Showing posts with label post-apocalyptic. Show all posts
Showing posts with label post-apocalyptic. Show all posts

Monday, December 21, 2020

Reconquest of the Surface


The war, known now to the survivors as The Fury, was devastating. As many as could be saved were moved into underground habitations built for this very eventuality. Not everyone was lucky enough to have a place in the shelters, and when the leaded doors were closed and sealed, many people were left to fight for survival in the gloom, as the radioactive and mutagenic haze played strange tricks with the light of the sun and moon, and death burrowed into their bones.

The species survived, though, and in those underground redoubts, so did civilization. The old nations were forgotten with time and new ones formed, as fresh tunnels linked farflung bunkers. They only need to wait and endure. Eventually, the scientists said things might be safe, and so scouts were sent outside.

They were not prepared for what they found. The natural world, as they had hoped, had healed itself. There was no trace of the world that had been or the war that destroyed it. Things were lush and green--though that didn't mean all the horror or strangeness it was gone.

There were people on this new Earth, apparently the deformed descendants of those who had been left outside. Dwarfish ones one had perhaps come from makeshift bunkers not sufficiently sealed as they too spent much time underground. People of the forest, grotesquely thin and large eared, and then the most numerous people who lived in primitive cities. All of them were hideous. There was sometime neotenic about them in a way that made the skin crawl: their teeth were so small, their foreheads flat, their jaws receding.

Councils were convened to consider this information. The technological know-how of the people was superior to their mutated cousins, but they were limited in their access to resources and many of their machines had broken down. They were, ironically, fewer in number than those who had survived the terrors of fallout. 

The decision was made not to wage an all out war for the surface, but instead to look for out of the way places to recover resources. They would approach the mutants, when necessary using similar technology--they could not afford to have any more advanced devices fall into the primitives' hands. They could perhaps surreptitiously influence them, maybe create allies to prepare for their return. Some might have to die, of course, but perhaps the more could be shepherded toward civilization.

It would be a long project, but humanity was up to it. For now, they would have to embrace the name "orc" given to them by the mutants and play the expected role.

Sunday, November 29, 2015

Refurbished Apocalypses


I've spelled a lot of digital ink around here talking about various sorts of apocalypses. Here are a few of the best classic posts on the topic:

"Monster Apocalypse A Go-Go": Why limit your apocalypse to zombie related?
"Apocalypse Trio": I used a random Apocalypse Generator and this is what I came up with.
"Fairyland": Instead of going to it, it's coming to you.

Monday, May 11, 2015

Random Zonal Anomalies

Anomalies are small, discrete areas of reality distortion within a Zone. There appear to be a finite number of stereotyped distortions so similar if not identical types of anomalies have been observed in different Zones. Inspired by the means of anomaly creation in the Stalker rpg, I created a series of random table to provide a sketch of an anomaly that can then be filled in with more detail.

Anomalies are described in broad terms by their mobility, manifestation, and effect. Mobility is whether the anomaly stays in one place or moves, though different anomalies might have different types of motion (blown by the wind, moves toward living things, etc.) that should be considered by the GM. Manifestation determines how the anomaly is detected--and hopefully avoided. The exact distance away from an anomaly at which it can be detected will obviously vary, but will always be soon enough it can be avoided, if the anomaly is stationary and the explorers are attentive. Finally, effect is what it does to someone unluck enough to enter the anomaly. Note that effect and manifestation are not necessarily linked, but often are (i.e. an anomaly detected by heat will probably burn, but this isn't an absolute).

Mobility (d6)
1-4    Stationary
5-6    Moving

Manifestation (d20)
1.  Air Movement: Detritus circling in a dust devil; an unusual breeze.
2.  Cold: Chill radiates or a frigid wind blows; things in the environment frost over or freeze.
3.  Color: Objects look like their photographic negatives; kaleidoscopic waves of color wash over surfaces.
4.  Crystal: Formations, accretions or boxwork on surfaces; a dust devil of shimmering and cutting tiny shards.
5.  Distortion: A shimmering like heat haze; like looking through someone else's glasses.
6.  Electric: static electricity in the air; St, Elmo's fire dancing on surfaces.
7.  Emotion: Most will be negative, but not always: a deep sadness washes over anyone near, accompanied by vivid, painful memories; a profound feeling of oneness with the universe, that leaves a sense of loss in its wake.
8.  Gas: an unusual cloud, mist, or fog.
9.  Growth: A material covering resembling grass, fungi, cobwebs, hair or even flesh.
10. Heat: A hot wind or the feeling of walking into an oven;  objects are hot, the grounded scorched.
11. Illusion: A mirage of a person or object; a vision of another place or time.
12. Intuition: The anomaly is invisible, but you know somehow that it's there. A gut feeling.
13. Light: Flickering, dancing sparks or flashes; odd illumination like an unseen spotlight.
14. Magic: Much like an Intuition manifestation, but only detectable by those mystically attuned.
15. Pain: The feeling of pinpricks up and down a limb; an intense headache.
16. Shadow: An unusual darkness; vague shapes flicker and dance as if in firelight.
17. Smell: The stench of wet hair burning; a hint of cinnamon in the air.
18. Sound: A loud clap of thunder; the scream of the last victim playing over and over.
19. Taste: A metallic sensation like blood; an intense sourness.
20. Transparency: An object or figure appears to be made of glass or a ghostly afterimage.

Note: It is possible for more than one manifestation to be associated with an anomaly.


Sample Effects (d100)
1-4:     Accelerating  Objects passing through have a tremendous increase in velocity.
5-8:     Aging
9-12:   Burning
13-16: Corrosive
17-20: Crippling  Causes damage to a particular organ or part of the body without physical signs: blindness, deafness, paralysis of a limb.
21-24: Crushing  Like drastically increased gravitation or an invisible force striking the object.
25- 28: Deccelerating  Objects, even sound, are decreased in velocity.
29-32: Dissolving  An object begins to liquify--either fast or slow, depending on the anomaly.
33-36: Disintegrating
37-40: Entrapping  An object is trapped/entangled in energy or some physical manifestation.
41-44: Freezing  Sudden, flash freeze.
45-48: Hallucinogenic
49-52: Halting  A stasis field of some sort causes object or people to be stopped  and held in place.
53-56: Magnetic  Ferromagnetic objects are pulled into the anomaly. Electrical devices may malfunction.
57-60: Mutagenic
61-64: Necrotizing  Living things develop dead areas in exposed skin; objects begin to decay or degrade.
65-69: Penetrating  High velocity projectiles or invisible force strike objects that enter.
70-73: Petrifying
74-76: Psychic  Has effects like a psionic attack, leading to neurologic disorder or development of mental illness.
77-78: Reanimating  Dead things are brought back to life--either as fully living beings or undead.
79-81: Restoring  Dysfunctional objects are or organisms are returned to normal function.
82-85: Suffocating
86-90: Lacerating
91-94: Levitating  Things float as if weightless at a height that varies with different anomalies.
95-97: Throwing  Things are hurled in one specific direction with force.
98-00: Transporting Teleports a person or object entering to a different location.

Sunday, March 15, 2015

Robot Dungeon


I've written before about a world where the dungeoneering was an done by androids who were the remnant of human civilization (all that's here). There's another way to get dungeons crawling with robots, and that's with a future post-apocalyptic world that's been overrun by them. Instead of apes, or fairies, or vampires, let the robots take over something like Screamers (and the Philip K. Dick story it's based on "The Second Variety"), Terminator, or Magnus: Robot-Fighter. Unlike those examples though, human civilization can have been pushed back to pseudo-Medieval levels.

Say the robots have moved mostly underground, leaving humans to limp along on a damaged surface world. The underground bases of the robots would be a lot like dungeons. Robots would have made various robotic or bio-robotic guardians--monsters, of sorts. Maybe the robots are even aliens? A post-sentient, techno-organic swarm that landed and buried itself into the earth, spreading underground like roots, building robotic creatures in a myriad of forms as it went. You'd have a whole underground ecology of robots. Add "magic" (really psionic powers in disguise) and you've got a fantasy world, or close enough.

For a real fantasy world, assume that the alien robotic swarm invaded a fairly D&Dish world (except with maybe less conflict to begin with).

Monday, May 19, 2014

Four-Color Mutant Futures

Looking for some for some good inspiration for a Gamma World or Mutant Future game? You can do a lot worse than comic books. Here are my picks for the best, alphabetized for easy reference:

Atomic Knights
Not as many mutants here as some places, but it's got knights in plate armor riding giant dalmatians.  Read more about them in this previous post.

Cobalt 60
Vaughn Bodē's titular character is out for revenge the man who killed his parents. There are mutants and aliens a plenty.

Kamandi
Everybody knows this one, right? If not, start reading it here.

Killraven
Mutant mayhem after Martians invade earth in a second war of the worlds. And its all been collected!

Hercules Unbound
Mashup Thor and Kamandi and you get this short-lived series. In fact, it ties in to both Kamandi and Atomic Knights.

Hunter
A half-human, hunter fights against mutant-kind ("goblins") on an irradiated future earth. Dark Horse has put it out in a nice collection.

Mighty Samson
In a devastated N'Yark (that seems like the inspiration for future of Thundarr) the mighty Samson fights a lot of improbable mutants. Read more about it in this post I wrote a while back.