Thursday, 11 October 2012

Gamma Locale: King Beaver Island



This is my new campaign local for next months Gamma world game. Ill start the party from one of the smaller island bunker enclaves. This way the characters can step into a new world and get used to crazy character types. So ill start them all as weak pre-GM era types which may need replacement during play. Heck the whole island could be on the starship warden yet. The party will exit a broken down bunker on the brink of madness looking for parts for a water purifier. They have been vat grown as expendables for one mission. Around them are other bunkers to start looting and a minimal amount of mutants to meet. Some morlocks, undead and a few giant frogs, and a few lake pirates and perhaps a beaver pirate or raider chieftain looking for relics to get them used to being under a beavers paw.

In the shadow years many built bunkers in isolated places and beaver island was developed by several factions. Each Bunker zone has 1d6 + 2 small bunkers and 1d3 large bunkers.  Cryonic vaults and DNA ark libraries also abound. Bunker areas are today roaming with animals, looters, undead and worse. Some bunkers are intact but many are mad and degenerate. Some have been replaced by animal or robot workers. Other have opened their doors and devolved into a gang or cult. Many feel intense rivalry for other bunkers.

After the Apocalypse a band of Mormons came to the island in a miraculous stroke of luck and reclaimed their lost kingdom. Three generations later beaver folk - a race of marine soldier sapper engineers came and rapidly took over. While beavers rule the main Island they are tolerant of humanity and its attempts to better themselves. Beaver warriors trade across the great lakes and act as pirates and vikings. They produce musk which keeps the great lake monster at bay. Beavers adopted many elements of Mormon life including polygamy. Beavers on land carry crossbows and muskets with royal elite guard using case ammo and water proof firearms.  They use rare delicious wood-chips as currency. Beaver lands are covered in pit traps, flooding dam traps, steak traps, log jams, falling tree and other traps.

Starting point is High island, where a desperate bunker populace need stuff from outside. The party are awoken in a shabby machine room turned into barracks. Through a window a Doctor explains they are a reclamation team contaminated and inflicted with memory loss. They are to reclaim goods while the bunker work on a cure. In reality they are decantered clones with damaged learning tape based education. Education includes basic bunker equipment familiarity, bunker patriotism and warm fuzzy memories of living as a creche child and being in love. An armored bio-hazzard suit wearing guard is the only direct contact they have. They will find other explorer remains pretty fast.

Starting Equipment:
Bedroll, filter canteen, pocket knife, 20 ft cord, polybond tape, 6 self heating canned meals, lighter, jump suit, uni-tool, backpack, ground sheet, improvised first aid kit, bottle of beer, can of energy drink, chocolate bar, packet of cigarettes, signal mirror, whistle, 4 glow sticks, torch

1  Rusted old bolt action rifle, bayonet, no ammo but bag of 2d6 casings
2 Slug thrower - 10 shot plastic bullets, full battery, 1 extra clip, well used condition
3 Serviceable musket with powder and balls for 40 shots
4 Small old revolver 12 shots, a hunting dagger
5 Good wood axe and plastic shield
6 Hatchet and a sling 20 metal bullets
7 Baseball bat and plastic helmet
8 Disposable laser pistol 1d6 shots - fragile and poor quality
9 Quarterstaff and chest sports-plate safety vest
10 Light Crossbow, 20 bolts, battered plastic truncheon

also each explorer gets a merit badge and a prize
bonus badges will be issued when they come back
1 sharing is caring - dont waste food award + a bonus fruit pie and packet of fruit gums
2 purity patrol - Saving myself for marriage + sanitary spray and safe abstinence manual
3 loyalty royalty - report suspicious activity to your section leader + micro recorder
4 happiness patrol - morale office + box of party hats and streamers and packet of milk duds
5 Jesus Loves You  - keeping the faith + micro bible reader keyring
6 patriots First - keeping us safe + brochure on how to spot a communist and truncheon
7 fair play - fairest and best + knuckle duster and chocolate bar
8 safety first - always report accidents + radiation detector wrist band

The group also have a map of the Heavenly Haven Bunker Estate showing 4 small bunkers and one large - where the explorers come from. If they succeed in finding the parts, the bunker will be surprised, feed them and shelter them then send them on more errands. The bunker have no intention of letting them back in. The party might attempt a forced entry.

Local tribes will adopt them, they'll also meet other explorers and see many tribes folk in bunker jumpsuit remains. Eventually the party will go to King Beaver Island then a mainland city. I'm tempted to put bits of first few gamma world modules on their starting island also.

Tuesday, 9 October 2012

Gamma Stuff

a flier  i did for new game

My gamma world will be basically second edition with bits from all editions and metamorphosis alpha and any other game or film source i can steal from like aftermath or fallout. I also will make it a bit compatible with my DnD game as i might want to do a gamma tech and sorcery game in the future.

I will be doing cards for cryptic alliances and assigning some skills from this and the characters background.

My apocalypse will be a bit of a mystery but terms like the shadow years and the apocalypse war  and the necroplague abound. In part many factions developed the ability to destroy the world others worked on nanotech von-numan machines terraforming the remains and repopulating it with life forms. Labour was another common concern, thus robots, androids, uplifted animals, and some true breed species already existed at the endtime. Some places were never actually damaged and maintained pre apocalypse tech. They tend to be hidden and only deal with other civilized peoples

Basic Stats
PS physical strength - bonus all damage
DEX dexterity - bonus hit and AC
CON constitution - equals HD, resist mutagens, poison, radiation
MS resist mental domination and determination
INT alertness, observation, technological know how, knowledge
CHA befriending others and keeping followers

Skills: take any tag skills from tech level or species and INT bonus in extra exotic skills or weapon

Langauges
Language includes cultural knowledge, diplomacy, good manners, customs - you dont need more than speak common Layker or read ancient but others find their own tongue the most welcome

gamma world inhabitants all have Common (Layker Dialect) and their cryptic alliance language
newly awakened may have speak and write ancient instead but will learn common in play
animals all get read scent

Each Cryptic alliance has a secret spoken language
Many AIs and bases have their own machine languages

Read Ancient - everyone writes in this, some scholars claim ancients had other languages too
Speak Ancient - used by scholars and ancient recordings or freshly thawed out types
Speak Common - Layker is the regional trade language for all surrounding great lakes peoples
Speak Morlock - man eaters who sometimes deal with slaves, eloi speak ancient
Read Scents - can use and read species territorial marks and assess their age, health and rank
Read Graffiti - can use and read gang and species territorial visual tagging, read into local activity
Speak Lake Pirate - main source of lake crime

Most animal folk have their own languages these are most used
All were made by humans to be new world laborers for the great exodus from the bunkers
Speak Beaver - most common local language on King Beaver Island
Speak Rabbit - gun bunny bandits are everywhere under rule of their great fuzzy wuzzy khan
Speak Dog - dog men are common wherever humans are
Speak Ape - ape explorers and missionaries are common in trade towns
Speak Otter - otter folk work the waterways, using dumb giant kin as barges
Speak Newt - this race make fine slaves and their tales are good food
Speak Fish - lake fish met lingual agreements before humans, common of the underwater realm
Turtle, frog, crow, squirrel, rat, cat, weasel, gator, elk, hare, snake, bat and more

Tech Levels

Tech 0
Cannot use fire or make a vessel to hold water. Use simple clubs and rocks and sticks.

Tech I
Tribal age societies who live off the land and improvise tools from nature or salvage. They are wise in the ways of gamma world wilds. Tag Skills: Improvise Weapons, Tracking, Hunting, Foraging, Make Fire, Find Water. Weapons: Any four primitive improvised hunting weapons including short bow, javelin, dart, blowpipe, bolo, lasso, net, spear, hand axe, dagger, club, sling

Tech II

Archaic age mostly feudal village or town societies using swords, muskets and castles to defend farms. Tag Skills: Ride Beast, Blackpowder Use, Farming or Merchant and an archaic craft of choice (Blacksmith, Mining, Sailor, Cook, Gunsmith, Jeweler, etc) Weapon: any four archaic weapon including swords, pole arms, flails, daggers, crossbows, muskets, maces etc.

Tech III

Steampunk age mostly urban settlements using steam, windmills, internal combustion 1900 era tech. Tag Skills: Repair, electrics, hydraulics, mechanic, Ride or Drive (Car/Bicycle/Train/Airship/Wagon) Weapon: Two guns from pistol, rifle, shotgun, machine gun, SMG and one melee weapon such as dagger, club (gun butt strike), Spear (bayonet) or even sword

Tech IV

Atomic age, electronics, jets, computers, automated assembly plants, atomic arms and power. Tag Skills: operate computers, electronics, physics, chemistry, maths Weapons: Most have no weapon skills but are familiar with basic functions and principles of civilian weapons.

Tech V

Cyberpunk age, cybernetic and biological implants, vectored thrust, androids, moon base. Tag Skills: computers, pilot drone, robotics. Weapons: Most have no weapon skills but are familiar with basic functions and principles of civilian weapons.

Tech VI

Diamond age, nano based assembly, anti gravity, forcefeilds, teleporters, death rays, FTL Tag Skills and weapons: Decadent people of this age have no skills and have difficulty using levers, swinging weapons or basic survival without machines.

Basic human types
GM Humans - bio engineered supermen incapable of mutation or evolution. Leftovers from clone armies, corporate experiments and survivalist groups. They are highly organized and tight knit and incapable of breeding outside their own kind. Some have coloured skin to differentiate them, groups tend to look similar. Many other types are unimpressed by GM Human attitudes and claims of being the master race. GM humans follow organizational structures of the ancients - evidence of their unchanging nature. Khan in Star Trek is one. Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON & CHA, Mostly Tech III-IV, 1d8 HP/Con. Tag skills include: protocol, firearms, drive, first aid

Survivor Human
- human stock who have survived 200 years of bio-warfare and gamma hazzards. Evolution has made them resilient to mutation in play. Roll 2d6+6 for all stats in order. +3 CON, PS & MS Mostly tech I-IV, 1d8 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Baseline Human
- humans stock who have survived by being sealed in habitats or frozen from before the apocalypse. The cope poorly with mutagens and poisons. Useful for first characters. Many see them as a meal ticket to treasure also. Roll 8 lots of 3d6 pick best six any order. +3 INT & CHA Mostly tech V-VI 1d4 HP/Con. Tag skills include: operate computer, pharmacy, history

Eloi - hedonistic simpletons whos needs are cared for by machines or possibly morlocks. Many sell them as sex slaves. Roll 8 lots of 3d6 pick best six any order. +3 CON, CHA Mostly tech V-VI but Eloi are pretty ignorant. 1d6 HP/Con. Their Tag skills include: Drug Lore, Seduction, Artist (Sex), combat is unknown to them

Basic Mutant Types

Latent Mutant - a late blooming mutant who blooms into mutant-hood on first major exposure. Most live as humans but some live as freaks among their mutant kin. No mutations rolled till first in game exposure. Physical Mutations 1d4+1 Mental Mutations 1d4+1, Roll 3d6+6 for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Shadow Mutant -
a mutant able to pass as a human and live among them. Re-roll any starting obvious physical mutation. Have one hidden minor cosmetic mutation. Physical Mutations 1d4-1 Mental Mutations 1d4. Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol

Humanoid Mutant -
a typical mutant humanoid from a long line of mutants. The stock standard mutant also has 1d4+2 cosmetic mutations. Physical Mutations 1d4 Mental Mutations 1d3. Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d6 HP/Con. Tag skills include: survival, improvise weapons, taste poison, foraging, hunting, make fire, find water

Dominator
- a dominator is a psionic mutant who lives to enslave according to gamma lore. Some appearing normal infiltrate communities others control a band of drones. Dominators 1d3-1 cosmetic mutations. Physical Mutations 1d3-1 Mental Mutations 1d4+2. Roll 4d6 pick best 3 dice for all stats in order. +3 MS, INT, CHA. Mostly tech III-IV, 1d4 HP/Con. Tag skills include: Infiltration, hide, sneak, shadow, disguise, bluff, protocol

Abomination
- a hideous mutant monster not resembling a human anymore. Physical Mutations 1d6 Mental Mutations 1d3-1. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Sphynx -
a hideous mutation but with a human face and vocal abilities. Physical Mutations 1d4+1, Mental Mutations 1d3. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Chimera
- a mass of horrific shape shifting mutant flesh. Lives for base desires. Physical Mutations 1d4+2 Mental Mutations 1d3-1. Roll 4d6 pick best 3 dice for all physical stats and roll 3 dice for mental stats in order. Mostly tech 0, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Other Basic Types

Mutant Animal -
a formerly wild or feral animal has developed intelligence by some agent of the apocalypse. Some breed true for generations others are unique. They can mutate in play. Physical Mutations 1d4 Mental Mutations 1d3. Also species based abilities like bite, aquatic, senses, claws, horns). Roll 4d6 pick best 3 dice for all stats in order. Mostly tech 0-II, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Animen (Beatfolk)
- actualy pre apocalypse uplifted and human hybrids, created to replace missing humans after the apocalypse. They breed true and players may choose if they belong to a GM strain of beast folk and are thus incapable of mutation. Most have enhanced senses, natural weapons and +2AC.  Roll 4d6 pick best 3 dice for all stats in order. Mostly tech I-III, 1d8 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Apes  - bio engineered ape men bred to use as troops and basicly simular to GM humans. The dislike humans and lead animals against humans. Roll 4d6 pick best 3 dice for all stats in order. Then add +3 on PS, CON, Mostly Tech I-III, 1d8 HP/Con. Tag skills include: firearms, ride, first aid

Mutant Plant - a formerly experimental plant species has developed mobility and intelligence by some agent of the apocalypse. Many based on triffid or hybridized for locomotion and awareness. Most plants may feed on soil or eat normal food but once a week.  Some breed true for generations others are unique. They can mutate in play. Physical Mutations 1d4 Mental Mutations 1d4. Roll 3d6 eight time pick best 6 dice for all stats in order. Mostly tech 0-IV, 1d6 HP/Con. Tag skills include: survival, taste poison, foraging, hunting, find water

Artificial Synthetic life forms
Robots -
machines built to serve humans, form = function
Android -
expendable humanoid bioplastic machines - worker 1d6, thinker 1d4 and warrior 1d8
Replicant -
human looking androids for pleasure, companionship or espionage 4 year lifespan
Cyborg -
human with cybertech implants, bio-engineered organs and reinforced structure
BioAug -
biologicaly augmented weapons system implants and bio-engineered organs
AI -
artificial intelligence may operate remote or jack into robot body or vehicle
Brain -
brain in a jar may operate remote or jack into robot body or vehicle

Undead

nanite necrovirus infection from space
Zombie - slow stupid undead
Ghoul - fast psychotic hungry undead
Vampire - alien intellects spawned from the stars taken a human body

Truebreed Mutants 

strains of true-breed mutants
Morlock
Sasquatch
Dwarves
Giants

Monday, 8 October 2012

Gamma Cryptic Alliances





































More Michal Dutkiewicz art

DnD has had trouble running last few week - some of us have new shifts and other stuff but hop to be running soon. My Urchin books game of cthulhu has requested i run a post apocalypse game so Im planning gamma world 2nd edition with some of my add ons.

Dug up my list of gamma cryptic alliances stolen from every source possible

Rolling for players:
Roll up to three times to pick one - the ones you dont pick are traditional enemies instead. This would work if you were the wrong species for a society. If you dont like any you are an outcaste with 3 enemy groups. Another option for veteran players is roll 1d10 for type and pick specific group.

Format:
name
Member stock, tech, location, encounter attitude, Tag Skill
eg
GM Human, Stone Age, Village, common, pacifist
Standard Human, Archaic, town, uncommon, friendly
Mutant Human, Pre-steam, city, rare, cautious
Mutant Animal, Pre-Atomic, fortress, very rare, hostile
Synthetic, Pre-Nanotech, outpost, very common, paranoid
Hybrid Species, Apocolypse, lab, unique, beserk

Type 1d10
1 Idealists
2-3 Conquerors
4-8 Builders
9-10 Destroyers

 
Idealists
- Religious and Philosophical Groups d100
01-10 Healers (White Hand)
11-15 Radioactivists (Radnics)
16-25 Seekers (New Dawn)
26-30 Friends of Justice (Crusaders)
31-35 Knights of Avalon (Gamma Knights)
36-38 Earth Mothers (Pandorans)
39-40 Postal Service (Eagle runners)
41-43 Mary Janes (Shaggies) 

 44-60 New Tribes (various local tribes)  
61 Illuminati (Spooks) 62-65 Mystics (Aquarians)  
66 Conspiracy Theorists (Freaks) 66-70 The Glowing Lord (Radiants)  
71-75 Those Who Wait (Listeners)
76-80 Sons of the Second Coming (Reborn)
81-100 Pick one or reroll or make your own cult


Conquerors - Empire Builders and Strongmen d100
01-15 The Ranks of the Fit (Bonapartists)
16-25 Knights of Genetic Purity (KGP) 

 26-30 Army of the Deep (Trident)  
31-35 Empire of the Sun (Sun-mecha)
36-45 Bloodlords (Talons) 

 46-59 New Republic (Presidents) 
60-69 Overlords  (Brutes) 
 70-79 Ape Empire (Apelords) 
80-95Peace Brigade (Cops)  
96-100 Black Templars (Brotherhood)

Builders - Survivalists and Hoarders d100
01-02 Servants of the eye (Archivists)
03 Thinkers (Seers)
04 Programmers  (Followers of the voice)

05-09 Restorationists (Fixers)
10-12 Searchers of the new Dawn (Searchers)
13 Voyagers (Spacers) 14-20 Roadclans (Riders or truckers)
21 Foundationists (Doomsayers)

22-26Vault Lords (Overlords)
27-29 Corporation (Merchants)
30-31 Cogsmen (Tinkers)
32 Morrow Project (Saviors)
33-34 Sailors Brotherhood (Shipmen)
33 Communists (Reds)
34 Skyrunners (Airmen) 35-38 Rubble Runners (Looters)39 Greenfist (Wildchildren)
40 Underworlders (Dwellers in darkness) 41-43 Rangers (Starlawmen)

44-46 Sparksmen (Fuelers) 47-50 Alpha Complex (Citizens)
51 Icemen (Frozen Chosen)
51-54 The Mob (Syndicate)
55 Nautilus club (Adventure club)

56-60 Breeders (Mothers)
61-70 Vault Dwellers (Newbs)
71-74 Romantics (Squares)
75-77 Herd-beast (Battle Cattle)
78-79 Femme Fatale (Black Widows)
80 Sisterhood of the Sword (Sisterhood)
81-86 City Builders (Various cities)
87 The Jolly Green Giants (Vegetons)
88-90 Motorheads (Road Ragers)
91-94 Librarians (Historians)
95 The Bureau (Men in Black)
96-98 Mechanics (Machine shaman)
99-100 Wanderers (Gamma Hobos)


Destroyers - Separatists and Slayers d100
01-05 Friends of Entropy (Red Death)
06-10 The Iron Society (Mutationists)
11 Mind Warriors (Brainlords)
12-15 Zoopremists (Animal Liberation Front)
16 Spoilsports (Black Rogues)
17 Cyborgs (Legion of Gold)
18-25 Road Gangs (Various)
26 Frankenstein Destroyers (Razors)
27-28 Monster Hunters (Blood Sporters)
29-35 Mutant Hunters (Inquisition)
36-38 Fist of God - (Gods Killers)
39 Hunters Club for Men (Shooters)
40 Night People (Feinds)
41-50 Slavers (Slave Lords)
51-55 Cannibals (Sons of Kane)
56-58 Corn People (Rednex)
59 Confederates Knights (Clansmen)
60 Six fingered hand (Devils Mutants)
61-70 New Gladiators (Sports)
71 Plaguelords (Flayed Lords)
72 Satanist (Devil Spawn)
73 The Created (Machinists)
74-78 Gun Nuns – (Blood Sisters) 

79-82 Dust Devils  (Sandmen)
83 Assassins (Wizards of hidden mountain)
84 Sons of the Panther (Brotherhood)
85 New Spartans (Clone Warriors)
86-87 Tree People (Green Fang)
88 The Swarm (Bugz)
89-91 Headhunters (Scalpers)
92-93 Animal Friends (Furverts)
94 Aryan Nation (Stormtroopers)
95 Saurains (Lizard men)

96-00 Cthulhu Cult (Dagon's Sons)

Idealists - Religious and Philosophical Groups

Primarily concerned with ethics, the best way to live and ideals beyond the material world. May have members in other communities or groups and may operate own villages within an empire or hiding out. These organizations operate cooperatively and may still tolerate non believers.

Healers (White Hand) – Medics
Any Any Any Uncommon Pacifistic Tag Skill: First Aid
Healers most often encountered as wandering healers who do their best to help as many as they can for free. While some abuser or try to enslave them – many from gratitude help them. Even many violent groups will not harm a healer. They believe in love and its power to heal the apocalypse. They live like monks – some running hospitals others wandering and helping.

Radioactivists (Radnics) - Worship divine glow of radioactives
Mutants Pre-Atomic Wasteland Common Cautious  Tag Skill: Sense Radiation
Radioactivists worship the divine glow of the atom exposing themselves to mutagens and chemicals and poisons to illuminate themselves as the divine glow intended. Some dwell in temples other are wandering friars. The church of the atom treasure mutagens, bio warfare devices and atomic waste as holy. Normal humans are seen as naive and stunted. GM humans are cursed forever.

Seekers (New Dawn) - Build a cooperative natural new order without advanced tech
Any Organic Pre-Steam Village Uncommon Wary  Tag Skill: Farming
Seekers generally live simple low tech lives of righteousness on farms keeping to themselves. They are peaceful and tolerant but hide from outsiders who might disturb or harm them. They may choose some to join them and others will be taken care of behind the barn. Sometimes you meet them with a wagon of grain or taking organ-swine to market. Black powder weapons are their choice but they may uncover stockpiles others when threatened. Some dress as Puritans or Quakers.

Friends of Justice (Crusaders) – Superheroes
Any Any Fortress or Ruins Rare Friendly  Tag Skill: Law
These beings have been chosen by extraordinary powers just like heroes before the apocalypse to fight for truth and justice. Some are very effective protectors some die fairly quickly. Anyone with skills, who submits to the hero oath and has the might to survive is welcome to join as a hero. Artist members record and tell of their deeds with crude picture stories and figurines which are collected by fans across the wasteland. Fan rank members are very common and some control shrines to the heroes of the ancients. Cult heroes wear colourful uniforms

Knights of Avalon (Gamma Knights) - Feudal lords of benevolent chivalry
Any Male Archaic Fortress Rare Cautious  Tag Skill: Protocol (Chivalry)
These village champion knights form kingdoms and defend them according to the code of chivalry. They only believe in magic not science and speak a strange dialect from early vid cults. They may have variant rules in various kingdoms and practice ritualized but harmless combat which keeps their people well trained. They all follow the code of Albion where Arthur has awoken and rules forever.

Earth Mothers (Pandorans) – New age pagan matriarchs prone to frenzied fits of violence.
Any Archaic Village Uncommon Berserk/Friendly  Tag Skill: Drug Lore
While preaching love and tolerance the mothers are cruel and vindictive to any who earn they're scorn. You could meet them celebrating in the forest and get along fine without offending them. Then set them off on a ritual murder spree in a flash. Most are just wary of them except the groups they believe are part right. Common members are harmless but seasonal rites may set off mobs in a Dionysian frenzy. Heads of enemies are valuable to them. Highest ranking cult males are consorts or assassins.

Postal Service (runner) – Deliver news, preach everything is getting better
Any Pre-Cybertech Any Uncommon Pacifist  Tag Skill: Scout
Postmen deliver mail and news and hope and most leave them alone. Most communities appreciate news except cults and warlords.

Mary Janes
(Shaggies) - Intelligent dope plants and followers, friendly, lazy bums
Any Pre-Cybertech Village Uncommon Friendly  Tag Skill: Drug Lore
A cult where human animal mutant and plants all share oneness through natural drugs and medicine. While some trade occasionally with them others fear they corrupt local youth and start a lynch mob. They help anyone with food and drugs if they can. Talking drug plants and fungus and spreading their seed nation wide are held in high esteem. The fungus version of the cult is often subterranean. Many are nudists.

New Tribes (various local tribes) - Gone native and shun tech in favor traditional tribes life style
Any Primitive Village Common Hostile Tag Skill: Protocol (Tribal)
Descendants of long lost tribals and other who went feral. Most have ritualized life with own dialect and little dealing with outsiders. These include about 30% of all persons. Every tribe has own dress, speech, codes and taboos. While they have frequent skirmishes with each other they hate civilized encroachment on their land more. They view all as magic warning of machine spirits of the ancients. Slaves may use tech for them. They also steal children and accept runaways into their ranks to make up for their ever threatened numbers. Some are all mutant, or all animal. Those that don’t accept certain types at least acknowledge other beings place in the world.

Illuminati (Spooks) – more power for the strong, slavery for the weak
Any Pre-Nanotech City Rare Paranoid  Tag Skill: Conspiracy Theory
They claim all is going to plan and they control everything and did before the apocalypse. Practice corruption blackmail and cult rituals in secret to make invisible strings. They spend most of their time infighting and betraying each other. Many wear pre war freemasonry and sillier regalia from the ancients like judge wigs and toilet brushes. Different sects offer different great schemes and outlandish plots. Murder any who betray or expose them.

Mystics (Sun Cildren) – cosmic new agers dwelling in the new era
Any Pre-Nanotech Village Uncommon Pacifist  Tag Skill: Drug Lore
Psychedelic children of tomorrow using alternative medicine and power and organic food. From naive who all die in the waste land to organized armed communes with fortifications. Different groups may have decisive oligarchs or squabbling assemblies. Many are peaceful farmers and fairly tolerant. Some follow the caveman way others operate university arcologies hidden by force domes. Land yachts, bicycles and solar power are often used by them.

Conspiracy Theorists (Freaks) – lonely prophets preach every wrong is a deliberate plot
Any Pre-Nanotech City Rare Paranoid  Tag Skill: Conspiracy Theory
Always alert for Illuminati and ufo sightings – they protect their communities wether they are wanted or not. Some are competent debunkers and exposers of truths. Others are madmen who carry doomsday signs and earn charity from locals to leave them alone.

The Glowing Lord (Radiants) – Words of a mutant seer whos maxims are spread by preachers
Any Pre-Cybertech Any Uncommon Pacifist  Tag Skill: First Aid
The simplistic maxims of a mutant messiah. His cultists risk all to spread the word. New naive followers keep adopting this creed and coming from somewhere. A strange mixture of Healers and Radioactivists. Superficial and masochistic and less actually helpful. Many are suspicious of this cult and keep their children away from them. Many are cruel and mistreat them, their mutilated bodies litter roadsides.

Those Who Wait (Listeners) - Alien and space contact cult, search for aliens among us
Any Any City or wasteland Rare Pacifist  Tag Skill: Radio
A dedicated team who seek to travel into space and contact any aliens found there. While not exited by lost human colonies they still document any signals from beyond in case of aliens. Interested in any scientific discoveries in aerospace field or possible black vaults with proof of aliens. Many phenomena and tech items are really alien design they teach.

Sons of the Second Coming
(Reborn) Jesus is back for all humans, mutants and even talking animals
Any Pre-Steam Village Common Friendly  Tag Skill: First Aid
Jesus is back - spread the word - I love you. With his new pals various talking plants animals and mutants he’s here to save us all. Yay! They dislike followers of glowing lord their rivals who they see as a deceiver. A few are pacifistic victims others can be very aggressive if threatened. Heavier armed sects are more paranoid and defend pilgrims. Certainly don’t always appear as weak or soft. Very diverse genotypes make them popular. All are equal to the new messiah.

Conquerors - Empire Builders and Strongmen

Occupied with conquest and plunder by violent force and the capture of goods and strongholds. They guard their territory, taxing and terrorizing all. They are interested in social orders backed by force and keeping power and luxury in the hands of the elite.

The Ranks of the Fit (Bonapartists) - Militant Animal Empire builders
Animals Pre-Atomic City Common Aggressive  Tag Skill: Beast Lore
An army of ex animal slaves liberated and loose. Their genius bear leader has a fanatical loyalty from his people and has brilliant battlefield tactics. They do not want to exterminate mankind – but only animals have government or command positions. Other than this, humans can expect better justice than in most human dominated lands.

Knights of Genetic Purity (Purists) - Militant racial supremacist survivalists
GM Human Pre-Cyber City Common Wary  Tag Skill: Find Mutant
The knights are on a quest to purge aberrant DNA from humanity keeping Homo Sapiens Superior the dominant species. Mostly led by GM humans the knights mostly suffer from depleted numbers so have included animal tribes in their empire – kidnapping and breeding dog-men and other breeds as slave troops. Their fanaticism, weapons and occasional high tech have served them again and again.

Army of the Deep (Trident) - Maritime empire builders
Any Pre-Cyber City Uncommon Aggressive  Tag Skill: Hold Breath or swim
Aquatic mutants, animals and sea dwelling humans based in a half submerged Aqua-city dome. They have dominated trade and piracy and now invade up river and are taking swamps and building bases.

Empire of the Sun (Mecha) - Battlesuit pacific empire builders
GM Human Pre-Atomic City Rare Hostile  Tag Skill: Robotics
An empire controlling Japan and Hawaii and some pacific islands . They have advanced weapons, rob and transport and are clearly scouting local territory with their bizarre shape shifting vehicles and robots.

Bloodlords (Talons) - Cryonic dictator and bloodthirsty emperor
Any Male Pre-Cyber City or Vault Uncommon Aggressive  Tag Skill: Track
A pre GM human awakens every decade to give new orders to his fanatic band. Their savage warlords always seek weapons and scientists to build for them. Women are for sport and breeding and nothing else but cattle. Strange breeding programs, cyborgs and generations of scientists have served this faction. Recently use pig-men clones to battle and serve them.

New Republic (Presidents) - Democratic but warmongering empire builders
Any Pre-Cyber City Common Wary  Tag Skill: Law
The republic claims authority and taxation and promises to protect all, but they let people down a lot with their claims to legitimacy. Their troops tend to be inexperienced, scared and trigger happy. The president preaches peace but famine and war have gripped the republic since the beginning.

Overlords  (Brutes) – Brotherhood of bandit chiefs who dominate their region as robbers
Any Pre-Atomic Town Common Aggressive  Tag Skill: Track
Overlords are a group of warlords united against do-gooders and freedom spreading trouble makers. Leaders are voted for with bribes, threats and worse to be standard practice. Once the initial enemy was crushed the overlords kept cooperating and developed a joint capitol for sport and intrigue. While all seek the supreme power the system has worked. Now the overlords raid and attack any on their borders.

Apes Empire - Devolved humans and mutant apes who blame humans and make them slaves
Animals (apes) Pre-Atomic City Uncommon Hostile  Tag Skill: Human Lore
Apes have had enough and have unified to stop humanity. They will tolerate slaves but no man may look on an ape or speak unless spoken to or strike an ape. Apes study human tech and culture and become more like it every generation. Some neuter and render humans mute or lobotomize them. Apes battle many human and mutant groups but tolerate retro evolved humans and any animal or plant. Machines are as bad as humans or worse. Ape scientists study human evil and report as science to other animals. Heavily armed ape cavalry is terrifying. They preach man and ape lived together but apes were in space before man, so man made the apocalypse.

Peace Brigade (Cops) - fight for peace, wall builders, may charge food and ammo
Any Pre-Atomic Town Common Wary  Tag Skill: Law
Peace brigade act as lawmen and militia in many towns even forming armies in cases. They may act as the military of another faction run state. They often defend healers, postal, merchants and bringers of civilization. Any village forming a chapter will receive support from their local groups. They also run prisons. At times they may demand food, water and ammo for their expenses – but this is better than being eaten by Satanists.

Black Templars (Brotherhood) - corrupt merchant warrior monks who act as banks and landowners
Any Pre-Atomic Fortress Uncommon Wary  Tag Skill: Law
These knight monks appear to be a civilizing force but they charge tax for their help and run elaborate banking debt schemes. They control fortified towers and have come to control plots of land. They can amass a horde of motorcycling scum and beast men to ravage “wayward lands”.  Robber barons and knights are often Templars. They are happy to use any weapons or armour and not against anything that works. Spies and agents and merchants of the black temple are in many communities hidden away. Some say they were a biker gang or a corporation intelligence agency before the apocalypse others claim then to be an evil entity worshiping cult dating into history. 

Builders - Survivalists and Hoarders
These groups have strong links with the past and are interested in material goods of the ancients and their safe storage for the group’s ultimate purpose. Many aim to create a new society based around their goods. Communal living and idealism make these groups work. Most just want a community and to settle to their purpose unmolested.

Archivists (servants of the eye) - templars of old tech – but worship more than use
Any Pre-Atomic City Common Cautious  Tag Skill: Ancient Lore
These priests hoard and enshrine tech in underground temples and vaults. They tend to not use or study the tech just worship it. They may use in a crisis but generally it is sacred and its holy mysteries not for heathens. The greatly revere robots and AIs as gods but are just as happy if they don’t work.

Thinkers (Seers) – teachers of free will, reason and cooperation
Any Pre-Nano City Common Wary  Tag Skill: Philosophy
These philosophers spread reason and educate the people in the use of logic, rhetoric, ethics and other fields. They preach cooperation, problem solving and are often called on as judges or speakers in trials. Most people see them a fair and objective or at least well intended. They meet to argue - the best start schools and advise heads of state.

Followers of the voice (Programmers) - programmer priests of A.I.s
Any Pre-Nano City Uncommon Cautious  Tag Skill: operate computer
These are a mix of Archivists who activated and follow an AI or in some cases the descendants of the pre apocalypse programmers.  Different AIs have different strategies. Human followers are only as wicked as their god and he absolves them. Many travel the land seeking AIs to reactivate or bring into the fold or quest for parts. Collossus, Guardian or just "the Computer" (there is only true one!) are some of the more powerful AIs ruling multiple complexes of humans.

Restorationists (Fixers) - Seek to rebuild lost past
Any Pre-Cyber City Common Cautious  Tag Skill: Ancient Lore
Restorationists seek to rebuild the past as it was, a utopia where men were perfect and godlike. While not racist per se, GM humans are deemed the original unspoiled man the original state. But they see no need to hasten death if it does not actively stop them rebuilding the broken world. The seek tech, study it and learn, using its benefits for all peoples. They believe in trade and urban society and education too. They hate archivists who hoard tech like gods or for personal gain.

Searchers of the new Dawn (Searchers) – idealistic and progressive
Human Pre-Atomic Fortress Rare Paranoid  Tag Skill: Ancient Lore
Searchers have given up on the past and seek a new order where all intelligent life is valued and technology will not only be restored but move forward.  Searchers stockpile and study relics while other groups build and defend bunkers. The ancients were wicked and deluded and did things wrong so we must be careful picking what science we make available. They are suspicious of those who worship the ancients, reject progress, persecute species or other backwardness. Many religious and backward thinkers don’t like them either so their way has had trouble spreading.

Voyagers (Spacefarers) - Wanabee space traveling monks
Any Pre-Nano Lab Rare Pacifist  Tag Skill: Rocketry
These seek control of remnants of the ancient space program, star ports, fuel, facilities. They seek control of lost orbitals, moon bases, war sats, orbital missiles and more. Often benignly seek learning for its own sake. They believe there could even be a colony ship still in space but are not so keenly interested in aliens like those who wait. They are supported by some nations and have easily re-created V2 technology with some secret space projects they run from bunkers and observatories. Occasionally earn sponsorship with rocket artillery, radio, radar and explosives know-how.

Roadclans (Riders or truckers) – Nomad clans acting as merchants, herders and mercs
Any Pre-Cyber Town Common Cautious  Tag Skill: Drive bike or car or other
These clans travel in convoys with vehicles from mules to wagons to steam locomotives or other ancient travel forms. The best have fleets of off road military vehicles armed to the teeth. Some are welcome traders others are hostile raiders fleeing some worse threat or just looking for fun.

Foundationists
(Doomsayers) – We aint seen nothing yet- build and horde for the coming apocalypse
Any Pre-Apocalypse Vault Uncommon Paranoid  Tag Skill: Quartermaster
That apocalypse was easy, we must be ready for the next one and occupy bunkers, and be ready for the next cataclysm. Eventually we will rule the world because we were ready. A little nudge might be needed so any ancient tech to tilt the balance helps us.

Bunker Lords (Overlords) – Cryonic rich who set up armed enclaves for the elites
Human  Pre-Apocalypse Vault Rare Paranoid  Tag Skill: repair
Various bunkers from ancient times survived – some stayed isolated or used spys only to deal with surface and some became hubs of larger towns some became degenerate cults even devolving into morlocks or ghouls. Different vaults had different functions and provisions but most developed a unfair hierarchy which in the worst are degenerate inbred albinos or even vampires. Vaults may trade but vault lords control information and goods to and from the outside. Vault lords don’t call themselves that name preferring overseers. Many vaults were built by the greediest who hoped to outlast the world. Others were military, scientific or government or corporate. The cheapest mass housing city vaults were cruelest. One of the main vault contractors offered lottery tickets and used winners as test subjects in experimental vaults. Private vaults could be quite unique depending on the builder. Sometimes an AI is the ruler.

Corporation (Merchants) – capitalists merchants trying to reestablish paper currency and economics
Any Pre-Cyber City Common Cautious  Tag Skill: merchant
Merchants and traders association who operate and defend market places and gateways and crossroads and cities everywhere. Merchants keep fair prices and weights and measures and mark roads and operate taverns to stay in and gossip. Each corporation may have an owner or a board of directors and workers are contracted employees or shareholders. Some operate their own currencies or own slaves.

Cogsmen (Tinkers) - Traveling tinker clans – offer repairs and trade – all hail the cog
Any Pre-Cyber Town Common Cautious  Tag Skill: repair
Cogsmen rebuild what people use understanding the machine spirits and the way of steel. Some are gypsy repairmen or blacksmiths; others operate steam power and industrial machinery.  Some are mechanic friars who run workshop monasteries. Some may employ surprising lost or rediscovered tech. More interested in helping than just archeology.

Morrow Project (Saviors) - Survivalists with hidden bases – well intentioned
Human Pre-Apocalypse Vault Rare Wary  Tag Skill: radio
A millionaire created the project – private hidden bunkers of frozen scientists explorers and soldiers ready to rebuild the world. Most got the timing wrong and new groups emerge and assimilate into local populations when they realize how wrong it went. Others dedicate themselves to aiding survivors and destroying conquerors.

Sailors Brotherhood (Shipmen) – Aquatic nomads who trade by sea and waterways
Any Pre-Atomic Town Common Cautious  Tag Skill: Navigate
Boat nomads and sailors who trade and travel waterways. Empire builders of the sea ways have slowed them down recently but they were the first to map the new coastline. It takes bravery to face storms, sea volcanoes, monsters, fish folk, giant clams and squid and worse.They in some places may be linked to piracy.

Communists (Reds) – Communal states often include mutants – seize all goods for the people
Any Pre-Cyber City Uncommon Paranoid  Tag Skill: Interrogation
Communists promise to never bring about an apocalypse and to provide minimal basic needs for all. Egalitarian and authoritarian. Consist often of mutants living up to the post apocalypse cliché. Blame everything on evil corporations and imperialists. Peace bread and land for all, but now we must fight and sacrifice. May settle a commune usually quite industrious and a massive propaganda machine of commissars. Computer controlled complexes must be smashed especially if not communist.

Skyrunners (Airmen) – Sky nomads, explorers – dwell in inaccessible mountain tops
Any Pre-Atomic Town Rare Paranoid  Tag Skill: Pilot (Craft) or ride (animal)
Operate basic flying devices from kites to gliders balloons to powered aircraft. May settle in inaccessible locations in hiding. May work as scouts and messengers for others as trade. They treasure aircraft relics of any kind.

Rubble Runners (Looters) - Packrat tech prospectors who jealously guard their claims
Any Pre-Cyber Ruins Common Hostile  Tag Skill: Prospecting
Miners guild of relic hunters who glean from the atomic rubble fields of the ancients. Work together for defense and on large sites. May be forced to pay tax to warlords and gangs for picking rights. Miners may hire other to get rid of critters and claim jumpers and robbers. They usually will give tips to locations too dangerous for them for free. Rubble runners buy or find children to work the heaps.

Greenfist (wildchildren) - protect nature from dark tech – promote clean tech
Any Pre-Atomic Town Uncommon Pacifist  Tag Skill: Nature Lore
Love animals, plants and wild. Nature needs defense from humankind and many humans agree as the apocalypse is there fault. Animals plants and mutants all fight to protect native life and the wilderness. They designate areas as heritage or species as endangered and kill any who break their law.

Underworlders
(Dwellers in darkness) - Underworld tribes folk who avoid surface
Any Pre-Cyber Subterranean Uncommon Paranoid  Tag Skill: Blind Fighting
For those cave and tunnel dwellers who don’t become undead or morlocks become part of the nocturnal underworlds. Many are hated or hunted or shunned but the underworlders aid each other and meet in secret places to trade feed or plan. Generally hide from commoners and dislike them. They also deal with undead, monsters and beings people would normally shun.

Rangers (Star Lords) - Lawmen - sometimes unwanted vigilantes
Any Pre-Atomic Town Uncommon Hostile  Tag Skill: Law
Rangers and their deputies defend small towns from criminals and monsters. Some are called for or elected, some are sponsored by rich or traders. A few just appear and start. Most keep basic order a few are corrupt or torture outsiders. A few roam wasteland killing scum. Best to show them respect and keep moving.

Fuelers (Sparksmen) - Cult who mine coal, dig oil and produce power for profit
Any Pre-Atomic Town Uncommon Wary  Tag Skill: Brew Fuel
Fuelers produce fuel for power or vehicles by mining or even bio fuels or rendered animal fat.  They can defend themselves from road gangs and slavers and pay mercs with fuel. Fuelers also may collect radioactive waste and fuel cells. They operate rechargers for power cells. They prefer dirty fuel but do what is cheapest and easiest. Some groups collect any bio matter and convert to fuel attracting hatred from others.

Alpha Complex (Citizens) – AI mad god operates vaults full of idiot clones
GM Human Pre-Nano Vault Rare Paranoid Tag Skill: Protocol (Alpha Complex)
AI bug in several arcologies made a paranoid irrational slave state of oppressed clones. Each believes it is the last true alpha complex and hates all others as well as communists and mutants.

Icemen (Frozen Chosen) – Cryonics cult of world conquerors
Human Pre-Apocalypse Vault Rare Paranoid  Tag Skill: Conspiracy Theory
Only the frozen should rule and rebuild. They know the true way to restoring the land. Many agents awaken once a decade to spy on a community then return to hibernation.  They are frequently out of touch and uncaring. They use miracles to dupe ignorant outsiders into believing they are special and follow the cult.

The Mob (Syndicate) – Support corruption, intimidation and greed and operate many enclaves
Any Pre-Apocolypse City Common Hostile  Tag Skill: Streetwise
Organized crime kept several cities together and took over administration. The syndicate controls crime, government, business and cheap thugs aplenty. Specialists in black goods.

Nautilus club (Adventure club) – High tech aquatic survivalists
Any Pre-Apocalypse City Very Rare Paranoid  Tag Skill: Pilot Submarine or Scuba
A rich explorer club before the bomb, with global facilities which operates a small advanced elite who watch the world go by. They sometimes intervene but wish to remain a secret. Many of their instalations have gone degenerate from lack of purpose.

Breeders (Mothers) - Pro family and re-populating areas, some practice eugenics also
Any Pre-Atomic Town Uncommon Wary  Tag Skill: Midwifery
Breeders dedicate themselves to reproduction and building a community to make babies. Safety and aplenty at any cost. Men do most of the fighting and exploring leaving women safely having babies. Make best midwives, wet-nurses and childcare in the aftermath.

Vault Dwellers (Newbs) – Corporate operated bunker vault network
GM Human Pre-Apocalypse Vault Very Rare Paranoid  Tag Skill: Repair
Many smaller vaults were less authoritarian and more democratic. While some stayed hidden or used agents to deal with world in secret others opened the doors and became centres of new cities. Vault dwellers are usually helpful but a bit freaked out by the outside world. Many assimilate once separate to some other group. Many feel romantic and fuzzy about vault dwellers, others resent them like dumb spoiled kids.

Romantics (Squares) – preserve pop culture religion and everyday life
Any Pre-Atomic City Uncommon Friendly  Tag Skill: Ancient Lore
Restoring the world is too big a task. Collecting ancient pop culture relics of the ancient religion is more easy and fun. Star trek, Ramones, Baseball, Christmas, Mc Donalds and all the rich spiritual culture of the wise ancients is yours to plunder. Romantics are harmless eccentric cultists who devote themselves to emulating and collecting ephemera from the past.  Each group is obsessed with some other object and has swap meets of their holy relics. Many reproduce whole streets to be faithful to a era or tv show. Sesame street is a famous mutant ghetto.

Herd-beast (Battle Cattle) – Animal herbivore hordes who have united vegetarians into nomad tribes
Any Vegetarian Pre-Steam Town Common Wary  Tag Skill: Beast Lore
Vegetarian animals of all kinds are accepted and humans are tolerated if they confess their wickedness and never eat meat again. Sentient plants are a philosophical problem. Herd beast defend the herd and warn all of danger. Herd beast protect their plains and destroy threats if possible. Some Herd beast dream of the magical gates of Arbot-Aar where they will be reborn without pain after gorging in the heavenly feedlots.

Femme Fatale (Black Widows)–working within to promote female interests
Women Pre-Atomic City Common Paranoid  Tag Skill: Protocol
These women operate within communities – working as administrators, doctors, midwives and prostitutes for years before playing their hand and promoting women to seniority. They act in secret and even when victorious will not expose themselves until absolutely secure. They will work with other women’s groups.

Sisterhood of the Sword (Sisterhood) - Militant feminists who operate armed matriarchies
Women Pre-Atomic Fort Common Wary  Tag Skill: Fast draw sword
The sisters are heavily armed military order that defend women and children providing them with safety and comfort unless a male of puberty. They worship past sisters as saints and often come to the aid of communities threatened by males.

City Builders (Various cities) – Build walls, domes and seal selves from the common rabble outside
Any Pre-Apocalypse City Common Paranoid  Tag Skill: Repair
Some city builders are just getting started while others have gone on to isolate large territories and even support advanced people in overcrowded city domes. Often the poor dwell in horrible slums while elite live in luxury towers. Cities may vary in style and many trade via high altitude airships. They are distant and selfish to outsiders.

The Jolly Green Giants (Vegetons)– United vegetation for a new dawn of plants
Plants Pre-Steam Town Common Friendly  Tag Skill: Plant Lore
Plants are here to repair the earth and establish a new ecology. Meat beings have their place – all will have soil, water and nutrient. So as not to repeat the past, plants are willing to use human tech where possible if it helps. Some plants have even taken their own ag-domes and have the robots protect them from animals. Plants are idealistic and jolly offering the cornucopia of their divinity to all. They will reluctantly battle evil plants if they must to showall plants are not the same.

Motorheads (Road Ragers) - Repair roads and advocate cars for all
Any Atomic City or Wasteland Uncommon Wary  Tag Skill: Drive car or bike
Motorheads, build, race and fight in vehicles – motorbikes, cars and others for sport and for war. Car-warriors from advanced citied sometimes roam the wasteland looking for trouble.  Highly competitive gangs battle for turf and terrify locals. They make walking people their slaves and make them build roads or gather fuel.

Librarians (Historians) - Spreaders of literacy and knowledge
Any Pre-Steam Town Common Berserk  Tag Skill: Research
Free knowledge for all. Teachers and keepers of books. Spread wisdom and research new knowledge. Academics of the wasteland who copy books and teach the young. In some places their knowledge makes them wizards. Objective wise men for the most part. They fight ignorance and seek the truth for all.

The Bureau (Men in Black) - Vigilante law enforcers
Any Pre-Steam Town Common Berserk  Tag Skill: Law
A group claiming government backing and continues existence to the shadow years. They identify and exterminate warlords, troublemakers, seekers of best left forgotten secrets and other jobs protecting the citizens of the scorched earth. They fund their cause by robbing criminals and dealing in contraband goods.

Mechanics (Machine shaman)
Any Pre-Atomic Any Uncommon Wary  Tag Skill: Nature Lore
The old blood mechanics who repair and maintain technology in harmony with nature. They advise communities on interacting with the new natural order. The protect game from extinction and nature from over exploitation. Dwell in garages with vehicles, steam, thermal and hydro power plants. A communities water refinery and power supply may be operated by them. May try to reclaim sourlands.

Wanderers (Gamma Hobos)– Thieving nomads who steal chickens, children anything
Any Pre-Atomic Camp Common Hostile  Tag Skill:Tag Skill: Survival
Shell-shocked wanderers who just keep moving from the worlds horrors and cannot find a home.

Destroyers - Separatists and Slayers
These groups are more concerned with killing, cleansing and vengeance than any of the above needs. Killing and robbing enemies with no thoughts for consequences is their usual plan.

Friends of Entropy (Red Death) - Nomads who destroy everything for fun
Any Pre-Steam Town Common Berserk  Tag Skill: Track
Worship the forces of apocalypse the gods of chaos and entopy. Only weapons are valued and possibly vehicles to help wage war on life. Slavery and murder and poisoning wells and burning houses is the way.

The Iron Society (Mutationists) - Destroy all non mutant life
Mutant Pre-Steam Town Common Hostile Tag Skill: Sense Radiation
Only mutant life is fit, non mutants are inferior and deserve control or extermination. GM Humans without possibility for mutation will doom the human gene pool more than mutants will. Even technology is second rate to mutations.

Mind Warriors (Brainlords) – Mental supremists
Any smart enough Pre-Nano Lab Uncommon Wary  Tag Skill: Psionic Lore
Mental power and charisma are the only things that matter. Mental warriors prefer mind powers and count non psychic powered beings as backward and mere slave toys.

Zoopremists (Animal Liberation Front) – Animal lib terrorist anti-human
Animals Pre-Steam Town Common Aggressive Tag Skill: Human Lore
Humans are oppressors and must die or be slaves. Humans must die for breaking the world and using black science.

Spoilsports (Black Rogues) - Military dirty commando cult
Human Pre-Atomic Fortress Very Rare Beserk  Tag Skill: Brawling
Long lost special black op unit awaiting the code signal to send them to the lost base. Famed dirty fighters.

Cyborgs (Legion of Gold) – Cybernetic hybrids looking for bodies and parts
Any Cybertech Fortress Common Aggressive  Tag Skill: Repair
Remove flesh and serve the machine, convert others to the cause.  Find more batteries. Live forever and travel the stars with the machines when earth is long dead.

Bikers Gangs (Various) – nomadic mercs and roving looters
Any Pre-Atomic Village Common Berserk  Tag Skill: Drive bike

Various bike riding gangs, most hostile colourful barbarians who endanger all on the road. Many have strange customs and clothes. Most are cruel killers.

Frankenstein Destroyers (Razors) – Destroy all tech
Any Organic Pre-Archaic Town Common Aggressive  Tag Skill: Sabotage

Most agree machines are to blame especially thinking ones. Sects vary on other key issues depending on their own interests and intolerance. Example: Animals that talk are abominations and must die, mutants are witch marked and must burn, GM Humans have no souls and must be killed, Psionics are evil spells etc. Van Helsing is the founder and being one with the ecstatic mob wielding torches is bliss.

Monster Hunters (Blood Sporters) – Hunters who kill creatures for trophies and cash or honour
Any Pre-Apocalypse Camp Rare Hostile  Tag Skill: Track

Killing animals is the only thing that matters. Monster hunters meet, team up and get drunk and go shooting. Glory goes to the best kill.

Mutant Hunters (Purity Patrol) – inquisitior-medics who drive mobs to kill the impure
Any Pre-Apocalypse Town Uncommon Paranoid 
Heal and preach to commoners and teach them the evil signs of the mutant. Mutants must all die to cleanse the world. They are all sick and must be aborted. St Torquemada is their god.

Fist of God - (Gods Killers) Christian zealots - non believers serve satan - this is the end times
Any Human Archaic Town Common Paranoid  Tag Skill: Find Mutant
All the new world is just a phase in the apocalypse to test true believers. True believers kill unclean and evils of mutants, cyborgs and demons walking the earth. Those not with them must die.

Hunters Club for Men (Shooters) – Kill and eat intelligent plants and animals for thrills
Any Males Pr-Apocalypse Camp Rare Wary  Tag Skill: Cooking
Intelligent game is the greatest challenge and eating intelligent animals makes you smarterer. Display trophies and chat manly deeds in lodges where women are kept out.

Night People (Feinds) - ghouls, vamps and monsters in hiding who prey on mankind
Mutants Animals Archaic Subterranean Uncommon Berserk  Tag Skill: Track
A cult for intelligent nocturnal devourers of humans meet to eat and stake territorial claims and feeding rights. They have normal servants help them by promising immortality. Often meet graveyards and sewers. Have their own national borders only they recognize.

Slavers (Slave Lords) – Sell humans for food or slave labor, build sweatshops and loot
Any Vegetarian Pre-Steam Town Common Wary  Tag Skill: Slavery
Traders in human flesh. Kidnap anyone not nailed down.

Cannibals (Sons of Kane) – Secretive cults who murder, rob and eat humans
Human Mutant Archaic Village Uncommon Aggressive  Tag Skill: Cannibalism
Eating your own kind makes you smarterer and stronger. Ha ha.

Corn People (Rednex)– Farmers who dislike and often kill and eat outsiders they don’t fancy
Any Pre-Steam Town Common Wary  Tag Skill: Farming
Corn people seem at first like friendly farming folk but really are insane rednecks who worship chaos and eat flesh. They may keep up pretence of being helpful to learn where they can find more people and learn about their homes. They may trade peacefully in the open but don’t enter their land alone.

Confederates Knights (Clansmen) – Farmers and slavers with tradition of racism
Any White Pre-Steam Town Common Wary  Tag Skill: Conspiracy Theory
Racist robed cult who maintain way of life by lynch mobs, racist murder and slaves, blame outsiders for everything wrong. Often inbred and mutated but white.

Six fingered hand (Devils killers) – slay all in name of evil, only hideous mutants may live
Mutant Animal Archaic Camp Common Beserk  Tag Skill: Mutant Lore
Demon worshiping clan of mutant martial artists who kill the pure.

New Gladiators (Sports) – A league of warrior slave and freemen sportsmen
Any Archaic Town Common Hostile  Tag Skill: Brawling
A league of athletes who travel town to town brawling for cash

Plaguelords (Flayed Lords) – mutants flagellants who worship plague, mutation and disease
Any carrier Archaic Camp Common Hostile  Tag Skill: Plague Lore
Hideous diseased mutants who try to mutate into formless chimeras of corrupt flesh. May appear as robed monks, exposing mutations when they attack.Thy have faith the strong will survive. They seek to contaminate the pure and make them creatures of the new world.

Satanist (Devilspawn) – This is the devils world now kill torture and take what you can
Any Archaic Town Uncommon Aggressive  Tag Skill: Occult Lore
The Apocalypse is here, serve Satan by performing rituals and desecrating holy places. Anything which destroys the world or causes suffering is good. May force convert by bloodletting victims and making them sign contracts.

The Created (Machinists) - AI founded cult for robots, AIs and androids
Any Inorganic Apocalypse Vault or Lab Rare Paranoid  Tag Skill: Machine Lore
These machines are organized and out to aid machine kind at life's expense - they try not to harm even misguided machines who humans have tampered with and enslaved.

Gun Nuns – (Blood Sisters) Sisterhood of killer nuns who slaughter all they find
Women Pre-Atomic Fortress Rare Beserk Tag Skill: Firearms
Gun nuns are a sect of he sisterhood gone mad and turned into a hybrid with the wasteland scum they were meant to battle. They cry religious hatred and they slaughter all indiscriminately. Slay & torture men and forcibly recruit women

Dust Devils (Sandgangs)– Roadgang of entropy cultists who dwell under deserts
Any Pre-Atomic Town Uncommon Aggressive Tag Skill: Repair 
An organized clan who build hidden garage bunkers and raid communities and rob prospectors. Use stealth electric buggies, night vision and gas. Possibly once a military unit.

Assassins (Wizards of hidden mountain) – Hired killers who dwell in mountain fortress
Any Archaic Fortress Rare Wary or Beserk  Tag Skill: Back Stab
Religious killer cult of bearded monk martial artists

Sons of the Panther
(Brotherhood) –Anti white supremists who blame honky for everything
Any Black Pre-Atomic Town Uncommon Aggressive  Tag Skill: Brawling
Black separatists who create their own communities. They dont mind mutants or animals or plants as long as they dont look freakin albino. They object to all slavery.


New Spartans
(Clone Warriors)– Fascist slave keeping violent brutes
Any Human Archaic Fortress Rare Beserk Tag Skill: Shouting 
Psychopathic slavers based on ancient sparta. Think 300 with blasters. Scornful of mutants and outsiders they think all history revolves around them. If possible they use cloning to build armies.

Tree People (Green Fang) – Angry sentient plants and their meat slaves destroy civilization
Plant Primitive Wilderness Rare Berserk  Tag Skill: Plant Lore
Tree people have formed a collective agrarian society – an ecology of mutant vegetation who include mobile, sentient and dangerous plant mutants. They spread vegetation and herd flesh slaves – stealing and domesticating their young and breeding them into carnivorous slaves. Some slaves even carry intelligent plants and plant deadly seeds into new locations. Some are even bonded with plant symbiotes which might turn them into vegezombes.

The Swarm (Bugz)– Aggressive tribes of insect people siezing their destiny as dominant life
Insect Pre-Archaic Hive Rare Aggressive  Tag Skill: Insect Lore
Insectoid sentients only- you dont qualify

Headhunters (Scalpers) – bounty hunters human trappers who sell to lawmen, slavers or cannibals
Any Any Camp, Rare, Hostile to target Tag Skill: Track
A guild of man hunters who kill off amateurs and those who bring disrepute to their trade. Very honorable and will always take you prisoner if you surrender

Animal Friends (Furverts) - Animals need us to fight to protect them, even from themselves
Any Pre-Atomic Lab Rare Beserk Tag Skill: Beast Lore
Animals need protection and to be free of humans - they are actually separatists and try to drive human and animal friends apart. They are patronizing to animals and hostile to humans. Cultists recant around the fire all the degrading things they'd rather do than wear fur or eat meat. In private they dress as animals to perform certain ritual acts.

Aryan Nation (Stormtroopers) - Nazi racist wannabe empire
Human Pre-Atomic Fortress Rare Beserk Tag Skill: Conspiracy Theory
An attempt to create a fourth Reich and breed a master race by killing all impure. Most of their troops are shabby barbarians but clone super-SS troops are their elite. Some say mutant Dominators actualy rule.

Saurains
(Lizard men) - Reptilians who preach return to dinosaur occupation
Any reptile Archaic Rare Hostile Tag Skill: Reptile Lore
Various reptiles believe they commanded a previous civilization which surpassed humanity. They blame humans for all their problems and propegate reptilian horrors with sorcery or science.

Cthulhu Cult
(Dagon's Sons) - fish men and sea mutants
Any any tech temple uncommon berserk Tag Skill: Conspiracy Theory (Cthulhu mythos)
Did they just find some HP Lovecraft or is something really going on? Sacrifice, kidnap, breed most common activities.

Wednesday, 3 October 2012

Encounters of The Enchanted Woodlands




The top image comes from the unicorn farmer (invisible links under txt)
http://www.sideshowworld.com/9-ms-pi/interview-OZ.html
creepy unicorn stuff here
http://www.bitrebels.com/design/bizarre-unicorn-sculptures-let-the-nightmares-begin/

These are these major types of magic forest on the island. While there are specific places they are located there are patches like them in the other woodlands. Magical woods may have fey world entries where time and distance are distorted. Some of these points are time dependent.

ill update these to d100 bit by bit - this is enough for my game for now

suggestions welcome

they'll be used in the world book section of Elfmaids and Octopi publication

Darkwood (Dark Fey)
Dark Elves with their goblin serfs have ruled this wood since the dawn. Weakened by wars they have become decadent and lazy and adventurers have begun raiding them. There is a gate to the Dark elf realm in the underworld in the great Dawn Blackthorn tree where the Dark elf king dwells seasonally. Many giant tree forts and towers keep mortals at bay. Many large animals dwell here, with evil tempers.

1 Black Goblins - elf servants scouting and harrying enemies, sadistic, sneaky and cowardly
2 Dark Elf scouts harrass
3 Dark Elf Knight challenges single combat - he rides a giant monitor lizard or gecko
4 Giant Bat or Wasp riding goblins drop puffball spore bombs on the party
5 Black Unicorn - Level draining horn, those killed return as wights, perhaps a dark elf virgin rides it
6 Young Green Dragon - Inexperienced and fierce but uses terrain cunningly, only a puny horde
7 Dire Wolves, possibly with goblin riders
8 Bewitched humans attack players - see them as dark elves, have been lost here hundreds of years
9 A Dark elf witch in disguise pretends to be lost and needing help - will charm party one by one
10 Wicked mushroom men silently stalk the party and often hard to detect
11 Giant Spider - black hairy giant hairy tarantulas and their deadly dance inducing bite
12 Giant Horned chameleon hiding in a tree near a dry path
13 Goblin slave escapee will spill beans on local elves
14 Zombies of adventurers or villagers made by dark elves for fun
15 Wizard Spider - intelligent spider also a 1d6 lv wizard
16 Evil tree men hunt and kill anything not native to forest
17 Ogre band, carrying sacks of chopped mystery meat as treasure
18 Dark Elf Hunter with Dire wolf stalk party and attack at inconvenient moment
19 A Dark elf witch busy in orgy with zombies and goblin saves
20 Dark Fey herd of deer are surprised and enraged, the stag lord casts as a 6th Druid
21 Giant black rooster and hens outraged by humans attack, get cursed if you eat their yummy flesh
22 Nest of giant eggs - hatch into who knows what, parents may return
23 Gorgon, Basilisk, Cateoplas or Medusa on a blasted heath of sour-land poisoned by its presence
24  Evil treeant squeezing animals blood onto roots of his inanimate friends
25 Crazy Axeman looking for victims to slaughter, driven mad when tried to chop treeant
26 Hidden Sinkhole into a cave entrance - 50% chance of starving creature trapped and bones
28 Evil Dryad with her various slaves charm then blackmail loot from party
29 A black dwarf looking to test his new poison axe on anything he encounters
30 Black Druid meeting his dark elf lover and their followers, assume humans are enemies
31 Dark elf child with a toy, actually 3rd Lv and hundreds of years old, offer reward to take home
32 Angry parents with screaming goblin baby, looking to swap back their own child
33 Herdsman trying to herd his now undead animals home, while they are off to a dark elf feast
34 Hobgoblin mercenaries who are employed to drive humans away, all with halberds and halfplate
35 A Forest Tako bandit challenges a duel or the parties money, he could be befriended
36 Goat Men having a ritual dance and holy sacrifice, chase party of defilers
37 Witch appears as old woman offering apples and other treats to weary adventurers
38 Warlock needs some human fat and elf blood for a potion - your party will do
39 Bugbear Assassins troupe with wanted posters of party from the dark elf king
40 Giant Mushroom man, (use treeant) looking for stuff to make nice compost, youll do
41 Dark elves are smacking around a devil swine in human form, he begs for help
42 Devil swine merchant tries to sell fake potions
43 Devil swine cult leader with gang of goat men engaged in a blasphemous ceremony
44 Goatmen and dark elves dance, human arrival sets off erotically charged insane mob
45 Goatman Warlock and his goblin cult assume humans are evil and approach to trade
46 Dark elf slavers with trained troll, skeletons guards and a coffle of slaves
47 Goblins cutting and cooking a mushroom man alive
48 Discover the mushroom field you've been walking through is a explodestool field
49 Cyclops thinks you want his sheep or trees, hunts you with sling long range
50 Wild man in bark clothes offers party shelter in his hut so he can axe murder them

The Hellwood Bogs (Primordial evil wood)
A sentient evil swamp full of hostile primitive plants and animals. Magical and sentient beings offend the bog which has been battling local Druids for millenia. Local Druids test themselves here. It keeps civilization away from the mountains. Cultists on the fringes and some evil druids worship the voice of the wood but it despises them. All life has a mean disposition dell here, druids cannot trust the beast of this place. 1d4-1 ft of water is common with deeper patches with strong flowing river water.
1 Giant Centipedes - paralyze you then give birth to live young in your ear or eat you
2 Giant Spider - spindly legged yellow green orbs the size of dogs, occasionally in groups
3 Giant Scorpion - Grey pony size scorpion, females have d100 babies on their backs in spring
4 Giant Snake - Anaconda and larger snakes lurk in the water logged roots
5 Giant Toad - Vegetation grows on this variety hiding them
6 Giant Monitor Lizard - water loving giant monitors act as crocodiles
7 Devil Beavers - build pit and steak traps, collapse dams on victims, collapse trees
9 Hyenadon - lone mangy hunters, can smell you from many miles away, old and mean
10 Sabretooth swamp tiger - an ambush predator
11 Swarm - insects or leeches bedevil you for 2d10 rounds, inflicting 1pt per round
12 Giant Boars - these yellow skinned prehistoric porkers carry diseased pustules
14 Angry Demon Birds - Axe beak birds hunt for flesh, black with red beaks and legs
15 Strangle Vine - entangling vines entrap and then choke, other predictors may wait for this
16 Yellow musk creepers and zombies grow in many of the best campsites
17 Giant Geckos water walk with their padded toes and move very fast
18 A bubble of toxic swamp gas engulf all, reducing Con buy 1d4 for 24 hrs if fail save
19 Tar Pit - what seems safe is a sucking tar pit, which may contain mega-fauna or human undead
20 Swamp unicorn - scabby, dirty yellow shot unicorn inflicts disease by touch, cast stinking cloud
21 Cannibal cult - inbred swamp folk who dwell on the borderlands out hunting
22 Druid undergoing ritual test - he may join you for a while
24 A petrified log water crossing is really an insane undead treeant who hates humans
25 Dire Possum - try to get your food and run - mama possums can hurl babies at you from her tail
26 Evil Dire Squirrels pelt you with nuts and drive you into natural hazard 1hp/round
27 Giant Horned Chameleon - hides in tree waiting for passing snacks
28 Lost bandits - may be demoralized and surrender if you help them escape or feed them
29 Madman - driven from other people and drawn here, attempt to get close and backstab
30 Lord of the forest spirit animates a tree as evil Treeant with Druid spells
31 Blood Druid looking to feed the swamp with blood to appease it, giant leech followers
32 Intelligent animal magus demands the parties written documents, it has a familiar to help it
33 Black Druids planting zombies to aid the forest spirit
34 Crazy child the swamp protects - if they harm or remove roll another encounter
35 Yellow Dragon - lays under mud awaiting prey near tempting patches of dry land
36 Velocer Raptor (real ones) a pack of 1m tall lil raptors menace the party
37 Yellow goblins with cauldrons and buckets of disgusting goop, stinking cloud like FX
38 Pterodactyl swoops down from blind spot silently, has a nest with babies in a nearby tree
39 Harpys fly about shitting and screaming, they also have bows with diseased arrows
40 The forest likes orcs as a perversion of the natural order, orc bands reside here with impunity

Forbidden Forest (Light Fey)
Humans are not welcome here - non human fey, goblins, elves and magical animals dwell here. Many are good or neutral even the goblins. There is evil here but as part of a balance not for humans to comprehend. They may meet and talk with Druids on the borderlands but not enter. The humans have built a great Lodge where unicorn hunters from around the world visit. Wild men here are green fur covered primitives rather than cavemen or just primatives.
1 A collection of beings dancing - outraged at humans they call hue and cry on them
2 A collection of beings dancing - they magically draw the heroes in who may be lost in time
3 Enraged unicorn tired of its friends being slain by humans attacks
4 Satyrs demand wine and women (only for a few days guys)
5 Tiny faerie steal coins one by one invisibly
6 Unicorn hunters killing everything in their path accuse party of being poachers
7 Centaur stalks the party - may ride by grapple and carry off opposite sex in one round
8 Dark centaur wizard with poison blood wants party magic - uses his blood to poison arrows
9 A group of druids and bards with a temporary passport from the elf king, warn players to leave
10 A diminutive Piskie follows the party till it curses everybody with random embarrassing curse
11 A lone Druid stalks the party, assumes they are elf or unicorn hunters and tries to drive them off
12 An elf hunter with his werewolf hounds sets them on the party
13 Blood Druids - want to capture and slaughter party to atone for their presence here
14 Elf knights riding stags demand your surrender to the elfking or die
15 Elf maids try to seduce you with charm spells to come to the faerie realm
16 Wild man being trapped by hunters, will aid you from future encounter if helped
17 Wild maiden demands sex, beats her hairy chest and grunts this as she knows no language
18 Wild hunt and his entourage pursue you for defiling this sacred place
19 Poachers - peasants looking for easy game or magical unicorn dung mistake you for the law
20 Dryad and her enthralled lovers try to enslave the party
21 Treeant outraged at humans goes berserk, grapples humans use as a club
22 Kindly huge ancient treeant scolds you for being here and offers to carry to borderlands
23 Green Goblin horde swarm the party - think Zulu Dawn
24 Goblin scouts riding bats/wolves circle the party and pepper with arrows
26 Elf Sniper - maxed out in bow skills and sneakind stalk the party, shooting then running
27 Madman - wants to return to fairy land, try to kill party if they refuse
28 long lost warrior who has been here for over a thousand years, speaks no modern tongue
28 Gnome with animal friends tries to drive off party from the woods
29 Redcap gnomes - will polymorph self into Ogre at will, will demand loot and a slave
30 Young Green Dragon - wild and savage looking for gold to attract a mate or build a nest
31 Intelligent animals abuse party but avoid direct conflict - 2 legs bad!
32 Intelligent animals having a dinner party, scream and panic when they see party
33 Gypsy and his dancing werebear, will perform and demand money. Gypsy is a werebear too
34 Fox or cat spirit maiden claims to be lost , try to marry hero and ruin his life
35 Giant forest Iguana troupe hungrily peruse - give diseased bites, then flee and trail till weakened
36 Lion or panther or cave bear, outraged by humans in the forest attacks
37 Elf bard wants to accompany you, wants to record your exiting doom
38 Red Dwarfs trading post under roots of a giant tree - will serve any well mannered
39 Talking crow follows you, talks about other humans who met doom here
40 A band of familiar animals gather for secret business for their masters

Ghost Woods (Plague Doomed Lands)
Once a thriving plane of cultivated land, a necrotic plague killed all and the forest reclaimed it all. Remains of old homes, villages, towns and farms are everywhere, some haunted, some mass graves of sleeping undead. Goblins are most common living sentient but villages shrouded by millions of tiny spiders and the occasional magical one. A lich with an artifact has been blamed.
1 Pass through graveyard, zombies grab your feet as they burst through ground
2 Skeletons tending fields like living peasants for who knows who
3 Non-corporeal undead in ruined remains of peasant cottage
4 Wights dwelling in a barrow mound tomb of long forgotten noble
5 Flaming Skull - screams and flies at you screaming
6 Willow the wisp, will kill you and eat your souls
7 Bone fence blocks your path, if molested skeletons arise from it and attacked
8 Three old crones offer to tell your fortune - actually they curse hero with every prophecy
9 Witch house - pleads she is just old woman, if threatened she is a sorceress
10 Witches pretending to be lost harlots try to enslave and kill party
11 Hideous Witch doing something unspeakable, if harmed her demon lover appears
12 A priest and his acolytes looking for undead to slay accuse party of being necromancers
13 Necromancer and pupils on a feild trip
14 Giant coffin spiders with zombified web covered husks of old victims
15 The remains of an ancient battle, undead soldiers awake to defend their honour
16 Albino goblins roasting a "live" zombie on a spit
17 Albino goblins collecting bones to make buildings, skeletons or ogre bread
18 Ogre grinding bones for his supper, he really busy but might like some fresh bones
19 A necromancer with their undead lover - doesn't aprove of you perverts disturbing them
20 Swarm of vampire bats
21 Ogre Mage Necromancer wants more magic items, pay or die
22 Wolves digging for food decide fresh meat better - may be Dire wolves
23 Dire Squirrel with a tree full of skulls, see him hide with a skull, a magic hat in bottom
24 Young Wizard thinks party are necromancers offers to be their student
25 Mad man gnawing on bones thinks he is a ghoul
26 Undead band playing haunted death march ignore party
27 Stumble across a broken tomb and swarm of feasting ghouls
28 Skeleton cavalry and skeleton horse archers chase party
29 A creepy wizard or his hunchback offer you increadible powers if they can experiment on you
30 Undead giant cobbled together from normal bodies lumbers after party hungrily
31 Black Druids sacrificing at a sacred stone, set their undead slaves on you
32 Swarm of undead crows, rats molest party
33 Undead wolves chase party, might be directed by a wight hunter
34 Undead prehistoric Elk or moose with rune covered antlers attacks
35 Albino Unicorn - blood red eyes, wounds inflicted bleed 1pt/round till first aid or magic
36 Nightmare with skeleton mage demands a life from the party
37 Night Hag in disguise lures into her cottage decorated with twitching undead adventurers
38 Undead farm animals arise and try to eat humans who are not vegetarians
39 Undead treeant with zombies in his branches he can use as missiles
40 Lich and his enterage quizes party about current events of the empire, gives 1gp, leaves


Superhero City

After my Adelaide based Marvel game which lasted 20 years i started using river city - between Adelaide and Melbourne. I assumed all the swamps were never drained and a horrible city of industrial hell and poverty on the sight was built in the 1870s. The greener the richer areas while the grey are poor and mostly paved over. Diablo Island was out of control zone most people only drove or trained through. Evil companies dumped waste freely and mutant gangs emerged. I have some lists of evil companies and gangs ill drop here and some more detailed maps and some characters.

The islands were fun - meeting grounds for gangs, buried military bunkers, mental hospitals, prisons and other places for trouble. Also in this setting I allowed magic and other origins when previously all meta-humans were one of several strains bred by aliens.

I might arrange a game for xmas when i go to the old country to hang with my old gamer pals. The area is a territory not a state like Canberra. Its in the area of South Australia only a hop from th mysterious former volcanic blue lake and Maralinga - the sight of a dozen or so Nuclear tests and a rocket range.

Some heroes from this era:

Terra - a four armed super strong burrowing gangster who had his own street gang and did his best to never leave it.

Hairy Bird - A spoiled rich girl who could sprout super hair all over and attended local hero high scool. She also rode a bicycle about.

Mercury - A Greek chemical engineer who believed he was the son of Zeus - chrome skin and telekinesis. Foolishly trusted people in his secret base.

Occulon - a scarified cyborg eye surgeon who could fly, shoot lasers and more. He was actually blind without his powers so he stole a villains eyes when the state asked him to remove the alien eyes from the villain. Little did he know he was broadcasting his adventures to an alien civilization. As a human he would spend an hour putting on his makeup - as a hero he was hideous under his mask.

Sprout - Could turn into a tree man and grow 50T of wood every combat round. Spread mariuana around the city and accidentally tortured  a villain to death and stole villains loot. Didn't really get the Karma system of MARVEL FASECRIP (I added Charisma stat and used as base for popularity score).

Some of my other characters were Illustrated by Michal and i will post them sometime. The older game was probably grittier.

While I like RQ and superworld, Marvel like DnD has very little paperwork for a GM except NPCs which take only a few minutes and can be re-used for years.

I have notes on a Cthulhu superpower game too i will dig out soon too.


Tuesday, 2 October 2012

Non Fiction Resources

guide to non humans of ye olde europe


was trying to research German prints
found lotsa other stuff
sometimes you forget some stuff isn't online still
you may need to move mouse over the blog to see links

an amazing collection of real illuminated books - next best thing to reading for real
http://dfg-viewer.de/show/?set[image]=5&set[zoom]=default&set[debug]=0&set[double]=0&set[mets]=http%3A%2F%2Fdaten.digitale-sammlungen.de%2F~db%2Fmets%2Fbsb00006570_mets.xml&L=1

home page haz parzival by wolfram von eisenbach - one of my top 10 books
http://www.digitale-sammlungen.de/index.html?c=startseite&l=en

weapon collector and fighter forums -
http://www.myarmoury.com/home.html
http://www.fioredeiliberi.org/phpBB3/index.php
great essays like medieval swearing - men were harlots! (equal to rascal)
http://www.fioredeiliberi.org/phpBB3/viewtopic.php?f=4&t=18817

wow - these guys use paintings and books as evidence too, articles on divorce and way too many things id never heard of - good debate on flails for example

http://publicdomainreview.org/2011/11/17/kitab-al-bulhan-or-book-of-wonders-late-14thc/
awesome magic book

http://publicdomainreview.org/2012/09/12/the-hyginus-star-atlas-1482/
star atlas

http://publicdomainreview.org/2011/08/23/space-colony-art-from-the-1970s/
70s space habs

http://publicdomainreview.org/2012/03/19/illuminated-pages-from-15th-century-breviaries/
more illuminations

http://publicdomainreview.org/2011/10/10/stories-of-a-hollow-earth/
http://www.flickr.com/photos/bergenoff/sets/72157621775258986/with/3745092597/
1700 hollow earth adventure

http://publicdomainreview.org/2011/11/28/the-mysteries-of-nature-and-art/
mysteries of art and nature - a few what the images here

http://publicdomainreview.org/2012/02/08/labors-of-the-months-from-the-tres-riches-heures/
seasonal peasant labor

http://publicdomainreview.org/2012/02/20/lost-libraries/
lost loot

http://publicdomainreview.org/2011/09/13/robert-fludd-and-his-images-of-the-divine/
magical texts of robert fludd

well back too filing cabinet to find what i wanted