When Dust Settles: Calm Before The Storm [WDS 0.5]

Took me 2 days to come up with a second story D:

IMPORTANT:

This is NOT a political statement of any kind but is simply a lore based off current Chinese-Taiwan hostilities.
The status of Taiwan is disputed and this is not meant to be seen as me picking a side of the argument.

Official Lore

When Dust Settles: Calm Before The Storm, is set in 2076, the 2 Global Superpowers (America and China) and their allies have all started declaring war on each other. The war has just begun and the first battle has just occurred in Taiwan. As China advances against the dwindling numbers of U.S Marines and Navy SEAL’s, The U.S calls on its Allied Special Forces to send in reinforcements.

Calm Before The Storm takes place in Vancouver, Canada, in the town of Maple-Wood. World War 4 has just begun and the Canadian Army mobilizes for combat, however, unrest grows within the Canadian Population and multiple groups of bandits have begun raiding and attacking Canadian Forces Bases and CAF Members in an attempt to end the war. The Canadian Army has since taken over most of the buildings in the area and issued a lockdown but, as we see in Sandstorm, the CAF quickly gives up control to focus on its Capital City.

The story starts here.

Currency

People in Canada tend to use Canadian/American currency. Things like Penny’s, Nickels, Dimes and Quarters. Paper money is very common in this time. The value of the Canadian/American dollar remains consistent with the real world value. $1 for a water bottle, $20 - $100 dollars for a Jacket and around $800 for your legally available Rifle. Compared to Sandstorm, society is in a far better place, basically behaving as normal excluding the protests, gangs and riots.

Groups & Factions

Gangs

People are allowed to form their own gangs to RP as in game. However, there are restrictions.

  • Your gang cannot be wealthy
  • Your gang can not posses Firearms of any type
  • Your gang may not ally with CA/CAF or The Vancouverites.
  • Your gang must operate under standard Military Hierarchy. (First in Command, Second In Command, Officers etc) however you may change the name of the ranks in your gang.
  • If your group leader is killed, the group’s Second in Command will assume leadership, if both are downed then the gang must be disbanded.
  • LPM’s have final say over your gangs stats and motives.
  • Your gang must not go in or near CA/CAF Bases.
  • Your gang must not violate any of the General Rules
  • Your gang must not exceed 20 members at any given moment.
  • Your gang may use Firearms if collected off a dead person however you must not automatically have one.
  • Gangs must rival and attack other gangs. Gang members DO NOT need permission to kill other gang members, your goal is to target their leader(s).
  • Should a gang member die, he must assume the role of a different char not associated with your group and continue or leave the game.

Canadian Army (CA)

This group has existed since the beginning of Canada’s independent history. This group is the conventional ground forces of the Canadian Armed Forces. These specially trained Soldiers make up the bulk of the Canadian Armed Forces. At this time, the Canadian Army has fully mobilized and has seized control of almost all Government/Department buildings and General Stores.

The CA’s job in this game is to maintain order within the Population as they mobilize and ship out to Asia in a United Nations Coalition to defend Taiwan and the Taiwanese freedom. The CA are usually seen around Maple-Cove and Apple Wood Complex. Any citizens in these areas are instructed to remain indoors for 8hrs a day, only to leave for work, school and essential needs. Anyone seen exiting after the times of 6am → 10pm will be immediately apprehended and face jail time of up to 3 days and a fine of $500 USD.

The CA’s worst enemy is the Red Rose Warriors, a notorious faction of low-income families and citizens who constantly riot in Maple-Cove, attack CA members and destroy supply carts.
Apprehension of this factions leader is #1 priority for all CA and you are to arrest and suspected members on sight.

(This should reflect your characters behavior in game no matter your faction/group)

Red Rose Warriors

This faction was created at the start of the war (within the current in game year) and is devoted to destroying CA/CAF camps and bases, attacking CA/CAF soldiers and hosting riots in Maple Cove. This faction is armed with basic knifes, cleavers and shanks, however, for what it lacks in firearms, It makes up for in manpower, with this Factions member count consisting of over 20,000 citizens/gang members in British Columbia alone.

This faction usually breaks curfew and will attack any CA/CAF members who attempt to apprehend them. The people in this faction are typically of lower-income families/areas since the war effort has cost them tens of thousands in tax dollars.

This faction has no base but organizes in Maple-Cove before and after a riot. The CA/CAF are working 24/7 to apprehend these individuals and bring down the group however no attempts have proven successful.

Citizens

This is nor a faction or a group, it is just what the name suggests, Regular Citizens. These people are your average working class joe’s. Their role in this game is to just…exist. They are the international image of the Average Citizen. Anyone not in a Group/Faction should automatically assume this role.

These people do not commit crimes and are not very adept in combat. These people must abide by the curfew and respect CA/CAF members. The Citizens are prone to being robbed by Red Rose Warriors members and as a result, usually stay inside whenever possible.

The Citizens mostly inhabit Maple-Cove.

Vancouverites

This faction is a group of Ex-Military/Ex-Special Forces assisting the CA/CAF with patrol of Maple-Cove and enforcement of the Curfew. This group is well armed and mostly inhabits Apple Wood Complex which tends to be where the Red Rose Warriors often inhabit.

As a result, close quarters combat within the Apartment Buildings is not uncommon and usually deters Citizens from entering the surrounding area.

Mutants

Due to the time period of the game, this faction is mostly non-existent except for inhabiting the abandoned, British Maritime Naval Warfare Base. Mutants will rarely, if ever attempt to go on land and the few that due are usually killed by the Canadian Naval Patrol and CA/CAF Coast Guard. No instances of Mutants have ever been observed by the public eye and as such, any Non CA/CAF group.

People roleplaying as a mutant must remain in the Naval Base unless otherwise raiding CA/CAF Naval Facilities.

RAD I and III Mutants do not exist in this time period.

Keep in mind, you must have LPM permission to RP as a RAD IV .

RAD I Mutants
RAD I mutants are either:

  • “The Mutated”: A normal mutant that has turned green and or is rotting away due to radiation, these mutants will attack any humans they see. Generally unarmed but posses melee weapons on rare occasions. Only found in the BNWB. Can be killed from a well placed bullet.
  • “Chargers”: A mutant with extreme running capabilities able to break down wood, scrap metal and stone. Will charge into any human it sees and attempt to smash them into something until they die from their injuries. Only found in the BNWB. Can be killed from a well placed bullet.

RAD II Mutants

  • “Climbers”: A mutant that possesses the ability to scale walls and ceilings. Will pounce on any human it sees and attempt to bite and scratch them to death. Only found in dark areas located in the BNWB . Can be killed from a well placed bullet.

RAD III Mutants

  • “Loners”: These mutants are non aggressive and are discriminated against by other mutants. They will generally attempt to hide among human populated areas by hiding their skin. Their skin is a faded red and is sensitive to light. Can be killed with a few bullets due to its similar anatomy to regular humans. Can be seen in the BNWB.

RAD IV Mutants

  • “Crushers”: These mutants are up to 3 times the size of a regular human and will attempt to rip apart any human they come across. They are very hostile. Can only be killed with high caliber guns or a large amount of guns, typically the amount of bullets from a squad of M4A1’s. Only seen in the BNWB.
  • “Planters”: These mutants are usually a light yellow or blue and will infect any human or building they come across. They lay plants that produce spores to infect any living organisms they eventually grow into “Chargers” . These mutants are very aggressive but surprisingly easy to kill sometimes dying to a single pistol shot to the torso.

Locations

United States Strategic Air Command & Nuclear Defense Base

USSAC or NDB for short.

The American Underground Tracks are a system of Railroads that lead directly to a solely American Strategic Air Command and Nuclear Defense Base located underneath the Joint Task Force 2 Nuclear Catastrophe Bunker. Access of this bunker is restricted to Commanding Officers of the CA/CAF and all American/NATO Unit’s within the area. CA/CAF Troops have very little access to this base since it is meant solely for American use.

Role-player’s of the US Armed Forces and US Air Force will spend most of their time in this base and when exiting, will usually only be seen heading to the Joint Task Force 2 Nuclear Catastrophe Bunker or CFB Alexandria.

British Maritime Naval Warfare Base

BNWB for short.

This is an abandoned Location inhabited by the British during WW3 as a means to defend Canadian Coast to prevent an invasion of America. This base was once inhabited by the British Royal Navy and the Royal Canadian Navy as well as a few U.S Naval Command Officers to oversee operation of the base. It was abandoned 2 years after WW3 and after the U.S stopped funding for it, it was deemed unnecessary and too expensive to remain operational.

The base has since been left alone and inhabited a Radioactive Fungal Infection that has been growing mutants, the mutants will occasionally rise to the surface only to be shot by CA/CAF Operators on the coast. Mutants generally remain down there as the Royal Canadian Navy focuses its assets towards defending Taiwan and refuses to explore/destroy the abandoned Naval Base.

Maple Cove

Maple Cove is a small complex of houses. A lovely suburban town that is located near CFB Alexandria . Maple Cove is home to the Canadian Citizens and features multiple shops including but not limited to Gun Stores, Convenience Stores, Grocers, Salons etc.

CFB Alexandria

This was a Canadian Forces base, constructed in 2045, the base is inhabited by the Canadian Army and the Canadian Strategic Air & Naval Command. CFB Alexandria has multiple Mobile Artillery, MLRS’s, a fleet of American made M1-Abrahms, 10 Mobile Aircraft Carriers and multiple Canadian and American made CF-10 and CF-12 Armored Humvee’s. Multiple JTF2 Units have transferred over to this CFB solely for the fact that it serves better food and has better access to TV.

CFB Alexandria only possesses 10 UH60 Blackhawks, 10 American Apache Attack Heli’s and 2 CF-18 Hornet’s. The Aircraft at CFB Alexandria are currently being mobilized towards the U.S Marine base in Florida.

Maple Overlook

Due to the timeline of this game, Maple-Overlook is now only a large Mesa sitting in the middle of the map. No person(s) inhabit Maple-Overlook and only use it for some nice photography.

Canadian Super Store

The Canadian Super Store is a large Super Store located East of the Maple-Overlook Mesa, The Super Store is where the people of Vancouver usually get their bulker groceries. Currently, The Canadian Super Store has been stocked and taken over by the CA for use by the CAF. Citizens are allowed in and out and only allowed to purchase smaller items such as frozen meat, canned food, bottled water and misc. snacks.

Canadian Convenience

Canadian Convenience is a gas station attached to the road running next to the Maple-Overlook Mesa, the Canadian Convenience store sells basic snacks. groceries and is a prime spot for the Residents of Apple Wood Complex.

Red Maple Complex

Red Maple Complex does not exist in this time period and has been replaced with a open spot of land.

The Center

The Center does not exist in this time period and has been replaced with a open spot of land.

Lake Silver

Lake Silver is located East of the Canadian Super Store. It is one of the world’s largest fresh-water reserves and locals are free to drink from it whenever they please, However, as of 2070, Mutants have inhabited the abandoned British Undersea Naval Base and the water is no longer safe for drinking, the CA/CAF have closed it under the pretense of “polluted water”.

Apple Wood Complex

Apple Wood Complex is a complex of apartment buildings that are home to the Red Rose Warriors and the lower-class Citizens. When the people in these buildings are not fighting each other or working, they are rioting in Maple-Cove and near the Canadian Super Store.

Apple Wood Complex is a dangerous area for many of the CA/CAF members and the nearby residents of the Joint Task Force 2 Nuclear Catastrophe Bunker.

Joint Task Force 2 Nuclear Catastrophe Bunker

NCB for short.

The Joint Task Force 2 Nuclear Catastrophe Bunker is a large, Canadian JTF2 Bunker that has been used for the past 40 years by the JTF2 for conducting Counter-Terrorist Operations, Filtering Intel from American Satellite Assets and blocking Forigen Influence in the Nation. The JTF2 Members on-site live their with their colleagues and spend 6/7 days a week there. When they are not there they are out with their families. The Joint Task Force 2 Nuclear Catastrophe Bunker is loaded with supplies and weapons. It has a wide garage of cars most with mounted Machine Guns. The Joint Task Force 2 Nuclear Catastrophe Bunker has multiple rooms for Research, Planning, Weapons, Barracks, Cafeterias, Training and Technology.

American/NATO Outpost

Due to the time period, this place no longer exists and is just an empty spot on the Maple-Wood Mesa.

RP Rules

The following is not permitted and will be seen as FRP’ing if violated.

  • Shooting without reason
  • Roleplaying as a faction without being in that group. (Exceptions include: CA Pvt. Recruits, Vancouverites and Red Rose Warriors.)
  • Acting out of basic common sense ( Screaming for no reason, climbing walls, jumping fences etc)
  • RP’ing as Using tools you dont own in game
  • RP’ing as Killing other players. (You may only kill enemies to your faction and with PTK)
  • Being in a faction controlled area without being apart of that faction without good reason
  • Abusing Prop Builder Tool
  • Avoiding Out Of Character Rules. (No going into other peoples homes, bases, forts. Breaking unbreakable things without tools, opening locked doors etc.)
  • Roleplaying as a Non-NATO Military Operator.
  • Being unrealistically tall, having unrealistic weight, age, body shape, face etc)
  • Having more money than realistically possible
  • Abnormal abilities
  • Being “Half Mutant” “Half Human”. Or another combination of species.
  • Using Permission Accessories without LPM permission. (Bullet & Knife Proof Vests, Armor Piercing Bullets, Auto Turrets, Explosive Ammo and Incendiary Ammo etc.)
  • Absolutely NO using Special Infantry Suit (SIS). This suit is restricted to applicants and LPM’s only.
  • Citizens roleplaying with a Net Worth of over $800,000 CAD (in game) will need LPM permission.
  • American RP’ers must read about the USSAC before roleplaying to know your point in the game.
  • Citizens may roleplay as People from other Countries but Military Units are restricted (as seen above)
  • In this game. guns are not widely used by Canadians, if your char is Canadian and has a gun he must have a reason to do so.
  • American citizens are permitted use of guns without lore.
Americans have more freedom in this game because Go America…

Permissions

Permissions allow for greater roleplay experiences by allowing other RP’ers to interact with your char in a more grand and impactful way. The following are permissions you can use should both party’s consent to it…

  • Permission To Kill (PTK) → The permission someone or an LPM may grant to you so you can permanently end a character, PTK’ed players may not use their PTK’ed char ever again on any other WDS game or server.

Players must have significant reason to deny PTK and cannot deny a LPM’s PTK Grant

Some reasons you may deny PTK:

  • Your char has a child/dependent
  • Your char has significant importance (High Rank in CA/CAF or Red Rose Warriors)
  • The person asking for PTK has broken a rule
  • The person asking for PTK has no reason to need PTK

Of course, LPM’s have final say so consult one if you wish to have PTK or wish to get out of being Killed.

  • Permission To Server Kill (PTSK) → The permission someone may grant you so you can end a persons character in that particular server. This means the person may enter another server and continue roleplaying but is now dead in your server.

Denial rules are the same to PTK except LPM’s are more likely to grant someone PTSK your char since it has no real impact.

  • Permission to Cripple (PTC) → The permission someone grants (not an LPM) when they wish to permanently disable your char in some way, shape or form. Examples of being crippled are:
  • Shattered/Snapped Limb
  • Breaking of Spine/Collar Bone
  • Breaking of Neck/Back
  • Breaking of the Knees or Joints like Elbows
  • Injury of the skull causing cognitive impairment

If you grant someone PTC your char must react accordingly to the damage and the damage done is permanent throughout all servers and games. LPM’s will not deny someone’s request for PTC, you yourself must deny it and have a reason to do so, such as with PTK and PTSK.

  • Permission to Raid (PTR) → The permission you grant someone when they wish to raid your settlement, house, or gangs area of habitation. You must have a reason to deny and if you do not think of a valid reason they will automatically receive PTR. LPM’s will determine if your reason for denial is plausible however, it is very difficult to get out of a PTR.

Note: PTR does NOT allow you to raid Faction Controlled areas.

  • Permission to Destroy (PTD) → This is the permission you grant someone when they wish to destroy your settlement or something you create with the Prop Builder. There are no rules for denial and you can accept or deny on your own accord.

  • Permission To Use Items → This is granted by LPM’s when they determine your char has suitable lore for a restricted item. Some restricted items include:

  • Armor Piercing Rounds
  • Incendiary Rounds
  • Explosive Munitions
  • Hand-Held Projectiles
  • Bulletproof Armor
  • Stabproof Armor
  • Automated Machine Guns
  • Mounted Machine Guns
  • Battering Ram
  • Door Charges
  • Spec-Ops-Grade Firearms : G2000, PPK, Sig 220, Glock 18, M4 SOP
  • Military Vehicles
  • Boats
  • Planes
  • Precious Minerals
  • Your In-Game LPM will determine what does and does not need perms.

Items requiring Lore are to be determined by LPM’s and you MUST give lore for that item on the spot. It is at this time that you should assume every weapon you carry to need lore and you should have it written down.

Please refer to the Weapon Guide for more info {Coming Soon}

Just act realistically to the lore and you will be just fine!

Visit the portal for more content When Dust Settles: Official Portal
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Added disclaimer to address bits of lore that could be seen as political. This is NOT a political statement.