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DOLLS OF WAR

THE YEAR IS 666X, THE WORLD IS IN RUINS. The world has been turned into what is known as the Blasted Wastes, unsustainable wastelands, polluted beyond recognation, and an overgrowth left wild and unchecked. Demonic corruption and otherworldly entities, cosmic dwellers and raving lunatics thrive in these lands. The last bastion of Old Civilization are scattered throughout the world in megastructures called Pale Domes, each being controlled by a Mega Corporation. All fall under the umbrella of the last government, The System. Inside these domes, bureaucracy and hostile takeovers rule in a perpetual stagnation, forever caught in a worthless rat race driven by numbers and aimless ambitions. True salvation lies outside the safety of these Pale Domes, to tread forth into the Blasted Wastes, to reclaim the lands long abandoned to the damned and chaotic.

Or perhaps, you would like to become one with the System yourselves, to rise up to become the right hand of The System, to strive and life confortably within the Pale Domes, climb so high no one would dare touch you again, unravel what the System truely is, and, if ambitious, become the defacto controller of a new shift. You could, as well, not see eye to eye with the System, you want to rebel against it, bring the System down to it's knees and destroy the very foundations of the last civilization's rooted corruption, and force the remnants to wake up from their false dreams of realitiy. The choice, is ultimately yours.

THE APOCALYPTIC AGE HAS COME TO AN END, UNLEASH THE DOLLS OF WAR AND BRING A NEW AGE OVER THE CORPSES OF THE DAMNED.

Dolls of War: After the Apocalypse is a pen and paper RPG set in the desolate future of the year 666X, where you control a squad of all female robot-like androids called Models, fight depraved and insane cultists, corporate PMC rivals, spirits of the damned and more. Be it machine or flesh, you have been made to serve your CEO whose desperate to climb the ladder of hierarchy in hopes for a better life in a post apocalyptic wasteland. You are a cog in the machine, and it is your choice to serve your betters and kill in their name, and reclaim and purify the world, or to defy them and build a better future free of the iron grip of The System.

The game is initially played as a newly made Private Military Corporation sponsored by one of the Big Six with a specific goal in mind, depending on the Sponsor that will aid you. Missions range from taking territory, eliminating threats, or searching for relics. This game is not meant to be straight forward; experimenting is encouraged in all aspects, from upgrading a lowly Models into a war machines of death, making shady deals and corporate backstabs as you grow Corporation, or even reject the nauseating bureaucracy and sell your soul to the highest bidder and reject it all in pursuit of power and immortality, becoming neither machine nor flesh, but something beyond.

It's not just fighting deadly foes, you also have a facility to maintain, Models and Types to create, expanding your domain and sphere of influence, and deal with the hardships it entails. Models will love one another as just as well hate, and complicated relations and the errors of emotions may spiral and undo everything you have made. In order to survive the Blasted Wastes, unity must be kept at all costs, no matter the method.

!!WARNING!!
This setting may contain nudity and and sexual themes. In addition, combat is fast, brutal, and unforgiving. Please do not get too attached to your Models, each mission, each incident, each moment could be their last. The System is not responsible for the loss of your Model. This setting is intended for mature audiences only.

SPONSORS

A Sponsor is a Mega Corporation that has handed you a budget for you to you, with a certain condition. at the end of each [Month] you must meet your quota or demand, whichever is required. there are 6 Mega Corporation that you may be sponsored. These are examples of what they could demand from you, the System Admin or whoever plays the CEO Model can change or twist to form a narrative of their own.


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