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Wasteland Creation Thread

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Alright you sons of bitches, I'm bored and drunk so we're gonna roll up a wasteland. Not just any wasteland, a post apocalyptic wasteland. We're gonna be using these two tables that I made to create Mad Max/Fallout style wacky wasteland factions.

https://pastebin.com/hffPWPRc
https://pastebin.com/nQczsrCU

We're gonna roll up the wasteland itself first, then a TBD number of major factions to exist in that wasteland. If none of the factions are sufficiently normal, something highly likely, we will work under the impression that there's some unfortunate normal-ish survivors who live around them.

So, to get us started, would someone be so kind as to provide me with a d100 for what the tech level of the world was pre-apocalypse?
>>
Rolled 62 (1d100)

>>54666364
>>
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>>54666710
>Modern: Both cars and guns are made of plastic now, though that stuff isn’t likely to survive the dark times very well. If you can get some modern technology going though, you’ll be a step above.

Nice, you don't see modern apocalypses that aren't zombies very much. Now a d100 for climate.
>>
Rolled 39 (1d100)

>>54666781
Tokyo Jungle was a good modern apocalypse but that didn't have any humans.
>>
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>>54666903
>Think Stalker or Metro: Last Light. The world has a permanent overcast and the ground is muddy with short twisted plants growing everywhere. Water and food are hard to find because of radiation.

Well, we might be the road or Metro depending on how these next rolls turn out. Kind of boring desu but it is what it is.

1d100 for animal/plant mutants.
>>
Rolled 70 (1d100)

>>54666965
>>
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>>54667312
>Unfortunate: Mutations in animals are grotesque and dangerous. Think Stalker or Metro again. Animals are now a hazard in most places.

Continuing with a grim tone I see. Well, at least we know that this new world isn't totally empty besides humanity.

1d100 for location of our spotlighted patch of wasteland.
>>
Rolled 76 (1d100)

>>54667336

Hoping for something original!
>>
>>54667381
>Hell-burbia: A big city at the center and the outlying areas. Freeways criss-cross the land and are the many arteries of travel, as the main ground is clogged with cookie cutter housing and strip malls.

Makes sense for a modern apocalypse to be set where the majority of people in the modern world live. Travel is slightly more difficult, but there's more places to hide and more stuff to loot even years after the apocalypse.

Give me a d8 for number of landmarks.
>>
Rolled 3 (1d8)

>>54667428
>>
>>54667485
Aight, now give me 1d100s for each of those three landmarks. All at once or one at a time, your choice.
>>
Rolled 22, 25, 85 = 132 (3d100)

>>54667517
Come on historical landmark!
>>
>>54667533
>Bunker: Either a pre-war hold fast that was abandoned, a section of the subway system, or just particularly well reinforced basement.
>Bunker: Either a pre-war hold fast that was abandoned, a section of the subway system, or just particularly well reinforced basement.
>76-90: Natural Landmark: A lonely mountain, deep valley, lake, etc.

Two seperated sections of the subway maybe and then some significant natural landmark that somehow ended up still within the bounds of a city/it's suburbs. Maybe a park? Sorry for no historical landmark my friend.

Give me a d5+2 for number of factions in the city.
>>
Rolled 5 + 2 (1d5 + 2)

>>54667597
Woo, you're back! I remember the last thread/s, those were great!
>>
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>>54667633
That's a lot of factions.

Welp, time to get started on the meat of these tables.

Give me 1d100 for the genetic state of the first faction.
>>
Rolled 38, 6, 93 = 137 (3d100)

>>54667653
Mind if I just roll the first 3 times for this group to speed it up?
>>
>>54667668
Eh, fuck it. Seven is a lot of these tables to go through. You can only roll that many every now and then though, don't want to deprive other anons the opportunity.

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

Culture
>Tribal. New cultures have sprung up since the apocalypse, some more recognizably linked to the old world than others. Unique expressions of culture and unusual handmade items are the common distinctions for tribals. Usually have an odd accent/manner of speech do to lack of contact. Less “civilized” but often no less savvy to the wasteland than others. Usually looked on with confusion or condescension by groups more tied to the old world.

Leadership
>Anarchy. The group almost never actually makes decisions as a whole, but instead are unified simply by a culture and place of habitation. While they may band together and act as a cohesive unit in times of need, they often don’t last long in the wastes. Either lost to infighting, lack of unified strength, or simply drifted apart for various reasons.

Perhaps less of a tribe or faction so much as a cultural phenomenon? We'll see.

2d100 for cultural quirks of these tribals miscreants.
>>
Rolled 69, 24 = 93 (2d100)

>>54667721
Anarchy is gonna be interesting with these guys.
>>
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>>54667779
>Distinctive Icon. A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.
>Motor Worship. In a world of vast blasted wastes and monstrous hazards, access to vehicles is the dividing line between life and death for most. Some take this a step farther and literally worship their rides as tools of divine salvation. Maybe they revere them like holy animals, wear garb that evokes them, or even take violent offense to those who mistreat them.

Anarchic tribals that worship cars? Maybe some kind religious movement that deifies old world vehicles?

2d100 for what is distinctive about their appearance.
>>
Rolled 16, 100 = 116 (2d100)

>>54667798
We only band together for the holy wheel.
>>
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Rolled 9, 7 = 16 (2d100)

>>54667798
Part of me just wants to flat steal the Church of V8 stuff from Mad Max, but i think we can do better. What about something silly, like worshiping Monster Trucks, complete with rally announcer style preaching and belief in the ancient figures of the "Gravedigger' and its pantheon.
>>
>>54667830
>War Paint. When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.
>Spikey. Their armor and cars are covered in a profusion of spines, blades, and other sharp nastiness. Does it serve a technical purpose or is it just to look badass? Only they know.

>>54667831
As it is, they certainly put a lot of effort into making their cars look nice. I don't know about monster trucks though, if only because they'd probably be too rare to build a concept around. We'll see.

1d100 for what the resource they possess that others want.
>>
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Rolled 11 (1d100)

>>54667880
>>
>>54667900
>Guzzolene. Black gold. Everyone needs it, and it isn’t too rare to come by but not too many have the means to refine it. This group does, and it can be extremely lucrative.

Maybe they control a defunct refinery on the edge of town or a beached tanker. Either way, it would explain why they might worship cars. Perhaps wherever they get the fuel from is something of a Mecca for them, but otherwise they're left to wander on their own, proselytizing the black word.

1d100 for quality of their equipment.
>>
>>54667922
dice+1d100
>>
>>54667941
Options field my friend.
>>
Rolled 29 (1d100)

>>54667922
Hope they got good equipment. I got a thing for technologically advanced tribals.
>>
>>54667946
sorry about that first time rolling
>>
>>54667948
>Ramshackle. Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

You jinxed yourself my friend.

1d100 for their motorpool or typical vehicle.
>>
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Rolled 44 (1d100)

>>54667974
Motorcycles please
>>
>>54667982
>Classics. Muscle Cars, roadsters, and trucks. The standard rides for most in the wasteland. Tough, reliable, and intimidating.

You guys really need to stop calling your rolls.

Give me 2 dice for their special gubbins.
>>
Rolled 41, 98 = 139 (2d100)

>You guys really need to stop calling your rolls
Fuck you I want Turbo-Charged and Tesla Coils.
>>
>>54668035
>Spikey. Cars are covered in spikes. Pretty simple really. Good for keeping people off your hood and exploding ordnance before it hits the main body of the car. Actual functional version of the same thing in the appearance section.
>Black on Black. Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers. Re Choose to re-roll this or Shiny and Chrome if you get both.

What did I say? Though these are some pretty neat rolls. Maybe their warpaint/the paint for their cars is the black stuff they have so much of?

Give me a final roll for their flagship vehicle, then I'll sum these guys up and we'll move to the next faction.
>>
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>>54668063
This tribe sounds pretty fucking metal.
>>
Rolled 27 (1d100)

>>54668063
I wonder if they have both decorative spikes and functional spikes.
>>
>>54668141
>War Rig. Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example.

Probably the classic oil tanker style given the rest of what they have going on.

Also, I would wager that they probably don't realize the difference between functional and non-functional spikes. They just have spikes all over everything.

Next post is summing these guys up.
>>
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>>54668141
Sweet
>>
>>54668063
I hope this isn't a hot desert wasteland setting. Because black cars absorb heat from sunlight like a motherfucker
>>
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The first faction is anarchic part-life tribals who worship cars and have a specific symbol. They have lots of guzzolene and are entirely bedecked in spikes and black paint. Their ramshackle cars are mainly muscle cars and trucks with a big war rig as their flagship.

In other news, my computer just shut off and won't turn back on so I'm posting from mobile. I'm gonna try and figure out what the problem is, but if I'm not back in ten then someone else is gonna have to take over unfortunately.
>>
>>54668303
Ah shit! Hope you get it sorted out soon, I've been enjoying this
>>
>>54668422
Well, the tables are all at the top of the thread. Nothing stopping one of you brave anons from taking over if this proves to be more serious than I hope it is.
>>
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>>54668474
I'm ready, someone want to roll a d100 to determine the genetic stock of our next faction?
>>
1d100
>>
Rolled 8 (1d100)

>>54668558
You put dice+1d100 in the options field.
>>
dice+1d100
>>
>>54668570
>1-15:Full-Lives. Your clan is made up primarily of genetically pure and untainted humans. Certainly a rare sight in this day and age, you’ll draw more attention than you’d think. A temporary genetic fluke or something more permanent?

Wow, these people are already noteworthy for being incredibly healthy, and not just by wasteland standards!

Another d100 for the cultural group these healthy folks hail from.
>>
Rolled 79 (1d100)

>>
>>54668658
>>54668628
Settlers. The only “normal” people left. Generally just trying to make it through their daily lives without too many violent intrusions. Have built the most since the apocalypse, and generally behave the most like people from the old world. Don’t mistake civilization for civility or peacefulness though. Many are just as cold and merciless as raiders, as they have to be to survive these days.
>>
Rolled 59 (1d100)

>>54668676
>>
>>54668695
>46-65: Oligarchy. A small sect of the group lords over the rest. Similar to single leadership in their absolute power, but spread over a small group rather than one man. Almost as common.

So there's at least some structure in this group. Another 2d100 for the cultural quirks of these genetically pure, oligarchic settlers.
>>
Rolled 83, 61 = 144 (2d100)

>>54668715
Wonder if this faction was formally from a old world government or company. I doubt being pure-strain is just coincidence.
>>
>>54668729
>81-85: Pyromaniacs. See above, but for fire instead of blood.
>51-70: Distinctive Icon. A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.

OH BOY. PYROS. If they're old world government, they've gone a bit off the rails. Any guesses what their distinctive icon might be?

Now 2 or 3 rolls of the d100 for the their appearance. Your choice.
>>
Rolled 87, 31, 5 = 123 (3d100)

>>54668783
A pyromaniac, genetically pure group of xenophobes would be pretty cool.
>>
>>54668783
clearly its flames....whatever appearance they clearly favor reds yellows and oranges.
>>
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>>54668863
>1-15: Swaddled. Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
>31-35: Body Paint. Same as above, but they never go without their paint jobs.
>86-90: Body of Knowledge. The group preserves information on the bodies of it’s members. Technical diagrams scarified onto their chests, covered in tattooed text, etc.

These guys are certainly different. Must be quite a shock when someone actually gets to see their skin!

A d100 to discover their unique resource
>>
Rolled 11 (1d100)

>>54668908
>>
>>54668908 >>54669049
well no surprise there....they got lots of gas
>>
>>54669049
>1-20: Guzzolene. Black gold. Everyone needs it, and it isn’t too rare to come by but not too many have the means to refine it. This group does, and it can be extremely lucrative.

That would explain all the flames. A d100 for the quality of their equipment.
>>
Rolled 28 (1d100)

>>54669102
They probably sometimes fight with the first faction over controlling Oil of the wastes.
>>
>>54669134
>1-40: Ramshackle. Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

Not surprising. A d100 for their general type of vehicles.
>>
>>54668908
This is a literlly a town of Pyros from TF2.
>>
Rolled 79 (1d100)

>>54669168
>>
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>>54669218
>70-80: Fast. Sports cars, interceptors, maybe even a handful of race/supercars. Extremely fast, stylish, and fragile. Drink fuel like no one's business and will need a skilled mechanic to maintain, but the speed is generally worth it.

Very, very cool. Fast cars seem perfectly suited to this group of weirdos.

2d100 for their vehicle quirks.
>>
>>54669218
Well if they like flames and the colour red, they certainly go faster.
>>
Rolled 68 (1d100)

>>54669276
Is the other anon still there?
>>
Rolled 9, 4 = 13 (2d100)

>>54669276
New anon, interested in seeing how it finishes.
>>
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>>54669303
>>54669320
>1-10: Shiny and Chrome. The group takes exceptional care to polish their vehicles to a brilliant chrome shine. Blind your foes with your swag and the shiny paint seemingly correlates with higher skill among drivers. Choose to re-roll this or Black on Black if you get both.
>66-70: Big guns. Heavy machine guns, flamethrowers, maybe even an autocannon. The group can pack some serious heat in a vehicular combat situation.

Not the original anon, just stepping up to help.

Now to finish off this group, d100 for the flagship vehicle!
>>
Rolled 61 (1d100)

>>54669377
>shiny sports cars with flamethrowers
Seems about right.
>>
>>54669377
And if anyone feels like writing some more specific stuff, fleshing out the details and such, about each of these factions I'm all ears(or eyes I guess).
>>
>>54669408
I want to but I'm heading to bed. If this is up tomorrow I'll gladly do one or two of the seven factions.
>>
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>>54669387
>51-70: Concert on Wheels. Like a drummer boy but way more awesome. Maybe it’s a squad of taiko drummers, a lone shredder on a flamethrower guitar, or an entire outfit of post-apocalyptic metalheads. Whatever it is, you’ll certainly not be going anywhere unnoticed, and it’s a very good way to get someone excited for killing.

So we've got a genetically pure group of mostly regular settled folk ruled over by a small group of elites. They cover themselves head to toe and almost never let outsiders see their skin, which is covered in body paint and tattooed/scarified with ancient knowledge of some kind. They also have some kind of distinctive icon which permeates their culture.

They're pyromaniacs who wield flame weapons in battle and mount them on their fast, shiny sports cars. They're presumably able to indulge this peculiar set of traditions because they have an unusual amount of "guzzolene" because they've preserved the knowledge of how to refine it but they're not especially skilled and most of their equipment is ramshackle.

<<<ANNNNNDDD they have this guy

Ok, a d100 for the next group!
>>
>>54669589
It does not get better than this folks! The gods themselves have blessed this thread with the doof.
>>
Rolled 75 (1d100)

>>54669589
G'night
>>
>>54669623
>51-75: Half-Lives. Doomed to short lives, Half-Lives are always in need of breeding stock. Almost half don’t make it past youth, and any that do live absolutely no longer than 40. Riddled with obvious tumours and other disfigurements, they could pass for healthy if they covered up but the coughing is always going to give them away.’

Unfortunately quite a common state of affairs in the wasteland.
Roll d100 for the cultural group of this bunch.

Good night to you as well friend. Thanks for participating!
>>
Rolled 7 (1d100)

>>54669690
new anon here, let's do this thing
>>
Rolled 35 (1d100)

>>54669690
They were almost much worse.
>>
>>54669716
>1-30: Tribal. New cultures have sprung up since the apocalypse, some more recognizably linked to the old world than others. Unique expressions of culture and unusual handmade items are the common distinctions for tribals. Usually have an odd accent/manner of speech do to lack of contact. Less “civilized” but often no less savvy to the wasteland than others. Usually looked on with confusion or condescension by groups more tied to the old world.

>>54669718
And this one will be for the next trait, their leadership.
>1-45: Dictatorship. Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.

A malformed tribe ruled by some kind of dictator eh?

2d100 for quirks
>>
Rolled 77, 5 = 82 (2d100)

>>54669778
>>
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>>54669778
I imagine a long line of stunted child kings.

These guys are basically the Kindergarteners from Recess.
>>
>>54669848
>76-80: Bloodthirsty. Exceptionally violent and with a taste for gore. These psychos often paint with the blood of their foes and like to maximize the amount of it spraying at any given time. Make use of exceptionally brutal weapons to cause the most carnage.
>1-10: Death Cult. Unsurprisingly among the blighted folk of the wastes, some have taken to worshipping death, or the idea of a “Good death”. Perhaps it’s a mythical afterlife, a desire to see the world well and truly die, or simply a nihilistic belief that death is an inevitable constant in life, for whatever reason this group worships death itself.

Oh my. This seems like a genuinely unpleasant bunch.

2 rolls for their appearance
>>
Rolled 45, 19 = 64 (2d100)

>>54669885
>>
>>54669919
>36-45: Leathers. Never ride without your distinctive leather jackets and other assorted biker gear. Never.
>15-30: War Paint. When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.

Don't ask where the "paint" comes from.

d100 for their unique resource!
>>
Rolled 61 (1d100)

>>54669987
>>
>>54669987
>unique resource
BLOOD
LOTS AND LOTS OF BLOOD
>>
>>54670002
>61-75: Power. Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.

Tribe ruled by one person with a heavy focus on blood, death, and leather with some type of power source. These folks are getting right terrifying.

d100 for their equipment quality!
>>
>>54670084
maybe thats where the fucking tumors come from their malfunctioning nuclear plant
>>
Rolled 19 (1d100)

>>54670084
Whatever. We'll just get Ramshackle again.
>>
>>54670109
THIS IS WHY WE CANT HAVE NICE THINGS
>>
>>54670109
>1-40: Ramshackle. Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

This may be little consolation but that's the first correct called shot all night.

Now for their vehicles. 1d100
>>
Rolled 21 (1d100)

>>54670133
they probably wont live long enough to get their drivers licenses
>>
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>>54670170
>16-40: Custom. Either customized to unrecognizable extents or built from the ground up, these cars and trucks don’t fit into any pre-war category. Generally prone to mechanical problems and ramshackle stylings, but common and easily repaired.

They may be savage, leather-clad killers but they can sure modify some cars.

2d100 for vehicle quirks
>>
Rolled 93, 97 = 190 (2d100)

>>54670231
Wonder if it runs on organic fuel, if you know what I mean?
>>
Rolled 45 (1d100)

>>54670284
Wow, two Black. Neat.
>>
>>54670284
>>54670312
>36-45: Spikey. Cars are covered in spikes. Pretty simple really. Good for keeping people off your hood and exploding ordnance before it hits the main body of the car. Actual functional version of the same thing in the appearance section.
>91-100: Black on Black. Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers. Re Choose to re-roll this or Shiny and Chrome if you get both.

Exactly the same as one of our previous tribes! Except this time it's heavily modified cars and trucks instead of muscle cars.

Finally, a d100 for their flagship vehicle
>>
Rolled 49 (1d100)

>>54670361
>>
>>54670575
To recap: This tribe of "half-lives" is ruled by a single all-powerful person. They rarely live past adolescence and never make it to old age. They are particularly bloodthirsty and actually worship death. They wear leather jackets and biker gear and paint themselves with blood before going to battle. They control a power source of some kind but how they keep it going is a mystery since their equipment, homes, and weapons are all rather poor quality.

They do know enough to modify vehicles which they festoon with spikes before painting them black. Their flagship vehicle is a war rig.

These guys seem like the"barbarians" of this setting, at least of the ones factions we've seen so far.

3 down, 4 to go

Anyone willing to roll me a d100 for the next faction?
>>
Rolled 43 (1d100)

>>54670641
All of the factions have been pretty cool so far.
>>
>>54670685
>16-50: Part-Lives. The general norm, people die of cancer or other genetic problems fairly young but some make it to old age. Wouldn’t appear too ugly or malformed by today’s standards, but certainly not the cream of the crop physically.

The standard level of health in the wasteland.

Roll a d100 for culture
>>
Rolled 93 (1d100)

>>54670712
>>
>>54670734>86-95: Mercs. Professional killers, these men fight and kill for a living. Feared throughout the wastes, despite their relative peacefulness compared to raiders. They kill when they want to, but only if it benefits their agenda. Well trained and heartless, they fly many flags but are united by common ruthlessness and battlefield skill. Religious extremists, political/philosophical idealogues, or just plain killers for hire.

Ohhhhh, good one. Killers for hire.

1d100 for leadership
>>
Rolled 85 (1d100)

>>54670764
>>
Rolled 57, 13 = 70 (2d100)

>>54670779
Non. dice+1d100 in options field my friend.
>>
>>54670793
>66-85: Democracy/Consensus. A relative rarity in the post-apocalypse, the group has decided that no one individual holds all the power, but generally makes decisions based on everyones imput.

Another excellent roll. This mercenary company is a democracy!

2d100 for cultural quirks!
>>
Rolled 52 (1d100)

>>54670815
>>
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>>54670802
>11-25: Motor Worship. In a world of vast blasted wastes and monstrous hazards, access to vehicles is the dividing line between life and death for most. Some take this a step farther and literally worship their rides as tools of divine salvation. Maybe they revere them like holy animals, wear garb that evokes them, or even take violent offense to those who mistreat them.
>51-70: Distinctive Icon. A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.

Motor mercs! Perhaps their icon is related to their vehicles?

3d100 for appearance
>>
>>54670824
>46-55: Punks. Purple mohawks, side cuts, hockey pads, and piercings. These are your stereotypical post apocalyptic raiders. Even if they aren’t actually raiders.

That'll be one. Now we just need two more rolls
>>
Rolled 5, 62 = 67 (2d100)

>>
>>54670928
>1-15: Swaddled. Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
>61-70: Gas Masks. Never seen without their masks, they might have a single distinctive style or just whatever they find. In either case, it certainly makes for an imposing appearance in most situations. Maybe they only do it for that intimidation factor, maybe it’s because they live in a particularly nasty patch.

These guys are real prudes.

1d100 for their unique resource
>>
Rolled 68 (1d100)

Boo, prunes.
>>
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>>54671018
>61-75: Power. Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.

Hm, another group with access to power. Wonder what their relationship is to the bloody death children?

Now the equipment quality! 1d100
>>
Rolled 25 (1d100)

Maybe a hydrodam?
>>
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>>54671063
>1-40: Ramshackle. Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

Sigh. On to vehicles then.

1d100 for vehicle pool
>>
Rolled 33 (1d100)

>>54671146
>>
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>>54671219>16-40: Custom. Either customized to unrecognizable extents or built from the ground up, these cars and trucks don’t fit into any pre-war category. Generally prone to mechanical problems and ramshackle stylings, but common and easily repaired.

Good, not thrilling but good.

2d100 for vehicle quirks
>>
Rolled 1, 32 = 33 (2d100)

I guess good equipment is hard to find
>>
>>54671287
>1-10: Shiny and Chrome. The group takes exceptional care to polish their vehicles to a brilliant chrome shine. Blind your foes with your swag and the shiny paint seemingly correlates with higher skill among drivers. Choose to re-roll this or Black on Black if you get both.
>21-35: Turbo-Charged. Engines are supercharged and often fitted with nitrous. The group's cars will be capable of incredible bursts of speed, at the cost of some special maintenance and materials.

Seems a bit ostentatious for mercs but then again they are motor-worshippers.

Finally, we need a d100 for the flagship vehicle!
>>
Rolled 89 (1d100)

Shiny but ramshackle equipment that looks cool and custom.

They're Orks.
>>
>>54671316
Maybe a tank with turbos and nitro
>>
>>54671342
These are relatively normal mercenaries who practice a unique form of democracy. They worship motors and their vehicles are precious to them. Some automotive icon plays an important role in their culture. They look like punks but you wouldn't know it since they're covered in armor and gas masks all the time.

They control a source of power, possibly a hydroelectric dam, and they drive custom vehicles. They work with ramshackle equipment and turbo-charge their shiny, chrome vehicles and their flagship is legendary vehicle of some kind.

>>54671342
They're basically orks.

Ok that's it for me boys, someone else can take over now. We've got 4 factions down with 3 to go. Thanks for the help, I'm going to bed. Excited to see how this thread turns out!
>>
>>54671439
I guess we can get it up as soon as anons start waking up again. Anyone there?
>>
Kinda
>>
>>54673824
Alright, give me a d100 for the genetics.
>>
>>54667831
>>54667880
What about construction machines? If they live in a geant city there's gonna be a lot of rubble.
>>
Rolled 94 (1d100)

>>54673974
Sure, why not?
Mutants galore!
>>
>>54674056
>91-100: Mutants. Those truly warped, or some would say adapted, to the new world. Barely human looking, every mutant group is unique in their phenotype but they all share a uniform resilience to radiation and toxins. Generally feared and hated by less altered stock, the smart know they can be a valuable asset and that their goods are not “tainted” as some would have you believe.

Oh boy. What kind of phenotype are we talking here, I wonder? Big green hulking monsters or perhaps something more inhuman on shape?

A d100 for culture and another for leadership.
>>
Rolled 53 (1d100)

>>54674123
Who knows? Maybe it's just a mish-mash of flesh, LISA style?
>>
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>>54674168
>31-60: Raiders. An unfortunate truth of the wastes is the prevalence of raider gangs. Savage and violent, they typically take more than they make but there are exceptions. Most don’t settle down in any place for too long, and tend to use up what they have quickly. Many treat the apocalypse as a sort of hedonistic paradise, murdering for fun, using homemade narcotics, and generally raping to their hearts content.
Can't say I'm surprised. Seems like our mutants are raiders, I seriously pity whatever settlement they target.

D100 for leadership
>>
Rolled 71 (1d100)

>>54674237
Anarchy ho!
>>
>>54674263
>66-85: Democracy/Consensus. A relative rarity in the post-apocalypse, the group has decided that no one individual holds all the power, but generally makes decisions based on everyones imput.
Okay, this is pretty weird. Democratic mutant raiders? Perhaps they are some sort of hivemind.

2d100 for their quirks.
>>
Rolled 3, 92 = 95 (2d100)

>>54674288
Man, I really, really REALLY wanna make them intellectuals. Because, why not?
>>
>>54674301
>1-10: Death Cult. Unsurprisingly among the blighted folk of the wastes, some have taken to worshipping death, or the idea of a “Good death”. Perhaps it’s a mythical afterlife, a desire to see the world well and truly die, or simply a nihilistic belief that death is an inevitable constant in life, for whatever reason this group worships death itself.
And
>86-95: Old World Blues. A pervasive nostalgia about the old world runs through the group, even if they weren’t alive to see it. They might collect old world artifacts, try to take after what they think are old world values, or have an unrealistic drive to rebuild the old world somehow.
Well what the hell?
Nearly got intellectuals, but instead they are death-worshipping nostalgics who collect artifacts of a brighter age. Maybe they lived through it like ghouls?

2d100 for their appearance, other than hideous mutations of course.
>>
Rolled 50, 14 = 64 (2d100)

>>54674346
Oh well, good enough I suppose.
>>
I can how everyone some way or another try to hide their skins as not a cultural, but maybe as a survival tip: maybe, something in a fog that makes your skin burns? Or, you know, acid rains?
>>
>>54669589
I tried to fluff some more of this:

The city known as Scorch is located in one of the coldest and most humid regions of the desolated wastes. With little exposure to the sun, the inhabitants have grown to worship the fires that keep them alive. Each inhabitant of the Scorch has knowledge of the old-world burned into their skin, something that is passed down from father to son and from mother to daughter. If an inheritor does not exist the dead are skinned to preserve the knowledge until a suitable replacement appears. These skins are kept in the hall of the keepers. Keepers of fire known as gear-whisperers mantain the heating systems and operate the refinery and drilling operations that bring about the black gold necessary for these, they are the ones most capable of interpreting the knowledge hidden on the skins of their compatriots. Of course, the keepers are considered de-facto leaders of this society. Since this knowledge is so valuable the scorch inhabitants hide their bodies under makeshift suits; seeing their true selves is a sign of great trust or perhaps even love.
Their icon is the flame and the embermark, the scorched imprint of a piece of coal on skin which resembles the greatest flame, our sun.
Living in what used to be an industrial zone, they managed to salvage many fast cars from a nearby factory and have built a sizeable working "fleet" due to their abundance of oil. Called the Burning Man, their flagship is a gigantic concert on wheels armed with multiple pyrotechnics reminiscent of old rock concerts.

Any ideas or feedback?

>>54674527
I really like the idea of the fog being toxic to the skin.
>>
>>54674493
>>54674493
>46-55: Punks. Purple mohawks, side cuts, hockey pads, and piercings. These are your stereotypical post apocalyptic raiders. Even if they aren’t actually raiders.
I'm picturing very ugly flesh-golems wearing large piercings and other BDSM tier appliances.
>1-15: Swaddled. Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
If the fog is toxic, then even these heavily mutated fellows are unable to handle it!

1d100 for resource
1d100 for equipment quality
>>
Rolled 16, 75 = 91 (2d100)

>>54674643
>>
>>54670641
Grim Reapers:

A tribe descendant of an old gang of street racers and bikers, hailing from deep within the urban sprawl. The Grim Reapers are led by the all-powerful Azrael, a fanatic who considers himself to be Death incarnate. All reapers worship Azrael and the concept of a "good death", believing that to be killed in combat is the only pathway of ascension to His realm, where they will no longer be afflicted by the diseases that plague them. They ride on custom made buggies and bikes, made specifically to ride well on the rubble-filled areas of the city. These vehicles reflect their beliefs, black and spiked to represent the great reaper himself. Azrael rides to battle on his flagship, the Scythe: a large custom-built war truck with a great "blade" on the front being its main weapon, it is made to saw through both cars and people.
Considering life to only be a way to achieve death, the Reapers do not care for their living conditions, and as such their gear and homes are often in disrepair.
>>
>>54674679
>1-20: Guzzolene. Black gold. Everyone needs it, and it isn’t too rare to come by but not too many have the means to refine it. This group does, and it can be extremely lucrative.
>65-80: Old World. Armor is either as good as or from old world police stockpiles, guns are actually pre-apocalypse quality, and they live in pre-war/quality buildings. Clothes are still pretty shabby and hand made though by our standards, but very good by post apocalyptic ones.

Seems like more oil hounders. Old-world equipment fits the nostalgia theme however. These mutants seem quite well-off actually.

3d100 for motor-pool and vehicle qualities.
>>
>>54674679
Finally, a GOOD QUALITY stuff!
>>
Rolled 50, 77, 99 = 226 (3d100)

>>54674786
I hope it's not another spikey episode.
>>
>>54674848
>41-70: Classics. Muscle Cars, roadsters, and trucks. The standard rides for most in the wasteland. Tough, reliable, and intimidating.
The Nostalgics love the classics.

>75-85: Harpoons/Grapplers. The ability to keep your vehicular prey where you can kill it is an important ability, and what’s more is that if you’re actually faster you can then drag the slower vehicle behind you.
Might be mimicking their own bodies. Tentacle monsters riding grappling-launching vehicles.

>91-100: Black on Black. Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers.
And they're also all black. Interesting, there is a trend of black vehicles around these parts.
>>
>>54674879
Oh yeah

>d100 for the Flagship
>>
Rolled 71 (1d100)

>>54674894
I wanna tank! Or The Legend! Screw War Rig!
>>
>>54674912
Sorry, was getting a heavy ass package.
>71-90: Legendary Car. It’s not a giant warmachine, or even all that impressive compared to some other things, but it’s the perfect blend of fast, tough, and reliable. This car is everything anyone could ever want and it’s certainly made a name for itself. When a group rolls up with this thing, people know who they are. Takes the form of whatever your generic type of vehicle is.

Guess we got the legendary you asked for, a guess as to which car this is?

Recap:
Heavily mutated people, with distorted flesh and appendages, damn ugly mothers. They raid other groups and commit horrible crimes. Despite that they are a democracy or consensus of some sort, one that looks fondly on the old world. And yet they seek death. Perhaps they hope that it will free them from their living nightmare? Perhaps death is simply waking up?
They dress like punks, with piercings, pads and other rebellious styles. All that over their enviroment suits which cover their entire bodies.
Rich in guzzolene and using old world gear, they're pretty well off compared to the other factions so far.
Their cars are harpoon-armed classics, led by the greatest of the legendary cars. They're all also black, because why not?

1d100 for the 5th faction then, if y'all up to continue.
>>
Rolled 31 (1d100)

>>54675166
I'm bored as FUCK, so let's roll!
>>
>>54675312
>16-50: Part-Lives. The general norm, people die of cancer or other genetic problems fairly young but some make it to old age. Wouldn’t appear too ugly or malformed by today’s standards, but certainly not the cream of the crop physically.
Seems like now we have one Full, one Mutant, two Parts and one Half.

2d100 for culture and leadership
>>
About Black color of wheels though... Maybe it's because one specific blend of paint can somehow repel or slow down a corrosive effect of the fog?
Except for a SHINY AND CHROME cars of Pyros, who just saying a big FUCK OFF to a fog?
>>
Rolled 60, 15 = 75 (2d100)

>>54675345
No more Tribals, pls, kthx by.
We need more settlers.
>>
>>54675390
Could be that they're black to keep in as much heat as possible due to the "permanent overcast" of this world.

While the pyrofags just use internal heating or some shit?
>>
>>54675412
>31-60: Raiders. An unfortunate truth of the wastes is the prevalence of raider gangs. Savage and violent, they typically take more than they make but there are exceptions. Most don’t settle down in any place for too long, and tend to use up what they have quickly. Many treat the apocalypse as a sort of hedonistic paradise, murdering for fun, using homemade narcotics, and generally raping to their hearts content.

>1-45: Dictatorship. Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.

Oh boy. Second dictatorship so far, second group of raiders. That right?

2d100 for Cultural Quirks
>>
>>54675420
Could be. After all, all this humidity and rain can get EVERYWHERE.
>>
>>54675451
Now that I think about it, the generator doesn't specify what caused the apocalypse/fog right?
>>
Rolled 30, 21 = 51 (2d100)

>>54675437
Oh boy, another punks I bet.
>>
>>54675482
>11-25: Motor Worship. In a world of vast blasted wastes and monstrous hazards, access to vehicles is the dividing line between life and death for most. Some take this a step farther and literally worship their rides as tools of divine salvation. Maybe they revere them like holy animals, wear garb that evokes them, or even take violent offense to those who mistreat them.
>26-30: Assholes. For whatever reason, everyone in the wastes sees your tribe as complete pieces of shit. Maybe they’re blunt as hell and bad mouth everyone else, maybe they have a societal compulsion to cruelty, maybe they just refuse to help anyone without gain. I dunno man, but one of them kicked my dog. I swear.
Well, they also love their cars, but they're dicks about it. I guess it makes sense that everyone hates the autocratic raiders.
>>
>>54675505
>>54675482
2d100 for distinctive appearance as well.
>>
Rolled 19, 75 = 94 (2d100)

>>54675505
rolling the first two traits for appearance, someone else can roll the last if they want
>>
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>>54675519
>15-30: War Paint. When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.
>71-75: Jewellry. Somehow the group has gotten a hold of a sizeable amount of bling. Maybe it’s hand-made from scrap, or maybe it’s actual treasures from the old world. The group takes great pride in it.
Oh boy. They're a bunch of...
>>
>>54675505
They are dicks to everybody, because they love steal everyone else cars. Like a gypsies.
>>
>>54675541
I'm guessing they steal both cars and jewelry, if they're so rich on bling.

2d100 for Resource and Equipment.
>>
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>>54675541
>>
Rolled 49, 47 = 96 (2d100)

>>54675552
>>
>>54675602
20-50: Scrap. Everyone wants it, everyone needs it, most people have it. This group has a specific type, or an extreme profusion of it, and they use it to barter for whatever else they need.
>41-65: Well-crafted. Just because it was made in the post apocalypse, doesn’t mean it isn’t good. Well made armor, guns are machined with actual technique and thought, and houses/clothes are a little more respectably made.

So while others have power, these guys have parts and good gear. Perhaps these assholes stole it like the gyppos they are.

3d100 for motor pool and vehicle qualities
>>
Rolled 9, 47, 52 = 108 (3d100)

>>54675644
>>
Rolled 81, 45, 20 = 146 (3d100)

>>54675644
Bloody car stealers and their "rites of passage" where they must steal cars and loot from anybody, by any means necessary.
>>
>>54675686
>1-15: Bikes. The groups rides are almost entirely bikes. Anything from choppers, to dirt bikes, or even nitro-boosted sportbikes.
>46-50: Tesla coils. The cars have fucking tesla coils mounted on them. They can shock enemies that get to close, channel lightning into batteries from desert storms, and just look badass as fuck.
>51-60: De-Construction Equipment. Cars are mounted with buzzsaws, mini-excavators, and plows for wrecking enemy vehicles.

Jesus christ, they've got Electric-Saw Bikes.

>>54675709
Using the first to finish it off
>71-90: Legendary Car. It’s not a giant warmachine, or even all that impressive compared to some other things, but it’s the perfect blend of fast, tough, and reliable. This car is everything anyone could ever want and it’s certainly made a name for itself. When a group rolls up with this thing, people know who they are. Takes the form of whatever your generic type of vehicle is.
Perhaps it's a Legendary Bike instead?
>>
Only two factions to go.
Roll me 1d100 for culture and 1d100 for leadership (if you anons want you can roll 1 each, if you're both here).
>>
Rolled 85 (1d100)

>>54675736
And that's HOW they got all these parts and scrap!
Perhaps their legendary vehicles it's not a bike, but something from construction sites? Or cobbled up together a MEGA SCRAPPER?
>>54675764
Anyway, here is a roll!
>>
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>>54675835
>something from contruction sites
It is certainly legendary.

>76-90: Wretched. Riddled with tumours and malformations, these poor sods are kept at an arm's length by everyone else. Ugly and deformed, think Hills have eyes. Very high infant mortality, and fewer still make it to adulthood. Always in need of breeders.
Alright, we're off to a good start. First group of sloths to show up.
>>
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>>54675736
Recapping: They're your standard folk of the wastes, not too healthy but not too affected by the hellish environment either. They're massive assholes and everyone in this setting hates them. Possibly because they're violent raiders led by some kind of ruthless warlord. They have a lot of jewelry, like a LOT of jewelry, and it features prominently in their cultural dress. They steal some of it from others and craft some of it themselves(they're excellent craftsmen). They paint themselves in vivid colors before battle and worship the motorcycles and dirt bikes they ride on. These holy bikes are outfitted with an array buzzsaws, plows, and other old-world construction equipment. Somehow they've learned how to make tesla coils and they use them to fry their prey when they go out raiding. Their leader rides an especially interesting bike that is recognized as a thing of terror across the wastes.
>>
>>54675900
Man that is one amazing bike.
>>
Going out for lunch now, should we compile the faction summaries and world description?
>>
>>54676049
So here are our factions as they stand:
>The Piston Tribe.
A tribe of motor worshipping anarchists who drive muscle cars and trucks. They cover themselves in spikes and black paint and have a copious amount of oil. Mostly keep to themselves.

>The city of Scorch.
Populated by genetically untainted humans with a fire fetish and access to some ancient knowledge who are ruled by an elite group. They drive polished chrome sports cars bedecked with massive flamethrowers. The have the ability to refine oil and possibly a large supply of it as well. They use a massive concert-on-wheels as their flagship vehicle.

>The Grim Reapers.
Malformed and short-lived, the reapers are descended from an old world biker gang and still wear their leathers. The nuclear power plant they inhabit has warped their bodies and their minds. It has made them into bloodthirsty, death-worshiping savages but they don't go looking for fights outside their territory like the raider gangs do. Their leader, Great Reaper Azrael, teaches that only a "good death" can free from their suffering. Azrael's rig, Scythe, is fixed with a massive blade which is used to slice open both people and vehicles on the roads. The other vehicles of the tribe are a random assortment of hand-crafted buckets of bolts and heavily modified old world cars. Regardless of the form, all of the reapers' vehicles are paint pitch black and equipped with wicked blades to emulate Scythe itself. Maybe they're are a splinter group of extremists originally from the Piston Tribe?
>>
Rolled 49 (1d100)

>>54675862
>>
>>54676415
>31-60: Raiders. An unfortunate truth of the wastes is the prevalence of raider gangs. Savage and violent, they typically take more than they make but there are exceptions. Most don’t settle down in any place for too long, and tend to use up what they have quickly. Many treat the apocalypse as a sort of hedonistic paradise, murdering for fun, using homemade narcotics, and generally raping to their hearts content.

A raider gang of wretchedly deformed humans! d100 for their leadership style.
>>
Rolled 70 (1d100)

>>54676443
>>
Rolled 42 (1d100)

>>54676443
aye aye
>>
>>54676489
>66-85: Democracy/Consensus. A relative rarity in the post-apocalypse, the group has decided that no one individual holds all the power, but generally makes decisions based on everyones input.

Ah, democratic raiders.

>>54676495
>41-50: Not the Lingua Franca. The group doesn’t speak the standard language of the wastes. Maybe they speak a different old world tongue, or maybe a new language that has emerged since the apocalypse. In any case, they have trouble interacting with other groups and require interpreters to treat with them.

Interesting. Maybe they're from elsewhere? 1 more d100 for their other cultural quirk
>>
Rolled 93 (1d100)

>>54676647
>>
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>>54676650
>86-95: Old World Blues. A pervasive nostalgia about the old world runs through the group, even if they weren’t alive to see it. They might collect old world artifacts, try to take after what they think are old world values, or have an unrealistic drive to rebuild the old world somehow.

They must get into fights with the mutants over old world artifacts.

2d100 for appearance.
>>
Rolled 50, 91 = 141 (2d100)

>>54676670
>>
Rolled 70 (1d100)

>>54676670
>>
I'll take one from each.
>>54676748
>46-55: Punks. Purple mohawks, side cuts, hockey pads, and piercings. These are your stereotypical post apocalyptic raiders. Even if they aren’t actually raiders.

>>54676759
>61-70: Gas Masks. Never seen without their masks, they might have a single distinctive style or just whatever they find. In either case, it certainly makes for an imposing appearance in most situations. Maybe they only do it for that intimidation factor, maybe it’s because they live in a particularly nasty patch.

Gas mask punks!

d100 for unique resource
>>
Rolled 47 (1d100)

>>54676830
everyone is either fully covered or wearing gas masks
>>
>>54676884
This environment seems particularly hostile. The toxic gas and corrosive suggestion seems to be pretty compelling.

>20-50: Scrap. Everyone wants it, everyone needs it, most people have it. This group has a specific type, or an extreme profusion of it, and they use it to barter for whatever else they need.

Hmm, maybe a junkyard filled with old world stuff?

d100 for equipment quality
>>
Rolled 32 (1d100)

>>54676918
>>
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>>54676953
>1-40: Ramshackle. Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.

Damn, another ramshackle.

3d100 for Vehicle type and quirks
>>
Rolled 68 (1d100)

>>54676979
>>
Rolled 42, 89, 94 = 225 (3d100)

>>54676979an so far the mutants have the best shit
>>
>>54677008
>>54677000

Same roll for vehicles. Fate?
Vehicles:
>41-70: Classics. Muscle Cars, roadsters, and trucks. The standard rides for most in the wasteland. Tough, reliable, and intimidating.

Vehicle Quirks:
>86-90: Extra Armor: Extra armor bolted onto the vehicles. No matter the type, they gain extra protection with minimal speed penalties.
>91-100: Black on Black. Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers. Re Choose to re-roll this or Shiny and Chrome if you get both.

Stealthy, armored raiders? I can dig it.

Finally, the d100 for their flagship vehicle!
>>
Rolled 2 (1d100)

>>54677083
Quite a few tribes have black cars around here
>>
>>54677083
>>54677098
get to da choppa
>>
>>54677098
>1-10: Chopper. Not the motorcycle kind, the group actually has a helicopter. Is it a jury rigged cargo vehicle? A long attack helicopter? A small squad of one man gyrocopters? It’s certainly a powerful addition to any group, even if it is a serious gas guzzler and requires special care.

Holy shit! That is a fine exclamation point for our 7th tribe! Any thoughts on what's going on with the chopper(s)?
>>
>>54677140
After watching one too many old world war movies they finally got their hands on an apache from a decrepit studio?
>>
Just an idea: we could generate some creatures for the wasteland with some of those 1d4chan generators.

Chaos mutations one could be used for the mutants as well.
>>
>>54677295
I'll try it out. Using this table with irrelevant features removed: https://1d4chan.org/wiki/Creature_Feature_Creation_Table_for_/tg

Roll d10 for our first animal's diet.
>>
Rolled 7 (1d10)

>>54677525
>>
>>54677693
>>54677525
Makes sense for a wasteland.
>>
>>54677693
>Scavenger - "Feasts only on dead animals or things that inexplicably end up in its mouth by accident. Doesn't mean it won't strike back."

>>54677715
That it does.

1d10 for reproduction habits
>>
Rolled 9 (1d10)

>>54677777
Checked
>>
>>54674346
Maybe they believe when you die you go back in time or something?
>>
>>54677845
>Lone Wolf - "The creature is the last of its kind and can't reproduce. It ain't happy!"

Uh-oh. Some sex-starved beast is talking the wasteland.

1d10 for main sense!
>>
Rolled 6 (1d10)

>>54677972
>sex starved scavenger
Sounds like a slasher movie waiting to happen.
>>
>>54678050
>Hearing

be very quiet. this lone creature has excellent hearing.

What role (generally) does (or did) the species as a whole play? (d100)
>>
Rolled 5 (1d10)

>>54678240
I'm thinking a cross of vulture and bat?
>>
>>54678266
>Farmed/Grown/Engineered - "Cultivated as food for the masses, no matter how dangerous or tame."

Hmm, I think we could extend that to genetically engineered bio-weapons without breaking a sweat too. We'll get to the appearance shortly!

Roll 1d10 for locomotion.
>>
Rolled 5 (1d10)

>>54678322
Scavenger with good hearing that is engineered. Could be a weapon used to root out/harass insurgents, operating independently by scavenging local resources.
>>
>>54678379
>Quadruped

Interesting idea. Alternatively it could possibly be something so delicious that the rest of it's species has been hunted to extinction?

d12 for surface/skin appearance!
>>
Rolled 10 (1d12)

>>54678421
>>
>>54678421
>>54678322
It's a giant pig. It's blind because it was created to be "grown" in a hangar or factory and wouldn't need to see shit. It developed it's good hearing as a side effect.
The tribe's ancient says it's been there for as long as his grand-grandfather could remember.
>>
>>54678452
>Smooth/Slimey - "Characterized by a skin that is mostly smooth, often slimy, to the touch. Found sometimes in Amphibians."

Some type of frog or salamander it seems.

Roll d6 for size!
>>
>>54678504
>>54678491 here.
Oh.
Or maybe he's just really really fat?
>>
Rolled 13 (1d16)

>>54678504
>>
Rolled 1 (1d6)

>>54678527
>>54678504
oopsie

>>54678491
This makes a lot of sense. Maybe it's a mix of pig with some other species, to give the pig some advantage?
>>
>>54678544
1 is small.
It can't be a giant pig then. Sad.
>>
>>54678544
>Small

Hmm, it's smaller than we thought. A bit smaller than a normal pig I'd guess.

Let's take d3 for the number of abilities it has.
>>
Rolled 2 (1d3)

>>54678588
Frog-pig, frog-pig, does whatever a frog-pig can
>>
>>54678605
Two abilities!

2d35!
>>
Rolled 6, 22 = 28 (2d35)

>>54678672
No attribs?
>>
Rolled 13 (1d35)

>>54678700
>mind control
It's a hypno toad dude.
>>
>>54668783
>Any guesses what their distinctive icon might be?
Some sort of ancient solar symbol, associated with a burnt offering? Perhaps on a red flags and armbands.
>>
>>54678700
>Deadly Attack
>Mind Control

Hypnotoad? Is that you?

Sure we can do attributes too. The system presented is a bit complicated, so let's just roll a d11 to determine which single attribute it has.
>>
Rolled 5 (1d11)

>>54679037
Fine by me (could always use the same system that abilties use though that'd add a roll)
>>
>>54679051
>Heavily Armoured

And that's it! We have our first creature in this post-apocalyptic wasteland. A singular hypnotoad that is heavily armored. Great, I've gotta go out for a bit but this has been excellent, thanks everyone. Hopefully we're still going by the time I get back.
>>
>>54679103
Gotta say this toad sounds pretty powerful even if small and lonely. Probably has endoskeletal plates since his surface is slimy.

Though one does wonder why you'd add mind control, deadly attacks and armor to your food.
>>
All of this oil is making me think middle East/ southeast asia., The factions all line up with it too, the foreign speaking raiders with choppers could even be remnants of a foreign military.
>>
>>54679548
To add to this, the prevalence of motor worship could be a mutation of Islam, with the different quirks coming from different Islamic schools of thought and cultures changing over the years into something barely recognisable.
>>
>>54679548
Could be Venezuela in a few years.
>>
>>54676393

Anybody feel like fluffing out the other four factions here?
>>
>>54681181
Sure, though my fluff sucks and I just got home.
>>
Gonna write now
>>
>>54674123
>>54674237
>>54674288
>>54674346
>>54674643
>>54674786
>>54674879
I tried...

The Exposed:
People who suffered through the apocalypse, and were irreversibly changed by it. Doomed to become abominations of overgrown flesh, exposed organs, protruding bones and extra limbs, these are a people who heavily depend on covering themselves not only to survive the fog but to help disguise their new forms. Raider bands of Exposed work by consensus, largely due to the telepathic abilities they have developed through mutation. Despite the cooperation with their own kin, do not expect any dialogue with them; these are violent and cruel abominations who will almost always target anyone who is not a fellow exposed.
They often worship death itself, believing it will bring about an escape from the horrible nightmare they've been thrown into. Many believe that a good death will lead to them simply waking up back in their old selves living their old lives. This is heavily connected to their fondness for the past: Exposed often collect relics of the Old World, mementos of better days.
Another strange fact about this group is their propensity for wearing more "rebellious" types of acessories, such as piercings, shoulder pads, chains and other "punk" styled clothing. The reasons for this fashion are unknown.
Resources common among the Exposed are oil and old-world goods - including weapons and armor. It's unknown how they acquire the Guzzolene, but it's likely by raiding the other existing factions by using their comparatively superior equipment.
Their fleets are composed of black-painted classic cars armed with harpoons, often used to board and raid convoys.
>>
>>54675900
Not sure how to fluff these guys. I'm thinking there needs to be an explanation for their technical prowess.
>>
>>54684882
Techno-gypsies. Who stealing cars and loot from others and are dicks about it.

Hell, maybe they are descendant from a several "apocalypse prepared" families, and this can explain, why their gear is in MUCH MORE better shape?

But I suspect a constant humidity and fog is a real culprit in our "ramshackle" equipment - it's hard to maintain a gear when we have a fucking corrosive environment and most of our shit was made from plastic before.
>>
>>54685490
The fog really does explain it quite well, I think only these guys and the mutants have anything decent. I also like the prepper descent idea. Though what should be their name?
>>
>>54685752
The Court, led by a Robber Baron.
>>
>>54687091
Wait, I got a better name - Preppers, as "Doomsday Preppers"
>>
>>54684793
>Raider bands of Exposed work by consensus, largely due to the telepathic abilities they have developed through mutation

Fucking brilliant. I love connecting the dots on the rolls from these random tables and this is one of the better bits of fluff to explain a random result in this thread.
>>
How we will call this world? Rainy Days?
>>
>>54670641
Stupid idea, but let's make them live in a reactor and use electric cars.
>>
>>54689571
They could even have ghetto car setups. Homemade gocarts using electric motors from golf carts, or washing machines.
>>
>>54666364
Is the pic of anything in particular? Oddly enough makes me think of a Hellboy story.
>>
>>54687435
Glad you liked it.

We got Scorch, Reapers, Exposed, and Preppers, Piston-Tribe all more or less fluffed up.
We still have
>>54671439
These democratic mercs.

>>54677140
>>54675862
And these pretty mutated raiders.

Anyone got any ideas?
>>
dice+1d100
>>
>>54693764
Options field.
>>
>>54692955
I'd say the Mercs work a bit like an adventurers guild. That could explain why they have got many different vehicles: they aren't really a nation or a tribe, but more like many small groups of individuals following a common set of rules.
>>
Gonna add some fluff later, but here are some ideas:

>metro/underground areas are filled with fog and beasts
>Bunkers could be a research facility and an actual nuclear shelter, both filled with goodies
>Exposed were people who heard the sirens during the event and managed to get into the shelter, but were unlucky enough that the fog "settled", being denser than air. It flooded the underground and mutated them before they could seal the shelter
>Reapers are people fromthe piston tribes who were converted and recruited by Azrael, this is leading to a conflict between these groups
>The mountain is important because the fog is less dense up top, Scorch is located there hence their health
>>
Here'a another idea: hypnotoad is a being escaped from the underground research labs. It can use the mind control to enthrall a limited amount of people, which it uses as a sort of body guard force while it scavenges. Certain groups believe it to be a minor deity and thus leave it alone.
>>
I like the idea of the mutants being connected via psionic link that only extends to their tribe. They live underground when possible because they survived the apocalypse by hiding out in a bunker. The mutations occured because they willingly altered their own genetic structure in order to increase their survivability. The sheer amount of time they spent underground left the, with little pigment, meaning most tribe members are albino. Also, the reason most have wrapped up and colored theory cars black is because every once in a while a massive storm appears to ravage the landscape, things colored black are resistant to the affects of the storm and anything not protected will be degraded pretty heavily
>>
>>54697238
>Engineered telepathy
Did they engineer the hypnotoad?
>>
>>54698410
That's what I was thinking, yes
>>
>>54698410
To expand on that thought, perhaps they engineered several species and the hypnotoad was merely a product of their experiments with psyonics. The clan itself is known to most as the Flesh Rippers because of their capacity to alter bodies.
>>
>>54666364
War's MRE spoon always cracks me up
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