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After Chaos: The Setting and Rules (Read 1048 times)
Jeanette
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After Chaos: The Setting and Rules
Jan 26th, 2015, 8:59pm
 
The following is written by The Nobody and compiled and edited by Jeanette Isabelle. Attempts to resolve contradictions made by The Nobody have been made. Otherwise rules established by The Nobody will be observed.
 
A world after an apocalypse, be it a war, a meteor, an ecological catastrophe. Some people survived on dry land. It is now mostly a desert, full of radiation, mutagenic or just poisonous contaminants, mutated wildlife, and generally inhospitable. Some people survived on water. It occupies much more area now, is much safer in general and offers more edible food, but keeping things afloat has technical difficulties. Not to mention the problems of navigation and weather. Some more people (even less then on the dry land, actually) survived on large zeppelins. They were a popular restaurant/hotel/resort at the time.
 
 
Timeline:
 
The Before (years B.H.) -> The Happening -> The Chaos -> The Living (years A.C.)
 
There was a time, referred to as "Before", when the world was 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 too be taken 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 traveled 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 in the year 40 A.C. A generation of people who know nothing of The 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., 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. 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 also 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 so mercenaries and scouts protect every caravan. Just before the difficult bits of the route, or where the roads cross, little forts often appear. Ex-traders and their families, settled-down mercenaries and other such folks usually hold them. Traveling 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, traveling 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.
 
 
Sailors
 
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. Sailors 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 were 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 Sailors are Drifters. They travel alone or in small families, on yachts, large rafts and 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 Sailors is 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, and 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 Sailors, hardly any Lander ever saw it. The city is rumored to be a whole fleet of three to five 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 the 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.
 
 
Airborne
 
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 the entire 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 Airborne 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, Airborne have connections with many places, often very distant.
 
"High" life has its 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 in. But when you fall out of an airship that would be difficult. Every kilogram of your possessions does matter. Owning very little, the Airborne make good use of what they have. A unique concern to all Airborne 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.
 
 
HABITS OF THE LIVING WORLD
 
Materials and Resources

 
Most things more advanced then spears 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 caliber. 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 expensive. Few cities produce ammo for old guns, and even less 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 at 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 less widespread and more 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 contaminated. 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. Sailors 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.
 
Any information about the Old Stuff is especially valued. People of The Before knew how to use or make certain pieces of technology, but now this knowledge is lost. However, the need for those pieces of tech has only increased. That's why this kind of information is highly valued. Some people keep their knowledge to themselves and exploit it as much as they can. Others, on the other hand, share it. Knowing where to find some information is also important. Mercenaries make a good profit on this.
 
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.
 
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. 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 labor. 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 zealously believe in anything: that action figures were actually worshipped in The Before, that any kind of technology is either sacred or demonic, that ABBA songs work as spells. 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.
 
Hubbalism believes in great powers of Personal ID Number. Their scholars insist that there is a Great Hub with Personal Numbers for all things born, and that this Hub is very powerful. They can't agree if this hub should be protected, destroyed or rebuilt into a temple. Hubbalists are the worst mutant-haters.
 
Technaught doctrine says that the advanced technology caused the Happening and will cause another one unless destroyed.
 
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 "contaminated".
 
Broere collect the Ancient Technology because it must contain clues how to restore the Earth. They are obsessed with implants and prosthetics. Even some Engineers think these guys are crazy.
 
Renmei, local to the Settlement of Charlton, is a religion for mutants. The settlement walls are revered. Therefore, it is against their laws to touch the walls. They believe the walls determine when a mutant is ready for the after life. The Communicator (Renmei priest), Toga (Renmei monks) and other temple workers are all mutants and wear a mask or cover their face symbolizing isolating themselves from humans and other mutants. The Toga are not allowed to speak so they use a form of sign language and no one but the Communicator is allowed to speak in the temple unless permitted by the Communicator.
 
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 traveling 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, non player characters can have Above-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 (Level 2) will not show up unless you want it to. Expert Telekinesis (Level 3), or Advanced Telekinesis + Basic Radiation Resistance (Level 2+1=3) will give you asthma or bad eyesight. If you want Expert Telekinesis plus Expert Pyrokinesis (Level 6), you will look like a lich or worse.
 
Also, mutations like Gills, Claws or Scales are already disfiguring you, so don't count toward that Level 3-5. A short list comes below.
 
 
Part 1, Psionics
 
Telepathy does NOT work.
 
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 varies of you. Don't do it on a trigger-happy psycho. 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, not always by the same person. Think "vampire".
 
Technopathy does basically 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. You can create heat, but that requires extra efforts.
 
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 yourself 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: Not only it gives you protection from other Psionic powers, but also 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.
 
 
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 anything else)
 
Shape shifting: Very limited, though. Any shape shifter must look like a creature it originally was, +/- 10% of the original size. Growing anything, 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 colors: Works slowly. If you want "active camouflage", 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 its self. It's a good thing that any mutation comes out sooner or later.
 
If you are choosing a Disfigurement to balance out "good" mutations, it not necessarily 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.
 
The List
 
Scales
 
Fur
 
Slime (yuck)
 
Claws
 
Teeth
 
Spikes / Spines
 
Bone Ridges
 
Strange Ears
 
Weird Markings
 
Unusual Size
 
Outgrowth
 
Poison Glands
 
Electric Buds
 
Missing Body Parts
 
Flora that grows from your body
 
Angel Wings, feathered wings on one's back is a common mutation
 
Pick any movie with mutants or aliens and work from there.
 
 
Implants
 
Implants are a rare occurrence 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.
 
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. Extensive 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. 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 character is up to you.
 
 
TECH LEVELS
 
The Before (before The Happening) was roughly just as advanced as "now" if not more. Although, energy weapons aren't as developed (no Plasma or 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 because it was made well but requires highly-skilled maintenance.
 
Pre WWI technology is well in use because it's relatively easy to make and maintain. This includes steam engines, waterwheel and windmill power generators, metallurgy stuff, even combustion engines, firearms and [medical technology].
 
 
Fictional plants and herbs are allowed.
 
 
ANIMALS
 
Many animals mutated visibly. Many animals did not mutate at all. The most commonly occurring mutations are those improving the animal's survival chances.
 
Some animals grew intelligent, more intelligent then some humans, in fact. Being smart, they keep their intelligence to themselves. If they travel anywhere, it's usually with their human "master", who may or may not know about the "pet's" intelligence.
 
People that often have to carry heavy stuff use pack animals. This animal is usually called a horse, regardless of what it actually is.
 
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.
 
 
HAZARDS
 
The biggest hazard is, as always, other people. Crazed animals and insane flora are very local occurrences, only in desolated areas. Insects, having hardly any mind, are just thought of as pests; pests the size of your shoe (and larger) is more then just annoying.
 
Many places are radiated, poisoned or contaminated in some other way. Uninhabitable to humans, they still hide precious secrets of old technologies. So humans often go into such places to find the lost tech or just to feed carnivorous mutated daisies. Tough luck.
 
 
When entering a town, travelers would need to show their hands and faces. Gloves and eyewear are allowed, usually. The "Hands and Face" check happens at the city border, which is usually a wall or a natural barrier of some sort. Inside the city borders we'll find the City Hall (run by a Major, a Sheriff or by the Elders), the Barracks and Armory (or any other equivalent of a police office), some quality inns, Craftsmen shops, and, of course, the city's critical recourses: water spring, power plant, computer shrine, such things.
 
Outside the city border we can find affordable inns (anything with a roof), all kinds of traders, illegal goods (varies from city to city), misfits, never-do-wells, outlaws and mutants. They are all clustered in a district, sometimes in several. District names are derived from the "central" city name.
 
 
Every Zeppelin is an independent "city", fully autonomous aside from the need to fuel up and buy food. Sometimes the zeppelins (and Lander and Sailor cities as well) form alliances. Airborne people have three such large alliances, called "nations".
 
 
Breeze Tech
 
White zeppelins with blue markings, all have two-syllable female names.
 
Originally the network of restaurants and aerial resort hotels. The most durable technology 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 useful 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.
 
 
ANL
 
The largest zeppelins, and the least numerous (not counting those unique ones). Originally long-distance cruise liners. Blue, red and white.
 
Being so large, they are the most powerful airships, with the most lift capacity. Utilizing this, ANL airships act as aerial caravans and transports. They also scout hazardous areas and do long-distance flights, including transcontinental. One thing that ANL cruisers need the most is Luftgas.
 
 
UNDAF, U. N. Defensive Airship Fleet
 
Green top, blue bottom, with markings in two contrasting colors. 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.
 
 
Currency
 
Two main forms: supplies and coins.
 
Supplies, such as expensive medicine, ammo, "rations" of food, fuel etc. are influenced by supply/demand aspect of individual transaction but still versatile enough to be used. The cheapest are the shotgun shells, as they are the easiest to produce. A twelve-pack would buy you a mediocre meal. The most expensive ones are the ones you need most and were careless enough to tell the trader that.
 
Coins. Silver and gold, weighted by "Swiss ounces", that is precious metals of standard "Swiss" purity. For example, if you have a silver coin of 1.25 oz, which is worth of 1.17 oz "Swiss silver", this is better then a 1.3 oz coin of the same value. For logical reasons, the coins would always be heavier then their "Swiss" equivalent, unless they actually ARE "Swiss". This standard of purity is maintained by Airborne, who travel everywhere. If your traders don't trust certain mints, they'll give you less then the coin's "official" value, and vice versa. A silver coin will give you one night in an inn, sometimes with meals. A gold coin is worth roughly a full week's lodging in the same place, you can even expect fresh bed sheets.
 
There are also "unique" currencies, such as Breeze Cities Credit (a banking card), or Railroad Tokens, or chips of Vegas Families. They're usually plastic and are used only in specific areas, but are worth a lot in places that recognize them.
 
 
Railroads and Power
 
During the Chaos the society just collapsed. Governments were destroyed, sooner or later, one way or another. The world fell into anarchy, and then slowly crept up but not everywhere.
 
Most places are in a semi-feudal state. Every settlement is independent, wherever it's ruled by a single person or a council, elected or self-proclaimed. Some of them still have railroads, some of them still have power plants.
 
Each settlement takes care of their power plants on it's own. They may trade power for energy sources (coal, for example), but this is rare. Most often power is generated from a non-expendable source, like wind, or tide, or sun. Every city is on it's own in this question.
 
Railroads are different in such aspect that, if a train is traveling between two cities, both get profit. But still, every settlement takes care of their trains and their sections of railroad themselves. Two trains per settlement is the norm. If the length of the track is significant, sometimes there could be "stations" where a train and it's personnel can refresh and be sheltered for the night. Such places are often heavily guarded.
 
 
Added on March 25
 
Family members of a player character have player character status.
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