Have Gun, Will Travel [ EDIT ]
This game has been retired! That means it's no longer being run.
This is a game about pseudo-professional mercenaries in an oligarchic post-apocalypse world (emphasis on post). The world of Ashlands, though science-fiction, is also retro-futuristic, with VHS tapes, access to the internet by hard connection only, brick-like cell phones, but in contrast to that also has androids, laser/plasma/drones/cybernetics, human-animal hybrids (Chimera) etc. And also fantasy elements such as demonic pacts, blessed sanctified weaponry, zombies, etc. If you're familiar with Shadowrun it shares a lot in common with that universe. That said, life in most places looks not all that different from a urban city in post 1980's America. People go to office jobs, take the bus to work, go out to restaurants, bars, movie theaters, watch the news, drive cars, post ads online, etc.
Please read the recruitment thread linked below.
Frequency is actually 1 post per day during the regular week, weekends off.
Please read the recruitment thread linked below.
Frequency is actually 1 post per day during the regular week, weekends off.
{{details.status == 'open' ? 'Open for game applications' : 'Closed for game applications'}} [ {{details.status == 'open' ? 'Close for applications' : 'Open to applications'}} ]
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{{details.postFrequency.timesPer}} posts per {{details.postFrequency.perPeriod == 'd' ? 'day' : 'week'}}
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{{details.public ? 'Public' : 'Private'}} [ Make game {{!details.public ? 'Public' : 'Private'}} ] (Read the forum)
The standard rules for character creation listed in the Slopjob update are a given.
As a mercenary, your character should lean toward the morally grey, with a self-serving streak. While not entirely devoid of principles, they wouldn’t typically be considered "good people" by conventional standards. What sets them apart from mere criminals is their commitment to contracts and a degree of professionalism, operating with more structure and discipline than common thugs.
Also when considering your loadout, the setting is more civilized than a lot of systems. Walking around armed to teeth would probably be acceptable attire in the ashwastes. Doing it in more urban environments is probably going to put a lot of eyes on you, and in the wrong neighborhood maybe even the cops called, or escalate things with the local clan or gang. Mechanically that might be a good time, but if they're not part of the job then you're wasting resources on something that is not making you money. All of this is not to discourage you from going ham on equipment just give some consideration to the ways that you carry it. Maybe the plate carrier is in a travel bag, your rifle stowed in a rifle case, concealed holsters for pistols, etc. Think about it.
As a mercenary, your character should lean toward the morally grey, with a self-serving streak. While not entirely devoid of principles, they wouldn’t typically be considered "good people" by conventional standards. What sets them apart from mere criminals is their commitment to contracts and a degree of professionalism, operating with more structure and discipline than common thugs.
Also when considering your loadout, the setting is more civilized than a lot of systems. Walking around armed to teeth would probably be acceptable attire in the ashwastes. Doing it in more urban environments is probably going to put a lot of eyes on you, and in the wrong neighborhood maybe even the cops called, or escalate things with the local clan or gang. Mechanically that might be a good time, but if they're not part of the job then you're wasting resources on something that is not making you money. All of this is not to discourage you from going ham on equipment just give some consideration to the ways that you carry it. Maybe the plate carrier is in a travel bag, your rifle stowed in a rifle case, concealed holsters for pistols, etc. Think about it.
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