Resistance

Summary

This game is set an alternative Britain, in which you are citizens organising an uprising against a totalitarian government.

You are a citizen of the UK, in London.  You have joined (or are otherwise affiliated with) a resistance lead by Prince Richard, against the NCM, and are working to restore democracy in the name of the King.

Most characters were just normal citizens, until they (for their own reason) joined the resistance.  You could be a shopkeeper, a fireman, a teacher or almost any other person who could feasibly exist within the setting.  Your reasons for joining the resistance are also your own, be it revenge for an executed partner, a taste for adventure, or your application to join the Brigade was denied.

Setting

World Description

The year is 2016, and you live in the United Kingdom.  The elderly King George VII (of House Lawmier) is on the throne, with Queen Victoria III and no legitimate children.  In 1951 the Neo-Citizenship Movement took control of Parliament, lead by Ross Mallor, and in 1953 established the Brigade, a militarised police force, and abolished democracy.  King Richard V marched on parliament unsuccessfully and was executed for High Treason, and the rest of the monarchy scattered.

After WWII the Cold War never ended, and the UK become isolationist.  Modern technology was seized by the government.  Most technology available is about the level as in the 1980s, but there are a number of anomalies to this.  The very limited internet that exists requires government permits to access.  Rationing is still in place, and everyone is expected to carry an ID card.

The government is still centered in London, which has been split up into sectors S.Capital, S.I, S.II, S.III, S.IV and S.V.  Brigadiers regularly patrol the streets, particularly around high-profile buildings and sector boundaries, and anything suspicious will draw their attention.  Whilst being outside at night, going down back-alleys, loitering (etc) is not illegal, it is highly suspicious. Carrying any form of weapon outside of an official capacity is completely illegal.

Entering and leaving London is very hard, as the city is surrounded by fortifications.  Passage has to be done through checkpoints, and requires valid papers.  Nonetheless, smuggling does happen, however anyone caught faces arrest and questioning by the Brigade.

Inside London there is very little in the way of personal transport.  There is a unified public transportation system, in which ID cards are used as a system analogous to a paper “Oyster” system in our world.  London itself is managed by an unelected Mayor, Oscar Whitfield, who is a public figure.

Socially, the world has not developed much beyond that as it was in the 1940s.  The only difference is that the woman’s effort in the war was more recognised, so women are socially in a position much more inline with the modern day.

The NCM promotes their view of the “model citizen”: Heterosexual, cis, white.  Whilst deviating from this is not actually illegal it is heavily frowned upon by the general public, and doing so will attract suspicion towards oneself.  Those marginalised are often motivated to join the resistance. The NCM also expect that all citizens are hard working, and fiercely loyal to their country (and by extension, the NCM).  Anyone who appears foreign in any way also immediately draws suspicion – the NCM keeps all citizens aware of the dangers of foreign spies.  People are expected to follow this ideal at all times, from birth to death.  It is highly encouraged that you inform the Brigade of anyone you suspect: to not inform the Brigade of a possible crime is almost as bad as committing the crime itself.  This doctrine is installed in children from a young age, through education, societal pressures, and the Young Citizens’ League.

There is a strong criminal underworld which the Brigade are constantly battling.  There is a lot of money to be made through crime, however, as always, to get the greatest rewards one must take the greatest risks.  From Drug Lords and smuggling rings, to seedy traders and corrupt middle bureaucracy; the Resistance aren’t the only problem for the NCM.

The Resistance

Since the NCM took control, there has been a small underground resistance.  At first it was very unorganised, but when Prince William came of age he took control.  However he feared for the life of his brother, so he never tried to retake the country.  As he aged, his son Prince Richard took the responsibility of leadership, and was far more active.

A year ago, the resistance got wind of a new technology the government were developing, which would allow much more detailed monitoring of the population.  Realising this is the last opportunity to attempt an uprising, a handful of resistance members were smuggled into London in order to establish a group.  The goals:  Reconnaissance, sabotage, and eventually acting as the spearhead of the uprising.

You

You are a citizen of the UK, in London.  You have joined (or are otherwise affiliated with) a resistance lead by Prince Richard, against the NCM, and are working to restore democracy in the name of the King.

Most characters were just normal citizens, until they (for their own reason) joined the resistance.  You could be a shopkeeper, a fireman, a teacher or almost any other person who could feasibly exist within the setting.  Your reasons for joining the resistance are also your own, be it revenge for an executed partner, a taste for adventure, or your application to join the Brigade was denied.

Calls

Arrest

Equivalent to:  SLOW, START.  NARRATE “Keep your hands together, you can not make any calls”

Can be NIXed. Individual components can not be NIXed without “NIX ARREST

Can be called only by those characters with it listed on their character sheet – generally Brigade members.

ZOC

In Resistance, ZOC is defined as arm’s length away from you.  If it’s unclear, take whatever is worse for your character (or that provides the most dramatic roleplay.)

Grenades

Call “ZOC that grenade – *effect*”

Example: “ZOC that grenade – ONE SLAM 3

Rules

Familiarity

Each player will have a list of things that they are “familiar” with.  These are generally themes, however may cover more specific detail dependant on the character.  While these do not provide any mechanical benefit, they will be taken into account when players attempt tasks.

Example: Two characters are faced with a locked door. One has the familiarity “lockpicking”, and the other has “strong”. With ref permission, one character would be able to pick open the door, while the other could kick it open.

ID

This will be a lammy formed with basic details of the character.  Also contains the player, any relevant hats, and a number from 0 to 10.  This number is refside information, and is OC.

Fake IDs can be made, and feel free to ask a ref how convincing it looks to you – this will be vague and unless you are a specialist will be along the lines of “Quite clearly a fake”, or “It looks convincing”.

Conscious bleed out

When a player is at 0 hits, they can talk and slowly move for up to 30 seconds.  This should be roleplayed in accordance with extreme injury.  After 30 seconds, they fall unconscious.

If the final hit would have taken them below 0, or if during this time they take any damaging calls, they fall unconscious.

A player may choose to fall unconscious at any time during this timer.

ARMOUR

Amour is an additional point for damage to be absorbed.  Unlike SHIELD , it is usually linked to an item.  Damage is absorbed in the following order:  ARMOUR > SHIELD > Hit points.

Body Armour

Phy-repped by high-vis jackets.  When worn, it provides ARMOUR to a player.  It should have on it 2 numbers:  Current/Max.  The current value is the value of the shield it gives the wearer.  The max value is the maximum shield it would ever give.

Any damage to the armour should be removed from the current value when it is removed.  (If passed from player to player, that value should be narrated if otherwise different.)

Armour may be repaired up to its maximum. It does not take a BREAK upon reaching 0 ‘hits’

E.g. Armour that reads 1/3 has already taken two hits, and can withstand one more.

Some players will have access to a REPAIR call that allows them to fix damaged armour.

Brigadiers

Brigadiers will wear red (or orange) headbands on their arm to represent a uniform.  This is recognisable to all players.

Headbands

Head Arm (/ limb)
White Ref reffing Ref charactering
Orange Brigade Member
Red Brigade Member
Blue FADE-d

Google Drive

https://drive.google.com/drive/u/0/folders/0B9RkKd8M31zleVFEZEFJX1NTTnM – the game’s public documents