As descendants of counterculture communes tucked into quiet places off the beaten path, Red Star in these parts are commonly of the Artisan bent, trading amongst themselves and occasionally outsiders to maintain their small close-knit settlements. The majority of these small cells communicate with and look to the Cell of the Guidestones for leadership, a group of philosophers and intellectuals who help the various cells keep on the path of survival while working on research and development to aid with that endeavor.
Red Star tend to speak very directly and expect the same honesty in return, giving them a reputation as a stern, humorless people. In truth, away from the eyes of outsiders they can be as warm and effusive as any other Strain, but only to those they hold in high regard. While they embrace unity, togetherness, and the abandonment of the capitalist system, it is not completely unheard of for Red Star to allow non-Red Star to serve their communes. These non-Red Star, while not completely equal, are considered useful tools and allies in ensuring the growth and strength of the individual cell.
Red Star of Southern Georgiabama have more in common with their local neighboring strains than they would with any foreign governments across the oceans. They are driven, utilitarian folk who look after each other and strive for self sufficiency. It is unlikely that they would own or have even seen Russian/USSR or Cuban regalia, nor would they have their accents.
Red Star of the 40 Watt area are often found dressed well worn and comfortable hand-me downs (like jumpsuits or other utilitarian dress) that have been patched and maintained.
|Collective Pride||Members of the Red Star cells are deeply linked to one another, and that loyalty has strength. No effects can ever force a member of the Red Star to attack or betray their cell mates|
|Reject Free Enterprise||Red Star may not possess nor accept any forms of currency nor willingly partake in the capitalist free market by charging other ‘trade’ for labor or goods. The goal is to provide for your cell and to have your cell provide for one another, not to generate a profit.|
|Opiate of the Masses||Reds can never follow any faith nor can they receive benefits of faith powers|
In Dystopia Rising, you start with one Profession. This Profession should define how you portray your character and will give you access to more skills for you to purchase with your experience points. We've broken the nearly forty professions down into six categories. This process is built to make character creation more streamlined to those new to the system, but at any point you absolutely can create your own character from scratch directly from the rulebook.
Before we get into the different archetypes, we want to highlight that every single character can fight and defend themselves, use cool items, and participate in the economy and socialization that takes place in the world. Picking a specific archetype is more about what your characters focus will be and less about what your character will avoid.
To build weapons, armor, food, drinks, and any of the over one thousand items in the game, you need raw materials. Materials can be found through scrounging, farmed in a garden, fished from the lake, hunted in the woods, broken down from enemy weapons, or traded/purchased from others on your way into town.
|Farmer||Gather herbs during the event get produce at check in|
|Fishmonger||Get all sorts of Fish during the event|
|Hunter||Hunt for all manner of Produce during the event|
|Jones||Explore the ruins of the old world at check in|
|Scavenger||Scrounge herbs, scrap, and other things during the event|
The skill needed to turn raw materials into finished goods is nothing to scoff at. Many professions allow individuals to dabble here and there with the basic creation of brews or patching up broken weapons and armor. Below you'll find the professions that exemplify mastery of each craft. Each path is easy to start but will take time to master.
|Cook||Utilize herbs and produce on an Engineered Kitchen to make food that gives in game benefits|
|Distiller||Utilize herbs on an Engineered Still to make brews that give in game benefits|
|Engineer||Utilize an Engineered Forge to make Stills, Kitchens, Workbenches, Forges, Printing Tables, and more|
|Mad Scientist||Use Science! to make unique and awesome gadgets|
|Printer||Make copies of blueprints used by all crafters to create items|
|Tinker||Build, improve, and repair weapons, armor, and gizmos on an Engineered Workbench|
Navigating the social landscape of a new settlement can be a challenge for those trying to make a name for themselves. Through how they command a room or their ability to make deals and trades, a good socialite knows when its their turn to talk and when its time to listen.
|Merchant||Knowledgeable with rumors and the seedier side of the market, Merchants can easily identify a good deal|
|Politician||The socialite jack of all trades. They can command a room while also protecting their back|
|Publican||Someone prepared for all situations and ready to make money doing so|
|Teacher||Able to efficiently learn lores faster and easier than anyone else|
When people are hurt, physically, emotionally, or spiritually, they'll need someone to rely on. Whether that's through a quick bandaid, a medical procedure, a deep discussion about faith, or a hard discussion about why you feel how you do, a support character has the right tools for the job.
|Doctor||The most proficient class for restoring hitpoints|
|Psionist||An abomination of the Gravemind. Much of what they do has consequences but they're great at keeping people alive|
|Jones||Explore the ruins of the old world at check in|
|Sawbones||Field medics. No profession can get people quickly and safely patched up better than them.|
The prim and proper way of conducting business can sometimes take ages. Maybe there are just some things you want to get your hands on that other people would rather you not have. At the end of the day, there's a buyer and seller for nearly everything out there. You decide whether you're pushing a seat at a card table or a highly addictive drug that could save your life (if you don't use it recreationally first)
|Hook-Up||Is there something you want that you can't find? Well I know a guy who knows a guy...|
|Ring Leader||Spans the gamut between a charismatic tough leader and someone who is not afraid to get their hands dirty|
|Scoundrel||The criminals version of a Jack of All Trades|
|Spy||The type of person who can hide right in front of you, whether in shadows or in disguise|
|Thief||Anything that's not nailed to the table is basically asking for a free ride in this person pouch|
Everyone can swing a bat or shoot a gun but not everyone can do it with the finesse it takes to make a career out of it. The bond between these individuals, their weapons, and their goals is one that you should not interfere with.
|Assassin||Stealthy contract killer that works for the Guild|
|Guard||Strong defensive combatant and protector|
|Gunslinger||An honorable sharp shooter|
|Martial Artist||Slick, close combat fighter|
|Officer||Versatile and specialized fighter|
|Primitive||Deadly close and ranged combatant|
|Sniper||Stealthy gun aficionado|
|Soldier||Melee rock star|
|Thug||Dirty fighting close combatant|