Showing posts with label post apocalypse. Show all posts
Showing posts with label post apocalypse. Show all posts

Tuesday, May 30, 2023

Hit Points and Archaic Weapon Damage for Gamma World and Mutant Future

Surely, you've noticed PCS and NPCs in Gamma World, and Mutant Future have a lot of Hit Points? You must have also noticed high tech weapons and some mutant attacks do a ton of damage but old-fashioned archaic weapons do pathetically low amounts of damage?  Here's how I deal with it.

Leave the HP as is in the rules. They are fine the mutations, radiation, and mutant power rules need PCs with that HP range.

I like a campaign where atomic gladiators, wasteland scavengers and teenage mutant cavemen deal with archaic and makeshift weapons throughout the life of the campaign. So here's how I make that work with the high HP nature of the game: rate weapons by overall quality and key damage to that. I do that by having archaic weapons grouped into Junk, Primitive, Advanced, and Powered categories.

Junk Weapons are cobbled together by relatively unskilled crafters from inappropriate materials, old gift-shop weapons and mistreated salvaged relics. You have a table knife strapped onto a shabby old broomstick well that a Junk Spear. Junk weapons will do the same damage as listed in the rulebook. Any character can make a junk weapon with relative ease.

Primitive Weapons are fashioned with skill from ancient materials, this can be stone or bone if the crafter is skilled in using those materials, or from simple alloys and salvaged metals if a crafter has access to the right type of workshop, tools, and appropriate skillset.  A Steel spearhead mounted on a reinforced aged wooden shaft would be a Primitive weapon. Primitive weapons do twice the damage listed in the rules, if listed as 1d6 in the rules it will deal 2d6 damage as a primitive weapon. Trained characters from the appropriate tech level with access to tools and materials can make primitive weapons. 

Advanced Weapons are fashioned with skill incorporating advanced materials beyond the capabilities of unorganized societies low-tech societies. Specialists with the right facilities, materials, and tools can manufacture Advanced Weapons. Advanced weapons deal three times the damage listed for archaic weapons in the rule book, if listed as 1d6 it will deal 3d6 damage as an advanced weapon.

Powered Weapons are fashioned incorporating mostly advanced materials with energized or mechanical systems requiring high tech capabilities and supplies. A Plastisteel Blade with a phase inducer and charged power cell would be a Powered Weapon. Powered weapons deal 4 times the damage archaic weapons do in the rulebook, if it is listed as 1d6 it will deal 4d6 damage as a Powered Weapon.

Notes: "but my rule book has separate damages for small-medium/Large creatures"  Either do the change for each size class or just use the small-medium damage range and multiply that.

Weapon Category

Junk Base Damage Dice     x1 value        

Primitive         x2 Damage Dice         x3 value

Advanced x3 Damage Dice         x10 value

Powered         x4 Damage Dice         x50 value

Use the guidelines above and your scavengers and survivors will be getting more use out of archaic weapons in your campaign and there will be a wider range of loot available with only a little extra paperwork.

Monday, May 29, 2023

Post Apocalyptic Ruin Maps

 Fiddling about last night with programming a retro-stlye RPG map generator to spit out "city-size" ruin maps for games like Mutant Future and Gamma World. It's got a lot of work if I really want to do more with it, likely going to tack on an encounter generator to stock the ruins. Here's what it does so far:







Thursday, October 20, 2022

1d30 Random Post-Apocalyptic Shacks.

 A random selection of 30 randomly shacks to dress up the wastelands of a postapocalyptic setting.


1.  A large teepee. Inside are Doc Smith lives here and maintains a makeshift clinic. Stashed here is Antique Musket.

2.  An old work-site manager's shelter. With A rabbit hutch. Stashed here is Inline Musket.

3.  A tipped-over porta-john, clearly in recent use due to the not quite dry run-off. Leads to A one-room vintage camper.

4.  A ancient wooden barn. With A plot of dirt charitably described as a garden. Inside are Remnants of a military regiment have holed up here for a while.

5.  A slightly new hand-written sign 'Danger Minefield'. Leads to A cheap prefab cottage. With An old empty in-ground pool. Inside are A happy Puritan family.

6.  A recently repaired greenhouse with steamy windows. Leads to A log cabin. With Rows of stacked firewood. Inside are A trio of happy hippies. Stashed here is Butcher's block with over a half a dozen sharp knives.

7.  A line of heads set on 2 meter long wooden spikes. Leads to A concrete walled bunker. Inside are A pair of runaway tweens that nobody is really trying to find. Stashed here is An intact Auto-Doc. No power.

8.  Over an acre of fairly well-tended garden plot. Leads to A repurposed grain-silo. With A few well-maintained fruit trees stand here. Inside are Remnants of a military regiment have holed up here for a while. Stashed here is A large baroque machine. Inspection shows it to be the workings of a damaged mind. Some parts still good salvage.

9.  A half-buried Earth-lodge with a plastic tarp roof. With A haphazard tire barrier. Inside are An infant in a crib.... It's a traaaap! Stashed here is Functional alcohol still.

10.  A semi-permanent butchering station with chains, tackle, buckets, and benches. Leads to A branch hut covered in plastic-sheeting. With A sturdy tire-wall. Stashed here is Functional DVD player.

11.  A pair of impaled corpses, one sporting a sign reading 'THEEEF'. Leads to A log cabin. With A watchtower big enough for 3 maybe 4 people. Inside are A honeypot trap with bandits lurking nearby. Stashed here is Inline Musket.

12.  An ancient shipping container. Inside are A limbless person tied to a board, the other occupants are out. Stashed here is Functional BetaMax.

13.  An exposed basement covered in plastic tarp. Inside are Doc Smith lives here and maintains a makeshift clinic. Stashed here is A murderous Auto-Doc.

14.  A concrete walled bunker. Stashed here is Functional alcohol still.

15.  A big box of moldy boxes and empty jars with a weather sign reading 'Take what you need, leave what you can spare.' Leads to A tarp roof and packing crate wall to one side of a wheel-less conversion van. With A cleaned and swept hard-topped lot. Inside are A corpse in a bed. Stashed here is Antique Musket.

16.  A fairly fresh latrine trench. Leads to An old work-site manager's shelter. With A watchtower big enough for 3 maybe 4 people. Inside are A pair of runaway tweens that nobody is really trying to find. Stashed here is 0.5 kg of trade powder. (low grade black-powder)

17.  A pair of big plastic barrels that look to have been recently dug up out of an adjacent hole. Leads to A converted chicken-coup. Stashed here is A large baroque machine, A functional but unpowered teleport-chamber.

18.  A poorly plowed and unplanted field. Leads to An old work-site manager's shelter. With A large picnic-table with the tattered remnants of a feast. Inside are A family of Wreckers looking for a new Maw for Paw. Stashed here is Electric Dehydrator.

19.  A line of bodies in a trench dug in the past few days. Spent casings litter the ground. Leads to A half-buried Earth-lodge with a plastic tarp roof. Inside is A lost child. Stashed here is Inline Musket.

20.  A fairly fresh latrine trench. Leads to A repurposed grain-silo. With A plot of dirt charitably described as a garden. Inside are A crazy old coot taking a bath.

21.  A multi-chambered family tent. With An obvious minefield. Inside are A family of frail squatters.

22.  An old bus stop with debris pilled all along it's wall to block the view. With A pig pen. Inside are A pair of lumberjacks gathering wood for a larger community not too far away.

23.  An exposed and recently emptied tin of sardines laying in a shallow recently dug hole. Leads to An exposed basement covered in plastic tarp. With A ratty garden. Inside are an old fashioned nuclear family. Stashed here is Electric Chainsaw.

24.  A fairly recent corpse half buried in a small pit next to a trail. Leads to A pool-house. Stashed here is Electric Chainsaw.

25.  A big box of moldy boxes and empty jars with a weather sign reading 'Take what you need, leave what you can spare.' Leads to A tarp roof and packing crate wall to one side of a wheel-less conversion van. Inside are A family of cannibals recently surprised by a Cyber Commando. Stashed here is Portable Microwave.

26.  A semi-permanent butchering station with chains, tackle, buckets, and benches. Leads to A debris hut. With Rows of stacked firewood. Inside are A concealed entrance to a multi-level apocalypse bunker. Stashed here is Several dozen Ready-Logs.

27.  A poorly plowed and unplanted field. Leads to A cheap pre-fab cottage. With A circle of shallow trenches lined with filth coated stakes.

28.  A recently repaired greenhouse with steamy windows. Leads to A pavilion tent. With A haphazard tire barrier. Stashed here is 0.5 kg of trade powder. (low grade black-powder)

29.  A pool-house. Inside are An old fashioned nuclear family. Stashed here is Pounds of smoked meat.

30.  An open plot full of little wire stakes planted in the ground with tattered orange ribbons tied to them. Leads to A burnt out old house with a debris hut built against the only remaining wall. With A dog house. Inside are A pack of dogs and their 5 year old feral-queen.

Monday, August 8, 2022

Gamma World Eats

Gamma World Eats

Stock the kitchens of Gamma World shelters, hovels, and roadside diners. (randonly generated)


 1. Boiled Fleshin eggs

  2. A freshly opened Cup of Mussel Pockets, surpirsingly tasty

  3. Boiled Ert Telden eggs

  4. Salad of Dried Kep Pulp and Crep Plant Leaves

  5. A piping hot bowl of Centisteed and Narl Ep Pulp Chowder

  6. Salad of Narl Ep Seeds and Pineto Seeds

  7. Salad of Zeeth Seeds and Horl Choo Fronds

  8. Herkel slider with a melted slice of Rakox cheese on soggy bread

  9. A freshly opened Bottle of Soylent Chili, stale

 10. Scrambled eggs , Dried Zarn, 3 slices of CRAM, Horl Choo Mash, Fresh Kep Shoots and  a warm Flatbread

 11. Raviolli mixed with a Garlic sauce

 12. Poached eggs , Corned Terl, Narl Ep Porridge, Pickled Crep Plant Starch and  soggy Flatbread

 13. Terl burger with a melted slice of Brutorz cheese on a toasted bun

 14. A freshly opened Jar of Chom Chowder, has a chemical aftertaste

 15. Noodles served in a thin broth

 16. A freshly opened Cup of Clum Nectar, bland

 17. Seroon Lou Porridge

 18. A freshly opened Jar of Soy Leather, bland

 19. A warm cup of Parn and Pineto Pulp Stew

 20. A freshly opened Can of Fush Broth, has a chemical aftertaste

 21. Salad of Fermented Kep Roots and Zeeth Leaves

 22. Some Cheez Wafers, it smells a bit off but tastes fine

 23. A freshly opened Readi-Bowl of Melom Broth, has a chemical aftertaste

 24. Salad of Sun-dried Seroon Lou Shoots and Crep Plant Shoots

 25. Some Fush Flakes, bland

 26. Crep Plant Mush

 27. Salad of Fresh Pineto Fronds and Narl Ep Pulp

 28. A piping hot bowl of Crep Plant and Kep Pulp Goulash

 29. A warm cup of Arn and Zeeth Seeds Goulash

 30. Kai Lin Mash

 31. PlainNoodles and a bottle of ketchup

 32. Salad of Fresh Kai Lin Roots and Kai Lin Leaves

 33. Salad of Horl Choo Roots and Seroon Lou Shoots

 34. Shirred Arn eggs

 35. Salad of Pineto Seeds and Zeeth Pulp

 36. A freshly opened Bottle of Fruity Stew, it smells a bit off

 37. Salad of Fresh Crep Plant Fronds and Kep Fronds

 38. Ert burger with a melted slice of Hopper cheese on a toasted bun

 39. Scrambled Arn eggs

 40. Half a Insta-cup of Mashroom Dumplings, has a chemical aftertaste

 41. Basted Barl Nep eggs

 42. Poached eggs , Shredded Sep, 4 slices of CRAM, Kai Lin Mash, Seared Zeeth Roots and Muffin

 43. Salad of Seroon Lou Roots and Narl Ep Shoots

 44. Shredded Blight with some Green sauce on the side

 45. Spaghetti and Centisteed cheese

 46. A warm bowl of Spaghetti and Zeeth Fronds Chowder

 47. A freshly opened Insta-cup of Corn Water, it smells a bit off

 48. Salad of Dried Crep Plant Seeds and Pineto Roots

 49. Salad of Sun-dried Seroon Lou Roots and Narl Ep Shoots

 50. A freshly opened Packet of Berry Stew, it smells a bit off but tastes fine

 51. A tepid cup of Pineto and Seroon Lou Starch Soup

 52. Roasted Barl Nep in red-eyed gravy

 53. A warm cup of Ant and Kep Shoots Gumbo

 54. Salad of Seroon Lou Starch and Kep Leaves

 55. A freshly opened Pouch of Tatter Crisps, stale

 56. A freshly opened Readi-Bowl of Fush Wraps, stale

 57. Omelette of Cal Then eggs with Pineto Stalk

 58. A freshly opened Packet of Corn Wraps

 59. Salad of Dried Zeeth Roots and Horl Choo Leaves

 60. Some Prawn Curry, surpirsingly tasty

 61. Poached eggs , Roasted Sep, 3 slices of CRAM, Horl Choo Porridge, Seared Pineto Sprouts and  a warm Biscuit

 62. Salad of Fermented Kai Lin Fronds and Pineto Roots

 63. Salted Blight with some Cheese sauce on the side

 64. Some Pirk Pie, surpirsingly tasty

 65. A warm cup of Brutorz and Pineto Leaves Chowder

 66. Salad of Pickled Narl Ep Starch and Pineto Shoots

 67. Lasagna mixed with a Thin sauce

 68. A tepid cup of Pineto and Narl Ep Leaves Stew

 69. Half a Pouch of Beef Water, has a chemical aftertaste

 70. Scrambled eggs , Pickled Barl Nep, 3 slices of CRAM, Crep Plant Mush, Fermented Narl Ep Pulp and  a warm Muffin

 71. Half a Bottle of Baaf Crisps, stale

 72. A freshly opened Pouch of Melom Steak, has a chemical aftertaste

 73. Salad of Sun-dried Zeeth Roots and Horl Choo Pulp

 74. Salad of Sun-dried Pineto Stalk and Kep Roots

 75. Spaghetti served with a Tangy sauce and Brutorz cheese

 76. Salad of Dried Kai Lin Seeds and Kai Lin Shoots

 77. A warm cup of Dried Kai Lin Seeds and Horl Choo Fronds Soup

 78. A freshly opened Can of Prawn Jelly, stale

 79. Cured Hopper with some Creamy sauce on the side

 80. Boiled eggs , Roasted Terl, 2 slices of CRAM, Kep Mash, Sun-dried Zeeth Starch and  stale Muffin

 81. Salad of Pickled Horl Choo Starch and Crep Plant Stalk

 82. A freshly opened Lunch-Pack of Honey Pockets, bland

 83. Shredded Rat

 84. A warm cup of Ant and Zeeth Sprouts Gumbo

 85. Half a Can of Pork Cake, it smells a bit off

 86. A warm bowl of Horl Choo and Crep Plant Pulp Soup

 87. Pickled Brutorz with a thin sauce of drippings

 88. Spaghetti served with a Red sauce

 89. A warm cup of Spaghetti and Zeeth Fronds Soup

 90. Couscous and Hopper cheese

 91. A warm bowl of Kai Lin and Kai Lin Roots Broth

 92. Kep Porridge

 93. Scrambled eggs , Salted Fleshin, 3 slices of CRAM, Horl Choo Mash, Blanched Horl Choo Sprouts and Biscuit

 94. Salad of Kai Lin Pulp and Zeeth Shoots

 95. Zeeth Porridge

 96. Plain Raviolli

 97. A freshly opened Box of Oat Wafers

 98. Pickled Ant eggs

 99. A freshly opened Pouch of Tarkey Tubes, has a chemical aftertaste

100. Horl Choo burger on toasted bread


Sunday, August 7, 2022

Post-Apocalyptic Packaged Foodshop Finds

 1d100 Packaged Food Finds for Post-apocalyptic scavengers


 1. Greasy "Green Plate" Mussel Broth, Super-sized Bowl

  2. Squished Natural-style Cheez Steak, Super Portion Tub "Corporate Recomended"

  3. Swollen "Value Valley" Krilla Muffin, Snack Size Bottle "Robot Award Winning"

  4. Squished "Amalgamated Food Multinational Cubboard" Artifical Fruity Cubes, Banquet Portioned Pouch

  5. Moldy "WorldCo Banquet" Mackrel Chili, Economy Portion Tube "Bachelor Inspected"

  6. Mangled "Market Hearth" Vegamax Sausage, Meal-sized

  7. Loose "Shoppers Plate" Low Sodium Berry Steak, Banquet Size Bag "Paternal Unit Authorized"

  8. Dry "Pharma-Grill" Tatter Stew Tin "Teen Inspected"

  9. Stale "Shoppers Family" Chucken Borritos, Lunch Portioned Cup "Corporate's Favorite"

 10. Dented "Amalgamated Food Multinational Bakery" Artifical Crob Pie, Sharing-sized Box "Robot Authorized"

 11. "Quik-Range" Naturally Flavored Krilla Pockets, Lunch Portioned Bottle

 12. Mangled "Value Cubboard" New Flavor Krilla Stew, Banquet Portioned Cup

 13. Dry "Quik-Cook" Loobster, Meal-sized Jar

 14. Mangled Chucken Spread, Dinner Size

 15. Opened "PriceRite Platter" Fruity Butter Carton

 16. Natural-style Fruity Drink, Super Size Tube

 17. Mangled "Valu-Banquet" Nilla Tubes "Government Approved"

 18. "Holiday Ranch" Loobster Flakes, Maxi-sized

 19. Runny Vega Chili, Lunch Size

 20. Dented Fresh Packed Chucken Pie, Super-sized Bottle "Teen Authorized"

 21. Rotten "Shoppers Basket" Krilla Water Tin "Dad Inspected"

 22. Greasy "Holiday Feast" Lamb Sausage Tube "Auntie Recomended"

 23. Stale "Home Buffet" Choco Muffin, Maxi Size Tub

 24. Rotten Chucken Cake, Economy Size Bottle

 25. "WorldCo Ribbon" Shelf Stable Tatter Powder, Economy-sized Bag "Dad Certified"

 26. Crumbling "Quik-Meal" Vegamax, Snack-sized

 27. "Holiday Meal" Mackrel Cubes, Break Size Tub "Government Authorized"

 28. "FoodCo River" Diet Fush Paste, Super Portion Carton

 29. Dented "PriceRite Plate" Chicken Tubes Bowl "Auntie Award Winning"

 30. Loose Turkey Carton

 31. Loose "Healthy Prize" Fush Tubes, Large Portion Bowl

 32. Loose "Country Farm" Lomb, Sharing Portioned Jar "Clone Recomended"

 33. Crumbling "Green Spoon" Low Sodium Lamb Muffin Bottle "Government Award Winning"

 34. Greasy "Valu-Chef" Natural-style Tatter Steak, Break Portion Pouch "Bachelor Inspected"

 35. "Hearty Chef" Oat Loaf Box "Grandma Authorized"

 36. "Amalgamated Food Multinational Castle" Berry Curry, Fun Portion Carton

 37. Stale "Quik-Grill" Saftey-Sealed Loobster, Family Portion

 38. "Home Valley" Shelf Stable Wheati Stew Tub

 39. New Flavor Krilla Dumplings Pouch

 40. Rotten "Home Mother" Saftey-Sealed Lomb Stew

 41. Runny Naturally Flavored Chom Jelly, Squad-sized Bottle

 42. Loose "Quik-River" Tatter Sticks, Family Portioned Bowl "Baby Award Winning"

 43. "Market Cubboard" Chucken Borritos, Large-sized Bowl "Child Approved"

 44. Moldy "Hearty Family" Cheez Sauce, Fun Size Box "Teen Approved"

 45. "Discount Mountain" Vega Sticks Bowl

 46. "Shoppers Chef" Prawn Steak, Family Portion Pouch

 47. Oat Borritos, Lunch-sized Bottle

 48. "Country Family" Soylent Borritos, Economy Portioned Bag

 49. Moldy Krilla Mash, Lunch-sized Jar

 50. Flattened "Green Buffet" Artifical Fruity Flakes Packet

 51. Loose Loobster Spread, Maxi Portioned Carton

 52. Flattened Cheez Butter, Large Size Box

 53. Loose "Valu-Hearth" Vegamax Cubes, Large-sized "Senior Award Winning"

 54. Squished Chom Powder Bowl "Public Council's Choice"

 55. Loose Artifical Soylent Steak, Fun-sized Tube

 56. Dented Fruity Wafers, Squad Size Tube "Corporate Inspected"

 57. "WorldCo Pot" Mackrel Chews, Family Portion Cup

 58. Loose "PriceRite Bakery" Fortified Mussel Chews, Snack-sized

 59. "Amalgamated Food Multinational Plate" Low Sodium Clum Crackers Tin

 60. Crumbling New Flavor Beef Sauce, Large Size

 61. Swollen "Quik-Hen" Lomb Water Box

 62. Clum Granola, Banquet Size Tube

 63. Dented "Valu-Cubboard" Choco, Sharing-sized Box

 64. Opened "Value Buffet" Saftey-Sealed Soy, Break Size Box "Clone's Favorite"

 65. Greasy "Green Counter" Vega Chews, Large Portion Tin

 66. "Happy Cook" Diet Oat Wafers, Sharing Portioned Tin

 67. Crumbling "Shoppers Oven" Vegamax Syrup

 68. Squished "Discount Stove" Simulated Tarkey Pie, Break Portion

 69. Stale "Green Stove" Chicken Syrup, Fun Portioned Bottle "Bachelor's Choice"

 70. Runny "Quik-Castle" Vega, Family Portion Tin "Government Recomended"

 71. "Amalgamated Food Multinational Bakery" Prawn Cup "Teen's Like Them"

 72. Stale "Happy Meal" Soylent Borritos, Dinner Portioned

 73. "FoodCo Ranch" Oat Soup, Meal-sized Box "Clone's Like Them"

 74. Mangled "WorldCo Valley" Corn Nectar, Squad Size Bowl

 75. Mussel Crackers, Economy Portioned

 76. Stale "Super Feast" Saftey-Sealed Soy Nectar, Lunch Portion Pouch

 77. Loose "Super Chef" Mackrel Borritos, Family Portioned Carton

 78. "Value Grill" Fortified Nilla Pouch

 79. "Market Cook" Turkey Pie, Super-sized

 80. "Super Prize" Choco Stew, Banquet Portion Tube

 81. "Discount Cubboard" Tarkey Paste, Meal-sized Tub "Auntie Award Winning"

 82. Squished "FoodCo Oven" Diet Berry Flakes, Fun-sized Pouch "Doctor's Like Them"

 83. Stale "FoodCo Plate" Berry, Banquet Portioned Bag

 84. "Shoppers Ribbon" Shelf Stable Fush Wraps Bowl "Public Council Inspected"

 85. Swollen "Market Spoon" Naturally Flavored Potato Drink Packet

 86. Dry "Healthy Range" Artifical Mussel Tubes, Lunch Portioned Box "Safety Board Approved"

 87. "Amalgamated Food Multinational Pot" Oat Pockets, Maxi-sized Tube

 88. Crumbling "Hearty Basket" Mussel Borritos

 89. Mangled "Hearty Prize" Fortified Nilla Jelly Pouch

 90. Rotten "Valu-Valley" Cheez Sausage Jar

 91. "Discount Buffet" Simulated Oat Jerky, Squad Size Jar

 92. Loose "Super Meal" Lamb Butter Bag "Grandma Inspected"

 93. "Quik-Rooster" New Flavor Loobster Pie, Large Portion Tin

 94. Soy Stew "Clone Authorized"

 95. Dented Fortified Bean Drink, Sharing Portion Tube

 96. "Market Stove" Turkey Chews Carton "Government's Like Them"

 97. Simulated Chucken Cubes, Sharing-sized Carton "Government Certified"

 98. "Super Castle" Soylent Tubes Bag

 99. "Shoppers Valley" Chucken Bag

100. Squished Soylent Tube

Wednesday, April 14, 2021

Cataclysm Dark Days Ahead

 I've been playing a fair bit of Cataclysm Dark Days Ahead lately. I somehow managed to be totally ignorant that this post-apocalyptic rogue-like existed for years until a couple weeks ago. The quickest way to describe it would be Minecraft in a post apocalyptic setting with simpler graphics and richly detailed approximations of reality. It hits a lot of computer gaming itches for me: it's turn based so I can play at my pace, it's customizable, it's got cyborgs, it's got hunting and gathering, it's got annoying cars, and it allows for planning and tracking a whole bunch of fiddly moving parts. The player character is generally a lone survivor facing off against foes such as cyborgs, giant spiders, giant ants, mi-go, triffids, other survivors (but all the other survivors are not foes), wild dogs, a whole bunch of different Zombies and more.

There are so many options and after spendign a day or so poking at wikis and forums I decided to fire up a random character in a random starting position. I suppose I got immensely lucky becasue while my character Sally isn't particularly impressive she's a quick learner and had a few survival skills to start out with which couple with the remote LMOE shelter she started in has made it possible for her to survive over 45 days days on winter in post-apocalyptic zombie and mutant infested New England.

The scramble at first to not freeze to death while gathering supplies was the biggest threat of  all and she almost lost her life and her hands due to frostbite but I managed to keep that from killing her and was able to scrape up enough supplies from a nearby farm house to then chase a horse down in a barn and kill it with a hammer so it could be butchered and keep Sally alive.

Further explorations have revealed a gas station, a motel, a school or library with an automated defense system, other farm, and a whole town not too terribly far away by the name of Goffstown (about 30-40 minutes away from me by car in real life). 

I like this game becasue the only path to success isn't being a killing machine. Focusing on combat over anything else will kill your character. A problem I have with some online multi-player post-apocalyptic games are how they devolve into bully wish fulfillment for many players who have no real reason to act moderately decent to other players, this being a solo-play experience there's none of that to deal with but there are NPCs who do more than attack you out there somewhere in Cataclysm DDA.

Currently Sally has upgraded her pathetic staring gear to a shocking excess of clothing and some armor even thanks to a crashed military vehicle recently discovered. She's gone from a paleolithic stone hand axe, to a more proper stone axe, and now thanks to wider scavenging a proper honest to goodness steel wood axe and that makes not freezing to death and cooking a whole lot easier. She's become competent with her bow and has scavenged a couple of guns with a handful of bullets and has managed to hunt a few critters. I'd recommend not eating the giant mutant spiders but giant ant seems to be safe enough to eat despite being dangerous prey sadly the nearest ant colony is being attacked by some sort of armed group with some high-tech and high capacity weapons that have shot at poor Sally but not pursued her, they can't be doing too well because just a couple days ago she spotted one of them zombified while she was butchering a rabbit on a bridge.  So far she's only tangled with 4 or 5 zombies total having avoided to roaming hordes and notgotten pinned down by zombies in the edge of Goffstown just yet. 

I've probably jinxed her by typing about the game here but its good fun and I wanted to clue anyone in who may have similar interests to me but managed to not know about the game yet. 

Here's the wikipedia page about the game https://en.wikipedia.org/wiki/Cataclysm:_Dark_Days_Ahead

and the actual page for the game: https://cataclysmdda.org/



Thursday, February 18, 2021

Slinger Character Class [Rust & Runes, draft Feb2021]

One of the simpler classes for Rust and Runes campaigns with a few exceptional abilities and a fairly easy to identify archetype.

SLINGER

 Fighters that focus on ranged weapons and mobility. They would like the “Gunslingers” in another place and time but in the savage wastelands of a Rust and Runes campaign guns are not the only ranged weapon. Slingers are meant to be larger than life bravos of westerns and action fiction.

Base Melee, base Throw, Base Ranged are all modifiers to the attack roll before ability score modifiers and weapon qualities are added into the roll.

 Slinger Progression Table

Level

HD

Base Melee

Base Throw

Base

Ranged

Base

unarmed


1

1d10

0

+1

+2

0

Extreme Range

2

2d10

+1

+2

+3

+1


3

3d10

+2

+3

+4

+1

Volley Fire (1 extra)

4

4d10

+3

+4

+5

+2

Rapid Reload

5

5d10

+4

+5

+6

+2

Quick Draw

6

6d10

+5

+6

+7

+3

Volley Fire (2 extra)

7

7d10

+6

+7

+8

+3

Sniper (+1d6)

8

8d10

+7

+8

+9

+4

Impossible Shot (Medium)

9

9d10

+8

+9

+10

+4

Volley Fire (3 extra)

10

10d10

+9

+10

+11

+5

Sniper (+2d6)

11

11d10

+10

+11

+12

+5

Impossible Shot (Long)

12

12d10

+11

+12

+13

+6

Volley Fire (4 extra)

13

13d10

+12

+13

+14

+6

Impossible Shot (Extreme, Sniper(Sniper (+3d6)




Saving Throws: Add 1/2 level (rounded up) to all saves. (Saves are generally successful on a score of 13+ but some are made against a different target number)

Extreme Range- A slinger is able to make an attack up to twice long distance normally possible with a ranged or thrown weapon. (Still haven't decided if extreme range will have an additional penalty applied ot the chance to hit over that of long range).

Volley Fire- If a slinger  of 3rd level or higher remains still during a round there are able to fire extra attacks with a ranged weapon so long as they have won initiative during a round and the initiative score exceeds the Weapon Speed Factor of the weapon in hand.

Rapid Reload- if a slinger of 4th level or higher has a weapon in hand they may reload a fire arm or energy weapon as a free action in a round.

Quick Draw- If a slinger of 5th level or higher that starts a round with no weapon in hand they can draw and attack with a  ranged weapon with no penalty to the attack. This may not be combined with Volley Fire.

Impossible Shot- once per day a slinger of 8th level or higher may make an impossible shot. So long as they are aware of a targets location they can make a single attack roll against that foe. The total distance of the path is limited by the range category of the weapon used.

Sniper- in a round where the slinger hasn’t moved they may choose to make a sniper attack which halves all range penalties to hit and allows additional damage as listed to be added onto a successful hit.



Friday, February 5, 2021

Post Apocalyptic Character Class Concepts [Rust and Runes]

 I recently picked up work on a campaign project I originally started over 15 years ago with the ever-changing working title of “Rust and Ruins” of “Rust and Runes”.  I decided I want to be a bit more "magical" than just grubby reality even if iI wanted to be a tad less wahoo than some otherwise excellent games out there so (for now) it's "Rust and Runes".  It’s a post-apocalyptic OSR/D&D compatible concept that I have been batting about for some time now, I put off doing much with it for a host of career and gaming reasons. Play-testing and later campaign play with Mutant Future threw me off much development on this project for a bit (over a decade). I’ve been posting snippets now and again on the blog and I’ll be using it as a model campaign for many ideas I’ll be developing and sharing here. It’ll be compatible with Mutant Future and other post-apocalyptic games in the OSR family out there. The following are some introductory class development notes and if anyone has any opinions I’d be happy to see them.


Rust and Runes Charter Class Concepts (in no particular order)

Technophage
- Tinkers, rummages and would possibly would be cyborgs. These are the gadgeteers of the setting a combination Techno-Mage and Fixit pro. The name implies a more intimate connection to technology than other classes in the campaign.

Scrivener- The power of Runes and symbols writ large is this classes specialty. They are a combination  runesmith, warder, and scribe that’s etches runes on devices and wards places against intrusion and harm well serving as archivists due to their never ending quest for written and symbolic lore.

Sarker- Mystic Warriors/Huntsman that derive their potency and powers form the skins of the mutant beasts they slay, the fetishes they craft with their bones, from the blood which they drink or paint themselves with. These characters will function as wild warrior-mages would in more traditional fantasy setting. I have an early version of this class I developed for more traditional campaigns i posted here years ago.

Whisper- necromancer-mediums. In a post apocalyptic setting one thing there is no shortage of is the dead and that is where these ghost-talker or corpse-whisperers come in. They will serve a role not unlike clerics in a more traditional campaign but far more concerned about dealign with wayward souls of the dead than the souls of the living. In a world with billions of the dead there is much to haunt the world of mortals that they may involve themselves with.

Cantor- Bardic healers that serve as support for scavengers and society at large.

Slinger- Fighters that focus on ranged weapons and mobility. They would like the “Gun Slingers” in another place and time but in the savage wastelands of a Rust and Runes campaign guns are not the only ranged weapon.

Brute- Fighter who like to get in close and melee with their opponents. Formidable warriors when decked in armor and waving a fearsome blade but also capable of devastating untrained foes with their bare hands (or paws).

Shrike- Psychic warriors that combine training and talent in arms with the powers of the mind. They can project kinetic force beyond their touch or even crush an opponent deep within their own mind. Another Figher/Mage option with a more direct “magical” path that doesn’t involve fiddling with mutant body parts.

Trickster- Scoundrels, harlequins, con-men that deploy deception of all kind.

Shroud- Shadow walking assassins or curious inquisitors that can mask their presence or reach into the minds of others.

Changeling (or Shifter)- Shape changing mutants able to reform their bodies in part or in total to meet the challenges on hand.

Dowser- Seers that use their telepathic powers to divine the location of water, metal, and a host of curiosities.

Verdant - Herbalist and Eco-mages able to reshape what remains of the natural world around them.

Hawker- Traveling traders and couriers bring news and wares throughout the wasteland. A socially capable class geared towards profit.

Ruster- Robot Hunters that can manipulate and reach out to the Rust with their inner knowledge. These are hackers and robot fighters a sort of technological paladin fighting against technology gone mad.

Drover- Beast-masters who develop their animal empathy to a remarkable degree to pacify and support the wild world.

Voyager- They are all about the voyage as wanders of the wind, highway heroes, stunt riders, and daring corsairs.

Lifter- Pilfering thieves, smugglers, and all-around scavengers. If it not nailed down they may just walk of with it, and if it is nailed down behind a three levels of security they can round of the means to deal with that as well.

Illuminator- manipulators of energy able to throw flames or power ancient devices, and even bend and direct Blight.

Urchin- lowest of the low, wandering scrounges that have a knack for uncanny survival. This class is meant for players that want to get in on the game but perhaps aren't eager to do much more than explore and survive in the post apocalyptic wastes.


So there we are, 20 character class concepts to fit in a fantastical post-apocalyptic setting to take the place of barbarian swordsmen and uncanny cyber wizards or possibly be joined by them. The Rust and Rune classes touch on the roles of more traditional old-school campaigns without completely replacing any one key concept. The Lifter certainly crosses into the territory of thieves but they aren’t meant to be daring rakes stabbing unwitting foes in the back but more-so robbers that loot and scoot.


I went atmospheric with the names and tried to avoid some more typical roles or offer a distinct spin so a GM can decide how they want Shaman, Engineers, Psychics, and  the like to be dealt with.More detailed write ups of these classes are to come. I also like the idea that Wizard of the Skytower can be any one of a number of characters. Classes are not necessarily the entire profession; there can be un-clased NPCS, Illuminators, and Technophages all serving as priests of The Undying Flame in such a setup.

Rust, Haunting, and Blight will be forms of contamination and manipulatable forces that I’ll post more on here.

Tuesday, January 19, 2021

Post Apocalyptic Hex Map

 Here's a post apocalyptic hex map using some of the newer stuff I'm working on and my older Post Apocalypse Hex Symbols.

Click for 150dpi version

 

This map is packed with adventure opportunities. Ruined cities galore, a cracked dome arcology, and a sealed one as well. Strange hives in the rustlands, a vile toxic swamp, an ancient battlefield, and a massive pile of tires. 



Monday, December 21, 2020

Teaser List of Guns

 Just a teaser peek at a project I'm working on, here's a list of firearms I'm working on for my Rust and Runes RPG setting rules and guidelines. Might get trimmed down, might get expanded.  

.32 Muzzle-loading Pipe Pistol

.36 Muzzle-loading Pipe Pistol

.44 Muzzle-loading Pipe Pistol

.50 Muzzle-loading Pipe Pistol

.54 Muzzle-loading Pipe Pistol

.22 Zip Gun

.32 Zip Gun

.38/9mm Zip Gun

.44/.45 Zip Gun

.32 Muzzle-loading Derringer

.36 Muzzle-loading Derringer

.44 Muzzle-loading Derringer

.50 Muzzle-loading Derringer

.54 Muzzle-loading Derringer

.32 Black-powder Pistol

.36 Black-powder Pistol

.44 Black-powder Pistol

.50 Black-powder Pistol

.54 Black-powder Pistol

.32 Black-powder Revolver

.36 Black-powder Revolver

.44 Black-powder Revolver

.45 Black-powder Revolver

.22 Pocket Pistol

.32 Pocket Pistol

.38 Pocket Pistol

.44 Pocket Pistol

.22 Revolver

.32 Revolver

.38 Revolver

.44 Revolver

.45 Revolver

.22 Snub-nosed Revolver

.32 Snub-nosed Revolver

.38 Snub-nosed Revolver

.22 Pipe Pistol

.32 Pipe Pistol

.38 Pipe Pistol

.44 Pipe Pistol

.45 Pipe Pistol

.22 Pistol

.32 Pistol

.38 Pistol

.44 Pistol

.45 Pistol

.50 Pistol

9mm Pistol

.45/410 Pistol

.22 Machine Pistol

.32 Machine Pistol

.38 Machine Pistol

9mm Machine Pistol

.44 Machine Pistol

.45 Machine Pistol

.410 Black powder Shotpistol

20 gauge Black powder Shotpistol

16 gauge Black powder Shotpistol

.410 Black-powder Shotgun

20 gauge Black-powder Shotgun

16 gauge Black-powder Shotgun

12 gauge Blackpowder Shotgun

10 gauge Black-powder Shotgun

8 Bore Black-powder Sportsgun

6 Bore Black-powder Sportsgun

4 Bore Black-powder Sportsgun

3 Bore Black-powder Sportsgun

.410 Shotgun

20 gauge Shotgun

16 gauge Shotgun

12 gauge Shotgun

10 gauge Shotgun

.410 Double Barreled Shotgun

20 gauge Double Barreled Shotgun

16 gauge Double Barreled Shotgun

12 gauge Double Barreled Shotgun

10 gauge Double Barreled Shotgun

20 gauge Sawed-Off Shotgun

16 gauge Sawed-Off Shotgun

12 gauge Sawed-Off Shotgun

10 gauge Sawed-Off Shotgun

20 gauge Double-Barreled Sawed-Off Shotgun

16 gauge Double-Barreled Sawed-Off Shotgun

12 gauge Double-Barreled Sawed-Off Shotgun

10 gauge Double-Barreled Sawed-Off Shotgun

.410 Pump Shotgun

20 gauge Pump Shotgun

16 gauge Pump Shotgun

12 gauge Pump Shotgun

10 gauge Pump Shotgun

.410 Riotgun

20 gauge Riotgun

16 gauge Riotgun

12 gauge Riotgun

10 gauge Riotgun

20 gauge Combat Shotgun

12 gauge Combat Shotgun

10 gauge Combat Shotgun

.45 Pipe Musket

.50 Pipe Musket

.54 Pipe Musket

.58 Pipe Musket

.45 Musket

.50 Musket

.54 Musket

.58 Musket

.45 Muzzle-loading Rifle

.50 Muzzle-loading Rifle

.54 Muzzle-loading Rifle

.58 Muzzle-loading Rifle

.45 Muzzle-loading Longrifle

.50 Muzzle-loading Longrifle

.54 Muzzle-loading Longrifle

.58 Muzzle-loading Longrifle

.22 Lever Action Carbine

.32 Lever Action Carbine

.38 Lever Action Carbine

.44 Lever Action Carbine

.22 Lever Action Rifle

.32 Lever Action Rifle

.30-06 Level Action Rifle

.22 Bolt-action Carbine

.32 Bolt-action Carbine

.38 Bolt-action Carbine

.44 Bolt-action Carbine

.30-06 Bolt-action Carbine

.22 Bolt-action Rifle

5.56 Bolt-action Rifle

.32 Bolt-action Rifle

7.62 Bolt-action Rifle

.30-06 Bolt-action Rifle

.50 Bolt-action Rifle

.22 Carbine

5.56 Carbine

.32 Carbine

7.62 Carbine

.30-06 Carbine

.22 Rifle

5.56 Rifle

.32 Rifle

7.62 Rifle

.30-06 Rifle

.22 Assault Rifle

5.56 Assault Rifle

.32 Assault Rifle

7.62 Assault Rifle

.32 Battle Rifle

7.62 Battle Rifle

.30-06 Battle  Rifle

5.56 Automatic Rifle

.32 Automatic Rifle

7.62 Automatic Rifle

.30-06 Automatic Rifle

.50 Automatic Rifle

.22 PDW

4.5cl PDW

5.2cl PDW

6cl PDW

9mm PDW

5.56 DMR

7.62 DMR

.50 Anti Materiel Rifle

5.56 IAR

7.62 IAR

5.56 Squad Automatic Weapon

.32 Squad Automatic Weapon

7.62 Sqaud Automatic Weapon

.50 Squad Automatic Weapon

.30-06 LMG

.50 LMG

4.5cl Advanced Combat Rifle

5.2cl Advanced Combat Rifle

6cl Advanced Combat Rifle

5.56 Compact AR

7.62 Compact AR

9mm Compact AR

Personal Defense Laser

Laser Pistol

Laser Rifle

Maser Pistol

Maser Rifle

Multi-Laser

Infantry Tactical Laser

Squad Support Laser

Plasma Gun

Plasma Assault Weapon

Plasma Rifle

Plasma Pistol

Pulse Gun

Pulse Rifle

Pulse Pistol

Sonic Stunner

Sonic Stun Rifle

Sonic Stun Pistol

Sonic Blaster

Sonic Blaster Rifle

Sonic Blaster Pistol

Tandem SL Blaster Gun

Tandem SL Blaster Rifle

Tandem SL Blaster Pistol

Man Portable Railgun

6mm Rail Rifle

10mm Rail Rifle

13mm Rail Rifle

6mm Squad Bolt Rifle

10mm Squad Bolt Rifle

13mm Squad Bolt Rifle

6mm Bolt Pistol

10mm Bolt Pistol

13mm Bolt Pistol

3mm Hyper Needle Rifle

4.5mm Hyper Needle Rifle

3mm Infantry Ribbon Gun

4.5mm Infantry RibbonGun

3mm Hyper Needle Pistol

4.5mm Hyper Needle Pistol

4.5mm Advanced  Flechette Rifle

5.2mm Advanced  Flechette Rifle

6mm Advanced  Flechette Rifle

Rocket Rifle

Anti-Materiel Rocket Rifle

Stick RPG

RPG launcher

Fusion Torch

Fusion Rifle

Gyrojet Rifle

Gyrojet Pistol

Tazer Pistol

I've got damage ratings for all the weapons to fit in line with old-school dungeon games and moderate compatibility with related post-apocalyptic games. Working on ranges now.  Also fiddling with my version of weapon speed and recoil impact on targeting multiple shots, that will definitely be included to use or ignore as GMs wish. I had briefly toyed with weapon vs armor charts for all the weapons but that might be a bit much as I eventually want to have stats for variations in construction and quality as well.