't trigger magnetic sensors (except when it's metal, naturally). And if it's finely decorated, as is often the case, this gives the owner more reasons to be proud of oneself. That is the "low" tech level.
Drugs and Medicine
Most of it would be fictional. I'm not good at pharmaceutics, neither in herbalism. Besides, imaginary stuff is often better then the real.
"Advanced" medicine is rare, potent, and therefore expencive. Found in military bases and abandoned hospitals. "Low" medicine is home-made from plants and such, is much cheaper and not always worse. All of it can be divided into "drugs", "boosters" and actual "medicine".
"Boosters" are usually "combat" drugs, created to greatly increase some abilities for a short period of time. Their side-effects usually last longer then the positive effects and tend to be unpleasant. Moderately addictive, mostly psychologically. ("Woo-hoo! I'm invincible!")
"Medicine" are the medicine. Speed up the healing, purge the radiation, cure the cough. If you are thinking about Fallout stimpacks, they would belong to "boosters", because any wounds they heal tend to re-open with time. Low addiction factor. ("Doc? Can I have one more Rad Purge pill, please? Just in case?")
"Drugs" are highly addictive, do little if any positive effect. The simplest and the most widespread being alcohol. ("Ah'mma fine, pal. Real fine. Ah jus' need... 'Nother whis-skey, tha's all.")
Hazards
The biggest hazard is, as always, other people. Crazied animals and insane flora are very local ocurences, only in desolated ares. Insects, having hardly any mind, are just thorough pests... But pests size of your shoe (and larger) are more then just annoying.
Many places are radiated, poisoned or contamined in some other way. Uninhabitable to humans, they still hide precious secrets of old technologies. So humand often go into such places to find the lost tech, or just to feed carnivorous mutated daisies. Tough luck.
Timeline:
Before (years B.H.) -> The Happening -> The Chaos (1 to 5 years) -> Living (years A.C.)
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There was a time, referred to as "Before", when the world was roughly as we know it now.
Then something happened. Maybe a world war, maybe a plague, a meteor storm, or maybe Earth just got bored. Whatever it was, it was horrible, and turned the world into a "post-apocalyptic" one. People, occupied with staying alive, didn't remember what exactly it was. Those who knew didn't tell. Those born later didn't care. Those who cared... Were often too crazy to take them seriously.
The world collapsed into Chaos. Society, industry and everything else just fell apart, like a toy airplane at supersonic speed - and just as quickly. The elders say that the times of Chaos destroyed more then the Happening itself did. This could just be true. No-one really knows how long the Chaos lasted - it ended and started at different times in different places. But the year when the first caravans travelled far across the wastelands is known as the first year After Chaos.
Current time is the time of those who survived, time of the Living. Our story starts around year 40 After Chaos. A generation of people who know nothing of Before was born, and had children. Some people who survived Chaos are still alive. They are old and revered, their words are valued and sought after (usually). The world is still hostile, but the human population started to grow again.
LANDERS
As the name implies, these are the people that survived on the land. That's where the most people live, despite all kinds of mutant vermin, plagued lands, radiation, poisons, mutagens, etc., etc. Simply because it's natural. Also, because most means for survival are also on the land: abandoned factories, lost information, materials and resources.
Different settlements are beacons of safety and stability. As always, there are alliances and opposing blocks, but most places keep a stand-alone attitude - be friendly and we'll be friends, if you are hostile you'll be shot. All prospering cities are fortified and have enough guns (local or hired) to protect themselves. All of them are also built around or near at least one kind of basic resources: food and water, energy or materials. It could be an old subway station, a power plant, a factory or just a fortified hilltop. All settlements also have an authority, which control it either by force or by reason. People with unique skills are highly esteemed, such as mechanics, radio amateurs, gunsmiths and blacksmiths, etc. Speaking of radio, almost every settlement has one, so they keep in touch with the rest of the world. Some lucky cities even have a working computer, connected to the remains of the Internet. Such places have a mystic feel (or just feel arrogant), and are often considered more cultured. Despite all this, there still are some very isolated cities or regions. People from there are often weird in all kinds of weirdness.
Of course, not all the cities have enough resources to sustain themselves. That's why the Traders are so respected. Not only they bring critical supplies, but they deliver mail and spread news about distant lands. Trade is done mostly in barter, so caravans never travel empty. Of course, this attracts robbers. Other mutant nasties also happen, so every caravan is protected by mercenaries and scouts. Just before the difficult bits of the route, or where the roads cross, little forts often appear. They are usually held by ex-traders and their families, settled-down mercenaries, other such folks. Travelling across the wastelands is tiresome, so Traders are only willing to share a bit of their supplies for a good rest in a safe place.
A negative side of trade is that it can only give you what someone else already has. In the Living World, much more needed things are lost somewhere. And if there's a demand, there's ought to be a supply. It won't be easy, because a lot of Old Stuff is either rare, or somewhere in a hostile area. But the price won't be cheap. This is how the mercenary business pays for itself. Some are organized groups with their own HQ, some are loners that never sleep in the same place twice. There are those who only gather the Old Stuff, there are those that prefer shooting things, and those that will do any job as long as it's paid for. One thing in common about them, they are hardy survivalists. These people know where to get clean water in a contaminated land, how to cook a mutant rat and which fancy lights in a ruined city are dangerous.
Not everyone had settled, though. In the places where the land is less hostile and the recourses are scarcer, people live in tribes. One tribe is from ten to fifty families, travelling around a larger area. They live in easily portable homes, like tents, wagons or trailers, carry little belongings, have a Chieftain and often some sort of a shaman. Not all Tribes are savage or uneducated. For example, there are some that use vehicles instead of cattle and guns instead of spears. But such Tribes aren't numerous.
Raiders or Bandits are somewhere in-between Mercenaries and Tribes. They are either nomads or have several different hideaways rather then a permanent HQ. They also aren't above killing or maiming anyone who gets in their way. Most Bandits are just that - bandits, which live by looting and pillaging. Some can also be hired, if it's profitable for them. Many good Mercenaries started this way. Sometimes a gang grows into a Tribe with lots of warriors.
SAILERS
Before the Happening there were coastal settlements that lived on fishing. So there are now. But sometimes the sea moved too deep into the land and the people decided to move into the sea rather then back off to the new seashore. It was often worth it. The sea wasn't as poisoned as the land, the stuff you eat doesn't try to eat you first and is much more edible in general. Sea water isn't good for drinking, but getting good water is much less of a problem here then on land. Wind is almost an eternal source of energy. And if your hands grow from the right place, materials aren't much of a problem, either - bones and hides of larger fishes turn out useful.
Sea life isn't all fun, though. Many essentials must still be imported from land, most often guns and ammo. It's easy to get lost in the sea - there are no landmarks and no working GPS. Weather is much more dangerous. Besides, people are just not made to live in water.
Port cities serve as the connection between the dry land and the open seas. People in such cities do fishing and sailing, but they still are Landers. Sailers are those who spend most of their time in the sea, often out of sight of land for months. This is different for each city, though. For example, if most of it is built on land with just a short line of piers, it would be different from a city that is built on stilts halfway into ocean.
Most Sailers are Drifters. They travel alone or in small families, on yachts, large rafts, seaplanes (rarely working). In short, on anything that can float. It's customary to exchange at least a few items on meeting. Those with bigger boats do large-scale trade.
A unique feature for the Saliers are sea cities. Those are large ships, like tankers or cruise liners, caught far from the shore at the time of the Happening. They are something between a Tribe and a city of Landers, fortified but mobile. There are friendlier and nastier ones, some will trade exotic stuff, some will kill and loot anyone weaker. These ships often have a working engine, and mechanics to keep it working, but rarely use it. The reason is simple - a running engine scares away fish.
The most famous sea city is "Friendship Druzhba". A legend even among Sailers, hardly any lander ever saw it. The city is rumored to be a whole fleet of 3-5 large ships, all connected by rope bridges, and lots of smaller ones. The "core" is a large aircraft carrier, even with a number of working jet fighters, depending on a storyteller. Other legends tell about "lost" and "abandoned cities" - ships that did not survive the Chaos and now are drifting unguided or just sticking halfway out of the reefs. Such ghost ships can bring someone either lots of loot or a certain death.
AIRBORN
A few years before the Happening one businessman launched an aerial restaurant. People liked the idea, and soon a whole network of restaurant-hotel zeppelins was created. At the Happening, many such blimps were in the air, with all the people and all the foodstuff. Not all of them survived the Chaos, and not all of them are still flying. Yet, the Air People are not uncommon in the Living World.
What is the life of Airborn like? Getting needed materials is often easier, as you can simply fly where you need and salvage what you want. Any extras are traded for food and other essentials at "low" cities. Zeppelins have almost no problems with mutants or radiation, and bandits rarely disturb them. They can travel over any terrain, often faster then any other operational vehicles. Due to that, Airborn have connections with many places, often very distant.
"High" life has it's share of problems. The same winds that carry the Zeppelins can slam them down just as easily. When you fall out of a boat, you can swim and climb back. But when you fall out of an airship... That would be difficult. Every kilogram of your possessions matters. That's why Airborn live very spartan lives, owning very little and making good use of what they have. A unique concern to all Airborn is finding or producing "luftgas", the stuff that holds the cities afloat. There already are a few "grounded" ones, that can lift up only for a day or two, and only in the extreme conditions.
Big alliances of Ariborn are called "nations". There are three most important ones.
Breeze Tech
White zeppelins with blue markings. All have 2-syllable female names (Marie, Tania, Yuki, Sara...)
Originally the network of restaurants and aerial resort hotels. The most durable tehnology was employed for these airships. Most are connected to the remains of the 'Net and all keep in close contact with each other. So close a contact, in fact, that they have their own currency in form of a plastic card. This card is given only to the most trusted or the most usefull people they deal with, but it only works when trading with Breeze Cities.
Sell information, including some Old Knowledge, and the technology they scavenge. Mainly buy food and basic supplies. Offer mail and small-scale transport services. Sometimes recruit (or "kidnap", depends on who you ask) skilled engineers.
Ei En El
The largest zeppelins, and the least numerous (not counting those unique ones). Originally long-distance cuise liners. Blue, red and white.
Being so large, they are the most powerfull airships, with the most lift capacity. Utilizing this, A'N'L airhips act as aerial caravans and transports. They also scout hazardous areas and do long-distance flights, including transcontinental. One thing that A'N'L cuisers need the most is Luftgas.
UNDAF, U. N. Defensive Airship Fleet
Green top, blue bottom, with markings in two contrasting colours. Sturdy, compact, fast and maneuverable military vessels. Often armed. Never travel alone, usually by two or three. Sometimes "specialized" UNDAF airships are met, such as aerial hospitals, bombers or cargo freighters.
Some UNDAF airships work as mercenaries, some are simply bandits. Whatever their job would be, they often need repairs and recruits... Not to mention ammo. It is suspected that there is at least one hidden city that produces specialized ammo for UNDAF ship guns.
"Autonomous" airships don't stick to any uniformed appearance, size or shape. They make wars and form alliances of their own.
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HABITS OF THE LIVING WORLD
Materials and Resources
Most things more advanced then a spear are being scavenged. This means there is a limited number of it, and people understand it quite clearly. If there is something valuable or just usable, for example a barrel of fuel, no-one will shoot at it. Even if the bad guys are behind it and the blast will take them all out. It's like using hundred-dollar bills for wallpaper.
An interesting side-effect is that any advanced armor or weapon becomes at one point more dangerous to you then to your enemies. If you carry something cool in full view, people become greedy. In most cases, if you have something that cool, then you have taken it from some tough guy. Logically, you must be tougher then the previous owner of the item. This fact often stops many low-life looters... But instead attracts "high" folks of different calibre. And let's face it, you will run out of bullets eventually.
Speaking of bullets. Firearms, even though popular, are often supplemented with "primitive" weapons, like already mentioned spears or bows. That's because bullets are very expensive. Few cities can produce ammo for old guns, and even less can manufacture new ones. As a result, there are no warning shots. Anyone who uses a gun either shoots to kill or not at all; and knows exactly how many bullets he (or she) has any given moment. Bows and such, even though less powerful then guns, don’t have this ammo problem, and they aren’t as noisy. Also, anyone with a sense of self-preservation will know close quarter combat.
Natural resources weren’t all spent, which is good. Industry pretty much collapsed during the years of Chaos, which means the resources are hardly usable. Iron is relatively cheap and widespread. Steel, on the other hand, is rare and expensive. Somewhere in-between lies bronze. It's harder, and even easier to produce then iron, but the resources it requires aren't as widespread. Leather, bone, stone are the most popular materials. Water is very frequently contamined. Air is an ultimate source of energy, so almost every city has "windmills" for generating electricity. Fuels, like gasoline, are still used, but there aren't many operational oil refineries. That's why electric or manual ("squirrel-in-a-wheel" type) engines are preferred.
Trade and Information
Production facilities (factories, plants etc) are mostly Lander stuff. Sailers have some too, but those are mostly coastal cities or oil rigs. Most cities produce only one kind of goods, or a set of closely related ones. There is often a "regional monopoly", when other producers of the same stuff are too far away. So trade is essential. As it was mentioned, Traders are respected, not only for the goods they bring, but also for their connections and information.
Old Knowledge, especially that with practical use, is especially valued. People of Before knew how to use or make certain pieces of technology, but now this kowledge is lost. However, the need for those pieces of tech has only increased. That's why knowing where to find some information could be just as important as actually having said informaiton. Mercs make a good profit on this. Some people keep their knowledge to themselves and exploit it as much as they can. Others, on the other hand, share it. Some cults oppose advanced tech and search this kind of info to destroy it.
Inbreeding and Slavery
People are afraid of mutations. Most outsiders aren't accepted well - the less is known about you, the less friendly are the people. Although two generations isn't enough to reduce an average settlement into inbred idiots, people are still concerned.
Mating only inside the city/tribe will introduce mutation from inbreeding. Allowing outsiders may bring mutation from outside. This leads to "breeding cults" and such. Think Bene Gesserit from Dune. Many cities will just use Medics or Shamans to make sure anyone who wants to settle in is "clear". This may involve anything from short phenotype check ("This one's hot"), to deep meditation (sometimes involving spirited drinks and "sacred" smoking plants) to very thorough medical examination.
Slave business often creates special pools of "clean stock" for breeding purposes. Yes, they use medical examination too. But just as much slavery is about raw labour. Not all cities allow this in their area of influence. Every slaver guild will have at least one "resistance movement" on their "harvesting" territory. Those can be poorly-armed guerillas or organized squads.
Cults and Beliefs
Harsh reality of the Living World makes people hope onto supernatural. Said harsh reality tends to break those hopes quite often. People will zelously believe in anything: that action figures were actually worshipped in Before, that any kind of technology is either sacred or demonic, that ABBA songs work as spells, that "Might makes right" and "Trust no-one but yourself". Old religions aren't lost and often overlap with new ones.
Church of The Third Return of Elvis believes that the King was a prophet/angel/deity avatar, and tried to bring peace into the world by music. The main trend of the Evlisites is not to worship the King himself, but rather different kinds of music.
Hubbalism believes in great powers of Personal ID Number. Their sholars insist that there is a Great Hub with Personal Numbers for all things born, and that this Hub is very powerfull. They can't agree if this hub should be protected, destroyed or rebuilt into a temple. Anti-mutant moods run deep and strong in these people.
Technaught doctrine says that the advanced technology caused the Happening and will cause another one unless destroyed. Technautics are the most tolerant to mutants, possibly because some forms of mutation make certain technologies obsolete. Different sub-cults may have different attitude - some will destroy technology on sight, others feel okay when using a gun... As long as it's used for shooting computers.
Order of Fire operates in extreme secrecy. The Fire is an effective mutagen cocktail that they use to convert people into mutants. "Ascended" will inherit the Earth. Only the volunteers are chosen, though. The Ascension ritual involves thorough medical checks and organism cleansing, without which the patient would die. The Order does not like non-Fire mutants, because they are "contamined".
Broere collect the Aincient Technology because it must contain clues how to restore the Earth. They are obsessed with implants and prosthetics. Spawning pool for Mad Scientist types and cool (but unreliable) toys. Even some Engineers think these guys are crazy.
There are more, and you can make your own.
Mutants, Thinking and Not
Yes, people are afraid of mutation, but it happens regardless. Very often with those who spend a lot of time travelling or scavenging old cities. Mutant powers come in three levels. Basic gives you no or little control over your power, very little effect and range. Advanced is the next level, your power actually helps you sometimes. At Expert level it becomes an integral part of your life. Be warned, NPCs can have Uber-Expert.
If your total levels are three or more, the Mutation starts to show up. If it's more then four, it becomes visible. For example, Advanced Telekinesis (lev. 2) will not show up unless you want it to. Expert Telekinesis (lev. 3), or Advanced Telekinesis + Basic RadResistance (lev. 2+1=3) will give you asthma, or bad eyesight. If you want Expert Telekinesis + Expert Pyrokinesis (lev. 6), you will look like a lich. Or worse.
Using your powers will make you tired. Abusing them can make you die. In "game" terms, these "spells" are cast from "hit points", so be carefull. Also, mutations like Gills, Claws or Scales are already disfiguring you, so don't count toward that 3-5 level. A short list comes below.
Part 1, Psionics.
Telepathy does NOT work. Neither does teleportation or phasing-out of any kind.
Animal Control (easier to do with primitive or pack/hive/tribe animals). When the animal you control suffers, it hurts you. If it dies, you can go insane. Higher order animals, like dogs, cats or birds, can become attached to the person that controls them.
Empathy means you feel the emotions of the person you use it on. Not always correctly. Sometimes the "object" feels your powers and becomes scared or vary of you. Don't do it on a trigger-happy psycho. Alternatively, you can inspire emotions in other people to a certain degree.
Neuroreception makes you feel what the other person feels - heat, pain, touch, etc. At advanced levels, if both parts are trying hard, you can even see or hear what the other does. Again, can sometimes be felt by the "object".
Biopathy. You can use part of your "life force" to affect life force of others: grow plants faster, heal people, etc. Can be used in reverse, in a sort of "vampiric life-drain".
Technopathy does basicly the same, but to mechanisms. Can be even used to make broken stuff work. Reversible, like the Biopathy is.
Telekinesis. Speaks for itself. Moving objects with the power of your mind.
Pyrokinesis. Controlling fire, but not creating it. You can heat some objects up, including flammables...
Cryokinesis. Not controlling ice, but draining heat from objects. Not the best way to cool yourself in a hot day, because the heat you drain goes into you.
Lumokinesis. Creating and controlling light. You cannot make yourelf invisible bending light. Becoming somewhat transparent is an Expert power. But creating a blinding flash is Average. Can be also used to make shadows move, on Expert levels. Not by eliminating light, but by bending it.
Blank. My favourite. Not only it gives you protection from other Psionic powers, but you can negate them around you. Though, people will find you creepy, because "something is missing"... And those with Empathy or Neuroroception will insist that you don't have a soul. Negates all and any kinds of Psionics (and Psionics only), so you cannot have Blank and, say, Pyrokinesis.
Mutations part 2, Body and Mind
Harder Bones
Flexible Joints
Tougher Skin (or just more resilient body)
Radiation/Poison Resistance
Regeneration
Speed (movement as well as reflexes)
Super-Endurance (less need for rest/sleep)
Improved Memory
Quick Thinking
Multitasking. Shooting and driving is not multitasking. Shooting, driving and not crashing - is.
Keen Senses (be it sight, smell, hearing or anyting else)
Shapeshifting. Very limited, though. Any shapeshifter must look like a creature it originally was, +/- 10% of the original size. Growing anyhting, like hair or nails, is very slow (they simply grow faster then usual), and requires more food. No "extra" organs. Changing the shape of the bones is an Expert ability, takes time and food, and hurts a lot.
Chameleon, or changing colours. Works slowly. If you want "active camoflage", better stand still.
If you have something nice in mind, but it hasn't been listed anywhere above (for example, some sort of Banshee Scream), feel free to suggest it.
Part 3, Disfigurements
Mutation is dangerous. It makes you less human. Heavy mutation makes you look less human. There are some lesser forms of mutation, that only affect looks, however. And humans have that bad habit of judging other people (and non-people) by their looks... But in this case, shooting the mutant usually justifies itself. It's a good thing that any mutation comes out sooner or later.
If you are choosing a Disfigurement to ballance out "good" mutations, it not neccessarily must be related to them. For example, your char can see in infrared and ultraviolet (Keen Senses at level 3). Vertical pupils would counter that just as well as purplish skin with green warts. What you would have to choose is how obvious you want your mutations to be. To hide those strange eyes simple shades would suffice, but to hide the purple skin the char would have to be covered completely.
So, the list.
Unnatural Colours. For eyes, skin, hair, etc. Albinism, for example.
Scales
Fur
Slime (yuck)
Claws
Teeth
Spikes / Spines
Bone Ridges
Strange Ears
Weird Markings
Unusual Size
Outgrowth
Poison Glandes
Electric Buds
Missing Bodyparts
Flora that grows from your body.
Etc, etc, etc. Pick any movie with mutants or aliens and work from there.
Part 4, Mutated animals.
Many animals mutated visibly. Many animals did not mutate at all. The most commonly occuring mutations are those improving the animal's survival chances.
Some animals grew intelligent. More intelligent then some humans, in fact. That's because for some strange reason I like the idea of developed animal society living just next to humans. All Dogs Go to Heaven, C&D Rescue Rangers, Secrets of NIMH... Having that sort of a "pet" is encouraged. A smart animal, naturally, prefers to keep its intelligence to itself. If they travel anywhere, it's usually with their human "master", who may or may not know about the "pet's" intelligence. When this human "master" is actually mind-controlled by the "pet", bonus points for twistedness.
People that often have to carry heavy stuff use pack animals. This animal is usually called a horse, regardless of what it actually is. An actual horse, a bovine, a mutated roach... Mutated animals are allowed into cities (because they aren't a desecration of human genome), if they don't look dangerous. If you are playing with a single human character, you can use either a pet, or a pack animal. Not both - unless it's the same animal.
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Implants
Implants are a rare occurence in the Living World, but not uncommon. They can be found in abandoned military bases and hospitals or on the enemy's bodies. Not always in the best shape. Of all people currently performing implantations very few actually know what they do. Additionally, a large number of implants are experimental and may have strange side-effects. Because of all that, using implants may bring more trouble then benefit. Most folks think that metal bits sticking out of somebody is just another kind of mutation. This fact does not help either, because "metal bits" are always sticking out. Yes, that's right - if you use any implants, they must show up when you're having a bath.
Combat-oriented implants are the most numerous. Sturdy and resilient, it was made to out-live the soldiers and be reused if necessary. In terms of stability, it's often the "safest" for the user. Unfortunately, it was also designed to make people intimidating. As scary as possible, that's psychological warfare for you. Strangely, most people with combat implants aren't trying to hide them.
Engineering and medical iGear (Integrated Gear, a popular pre-Happening trademark) is just one class lower then military. It was designed to interface with various equipment, so has all sorts of jacks and outlets. Made for collecting and processing data, it's often very flexible and re-programmable. It's larger, more bulky then combat implants, but usually can be easily hidden under clothes. Doctors with robot eyes tend to stress out the patients, you know. Extencive use will wear these implants out, which can result in unpleasant side-effects.
Different "special" implants are one-of-a-kind stuff, often experimental or attuned to a specific person (usually long dead). As such, using them has all sorts of side-effects, often unpleasant. That could be heavy migraines, internal bleeding, seisures, spasms, hallucinations, hands and feet "living their own life"... The good side of having special implants is that they are designed for unique and unusual tasks.
The exact function of the implants for your char is up to you.
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Tech levels
Yes, "Levels", in plural. The world Before (before The Happening) was roughly just as advanced as "now" (Earth 2010), if not more. In case you were wondering - yes, it's because I wanted the Laser Riffle from Fallout. Although, energy weapons aren't as developed (no Plasma, no Gauss; every two of three energy weapons are experimental) and are a "trouble magnet" for their owner. Instead of it, the technology focused on construction (durable houses, ship hulls, etc), implantations (no "nano" stuff, though), and chemistry (drugs and mutagens). A lot of this technology is still usable, but requires highly-skilled maintenance. That is the "top" tech level.
The shiny brasses of steampunk technology has it's own charms. Technology in the style of XIX century - till after WWI is well in use. "Hi-tech" works because it was made well, but this stuff works because it's relatively easy to make and maintain. This includes steam engines, waterwheel and windmill power generators, metallurgy stuff, even combustion engines and modern firearms. That is the "average" tech level.
"Primitive" gear, like bone knives or leather armour, should not be underestimated. It's easy to create and replace, cheap, hard to break, and doesn't trigger magnetic sensors (except when it's metal, naturally). And if it's finely decorated, as is often the case, this gives the owner more reasons to be proud of oneself. That is the "low" tech level.
Drugs and Medicine
Most of it would be fictional. I'm not good at pharmaceutics, neither in herbalism. Besides, imaginary stuff is often better then the real.
"Advanced" medicine is rare, potent, and therefore expencive. Found in military bases and abandoned hospitals. "Low" medicine is home-made from plants and such, is much cheaper and not always worse. All of it can be divided into "drugs", "boosters" and actual "medicine".
"Boosters" are usually "combat" drugs, created to greatly increase some abilities for a short period of time. Their side-effects usually last longer then the positive effects and tend to be unpleasant. Moderately addictive, mostly psychologically. ("Woo-hoo! I'm invincible!")
"Medicine" are the medicine. Speed up the healing, purge the radiation, cure the cough. If you are thinking about Fallout stimpacks, they would belong to "boosters", because any wounds they heal tend to re-open with time. Low addiction factor. ("Doc? Can I have one more Rad Purge pill, please? Just in case?")
"Drugs" are highly addictive, do little if any positive effect. The simplest and the most widespread being alcohol. ("Ah'mma fine, pal. Real fine. Ah jus' need... 'Nother whis-skey, tha's all.")
Hazards
The biggest hazard is, as always, other people. Crazied animals and insane flora are very local ocurences, only in desolated ares. Insects, having hardly any mind, are just thorough pests... But pests size of your shoe (and larger) are more then just annoying.
Many places are radiated, poisoned or contamined in some other way. Uninhabitable to humans, they still hide precious secrets of old technologies. So humand often go into such places to find the lost tech, or just to feed carnivorous mutated daisies. Tough luck.