lineages and strains

Some Lineages and Strains are often a little different in the Sinn and Conn Valley; though many of our local Lineages will have these differences, not all will, and your character is ultimately yours to create. It should be easy to see what your Lineage is at a glance.

Lineages

  • Elitariat: Solestros find themselves in management positions around the Valley, often in the tech dynasty remnants that make up Pureblood Houses or various community organizations or projects.

  • Townies: Similar to their cousins elsewhere—many Vegasians wheel and deal in coastal casinos and flophouses, and Yorkers and Baywalkers (Bridgewalkers, here) mostly represent mercenary companies, scientific endeavors, or local business ventures.

  • Nomads: Rovers of the Sargasso and Diesel Jocks of the Raverunners, among others, took to the open ocean and water-borne vessels alongside the Saltwise of the Flotilla, leaving much of the roads to the Townies. These strains openly display sailor's charms, rigging ropes, or other sailing paraphenalia. The Diesel Jocks of the 311s are one of the few remaining DJ clans on the road.

  • Gorgers: Lascarians primarily grouped up in mining collective of SCMC and other tunnel-bound dwellings around the necropolis at Colma. It seems Sempers come from The Tower In Shadow beneath the town of Etherium Pointe.

  • Mutants: Remnant mutations are often more visible or unsettling than as described in the core rulebook.

  • Landsmen: Mericans, and Quiet Folk are more alike here - gone are the loud stars and stripes, replaced with practical, homespun, clothing suitable for small town saloons, farms, and trade outposts like the town of Overwind. Natural Ones tend to be less paranoid of outsiders here; those that leave their community often do so to teach natural stewardship or broaden their worldliness through exploration. Many Natural ones are a part of The Outdoorsmen.


  • Devoted: Accensorite ascensions behave similarly to Remnant mutations; Red Stars of groups like the Crimson Woods Cell tap into old ethos of peace, community, and free love.

  • Evolved: Irons, and Unstable often find themselves using their glows to help communicate between ships and light their work surfaces on dark nights, or using their resiliency to manage work in mechanic shops and in the harsh wilderness other strains might balk at.


strains

The following strains are able to be played once the player has emailed Directors@dystopiarisingnocal.com to discuss character background and appropriate costuming/makeup information. We can help inspire you to make your dream character, but please give time for us to provide suggestions, and give yourself the time to build a costume appropriate to the strain.

If you are already in play with a character of one of these strains then you are welcome to also opt-in to a backstory involving these factions, but it is not required. We highly encourage tying characters of these strains to the suggested local faction to receive enhanced role play opportunities and setting information, though they are not required to be currently affiliated with that faction in play.

  • Full Dead

    • Background: Primarily affiliated with mining collective of SCMC, operating around the necropolis at Colma. Many Full Dead reanimated directly from the necropolis with piecemeal personalities and clothing styles absorbed from disparate historical times as far back as mine workers and trade unionists of the California gold rush of the late 1840s.

    • Costuming/Makeup: (Coming Soon)

  • Retrogrades

    • Background: (Coming Soon)

    • Costume/Makeup: Retrogrades are generally found swaddled in cloths and bandages, and beneath their coverings, appear similar to zed. Often, this strain will resort to wearing masks in order to hide their gruesome features.

  • Reclaimers

    • Background: There are very few Reclaimers this far south of the frozen North.

  • Tainted

    • Background: (Coming Soon)

    • Costuming/Makeup: Tainted manifest the typical traits of raiders, looking a bit wilder than the rest of the strains - often donning intimidating masks, mohawks, helmets, scrap metals, football armor, and other fearsome, raider-like adornments. Their faces may be dirty or bloody, or they may wear extreme makeup, adding to their disturbing look.

    • CVC Considerations: The tainted strain is a limited restriction in order for players to acclimate with the community and develop trust and communication with others before tackling such a character concept. Tainted are naturally more aggressive in roleplay: players should be responsible, mindful of other players’ comfort levels, and much more attentive with checking in and communicating consent and negotiating scenes.

  • Unborn

    • Background: The Unborn of Sinn and Conn Valley, like all Unborn, are devoted to the Mortis Amaranthine. Where some Strains see the Mortis as an adversary, or as a part of the natural cycle of life, or as a parent figure, the SCV Unborn see it as a conduit for communication and connection across the wasteland—a conduit they and others can draw on to manifest the abilities known as psionics. For more information & history, check out this document.

    • Costuming/Makeup: Guidelines for this will require discussion with settings - contact the Directors for more information on costuming for this strain.

  • Digitarians

    • Background: Many Digitarians are safely ensconced on the military floating city of The Hornet (The Hive). For more information, check out this document.

    • Costuming/Makeup: Local Digitarians of the USS Hornet are usually found wearing military gear and may also have small bits of technology, as well as military style medals and ribbons made from materials and scraps found in the wastelands of Sinn & Conn Valley.

  • Purebloods

    • Background: Remnants of tech companies and military contractors in the area, many Purebloods have ties to local tech dynasties: Musk, Jobbes, Zucc

    • Costuming/Makeup: Due to their wealth, Purebloods appear significantly cleaner than many other strains, and can afford less-worn clothing. Their clothing may have dust from Wasteland travels, and likely have far fewer nicks, tears, and cuts. They may be found wearing finer materials such as velveteen, satin, jewels, and a often a wealth of high-technology jewelry pieces such as circuit-board pieces and other relics from the Silicon Valley of the pre-fall.


Please note that anyone at the age of 18 or over may not play a character beneath the age of 18. 

Players under the age of 18 are barred from any form of intimate or romantic roleplay as a network standard, and likewise may not engage in play surrounding wasteland drugs or alcohol. Players under the age of 18 will be required to wear a white armband at all times while playing.