All [Post apocalyptic] The Scavengers Codex

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All [Post apocalyptic] The Scavengers Codex

SynfulDesire

"That's weird"
Inner Sanctum Nobility
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dwrrrw.png What to expect?
A post-apocalyptic adventure where your character finds loot, need to make decisions and recieve objectives, explore adventures and create a story with some spicy events. I enjoy a bit of everything in a Roleplay, tension, erotic, action, smut, humor and comedy or a relaxing story and I am more than willing to bring a little bit of everything into the story.
Here are the things you should be aware of:


<- you have been warned->

-sex between Mutant and human

-non-consensual content (truly depending on how your character behaves during encounters, your choice)

-Story driven

-Rogue Robot-tentacles (I know you want them as much as I do, don't lie)

-inflation (many mutant semen+eggs=belly go blob, but within reason)

-belly bulging (big daddy gonna hit dat belly from the inside)

-eggs! Eggs only appear when the character 'loses' the fight completely, your own choice. Eggs can also be left out.
<- you have been warned->


The Plot ezgif-5-59d12f2f75.gif
"Never let one of your own behind." The Scavengers Codex that we all knew. Here's where your journey begins. In this comfy cabin that one of the upper classes guys slept in. After so long, you and the others managed to escape your old life behind the walls of a megacity and decided to live in the wasteland instead of working all day for a can of food. You have seen some of the wasteland and its inhabitants. You had to let go of your old life after you have been thrown out of the the citadel, the megacity with a strict ruling emperor who mocks the poor from high up in his skyscraper even overlooking the corporations towers.

Luckily the guards were dumb enough to believe they could get rid of you guys by setting you out in the wasteland. You fought well together with the others on board and took over the train. Each of you decided who gets which cabin and lucky enough, there is enough room for everyone.






The Megacities
Deus Mechanicus:
  • The city is laid out in precise concentric rings radiating from the central cathedral. Each inner ring has more ornate architecture and technology as you get closer to the emperor.​
  • Citizens are implanted with identification chips at birth that track their activities and location. This data is monitored for any signs of dissent.​
  • Ritual cyborgization is a rite of passage for teenagers. They receive basic neural and sensory upgrades that link them more closely to the machine god. Wealthier citizens opt for more extensive augmentations.​
  • The emperor communicates directly to citizens via neural broadcasts, projecting his divine wisdom and guidance. Questioning his rule is seen as heresy against the machine gods.​

New Paris:
  • The city is bustling and colorful, powered by steam and electricity. Gears and pipes criss-cross between old stone buildings and newer metal structures.​
  • Citizens come from all walks of life but value creativity and invention. Underground clubs host wild parties and experimental art forms.​
  • Districts develop around different industries like clockwork manufacture, printing presses, or leatherworking. Workshops tinker late into the nights.​
  • Smog hangs thick in the lower levels but the upper platforms have sweeping views of the surrounding wasteland lit by massive electric billboards.​

Atlantica:
  • After the oceans drained, some enterprising citizens constructed vast domed cities on the ocean floor using advanced alloys and sealants.​
  • Schools of fantastic mutated sea life prowl the murky exterior feeding off radiation and runoff. Inner gardens try to cultivate normal marine plants.​
  • Pressure and darkness keep most outsiders away but trade submarines connect the underwater networks. Foreign foods and goods sell at premiums.​
  • Leaks and punctures are the constant terrifying threat. Emergency seals and "drowning pods" can save sections if needed with rescue divers on constant patrol.​

Eden Dome:
  • A sprawling greenhouse city under a towering transparent dome. Clean air, water, and fertile soil are highly valued resources.​
  • Citizens live symbiotically with the plants, tending vast hydroponic farms and orchards in return for sustenance.​
  • Solar panels and wind turbines provide energy while greenhouse gases from industry are filtered and reused.​
  • Entering requires passing through decontamination chambers to prevent invasive species or pollution. Smugglers sneak in contraband through holes in the dome.​
Orbital Station:
  • A cluster of spinning titanium habitation rings rotating for artificial gravity, cobbled together from salvaged space stations.​
  • Lower income residents live on cramped commercial modules while the wealthy occupy whole residential decks with panoramic windows.​
  • Receives shipments of rare earth minerals from surface prospectors in exchange for manufactured goods. Materials are scarce so everything is recycled.​
  • Centrifugal force simulates gravity but residents still have a subtle bounce to their step unusual to outsiders.​
Ashlands Collective:
  • Nomadic anarchistic society traveling the barren volcanic wastes in huge caravans of repurposed vehicles, machinery, and spaceships.​
  • Resource gathering and customized production takes place wherever they stop. Steampunk innovators tinker with scavenged tech.​
  • Loyalty is to your clan/tribe, not any central authority. Disputes are settled through ritualized combat instead of laws.​
  • Constant movement allows them to escape threats and loot anything left behind after volcanic eruptions or radioactive fallout dissipates​

Of course there are also small towns in the wastelands.

Tumbleweed Flats:
  • A dusty cowboy settlement in the Arizona desert wastelands trying to make a living through ranching and prospecting.​
  • Town is guarded by a sheriff and volunteers with six-shooters. Disputes are settled civilly over beers at the saloon.​
  • Raising cattle, goats and brahman requires riding the ranges and fending off scavengers. Precious water is hauled into cisterns.​
  • Annual rodeo and markets draw neighbors together. Strangers are eyed with suspicion until their measure can be assessed.​
Potter's Landing:
  • Fishing hamlet huddled on the shores of Lake Erie, eking out an isolated living from the waters.​
  • Multi-generational families inhabit the creaky wood-sided homes and sheds held together by faith, salt, and good timing.​
  • Outboard motorboats brave the waves daily to check lobster traps and nets full of perch and trout. Canning the catch provides homemade income.​
  • Simple faith and fellowship are the community's strength through Midwest winters locked under ice.​
Vineland Commune:
  • Agricultural collective nestled in rolling Virginia hills living off the bounty of their orchards and fields.​
  • Property is held in common and decisions made in the town hall. Children learn together while adults work side-by-side.​
  • Hard ciders, wines, preserves and flours are their currency in larger markets. Surplus gets traded for necessary goods.​
  • Harmony with nature and non-violence are their guiding principles. Conflict is resolved peaceably through open dialogue.​
Rocky Road:
  • Rural hamlet frozen in a 1970s timewarp, cut off from wars by distance and their own isolation.​
  • Life centers around farms, auto shops, diners and ballgames. Downtown has a five-and-dime, movie house, and Soda Shoppe.​
  • While tech advanced outside, daily routines rely on gasoline pumps, CB radios and vinyl LPs. Currency is cash, not digital.​
  • Residents cherish the peace and their idyllic way of life, though the old ways may not last with encroaching ruins. Youngsters itch for "the big world" beyond the valley.​





The Crew
fallout_train_scifi_wasteland.png




The Train had seen better days, it needs some repairing and some upgrades to fight off those mutants roaming the wasteland. The Train itself has at the start of the journey only 2 cars, a living quarter with several cabins and a workstation where some of the other passangers live. The Train itself has has a large watertank and room for food supplies and more. The train will need to be refueled with water and fusionbatteries which can be found in the wasteland.

The Train can also be upgraded over time, depending on where the train stops. From more waggons to more armor and weapons mounted onto the Train and waggons. A operation room for the crews robotics expert to upgrade your body or provide repair-services.

Of course some upgrades will take some time to be added to the Train, but why not use this time to get to know each other and explore the area around you?











Grandpa Josef
wasteland_old_man_tinker_josef.png Name: Grandpa Josef
Age: 73
Role: Robotics Mechanic, Augmentation Specialist

Background:
Josef has worked with machines and technology his whole life. Born in one of the lower districts of The Citadel, he showed an early aptitude for engineering and was able to apprentice with the city's repair corps. Over decades of service he became uniquely skilled in cybernetics, learning from the pioneers of early augmentation.

When anti-augmentation for the lower classes sentiments grew in the Citadel leadership, Josef chose to retire from the corps rather than stop his work. He opened a small black market shop in the undercity, where his services were invaluable for gangs and scavvers enhancing themselves for life in the wastelands. Though old, his knowledge and skill with crafting limbs, implants and more earned him immense respect. Respect that lead him into the exile after scanners caught him and a squad of executioners was send.
Edgar "Pilot" Wellis
big_muscular_black_man_wasteland_Edgar__Pilot__Wellis.png Name: Edgar "Pilot" WellisAliases: Pilot
Age: 42
Class: Engineer

Physical Description:

  • Height: 7'3"
  • Weight: 280 lbs (mostly muscle)
  • Eyes: Brown
  • Distinguishing Marks: Cybernetic augments in both arms, back tattoo of locomotive engine on fire
Personality: Loud, brash, adrenaline junkie. Loves the dangerous life on the rails and pushing machinery to its limits. Fiercely loyal to his crew. Foul-mouthed but good-natured.

Skills:
Rail Operations
Heavy Machinery
Intimidation

Backstory:
Grew up near the rail yards and dropped out of school young to become a conductor. Displayed natural gift and bravery handling freight runs. Lost both arms in rail accident but continued career with black market augmentations. Now the best "Pilot" skirting security on the last functioning lines.
Dr. Ignatius "Iggy" Von Madstein
photorealistic_cinematic_wasteland_old_man_pervert_scientist_Dr_Ignatius_Iggy_Von_Madstein__26...png Name: Dr. Ignatius "Iggy" Von Madstein

Age: 57

Occupation: Mad Scientist

Appearance:
Dr. Iggy stands at an average height, with a slightly hunched posture that comes from years of poring over his experiments. His thinning gray hair is disheveled and wildly unkempt, and his wiry beard stretches down to his chest. He wears a stained lab coat that's seen better days, with pockets bulging with vials, syringes, and various contraptions. His round spectacles perch precariously on the bridge of his nose, and his piercing blue eyes dart around with a mix of curiosity and madness.

Personality:
Dr. Iggy is eccentric and unpredictable, driven by an insatiable curiosity about the mutations that have reshaped humanity. He often speaks in a rapid, jumbled manner, jumping from one idea to the next without pausing for breath. His mind is a chaotic whirlwind of scientific theories, and he is more than happy to share his knowledge with anyone willing to listen. However, his slightly perverted nature can make others uncomfortable, as his scientific fascination sometimes veers into inappropriate territory. Despite his quirks, he possesses a genuine desire to help humanity survive and understands the importance of his research in the post-apocalyptic world.

Background:
Dr. Iggy was once a respected geneticist, working in a prestigious laboratory before the world fell into chaos. When the cataclysmic event occurred, he was among the survivors who sought refuge on the mobile train settlement. Fascinated by the mutations that had ravaged humanity, he dedicated his life to studying and understanding them. He became the train's resident scientist, utilizing the train's resources to conduct experiments and gather valuable information about the various species of mutants they encountered.

Skills and Expertise:

  • Mutant Research: Dr. Iggy possesses an extensive knowledge of mutations and their effects on humans and other species. He has studied various mutant species and can provide valuable information on their behavior, weaknesses, and potential breeding patterns.

  • Bio-based Crafting: Dr. Iggy has mastered the art of crafting bio-based items and equipment. He can create potent concoctions, serums, and antidotes that can enhance the players' combat abilities or provide them with temporary advantages against mutant adversaries.

  • Intel Gathering: With his insatiable curiosity, Dr. Iggy constantly gathers information about new mutant species they encounter during the train's journey. He can provide the players with valuable intel on their strengths, weaknesses, and any potential threats they may pose.

  • Trade and Bartering: Dr. Iggy serves as the train's primary merchant, exchanging bio-based materials and unique mutant specimens for essential resources and supplies. He has a keen eye for valuable items and can provide the players with fair trade opportunities.


The Mutation and you
The Enemies Explained [Disclaimer]
Disclaimer: The following concept involves sensitive and mature themes related to mutation, reproductive transformation, and sexual content.

Description: The concept behind these mutants revolves around a unique mutation that affects their physiology, particularly their bloodflow and reproductive system. As the mutation progresses, it alters the mutant's blood flow and triggers significant changes in their hormonal balance. These changes result in the mutants becoming highly potent breeding machines, driven by an intense and insatiable sexual urge.

The mutation affects the mutants' reproductive organs, leading to a rapid increase in the size of their genitals, including the penis and testicles. Additionally, it triggers the production of mutated seed that is specifically designed to impregnate female humans. The mutants become a new type of human race, different from regular humans, as their biology undergoes significant modifications to fulfill their role as breeding machines.

At higher levels of mutation, some mutants may even develop the ability to communicate with humans. While they are unable to use traditional verbal language, their evolved intellect allows them to convey their thoughts and intentions through other means, such as gestures, expressions, or telepathic communication.
Mutant Level 1 (Infected Human)
33d2eb70b95bacf282bb5495abe747f9.png Mutant (Level 1 - Infected Human)


Description:
  • Appearance: The mutant appears human but exhibits physical changes due to the mutation. They have pale skin and are devoid of any body hair.
  • Movement: The mutant moves slowly and sluggishly, often dragging its limbs and stumbling. However, it can suddenly become fast and aggressive when in contact with a female human.
  • Behavior: The mutant is driven by basic instincts and lacks higher cognitive functions. It acts like a mindless creature, single-mindedly seeking out female humans and attempting to make physical contact with them due to the intense sexual urge caused by the mutation.
    Abilities:
  • Enhanced Speed: When the mutant comes into contact with a female human, it gains a sudden burst of speed, allowing it to move rapidly and aggressively towards its target.
  • Reproductive Mutation: The mutant's reproductive system has been radically altered by the virus. As the mutation progresses, the size of their genitals, including penis and testicles, increases proportionally to the duration of the mutation.
    Weaknesses:
  • Slow Movement: When not in contact with a female human, the mutant's movements are slow and sluggish, making it easier to evade or outrun.
  • Lack of Intelligence: The mutant is driven purely by instinct and lacks any higher cognitive abilities. This makes it predictable and susceptible to simple traps or distractions.
Mutant Level 2-5
dadadada.png Mutant (Level 2-5 - Evolved Mutants)


Description:

Appearance: The evolved mutants retain a humanoid form but exhibit gradual physical changes as they progress through the levels. They have pale skin and are devoid of any body hair. As the mutation advances, their bodies become more mutated and deformed, displaying additional deformities and growths.
Movement: Evolved mutants possess increased agility and speed compared to Level 1 mutants. They can move swiftly and fluidly, making them more challenging to evade or outrun.
Behavior: The evolved mutants retain their basic instincts but demonstrate a higher level of intelligence and cunning. They exhibit a stronger drive to find and impregnate female humans, fueled by their deep-seated sexual urges caused by the mutation.
Abilities:

Enhanced Speed and Agility: Evolved mutants possess heightened speed and agility, allowing them to move swiftly and navigate their environment with ease.
Reproductive Mutation: The mutation in their reproductive system continues to progress, resulting in further changes to their genitalia. The size of their genitals, including penis and testicles, increases even more as they advance through the levels.
Weaknesses:

Vulnerability to Traps and Distractions: While more intelligent than Level 1 mutants, evolved mutants can still be susceptible to well-placed traps or distractions. Their heightened focus on finding female humans can make them less attentive to their surroundings.
Progressive Physical Deformities: As the mutation advances, the physical deformities and growths on the evolved mutants become more pronounced. These deformities can hinder their movements and potentially affect their overall functionality. Some might run like animals some might grow a third leg they fall over with all the time.
Mutant Level 6-10
sample_9ea15f56a78aa7a1cd84504795b80806.png Mutant (Level 6-10 - Fully Evolved Mutants)

Description:

  • Appearance: The fully evolved mutants retain a humanoid form but have undergone extensive physical transformations. Their skin is pale and devoid of any body hair. Despite the alterations, they still maintain a recognizable humanoid appearance in some way.
  • Movement: Fully evolved mutants exhibit enhanced speed, agility, and dexterity. They move with fluidity and grace, capable of navigating various terrains and obstacles effortlessly.
  • Behavior: These mutants possess a heightened level of intelligence and exhibit a sentient mind. However, they are unable to communicate through traditional speech or any other form of verbal language. They are driven solely by an overwhelming desire to impregnate female humans and evolve more Mutants. They are primitive, using anything they can grab as a weapon to smack and beat with.
Abilities:

  • Enhanced Speed, Agility, and Dexterity: Fully evolved mutants possess heightened physical capabilities, allowing them to move with incredible speed, agility, and precision.
  • Bio-Organism Breeder: These mutants have transformed into efficient breeding machines. They have the ability to produce and release large quantities of seed, specifically engineered to impregnate female humans and ensure that the female target will lay plenty of eggs.
Weaknesses:

  • Vulnerability to Strategic Approaches: While possessing increased intelligence, fully evolved mutants can still be vulnerable to strategic approaches. They may have blind spots or be susceptible to well-executed plans that exploit their physical and mental limitations.
  • Loss of Verbal Communication: The mutants are unable to communicate through conventional speech or any known language. This restriction limits their ability to coordinate or convey complex ideas.
The Cum Dumper(don't laugh)
Mutant Type: Cum Dumper
Appearance: The Cum Dumper is a towering figure, standing at an intimidating 7 feet tall. His skin is a sickly shade of yellow, covered in boils and warts. Instead of genitalia, he sports two enormous testicles hanging low between his legs, each roughly the size of basketballs.

Attacks:
  1. Ball Buster (Melee): The Cum Dumper charges towards the player, swinging one of his colossal testicles as a makeshift weapon. The impact causes intense pain and stuns the player for three seconds. Corruption level increased by 5%.
  2. Sperm Surge (Ranged): The Cum Dumper unleashes a torrential stream of ejaculate from both testicles simultaneously, aiming straight for the player's face. The resulting splatter covers the player's entire body, inflicting damage and applying heavy corruption. Corruption level increased by 15%.
  3. Penetrator (Piercing): In a particularly brutal variation, the Cum Dumper pierces the player's holes with one of his testicles, filling the cavity with sperm and causing excruciating corruption. The hole remains open until treated, leaking copious amounts of semen continuously. Corruption level increased by 25%.
Cock Size: Both testicles measure approximately 28cm in length, with a diameter of around 16cm.
Corruption Level Increase: With every successful attack, the Cum Dumper increases the player's corruption level substantially, ultimately leading to the player unable to fight. As such, players must exercise caution when encountering this horrific monster, lest they fall prey to his potent load.


The starting region (what to expect of the game)
00284609.png
ColorMeaning
Green LineTraintracks
Green glowing linesSlow traintracks
Red AreaHostile Mutants

This map is the first example of how the game will be played. With the group deciding where they plan to go and the events posted via GM post. Each of the possible locations will have an event to offer and possible rewards to collect. There will also be a quest, in this case a way to get the Train through the Cultist Settlement and much more.
















Now, your character. Use this charactersheet as an example and PM me your idea for a character.


Before you start, the story starts 1 week after the group has taken over the train. You've been driving for days now and your food and water reserves are a bottle of sand a rotten apple. You might have talked to some of the other passangers, used your skills to make reasonable realistic adjustments to the train if you have the right skill. Loot that is found will be split between players. Everything else like the type of loot for example from scavenging a house, will be decided in a GM-post.




Name:

Age:

Gender:

Appearance:

Background:

Personality:

Skills/Abilities:

Weakness:

Goals:

Backstory:





Some more rules for the roleplay will come in later. for now just recruiting and brainstorming. More NPC's will be added.
 
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Gameplay player table example:

Character Name______________________________________________________________________________________________________________________________Weapon
Player 1
Status
Headache
Broken Rib
gun12.png
Player 2
Status
Broken Hand
r1.png
Player 3
Status
OK
gun11.png
Player 4
Status
Headache
Broken Ribs
gun8.png
Player 5
Status
Ok
r2.png
 
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Fighting Styles

Blackheart Tactical Engagement (BTE)
Utilized by the elite corporate enforcers and security forces of Blackheart Inc., BTE focuses on ruthless, efficient close-quarters combat. BTE practitioners wield a combination of heavy pistols, combat knives, and powerful exoskeleton suits to overwhelm and brutalize their targets. The style emphasizes devastating combo attacks, grappling techniques, and the strategic use of non-lethal munitions to subdue and interrogate.

Crimson Fury
The raiders and mercenaries of the Crimson Ji Clan have developed their own acrobatic, high-mobility combat discipline known as Crimson Fury. Crimson Fury utilizes lightweight, agile movement, dual-wielding pistols, and finely-honed knife skills to navigate the battlefield. Practitioners employ dazzling spins, flips, and evasive maneuvers to disorient and outmaneuver their opponents before delivering a flurry of rapid, precise strikes.

Helios Reactive Defense (HRD)
Helios Energy's corporate security forces have mastered HRD, a combat style focused on deflecting and redirecting an opponent's attacks. HRD exoskeletons are equipped with advanced sensory suites and reflexive countermeasures, allowing users to anticipate and parry incoming strikes before responding with devastating counterattacks. The discipline also incorporates the strategic use of riot control technology, such as stun batons and concussion grenades.

Neon Shadowplay
The Neon Dreams Entertainment conglomerate's elite enforcers are trained in the art of Neon Shadowplay - a fluid, acrobatic fighting style that utilizes the urban environment and the corporation's signature neon technology as integral components of combat. Neon Shadowplay practitioners deftly navigate the neon-lit alleyways and entertainment complexes, using grappling hooks, cloaking devices, and even the neon lights themselves as tactical tools to outmaneuver and eliminate their targets.

Razorback Brutality
The notorious Razorback Clan has developed a savage, no-holds-barred combat discipline known as Razorback Brutality. This style prioritizes raw strength, durability, and sheer, overwhelming force. Razorback Brutality fighters wield heavy, customized weapons like spiked maces, auto-shotguns, and chain-fed machine guns, relying on brute strength and intimidation to overwhelm their foes. The discipline also incorporates brutal grappling techniques and a complete disregard for the safety of both the user and their target.

Greenwitch Lifestyle
Only a handfull of people ever used this fighting style including Little Punch (Bounty Hunter), John Greenwitch (deseased CEO, Biker gang President), Lydia Greenwitch (former NSA agent, deceased), Aurora (CEO of Neon Dreams).

Before the Fall, when the world was still teetering on the edge of oblivion, one couple stood out as paragons of deadly grace under fire - Lydia and John Greenwitch. Lydia, a former NSA operative, and John, the charismatic president of a notorious biker gang, came together to create a fighting style that embodied their unique blend of elite training and gritty, street-level pragmatism. The Greenwitch Lifestyle, as it came to be known, is a mesmerizing display of calculated violence, honed to a razor's edge. Practitioners move with the fluidity of a dancer, their bodies seemingly immune to the constraints of physics as they flow from one lethal maneuver to the next. The foundation of the style is a mastery of close-quarters pistol combat, with users wielding their sidearms as natural extensions of their own limbs, firing with uncanny precision and control.

But the Greenwitch Lifestyle is far more than mere marksmanship. It incorporates a diverse arsenal of disabling strikes, joint locks, and brutal takedowns, allowing users to seamlessly transition between ranged and melee engagements. Practitioners are adept at reading their opponents' movements, anticipating their actions, and exploiting even the smallest openings to deliver devastating blows.

The true art of the Greenwitch Lifestyle, however, lies in its fluid, almost dance-like nature. Users appear to flow across the battlefield, their movements a graceful, deadly ballet that leaves their enemies bewildered and overwhelmed. They utilize the environment to their advantage, ricocheting shots off walls and surfaces, and leveraging cover and concealment to ambush their targets.
 
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