Showing posts with label fallout. Show all posts
Showing posts with label fallout. Show all posts

Wednesday, 11 March 2020

Gammaworld Goodies


































After I got red Elmore dnd box set and among my friends, we had the older bx books and a purple box and we failed to notice many differences we were so high off the possibility. I went to the UK in 84 and at Hamley's London found the Gammaworlds Box Set. I failed to do any of my set homework I was so enchanted. In various regional game shops, I got all the modules and dm screen. My friends were a bit less enthused but we had a go and it was fun. It occupied lots of my imagination and Mad Max, Boy and His Dog and Damnation Alley and Escape from New York were films I loved.

I maintain this is the prettiest and best box set ever. While many love 1st ed the 2nd ed has what I think was TSR's best layout and art period. When I could only play 1 RPG when I got back into gaming about 2012 and had to choose dnd or this I wrote Planet Psychon.

Recently I started getting some modules from Drivethru to complete my collection and I intend to get most of it even later ed adventures. I also like the d20 hardbacks for trying to rationalise the setting, taking it seriously and being gonzo. My main issue with this ed it was a bit padded out. Hoping to get the monster book yet as I have Players and GM book. I also love Mutant Epoch, Darwins World and Iron Crowns Death Valley Free Prison (very mad max). Would like 2nd ed GM screen but might just settle for the PDF. I plunder all these Games using my Elfmaids&Octopi homebrew D&D and Planet Psychon.

MCC which came out well after Planet Psychon had some frightening similar ideas but was a disappointment. Lacked a world, monsters and lots of touches that made DCC amazing. I appreciate the modules and art but I would find some of the gonzo DCC adventures would work better (hollow earth one, purple planet etc.

Anomalous Subsurface Environment is one of my favorite settings and I ran It a year with S3 tacked on the end (which wasn't gonzo enough).

So here is a little wander down memory lane of these Products.

So the 1st has its charm I don't deny it. @nd ed brought in Elmore art and Illustrated every monster and is a well layed out game. Third version I might get as it has some OK ideas but is a broken game I find more complex but consider it a heroic effort.  The box cover art is brilliant even though it made us want cyborgs which the rules did not cover (Mutant Epoch cyborgs are great).

So The 64 page rulebook from the day of simple and concise writing Is a gem. It has mutant characters and animals, monsters, robots, androids and cryptic alliances. The d20 version padded this into 4 or so books and struggled to fit in the original cryptic alliances. The 4th ed compatible DnD version I loath. Card gimmick where players can spend more than other players is an utterly repulsive WOTC shitstorm. Treated as a comedy short term gimmick game as a novelty from dnd. It was very silly, the wold lacked any point, it abandoned the lore and was played for laughs. I'm fine with the existing humour in the game and I prefer the grimdark sf dystopian humour of 2000ad comics.

Then theirIs the campaign map and adventure book. The city map could last a long time in play. The larger area with more detailed communities and factions offer even more play. Id says these two items are a year of play. There is a funny theatre AI that locks you in and tries to get your party to act. A lil bramble maze and a rooftop mutant vulture stronghold in detail to find on the character's trial of adulthood adventure. There are paragraph entries for interesting city locations to design yourself and a larger regional map with descriptions of towns and the continent map. The 1st ed or Dragon (?) presented a continent map showing Cryptic Alliances as nations. The adventure book goes on to conduct a campaign, status, adventure design and tables. I will totally run this as Planet Psychon.

Mechanically it is a DnD variant with MS instead of wisdom harking back to when Wisdom was really will power and piety (ad&d earning bonus spells). Wisdom has changed in every edition of d&d and currently, it is a mess (old wise folk are the most alert and observant?). You get a Hit Dice per Con point. Pure Strain Humans got d8 and interact with tech best. Others got a d6. Plants not available as players 2nd ed. The Con score vs intensity of radiation or poison was awesome. Status replaced weapons and basically as you climb in your cryptic alliance you get some benefits but most of my players were not interested in post-apocalypse civilisation they just wanted ruins, cool guns and blowing up stuff. I liked monster stat rolls presented which dnd should have done.

So the adventures I also have fond memories of. I will detail the first few here.

GW1 Legion of GoldThis is my favourite Gygax book. For the 1st edition, it builds a region around a town and sets players on various missions climaxing in the legion HQ. The towns offer examples of settlement building. The art include classic era TSR art crew like Otus & Diesel. The adventures in order are fighting a bug colony, shelters with glowing undead from Dog and his Boy and ancients who awake only to die from modern air. Dragon had an article about late humans had a Genetic Stabilisation Treatment that explains why pure humans are un mutatable and superhuman. A good fix.  Then a marine base with androids and a sub ride. Then the Legion base. New monsters, the legion description and lots of oldschool cartridge gunpowder weapons familiar to modern humans. I used these for DnD for years. A brief description of various towns and two random treasure tables. Its a complete campaign is good for several sessions.

GW2 Famine in FargoYou start as village kids on a quest for adulthood. Boxed text creeps in here and a detailed hexcrawl. At some point, you get captured by Badders and escape their burrow. Why badger folk didn't get in dnd ill never know. So you find an automated chicken factory taken over by cyclops chickens with heat rays. The AI wants chickens killed (I sorta feel sorry for them) and a radioactive meteor affecting local crops for reactor fuel. It is a lot tighter and goal-oriented than GW1but it is lots of fun and has some humour with Badders worshipping a badger sports mascot and the chickens are awesome. I'd have them escape to be the local orcs. Tim Truman, Easly and Jim Holloway art. The party rewards include end of the crop failure and robots delivering meat from possibly sentient chickens. Lots of new monsters, robots and some mutations. Easily expanded or even merged into the box set adventure. Good campaign start before a major ruin.

Strangely the original GW1&2 i got recent years were in better condition than ones I bought from shops. I traded my set away in 85 to buy more cthulhu stuff and regretted it for years so I was happy to spring for another one when I had an income. My players were onto star frontiers, MERP and Cthulhu and lost interest in GW so trading it seemed ok at time. Anyway I got GW3 & 4 from drivethrough RPG.

GW3 The Cleansing War of Garik Blackhand

This has a setting based in a tribe in Yellowstone who have included many indigenous customs and dress. Has probably the best pregens with cards and portraits. Great horrible monsters and new tech. The adventure has you killing racists which never gets old. This feels quicker and I would like notes on using the park more. Map has lots of room for you to expand setting but I like the native folk killing genetic inbred scum vibe. SO lots of potential but a bit more would have been nice. Maybe that pro typesetting and more art and design was a step from the hyper dense older TSR.

GW4 The Mind Masters

At the time I thought this was a bit horrible. Players have a bit of a hexcrawl (not lots of detail) then find an ancient mental health facility run by an AI. You could stick it with any other area really which is good even in Pitzburke. So players lose lots of autonomy, suffer and some cannot use their abilities. Usually, a formula that sucks and annoys players. But now I think it is genius. You're a mutant you say? Tell me about your mother. The AI doesn't believe in stories of war, mutants or anything outside. So you get locked up, interrogated, explore the hospital and escape. The AI also sends you on simulated tests where you actually control android bodies and lack power. I've run this from memory in other game systems/genres. GM can have lots of fun running this.

I think the first two are the best adventures. A Pitzbuorke sourcebook detailing buildings and locations would be nice but I guess my patreon adventures and Pscyonnstuff would do that fine. GW2 could be stuck in these ruins also.

I did get the Treasures of the ancients book second hand with the map and a copy of Gamma Knights which lets you mod armour and use hardpoints on battlesuits and is also a gammaworld wargame. I like atomic battlesuits vs tanks, death machines, muskets and black powder cannon. Will get more - lots of fun ideas.

Also see my Gamma Aeon Book under downloads page or the gamma stuff page.  

Wednesday, 14 March 2018

Gamma Oz Revisited: Olary



Gamma Oz - Manna Hill to Broken Hill

Manna Hill + Oz Trash Tables
Cockburn + Ruin Tables

Gamma Oz Setting and basic map

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

Ok so a few thoughts

Ive considered doing this as a version of Gammaworld 2nd ed, or a more dnd like mechanic or as a region for planet psychon (add some magic). Mamma World, Metamorphosis Alpha, MCC and Planet Psychon overlap in content a bit. Two of my biggest disappointments in MCC was slowness (my slowest kickstarter yet waiting on stuff i didn't want). Also lack of setting and and lack of monsters and too much on Patrons compared to DCC. Unamerica might be useful and looks great.

Anyway I realized I had done a town map that never got a blog post. One day will do a big map of Broken Hill (silver City) as a good size wierd town with outback flavour, strange monuments built by artists and a unique ethnic mix. It would have at least 100 interesting locations and 100 NPCs. A book of everything on Gamma Oz and Broken Hill would be a nice book.

Broken Hill is known as capital of the outback. It has one of oldest Afghan Mosques in Australia where camel caravans first opened up the outback. After mining died it became a artist haven and they left many weird monuments like the giant Dice outside Manna Hill. Rural Australians like making weird monuments and giant things in the wasteland anyway. After the Apocalypse many became cult sites. The town has radio and local Tv stations and multiple bunkers are known. Famous races of horses or camels or vehicles and other festivals and events still bring in traders.

The campaign so far is starting from Manna Hill a small friendly community and crossing wasteland through other towns to get to Broken Hill. This crosses regional boundaries into a new nation too. Maningary is so small it isn't worth mapping.

Olary
Pop 36 humans, manimals and mutants
Industry: Cattle, Trade, Wool
Buildings: Olary Hotel (1886), General Store, Eatery, Residence, Outlying Stations, Church
Ruins: Post Office, Train Station, Police Station and several cattle stations
A stop for traders. Has several ruins which youngsters like to explore and gangs sometimes stay in.

Functional Buildings
Diner 
Outback jack was a swagman, a nomadic shearer and jackaroo for years before settling here with his wife Margaret. Standard humans they are friendly to all and most of town eats here. Jack will share his knowledge of a wide area but it might be 20 years out of date. Sells all kids of tourist junk of the ancients like postcards, boomerangs and stuffed animals and stationary.

General Store
Mr & Mrs Kookaburra live here with their son Kevin and daughter Bindi. They handle trade and mail service and have rooms for couriers to stay in. Brother of the post master of mannahill he handles postal duties here and will let kids from there stay in his shed. Ms Kookaburra is the regions champion cake baker. The store sells supplies, ammo, food and water and odds and ends. Merchant waggon caravans now stay in his yard and use the shed.

Olary Hotel
Everyone comes here to drink after work or after eating at the diner. Mr Platypus (Paul) and his Wife Mrs Platypus run the place with local barmaid belle Ginger who men for miles around are in love with and raiders try to kidnap her monthly. Derek is the handyman and a mutant who works for his board. The rooms are fairly nice and cool but the top floor is unoccupied and damaged and has a few giant bugs and a mutant owl creature living in it. The hotel has a well which supplies local water.

Spade Farm

Sammy Spade is a bonzer sheila and stockwoman. She has a dozen itinerant workers of all sorts here at any time and she flies an ultralight. She has a stable of mutant camels, horses a emu and a ultralight aircraft they use for herding cattle and emus and kangaroos in the area.

Unity Church

Father Ron Bullpit runs the place with Mother Maggie. They preach working together to survive and are quite popular. Out the back Ron brews the towns beer and has a shooting range. Maggie makes ammo and fixes guns. the church is fortified and she uses the tower as a sniper lookout. She shoots troublemakers and stray mutants and is a good source of info on movement near local ruins. They don't really have a god, more of a set of principles. The sect has branches in a few towns and broken hill and is growing.

Toad Station

Was bought by  Ron Toadflap, a canetoad mutant who is a bit unscrupulous and keeps several slaves. His stable has moronic quadrupede human mutants his prefered mount. He and his wife Sonia have lots of gold and trade goods and ammo stashed away and often have a d4+4 canetoad workers staying over. Some say he has been feeding the mutants in the ruins and putting his tadpoles in the underground aquifer which he denies. He gets blamed for every evil and some stories might be true.

Goanna Station

A struggling farm run by Mr Goanna and his sons Rory and Phil. They are tribals originally and sometimes you see them dancing in with ritual body paint and playing the yidarki. A few kin from the outback come to stay and help herd emu and shear sheep seasonally. They are friendly enough but wary of eye contact and some find it hard to understand their tribal accent which takes a bit to get used too which the locals are. The three are always looking for wives and are the first and last to leave the pub.Sometimes they put on a traditional wild food feast for everyone in town.

RuinsPost Office

The old post office has been abandoned for years, it's function subsumed by the store. Gang members squat it frequently and the garage has ruined postal vans and often is lair of some mutant.

Police Station 

Sealed fortified outback station has been shut since the apocalypse. A code is required to enter the durally shutters that nobody knows. Local kids have tried for years and the kookaburra kids and Phil the goanna have a list in their clubhouse shed behind the post office of all the codes kids have tried for the last hundred years. Lights and sounds of machines are inside. Locals say a robot and some androids haunt the place and intact vehicles and weapons are inside.

Waggontrain Station Ruin

Was used by the waggon trains till seventy years ago when raiders burned down the stockade. The waggon train offices and remnants are built into a series of train shed and railway station buildings. Now gangs and mutants and other undesirables live here. Some fittings are pre apocalypse but ruined and some are heritage from the 1930s.

Singer Station

Former station where the singer family were massacred now it is haunted. The undead family roam the grounds keeping intruders away so there is probably farm loot inside. Some undead animals live here too.

Plumber Station
Some mutant thing lives here that moves about invisibly at night. It avoids light and keeps away from the regular town folk residences. A mutant gangcult used to live here.

Gordon Station
A enclave of a gang stay here but leave the townsfolk alone mostly in fear of Father Ron and Mother Maggie who have wiped out several gangs. Laurie, Pamela and Victor sometimes drink and eat in town. 2d6 other gangers stay here never mix and are unwelcome.

Thursday, 21 December 2017

Mannahill Town Map + Strayan Garbage Tables



All the roads are dirt and not as straight as map suggests. Blocks are all ramshackle. Rubble heaps with weeds and trees all over town. Most keep chickens, rabbits, fruit trees, dogs, cats and have many sheds and shacks. Empty lots are ramshackle disorganised gardens with heaps of rubble. The town is a bit short on ladies and no amount of bush dances in the church have helped.

Town Buildings

Police Station - Sergeant Bulldog and Gumtree Bill run the joint and mostly lock up drunks and drive off punks. They run a small prison and a armoury for when the whole town need to be rallied for battle
Post Office - Mr Kookaburra runs the place with a young apprentice koala and also acts as banker and town crier. He is kinda close to a town leader which nobody wants the responsibility of
Waggontrain Station - where traders come to stay and fortify themselves from raiders. Run by Tammy and Shandy a elderly lady couple and who look after local orphans and are gossiped about by townsfolk
School House - run by Mrs Magpie a war widow, gossip, busybody and moral zealot who educates youths for free until they reach puberty or are very talented. She also teaches music and French a mystical language of the ancients supposedly used by the frog people across the sea
Weather Station - Run by Jack Sundance and uses the infernal engine to create rainfall over the village and surrounding area
Mannahill Hotel - Run by a older Koala couple Ron and Spazza who employ all kinds of oddball characters like Dick a bullterrier bouncer, Bazza a dingo cook and a bunch of humans Dan, Corey, Cathie and Derrin
Church - a multi faith church used by travellers run by Father Conner who has to be more openminded than he would like, a practitioner of Christlam
General Store - Run by Mr Mac and his wife Fanny and his rabbit shop boy Donny who delivers parcels by bicycle
Wool Sheds - run by Wooly Sam a merino ram man who keeps his wool only herds very happy and wins all the wool prizes and contracts. He hates the feral goat gangs who molest his sheep. He also is the town barber and treats all the children for lice and worms with foul baths and drenching every season

Other Town Characters

Gonzo the Goanna - a lazy scalliwag drunk who sleeps in the sun and begs for food. The kids find it easy to get him involved in crazy schemes
Bonkers The Wombat - a war survivor who is a bit jumpy and hates canetoads. He maintains the emergency water supply and brews beer and distills "medicine"
Bonzo Billy Bluegum - a naughty koala kid who leads all the local brats. His dream is to smoke a pipe or cigarettes like a big boy
Ranga McMuggins - Bonzos best buddy a slightly crazy daredevil and pest
April Bottlebrush - Bonzos love interest but she dreams of moving to stardom in Broken Hill. She is a star student and lives with Ron and Spazza in the hotel

Shazza Bluebottle - A retired barmaid and former beauty. Now runs a farmstead and still turning down suitors
Max Cowtip - the richest farmstead holder always in town

Gordo Chumwaggon - the poorest farmstead holder with his creepy inbred nudist family
Jacko Saltbush - a salt of the earth short but doughy bearded farmer who helps everyone and saves the town at least once a year, best friends with Mr Kookburra and Bazza. Married to Darlene who helps Mrs Magpie with the school. His kids Jonno, Stevo and Donna who are well behaved, heroic and sometimes save Billy
Bazza - a koala who knows how to fix stuff and used to explore ruins as a youngster. He is always pining for a wife since his disappeared and he looks after Billy Bluegum and And Ranga Muggins because they were expelled from school
Uncle Long Claw - a old tribal goanna who acts as the medicine man but he doesn't like the responsibility and wishes there was a closer better doc instead of the one in Cockburn. He is ashamed of his nephew Gonzo and wanders around town preferring to sleep in various secret burrows. It is a habit since he survived the goanna tribe massacre
Stringybark Sam - a tall galoot who fixes stuff and drinks lots. The kids tease him because of his stutter and narcolepsy. Sometimes you find him asleep or in a drunken stupor in funny places
Jocko McGuffin - a black highland terrier farmer with his wife Moira. He plays the bagpipes every morning and talks about the mythical land of Scooterland and is always hunting several mythical beasts one called the Haggis he wants to eat and the Sporran he want to skin and make a hairy mirkin purse. He is hard to understand at times and has several kids Mandy, Gordon, Patrick, Fiona and Bonny who all speak Strayan normally like everyone

d10 Local Ruins

1 Old mine
2 Farmhouse
3 Tool Shed
4 Wrecked land vehicle
5 Farm vehicle shed
6 Small bomb shelter

7 Farmstead buildings
8 Wrecked caravan
9 Prefab smart house
10 Crashed aircraft

Extra aussie junk

d100 Local Junk

01 Piles of tin cans
02 Hundreds of rusty beer cans
03 Soft drink bottles
04 Brown and green beer bottles
05 Tyres
06 Car door
08 Sheet of corrugated iron
09 Rabbit trap
10 Cow or horse skull

11 Battered old sofa
12 Tennis racket
13 Cricket ball
14 Football
15 Broken tv
16 Portable radio
17 Long life self heating chiko roll

18 Pack of PK chewing gum
19 Packet of ciggarettes
20 Beamie hat
21 Stockmans hat and long coat

22 Stockwhip
23 Holden cap
24 Car badge

25 Australian flag (fire proof)
26 Motorcycle helmet
27 Hammer
28 Golf club
29 Intact pintglass
30 Longneck of beer
31 Binoculars

32 Jerrycan of longlife petrol
33 Big knife
34 Hatchet
35 Broken plow

36 Broken rowboat or canoe
37 Parachute
38 First aid kit
39 Sewing kit
40 Inflateable sheep

41 Shotgun shells 2d6 in bag
42 Flare
43 Gas station sign
44 Toilet seat

45 Rusty roll of barbed wire
56 Pushable lawn mower
57 Broken vacuum cleaner
58 Toilet brush

59 Porno mag
60 Sparkplugs
61 Leaking chem cells
62 Broken hydrogen cell
63 Geiger counter

64 Toy atomic missile
65 Toy ray gun
66 Footy team scarf
67 Tribal spear
68 Shovel
69 Machete
70 Painting of sad clown
71 Kangaroo ball sack coin purse
72 Crocodile skin boots
73 Superglue
74 Wooden fruitcrate
75 Packet of seeds
76 Long life self heating meat pie
78 Goonbag (box of wine)
79 Bottle of Bundy rum
80 Beer brewing kit

81 Crate of empty bottles
82 Cocky cage
83 Dog collar
84 Brut33 deoderant
85 Tin of mixed nails, screws, nuts and bolts
86 Wristwatch
87 Tin of sardines
88 Tin of teabags
89 Billy cooking pot
90 Cigarette lighter

91 Roll of dunny paper
92 Nude playing cards
93 Palmolive dishwashing detergent
94 Jar of vegemite
95 Akubra hat
96 Plastic bunyip moneybox
97 Sealed tin of Weetbix
98 Family size tub of vaseline
99 Toy plush koala
100 Packet of disposable Bic razors

d100 More Crap
01 Packet of long life sausages

02 Loaf of long life white bread
03 Can of spray paint
04 Entrenching tool
05 Phantom comics
06 Concrete aboriginal garden ornament
07 Garden hose
08 Crayfish trap
09 Fishing net
10 Denim shorts

11 Ugg boots
12 Mosquito net
13 Home made shank
14 Bar of solvol soap 
15 Bottle of pimple cream
16 Genital wart treatment 
17 Stuffed canetoad wearing flying helmet
18 Stuffed canetoad riding a bycycle
19 Ayers rock snowglobe
20 Sydney opera house snowglobe
21 Harbour bridge snowglobe
22 Can of anti insect spray

23 Can of fly spray
24 Rubber dog turd
25 Rubber vomit
26 Longlife mini pavlova cake
27 Digital camera 
28 Holden Crimadore model car
29 Tin of milo
30 ANZAC medal 
31 Packet of Vegemite flavoured chips
32 Box of pizza shape crackers
33 Eureka flag and white hood
34 Kilo of Coon cheese
35 Set of manacles
36 Mining pick
37 Six pack of VB
38 Blue singlet
39 Red&black flannel shirt still in packet
40 Pair of black ripple soled boots
41 Pair of desert boots

42 Boyscout uniform
43 Landmine
44 Gasmask
45 Atomic powered electric guitar
46 Electric shaver
47 Box of longlife nano-thin condoms
48 Dog sterilization pills 
49 Comedy wig and moustache
50 Box of dangerous fireworks
51 Santa costume
52 Permanant marker
53 Charity donation tin
54 Union newspaper
55 Scratch lottery tickets
56 Electric drill
57 Script for episode of soap opera
58 Box of bingo cards
59 Billiard ball
60 Heroin pnumatic injector
61 Monopoly set 

62 Collection of 6d6 smurf figurines
63 Box of long life fish fingers
64 Pink fluffy ostrich doll
65 Volunteer bush fire fighter helmet
66 Long rain coat
67 Skateboard
68 Box of smarties
69 Trunk with human corpse chained inside
70 Flurescant leg warmers 
71 Triffid seeds in foil pack
72 Two person tent
73 Beach umbrella
74 Stick of dynamite
75 Sunglasses
76 Beach towel with flag design
77 Pair of thongs
78 Atomic powered beer cooler

79 Laser tattoo pen set and stencils
80 Cricket Almanac
81 Wizard or skull bong
82 Pound of hash
83 Robot head occasionally still talks
84 Wallet full of ID cards
85 Pair of footy boots
86 Box of Caramello Koalas
87 Packet of Tim-Tam biscuits
88 Fishing rod
89 Boogie board
90 Bottle of sunblock
91 Bottle of coppertone tanning oil
92 Army weekly ration pack
93 Packet of firelighter briquettes
94 Portable atomic BBQ
95 Tin of family assortment biscuits
96 Tin of baked beans
97 Mullet comedy wig
98 Denim vest with heavy metal patches
99 Cricket pads, bat and helmet
100 Stubby holder

Cockburn and More Outback Ruin Generators

The point of the campaign is to get to know the basics in the home village of Mannahill then follow the highway to more adventure into bigger and more ruined towns. Hopefully by the time they reach Broken Hill they will be ready to compete in a bigger world with more advanced ruins and tech and more complex societies. Cockburn is the second biggest town in the setting before Silver City (Broken Hill).

Cockburn is a bigger town than Mannahill and is worth a stay for a while. Being bigger it is not as friendly and cosy and everyone doesn't
 quite know each other as well. There are ruins though aplenty and all kinds of troublemakers can be found camping in them. The next step should be Broken Hill which is big enough to keep players busy for years and has opportunities for power influence and fame.

As the next biggest town it has more complex ruins. Here are more detailed ruin generators for use in the area. It could expand on the smaller towns of the simpler ruins in Broken Hill. Broken hill has expansive sprawls and mine remains and advanced bunkers were hastily erected before the end times. Some still inhabited, some still secret and others open to the wastes. They are still for fairly small and modest ruins the size of 1d6 houses.

These d8 tables are more often d6, I roll all dice at once different colours
Many structures of one type can have been modified in later eras or even restored. A colonial looking house might have had nano repair bots or high tech coatings.

d8 Local Ruins (d4 sub roll for each)

1 Mining 1=open cut 2=vertical shaft 3=mining buildings 4=tunnel complex
2 Homestead 1=farmhouse 2=animal shed 3=vehicle shed 4=greenhouse
3 Industrial 1=factory 2=warehouse 3=junkyard 4=medical  

4 Wrecked Vehicle 1=cars 2=van 3=bus 4=mass of vehicles mashed together
5 Wrecked Vehicle 1=farm machine 2=construction 3=rail or road train  4=aircraft
6 Campsite 1=tents 2=crude shack 3=caravan 4=mobile camper vehicles

7 Military 1=stockade 2=watchtower 3=fortified building 4=bunker complex
8 Advanced 1=smarthouse 2=AI complex 3=hazard shelter complex 4=war machine

d8 Age of ruin
1 1800 Colonial Mine Boom era (Boom)
2 20-21st C Waning Years - slow death of mining settlements (Bust)
3 21st C WWIII Era and recovery - era of mass (Boom)
4 22rd C World Union Era rebuilding programs (Boom)
5 23rd C Migration Era space colonisation boom (Bust)
6 24th C Apocalypse Era Shadow years, Social Wars, Plagues destroy civilization (Bust)
7 25th C Gamma Aeon Early Years (Bust)
8 25th C Recent (boom)

d8 Condition

1 Mostly rubble
2 Exterior walls semi intact, scattered trash
3 Walls intact some shelter, choked with garbage
4 Walls and roof intact, some furnishing intact
5 Doors intact and some interior decor intact
6 Windows intact furnishing and decor badly aged
7 Intact furnishing and decor in fair to good condition
8 Sealed time capsule everything in perfect condition

d8 Inhabitants (d4 sub roll for each)
1 Creature lair 1=predator 2=grazer 3=scavenger 4=omnivore

2 Loners hideout 1=swagman 2=madman 3=criminal 4=prospecter
3 Survivors home 1=family 2=refugees 3=scavengers  4=outcastes 
4 Gang hangout 1=feral punks 2=mutants 3=gangcult 4=secret society
5 War Camp 1=patrol 2=scouts 3=raiders 4=soldiers
6 Synthetic 1=androids 2=robots 3=computer and drones 4=cyborgs
7 Horror 1=undead 2=nanite colony 3=macrobe colony 4=plant or fungus
8 Mixed colony 1=in conflict 2=ignore each other 3=cooperative 4=united or symbiotic

These are intended not as just loot but hopefully links to more adventure or problem solving

d100 Interesting Stuff in ruins
01 Comlink set up to some distant place
02 Map of bunker construction in region
03 Journal of traveller with interesting ruin clues
04 Journal of survivor escaping disaster
05 Suicide note with clues of treasure
06 Map showing crude landmarks and journey
07 Hidden emergency food supplies
08 Map of a well or stash of canned water or 
09 Can of fuel with service station guide
10 Box of 3d6 dynamite sticks and extra fuse

11 Box of ore samples with map where sourced
12 Box of pretty opal offcuts from Coober Pedey

13 Box of pre crash photos of area indicating ancient sites
14 Locked duralloy safe 
15 Immobile but talkative robot
16 Raincloud seeding rocket
17 Laser designator for orbital kinetic kill weapon one shot
18 Childrens talking toy doll with some memory
19 Microscope and microfilm with notes of a terrorist leader of targets
20 Holographic propaganda pod from wartime faction
21 Dead cyborg but memory core intact
22 Box of android food paste tubes or rare type
23 Dog translator collar
24 Toy deathborg that talks and threatens everyone
25 Report on secret nuclear waste dump
26 Treasure map of plane wreck
27 Map locating several corporate region bunkers
28 Keys and map of storage locker
29 Drain map with several marked locations
30 Robot dog with some memory intact
31 Functional aircraft engine with atomic battery and torn pylon
32 Cryopod with atomic fuel cell and body inside
33 Canister of liquid nitrogen and frozed strange seed pods in foil pack
34 Map of regional hospitals and list of drugs some one wanted
35 Map of regional royal flying doctor service airstrips and hq
36 Propaganda book of social wars faction
37 Plague warning hologram message pod
38 Dead android in uniform, virused anti human memory core
39 Survivalist skeleton with gun, knife, food and tools
40 Dormant undead corpse will awaken when smells human breath
41 Emergency rescue signal device calls a robot rescue flyer
42 Locked duralloy gun case with rifle and ammo
43 Robot brain wired into a terminal to access memory
44 Tank of water with edible narcotic algae raft on top
45 Industrial drill with several drill bits
46 Bunker door locked and hidden
47 Bunker door open and flooded inside
48 Sewer or septic tank or sinkhole entrance
49 Region tourist map
50 Collection of toy ray guns probably would scare gamma age era folk
51 Cyberbrain from automobile
52 Beacon to summon military robot to attack location with timer
53 Beacon to summon lunar transport to a moonbase 
54 Remote aerial recon drone with camera
55 Remote atv recon drone with camera
56 Fibre optic camera with spool of 30 metres for exploring rubble or drains
57 Bomb sniffer requires chemical cell
58 Drug sniffer requires chemical cell
59 Metal detector requires chemical cell
60 Bomb alert siren with flat chem cells
61 Crate of expired chem cells some leaking acid
62 Rocket backpack with glider wings and helmet
63 Childrens ride-in toy car with chem cell
64 Wrapped christmas presants
65 Home made bomb possibly fragile
66 Germ vial bioterror weapon
67 Nerve gas canister causes memory loss
68 Nerve gas canister with deadly gas
69 Collection of gang or tribal costumes in a sack
70 Drum of toxic sludge with address of dump site
71 Case of construction tools
72 Brochure for industrial park in isolated area
73 Polling booth and sacks of vote forms
74 Archive of UFO spotter with map locations
75 Smarthouse brain in box marked defective
76 Map of Woomera Space Port
77 Map of plague outbreaks
78 Map of vaccination locations
79 VIP pass key into bunker
80 Military ID to pass robots in military base
81 Police ID to open station ruin
82 Hospital ID to enter sealed section
83 Scientist ID for a black science lab
84 Encrypted code to access stash of Domars (currency of united earth)
85 Cheat codes for casino one armed bandits
86 Recipe for combat drug made from cleaning chems and common medecine
87 Drug lab for making formerly illegal drug
88 Key and location of long lost rural sex shop
89 Bench and tools to recycle pre energy weapons (gunpowder and bullets)
90 Bench to recycle old chem and hydrogen cells
91 Case with d6 atomic fuel cell cores
92 Battered battlesuit, mostly repaired with notes to finish and parts needed
93 Buried bubble car with damaged fuel cell
94 Keys and safe codes for gun club and firing range
95 Passkey to enter VIP golf club maintained by robots
96 Crashed nuclear missile, depressed AI might cooperate or decide to detonate
97 Flamer with several recipes for napalm
98 Damaged groundcar needs new wheels and battery
99 Tracked military ATV with radio, 4 bunks and rad proof
100 Eggs of interesting creature food or possible to train or sell

Tuesday, 19 December 2017

Mannahill Region for Gamma Oz












Area has a wide variety of technology on average of WW1 level with high tech artifacts especially artworks as you aproach Broken Hill. The giant dice are crude concrete dice no doubt a ancient holy place where gangs stop to gamble to see if fate will be kind to them. Will detail towns bit by bit but Broken Hill quite huge - might need to upscale to a3 and detail over several posts.

Mannahill
Pop 62 humans, manimals and mutants, 90 in outlaying stations
Industry: Gold Mining, Cattle, Trade, Wool, church
Buildings: post office, train station, police station, wool sheds, Mannahill hotel (1889), weather station, schoolhouse, general store, residence, outlying Stations
Ruins: several outlaying abandoned stations and mining buildings and mines
Quaint tiny village established as trade route has hung onto life and has a thriving community of law abiding honest country folk who welcome traders. The old railway station is used as a stop for caravans. It is a popular old fashioned village preserving the old ways.


Olary
Pop 36 humans, manimals and mutants
Industry: Cattle, Trade, Wool
Buildings: Olary Hotel (1886), General Store, Eatery, Residence, Outlying Stations, Church
Ruins: 
Post Office, Train Station, Police Station and several cattle stationsA stop for traders. Has several ruins which youngsters like to explore and gangs sometimes stay in.

Mingary
Pop 12
Industry: Trade
Buildings: General Store, Residence
Ruins: Train stop
A minimal crossroad for traders but unfortunately lots of gangs camp in the area including mutant cannibals. Anyone without a caravan guard is liable for a rough time.

Cockburn
Pop 90
 humans, manimals and mutants, 180 in outlaying stations (2000 in 1800s)
Industry: Cattle, Trade, Wool
Buildings: post office, train station, police station, wool Sheds, Cockburn hotel (1886), bakery, blacksmith, butchers, produce store, schoolhouse, general Store, residence, outlying Stations, church, brothel
Ruins: as a once large population the area is dotted with ruins including a hotel, several churches, boarding houses, station engineer buildings and residences. Many are rubble and roofless but some have had use since the apocalypse
A small village supporting a sizable rural area and former mining trade town of 1800s. It is a bit rougher than Mannahill and occasionally the locals gather to drive out undesirables from the ruins. The old railway station is used as a stop for caravans. The station is quite large and includes ruins and abandoned engineering buildings often squatted by undesirables. Some say there is a bunker complex in the region built by those who thought there were too many in Broken Hill

Broken Hill Silver City, the Great Oasis, Capitol of the Waste

Pop 3000 (30,000 in 1920s, 17000 in 1970s, grew to 22000 in end times)
Industry: Mining, Culture, Media, Livestock, Wool, Agriculture
Buildings: Every conceivable type for tech level with many hotels, guildhalls, radio stations, art studios, pubs and brothels
Ruins: Mostly from mining era and many others from before the apocalypses. Many came here to avoid the bang and multiple ruined and possibly hidden bunkers exist
Ruins: 90% of the city is in ruins and it is regional hotspot for looters especially of exotic art ojects

Deserves a whole post. A once huge mining town then inhabited by art colonies and a famous race where travellers from the whole continent visit. it is pretty weird place. Also known as Silver city. Remains of a huge solar farm provides everyone with free power. Just down the road from Mannahis (really) are some giant concrete dice in stacks, a ancient holy place. As you get closer to broken hill there is more strange monuments. Wiljikali Tribe prosper through secret water holes. Union hall cults wear strange aprons and parate with banners and control the town. Once had a population of 30000 in early 20th century is currently only 3000. Several radio stations and television operate here operate here and broadcast to surrounding regions. Occasionally cane toads cross the desert to attack to silence the plucky town with it's dangerous messages of freedom and workers rights.There is a ruined golf course in pristine condition kept protected by robots. Many cults and religions thrive here. There is a University Campus with crionics labs. A speedway where the road warrior cult maintain a fleet of war machines. A large regional hospital and several schools.  

Monday, 20 February 2017

d100 Flawed Utopias



I used to be very into utopian and it's converse dystopian literature. Utopias are basically boring. Most books run like a tour guide and point out moral ideal. As utopias by definition don't have problems they are boring. The interloper from outside might be the problem by questioning and clashing cultures and introducing new ideas. Another problem might be the utopia is under threat from non utopias outside and need help which you might read about in Huxley's Island or pretty frequent of old school Dr Who (often enough the utopia might not survive). Otherwise the more popular option is the utopia is a lie and behind the scenes there is cannibalism, murder, monsters or something horrible (common on old Dr Who and many SF programs). Basically this is in fact a dystopia. Many dystopias are obviously hellish and horrible. The dystopia could be a failed utopia, or has some kind of questionable philosophy or literally be operated as cruel and unfair living hell. Some utopias might be hidden or exclude the unworthy.

These tables are useful for my Planet Psychon or gamma world, but also could be used for isolated space habs or colonies or bunkers in other SF games. Check out this old table too Gamma Tourism Bureau. A military or scientific base left alone for a long time might adopt utopian style culture too. You could place several of these in a area and watch sparks fly. Adventurers often precipitate a fall or might be used as scapegoats.

Such complexes regard themselves as superior to others and suspicious of strangers. Some might trade, others might hide.

d12 Location (or roll d10 for earth bound)

01 Underground Bunker
02 Undersea habitat
03 Hidden under ruined city
04 Hidden in forest
05 Hidden in desert
06 Under huge monument
07 Ruined military base
08 Toxic wasteland
09 Ruined civic buildings
10 Ruined grave yard

11 Orbital habitat
12 Lunar or asteroid habitat


d10 Secret Door Location
1 In old cave
2 Mine tunnel boarded up
3 Elevator rises from pool
4 Huge sealed vault door
5 Concealed door in ruins
6 Holographic disguise
7 In huge dead tree
8 In battered phone booth
9 Sewer entrance
10 Monument

d10 Defences
1 Automated weapons
2 Contaminated
3 Robots or Androids
4 Bunker militia
5 Mutant scum
6 Mutant beasts
7 Force Field
8 Mines or booby traps
9 Advanced locks
10 Holographic illusions

d10 Utopia Size
01 d10+5 
02 2d10+10 
03 d100+20
04 d100+50
05 d100+100
06 d100+200
07 d100+500
08 d100+750
09 d10 x 1000
10 d10 x 10 000


d10 Government
01 A charismatic leader
02 A despotic leader
03 A council of elders
04 A council of scientists
05 Corporate committee
06 Benevolent anarchy
07 Communist committee
08 Participatory Democracy
09 Automated system
10
 AI computer

d10 Cmon who really rules?
01 Mad scientist
02 Cult leader
03 Secret despot
04 Criminal gang or foriegn agent
05 Alien race
06 Monster
07 Mutant freak
08 Replicant or android
09 Defective AI or Robots
10
 Dimensional horror

d10 Featured Technology
01 Reproductive - use of clones, bioprinting or eugenics
02 Drug Therapy - population sedated or kept euphoric
03 Surveillance - population monitored constantly 
04 Security - locked vault doors, retinal scanners, dna scans
05 Mind Control - unusual social control tech like psionics or implants
06 Servants - slavery, androids, uplifted animals, robots
07 Nutrition - recycled protein vats, food printers, canibalism
08 Defence - holograms, force fields, shield drones
09 Offence - stunners, energy weapons, weapon drones
10
 Execution - bizarre means of terminating citizens

d10 Sinister Secrets
01 Secret societies plotting in secret
02 Sinister secret purpose society created
03 Lie about outside world to keep population inside
04 Troublemakers vanish or reprogrammed
05 Utopia in decline do to habitat decline
06 Agents have been in contact with outside
07 Infiltrators subverting society and hab systems from elswhere
08 Insanity spreading in society
09 Something or someone is killing people buy covered up
10 Some life form or something living in crawl spaces of hab


d100 
Flawed Utopias
01 Drug addled hedonists have monsters living in secret under the floors who eat people
02 Kindly patronizing old people secretly harvest organs and blood from the young 
03 Enlightened civilization hide degenerate mutants roaming in ruins under city
04 AI dictates everyone daily actions, work and love life over immortal simpletons
05 Subjects of crystalline citadel obey psychic emanations of great crystal
06 Happy people eat ooze that bubbles up in secret chamber and makes the people one
07 People live in harmony but savage ape men attack often, really they are exiled citizens
08 Citadel rich in water features welcome newcomers to join secret amphibian hybrids rites
09 Appear happy and welcome visitors but actually they carry insectoid parasites
10 Mostly hapless morons sleep in seed pods connected to a great tree 

11 Happy drug addicts learned to convert another species into dangerous narcotic
12 Population long ago replaced by androids waging war with ugly humanoid brutes

13 Every citizen has a automaton companion who monitors them and advises them
14 Citizens have become moronic cretins and secret cannibals from inbreeding
15 Strange bestial behaving citizens are uplifted from animals by hidden scientist 
16 Colony infiltrated by androids and highly paranoid about strangers
17 Citadel has a serial killer disrupting local order, actually is a alien being
18 Civilization served by unruly ape men ready for revolutions, masters are ignorant
19 Highly bureaucratic society imprisons petty violations and harvest organs 
20 Science bunker society have discovered alien wreck from millions of years ago
21 Isolated settlement has been secretly dominated by vampires who use people as cattle
22 Settlement has just begun sighs of undead plague which they blame on newcomers
23 A shape shifting monster plague has stricken someone in contact with outside world
24 A despot plans to kill current rulers and blame visitors so they can take over
25 Colony is a former military unit mellowing out but conservatives want old ways back
26 Learned colony of scientists but black lab unit seek to take over using new creation
27 Decadent shrinking colony unaware of lower levels crawling with horrors awaiting release
28 Bunker live in good conditions but military secretly oppress local outsiders
29 Slowly deteriorating bunker conditions have created factions about to explode
30 Contamination has killed several levels of the complex and truth kept from survivors 
31 Complex leader is actually a alien hybrid experimenting on bunker dwellers
32 Black lab converting excess population to cyborg troops and kept in stasis
33 Athletics obsessed community bullies and kills the weak, deluded belief in superiority
34 Community of alt energy vegetarians preach free love but enemies gather
35 Bunker contains doomsday device with regressive personnel worshiping the weapon
36 Bunker contains doomsday device controlled by cult who will set off if attacked
37 Bunker contains doomsday device but population are mostly ignorant of it's powers
38 Bunker contains missile silo but personnel dispute if weapons should be used
39 Bunker of frozen personnel recently awakened and clueless as to how to help the world
40 Colony over run by barbarians who exploit original people as slaves
41 Harmonious sterile colony vulnerable to disease and contamination
42 Large colony has developed a mutant strain of dominating telepaths taking over
43 Entrance is sealed and population goes batshit mental 
44 Carnivorous swarm animals get in bunker d4 1=roaches 2=bats 3=rats 4=frogs
45 Devolutionary compound contaminates bunker turning people into prehistoric horrors
46 Complex mostly unaware of cult monster breeding pits in elder ruins in sub levels
47 Aquatic areas in complex allowed fish men hybrids to infiltrate and take over 
48 Tentacled horrors living in air vents responsible for disappearances blamed on outsiders
49 Android applicants infiltrating colony to prepare for android take over
50 Colony worship demon god in basement actually a war borg programmed to kill all life
51 Colony in peace but of late some strange disappearances since a star fell nearby
52 Colony needs equipment lost in abandoned sub levels now flooded and full of critters
53 Colony ruled by brain in a vat growing insane, seeks to replace people with something
54 AI rules people who live like ignorant children, strangers must conform or be lobotomized
55 AI rules colony as if a mental hospital with android orderlies, AI disbelieves in outsiders
56 AI rules as a penal colony and kidnaps new prisoners to repopulate depleted inmates
57 Colonists long ago replaced by hideous shape shifters who farm ignorant humans
58 Colonists all became undead plague victims long ago but AI has no idea
59 Colonists under certain conditions turn into mutant horrors then back with no memory
60 Bunker at war with rival complex, AIs have modified humans to look different 
61 Complex has teleporter to other world where chosen are sent by AI each year
62 AI is paranoid runs clone complex and constantly rooting out traitors and infiltrators
63 Colonists have mutated into goblin like beings due to AI altering conditions of complex
64 Colony is occupied by alien hybrids training for invasion plan, secrets in sub level 
65 Colony controls a kaiju for defence keeping area a forbidden wasteland
66 Colony is a biological habitat where population and food born from walls
67 Colony is cloned from same individual few families desperate for outsider mates
68 Colony is a military prison camp run by robots and AIs who arrest any strangers
69 Colony live by medieval feudal romantic code and AI hides technology from them
70 Colony over run by mutants led by dominators planing to attack local humans
71 Mutant colony force human slaves to make stockpile of mutation bombs
72 Bunker residents are all psionic but pacifistic and afraid of outside world
73 Bunker residents are all psionic but hope to conquer inferiors outside
74 Colony residents ruled by psionic mutant minority hivemind using illusions and telepathy
75 Colony belong to single gender and find opposite gender alluring and threatening
76 Complex believe they are on a star ship travelling to a new world they will never reach
77 Complex believe they are on a star ship really leaders building terraforming weapon
78 Complex believe they are on a star ship, lab growing prehistoric life to fake new world
79 Colony devolving into ape people by AI to restart human civilization
80 Colony occupied by obvious service robots with personalities of long dead humans
81 Uplifted animal labourers took over colony long ago, AI reared a advanced civilization 
82 Colony is a corporation surviving since the big one, plan to dominate local economics
83 Colony are fanatics of ancient religion who plan to spread fanaticism over area
84 Colony being over run by mutants, AI cult take chosen pure ones for parts in brain borg
85 Colony sends secret agent to help outside world but evil leader plans to turn to conquest 
86 Colony operate a museum and send out explorers for relics, barbarians want to plunder
87 Colony of scientists plan to use bio weapons on non pure humans including mutants
88 Bunker are a secret society planing to replace regional leaders with disguised agents
89 Bunker believe they are superior gods and only interested in outsiders for organs
90 Bunker desperate for biological raw material, pretend to be tribal gods for sacrifices
91 Colony controlled by telepathic giant spiders hiding in sub levels, feed on law breakers 
92 Elites of utopia are possessed by over space horrors who need fresh bodies often
93 Huge biohab with dinosaurs and cave men monitored by deluded AI 
94 Black lab complex creates new species of monster and release them for study
95 Colony scientists turning personnel into mini shoggoths in robot bodies for conquest
96 Disease control lab complex of dedicated scientists, a plague leak causes lockdown
97 Huge ark complex of bio habitats has gone feral with mutants and primitive survivors
98 AI mind hacks kidnap victims to believe they always lived in flawed habitat
99 Mould growths and fungus have taken over with only a small trapped population left
100 Sprawling ruined underground city where mutant races battle, humans hide in secret