Showing posts with label future. Show all posts
Showing posts with label future. Show all posts

Friday, 31 January 2020

Necrovirus and You


I've used this as a term for my alien plague that creates undead in my various SF settings - my road war and planet psychon games. My whole idea for this came to writing a comic book series bible intending to do something 2000ad over the top with tech and zombies and cyberpunk and rival alien terraforming attacks. On Psychon undead are part of experimental future warfare when manpower was diminishing that went wrong.  Most of what is here were as used in my Murder Highway setting.

A massive plague wiped out half the human race leaving infested survivors and uncontaminated peoples.

When in contact with plague by bite or scratch or aerosol there a chance of being infected
Severe contact such as infected blood transfusion or filling in a pit of rotten zombies is harder to resist. Surviving the plague even just a mild case results in you becoming a zombie. Various strains appeared later and someone may carry multiple types.

The first few cases appeared as the mars mission lost contact.
The early form just killed people dead leaving survivors possibly scarred or cosmetic effects.
It was later the dead arose and contact from these proved to be a more virile strain.
Necrotech incorporated operated massive mausoleums cryogenic facilities where patients in decline were frozen in some state of decline to be cured in the future. The company was supposed to invest in cures and longevity treatments but the freezers and private army and undead research proved too profitable. Various cults emerged also celebrating the apocalypse.

So in the wastelands as climate change and war and labour shortages gripped the world. New types of undead emerged while elites hid in quarantined VIP zones and used airship to link walled cities. Other bioplagues and mutations emerged too some interacting with the necrovirus. Then there was technology and undead leap that no one expected. When cyborgs were infected something new happened. The virus changed again and acted more intelligently and a nanotech carrier was developed and let loose. Machines and even structures became infected. Terrorists and rogue AIs resulted in numerous strains of hostile machine minds which were a further distraction. Lots of new security protocols kept human technology mostly human. As monsters, mutants, undead and rogue AI emerge more strange overlaps and phenomena occur as the world becomes more alien.

d12 Basic Undead

1 Standard Zombie - slow and stupid and silent
2 Fast Zombie - sneaky and faster, improved senses and door opening skills, noisy

3 Ghoul - screaming with teeth and claws and toxic venom, intelligent hunters
4 Glow Ghoul - radioactive ghouls, glow green and emit toxic rays
5 Revenant - regenerating with some memory and intellect, talk, use machines 

6 Mutant Zombies already mutated then became zombies
7 Cyborg Zombied - animated cyborg soldiers and gang members, more resilient 
8 Wight - more intelligent and cunning with soul draining chilling claws, scream with rage
9 Cyber Wight - as wights but they can interface into tech and jack into cars, focused
10 Ghast - more intelligent ghouls that reek of decay often quite a bit larger
11 Zombie Hulk - huge swollen monstrosity of a zombie
12 Ghoul Hulk - huge swollen monstrous brutal ghoul

Vampires and Lich are mostly rumours and speculation but later in war when aliens fighting get worse and more obvious, new stranger creatures appear. Numerous AI becomes aware of and debating what to do next.

When I had this stuff as part of a failed comic treatment for a bunch of corporate zombie hunters out to find why zombies are massing to attack corporate cryonics labs. I wrote this in about 91 and lots of the tech I thought up creeping into film FX now. Necrotech Elite Special Ops were sent to find the control source of zombies and have various bloodthirsty adventures with more and more alien weirdness. There were cybertech alien and mutant versions of various classic monsters. I never got to publish it or use as an RPG setting as I'm not a huge zombie fan but my murder highway BRP game and Psychon I kinda use these.

In my roadwar it's more like part of alien warfare but the human race has no ideas. As the campaign went on the team learned more and picked up clues and met new things. The setting was a slow apocalypse. There was massive depopulation, ruins, incredible wealth gulfs, AI, cyborgs, car murder motorsports, massive walled urban zones, corps. So undead was one of many problems including environmental change. aliens, mutants, triffids, cthulhu, satan and really anything else in the mix. These undead guys were a good setting element to cause trouble of make areas worse on death races and missions.

My original notes files on cd rom seem to not be readable by modern machines or files were possible from my amiga which I used through uni. Might be hardcopies with sketches.

   

Thursday, 2 January 2020

S3 Needs More Plot




















Played and run this as adventure. Imaginative setting  I give it 10 out of 10. Plot or story I rate low. And this is from a person who likes stylish weird meat grinders and dungeon crawls. After a while weird setting, loot and monsters and exploring isnt enough. When my bored players killed the froghemoth in 2 rounds and yawned I said next time needs other goals. That intellect devouter though yikes. Anyway I ordered my S3 reprint hardback November and its still not here. So i keep thinking about it.

One of the best campaigns I ran was using after with Anomalous Subsurface Environment. Though S3 kind of normal and even a bit dull by comparison.

One of the biggest lost opportunities of TSR was not putting robots and androids in MM2.

Preface

My players might not respond to "strange monsters". So when you assemble with other adventurers to get quest you hear of the strange gated cave monsters come from and strange bodies. Who is responsible? The army will clean up after you or possibly rescue you if you fail. Your crown provided minions will wait 4 days without news from you.

Discover where lots of monsters come from is cool but one possibility is have adventurers travel to past and the creatures that survive end up being more common on return. Certainly have consequences. Anyway use several of these or one for each player or use em all.

d12 Rumours

1 A shooting star fell from the heavens and strange happenings started then
2 Strange humanoid tribe, at first we thought it was goblins till dead were seen and nobody knew what those things were 
3 Strange beasts and plants have been appearing in the area the last year or more 
4 Strange fragments of metal some think from the shooting star have been found
5 The worried ruler is seeking adventurers for a expedition to seek the source of the troubles with strange creatures
6 Someone had a child eaten by a plant! Just a few days ago, they burned it but nobody ever saw a plant do that before
7 Tiny humanoids have been raiding for prisoners and robbing farmers manure and compost stores
8 A noble family lost a child in the area who was adventuring with friends, were seen in area looking for adventure
9 When the star fell some say they heard a huge thunderclap from the wilderness and some trees and houses fell
10 Some say the bad omens and strange happenings are a sign of other worldy evil come into our world
11 Several rewards have been offered and adventurers are flocking here including some unsavoury types not welcome around here
12 Several churches and wizards have sent agents to investigate, some say the elf and dwarf folk have sent agents


Patrons
Mentioned in the text as interested in hiring and selecting 15 adventurers are these groups I couldnt find much on 
Society of the magivestre,  the fellowship of the blinding light,  the magsmen's brotherhood and Highlord the Elves. So as not to break some canon I made this patron table. I also expect lots of rival adventurers as threats. Especially if they return before you. Anyway patrons might hire you all, give one of you a private mission or vote with other groups to hire you in the 15 official chosen.  

d12 Patrons
1 Local nobility - several are interested if troubles are a threat or even has any profit, want a report assessing threats and valuable assets
2 Wizard guild - is curious about the strange creatures as spell complainants and vivisection, want monsters alive or dead
3 Holy order - believe the evil star is a moral evil force possibly demonic chaos so require adventurers to assess if it is a threat to lives or morality
4 Alchemist - guild seek new metals and monster organs for potions or golem formula
5 Elf court - require a agent to investigate some ecological threat and new creatures here
6 Dwarf court - has hear of a strange new metal from the sky and requires a sample for the kings alchemists. Extremely important threat to dwarf kind
7 Goblin king - seeks agents to find out about new monsters driving goblins from the area
8
 Dangerous cult often uses dupes and pretends to be a merchant and banking company. Seek to discover valuable resources from the area, is it a sign of their evil dimensional bosses?
9 Foreign power - wants to know if this will weaken enemies or make invasion through that area a problem. Anything that might aid power is rewarded including sabotage
10 Druidic order - senses a disturbance in the balance of nature with new species of plants and animals druids cannot change into. The order want a report on creatures possibly live samples
11 Hunters lodge - a rich lodge have heard on new creatures to kill and make into trophies, they want samples of interesting monsters members can hunt or at least hear about and see trophies at expensive dinners for the elite
12 Menagerie owners - often a rich wizard or noble seeks specimens for their private zoo or park. Many such keepers compete for the most exotic specimens

d12 Missions 

1 Document the cave, who or what is responsible and possibly stop it
2 Bring back skin, furs, bones, seeds and samples of strange life
3 Bring back strange plants and animals as proof, especially ones that could make money
4 Bring back strange artefacts and documents for analysts
5 Someone went in with early expedition and is missing, find them
6 Find what has happened to the missing people, are they dead? how?
7 Confirm not a plot to destabilise the nation and draw army from somewhere
8 Exterminate every strange creature and cover this mess up
9 Some creature from here took a relic from travelling agents of our cause
10 A wanted fugitive cultist went into the area to hide out and has not been seen since
11 The wizard Tanthaniel and followers went into the area seeking plants and animals
12 Gang of criminals driven to area by enemies and the law have good rewards


d12 Factions inside the ship
1 Vegepymie strain (north) tend to use more tech and scavenged weapons
2 Vegepymie strain(south) use pet wolf weed "thornies", grow weapons and tools
3 Worker Robots - just want to work and fix the ship
4 Police Robots - subdue intruders and imprison or stasis if investigation too long
5 Androids - mostly insane and on killing spree against living human like beings
6 Computer - hostile to intruders but limited and trying to fix ship and save cargo
7 Doppelgangers - pretend they are adventurers or play factions against each other
8 Intellect Devourer - will have some extra thrall agents mind controlled
9 Adventurer party - mixed group with various motives, possibly lost
10 Evil Cult - really hoping was demonic site, disappointed but still seek any assets
11 Wizard Party - with followers seeking lore and power might help but mostly greedy
12 Strange Sect - know of the ship and it's terrible secret, protect ship secrets, wear hoods 


So lots of extra reasons to go inside as group and possibly personal as well
Include lots of clues for goals, dealing with rival explorers and meeting factions

Saturday, 2 November 2019

Silverton Sprawl Celebrities




































So this is significant players in the Silverton area formerly the southern most part of Broken Hill now occupied by the Warlord, settlers and allied gangs. Silver City covers several fortified blocks with a larger area, the sprawl covered by watch towers, trenches, barbed wire and mines. The ruins describes the greater broken hill area to the north.

A bit on the Warlord's domain:
The warlord taxes found technology, vehicles, power cells, ancient meds, ammo, fuel, food and water. In case of tech items taken will be exchanged for a lower value item, food or other services from the warlord's business dealings in brothels, inns, bars, medics and repair shops. Common scrap is untaxed. Those operating in the Silver City sprawl are taxed 50% and many move to the ruins instead. Defence is the main service of the Warlord. Those serving the warlord or in his favour have reduced taxes of 30% or even 10% but still enforces trade of desirable special tech items for inferior ones.

Within the walled central part of silver city the population is dense and the law strict. The rest of Silveton is a semi cleared ruin where settlers are starting farms. Regular patrols, irrigation and monster hunters keep area safe but locals complain of the cost. They all fear living without the warlords army.

In the ruins of the city all kinds of monsters, maniacs and mutants roam. Settlers here tend to focus on heavy defences or secrecy like roof gardens with limited access. Silver city rangers defend any decent looking folk or innocents. The warlords army in the ruins mostly fight gangs and monsters but tolerate adventurers.

1sp to enter the gates plus submit to a tax man search 1in4 times if not citizen
Citizens pay 100sp for a year or 100gp for life with a card issued and names kept on record
Silver class citizens searched 1in6 by taxmen and are considered second class
Gold class citizens searched 1in10 by taxmen and are considered solid locals
-evaluated for citizenship over d4 weeks and awarded citizen papers by the Warlord

Laws and authorities treat visitors, silver and gold differently with unfair fines biased to the rich. A visitor harming a gold citizen will probably be executed on the spot while a gold citizen can kill a visitor. Long serving officials and veterans are rewarded with silver or gold status. Women in the town have many positions of high status and various women led groups support the warlord for this versus the wasteland scum. Many amazons serve the warlord directly.

d10 Quick Types

01 Warlord's Elite
02 Merchants
03 Community
04 Mutants
05 Factions
06 Cults
07 Criminals
08 Popular
09 Downtrodden
10 Ambassadors

d100 Title

01 Gideon Pile - The Wasteland Warlord, leader of Silver City and the region by strength of his gang
02 Mavis Crow - the iron maiden, leader of the warlords amazon bodyguards
03 Lord Amok - commander of the warlords army, masked mutant maniac
04 Selene Black 045 - warlords secret police chief, former bunker dweller security chief 
05 Dr Susan Vortis - warlords science adviser, doctor and interrogator 
06 Camden Birdman - organises, regulates and taxes food production in warlord area 
07 Bazza McCready - runs the scavengers, a mob of jobless poor and convicts who salvage scrap systematically from ruins for gruel
08 Norman Beardley - treasurer of the warlord who administers cash and storage of treasure and artefacts. The best are in a museum and well guarded
09 Breaker Fortynine - runs the mechanised infantry and vehicle corps responsible for fighting vehicular road gangs
10 Bonnie Breaker - runs gladiator fighting pits, prisons and regulates the slave trade
11 Elon Bonito - the Scrap King, sells scrap parts and various junk from towns largest scrap shop, employs lots of mutant labourers and offers work to the needy
12 Laura Silver - banker and in charge of the cities silver mint, loves luxury and status
13 Barney Ghekko - leader of mercenaries company the silver spears who provide caravan guards mostly, former tribal and knows the wastes, tribes and gangs well
14 Doc Harper - treats all comers wounds fast and willing to conduct cyborging and other mods frowned on by healer cults, employs a few helpers and might heal needy in return for scavenging ruins for meds or ingredients of drugs
15 Molly Rocksov - runs biggest brothel and vice pit catering to soldiers and mercenaries plus a VIP bar for merchants
16 Patty Mummer - feed market owner, supplies animal fodder and buys exotic creature meat and skins from the ruins, pluss sells live creatures and waggons ans operates a stable service
17 Donny Prescott - slave trader, buying and selling mostly used humans , deals with lots of gang and scum but only buys citizens of Silver City if debtors for limited contracts for a few years
18 Glinda Goldgrub - runs a casino, pawnshop and loan shark emporium, she is very greedy and employs all kinds of scum for many reasons
19 Lowdry Chowder - of the Cabbagelander trading caravan that moves food and settlers from east in return for scrap and silver
20 Corby Fliechman - from southern ruins of Madlay Torrenz Traderz company, brings in scrap, food and slaves and often take mercenaries back
21 Brick Rathmore - leader of the miners brotherhood causes trouble with warlord often but only so far as they need protection. Includes silver miners and scrap prospectors
22 Betty Green - leader of the united farmers movement, always demanding water and protection and better prices and less tax 
23 Sister Mary Grey - healer priestess who runs charity hospital
24 Alex Thoth - publisher of printed illustrated news tabloid and believes in the supernatural
25 Corman Drudge - leader of the workers party, protect common labourers and organises strikes, barley tolerated by officials who know the damage the party can cause
26 Billy Jackthorn - prospectors guild leader who runs a underground par and several secret safe houses for members in ruins, don't include silver miners and often avoid taxes
27 Old Grandma Poss - possum abhuman leads animal folk in the sprawl who are often treated poorly
28 Mandy Kane - leader of Silver City rangers a vigilante organisation tolerated by warlord who act as a militia, bounty hunters and lawmen in the sprawl and ruins. They predate the warlord who has a non interference deal with him. They wear distinct uniforms, hats and badges and are expert sharp shooters and trackers 
29 Lord Stumpy - leader of the beggers guild and the shanty towns just outside the city sprawl who are not permitted entry but beg visitors to pay entry fees. Most members quit if the make any money
30 Geezer B Goode - leader of feral settlers who grow fuel and drug crops and hold parties, increasing wealth has attracted interests of crime and the Warlord
31 Seleez Gorax - leader of the mutant brotherhood who protects mutant villagers and  workers from anti mutant factions and gangs or mistreatment
32 Brother Piebald - mutant cult priest dispeces charity and aid to opressed mutants
33 Arlexak - chimeric shape shifting serial killer lives in sewers and murders daily
34 Mother White Eye - mutant gifted with foresight and locals fear her
35 Silverado Fantang - leader of mutant bandit leader raids settlers and helps mutants escape
36 Caleb - leader of mutant workers performing menial jobs and farm labour and dwell in sewers under the sprawl and ruins
37 Thulen Fire Lance - anti human mutant terrorist wanted for spreading contaminants in water
38 Zora Cephal - mutant leader gathering the most powerful mutants into a vigilante org to protect mutants and settlers who help mutants, many fear their strange powers
39 Brother Deadhead - a necromutant leader of banished necrovirus plague carriers that actually include many undead, locals scare children with stories of them. They act in secret in the sprawl40 Xanthos Quark - a blue morlock dwarf cannibal cult leader who burrows into the sprawl for victims to eat. The gang have a secret ruin stronghold and several tube station bases
41 Mullaway Black Emu - tribal chief
42 Dr Morgana Greywitch - restorer of ancient tech and collector of artefacts, while not a fan of the warlord he is the provider of stability. Her subterranean lair is a museum temple and school
43 Buggsy Fantasm - mutant herder of giant insects who is teaching other farmers about bugs
44 Una Petersen - hates robots, AI, androids and blames apocalypse and human fall on them. Often preaches about them infiltrating community 
45 Old Murdoch - postmaster general who trains orphans as messengers and is in contact with far off cities by the postal cult
46 Mona Clarion - leads the water bearer sect who run irrigation and wells and dole out water rations in droughts. She has workers building a great underground cistern
47 Floyd Redhand - preaches formation of a democratic state mostly seen as a curiosity and potential troublemaker
48 Pasco One - tags name all over sprawl ans sometimes ruins, wanted by the law for slandering the warlord
49 Brother Astelin - tech shunning farmer leads a sect refusing tech above basic gunpowder 
50 Mother Hubbard - cares for orphans and protects them from slavers, helps them get legit jobs
51 Malaras Liceworm - priest of the atom cult, filthy and hated by most, offers to take anyone to the contaminated holy places
52 Red Annie - preaches comunism to poor and mutants and is hated by most well off persons
53 Guyan Tor - leads an apocalypse cult seeking the doomsday weapons to unmake the world and serve evil military AI's that might give them nukes. Has contact with gangs in ruins and seeks recruits
54 Sister Maynard - scholar of ancient texts who pays for old documents and data files and knows ancient lore, archivist cult leader
55 Brother Harlon White - preaches peace and love, people like to listen to him and he can calm mobs and rioters but many of his followeres are murdered each year
56 Sir Erebus Prime - purist templar leader urges all to kill mutants, barley tolerated and occasionally leads a mob, avoided five assassination attempts. Has a small bodyguard of armoured men and serve as anti mutant mercenaries, some settlers want mutant land and favour him
57 Master Talmain Gorgoroth - demon worshipper encourages decedent selfish sadists to abuse those outside the town sprawl. More about drinking than ceremonies but has links to worse cults in sprawl 
58 Scruffy Baggersly - drug dealer with his ambulent drug crops, popular at parties and always hungry with his dingo Dooby 
59 Blarney Phingers - a romantic collector of ancient pop culture and trhe deep religios wisdom of the ancients it conceals
60 Zebidy Husk - well known farmer sacrifices victims in secret with his inbred redneck family to blood thirsty mobile corn plants to keep them from wandering
61 Gabby Ratshank - runs the biggest juve gang in the sprawl making younger members pass increasingly hard tests some which are fatal. Many parents want her dead, others bribe her because better the devil you know
62 Carlos Grizzleby - smuggler, former merc has multiple secret tunnels into the sprawl to avoid tax evasion
63 Orla Fang - runs a gang of thugs who prey on explorers returning from the ruins
64 William Bilby - runs a gang with animal abhumans and mutants who lease out services to other gangs or legit people wanting someone beaten up. Debt collecting most common work
65 Hillson Cray - conman selling fake ruin maps and also sets up explorers into ambushes or monster lairs so he share can loot of dead. Knows gangs and monsters
66 Vinny Calzone - old man from east came as farmer turned mob boss now retired. He does consult for anyone needing info on crime, gangs or finding stolen goods. Has four large sons and their dingo abhuman pal. Always eating pasta and family all names after items on Italian restaurant menu
67 Grink Filborn - assassin for hire runs a knife sharpening shop and sells weed killer and poison bait for pesky animals
68 Topaz Topper - leader of thieves guild tolerated by warlord and pays her taxes, rents out her people as scouts and spies and sends lesser ones scavenging in sprawl and ruins
69 Garrick Fudge - sells and buys dodgy goods stolen, dangerous, defective or that the warlord would usually take
70 Black Eagle - tribal man deals with tribes for criminals often use for smuggling or even murder
71 Alan Countdown - bard sings the top ten songs of the town about drought, bandits, cannibals, mining, saucy mutants and more but keen to learn new songs. Mostly blues or folk or bush ballads, plays lots of instruments
72 Oaty Bigmouth - town crier, knows recent news, local history, who's who and 
73 Shiela Criminy - former drover, truck driver now barmaid, veteran of the wastes and hero in the Canetoad wars, knows everyone, strong as a cow
74 Mindy Silvermoon - exotic dancer popular with mercs and miners who throw silver coins on her stage to get her attention, friend of the warlord and has guards and maids and gimps who carry her in a palanquin about town 
75 Outback Jack - old man in safari suit with huge beard tells tall tales of survival and mutant monsters, catches snakes and giant bugs menacing folk in sprawl he sells or releases
76 Skip - lady kangaroo abhuman saved many children and outwitted dozens of crims. She is also a mechanic and bomb expert, sometimes drives her GEV jet hovercar
77 Miss Chin Lee - Chinese chef runs her Golden Scorpion restaurant and cooks up strange monsters from the ruins 
78 Old Orung - exile from the Orungutang empire up north, very wise, knowledgeable about terrible ancient secrets and can build up to 1950s technology of his homeland. Can be reluctant to change local civilization
79 Toadflap - prisoner from the Canetoad invasion forces he runs a alleyway grog shop selling rum and drugs. He is only canetoad allowed to live in town and knows the warlord
80 Nanny Gobbler - goat abhuman doe, likes to eat all kinds in normally inedible things to determine their properties or contamination. She often acts a a food taster or 
81 Lil Milton - pathetic mutant urchin begs by gates, mutations change every time you see him
82 Ols Suzie - old woman catches rats and vermin she sells cooked on sticks
83 Crazy Sam - old mad prospector tells wild stories of life in rubble
84 Billy Cripplelegs - old miner lives in a box has wheeled box for legs after landmines found, begs for money and booze, knows mining and ghost stories
85 Weeping Widow - in rags sobbing for family lost in the wasteland
86 Minky Bauble - village idiot, drooling friendly fool says hello or goodbye to everyone coming in and out, sees more than people think, loved by locals
87 Shifty Pete - offers help finding local vice hotspots  and where to find any depravity for a few coins, offers things you wish you had never heard of
88 Emil Minty - a feral kid who steals food scraps and hangs round, warlord insists he be let in
89 Sick Vinny - drunken street dwelling sadist, coward and trouble maker, cons visitors and leads to doom with gang buddies, preys on week and gullible, steals children 
90 Cappy Blackbeard - old former gang leader actually still in contact with various gangs and acts as a spy for a rival warlord of the wastes to the north
91 Duke Greenwart - a recent arrival from the the Canetoad Empire, he is establishing the embassy and is granting gifts to people of influence. Many hate canetoad abhumans and few are ever welcome in the city. Hopes to buy silver and slaves
92 Count Orange - orung abhuman from the advanced jet age empire of islands above Oz. The count is here to be friendly and show advanced tech from his homeland including a long range, airships and jets. In future their ambitions will change will sell bolt action rifles and revolvers, motorbikes and scooters and jeeps
93 Peter Peanut - from farmers of bannanaland always paranoid about canetoads invading and trades in fruit, sugar and rum
94 Lady Tiger Tannako, ambassador from the Empire from the sun most advanced peoples with ambitious interests beyond their maritime empire. They have traded portable transistor radios and helped local radio stations. She is wary of Orungs and caetoads but friendly to others. They like to buy ancient tech and robots and operate a free cinema with subtitled films
95 Samantha Light - ambassador from crow eaters at war with various wasteland raiders and rabbit abhumans. Brings in food often recruits labour and mercenaries and on good terms with amazons
96 Clifford Wallaby - represents bigger tribal groups who trade food and furs for weapons and medical treatment but are notoriously hard to deal with. Provides barers and guides and negotiates for passage through tribal land. Warlord keeps on good terms with them and they inform him of gangs and travellers by smoke signals
97 Homer Phillips - old farmer ambassador from Sapsucker lands who provide many settlers and agricultural knowhow. The warlord has sent busloads of troops to support their wars with rat abhumans and zombies
98 Rahmid Pandu - from cornlands comes to trade food and seeks aid but hostile to Bannanalanders, Cabbagelanders and Gumsuckers. Works to supplant other powers
99 Grace Filpatrick - noble from cabbageland trades food for aid against zombieland, serious and operates mission providing medical aid to settlers
100 Kakala Khan - reptile abhuman agent of the reptilian alliance who believe they ruled before humans erroneously. Provide troops for the warlords campaign 

Tuesday, 22 October 2019

Broken Hill Ruin Hazards





So encounters and loot are handy but these are made to fill in ruin crawls to make them more thrilling. So these are hazards and things to find on streets to break up encounters and offer divergent adventures.

01 Contamination
02 Booby traps
03 Accidents
04 Lifeform
05 Ambush
06 Finds
07 Ruins
08 Synthetics
09 Propaganda
10 Inhabitants

d100 
Broken Hill Ruin Hazards

01 The area has mild radiation CON save or lose one HP each turn in area
02 The area has light radiation CON save or lose d3 each turn in area
03 The area has heavy radiation CON save or lose one HP each round in area
04 Area has toxic contamination CON save each hour in the area 
05 Area diseased CON save or each day make a new save or lose a random stat point per day until resisted finally. Zero attribute equals death
06 Mutagens once per day CON save or develop a minor mutation
07 Make a CON save or infected with necrovirus. Fail save equals zombification in a hour, success will arise as zombie after being dead 24 hours even if it takes years
08 Psycho Gas, CON save or enter collective fantasy often unites all in a mob or group defence force
09 Non lethal Psychotronic Weapon, WIS or character confused and unstable possibly d4 1=attack allies out of paranoia 2=fleeing from fear 3=enter elaborate hallucinatory dream world 4=sel
10 Hostile Psychotronic Weapon, WIS save or mind influenced every turn d4 1=become invading combatant serving long dead foreign enemy 2=become passive and await orders from authoriries 3=desire to commit act of sabotage or distruction
11 Landmines buried in area d4 1=robotic self burrowing 2=proximity sensing 3=remote controlled 4=mines jump in air then explode 3d6 DEX saves for half
12 Pit trap with spikes for hunting large animals DEX save or fall in 2d6
13 Leg snare if set off dangles victim in air by leg DEX save
14 Leg trap DEX save or damaged and held, need STR save or assistance to escape 
15 Incendiary trap as a burning molotov 2d4 plus save or extra d3 for d4 rounds
16 Trip line with grenade or claymore mine 3d6 DEX saves for half
17 Trip line or pressure set of swinging scythe or spiked club DEX save or 2d6 
18 Net trap DEX save or swept up in net and suspended in the air
19 Dead fall causes toppling rubble DEX save or 3d6, pinned if damage over STR
20 Trip line sets off weapon d4 1=crossbow 2=poison dart 3=sawn off shotgun 4=disposable one shot laser DEX save to avoid, often in choke point to effect multiple targets 
21 Someone in group fires a shot or makes a loud noise or glints a blade so get a random encounter
22 Wall collapses DEX save or hit by a d4 x d6 rolls damage, if damage more than STR pinned by rubble
23 Ground collapses into sewer or subway DEX save or 2d6
24 Fire breaks out! three DEX saves to avoid a d6, INT save to avoid confusion in smoke 
25 Rock falls DEX save or d4 damage
26 Unexploded ancient bomb or missile still sensitive and ready to blow d4 1=gas shell 2=incendiary 3=AI will chat and might be convinced not to explode 4=starts ticking
27 Area covered highly flammable, possible with leaked chemicals or gas, easy to start inferno with fire arm discharge
28 Ground is boggy half movement, STR save each round you run or get stuck and fall in
29 Minor tremor, DEX save or slip over
30 Bulding collapses limiting d4 directions you can travel
31 Poppy fields release gas CON save or go to sleep and probably be devoured by animals
32 Field of explosive tiadstools DEX save or 2d4 damage per round in area
33 Snare vines try to grab DEX or held by vines
34 Gamma flowers open bloom as approach, CON Save or 3d6 rad damage and second save or gain a lesser mutation
35 Telikinetic giant eye macrobes growing in rubble hurl d6 rocks for a d4 each round in area
36 Swarm of insects controls area d4 1=huge ants CON save or d5 poison 2=stinging blow flies 3=horrible pale worms from ground 4=huge mosquitoes CON save or diseased bite
37 Masses of cobwebs in area d4 1=swarm of tiny spiders 2=single giant spider 3=2 d6 huge spiders 4=giant mutant cyborg intelligent spider
38 Area knee deep in water d4 1=swarm of horrible aquatic bugs 2=d4 giant leeches 3= swarm of biting fish or eels 4=mutant water constrictor snake
39 Large stagnant pool with reeds blocks area d4 1=d4 giant frogs 2=giant mutant dragonfly 3=giant snapping turtle 4=huge mutant fish
40 Mould releases spores if touched CON save to resist d4 1=choke to death in d4 rounds without aid or being moved out 2=hallucinations 3=save or develop symptoms of zombification rot 4=start to grow fungus on body lose INT point and 1 move a week unless treated
41 Large pack of wild dogs surround part and attack
42 Large solitary mutant predator like a sabre cat pounces at a straggler attempting to kill and drag away quickly by ambush
43 Giant bird or bad or bug swoops down from above trying to grab smallest person
44 Mutant animal abhuman tribe hunting and protecting territory strike from ambush d8 1=rat folk 2=cantoads folk 3=goanna folk 4=snake folk 5=cat folk 6=dog folk 7=rabbit folk 8=raven folk. Aim is to d4 1=drive you away 2=eat you 3=demand tribute payment or food 4=take slaves 
45 Outlaw punk gang d4 1=seek slaves 2=hold up for loot 3=starving cannibals 4=murder for fun. d4 1=missiles from cover and height 2=hidden under dirt 3=block d4 directions 4=have a large angry mutant pet 
46 Mutant gang swarm out of ruins and holes gibbering and starving
47 Cult gang in robes seek sacrifices and to keep non believers away from ritual place
48 Undead burst from ground and under rubble grasping hungrily
49 Mutant creature in a pit uses illusions of some one attractive in trouble to lure close
50 Tentacled horror drops down tentacles from above or underground 
51 Partially buried ground car in good condition 1=creature lair 2=someones home 3=has a depleted atomic fuel cell 4=has baggage and skeletons inside
52 Opening or manhole cover to underground subway or sewers
53 Dead bodies swarming with flies d4 1=have loot but flies are a dangerous swarm 2=loot but corpses are diseased CON save 3=undead in ambush 4=land mine trap goes off if body disturbed
54 Carcass of large creature d4 1=tribal hunters are butchering it 2=several dangerous animals eating it hostile to intruders 3=swarm of tiny creatures devouring it 4=its mate nearby protecting it angrily
55 Sniper with good vantage point and escape routes d4 1=crazy lone survivalist 2=faction agent 3=gang member, shot alerts them to approach 4=android with energy weapon
56 Dropped weapon d4 1=spear 2=axe 3=empty musket 4=revolver with d6 bullets
57 Dropped backpack d4 1=food 2=lots of rope 3=looted scrap and junk 4=drugs and beer 
58 Pristine stall or shack d4 1=icecream served by robot 2=magazines and newspapers now nest of creature 3=scrap dealer set up shop 4=pies or stew or beer sold by a mutant
59 Partly buried robot d4 1=valuable scrap 2=trapped but hostile 3=grateful for any aid 4=repairable condition or flat batteries
60 Huge contaminated pit strewn with junk d4 1=mutants worshipping drums of waste 2=large mutant bugs or worms 3=gang members searching rubble 4=huge creatures lair
61 Intact vending machine d4 1=operating 2=with coins and goods 3=chatty AI tries to sell you stuff or gamble 4=guarded by cultists as a sacred relic
62 Intact shop with loot and ancient goods
63 Scrap fortified building abandoned by settlers or gang in a hurry with some loot and parts
64 Crashed aircraft d4 1=pilot corpse with flight suit and survival pack 2=undead and baggage inside 3=mutant creature lair 4=skeletons and baggage inside and scrap
65 Truck with container d4 1=gang hideout 2=monster lair 3= full of crates of goods 4=remains of someones improvised home
66 Cultists chanting preparing a sacrifice with guards, pet beasts and fanatic suicide fighters
67 Recently collapsed wall reveals pristine ruin d6 1=gang exploring it 2=creature moved in 3=robot security 4=morlock's eating inhabitants 5=undead inside 6=sealed survivors separated from outside for generations
68 Huge mound of loose rubble difficult to climb without it collapsing with bits of scrap amongst trash
69 Street strewn with garbage with some useful scrap laying about
70 Upper stories of building sealed by collapsed lower ones look more intact
71 Androids d4 1=4 workers and a soldier on the move avoid trouble 2=3 soldiers on hunt  to exterminate humans 3=6 workers, 2 soldiers and a brain seeking local androids to join
72 Security or police robot wants to know why you've broken curfew?
73 Drone follows party is spying for a faction or local boss
74 Robot vehicle d4 1=damaged but AI talks 2=crazy likes to run over people 3=has d4 police bots on patrol for armed troublemakers
75 Military robots d41=infantry bots sweeping area 2=damaged tank with AI and mostly out of ammo except for energy weapons 3=sniper bot killing dirty meatbags 4=infantry guard bots block street warn civilians area is nogo 
76 One armed bandit robot d4 1=now a highwayman demanding coins 2=harasses you with offers of fun and cash 3=offers you drugs and vice 4=offers to take you to casino
77 Automated machine gun nest blocks passage in street
78 Servant robot trying to clean the street
79 Cyborgs offer you food and medicine if you come back to their bunker
80 Hologram of AI projected from a armoured turret d4 1=has a laser and is maintaining martial law 2=is lonely and offers to talk 3=will initiate trade for secret bunker dwellers 4=looking for helpers to deal with a problem
81 Are full of faction graffiti warning strangers from turf, older faction signs mostly covered or scratched out
82 Airburst from a propaganda mortar, brochures against some faction in the apocalypse war of the ancients d4 1=communists 2=gov anti propaganda warnings 3=martian independence 4=AI rights group FREE THE MACHINES NOW!
83 Idol of cult d8 1=mutant statue 2=demon idol 3=human purists 4=beast cult 5=AI space god 6=great old one 7=grey alien 8=machine cult
84 Skirmish between factions making area war zone
85 Missionaries from a faction here to convert the savable and exterminate the rest
86 Mutant animals rounding up humans, plan a kangaroo court to sentence kill and eat them
87 Holographic image in loop d4 1=news report from end times 2=warning to stay indoors 3=warning to deactivate your robots and androids 4=warning to take your anti necrovirus meds and to place dead bodies in bags for collection outside home
88 Corpses left as a sign to a factions enemies d6 1=Severed head on spikes 2=impaled bodies 3=crucified bodies 4=flailed human skin nailed to wall 5=blood and gore splatted from messy butchering 6=piles of charred human bones 7=remains of cannibals cooking a feast 8=severed hands, ear necklaces, collections of teeth or other body parts
89 Flags or banners of faction with guards protecting them and holding the road
90 Battlsuit infantry with unusual marking from a bunker watches street from a rooftop to protect secret entrance, will rain death on anyone poking near concealed secret entrance or might try to draw them away with some fire using jump jets to move away
91 Slave drivers using slaves to pick over ruins at gunpoint
92 Farming settlers tending crops, some on guard and alert for trouble
93 Gang of armed ferals having a party with music, beer and BBQ
94 Tribal camp with hunters cooking game and alert for trouble
95 Old prospectors digging in rubble, will scatter and take cover when notice strangers to protect their claim
96 Ground car and or several cycles operated by gang or faction on a murder spree patrol
97 Silver City Ranger patrol hunting a viscous gang welcome help
98 Morlocks desperately moving on surface in daylight with cattle (slave humans or eldren) and sacks of scrap, some have push carts
99 Warlord armed patrol hunting for gangs and checking [prospectors licences and claims
100 Adventurers d6 1=fresh but might try to rob wounded rival party 2=have some loot and might trade or be willing to cooperate 3=abusive rivals insist they have claims all round here 4=hostile and assume rivals are enemies

Saturday, 22 September 2018

SF Gear Packs


Stuff im working on
sf exploration encounters
mutant wars

Talking about modular tech of late so thought i would focus on my games multi role and customization survival tech. It is so spacepersons carry more with less.

I guess I could us a price list but this usually used by government or corp agents
Different brands need tweaking to work together

Smart WearComputer assisted wearable hardware with

Smart Suit AC 13 or 6AP Caries limited amount of Apps depending on make 4-6-8 apps
-Heater Cooler pack
-Gill Pack and memory plastic flippers
-Recycler Pack traits wast to reclaim food and water
-Relfex Pack +3AC vs lasers or beam weapons
-Stealth Pack low IR and hardr to detect
-Space Pack emergency use suit 1hour life support with bubble helm
-EVA Pack goes over space pack, +2 AC 4 hours life support + need a helmet
-Mesh Defence Pack, +2AC, includes extra pockets

-Thermal Grid Pack, +3AC vs IR, thermal, plasma and fire weapons
-Intercptor Rocket Pack, stops approaching missile 4 uses
-Micro Rocket Pack, four shot gyrojet rockets often on arm, shoulder or helmet
-Holofield projects illusionary image over the host
-Chamleon Screen, +2AC blurs silhouette and blends into surroundings making hiding easy
-Albedo Screen +3 vs laser and beam weapons
-Inrtia Screen +2 vs any kinetic attacks and -2 damage, high EM profile
-Auto medic treats minor wounds and scans vitals
-Auto injector often triggered by auto medic ten doss of one drug or 6 different drugs
-Comline, radio and phone with network options, cameras and hotlinks for emergencies
-Alarm, various signals if apps detect things, can activate other apps
-Threat Detection, looks for danger or aggression or weapons and alerts
-Scan Pack, EM passive sensor suite
-Advanced Scan Pack, active EM and sonar senses including ground radar
-Map Box, maps area with sensors or drone inputs
-Drone Pack, includes controls and hanger for 4 tiny drones or one small drone
-BioScan Pack, sense for life, disease, radiation or life threats in environment
-Stuttershot Pack, stops weapon firing on tagged allies especially for burst weapons
-Weapon HUD, links gun to HUD with ammo capacity and target painting ability
-ABC Pack, atomic, biological, chemical resistant with air filters, recyclers and hour air supply
-Projector suite, can display large images, also has improved camera suite
-Fashion Pack, can change colours and has memory plastic extensions to change form
-Camouflage Pack, suit can change to various environment schemes and memory plastic extensions
-Weather Field, shields from rain, keeps field of pleasant air over user
-Lume Pack, glow, change colours and project theatrical light effects for shows
-Vox Pack, has loud speakers for public events, with a synth and media player and personal sound
-Stealth Field, silences wearer and surroundings within a few centimeters, +4AC vs sonic weapons
-Lowlight Pack, night vision and thermographic cameras for low light or no light missions

-Sound Pack, provides sonar, enhance low range sound for listing, reduce sonic damage, records and analyses sounds
Shock Resistance Pack, +4AC stunning electrical weapons and reduces damage
Empathic Analysis Pack, makes suggestions on dealing with others by reading micro expression and voice stress

Arm Console, keyboard and monitor for arm
Holocon, small bracelet projects keyboard and screen
Smart Glove, interact with consoles via HUD
Smart Gauntlet, interact with consoles via HUD plus armoured glove with xtra app
Smart Boots, magnetic all environment boots some like 
Jet boots  or other apps

Smart Helm with HUD +1AC with xtra app
Combat Smart Helm HUD +2AC with gasmask, megaphone, with 2 xtra apps

HUD Glasses, stylish spex
HUD Monocle, eyepiece often connected by cable
HUD Goggles, armourd eyewear
HUD Contacts, near invisible

Smart Belt, increased battery life and computer power extra 4 apps, extra data back up
Heavy Smart Belt, as smart belt but armored and extra 8apps, armoured data back up

Memory Plastic Smart ToolsChang form at touch of a button
Not as solid as steel and can wear over time
Military and industrial stronger
Some have secret features

Explorer Hand Tool
-dagger
-hammer
-hatchet
-bucket
-clamp
-cable
-saw
-trowel
-funnel
-sieve

Underworld Hand Tool
-dagger
-club and prybar
-whip
-chain
-nunchucks
-brass knuckles
-manacles
-hook
-kasuiri gama
-cable

Chef Hand Tool
-chef knife
-masher
-ladle
-clever
-spatula
-rolling pin
-bread knife
-cutting knife
-spatula
-whisk

Explorer Tool
-spade
-crowbar
-machete
-sldge hammer
-cable
-axe
-ladder
-pick
-hoe
-saw

Recreational Tool
-ukulele
-beach ball
-cricket bat
-baseball bat
-hockey stick
-cricket or baseball
-volleyball or basketball
-soccer ball or football
-beach umbrella
-air mattress

Trench Tool
-trench tool
-sword
-truncheon
-manacles
-shield
-helmet
-razor wire
-barricade

-cable
-tripod

Spinneret GunsCreate 1km pr cartridge of cable spin by gun
Comes in plastic cable or sticky cable or glue form
Pocket Webber, used for packing and wrapping and sealing with touch range
Hand Webber with a pistol grip, with 3m range, can be used as restraint weapon
Industrial Webber with carbine and pack with x7 cartridges, 10m range can fire nets

Industrial Match
Mono filament rod inserts into handle, can b used for spot lighting or to cut through steel plate
Rod lasts 10 minutes on full burn or years with just spot use
Will cut a cm of steel peer second or can inflict a d6 damage but th rods break if forced
Often packed with 2d6 rods and d3 fuel cells with equal chance of being spent or full
Pocket Match can only be used for smaller jobs and is disposable and cheap

Variable Laser-beam mode standard careful combat mode
-pulse fires bursts of lower energy beams
-ray fires continual lower power beam good for cutting
-stunner fires electrical arc that follows the laser which stuns most animals and machines

Variable Launcher & Gyrojet Rockets
4 Shot wrist rocket launcher
-shoulder pad and helmet versions
-some disposable, can be linked, fire solo or all
Ten shot pistol or rifle magazine
Military com in 20 clips, 40 clips or 100 cassettes
Military have larger anti vehichle versions and disposal on shots
6 shot variable clip voice or button to select specific round
Most advanced are AI controlled drone carriers
Some guns have 2 clips and can switch from standard to fancy ammo
Some lower tech versions have multiple barrels but heavy and slow to load
Aquatic versions available, cope well with water, most sub sonic

Assembler builds ammo from propellant and warheads in storage
Can assemble based on voice, console
Some weapons ID threats and build ammo customised for kill target
More advanced nanite models can fabricate more types from less materials and have AICan connect to industrial recyclers to make more components
-4kg belt pack carries 30 propellants and 150 warheads
-12kg back pack carries 100 propellants and 500 warheads
-will load a magazine, clip or cassette or drum or can be connected to gun

Varied Propellant Sections
-rocket rounds are dumb rounds
-jet rounds have simple IR or HARM or painted targets +2 hit if right for target
-smart rounds steer themselves and have no range mods and are more advanced
-drone rounds are most advanced and use gravitic thrusters and a basic AI

Warhead Canisters
-slug standard damage
-needle round caries narcotics, with discarding sabot, some hyper velocity
-hex 
canister high explosive
-flashbang make smoke and scatter flares
-gas canister (vomit gas, nerve gas, poison gas, tar gas, knock out gas)
-biological 
canister disease based rounds
-incendiary canister with burning chemicals
-web 
canister sticky netting to incapacitate
-shock canister electric stunning charge in battery
-plasma canister
-Ice canistr with super coolant
-laser ignites a nanolaser on impact
-emp effects. battlesuits, robots, vehicles, screens and tech
-thunderbolt, hyper accelerates kinetic kill slug with power of a cannon

Sunday, 15 July 2018

d100 Feral kids for Murder Highway






































These are stray children to find in the wasteland of my roadwar game. Aparently i did too many urchins for my dnd game so here is my apocalyptic roadwar cult game take.
Did see an anime where half crew of a sub were feral kids recruited by captain.


d10 Greatest Problem
1 Getting day to day food or water

2 Slavers or gangs
3 Cannibals or undead
4 Missionaries or state welfare do gooder scum
5 Dangerous mutant animals
6 Trying to find family or lost friends
7 Suffering from trauma from past abuse
8 Ignorant, problems with basic communication
9 Wants revenge on someone who wronged them
10 Seeks a safe home or shelter

d10 Favorite Thing
1 Gun or knife in good condition

2 Scrap built or rusty pipegun or shotgun
3 Hand grenade or pipebomb
4 Bags of meds
5 Doll or other common toy
6 Hat or clothing item
7 Electronic game or watch
8 Lucky charm
9 Tourist attraction merchandise or sport memorabilia
10 Photo of loved one or other loved ones item

Bonus Blood Type Table
01-38 O-positive 
39-45 O-negative 
46-79 A-positive 
80-85 A-negative 
86-94 B-positive 
95-96 B-negative 
97-99 AB-positive 
00 AB-negative

Handy for organ legging (see 49) or japanese romance


d100
 Feral kids for Murder Highway
01 Emil Twisty, feral kid with dingo and razor boomerang, unable to speak except in growls
02 Lorna Dune, sole survivor of sprawling abandoned bunker complex, desperate for food 
03 Tweedle Cruize, lives in buried cargo pod of military drone parts he controls toll choke point on local roads
04 Lyrol Sin, roams wastes with grenade launcher looking for gangs to purge for Jesus
05 Elly Comal, lives with mutant dingoes in wrecked burred schoolbus
06 Barney Googler sells data he hacks, lives in ruined mobile phone tower
07 Zora Katar, ex gang brat runaway pretends to be needy to infiltrate others for her crew
08 Minga Zin, mutant prodigy with weird powers but no visible afflictions, hunted by corps
09 Carter Halo, vigilante kid gang leader, kills ppl who hurt kids or comunities
10 Zero Thule, collects scrap from gang battles and building own motorbike, wannabe street samurai 
11 Gogal Sokolov, runs a communist youth gang in a sewer system, dreams of world wide revolutionary utopia
12 Mindy Keller, sickly girl needs meds, infected with necrovirus will zombify on death
13 Billy Zan, Scrap dealer lives in trash heap, sells parts and grilled rats to travellers
14 Sunny Klaw, trying to grow crops in the waste to survive, needs corp seed stock
15 Vinny Shanker, wants to be a trashside pimp and fixer, offers to hook travellers up with dealers and traders
16 John Prester, leads a youth gang in a ruined underground carpark, claims is the promised land foretold  
17 Eggbert Dodger, fat kid sells fried dough to travellers with various sauces and jams
18 Patty Melon. bitter sour faced kid with knack for finding food in wastes
19 Gilbert Drake, good at fixing things and helps local mechanics for food scraps
20 Karen Gleaner, has a knack for finding lost sheep and collects wool scraps from wire fences and vegetables from abandoned fields
21 Arnold Scrap-King, ride a bike, wears cool glasses, smokes cigars, sells guns and ammo found after gang battles
22 Kim Mindaburra, collects fuel left from wrecks or abandoned cars or anything parked too long she sells for food
23 Katie Flax, rides a sail powered trike across the waste she built herself looking for her family
24 Bindi Gundaburra, lives with mutant crocs she lures travellers into their billabong to feed them
25 Steve Gnasher, young cannibal collects dead from battles, barley talk and hates adults
26 Fanny Hill, wants to lead kids revolt against everyone over 12 who broke the world
27 Corky Screama, lives with mutant emus in wastes and raids farmers grain and crops 
28 Fatty Chumbucket, cooks best rat stew and other waste delights, a gifted cook, dreams of owning a roadhouse
29 Elise Fourfiveone, escaped corporate clone suspicious of anyone clean or with a job 
30 Pricilla Davenport, lost socialite brate with huge reward for finding when parents VIP airship crashed
31 Manny Flange, lives with feral goats and sells milk to travellers
32 Petey Liar, likes to tell big lies to get attention but sometimes he is right ut nobody believes him. Will tell at least two huge lies before a lucrative truth
33 Troy The Invincible, a unnaturally lucky mutant lots of people want to keep around but they cant catch him
34 Glory Jones, devoutly religious cult survivor likes to preach but is a good medic
35 Porky Cutler, expert at fishing knows best spots and how to avoid mutants and ghouls
36 Arkala Gibbara, lives with her mutant bull terrier Ripper, big enough for her to ride
37 Soma Tailor, sells chems and has her own drug lab after her gang was killed by cops
38 Villi Scar, ex gang tough, needs a new gang as old ones are gutless losers
39 Simon Granita, will do anything for sweets and get into all kinds of terrible adventures
40 Frankie Ray, wants to be a cyborg but is too young, wants to hang around with any borgs and has some scrap limbs they found already
41 Harriet Placebo, escaped from lab carrying a valuable antibody in blood, all she knows is corps out to cannibalise her
42 Violet Creasy, 
43 Bingo McGuffin, carries a chip stole off a suit and wants someone to help sell to the corp who will kill to get it back
44 Elfin Squeeze, cave clan kid from sewers, leads rag tag gang into the deep to avoid adults
45 Bunny Nguyen, lives in ruined van with various animatronic plush toys some she has programmed to kill
46 Vance Cleaver, sells bushmeat and expert hunter, skinner and haggler
47 Prettyboy Cutler, expert with knife throwing and climbing gets into all kinds of trouble and follows interesting troublemakers
48 Flash Pyro, loves arson and likes to burn parked cars and houses, nobody wants him around
49 Johnny Heart, has become a organlegger and has a secret fridge hidden in a ruin. Likes to DNA test travellers and check market value for organs
50 Plucky Johnson, rich brat ran away from home to catch and train mutant pets, robs travellers with pets for food
51 Albert Juicepig, makes goon, grog and hooch for gangs from rotten garbage

52 Chip Raffle, runs gambling den and has hired several huge morons to be body guards
53 Albert Tanner, has evidence of cult leaders crimes and on the run, wants someone to help him destroy the cult
54 Finn the Tunnel Rat, knows secret entrance to local settlement but charges
55 Lloyd Green, knows a secret fertile area were he communes with mutant plants 
56 Percy Chickenlegs, catches wild birds and sells cooked as bush chicken in various forms
57 Plucky Boner, collects roadkill and scraps for a hidden biofuel converter and sells food, carries a hatchet, cleaver and butchers tools and filthy sacks
58 Clag Pasteface, mutant child with hideous face wants cosmetic surgery and dreams of schemes like heists to afford or to blackmail or hack a automed station
59 Sally Crumb, hears alien voices that guide her uncannily and when near people see all kinds of strange lights since she disappeared and returned
60 Alfie Stabber, lil gang punk threatens everybody and harasses women even though only  years old
61 Yoruba Abdalla, escaped African war by boat thinks the Oz wasteland is easy living, wears necklace of severed hands and carries machete, assumes cops would kill or recruit him
62 Squealer McGreggor, sells info to the cops and hated by gangs but secretly they all use him for info on rivals and nobody touches him
63 Pauli Scrag, loves explosives and has been miking own gelignite and molitovs and pipe bombs he can use to blow up cars
64 Miranda Fontaine, used by a corp hitman for years before he was killed, she has money, high tech guns and some cyborg implants and is looking for a new father figure as the last few she had too kill
65 Keeble Biafra, raised by underground freedom fighters and now revolutionary propaganda 
graffiti but dreams of hijacking a radio station to get word out
66 Oscar MacKosh, likes to club loners and rob them and has it down to a fine art, always has escape route and huge bag of weed
67 Gloria Fang, carries a machete and has a pet feral cat as big as a pitbull, her humpy is decorated with rotting severed heads
68 Corinda Haffenfatner, carries a shotgun and wears a tophat and loves magic tricks
69 Zanr Gregor, a gothic mutant people shoot at thinking he is a zombie, he is a talented all round artist and poet and his lair has amazing decor
70 Ludvig Crane, a child with rare vampire strain of necrovirus but only in early stages. Phobic of sunlight and starting to drink blood, strong for age
71 Abe Skull Kicker, has invented a new wasteland sport all the kids in area playing and network tv interested in buying him

72 Ola Pavlova, makes amazing clothes from trash and the mutants in the local dump are extraordinarily stylish
73 Pan Fiddler, plays lots of instruments and even charms wild animals so he can shoot and eat them
74 Corey Mirrorshades, is the coolest kid ever on his bike with leather jacket and snappy one liners. He expects to rule the wastes one day but for now he will follow any cool adults to learn
75 Smeghead, hideous kid eats garbage, rats and stray dogs. Barley speaks but knows location of a underground airforce base but nobody listens
76 Laura Gumby, good natured kindly child saved several people from burning wrecks so locals feed her and look out for her
77 Binny Matabunga 
78 Donny Turtlestien, wants to be a mutant ninja tortoise and lives in sewer with home made weapons and armour but he might follow a new hero if meets one
79 Billy Blag, plays the guitar and sings revolutionary folk songs urging commoners to rise up and burn civilization down
80 Wolfy Jones, expert tracker, hunter and hooligan for hire, terrified of school and baths, wears dog furs
81 Stinky Pukefinger, brews foul concoctions that keep mutants and gangs away from his treasure trash heap
82 Sarah Manly, actually has memories of elderly billionaire in a failed immortality scheme but family dumped in the desert and scammed all the money. Needs dupes to help get money back and pretends to be nice and helpless
83 Cara Klanley, bosses around a hopless mutant clan who would starve without her guidance but she is getting sick of them, good planner and problem solver
84 Barron Gordon, rich brat dumped in wastes in failed kidnapping and awaiting rescue that will never come because family killed in corporate wars
85 Silky Catspaw, expert thief trained by a gang but has run away to wastes to start her own gang or find own opportunities
86 Bullfrog Barnes, a mutant warty kid who ex cells at swimming and diving and has found a airforce bomber in a salt lake bed he hopes to loot one day with help
87 Patsy Blaze, pyrokinetic escaped from corp psionics lab and on the run
88 Pandora Corman, has an entity from ovrspace inhabiting her and on occasion it leaves her body to massacre dozens of people. She seems nice and harmless and clean and doesn't remember her protector
89 Ripper McGaw, has a high tech hand chainsaw and like to chop stuff up for fun including anyone who crosses him
90 Clarrissa Peeble, a witches daughter who has been developing her own powers and has been been contacting her matriarchal spirits for training. She wants a protector and is subtle with her powers to avoid her mothers fate at the hands of an angry mob
91 Earnie Kurana, had his tribe killed but has started working as a guide and tracker and can look after himself. He is suspicious of white folk but likes to charge them money
92 Rex Cars, as a feral kid explored closed dinosaur parks and has several hand raised dinosaurs hidden in a secret wilderness location
93 Adolf Gruber, was raised by Nazis in a vault and was sole survivor from a mould outbreak. Ignorant of normal social codes but has many useful skills and is willing to adapt to reality outside and change for better or worse depending on influences

94 Jenny Keneally, wants to be a deathracer and is eager to join up with any she meets to learn the trade. She has made her own racing jumpsuit. 
95 Clive VanDorf, escapee from Rhodesia before the Zone Wars, and has been relaxing in the wastelands. Having been looked after by hippy commune he has become kinder to others and over his racist and violent past. Tries to help the weak and is huge for age
96 Percy Grimly. a hacker and child serial killer from the city fleeing an investigation. Having faked his death he pretends badly to be a wasteland survivor but wants some adults to protect him and provide access to high tech. He has an advanced military grade combat cyberdeck
97 Melanie Plover, a gifted athlete who escaped her mobster parents. Stranded in the outback she wants a new identity and revenge. She stands out with her language and speech and outback scum are circling her like predictors
98 Anton Tucker, raised by satanists tries to find victims he can lure to occult sites and haunted houses. Utterly evil and despicable but can be charming. Tries to summon demons and collect evil books
99 Sophia Marks, psionic healer who was attracted all kinds of unwanted attention from gangs and black ops from corp psi labs. She has been on the run and needs a break
100 Devlin Morris, half demon and plans to hasten the apocalypse which is going much too slow. Suspiciously cool and talented but will assume demon form when sick of adults and craves murder