Wednesday, September 17, 2014

Karai's Funeral

Your master was of Japanese descent and as per her cultural beliefs, you will be giving her a traditional funeral and cremation on the roof of your home on Sunday.

http://en.wikipedia.org/wiki/Japanese_funeral

Monday, August 18, 2014

Setting Notes: Karai's Dojo and Curio Shop

 Karai's Dojo and Curio Shop is your home and has been for as long as you remember. You were not born here, but you have lived here for all of your conscious memory can place.



The home is a three story old Chinatown building with a basement. The Ground floor is the Curio Shop. The Second story is Karai's portion of the home. Your rooms are on the third floor. The Basement is the Dojo.



The Ground Floor looks very much like a standard Chinatown Tourist bait Curio shop, and indeed Master Karai publically claimed to be a Chinese Antiquarian named Tang Shen.
 
 
The basement and the second and third floors look very traditionally Japanese.




Wednesday, August 13, 2014

Episode One: Labyrinth of the Zombie City!




The heroes set out in to the big world for the first time to discover the mysteries of their past...

Vancouver



Having only Karai's cryptic statement about brothers in New York, our heroes begin heading out of the city east towards New York. This is no easy task as, like all major cities, Vancouver is now a War Zone of Zombies locked in battle with human and mutant survivors who aren't sure whether to work together or kill each other!


Location List


Freaktown 

A predominatly mutant ccamp situated in the ruins of the Downtown East Side and Chinatown.

Karai's Dojo
Your home for as long as you can remember.


Camp Hope
Of all the refugee camps and new ad hoc communities that have cropped
up since the change, Camp Hope is the most inclusive and the most fair.

Freaktown Council Hall
In the ruins of the old downtown mutants have set up their own enclave where they can be at home.

The Free Market
One part bazaar, one part black market, one part Refugee camp. Humans and mutants mingle uneasily here.

The Clean Districts 


A Racist human camp built in what was once Yale Town.



The Clean Districts Town Hall
Situated in the old Roundhouse Community Center, the Town Hall for the human enclose that fears and excludes mutants.

Hunter Park
This is the Mutant Hunter's Guild Hall and swap meet and trade show all rolled into one. Here Mutant hunters share tips and trade equipment and pelts.



The Zombie Districts 

The areas of old downtown Vancouver where the dead congregate and from where they send out their hunting parties.

The Great Zombie Tower
The center of Zombie activity in the section of town that is most zombie infected, the business district.

The Gang Territories


The Hollywood Preachers
This Mutant Gang sees themselves as Movie Heroes and does their best to enforce the peace, but still collects their protection money.

The Angry Killers
This mutant gang sees itself as the rightful feudal lords of Freaktown and are constantly fighting with other groups for control. They are the most violent of the gangs.

The Dirty Trackers
This mutant gang controls a larger territory that they patrol by scent tracking, and demand tolls for safe passage  through their territory. Pay their tolls and the gang is reasonable. Try to run, and the gang will happily hunt you into the ground.

The Scalp Hunters
This gang is small and so is the size of its territory, but don't let that fool you, these are the scary ones. The Scalphunters don't kill their prey, they cripple and scalp them and leave them to tell their tale.

The Foot Clan
The human gang uses a footprint symbol and attack mutants on sight. They run protection rackets against their fellow humans and contest the boundaries of Freaktown daily.

Resources


More to come later. Keep checking back

Monday, August 11, 2014

Prelude

Something is wrong with the world. You've known it since you changed, becoming more than a mere animal. The source of your change has always been a mystery, one that ate at your guts like a hungry rat- demanding that you discover an answer.


But your master always counseled against looking. You were different. You knew this, but your master told you that this would mean that humans would fear and despise you. Your master told you that she herself was in hiding. And that both you and she must remain unknown to the outside world in order to remain alive.


But now your master Karai is dead, killed by the same mysterious sickness that has begun killing humans all over the city- and you assume also all over the world. Master Karai was lucky, she did not rise again as one of the hungry dead. You are grateful for such small favors now.


You have seen others like yourself: beings now more than animals, but decidedly not human. You can see no reason to stay hidden any longer. There are as many like you as there are humans now. Hiding does not protect one from the relentless shuffling hunt of the hungry dead. Hiding does not stop the dark dreams of deep space and hideous ancient gods that haunt you.

Before she died, your master wondered if 'the brothers' had survived. She mentioned New York in a fevered waking dream that followed. But you now live on the west coast of what used to be Canada, and New York is a long journey. But the world has changed, and you are orphaned by the only parent that you ever had. And so you decide to seek out these brothers in New York and see if they live and if perhaps they know something of your origins and something of the madness that now stalks the world.


Welcome to the...


PLANET OF THE MUTANTS