Let's make a Post-Apocalyptic World!

The title says it all,ladies and gentlemen!
Send a d100 my way,please!

Plague, rapture, nuclear exchange, ayys, or machine uprising?

Rolled 39 (1d100)

Well lets find out!

>39
>Cold War Era: What it says on the tin. No silicon computing, picatinny rails, or fancy-schmancy drones. This is what everyone thought the end of the world would be like.

Sorta boring but not horrible!

Gimme another d100!

Rolled 43 (1d100)

I dunno, we can probably find some cool stuff, especially with that boxy 1980's aesthetic.

Hey now, that's how Mad Max started as well

>43
>Grey and Scrubby: Think Stalker or Metro: Last Light. The world has a permanent overcast and the ground is muddy with short twisted plants growing everywhere. Water and food are hard to find because of radiation.

Very interesting indeed!

I hunger for more!Another d100!

Rolled 97 (1d100)

Thinking about 80's stuff, I've got this comical image of The Breakfast Club, but in a post-apocalyptic Stalker-esque wasteland.

>97
>Midnight Science Theater: Retro-style approach to mutant creatures. Giant ants and scorpions, lizard-men, and rats the size of dogs but otherwise mostly unchanged. Slightly grimmer than all that, to fit with the general tone of the setting.

Now this is getting good!

d100,I need it.Now.

Rolled 49 (1d100)

Oh my, this is getting good.

>49
>The Wastes but also with a city in it: What it says on the tin. A city can be a good place to find loot, but it’s also full of dangers and hiding places.

Very diverse!There's so much potential here!

Please sir,may I have some more?Just another d100!

Rolled 60 (1d100)

>60
>A Mall: An icon of a decadent but ultimately self destructive lifestyle. Sprawling and dark, but filled with goodies for the intrepid scavver though.

Oooh,nice...
Now we could do a summary and move on to the next part or we could roll once or twice for some more landmarks.

So...
>One more to spice it up!
>Two more to really develop the world!
>Move on you lazy fuck!

Rolled 92 (1d100)

Lets do one more, this place is worth fleshing out, but I like the focus on the mall. it furthers my dumb idea of this just being a post apocalyptic John Hughes movie.

Very well,one more!
>92
>Historical Landmark: A very ancient pre-war building that managed to stay standing. Guaranteed to have cultural significance and out of place architecture. Probably not too damaged either.

Oh my! So grand! So important looking!

Anyway,summary coming up.

>Summary of the world we've built up!

>Cold War Era: What it says on the tin. No silicon computing, picatinny rails, or fancy-schmancy drones. This is what everyone thought the end of the world would be like.

>Grey and Scrubby: Think Stalker or Metro: Last Light. The world has a permanent overcast and the ground is muddy with short twisted plants growing everywhere. Water and food are hard to find because of radiation.

>Midnight Science Theater: Retro-style approach to mutant creatures. Giant ants and scorpions, lizard-men, and rats the size of dogs but otherwise mostly unchanged. Slightly grimmer than all that, to fit with the general tone of the setting.

>The Wastes but also with a city in it: What it says on the tin. A city can be a good place to find loot, but it’s also full of dangers and hiding places.

>A Mall: An icon of a decadent but ultimately self destructive lifestyle. Sprawling and dark, but filled with goodies for the intrepid scavver though.

>Historical Landmark: A very ancient pre-war building that managed to stay standing. Guaranteed to have cultural significance and out of place architecture. Probably not too damaged either.

So,we're Mad Max technology wise in a muddy,overcast wasteland with weird plants growing everywhere!Water and food are rare due to all the radiation around!Said radiation also changed all the animals to an extreme level!

The general area is basically just pure wasteland but in all the worthlessness is a big city,full of dangers and loot!

Inside the city is a mall,dark and forboding but also fuller with EVEN MORE LOOT!

Oh,there's also a pre-war building or landmark that still stands and is sure to have a big cultural importance to the survivors but it doesn't have any loot...

SPEAKING OF SURVIVORS,IT'S TIME TO MAKE A COUPLE OF CIVILIZATIONS,WOULDN'T YOU SAY?!

d100,hand it over or else...

Rolled 52 (1d100)

I vote that the historical landmark involve some kind of statue, perhaps or a town founder or something similar. It's got a lot of weird mythology from the various groups in the area, like the idea of it being alive, or being the equivalent of a "king under the mountain" for the place, or being the last hero of the apocalypse or what have you. Just tons of weird myths around what was probably the statue of a relatively normal pioneer.

>52
>Half-Lives: Doomed to short lives, Half-Lives are always in need of breeding stock. Almost half don’t make it past youth, and any that do live absolutely no longer than 40. Riddled with obvious tumours and other disfigurements, they could pass for healthy if they covered up but the coughing is always going to give them away.

Hmmm...
Our first group of survivors isn't in the best of health,even by this horrible new world's standards...

d100,Bring it!I can take it!

Rolled 16 (1d100)

Oof, sounds like they've got it rough.

>16
>Tribal: New cultures have sprung up since the apocalypse, some more recognizably linked to the old world than others. Unique expressions of culture and unusual handmade items are the common distinctions for tribals. Usually have an odd accent/manner of speech do to lack of contact. Less “civilized” but often no less savvy to the wasteland than others. Usually looked on with confusion or condescension by groups more tied to the old world.

It seems our merry group of filthy mutant fucks has embraced their wild side!

d100,I ran out of ways to ask in a quirky matter.Just roll.

Rolled 60 (1d100)

can do!

>60
>Oligarchy: A small sect of the group lords over the rest. Similar to single leadership in their absolute power, but spread over a small group rather than one man.

So they're ruled by a select number among them,perhaps a council of elders or warriors?

d100.Roll it.Use your fingers and your keyboard to roll a d100 so that I may use it to advance this.

Actually roll 2d100

Rolled 54, 41 = 95 (2d100)

I'll try rolling!

>54
>Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.

Our tribe has a symbol!

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

We really are completely different huh?

Now roll either 2d100 or 3d100,whichever you want.

Rolled 84, 21, 79 = 184 (3d100)

>84
>Unique Body Mod: Come in many forms, from filed teeth to a specific kind of tattoo to ritual branding.

Oooh,very unique!

>21
>War Paint: When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.

I imagine them painting cute puppies and kittens onto they bodies as they ride to battle.

>79
>Unique Body Mod: Come in many forms, from filed teeth to a specific kind of tattoo to ritual branding.

NANI?!

d100,just one this time.

Rolled 67 (1d100)

Rollin

Rolled 72 (1d100)

So these guys are super different by the rest of the wasteland's standards huh? I kind of picturing them as an invading tribe that's settled in the area.

in my dumb John Hughs movie version of this, I see them as adherents of the rival sports team from the next town over. Their body paint and body mods are to become closer to their mascot. They also speak entirely in sportsball lingo, and so are basically incomprehensible.

>68
And our valuable resource is...
>Power: Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.

Now gimme a d100 for the quality of our equipment.


Captcha is cancer.

Rolled 51 (1d100)

Where do you think they should be for the power in this town? Abandoned nuclear power plant? Camped out over an electric dam? Big ass windmill?

Nuclear power plant. It would give them plenty of power but it would also add the dynamic of them worrying about nuclear fuel for the reactors which would be very hard to come by in a post-apocalyptic world.

Your group,your choice,my friend.
>51
>Well-crafted: Just because it was made in the post apocalypse, doesn’t mean it isn’t good. Well made armor, guns are machined with actual technique and thought, and houses/clothes are a little more respectably made.

Despite the name,this is the second worst category but it's still better than the post-apocalyptic norm,if only slightly.

Now,onto the most important part:Our rides!

d100,baby.

Also helps with why they have such shitty lifespans. They're irradiated as fuck.

Their leaders should totally meet in a council around one of the reactor cooling pools, that they call something cool like "The Pit" or "The Eye"

Rolled 80 (1d100)

hope its something good

Spoiler:It is.
>80
>Armored: Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.

Not the fastest,but dependable as fuck,perhaps they could use these babies for part time escort missions to get some extra resources?Then again,they don't speak the common language so it would be difficult and they're not exactly mercenaries.Plus,basically all of the ground is made up by mud.

Regardless,time for some special shit for your vehicles.

2d100,give it.

Rolled 100, 10 = 110 (2d100)

OH MY!
>100
>Black on Black: Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers. Re Choose to re-roll this or Shiny and Chrome if you get both.
>10
>Shiny and Chrome: The group takes exceptional care to polish their vehicles to a brilliant chrome shine. Blind your foes with your swag and the shiny paint seemingly correlates with higher skill among drivers. Choose to re-roll this or Black on Black if you get both.

What a conundrum!

Roll another d100 and choose which one to replace.

Rolled 53 (1d100)

>not being so chad that your shiny black vehicles are so shiny that they pull in any surrounding light and matter.
feels bad man

Which one do you replace?

>which to replace?
Shiny and Chrome
Although our vehicles are tanky, they are not invincible and having that kind of tankyness also being more stealthier to securely obtain resources is an option we cannot refuse

Dubs demand I back this.

Good choice.
So our vehicles have...
>100
>Black on Black: Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers.

Sneaky Breeki.

>53
>De-Construction Equipment: Cars are mounted with buzzsaws, mini-excavators, and plows for wrecking enemy vehicles.

To ram another motherfucker's car and completely annihilate it.

For the final roll,give me a d100 for our leader's rig.

Rolled 56 (1d100)

Oh boy.
>56
>Concert on Wheels: Like a drummer boy but way more awesome. Maybe it’s a squad of taiko drummers, a lone shredder on a flamethrower guitar, or an entire outfit of post-apocalyptic metalheads. Whatever it is, you’ll certainly not be going anywhere unnoticed, and it’s a very good way to get someone excited for killing.

I suppose this is for when we go all out and no longer care about stealthiness.

Now gimme a minute to summarise.

Post-apoc mutant animals okay?

Sentient ones?
>
>Midnight Science Theater: Retro-style approach to mutant creatures. Giant ants and scorpions, lizard-men, and rats the size of dogs but otherwise mostly unchanged. Slightly grimmer than all that, to fit with the general tone of the setting.

So sure,but I guess which ones depend on the location.

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

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


>Leadership
>Oligarchy: A small sect of the group lords over the rest. Similar to single leadership in their absolute power, but spread over a small group rather than one man.

>Cultural Quirks
>Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.
>Not the Lingua Franca: The group doesn’t speak the standard language of the wastes. Maybe they speak a different old world tongue, or maybe a new language that has emerged since the apocalypse. In any case, they have trouble interacting with other groups and require interpreters to treat with them.

>Distinct Appearance
>Unique Body Mod: Come in many forms, from filed teeth to a specific kind of tattoo to ritual branding.
>War Paint: When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.
>Unique Body Mod: Come in many forms, from filed teeth to a specific kind of tattoo to ritual branding.

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

>Equipment Quality
>>Well-crafted: Just because it was made in the post apocalypse, doesn’t mean it isn’t good. Well made armor, guns are machined with actual technique and thought, and houses/clothes are a little more respectably made.

>Motor Pool
>Armored: Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.

>Special Vehicle Shit
>Black on Black: Your come in any colour so long as it’s black. Stealthier at night, and more intimidating during the day. The black paint also seemingly correlates with higher skill among drivers. Re Choose to re-roll this or Shiny and Chrome if you get both.
>De-Construction Equipment: Cars are mounted with buzzsaws, mini-excavators, and plows for wrecking enemy vehicles.

>Flagship Vehicle
>Concert on Wheels: Like a drummer boy but way more awesome. Maybe it’s a squad of taiko drummers, a lone shredder on a flamethrower guitar, or an entire outfit of post-apocalyptic metalheads. Whatever it is, you’ll certainly not be going anywhere unnoticed, and it’s a very good way to get someone excited for killing.

Yep, sentient ones from the After the Bomb RPG.

>Terror Bears

...

...

Anyway,i'm done for the night.
The thread will probably fade into obscurity but I hope anyone who participated had fun.

Thank you muchly OP, for fueling my new dream to run a post-apocalyptic Ferris Beuller's Day Off.