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Thursday, 28 February 2019

d100 Broken Hill Ruin Encounters

So I have lots of d12 tables for terrain and areas in the ruins but this is for more unusual and special encounters and less specific. Main parts of this project left are Silver Town of the Warlord and ruin map of South Broken Hill and expanded factions tables plus more building silhouettes. A d100 locations of the ruins will feature too before I put whole lot in book. A EMO RPG third book will include gonzo content for Psychon, SF, Post Apocalypse and Psionics. So will probably be integrated into that. Some stuff on LuLu soon and hopefully a KS for editing art and legal stuff later in year. A d100 robots could be handy for lots of games.

d10 Quick Encounter Types
01 Ground Creatures
02 Air Creatures
03 Skywards
04 Human
05 Faction
06 Humanoid
07 Mutants
08 Undead
09 Synthetics
10 Strange

d100 
Broken Hill Ruin Encounters
01 Wild boar herd with offspring highly aggressive males
02 Emu or kangaroo herd grazing, panic and stampede
03 Pack of extra large aggressive dingos with taste for humanoid
04 Giant reptiles in feeding frenzy, some will pursue onlookers
05 Giant rabid marsupial on killing spree 12d8+HD
06 Pack animal with traders saddlebags wandering alone
07 Intelligent telepathic mutant mutt needs human helper
08 Swarm of rats pour from sewers
09 Swarm of cockroaches pour from sewers
10 Cyborg giant goanna with ranged weapons made by mad AI
11 Carnivorous locust swarm fills street
12 Circling buzzards follow and await signs of weakness 
13 Giant carawongs mimic crying humans to lure into a hazard
14 Giant wedgetailed eagle tries to grab small target or tear off a head
15 Multiple sky jellies drifting down street
16 Swarm of carnivorous mutant finches
17 Swarm of flies fills area blinding and choking hazard
18 Winged lizard colony attack
19 Winged mutant chimera 
20 Aerial drone with flamer or other weapon attacks
21 Stormclouds break, heavy rain and lightning, semi aquatic creatures come on land
22 Dust clouds blinding and choking hazard
23 Weird auroras in sky produce psychological effects
24 Sniper from rooftop opens fire
25 Multiple missile attacks from upper story windows from a gang
26 Cloud of hazardous material d4 1=spores 2=hallucinogen 3=tear gas 4=flammable gas
27 Ferals throw rubble from rooftop
28 Ultralight flies overhead dropping incendiaries or black powder bombs
29 Object crashes from sky d4 1=meteor 2=sattelite 3=aircraft 4=spacecraft
30 Giant mosquitoes AC+7 HDd4 d3 bite keep sucking once hit 
31 Settlers searching rubble for useful materials
32 Silver city rangers looking for fugitives and raiders
33 Explorers looking for artifacts
34 Refugees looking for somewhere safe to rest
35 Dangerous cultists with sacrificial captives
36 Cannibal raider clan who like to play with their food
37 Bunker resident d4 1=fugitive 2=disguised agent 3=
38 Elderly trader with donkey load of trash collected from ruins
39 Gang extorting and robbing travellers
40 Rebels fighting Warlord's Warriors
41 Purist Templars preparing to crucify mutant captives
42 Healer helping local mutants and settlers
43 Amazons searching for raiders who kidnapped women
44 Motorheads with several vehicles terrorising prospectors
45 Raiders shooting at tribal hunters
46 Computer cultists searching for secret temple of the AI god
47 Raiders being killed by spoiler faction commandos
48 Crashed ultralight on rooftop, pilot wants help to get airborne and escape
49 Courier being chased by gang while delivering mail
50 Ferals having a dance party intoxicated
51 Morlocks hunting for humans to eat from sewers

52 Rat folk scavengers hungry for human flesh
53 Giant humanoid outcast for incredible hunger, angry and insane
54 Canetoad army scouts from their empire
55 Yowie looking for a mate to kidnap
56 Ape folk warriors scouting for distant tribe seeking better weapons
57 Lizard folk seek weapons to restore imagined ancient glory with pet giant lizard
58 Devolved tribal cave folk smashing evil technology
59 Bewildered eloi escaped from a morlock dungeon walking the surface for the first time
60 Savage dog folk serving AI from a bunker looking for parts
61 Mutant scavengers carrying unexploded warhead of some type chanting prayers
62 Plague carrying mutants sprinkling diseased filth into drains chanting prayers
63 Anti technology mutant cultists searching for forbidden technology
64 Huge shoggoth oozing through ruins devouring homeless
65 Psionic mutant dominator with gang of mutant thralls looking for new slaves
66 Huge chimera attacking settlers
67 Slime infected humanoids in group marching in street searching for victims
68 Rad cultists with barrels of radioactive waste spreading it into ruins
69 Mutant cultists wallowing in toxic sludge pool
70 Mutant family being harassed by raiders
71 Streets full of slow zombies looking for food

72 Fast zombies chasing settlers
73 Plague zombies spreading filth
74 Ghouls devouring dead left after gun battle
75 Screamers carrying radioactive waste to help them face sunlight
76 Vampire lord in waggon pulled by zombie horses with various undead minions
77 Fortified ruin with defenders fighting off zombies
78 Mutant driven waggon using zombies to pull waggon with meat on stick lure
79 Giant undead plague zombie dingo - the devil dingo
80 Giant lizard zombie with abilities of screamer
81 Exterminator robot skeleton with flesh coating disguse hunting humans with energy weapon
82 Android warriors chasing settlers
83 Android brain, d6 workers and 2d6 warriors looking for androids in hiding to join
84 Cyborg warriors controlled by AI with captives to be converted on return to base
85 Hologram of AI offering life of luxury in secret bunker location
86 Replicant agent of AI wants to join explorers to spy on surface dwellers
87 Feral hybrid robot berserk on streets
88 Ant tech cult beating up a poor medical robot healing locals
89 Security robots checking ID
90 Robot tank patrolling street believes city under martial law curfew
91 Crashed airship or craft with raiders killing survivors
92 Battlesuit unoccupied on automatic thinks humans are enemy combatants

93 Huge amorphous slime oozing over ruins
94 Bearded dragon hunting and belching fire
95 Area crawling with macrobe outbreak

96 Herd of mobile killer plants or fungus
97 Psychotronic weapon system turns locals into enemy soldiers operating as if war on all in different faction clothing working together
98 Psychotronic weapon system creates mass interlinked fantasy hallucination for a d6 hours
99 Dinosaur from theme park cryopod roaming streets looking for snacks
100 Warbot from bunker searching ruins on behalf of AI before returning to secret bunker

Wednesday, 27 February 2019

Silverton



Silverton is a small town to north west of Broken hill predating the Warlord's Silver Town settlement (formerly South Broken Hill). It is a source of many raiders and resists the warlords power. The remnants of a small town that always looked like wasteland compounds and home of the Mad Max museum, a famous treasure trove that is a holy place to raiders and wasteland scum. They are led by Mortis, master of the wasteland, a former bunker trained military man who has many allied gangs in the Broken Hill ruins. The continually bother the Warlord's domain, keeping the warlord from spreading territory east to the soft farming folk. Heaven help them when Mortis dies without replacement or the Warlord and Mortis unite.

Seven Gang Compounds


1 Motorheads vehicle obsessed tribe ho operate a sozen plus bikes, 4 scout buggies, 4 battle cars, a tracked transport and a war rig truck mostly used for moving water to other gangs for fealty or other goods. They have 40+ men operating vehicles. They have quite a few cartridge based weapons used from vehichles that make the gang superior.
2 Flyers a small clan who operate 6 ultralight scout aircraft providing superior air support. They are wary over the ruins of Broken Hill due to flying monsters. They drop bombs, molotovs or shoot light automatic rifles. They number  about 30.
3 Mechanix are 30+ gang mostly working on fuel, repairs or keeping town machines going. They operate from the holy Mad Max temple, where all wasteland warriors came from according to them. They worship machines of all kinds and most carry muskets and iron black powder grenades.
4 Water Boys have a bore with a underground cistern, water purifiers and a solar hydrogen splitter to make fuel. They also operate a large air still that leeches water from the air. They also trade water to other raider gangs in the region cementing their loose alliance. The distil alcohol, brew beer and biofuel from anything organic even people. They are the least committed to Mortis and he makes effort to watch them and keep them on side. They avoid fights but carry large tools like wrenches and spanners.
5 Hell's Harpies a all women raider gang and the most cruel. The share their favours with only the bravest warriors and keep female slaves as breeders if not fit to fight. They raise all the children of Silverton. They often whip other raiders in battle, shoot any who retreat, yell abuse to fighters who fail and promise rewards to the heroic. Most of other raiders fear them as crazy. Mortis is married to their Quees Tabitha but both keep harems as it is mostly ceremonial. Mostly use crossbows and archaic weapons as more personal. There or about 60 of them with twento of those breeder slaves.
6 Chromers are drug and solvent abusing maniacs who take suicidal risks often a company vehicles and get juiced up before attacks. 50+ members often bald with silver make up. They have a few robot members who hate humans. Mostly they use crossbows, daggers, javelins and spears. They constantly recruit to re[place those who die.
7 Flesh Fiends are a ruthless cannibal gang who capture and cook human flesh and mutilate themselves. They like chopping and hacking weapons but also nets, bola, man catchers and lassos. They are highly feared maniacs with 40+ members. They are feared and have clans in the ruins also.

Other Notes

They also have refurbished a old prison for captive slaves and meat for cannibals.
There is a notorious pub where worst raider scum party.
They operate a school run by the harpies for their own and kidnapped children.
They operate a bakery.
A church used  as a meeting hall and raider rituals
Have their own race track and yearly vehicle combat race
-car with most laps wins

Raiders seek prisoners for slaves or meat, children to indoctrinate, grain for bread and beer, vehicles and machine parts plus weapons.

Any attacks on the town must face aircraft scouts and vehicles. As the warlord's warriors lack enough transport and have failed before due to aircraft they await the right condition, especially weather that might ground ultralights.

Adventurers might be recruited to infiltrate, raid by night or kidnap someone for intelligence or assassinate Mortis. Getting the Water Boys or or Flyers to leave could cripple the town.

They often open the town to race events a good chance to visit not as a enemy.

Tuesday, 26 February 2019

Broken Hill Mines & More Encounters

 So i used this site to make this map and some players maps in water colour mode. It is lots faster than me drawing everything but will help me speed up[ process.

The mine is full of mounds of rubble, dirt tracks and mines. Some miners still look for silver, lead ans zinc. Gangs and other shifty types roam here as it is hard for the warlord to pursue people here. Some of the famous races take place here with mine shafts and gangs a hazard.

Here are some extra encounter tables to use.

d12 Spectacles

1 Distant flying vehicle d4 1=ultralight 2=balloon 3=airship 4=
2 Flock of crows rise into air shocked by something
3 Circling buzzards around something
4 Smoke from some distant fire
5 Fire from something burning
6 Ruin collapses
7 Distant robot
8 Grazing herd of animals in large numbers
9 Vehicle with dust cloud
10 Explosion
11 Strange auroras in sky
12 Storm clouds and lightning strike

These are for distant sights to intrigue players or nudge them when they are asleep or need some spectacle to move them.


d12 Sounds
1 Explosion
2 Scream
3 Gunshots
4 Crows cawing loudly
5 Monstrous roar
6 Vehicle engine revving
7 Power tools or mining machines
8 Generator or engine running
9 Sounds of combat
10 Tumbling rubble falling
11 Energy weapon discharge
12 Heavy stomping feet

Like spectacles sounds like these keep players on their toes and direct them to possible conflict.


d12 Silver City Rubble
1 Feral dog pack
2 Giant feral cat
3 Huge scorpion or spider
4 Huge snake or lizard
5 Swarm of rats
6 Feral clan or tribal group trading
7 Warlord's warriors
8 Settler millitia on patrol
9 Gang or raiders
10 Silver city rangers
11 Rabbits
12 Feral goats

Less monsters and loot than the main ruins, Silver Town ruins there are still plenty of hazards, just more human than other locations. The area is more settled but those who do pay tithes to the warlord while others brave the ruins or even rebel.


d12 Mine Area
1 Lone prospector or group of miners
2 Warlords warriors
3 Giant ants
4 Mutant scavengers
5 Raiders or gang
6 Mysterious cult
7 Warlord's warriors
8 Zombie miners or ghouls
9 Sand squid or dune worms
10 Avalanche of rubble
11 Sinkhole or fragile covered mineshaft
12 Motorheads with vehicle

These are in areas around mines, great bits, mounds of earth, sheds, scrap vehicles and machinery. The areas are contested and east to hide in and escape pursuit but easy to hide or ambush enemies in.


d12 Mine or Drain Tunnels
1 Lone prospector or group of miners
2 Underground albino mutants
Zombie miners or ghouls
4 Cultists
Mysterious cult
6 Mole or rat folk
7 Morlocks
8 Gas pocket, toxic or flamable
9 Floor collapses
10 Rubble falls from ceiling
11 Roof collapses
12 Mining robot

These are tunnels made by miners, gangs, ancient sewers, monster burrows and more that riddle the region. Some factions and gangs and raiders keep hidden underground lairs.

Monday, 25 February 2019

Structures of the Apocalypse: Part 4






































This is part of my ongoing series. As most buildings in my Broken Hill setting are not so big I thought this was needed. Also handy for isolated small buildings in wilderness areas. Compound generator for small settlements might be good too or an A-Z. Found a map app to speed up work on on fringe areas. More soon. 

So Far
Broken Hill Encounters
Apocalypse Structures 1

Apocalypse Structures 2
Road to broken hill
Gamma Oz - Manna Hill to Broken Hill
Manna Hill + Oz Trash Tables
Cockburn + Ruin Tables
Olary

Straya Maps

Gamma Oz Setting and basic map
Gamma Oz "World map" Nations
Gamma Oz "Improved World Maps 2450" + redundant descriptions i did by accident

Coming
Silverton - a raider town of compounds
More Encounter tables for mine areas, sounds and distant spectacles
d100 Broken Hill encounters


Small Structure
roof entrance x1
1 floor typically
d4 floors for larger
1in4 with basement
1in6 with hidden sub basement level
keep rolling d6 with extra sub level per 6 rolled


d12 Structure Condition

1 Crumbling ruin dangerous to enter
2 Burned out shell with charred trash
3 Skeletal Structure of building
4 Badly damaged with roof in at least one room and garbage

5 Semi intact with half roof intact
6
 Semi intact with half original roof intact, with recent refitting*
7 Intact with some doors and widow coverings mostly empty

8
 Intact with doors and widow coverings, with recent refitting*
9
 Good condition building with sealed windows and doors
10
 Good condition building doors and windows, with recent refitting*
11
 Pristine and recently inhabited
12 Pristine and sealed with AI or robot
*Artifacts left by post apocalyptic peoples
1in6 structures contaminated, all in rad pit area contaminated


d12 Contamination

1 Flooded, rotting material and floating mould
2 Fungus and decay, spores make air toxic
3 Radioactive from war or leaked power plant
4 Booby trapped by some faction or during war
5 Chemical weapons from war
6 Flammable gas and leaking oil
7 Sewerage and disease
8 Garbage and disease, crawling with vermin
9 Corpses from war or more recent and disease
10 Unexploded munitions from war or more recent
11 Necro virus contaminated undead
12 Colony of mutant horrors breeding grounds


d12 Structure Inhabitants

1 Animals shelter in here often
Animals use as a lair

3 Carnivorous plants or fungus
4 Undead creature lair
5 Mutants lair
6 Vagrants use to camp in
7 Gangs and factions use as occasional camp or fortified outpost
8 Gangs and factions battle over the ruins for domination
Refugees, outsiders and outcasts on the run camped here

10 Settlers have camped here building a defensible home
11 Settlers, faction or bunker folk attempt to operate structure as was in past
12 Synthetics including robots, androids, AI and cyborgs

d12 Core Function
1-6 House
7-9 Retail
10-11 Office
12 Technology

d12 Building Status
1-6 Poor ghetto structure
7-9 Common ordinary structure
10-11 Comfortable well off structure
12 Luxury designer structure

d12 Basement
1-6 Storage cellar
7-9 Extra functional room for building
10 Studio or workshop
11 Recreation room or gym
12 Shelter or panic room 1in6 has a d4 levels of micro bunker

d12 Microbunker
1-5 Habitat
6-7 Storage
8-9 Plant for power & life support
10 Medlab
11 Communications suite
12 Armoury

d12 Accommodation
1-6 Residential home d2 floors
7 Rental holiday house d2 floors
8-9 Apartment units 3d4 suites
10 Small hotel with bar and diner d4+1 floors
11 Small motel with d6+6 suites 1in4 with pool
12 Multi story motel with d4+2 floors and pool

d40 Retail
1 Baker
2 Barbecue store
3 Bar or small club
4 Book store
5 Bottle shop
6 Brothel
7 Butcher
8 Camping store
9 Candy store
10 Charity store
11 Chemist
12 Clothing store
13 Costume and party supplies
14 Delicatessen
15 Diner
16 Drive though eatery
17 Electronics
18 Game store
19 Gallery
20 Green grocer
21 Gun store
22 Hair dresser
23 Hardware
24 Household appliances
25 Jewelers
26 Laundry
27 Mini mart
28 Music store
29 New age and health food store
30 Newsagent
31 Pawnshop
32 Pet store
33 Restaurant
34 Robot dealer
35 Snack bar
36 Sports equipment
37 Takeaway
38 Toy store
39 Variety store
40 Small vehicle dealership

d20 Office
1 Accountant
2 Architect
3 Bank
4 Brokerage
5 Childcare
6 Cosmetic surgeon
7 Doctor clinic
8 Dental clinic
9 Funeral home
10 Regional office of franchise
11 Lawyer
12 Medical
13 Police depot
14 Political party
15 Real estate
16 Recruitment centre
17 Security office
18 Therapy clinic
19 VR Suite
20 Welfare

d20 Technology
1 Air conditioning installers
2 Battery recharging depot
3 Broadcast power centre
4 Builders yard
5 Bus depot
6 Car wash
7 Computer server
8 Drug lab
9 Electrician
10 Fuel Depot

11 Lab d6 1=mining 2=medical 3=computer 4=genetics
12 Plumber
13 Power distribution
14 Recycling yard

15 Roofing
16 Security office
17 Tyre store
18 Truckstop
19 Vehicle service garage
20 Waste facility

Sunday, 24 February 2019

d100 Silver Town Encounters for Gamma Aeon


Finished my map!
Discovered silverton down road has mad max museum and looks like full of compounds so good place place for adventures. Will make outside of Warlords control and full of allied raiders. Plus home of the Mad Max Museum which so has to be in game. Marking locations on this will be next. Looking at mapping southern part of Broken Hill as Silver Town the Warlords trading post with it's own semi settled ruins. Also realised between the two are huge mining mounds, flooded pits and truck roads. WIll make good area for racing tracks and gang battles. So plenty more on this later. But for now all this stuff makes a freaking huge mega dungeon sandbox setting.

So Far
Broken Hill Encounters
Apocalypse Structures 1

Apocalypse Structures 2
Road to broken hill
Gamma Oz - Manna Hill to Broken Hill
Manna Hill + Oz Trash Tables
Cockburn + Ruin Tables
Olary

Straya Maps

Gamma Oz Setting and basic map
Gamma Oz "World map" Nations
Gamma Oz "Improved World Maps 2450" + redundant descriptions i did by accident

Coming Episodes

d100 Special Encounters Broken Hill Ruins
d100 Special Encounters Silver Town
Apocalypse Structures 4 small buildings

d10 Quick Types of Encounters
01 Beggars and destitute
02 Hucksters and charlatans
03 Law and order
04 Entertainers
05 Merchants
06 Announcements
07 Violence
08 Suspicious characters
09 Faction members
10 Strange phenomena

d100 
Silver Town Encounters for Gamma Aeon
01 Pick pocketing urchins
02 Stray dog or dingo or cat begging for food
03 Mutant beggars hideously deformed
04 Wounded old prospector offers map for food or booze
05 Settlers looking for mercenaries to protect from raiders
06 Bunker agent looking for adventurers to find missing person
07 Tribals want help freeing slaves from raiders
08 Feral kids clan killed by raiders need protection from exploiters
09 Slaver prostitute wants help to escape from thralldom
10 Child had parents taken by cyborgs into the ruins
11 Man offers a barley damaged ancient weapon at low price
12 Sleezy pimp offers access to his party slaves
13 Drug dealer offers wide variety of chems and ancient medication
14 Street dealer selling memory core of a robot might help find loot
15 Slaver offers to buy any humanoid captives or stray children
16 Local fixer needs some explorers to find something in ruins
17 Merchant offers to buy loot from ruins in return for ancient weapon
18 Old prospector selling junk offers map of monster lair with loot inside
19 Fixer offer fighting pit opportunities paid upfront in case you die
20 Woman selling party tickets to big event
21 Silver City Rangers handing out wanted posters
22 Town crier offering reward posters for fugitive in the ruins
23 Warlord's warriors looking for mercenary supporters while sweeping the ruins
24 Warlord's warriors questioning strangers about a missing person  
25 Warlords warriors beating a shoplifter then take to slavers to pay debt
26 Warlords warriors executing raiders caught in territory
27 Warlord warriors dragging dead canetoads folk through streets
28 Warlord warriors crucifying raiders on old telegraph poles
29 Angry mob want to burn a filthy mutie "dominator" or "witch"
30 Hue and cry of shopkeepers chasing shoplifting child
31 Card dealer offering bets from folding card table
32 Accordion playing old timer busking with dancing pet
33 Old prospector telling stories and gossip for drinks
34 Dancing mutant koala on chain tormented by feral owner
35 Actors performing a old movie in broken monitor frame
36 Mutant offering people punch or stab him for food or water
37 Tent with booze and dancing girls
38 Traveling mutant freak show
39 Rocker with hydrogen cell powered amplified guitar 
40 Tribals performing traditional dance and song
41 Slave auction with d6 humanoids for sale in chains
42 Travelling medicine shop selling mutant plant miracle cures and drugs
43 Mechanic selling hydrogen fuel cell motorbike like the raiders use
44 Arms dealer selling d6 hand grenades of various types
45 Mixed ammo dealer selling blackpowder, slugs and cased ammo
46 Battery dealer with d6 chem cells, a hydrogen cell and a empty atomic cell
47 Armourer selling improvised archaic weapons and armour
48 Tribal selling smoked meat, native root vegetables and animal hides 
49 Scrap dealer waggon loaded with all kinds of parts will repair common items
50 Wombat waggon offering ride to country towns in outback
51 Crier calling about tonight pit fight with freshly captured raiders and monsters

52 Crier announcing a gang has been declared outlawed
53 Crier offering mercenary work
54 Crier offering contractys as one of the Warlord's Warriors
55 Crier selling weekly newspaper
56 Crier offering great deals in bar or whore house
57 Crier offering good prices on certain scrap items from ruins
58 Crier offering opportunities to settle Silver Town ruins
59 Crier warning of some recent menace d4 1=canetoads 2=creatures 3=raiders 4=mutants
60 Crier offering reward for d4 1=bunker people 2=artifacts 3=vehichles 4=robots
61 Gang of muggers threaten travellers
62 Drunken brawlers in the street
63 Warlords Warriors suppress a riot over d4 1=food 2=water 3=booze 4=drugs
64 Gangs brawling over d4 1=slave 2=drugs 3=turf 4=item
65 Someone falls dead with knife in back
66 Crazy discharges fire arm in a disagreement on street
67 Prostitutes fighting over turf
68 Crowd watching peddlers brawl over business
69 Dogs fighting while crowd places bets
70 Bare knuckle fighters brawling while crowd place bets
71 Plague carrying mutant coughing in crowd wearing old baggy coat

72 Spy disguised as peddlar using digital camera on crowd
73 Secret police in disguise asking questions
74 Disguised raiders observing travelling merchants activities 
75 Clean stranger seems disoriented and confused by gutter speech
76 Wounded traveller drips some strange fluid
77 Heavily covered in clothing stranger walks oddly and seems wooden
78 Scrawny stranger has peddlers give him food and trinkets for nothing
79 Charismatic stranger convincing people to come to a hidden stronghold in ruins
80 Dog seems to be watching people and moving purposefully
81 Tribals in war paint looking for someone who wronged tribe
82 Feral gang looking for who stole their drug crop
83 Purist recruiting pure humans for the cleansing war to come
84 Settlers recruiting people to join their free farm in ruins outside warlords control
85 Silver City Rangers recruiting members to keep region free of raiders
86 Mutant preaching superiority of mutant kind and to join them in ruin rad pits
87 Explorers recruiting for expedition into the ruins looking for bunkers
88 Restorationists recruiting to rebuild civilization and recover ancient knowledge
89 Preacher following a voice on the radio of the machine god seeks pilgrims
90 Mercenaries recruiting for attack on a raiders stronghold in ruins
91 Camera drone sweeps over street
92 Swarm or rats or other creatures pour from drains and kill a beggar

93 Bad weather d4 1=Dust storm  2=rain storm 3=wind storm 4=rad storm
94 Vermin swarm d6 1=fleas 2=blow flies 3=locusts 4=rabbits 5=mice 6=mosquitoes
95 Someone in drains spying on street

96 Someones skull explodes while talking to someone in street
97 Find a concealed camera in street
98 Someone planting a package under some garbage
99 Someone drops a scrap of paper then falls dead
100 Receive a telepathic message

Saturday, 23 February 2019

Silver City Rumours for Gamma Aeon Broken Hill


Broken Hill Map update
Slowly finishing will do the southern town blocks as Silver Town a adventurer friendly area with settlers ruled by the Warlord.

So Far
Broken Hill Encounters
Apocalypse Structures 1

Apocalypse Structures 2
Road to broken hill
Gamma Oz - Manna Hill to Broken Hill
Manna Hill + Oz Trash Tables
Cockburn + Ruin Tables
Olary

Straya Maps

Gamma Oz Setting and basic map
Gamma Oz "World map" Nations
Gamma Oz "Improved World Maps 2450" + redundant descriptions i did by accident

Coming Episodes

d100 Special Encounters Broken Hill Ruins
d100 Special Encounters Silver Town
Apocalypse Structures 4 small buildings

If i run as a few sessions id like to use gamma world with modern hit vs AC rules
If i ran longer game id use Planet Psychon basics as a separate setting with my mentalist spell list possibly. Id have to make up some new skills too. Book 3 of my EMO series will cover gonzo stuff so that might work.



d100Silver City Rumours for Gamma Aeon Broken Hill
01 The warlord plans to use the wealth from the city and trade to invade other regions
02 All the local tribes and gangs fear the Warlord and avoid his wrath
03 The warlord arose from a cannibal raider gang who learned from bunker dweller slaves
04 The silver city rangers are angels  who protect the innocent and traders from gangs
05 The silver city rangers are paranoid do gooders that nosily pry into everyone's business
06 Why does the warlord toleratre the silver city rangers? they make him look weak
07 Silver city still has plenty of rubble to search and less monsters for beginners
08 Dont just kill folks you meet dead, hostages earn good money or be sold as slaves or meat in the markets
09 Most of the undead wander from the east where the necrovirus first hit in ancient times
10 Those canetoad folk are up to no good, they are as untrustworthy as they are ugly
11 Canetoads are corrupt and sleazy gangsters who will conquer the whole continent
12 Canetoads are not all bad, most are just common folk earning a living
13 Gumsuckers and Cabbage landers to the east are soft farming folk ripe to conquer
14 Sin city  was the greatest ancient city full of vice and corruption and still is
15 Smellburn has turned into a stinking marsh, the ruins are good but the place is foul 
16 Madlay ruins are mostly sea flooded with dangerous fueding gangs
17 Love Creek in the north west is the last trade post before the great wastes 
18 Tribals and the Ferals have been fighting over hunting grounds
19 Most of the surrounding towns around the region are just farm stations and trade stops
20 Country hicks are easy to dupe and lure into ruins or slave markets with promises of gold
21 Ruins are crawling with monsters dont believe stories of easy riches and relics
22 Settlers in the ruins are mad, just because they wont obey the Warlord and avoid silver city area under his protection
23 Quite a few snipers in the ruins and flying monsters look up always!
24 Lots of burrowers beneath in the ruins if you feel tremors run!
25 Beast folk are stupid brutes that will try to eat you but if you help them they are loyal
26 There are lots of bunkers in the region many still occupied and hidden with secret schemes
27 Look out for replicants among us! they look and feel human but are just killer robots made of meat
28 Androids used to be human slaves but viruses released in prelude to the apocalyps made most anti human. They hide in secret planning our extermination 
29 Every few years zombies and worse arrive in huge dust storms and many hide in the ruins
30 Robots are sometimes in the ruins and best avoided. Some will talk to humans but everything else is a mindless animal to them
31 Many houses and buildings of the ancients have clever spirits called AI's but most are crazy and dangerous
32 Don't believe stories of drop bears they are just to scare the tourists
33 Dropbears are real, keep away from tree in the ruins! 
34 Every few years a human purist templar cell come from Madlay to cause trouble and set up a temple in the ruins
35 Resisters of the Warlord still hide in the ruins and fight his warriors
36 Many strange sects, cults and factions from all over Oz have fortified themselves in the ruins as the region is such a major trade route
37 The Warlord offers huge rewards for any who reveal the location of a hidden bunker
38 There are several known ruined bunkers in the ruins but they are so contaminated or monster filled nobody goes near them. Even the emptied ones get a raider clan move in.
39 Ferals claim to be one with nature but are stuck up thieving runaway brats, but they put on good feasts and raves or bush doofs
40 Tribals have attracted many to their lifestyle and traditions and if they like you will initiate you into their tribes with ritual mutilation 
41 Tribal rock art often shows where to find water or warn of monsters
42 Hidden spies from the secret bunkers walk among us with hidden goals
43 Bush rangers will rob explorers returning from the ruins or travelling traders but mostly don't kill folks
44 Yowies are huge hairy wild folk who occasionally kidnap a human mate out of loneliness
45 Explorers of the ruins are crazy murderers and swagmen who will steal your sheep and women
46 Cannibals are everywhere you can  never trust them, most learn to prefer human flesh
47 Tribals know how to cook mutant and giant animals to avoid contamination
48 Eating mutants might make you sick, giant animals might infect you with the food of the gods, an ancient growth formula farmers contaminated the earth with
49 Crazy lone prospector search the ruins for valuables to sell for grog and food
50 Mutants are shunned and many live in the ruins, they have evil lusts and will kill or worse pure humans
51 Mutants are mostly pathetic and if you feed them might give you information

52 Refugees from far away come to the ruins out of desperation but most get killed or enslaved, a few become settlers
53 Vehicles powered by ancient magic are incredible and gain great status in gangs
54 Races of all types are popular in silver city from animal to powered vehicles, travellers come from all over Oz to race in them
55 Gambling is very popular in Silver city but avoid the casinos and dive bars and sharks
56 Drugs of all kinds are popular in the Silver Town and come from all over the continent
57 I saw a dragon in the ruins! It breathed fire and everything
58 Some cults worship the monsters and sacrifice to them
59 Avoid water ways there are too many dangerous creatures like bunyips
60 Chimera are mutant creatures that will eat and mate with anything producing more horrendous hybrid monsters
61 Carawong birds will lure explorers into monsters lairs and hazards so they can scavenge the corpses
62 There is a great undead devil dingo in the ruins who controls a pack of zombie dingoes and has uncanny intelligence and spreads disease
63 Duneworms produce a drug in their tiny brains but a cult keep the secret of it's use and effects
64 In the rain frogs, turtles, eels, yabbies and bunyips come up on land and might turn up anywhere. After the rains previously safe billabongs and watering holes might have a monster
65 Many creatures use spores to contaminate victims so best wash off with overproof booze or vinegar
66 Most rabbits are harmless and good eating but plagues of them eat everything and cause hardship. Sometimes they turn to eating flesh
67 I saw huge floating jellyfis like a living balloon floating serenely over the ruins, then I saw it grab a goat
68 Toxic slime creatures are some kind of ancient bioweapon, kill them with fire and anyone they touch
69 Walking killer plants roam the ruin woodlands, once herded by ancients for oil now they are dangerous and carnivorous
70 Look out for vines, some can strangle you
71 Walking fungus creatures can spread toxic spores and have deadly touches

72 Rooftops of buildings are like islands making excellent hiding places
73 Settlers in the ruins are wary but will trade and let you in their camps if you surrender your weapons
74 Gold and silver and ancient rubbish has its value but ancient military super science weapons are the greatest treasure
75 Some of the bunker folk have battlesuits, energy weapons and combat robots so best avoid them
76 The Warlord pays for vehicles, robots, weapons and armour of the ancients, the deadlier the better
77 A cyborg gang serve a AI in the ruins and kidnap pure humans for surgery and spare organs
78 In the final war a multi stage warhead with mutagens, a dirty nuke and a deathfield generator struck the city bypassing it's shields
79 A secret bunker of intelligent undead in the ruins are plotting against humans
80 A tribe of undead tribals come through the ruins to feed occasionally killing everything they catch
81 Many buildings have intact security doors and window shutters and solar power and have remained intact
82 A nanite colony in the ruins has been known to restore and repair destroyed buildings and even reanimated corpses
83 Mind control weapons of the ancients are secretly being used by some faction or AI spirit
84 Huge clouds of dust sometimes cover the city for days, best stay indoors as some creatures like undead like it
85 Huge swarms of blowflies come from the north west occasionally choking and blinding and smothering people
86 Great storms sweep over the land making everything take shelter. Especially fragile shanty towns have been swept away in the night
87 The food of the gods was a ancient groeth potion to make huge pigs and chickens but now it is in the foodchain. Humans effected are outcast and don't live long, who would want to feed them?
88 Stunted subterranean morlock dwarves live in sewers and tunnels but beware they are cannibals!
89 All kinds of ancient tribes tried to improve humans and only tjose gifted with genetic stabilization treatment survived the war. Other rare types or feeble ancients may survive in space or in bunkers
90 A shooting star crashed in the desert exiting many
91 A great yearly scavenger hunt the Warlord runs offers great prizes but probably it is just a way to get parts he needs for some project
92 Some rich merchant want their lost explorer brother found after he went missing in the ruins

93 A bounty on canetoad folk has been declared to halt the expanse of their all devouring amphibian empire by the Warlord
94 Silver Town loves sport. Races, pit fights and deathball matches are weekly with huge followings. After each event drunken brawls break out and quiet folk go home and hide
95 People have started to bet on ruin explorers hauls, two teams start and on return in 24 hours weigh and value their loot, who gets the most keeps the losers loot

96 Someone has started a printer and makes a weekly newspaper. Perhaps enough people can read for it to survive
97 Odd jobs are on noticeboards around Silver town and daily criers announce jobs offered by the Warlord of the wasteland
98 Once a year a airship from the west comes from the dome people trading tech for exotic creatures and artifacts. Sometimes they hire explorers to find certain things
99 Bounties on criminals, rebels, traitors and are commonplace and bounty hunters earn a good living
100 A old prospector told me a known ruined bunker has secret levels hidden underneath with untold treasure!

Friday, 22 February 2019

Broken Hill Encounters for Gamma Oz 1



































d12 Desert Common
These are every day desert encounters on roads or wastes around broken hill
1 Kangaroos herd grazing

2 Dingo pack hunting
3 Tribal hunters 
4 Feral gang
5 Camels herd grazing
6 Emus herd grazing
7 Silver city desert rangers
8 Tribal travellers
9 Faction travellers
10 Independent traders with waggons

11 Feral cat or fox hunting
12 Local farmers to or from market

d12 Desert Rare

These are occasional desert encounters especially away from roads and grasslands
1
 Giant frill necked lizard hunting

2 Giant goanna hunting
3 Giant snake hunting
4 Gang with d4 crude motorised vehicles
5 Faction merchants 
6 Feral cannibal raiders
7 Tribal war band
8 Land sharks hunting
9 Dune worms hunting
10 Giant thorny devil hunting

11 Refugees from calamity
12 Giant rabbits grazing

d12 Rad Pit
Rad pits are contaminated zones in pink on the map
1 Zombies wandering
2 Ghouls hunting
3 Screamers hunting
4 Rad Cultists searching for relics
5 Shoggoth hunting
6 Mutant scavenger searching for valuables
7 Rat colony hunting
8 Mutant dingos hunting
9 Slime colony 
hunting

10 Giant mosquitoes hunting
11 Giant amoeba hunting
12 Huge mutant chimera hunting

d12 Waterways

Open water is not too common but there are watering holes, billabongs, creeks and marsh patches of land. These are good places for food and hostile predators.
1 Crocodile 
hunting

2 Giant frogs hunting
3 Giant yabbies hunting
4 Giant turtle hunting
5 Wild geese grazing
6 Ducks or ibis or wetland birds grazing
7 Fisherman 
8 Tribal campers relaxing
9 Giant platypus hunting
10 Bunyip hunting
11 Giant water rats hunting
12 Boars wallowing

d12 Scrub Common

These are for green map areas where mutant vegetation has overgrown areas, often based on former parks or water. Visibility is often poor.
1 Wild boar grazing
2 Giant snake hunting
3 Giant goanna hunting
4 Canetoad folk patrol
5 Drop bears waiting in ambush
6 Giant ants hunting
7 Tribal gatherers
8 Tribal hunters
9 Explorers looting ruins
10 Giant wombat grazing 

11 Bush turkeys grazing
12 Lone prospector

d12 Scrub Rare

These are rarer encounters deeper in woodlands.
1
 Marsupial lion hunting

2 Thylacene pack hunting
3 Banksia men hunting
Tasmanian devil hunting
5 Snake folk patrol
6 Mutant tribals 
7 Carnivorous plants
8 Giant trapdoor spider waiting in ambush
9 Giant praying mantis hunting
10 Gumnut children gathering nectar and pollen

11 Savage giant bilby pack hunting 
12 Yowie clan gathering food

d12 Silver Town Streets Common
Silver town is a secondary suburban centre to the SW built into a fortified trade town run by a former wasteland gang attracting traders from all over the continent. Factions of all types come here  for trade and it is the biggest community inn the region. Looters come to explore the Broken hill ruins also.
1 Silver city desert rangers
2 Beggers down on luck need help or work
3 Peddlars offerin wares from pushcarts or back packs
4 Faction recruiters talking to crowds from soap boxes
5 Thief or conman looking for victims
6 Feral children looking for work for food

7 Traders with baggage waggons
8 Warlord enforcers
9 Tribal traders
10 Functional vehichle and crew slowly moving through crowd
11 Stray dog or cat
12 Beast folk trader 

d12 Silver Town Streets Rare

These infrequent events make the town m ore colourful
1 Town crier of Warlord makes a proclamation
2 Drunken brawl breaks out
3 Gunfighters duel with watching crowd
4 Pit fight with local favorite vs new contender

5 Public execution
6 Adventurers recruiting
7 Beast folk mercenary looking for work
8 Prospector from ruins auctioning artifact

9 Slave and livestock auction
10 Travelling medicine show
11 Musician or wild story teller with crowd

12 Drunken party in progress

d12 Broken Hill Roads
Roadways in the ruins frequently used by travelling humanoids
1 Silver city desert rangers
2 Party of explorers
3 Tribals hunting
4 Mutant scavengers
5 Raider cannibal gang
6 Warlords enforcers

7 Settlers looking for place to move in or scavenge
8 Bush rangers out to rob travellers
9 Faction patrol
10 Beast folk warriors
11 Giant goannas hunting
12 Gang with d4 crude motorised vehicles

d12 Broken Hill Ruin Rubble 

Among broken buildings and rubble off road
1
 Lone prospector

2 Rat swarm
3 Radcroach swarm
4 Carnivorous plant
5 Naive escapee from hidden bunker
6 Vault agents in disguise
7 Crazy sniper

8 Giant redback spider in ambush
9 Giant snake hunting

10 Giant goannas hunting
11 Raider cannibal camp
12
 Huge mutant chimera hunting


d12 Ruin Rooftops 

Many intact building rooftops offer good lair or camp places but you need to fight to occupy them mostly. Also good for aerial encounters.
1 Mutant Buzzards

2 Insect Hives (wasp, ants, bees)
3 Carnivorous Plants 
4 Settlers camp 
5 Carniverous bat colony
6 Slime colony
7 Macrobe Colony
8 Winged lizards 
9  Giant carawongs
10 Sniper
11 Sky Jellyfish nest
12 Giant mutant bearded dragon

d12 Ruin Interiors

Semi intact ruins are full of dangerous critters
1 Mutant Rats

2 Slime colony
3 Giant Scorpions
4 Mutant Ants
5 Yowie lair
6 Feral Dogs
7 Mutant feral cat
8 Mutant camp
9 Raider cannibal gang
10 Explorers looting
11 Beast folk warriors
12 Mad robot

d12 Sub Level 
Tunnels Common
Lower level sub tunnels, sewers, train tubes or anything underground
1 Dune Worms

2 Land Sharks
3 Mole Rats or mutant rats
4 Radcroaches
5 Golden Mole Bear
6 Mutant Scorpions
Carnivorous Bats
8 Mutant scavengers
9 Morlocks
10 Sand Squid
11 Giant Toads
12 Killer Fungus

d12 Sub Level Tunnels Rare
More dangerous often contaminated underground places
1 Zombies
2 Ghouls
3 Screamers
4 Androids
5 Robots
6 Macrobe
7 Explorers looting
8 Bunker agents scavenging in disguise
9 Slime colony
10 Faction looting
11 Giant ants
12 Huge mutant chimera lair

Humanoids

Androids are synthetic humanoids mostly hostile to human life d6 1-4=virused to hate humans 5=free willed hate humans 6=friendly to humans but wary
Banksia Men are wicked huge ogrish hairy plant men out hunting gumnut children to eat or enslave, they are immune to mental mutations
Beastfolk are mutants or uplifted humanoid talking animals, many live as tribals or raiders or mercenaries or explorers
Bunker Escapees are hopless and naive with no idea about the surface and popular targets of people wanting to attack and rob a bunker
Bunker Agents are in disguise as raiders or adventurer explorers often well armed with cartridge or high tech weapons on some mission
Bush Rangers are bandits often with colourful names and charismatic swagger.Many have a gimick. Many prefer flintlocks pistols but 1in6 have a artifact
Canetoads carry muskets and 1in4 patrols have a hero with a more advanced weapon. They are from their home empire and spreading which many resist
Explorers frequently have cartridge based fire arms and steel melee weapons and armour. 1in6 explorers carry an advanced weapon. Basicly rival adventurers
Faction travellers will be equipped as typical band of type
Farmers live in local communities and come to trade produce, they are wary but probably the nicest people you will meet often with a vehicle and muskets
Ferals are crusty hippie punks who live in gangs often with muskets and tribal weapons. They are often have dreadlocks, tatoos and claim to love the earth but are theiving homeless wanderers who tribal peoples hate
Fishermen 
might be any type of local intelligent being with a rod or reel or net.
Gangs with vehicles use tribal weapons, crossbows, muskets and leaders and heroes carry more advanced weapons d4 1=shotgun 2=automatic rifle 3=laser pistol 4=needler
Gumnut Children are small childlike mutant humanoids with strange powers, wary of big folk but benevolent to nice people
Independant traders come from distant lands to trade often with vehichles and mercenary guards with mostly use muskets and steel melee weapons and armour

Lone prospectors mostly have blunderbuss or shotguns with 1in6 with a advanced weapon. Prospectors have a d4 interesting salvaged tech items or valuables
Mutant scavengers mostly tribal weapons and musklets
Rad cultists
and  have crude weapons and muskets leaders with a advanced weapon

Raiders are cannibal wasteland punk gangs often with steel weapons, armour and cartridge based guns with leaders using artifact weapons
Refugees
 typically carry very little and are desperate
Settlers are looking to build new homes and camps in the ruins

Silver city rangers carry .45 carbines and revolvers, 1in4 carry a d6 sticks of dynamite. 
Snipers work for d6 1=factions 2=bunkers 3=raider gang 4=crazed loner 5=warlord 6=settlers often with cartridge rifles or advanced fire arms
Tribals 
live as native pre colonial Australian's with a few items of technology, mostly use clubs, spears and boomerangs and shield, 1in3 have dingos. Tribals are expert at predicting and using brush fires in attacks and judging wind direction
Warlord's Warriors claim to rule the region and often tax travellers,
 with steel weapons, armour and cartridge based guns with leaders using artifact weapons

d6 Gang Vehichles

1 Crude motorbike
Crude motorbike with sidecar
3 Offroad compact crude buggy
4 Crude sedan with weapon mount
5 Crude truck
6 Battered tracked APC


d6 Farmer and trader vehichles
1 Koala waggon
2 Wombat waggon
3 Camel train
4 Horse waggon
5 Pack lizards
Crude off road truck

Beasts
Statted as old dnd hopefully gamma world users can use too. Im probably running as planet psychon supplement with my emo rules. Many giant creatures effected with "food of the gods" a growth hormone that leaked into the ecosystem making giants. Mutants roll extra abilities on mutation tables and look hideous and might be hybrids. Undead animals have been effected by zombie necrovirus. Extinct animals have been reconstructed by scientists and are now loose.

Ants from  AC+5  1m=2HD d6 bite 2m=4HD 2d4 bite 3m=6HD 3d4 bite4m=8HD 2d8 bitesome have poison, fire breathing, chamophlage, practice slavery and other varients
Ameba AC+4 HD 5d8 2d8 acit touch
Bats various species, some as a swarm, some vampires, some huge AC+4 HD 3d8 2d4 bite and fairly inteligent
Beatle 
 AC+4 HD 4d8 2d4 bite but various abilities
Bearded Dragon most small but hugeAC+5 9-12 HD 2d10 bite versions with breathe fire 4d6 in 30 degree 9m cone exist, some can glide Bilby small hopping burrowing insectivores, giant ones are savage pack hunters AC+4 HD 3d8 2d4 bite with diseased taint and +2 initiative, hop 3mBoar huge armoured mutant pigs AC+4 HD 4d8 2d6 charge, beserkers
Bunyip hideous aquatic mutant creatures, AC+5 HD 12d8 3d6 biteBush Turkey large edible bush birds some huge AC+3 HD 2d8 d6 kick and peck

Buzzard large mutant raptors, can keep fires and ignite brush fires to drive and kill prey AC+4 HD 3d8 2d8 claw/bite, very inteligent
Camel AC +3 2-3HD d6 kick or bite
Crocodile 
AC +4 2-6HD 2d4 or 3d4 bite on a 19-20 hit will grapple hold and following rounds either drag in water or deathroll for double bite damage
Chimera are unique hybrid mutant killing machines with a d4+2 heads, AC+5 12d8 HD d24 bite or butt per head and multiple mutations
Cat small hunters but some ferals a meter long AC+4 d6 HD d6 bite some bigger like lions 3d8 or tigers 4d8 or huge like sabre tooth tigers 6d8
Carrawong black crow like birds highly intelligent and social can mimic voices and sounds. some a meter tall AC+4 HD 2d8 d6 peck
Dog d4 or d6 of d8 versions for HD and damage most AC+3, some mutated and bigger
Dingo AC+7 HD d8 d6 bite, giant diseases ones increasing 4d8 HD 2d4 bite
Dropbear AC+4 HD 4d8 clawx2 d6 bite d8 surprise on 1-4
Dune Worm AC+7 HD 8-12 2d4 bite, burrow
Emu most harmless AC+3 HD d8 kick d6 giant carnivorous ones 
AC+4 HD4 peck d8
Fox AC+3  d4HD d4 bite, some intelligent mutants with illusions that lure prey into hazards
Frill Necked Lizard AC+4 HD 3d8 HD 2d4 bite
Frogs AC+3 HD 2 hunt in packs bite d6 claw x2 d4 jump 6 meters 1-4 surprise from water, various mutant breeds also see toads
Fungus various types of deadly spore creating moulds or ambulatory carniverous types AC+1 HD 4d8 save on touch or 2d8 rot flesh, hallucination spore cloud 3m radius
Ghoul AC+3 HD 3d8 Bite and 2xclaw d4 save or paralyzed nocturnal necrovores
Goanna 
AC+5 HD 8d8 bite 2d6
Golden Mole Bear blind carnivorous burrower surprise on 1-4 
AC+4 HD 6d8 bite and clawx2 d6 each, bite causes paralysis if fails save
Horse AC+3 2-3 d8HD d6 kick
Insects swarm AC+3 HD 2d8 2 hp damage around in 3m area, some bigger or smaller, other giant insects of all kinds common 
Kangaroo 
most harmless AC+3 HD d8 kick d6 giant carnivorous ones AC+4 HD4 peck d8
Koala most small harmles d6 HD, giant ones used to pull waggons AC+4 HD 5d8 
claw 2d4 
Land Shark AC+4 8d8 Bite 2d4 burrowing ambush on 1-3Macrobe various giant microbes and bacteria type 1: spheracles AC+3 HD 3d8 bounce d6 and spray choking spores jump 2m type 2: impaler AC+4 HD 4d8 stab 2d6+ poison jump 3m type 3: eye AC+2 HD 1 inteligent, telepathic and telekinetic grapple or punch 2d6, immobile, will call other macrobes
Marsupial Lion 
AC+5 HD 5d8 bite d8 claw x2 d6 ambush 1-3
Mole Rats AC+3 HD 2d8 bite 2d4 bite 2d4 burrowing ambush 1-3
Pack Lizard 
AC+2 HD 4d8 bite d6  
Platypus most harmless aquatic but giant ones 
AC+3 HD 3d8 claw d6 and poison, aquatic and burrowing senses bio electricity, 3 times a day 3d6 shock touch
Plants various tpes of killer trees and vines but triffids most common AC+4 3d8HD stinging tendril d6 save or painful poison -4 for 2d6 hours, on 19-20 hits eyes and causes permanent blindness on a failed save. Variants include acid or fire spitters or grappling tendrils
Preying Mantis 
AC+5 HD 4d8 bite 2d4 claw x2 d6 ambush 1-3
Radcroaches swarms of deadly hungry roaches see insects, immune to radiation
Rats AC+3 HD d4 and d4 bite or HD 2d8 and d6 bite or  
HD 4d8 with 2d4 damage, carry disease, mutant breeds common, some intelligent or mutants, swarms also 
Rabbit common game animal some as swarms wjhen grass gone, but others huge AC+7 HD 3d8 d8 bite or kick 2d4 jump 3m, good riding beasts
Robot most one off varieties often insane, AC+5 HD 4d8 damage tool d8
Sand Squid AC+6 HD 12d8 Att tentacle x10 d6 or grapple, 2d4 bite 1-4 ambush
Scorpions AC+5 HD 4d8 Att clawx2 d6 tail d10 plus venom, some bigger
Screamers AC+5 HD6d8 Att clawx2 bite d6 each, 3m radius radioactive field, regeneration in rad areas i per round, glow brilliantly exposing all to radiationt
Shoggoth AC+5 HD 12d8 crush 4d4 or a d4 punches per round 2d6 each, regenerate 1hp
Sky Jelly AC+4 HD 2d8 2d4, float and attack with 9m long poison tentacles 
Slime AC+1 HD 2d8 save or 2d8 damage per round once stuck on immune to kinetic weapons, sticks to flesh, surprises 1-3, if killed become a slime zombie - as a zombie with slime touch, fire is best defense or cut slime off you by damaging self equal to slime HP, hates sun light, sonics, fire, energy weapons, intense radiation, advanced medical foam 

Snakes  vary from AC+4 HD 1 d4 poison bite to 4HD d8 poison bite to 6HD 3d4 poison bite, most are black, yellow, brown or grey some have red or white bellies
Spiders several types: Redbacks a web using ambush predator  surprise 1-3 plus entangling webs prefer sheltered dark places. Trapdoor spiders who pop out of camouflaged burrows with lid ambush on a 1-4 and drag prey into holes if they can. Huntsmen roam without webs jump on prey and rely on bite damage not venom +2 hit and damage. Huge AC +1 HD d4 bite d3 + painful poison -4 all actions for d3 days if fail save (old or children get a second save or die). The monstrous size ones AC+4 HD 4d8 Bite 2d4
Tasmanian Devil ferocious screaming scavenger predators live in burrows, beserk in combat +2 to hit and damage, fight into negative HP, AC +4 HD 5d8 Bite 2d6
Thorny devil spike covered desert lizard crave moisture and blood, AC+5 HD 6d8 Bite 2d6
Turtle long or short neck varieties ambush from water on d3 AC+7 HD 6d8 bite 2d4 if hit hang on unless fear for life and try and drag in water
Thylacene native marsupial, tiger striped, wolf like, living in packs AC +7 HD2 Bite d6
Toads huge burrowing creatures often lurking in cliffs, rubble and tunnels and chamoflaged as dirt or rubble, AC+4 HD 6 or 9 d8 Bite 2d4 or 3d4 swollow prey on hit of 18+, have secretions that blind anything biting them and fail save, only back skin does this and they make good leather. Canetoad folk use them as pets
Yabbie native freshwater crayfish blue green or brown, most AC+5 HD 4d8 Clawx2 2d6 each but 1in6 huge AC +7 HD 12 Claw x2 3d6 each, often ambush from water, move full speed backwards in water slower forwards, in rains may crawl on land for up to a hour

Yowie native bigfoot carniverous ape like creature AC+4 HD6d8 Punch x 2 2d6 each, if both hit grapple and crush 3d6 per round, very stealthy may kidnap people
Winged Lizards pterodactyl like mutants AC+3 HD2d8 Bite d6 but some larger AC+4 HD 4d8 Bite 3d4 and can act as mounts
Wombat tough burrowing animal good for meat or mounts will bite in self defence or just run over you, even common small ones survive hits by trucks and destroy them. Giant ones domesticated and pull waggons and dig for owners AC+5 HD8d8 Bite 2d8 or trample 4d6 plus knock prone, size of a van
Zombie AC+1 HD2d8 Clawx2 d4 if both hit grapple and bite automatically d4 per round

d6 Standard Creature Variations

1 Giant - tainted by food of the gods a ancient food hormone
2 Mutant - several mutations randomly rolled  on preferred table
3 Chimera - mutant hybrid with extra heads and limbs and bigger
4 Cyborg - has implanted technology often armour and possibly a weapon
5 Plant/Fungus - extra HD, fearless, bites and claws infect wounds with spores
6 Necrovirus - undead reanimated by possibly alien or military nanite disease

d6 Undead Types

1 Slow zombie, half move, always lost to hit, react to basic stimuli
2 Fast zombie normal speed and move, actively hunt prey
3 Plague carrier as fast plus wounds caused are infected with plague
4 Ghoul, fast, wounds cause paralysis, fear sunlight  
5 Screamer, fast, regenerate in rad fields, radiate low radiation, scream 
6 Vampire, intelligent, malicious, regenerate, drink living bodily fluids, command lesser dead and infect killed or found corpses a zombies

I regret not having giants, dwarves and spotted quolls


Later Episodes
d100 Wild Rumours
d100 Special Encounters Broken Hill Ruins
d100 Special Encounters Silver Town