Earth has been ravaged by nuclear fallout – some of its new features being the absence of grass in most places, the complete radiation of all natural water sources, and the spawning of zombies and other blasphemous creatures created by the rearrangeing of their very DNA. Islands have sunk; continents ripped apart but a good number of humans survive. Those fortunate enough to have a radio managed to catch Mayor Bailey’s broadcast and have traveled near and far to his call. Cellphones do not work, television aside from salvaged DVDs and tapes is a thing of the past. The internet is gone - technology has reverted back to its earliest forms with a radio being one of the most valued salvaged items at this time.
Current Year: 2030 - 10 years after World War III.
Climate: Earth is usually hot – it is a rarity when rain falls, and when it does, it’s usually highly acidic, and many people don’t want to be outside in it for much too long. There is little grass, far less trees, and the ground isn’t too fertile anymore – though, once in a while it’ll spring a gigantic vegetable of some sort that need to be irradiated before it can be consumed.
Current Year: 2030 - 10 years after World War III.
Climate: Earth is usually hot – it is a rarity when rain falls, and when it does, it’s usually highly acidic, and many people don’t want to be outside in it for much too long. There is little grass, far less trees, and the ground isn’t too fertile anymore – though, once in a while it’ll spring a gigantic vegetable of some sort that need to be irradiated before it can be consumed.
Inhabitants
Humans – Everyone’s favorite – these are the normal run of the mill human beings with no skill except dying easier than other things when left to their own devices and starting nuclear wars that change the face of an entire planet. One of their best skills though is, and always has been, taking lemons and making lemonade. Humans fight daily to make their way back on top of the food chain – and it’s a fight that they very much so are winning, even at this point in time.
Vampires – Vampires are humans who have been convinced that they are in fact Vampires by their King and Queen shortly after the nuclear war. The pale, fanged people lurk about in the night, capturing stray scavengers and survivors and trapping them in the Underworld, feeding on their precious blood or enslaving them. Oh, and they’re also plotting new world domination – and have the skill and means to pull it off.
Mutants – Their eyes and veins glow a neon green due to their exposure to radiation but along with the shocking appearance of their eyes (all two, three or four of them), mutants have special super human abilities that totally compensates for their creepy look. Some can read your mind, others can lift small objects from a distance, and some can even talk to animals. So the comics weren’t kidding, radiation exposure can spark superpowers.
Outlaws – Raiders, murderers, robbers, and drug dealers, scum that should have burst into smithereens with the rest of the world. Nevertheless, sin seemed to miss the memo of world destruction and embodies itself in the near soulless villains traversing the outer and inner realm of Meteor City, attacking each other and any other poor soul who had the misfortune of surviving a nuclear holocaust only to run into a lunatic with a revolver. Outlaws are often found compromising gangs, or the braver, more talented, or more mutant of the lot travel alone or in smaller groups, terrorizing every piece of the Broken World they come in contact with. They are simply opportunists who plan on surviving by any means necessary.
Vampires – Vampires are humans who have been convinced that they are in fact Vampires by their King and Queen shortly after the nuclear war. The pale, fanged people lurk about in the night, capturing stray scavengers and survivors and trapping them in the Underworld, feeding on their precious blood or enslaving them. Oh, and they’re also plotting new world domination – and have the skill and means to pull it off.
Mutants – Their eyes and veins glow a neon green due to their exposure to radiation but along with the shocking appearance of their eyes (all two, three or four of them), mutants have special super human abilities that totally compensates for their creepy look. Some can read your mind, others can lift small objects from a distance, and some can even talk to animals. So the comics weren’t kidding, radiation exposure can spark superpowers.
Outlaws – Raiders, murderers, robbers, and drug dealers, scum that should have burst into smithereens with the rest of the world. Nevertheless, sin seemed to miss the memo of world destruction and embodies itself in the near soulless villains traversing the outer and inner realm of Meteor City, attacking each other and any other poor soul who had the misfortune of surviving a nuclear holocaust only to run into a lunatic with a revolver. Outlaws are often found compromising gangs, or the braver, more talented, or more mutant of the lot travel alone or in smaller groups, terrorizing every piece of the Broken World they come in contact with. They are simply opportunists who plan on surviving by any means necessary.
Wild Creatures
Humans weren’t the only ones affected by the radiation. Slap the word ‘Mutant’ in front of any animal you can name, and then think of the horrible mutation you can see them with. Your guess is as good as any. Birds with four wings, bears twice the normal size, large spiders, crabs with massive pinchers and scorpions with stingers the size of small children now roam about the wilderness. Of course, some of these mutated beasts can and have been tamed, and still some normal animals remain as well - and they are just as afraid as you are.
Humans weren’t the only ones affected by the radiation. Slap the word ‘Mutant’ in front of any animal you can name, and then think of the horrible mutation you can see them with. Your guess is as good as any. Birds with four wings, bears twice the normal size, large spiders, crabs with massive pinchers and scorpions with stingers the size of small children now roam about the wilderness. Of course, some of these mutated beasts can and have been tamed, and still some normal animals remain as well - and they are just as afraid as you are.
Zombies
Zombies are nasty, deformed former human beings that at one time had functioning body organs, skin, and perhaps a reason to live. Now, they wander about, searching for anything to eat, unable to speak or function in a society. Sadly, the rules of what they can and cannot eat died away with most of their skin and brain cells, and now zombies bite into anything warm and bloody filled. Be it a vampire, dog, each other if they are hungry enough – zombies simply want to eat. Who could blame them though, really? Everybody has to eat something. Too bad pistols, machine guns, shotguns, bats, swords, knives, grenades and speeding vehicles stand in the way of them getting the snack on with the humankind. Oh, and all of those weapons are very much so needed. These zombies haven’t lost a hitch in their step since the nuclear fallout and are capable of running, shrieking, and scaring the living hell out of someone unprepared to defend themselves. Oh, and eating them too.
Appearance: Usually a ghoulish gray, brown and green from severely burnt skin or highly irradiated skin. They cannot speak, only scream for food, for you to die, or cry in agony wishing for you to kill them before they inevitably kill you.
Usually found: Wandering the Wastelands in a hungry stupor, sometimes in packs, sometimes alone.
Transportation
Horses:
The primary source for traveling. Why worry about gas when you can saddle up on one of these bad boys, ride a few days and just feed him a few carrots, apples or some junk food?
Automobiles: If you can find a gas station in functioning order, then these are your best bet for outrunning a zombie gathering. Just pray you don’t run out of gas in the process, if not you’ll have to try literally outrunning that same zombie gathering, and zombies don’t exactly tire easily.
Train Station: Exclusive to vampires only – vampires utilize the underground train system to get them where they need to go – quickly, and in large numbers. Of course humans or mutants have tried to hop on these trains. None of them have exactly returned to report on how it went.
Automobiles: If you can find a gas station in functioning order, then these are your best bet for outrunning a zombie gathering. Just pray you don’t run out of gas in the process, if not you’ll have to try literally outrunning that same zombie gathering, and zombies don’t exactly tire easily.
Train Station: Exclusive to vampires only – vampires utilize the underground train system to get them where they need to go – quickly, and in large numbers. Of course humans or mutants have tried to hop on these trains. None of them have exactly returned to report on how it went.
Weapons

In Broken World, weapons are the only thing keeping you from getting ripped into by a zombie or mutated crab. Here are the most common weapons found in Broken World. The Administrators are not gun experts, and don’t care much for types according to power and make but if they sound too powerful, they may be banned. The Shotgun Knights have access to the better weapon supplies due to help from scavengers, and the fact the majority of them were ex-soldiers or police officers from different region of the world who carted their weapon supplies into Meteor City. Yet of course, the outlaws and vampires have built themselves an impressive weapon cache as well, but don’t expect them to be too easily outgunned by the law enforcement.
- Pistols – The most commonly found and used firearm.
- Rifles – Hunting rifles. Powerful guns, also more easily found.
- Shotguns – Powerful close quarters weapon.
- Machine Guns / Automatic Weapons - Very uncommon, usually not used since they run out of ammo faster. The smarter Broken World survivalist would opt for a pistol or rifle.
- Sniper Rifles - Extremely hard to find – its use is heavily monitored by the moderators.
- Swords, Clubs, Bats, Machetes, and Knives – Out of ammo, consider picking one of these up, or any healthy plank of wood to protect yourself. Won’t see too many people not carrying some form of a melee weapon, unless they think they can reload in the face of a mutated bear.
Fashion

In Broken World, Outlaws, Vampires, Mutant and Humans alike all wear whatever close they can find circa year 2000. Yet, in this cruel and harsh environment, most have fancied wearing shoulder pads, helmets, arm pads, gloves, knee pads and boots to help protect them when traversing outside the city and other places. Some have developed forms of armor loosely out of slapping pieces of metal together, but without the proper ventilation you’re most likely to find one of these armored survivalist laying dead in the middle of a road, dehydrated and overheated. Many also take to wearing old Western like attire such as cowboy hats, stirrups and spurred boots.
Places of Interest
- Meteor City – The first major human/mutant settlement after the nuclear fallout
- The Underworld – Subway system that is the main base for the vampire population
- The Wastelands – All land outside of Meteor City, run amuck by outlaws, mutated creatures, zombies and vampires.

Meteor City was born amidst the rubble of a city located in eastern North America located near the District of Columbia. Much of the world’s history has been forgotten about - the people here trying to create their own society for the sheer fact this world is completely new. That – and the subject of the past is a painful one to bring up.
Built inside of a massive dome created mainly from two downed airplanes that took ten years to construct, Meteor City is a dusty, inner city area populated by humans and mutants alike who seek to live some sort of life in peace. Protected by the Shotgun Knights, Meteorites enjoy drinking, music, shooting things, scavenging and building new homes and establishments for their growing population. If not drowning their sorrows in alcohol, Meteor City citizens are hoping for a better tomorrow – a tomorrow with order, peace and less murderous zombies trying to breach their city walls. After the nuclear fallout, drinking water has become deadly and undrinkable. Thankfully in Meteor City, a functioning water purification plant runs twenty four hours of day to pump fresh water into its faucets. Despite how far it’s come from being confined within a shelter to actually having shanty homes popping up, Meteor City is still in dire need of more citizens with more skills to help it stay on its feet. Only time will tell if the city’s foundations can stand the test of time.
Built inside of a massive dome created mainly from two downed airplanes that took ten years to construct, Meteor City is a dusty, inner city area populated by humans and mutants alike who seek to live some sort of life in peace. Protected by the Shotgun Knights, Meteorites enjoy drinking, music, shooting things, scavenging and building new homes and establishments for their growing population. If not drowning their sorrows in alcohol, Meteor City citizens are hoping for a better tomorrow – a tomorrow with order, peace and less murderous zombies trying to breach their city walls. After the nuclear fallout, drinking water has become deadly and undrinkable. Thankfully in Meteor City, a functioning water purification plant runs twenty four hours of day to pump fresh water into its faucets. Despite how far it’s come from being confined within a shelter to actually having shanty homes popping up, Meteor City is still in dire need of more citizens with more skills to help it stay on its feet. Only time will tell if the city’s foundations can stand the test of time.
Laws of Meteor City
- Martial law rules in Meteor City – we will shoot you.
- All guns must be holstered and concealed at all times. If you pull out a gun, you better have a damn good reason or you will be shot.
- The Shotgun Knights are the law, respect them and keep out of their way. The Mayor is also to be respected, and acts also as Sheriff of Meteor City. Respect him, or find yourself finding a new place to live.
- No drugs are allowed within city limits. We have enough bullshit to worry about without our citizens wasting their time on that crap. Anyone found with drugs will be relieved of them immediately, and depending on the level of offense will be thrown out of Meteor City. Refer to rule 1 for the alternative solution.
Places of Interest
The Shelter
The central gathering place of Meteor City built entirely by Mayor Bailey himself in the backyard of his house. Offering food, shelter and a make shift place for those yet without a home to sleep; here is where most Meteor citizens’ lives’ begin. It acts as a citizen registry, clinic, cafeteria and overall place of gathering. Of course, with Meteor City’s expansion, hopefully new establishments will start popping up. It’s starting to get crowded down there– very crowded.
Shotgun Knights Headquarters
The SK use an old police station to detain whoever lucky enough not to have been shot for their crimes, as well as a massive place for them to store their supply of shotgun shells and other useful weapons used to rip zombies and brigands a new one. It is also the location of Mayor Bailey’s radio station – which is vital for broadcasting their daily rescue signals to the world, as well as establish communication out to the roaming nights and play music to keep everyone from dying of boredum.
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Bailey’s Place– A bar made out of a convenience store, it is named after the city’s founder and mayor, James Bailey. Bailey’s Diner is a great place to get boozed, something to eat, and stared down by Outlaws tamed enough to obey Meteor City’s laws long enough to seduce its women and scare its men. It currently features: a bar, jukebox, a piano, pool tables, a dining area, a card/dice playing room, and a stage for musicians, singers and dancers.
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Meteor City Water Plant – The water plant is one of a kind, and another reason why Meteor City stands today. Built in a building close to the southern walls the plant draws the filthy, radiated water out from the river and turns it into purified gold. The water plant is the single most important building in the entire city, and its upkeep is its sole means of survival until they can hopefully find a way to build another.
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Meteor City Power Plant – For many years the power plant went without use, but thankfully the Meteor City residents have managed to get it working. Electric stoves, lights and other appliances now have life but when a line isn't run properly - candles are the order of the day.
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Housing/Apartments – Meteorites take refuge inside of the abandoned buildings within Meteor City, most of them gathering into the large buildings and making apartment complexes out of them. No one wants to live alone in these trying times, and the more company, the better. Private homes take some time to redirect plumbing and electricity to - so apartments are usually the place Meteor citizens are found. There - or still living inside of the Shelter, that is.
- The Spot - Established in the heart of the City. The Spot is the second bar/club rebuilt from an old hotel. Come for the drink specials and stay for the fun. Every Saturday night Mrs. B herself takes stage to do a few numbers.