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Welcome road warriors, dust dwellers, scrappers, oilslicks to the Scarred Span, a place where people yet live even as the world ended. It is a place of little water, life and plenty of radiation, where societies squabble with the leftovers of the Old Era to fight and live in the New Era

We will be using these creation tables to create at least 4 different factions that inhabit this area, but might follow, who can tell.
>https://1d6chan.miraheze.org/wiki/Post_Apocalyptic_Society_Creation_Tables

This is an attempt to collaborativly make an area that can fit any number of post-apoc themed games, so we can add whatever we feel would fit really.

First roll since I defaulted to desert:
>How badly are we mutated? (d100)
+Showing all 54 replies.
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>>97467984
Rolling
Hopefully it's full-lives or mutants

Next ---How did our people organize themselves in order to survive after the Fall? (d100)
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>>97468078
Looks you forgot to roll Anon, one d100 please
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Rolled 3 (1d100)

>>97467984
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Rolled 81 (1d100)

>>97468128

Ok let us see how hard I´ll cry after that roll ...
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>>97468147
First tribe are made out of Full-Lives

I'll use this roll for the second table >>97468149
>How did our people organize themselves in order to survive after the Fall?
Settlers
The only “normal” people left. Generally just trying to make it through their daily lives without too many violent intrusions. Have built the most since the apocalypse, and generally behave the most like people from the old world. Don’t mistake civilization for civility or peacefulness though. Many are just as cold and merciless as raiders, as they have to be to survive these days. Not to mention the fact that a group in such a situation which decided that bureaucracies and hierarchies are needed right now (as opposed to nice to have or maybe later) is likely to be the most ruthless people are around.

>What type of rule worked out best for our people? 1d100
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>>>/qst/
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Rolled 16 (1d100)

>>97468349

Thanks, that already sounds promising. Nobody else around to roll, so I´ll do another.
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>>97468711
Dictatorship.
Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.

>What makes our people stand out among the other Wasteland scum? (2d100)
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Rolled 52, 1 = 53 (2d100)

>>97469022
We seem pretty normal.
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>>97468528
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>>97467984

Just curious... Any good pos-apo hex crawl generation tables?
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>>97470910
52:
Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.

1:
Death Cult: Unsurprisingly among the blighted folk of the wastes, some have taken to worshiping death, or the idea of a “Good death”. Perhaps it’s a mythical afterlife, a desire to see the world well and truly die, or simply a nihilistic belief that death is an inevitable constant in life, for whatever reason this group worships death itself.

What would compel these seemingly healthy, full life people to embrace death so easily and reverently?
Also ideas for their icon?

>What makes our chrome more fashionable and shinier than others? (3d100)
it said 2 or 3d100 but rolling more dice is fun so we'll go with 3
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Rolled 35, 61, 6 = 102 (3d100)

>>97471807
>ideas for their icon
Skull.
The dice gods have given us carte blanche to go full edge here, and by fuck, I say we take it.
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>>97472073
35:
Body Paint: When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style. But they never go without their paint jobs.

61:
Gas Masks: Never seen without their masks, they might have a single distinctive style or just whatever they find. In either case, it certainly makes for an imposing appearance in most situations. Maybe they only do it for that intimidation factor, maybe it’s because they live in a particularly nasty patch.

6:
Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe environment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.

>What do we have that outsiders desire and envy us for? (1d100)
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Rolled 88 (1d100)

>>97472152
>fully genetically stable
>death-worshipping autocratic settlers
>gas masks painted up like skulls, and envirosuits daubed with thanatophilic tribal designs
This is sounding more and more like the descendants of some underground military complex that have completely lost it and are trying to force their rightful claim on the future of human civilization in light of their imagined cultural purity, while actually being hilariously delusional.
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>>97472792
The future of human civilization thing seems most fitting, because 88 is:

Breeders: It’s a grim truth. Humanity is sick, and very few are truly healthy. Those that can insure a stable next generation wield an immense amount of power. Be it men whose seed is exceptionally potent or women whose wombs are perfectly fertile. Depending on how they leverage it, either could become a commodity or royalty.

Life and death are sacred, to waste either is the highest blasphemy. Live and die well, our future depends on it.

OP might be asleep, so I hope he doesn't mind if I move things along a bit in his stead: the next roll is 1d100 for equipment quality.
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Rolled 29 (1d100)

>>97474987
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>>97475025
Ramshackle: Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

Unfortunate indeed, but we'll make do. Let's get to the next step, which is 1d100 for the general make up of the faction's motorpool.
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Rolled 96 (1d100)

>>97475689
Armored get!
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Rolled 86 (1d100)

>>97475714

>Mega-vehicles

Doing the second roll here if I may ...
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>>97476728
Perfect timing, was just about to post what it was. Great the thread was kept alive as well.

>Armored
Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.

So Humvees, APCs, and the like is what is surrounding their mega vehicle

>How and with what do our Warboys outfit their rides? (2d100)
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>genetically pure old world survivors, perhaps only healthy breeding stock in the whole wasteland
>death cult dictatorship, holy bodypaint hidden from outsiders under envirosuits, robes and gas masks at all time
>huge ramshackle mothership wasteland crawler shedding dozens of scavenged old world tanks when threatened

This is the most metal shit I have encountered in a while! :D
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oops, forgot to add the name
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>>97476746
Yeah it seems pretty cool as a first faction. We could also think on where on the map we want them to have their base. I have placed 4 markers around the map to where there could be a settlement. I can always change the location of those of course, I just placed 4 of them out to have some options.
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Rolled 13, 53 = 66 (2d100)

>>97476796

Doing the last roll. And given the settler background and genetic purity I would either place them at the foot of the mountains (could have survived in a underground military installation there, the water might not be radioactive yet where it seeps out of the mountain) or in that "oasis".
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>>97477777
13:
Lances: Grenades on sticks. A shockingly effective weapon, and you can mount them conveniently on a lot of different parts of a vehicle without messing with it too much.

53:
De-Construction Equipment: Cars are mounted with buzzsaws, mini-excavators, and plows for wrecking enemy vehicles.

What a mental image of heavy duty vehicles fitted with cranes, excavators, giant saws, all crewed by fanatical warboys with bombs on sticks

Last roll
>How big is our Leaders...Rig? (1d100)
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Rolled 20 (1d100)

I thought I dreamt this thread when I saw it yesterday. But no. Good for me since I'll run a post-apoc campaign when I finish this one and the next one I've got chambered. Picrel.
Rollan >>97478340
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>>97478646
Destruction Vehicle: A huge construction vehicle re-outfitted for combat. Maybe a huge excavator, an armoured bulldozer, or a mini-Bagger 288

>KILLDOZER!
Remember it is incorporated into our Mega-vehicle.

So to summarize
>Desert Climate
>Full-Lives
>Settlers
>Dictatorship
>Cultural Quirks: Death Cult & distinctive icon
>Appearance: Body Paint, Swaddled and Gas Masks
>Resource: Breeders
>Ramshackle equipment
>Motor pool: Mega Vehicle with a force of armored cars/trucks, etc supporting it
>Ride outfit: Lances and (de)construction equipment
>Leader rig: Destruction Vehicle

Shall we start on the next group in the Scarred Span or shall we flesh these dudes out a bit more before that?
>>
Suppose we can start on the next faction now

>How badly are we mutated? (1d100)
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Rolled 28 (1d100)

>>97478713

For now still trying to put a picture together. I think the mountains would be the best starting position for them by now ... a mechanized military unit seeking shelter meeting some hardy mining communities in the mountainous area. Scavenged machines from some open strip mine would explain the mega-vehicle with armored squadrons, also the de-construction equipment and overall scavenged equipment. Adoption of gas masks or air filters would fit too. Local weather patterns or simply being out of the blast zone (and having plenty mineshafts, bunkers, etc. to sit out any initial fallout) would also make sense. I am still unsure how they would have culturally developed the body paint + taboo of being seen by outsiders and the death cult ... strange set of superstitions, perhaps from a founding charismatic leader?

>>97480451

Anyway, gonna roll for the next faction ...
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>>97480892
Part-Lives: The general norm, people die of cancer or other genetic problems fairly young but some make it to old age. Wouldn’t appear too ugly or malformed by today’s standards, but certainly not the cream of the crop physically.

>How did our people organize themselves in order to survive after the Fall? (d100)
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Rolled 39 (1d100)

>>97480936

Seems I am the only one rolling here now ...
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>>97481221
Seems like it

Raiders: An unfortunate truth of the wastes is the prevalence of raider gangs. Savage and violent, they typically take more than they make but there are exceptions. Most don’t settle down in any place for too long, and tend to use up what they have quickly. Many treat the apocalypse as a sort of hedonistic paradise, murdering for fun, using homemade narcotics, and generally raping to their hearts content.

>What type of rule worked out best for our people? (d100)
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Rolled 41 (1d100)

>>97481268

Raiders, nice! First faction got an antagonist. :)
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>>97481569
Dictatorship: Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.

>What makes our people stand out among the other Wasteland scum? (2d100)
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Rolled 82, 58 = 140 (2d100)

>>97481572

Appears democracy does not fare well in that future. But makes it interesting, so more a horde than some desert bandits if they have a capable leader. And given how "healthy" their tribe is I can already see raids on our settler faction as a priority of that group ... which could be a reason for their death cult. A "never get taken alive and kill as many raider subhumans as possible" attitude.
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>>97481836
82:
Pyromaniacs: Exceptionally violent and with a taste for fire. These psychos like to maximize the amount of it spraying at any given time. Make use of exceptionally brutal weapons to cause the most carnage.

58:
Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.

>What makes our chrome more fashionable and shinier than others? (3d100)
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Rolled 37, 81, 8, 24, 5, 69, 51, 43, 83, 47 = 448 (10d100)

I'm game - let's see what I get here...
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>>97483399
Here's my tribe
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Rolled 59, 84, 13, 48, 60, 30, 67, 63, 89, 45, 10, 41, 49 = 658 (13d100)

>>97467984
I wanna try.
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>>97484946
Okay, there's a Nuclear Power Plant, a heavily fortified compound run under the strict rule of the Administrator. One of the few places with a steady stream of power, its usefulness is only offset by lack of power delivery infrastructure. They can't maintain the high tension cables, so they can't string the power along. They can, however, charge batteries, and this is their main trade export. Vast power bazaars operate twice a month where they trade juice for supplies, weapons, and even new workers.

The population is derived from the original workers of the plant and this is one of the reasons it's mostly neutral territory - no one else knows how to run it and the whole wasteland fears what could happen if it goes up. The worker-citizens of The Plant daub themselves in fluorescent paint that reacts to radiation levels and glow in eerie patterns in the dark. Gas-masks and hazmat suits are common, and because of this, they tend not to communicate in words, but in a complicated language of hand-signs. The population is, to a man, at least somewhat irradiated, and cancer and radiation poisoning are the most common causes of death. Despite this, life is somewhat calm for most of the Plant's workers. They wake, put in their shifts, eat and go to sleep in communal bunkers with extended work-families.

Because of their neutral status as profitable trade partners, they rarely have cause to ride out to war, and their rides tend to be in far better shape. Muscle cars bristle with spikes and glitter with chrome. Often, they discharge crackling arcs of power between the spikes. Not as a weapon, but as an ostentatious display of the mastery of their chosen element. Nevertheless, the Administrator does occasionally unleash Zeus, their personal war-rig. Its most notable feature is half a dozen bucket arms to provide sniping perches and height advantage.
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Rolled 4, 10, 3 = 17 (3d10)

>>97482026

Not gonna think about the distinctive icon until we got that one finished.
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Rolled 1, 1 = 2 (2d10)

>>97485438

Ok, rerolling the second and third.
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Rolled 39, 97 = 136 (2d100)

>>97485439

Better luck this time?
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>Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
>Leathers: Never ride without your distinctive leather jackets and other assorted biker gear. Never.
>Spikey: Their armor and cars are covered in a profusion of spines, blades, and other sharp nastiness. Does it serve a technical purpose or is it just to look badass? Only they know.

Ok this sounds like some proper wasteland fetish shit!
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>>97467984

I'm looking for a map creator software to do wasteland maps like that. Out of curiosity what program did you use to create that? Is it Inkarnate?
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>>97471474
Other Dust and Ashes Without Number
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Rolled 21 (1d100)

>>97485595

>What do we have that outsiders desire and envy us for?
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Rolled 41 (1d100)

>>97488014

>How rusty are our boomsticks?
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Rolled 23 (1d100)

>>97488088

>How do we roll on the Apocalypse Roads?
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Rolled 29, 28 = 57 (2d100)

>>97491968

>How and with what do our Warboys outfit their rides?
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Rolled 85 (1d100)

>>97491972

Reroll.
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Rolled 80 (1d100)

>>97492030

Almost done ...

>How big is our Leaders...Rig?
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Rolled 93 (1d100)

>>97492034
I luv big rigs and I cannot lie.

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