Showing posts with label Michal Dutkiewicz. Show all posts
Showing posts with label Michal Dutkiewicz. Show all posts

Friday, 11 January 2019

The Creature That Ate My Village






































So reader Michael Lee asked in a comment (bloggers love them apparently)
This sounds cool Chris! You mentioned a basic template that allows you to generate critters and scenarios involving them. Is this generic chart/generator going to be included in the books? Thank you as always for the great works sir!

Was not quite what I thought but wow!
See what feedback does, it gives me help making more cool shit.

Have a test version of book on Lulu for moment it might change - tried to make cost but after changing one character on front made me not set min price on item. Possibly don't buy yet unless you want to be a collector.

I know some ppl struggle with my unprofessionalism and sloppy mess "products" and I welcome free editing. Ive had 3 proofers so far on this and welcome more. Just email me a PDF with your mark ups and how you want to be credited for your free but appreciated work. I prefer UK English and am making my stuff metric too. Now you can save me from dyslexia you know you want to. My stuff is mostly free but I do it for me not obligation to anyone else and am better at quantity over quantity.

I can do maps or graphics or something in return possibly or a d100 something you can have some rights to use. I have worked in comics and magazines for years and I enjoyed having 12 sub editors and a hundred volunteers go through my stuff so yes that made me a better professional writer for over 5 years years.

Print and PDF Stuff
LuLu paperback (dont buy it but if you do send me a photo) above artwork
PDF you can print at home (do print it and send me a pic)

Stuff you can complain about or praise as i do it
Monster Book In Progress
Expert Truly Sick Book in progress
One of older versions of my stuff
and another one more like first version
i wrote in one of my non mobile year from memory of BX while playing Temple of elemental evil which gave me my taste of 3rd ed which ive never played.

I came here for monsters Dammit!

So I have long held truths about monsters reflected here

1 Monsters are the bitter venom of the gods
2 Monsters are divine beings sometimes their is a price for killing and robbing them
3 Monsters often guard not just treasure but great secrets or benefits
4 Monsters guard the best things kept from man by the gods
5 Monsters might be part of structure of the world and contain left over energy of creation
6 Some monsters are not for mortals to kill and harming them is hubris to divine
7 Some monsters just cannot be killed now come back later
8 Monsters are not always evil or malicious and might even have a use like keeping worse things away
9 Monster might have destiny and breaking it's fate might damage creation or require fixing
10 Consequences of monster killing drive more adventures than the killing of them

Then there is mating with monsters but that's for another day

Well in my current setting Exilon anyway.
I could do other versions for Psychon, Xor and Shadelport.
If format works will do a series on it.

Killing some monsters is a bad idea but at least a mini campaign could come of this.
If character owns some land or a home near effected are will take more personally responsible for later actions. Perhaps a friend or ally or follower might accidently cause the problem. Tragedy often spawns a monster or results from their death. Greek myths and Arthurian curses and gilgamesh are good references.


Flesh of the Beast
1HD per total Levels of Party a good start
Starting AC +1 per party member including followers +1 per 2 over 10
Move Max of 12 minus one per party member including followers min of 3
1in6 can go beserk also but otherwise moral at least 10
Some monsters might not be evil, they might be too dumb or even lawful

d6 Attack Forms

Dice pool closest dice to number of total HD. 8HD = d8 100HD=d100
Feel free to use lots of d6 or d4s or a +number for higher minimum damage

1 single attack equal to total dice pool
8HD = d8 100HD=d100
single ram or bite
2-4 three attacks one attack does half pool, other two divide rest
8HD = d4/d2/d2 100HD=10d4+10/2x d20+5
bite plus two claws or wing buffets or stomps
5 one does half dice pool with rest in as many d6 as possible min of d6
8HD = d4 & 4x1HP 100HD=8d6+4 and 8xd6
bite plus tentacles or creature heads heads or crab claws or spines
6 five attacks each 20% of dice pool min of d3 each
8HD = 5xd3 100HD=d100 5x 5d4
tentacles or multiple heads or crab claws or spines or stomps


Locomotion, possibly transforms to use d3 or choose

1in6 can fly at 12 +1 party member including followers
1in6 can burrow at ground Mov
1in6 can swim at ground speed
1in20 can teleport twice a day (perhaps to lair or healing spring)

Defence take first d6 abilities or choose

1in6 can regenerate roll 1HP/Round roll extra d6 for extra point on 6 and another roll repeat
1in6 can needs +1 to hit roll extra d6 for extra point on 6 and another roll repeat
1in6 immune to d4 1=fire 2=lightning 3=cold 4=poison
1in6 every hit on creature sprays d4 acid unless with blunt unarmed attacks
1in6 every metal weapon hit causes d3 damage to user
1in6 can detect invisible
1in6 anyone who killed by monster save or arises as zombie or skeleton servitor
1in10 can turn into a hill or lake or cloud or natural feature
1in10 damages non magic weapons on contact d4 1=rots or warps wood 2=rusts metal 3=weapons stick in hide if fail STR roll 4=weapon inflicts d4 on holder from heat
1in10 immune to all magic and spells
1in10 any struck by blood in melee save vs charm to love the monster,  it might claw itslef or spit bloos as an attack form
1in10 every injury drawing blood spawns a 1HD creature or warrior ready to defend it's parent 

1in10 vulnerable to be harmed by 1=one base metal 2=one type wood or herb 3=holy or blesses weapons 4=one element not already to resist to, double damage +4 to hit
1in20 resist weapon damage d4 1=edged halved 2=blunt halved 3=missiles ignored 4=unarmed ignored

Offence take first d6 abilities or choose
1in4 Breath Weapon 1 range coneand d6 per HD breath once per turn max 3 times a day damage=1/2HD save for half d6 1=fire 2=lightning arcs 3=cold ray 4=acid spray 5=poison gas 6=steam
1in6 has fold out teeth, toungue or tendril in main mouth can grapple range = HD
1in6 biggest attack or multiple smaller attacks are poison d4 1=d3 per HD if fail save 2=paralasys if fail save 2d4 rounds 3=sleep for an hour 4=lesser mutation if fail save
3=Lesser HD beings under 4HD make morale check every round in HD range
1in6 swallow victim on roll of 20, 1 extra chance per 10HD
1in6 surrounded by huge insect swarm, bugs live in monster
1in6 radiates d6 damage within 1 range of skin d6 1=fire 2=lightning 3=cold 4=acid sweat 5=poison gas 6=steam
1in10 can fire a d6 arrow like barb per round per HD range as long bow
1in10 anyone near it in combat saves vs plague
1in10 anyone striking it save or cursed as spell
1in10 can control weather once a day for an hour
1in10 if killed haunts as a ghost or spectre or invisible stalker
1in20 can call an eclipse for one turn terrifying locals and animals into thinking the world ending
1in20 can once a day call a fireball from heaven with a d6 damage per HD
1in20 intelligent 1in6 of those a spell caster of 1 level per 3HD can split into several classes if needed, needs no symbols or components but sound

d12 Body Parts take d6 creatures or one for heads, arms, legs and tail body 
Heads: roll once for one to three heads or once for main head and again for all lesser heads
roll for attacking arm type limbs and locomotive and tails separate
1 Fish d4 1=shark 2=eel 3=cod 4=pike 5=whale 6=deep sea angler with lure

2 Bird d8 1=owl 2=vulture 3=falcon 4=eagle 5=peacock 6= parrot 7=chicken 8=goose
3 Reptilian 1=Dinosaur 2=lizard 3=snake 4=turtle
4 Humanoid 1=human 2=humanoid 3=demuhuman 4=formarian or mutant
5 Omnivorous mammals 1=rat 2=pig 3=bear 4=bat
6 Hunting mammal 1=lion 2=wolf 3=tiger 4=weasel
7 Herd mammal d6 1=ox 2=pig 3=deer 4=goat 5=elephant 6=rhino
8 Slimey d6 1=green algal 2=transparent 3=blood clot 4=yellow puss 5=plant or fungal 6=shoggoth
9 Cephalopod 1=squid 2=amonite 3=octopus 4=nautilus 5=cuttlefush 6=kraken
10 Arthropod 1=crab 2=insect 3=spider 4=scorpion

11 Amphibian 1=axalotl 2=toad 3=crested newt 4=salamander
12 Mythical creature like d4 1=dragon 2=unicorn 3=demon 4=salamander or elemental


Story of the Beast
d12 Why Does The Village Have a monster problem 
1 Someone killed the monsters mate or children out of greed or cruelty
2 Wilderness fouled d4 1=water ruined 2= trees murdered 3=overgrazing 4=hunting  
3 Sinners offended a god and ignored warnings
4 Someone committed a great sin and offended all the gods
5 Something sacred was robbed, killed or destroyed
6 Terrible leader has attracted monster with malign influence
7 Someone offended a powerful magician
8 A hidden non human race was wronged by someone or communities 
9 Someone had something bad happen here and cursed everyone
10 A vile cult with dark practices unleashed the monster

11 Some idiot found a baby monster then dumped it when it got too hard
12 Someone had baby with a monster and now it is unhappy

d12 Locals Response
1 Offer reward and send heroes to deaths
2 Ignorant about monsters cause and keep angering it
3 Sacrifice victims to it to placate it
4 Sacrifice treasure to it to placate it
5 Sacrifice food to it to placate it
6 Appeal to nobles or king to fix
7 Prey to gods for forgiveness, try to find out why
8 Summon expert sages and prophets to find why monster here
9 Try to make a trap for the monster with bait
10 Offer terrible villain job of eradicating it in return for servitude
11 Put up with monster until gods give them a sign of penance

12  Sent a dream of prophecy to end the monsters wrath (possibly include adventurers or a task for them)

d12 What is the monsters curse that must be overcome?
1 The monster returns from dead if a great curse not removed or a wish spent
2 If monster killed, one of its creature kin things seeks revenge
3 If monster killed, it's patron god furious and wants revenge
4 If monster killed, gods furious and send a greater beast to punish the land
5 Killing the monster spawns a new species from the corpse who scuttle away and hide
6 Monster corpse sours the land and mutants born in area forever after
7 Killing the monster spawns a great disaster like a earth quake, flood or magical explosion
8 Killing the monster poisons the land bringing years of famine and sour land
9 When monster killed ground drops into crack, is swallowed up forming a canyon or lake or mountain on the surface and a titanic cavern beneath the earth
10 When monster killed area grows rampant with d4 1=vegetation 2=fungus 3=crystals 4=glacier

11 Monster when killed sinks into the earth and becomes a dungeon full of monsters
12 Monster melts turning region into a chaotic swamp that spawns horrible creatures and attracts evil cults and wizards

d12 What Secrets does the monster keep hidden from humanity
1  Books of long forgotten magic d4 1=lost spells 2=map of great relic 3=instructions for a artifact 4=secret of god or royalty
2 Books of forbidden lore d4 1=true name of planar being 2=necromancer book 3=elementalist book 4=evil cult book
3 Lost holy text d4 1=life of saint 2=lost holy text 3=true name of divine servant 4=location to reach mythic world
4 Legendary Item 1=magic engine of destruction 2=egg of a apocalypse kaiju 3=relic of a saint 4=artifact from pre human age thought lost forever
5 A great vent deep into the earth leading to a long hidden kingdom
6 A gate to another world or plane, without a guard only a few seals keep closed 1=world over run by demons 2=giantland 3=underworld 4=hell 5=faerieland 6=goblinworld
7 A great nest of eggs or cocoons or frozen warriors for some future event
8 Monsters organs can grant miraculous powers and strange a mutagen taint
9 A cursed relic awaiting a mortal to release 1=plague of critters 2=vile disease 3=vapours that turn locals evil 4=creates or summons monster
10 A great egg or sleeping being even more menacing than the monster awaits the apocalypse

11 Release a horde of monsters long banished from this world d6 1=giants 2=mutant dinosaurs 3=demons 4=faerie 5=formations 6=trolls 7=snakemen 8=undead 
12 Awaken souls of spirit folk who reanimate trees, rocks, water bodies

d12 Monsters Lair
1 Volcanic vent
2 Stinking sulpher cave
3 Well, lake, island or body of water
4 Crater of something that fell from the sky
5 Sinkhole connected to the ancient depths
6 Ruined castle of fortress or town
7 Ruined temple or tomb or graveyard
8 Ruined quarry or mine or non human underground ruins
9 Partially flooded cave behind waterfall
10 Frozen ice cave
11 Ancient cave filled with prehistoric art 
12 Crystal cave

d12 Monster Lair is also

1 Ferry stop on river to the underworld
2 Magic fountain
3 Location of famous horde of treasure

4 Sealed tomb of some great hero or villain
5 Entrance to the great underland cave trade routes or waterway
6 Home of a grateful spirit imprisoned and abused by the monster
7 A graveyard of ancient possibly cursed dead
8 Prison of of some trouble maker from long ago of great power
9 Node of elemental power populated by elemental's d4 1=fire 2=earth 3=air 4=water
10 Holds a magic mirror or artwork is a gate to another world or time
11 Grave of some great being from mythology perhaps who might arise again

12 Volcanic vent that leads to hell

d12 Inside the Monster
1 Sleeping mythical heroes from long ago
2 Community of survivors inside body
3 Horrible parasites live inside corpse like giant leeches or maggots
4 Vermin live on skin like giant rats, fleas or mites
5 Horrible shoggoths burst from huge boils and tumors
6 Swarm of insects and vermin darken the sky
7 Horrible odour and vile smoke, all in hex save or lose a CON point
8 Horde of treasure in stomach
9 Glowing magic organ that granted power fit for god
10 Everyone eaten by monster is whole and returned and naked

11 Intact waggon, chariot, small bridge, well, cottage or other object somehow intact
12 Broken fragment of weapon from aeons ago that could be repaired 

d12 The Monsters Nemesis

1 Antipathy and anger to one kind or d4 1=animal 2=colour 3=a holy symbol 4=flag
2 Fear d4 1=other monster 2=deity 3=small animal 4=wizards
3 Spell vulnerability 1=Invisibility 2=Illusions 3=Ventriloquism 4=Fear
4 Dislikes sunlight
5 Requires waggon loads of food stripping area bare
6 Monster has a baby or egg it cares for 
7 Monster paranoid about thieves and spies
8 Monster knows how dangerous humans are and is wary of them
9 Monster vulnerable to holy water or unholy water, halves AC
10 Monster hates particular herb and wont bite it or eat it 
11 Monster has a weakness for a treat found only among rich and civilized
12 Monster eats treasure of one type it needs and will raid for d4 1=pearls 2=gold 3=silver 4=semiprecious stones 5=precious stones 6=weapon and armour grade steel and iron

Sample Beast
OK here goes
Party of 6 3rd Lv adventurers + 4 1st Level henchmen = 22 HD total

Orkara
The thing from the sea
Plesiosaur Head, sea blue
Goblin arms with ugly fingernails, green grey
Snake for legs/lower body
Octopus body all squishy changes colour and shape
Leonine tail and butt

22 HD
AC+10
Mov 3 ground or swim

Attack bite d10+1 Clawx2 d6 or Lamprey tongue 2d4 bite then sucks a d4 blood per round

Defence

Regenerate 2HP/Round
Every hit on creature sprays d4 acid unless with blunt unarmed attacks
Immune to spells and magic

Offence
Anyone near it in combat saves vs plague once a day
Lamprey 22 range it drains villagers in sleep through chimneys

Local Links

Terrible leader has attracted monster with malign influence
Monsters organs can grant miraculous powers and strange a mutagen taint
When monster killed ground drops into crack, is swallowed up forming a canyon or lake or mountain on the surface and a titanic cavern beneath the earth
Lair has a grateful spirit imprisoned and abused by the monster
Ruined castle lair
Intact ship somehow intact inside monster
Sacrifice victims it to placate it
Hates daylight prefers deep sea or caves or night or it's ruined castle lair

Orkara is a titanic 22 meter long beast that once menaced the sea lifting whole fishing boats and swallowing like a snake which gives its torso a boat shape. One third of it's body is neck while the tail is only a meter long and hangs flat on flanks mostly and does not count on length. At night it  sends a lamprey tendril into peoples homes and kills several unless it get sacrifices. It is not very bright and thinks it is a god who deserves worship. It approves of the cairn of stones with a sacrificial post with chains on it neat it's castle home.

Characters might get asked to solve mystery and locals wont talk. The cult elders will draw the creature to a strangers inn room by throwing the chicken down the chimney. At first players may not think the lamprey tongue thing locals fear belongs to a brontosauraus size beast hiding in the trees or some water.

The lair is a ruined castle it occupied when the current lord killed dozens of peasants for not paying tax and tortured their families until the tax was paid. The fortress is scarred and pitted by acid and dead adventurers. Heroic captain of the castle is a phantom who cannot rest until the creature is dead. He may manifest and help or advise others. He will warn that if the monster is killed before the bad nobleman the kingdom will be sundered by the monsters death. Villagers have been burning monster dung as fuel that has rainbow coloured flames and sparks but burns for a week. Those in house for a week save or get a petty biological mutation. A monster poop sells for 15gp and one can make 6 torches that burn for 24 hours worth 6gp each. Monsters stomach can be removed and kept alive to still makes poop daily if fed a human or medeum size animal daily. Alchemists are interested in the body and mutant cultists seek to brew it's flesh into fermented meat based mutagenic potions.

Orkara was living beneath the sea for an aeon but offended the western ocean octopus emperor and kidnapped his daughter. As punishment he was made more hideous and banished to human lands by the octopus gods. As a favour to some human gods who wanted to punish the wicked ruler Orkara was loaned out like a mere vassal. While he is on loan the gods don't want to owe the sea gods and will punish the land if he is killed at the wrong time (before the noble). His job is to help people rise up to fight evil nobility and the monster. It could result in a new order, a religious state or give adventurers the chance to take over a region.

The wicked leader acts with kings approval and they are kin. He is a traitor supporting robber knights and bandits and has a secret police force replacing the criminal guilds.  A few rebels believe the beast and the noble are related. Priests who speak against the lord have their gods banished or get accused of being heretical. Evidence in nobles fortress would ruin him. Some omens will warn adventurers not to kill the monster or let anyone kill it. Various gods will warn locals. Perhaps evil minions of the lord or a army might attack the beast and need stopping. Greedy adventurers might crave the beasts treasure too.

I would hide the beasts true form for as long as possible and have them freak out. Perhaps they can return in a few more levels time when the omens are better.

So as a test of monster generator with story generating potential Im happy. Seriously half the game monsters could be like this. Id be happy with this and dungeon crawls with city shenanigans in between. Orkara might last 3-4 levels of adventure.

Friday, 15 November 2013

Monster Island Zone and Gamelog

d100 Table parts at the endOverlaps with my forbidden city dungeon zone lots.
Zones part 9 - Forbidden City Zone + Some geomorphs

My heroes at 12th level sick of fighting hoards of weaklings want foes with teeth so dinosaurs are the answer. Plan to fly to monster Island and fight through island killing elder races and robbing them. Battling T-rexes and eventually fighting dragons on way to hell.  Here is what happened.

Island has a no scry zone yet they have been scrying on mainland of late. Found chest with scry spy notes (actually was given by strange fellow to bard). Linden the Bard, his Dwarf BaBa, Sorcerers Zorg and Clarissa and Two Viking lords scouted in a flying carpet inspecting ruins and looking for life. Saw dinosaurs and miles of ruins, step pyramids, plazas, roads and more. Squadron of reptile men on Pterodactyls scrambled led by a triceratops man priest.

Clarissa summoned two pterodactyls and the vikings jumped on them and she jumped on one with leader. Linden charmed two birds with a fear song and downed them. Zorg paralyzed priests mount with wand sending another rider to aid him. Swooping and nipping viking's
pterodactyls killed several birds and triceratops priest flame struck zorg and the carpet survived. Priest, his new 'dactl and other rider all killed by vikings fast. Rest fled. Party went to look for priest corpse as he had a fancy rod.

Found priest being eaten by plant and managed to kill it and get body. Rod casts a  communication spell. Sent message to home base. Saw a gold altar covered in peeled sub human skulls. Poked with a stick and checked for traps. Giant maggot bit stave and crawled towards viking holding it. Burning hands on the lot. Went to scrape off gold and resisted curse.

Found temple and found 12 tonne stone block trap in entrance that had recently been repaired. Flew in on carpet and found half flat thief corpse. Had an Idol in gold bag and a whip. In central chamber was a altar and depictions of a feathered blind hydra god eating people and a sealed pit. Opened lid and the monster heads poured out. All the flunkies fled and set off pit trap. While none got crushed they trapped party inside with monster. Zorg fireballed in pit while warriors cut heads off. Creature had grown to fit square pit and amongst its body folds were a dozen gold idols. Teleported outside with magic staff of Zorg's. Met worried flunkies and a T-rex charged from jungle but warrior heavy guys creamed it. I'm liking my warrior class mods - wizards looking on with more respect.

Went back to beach and where planned to land rest of party only 20 minute row from exile Island by viking longboat. Overlooking harbour on cliffs where 3 step temples. Ship landed with more vikings, Sneaky Pete, Bambi the rogue and Zorgs bodyguard, Gary. Went up to temple and a beautiful maiden staggered out with whip marks crying for help. Linden the bard and Sneaky Pete stabbed her to vikings surprise and threw her corpse down the stairs. 


"It is ok", zaid Zorg,
"I sense she is evil".

Her body morphed into a doppelganger and vikings impressed. Party marched in when a great chain net fell. All but Bambi escaped to be swarmed by a nearly a hundred kobolds. Many took a few hammer and hatchet blows but Bambi also the least armoured was dog piled and took over 30 damage. Vikings slaughtered a swathe through them freeing Bambi while Linden charmed a gang and made them form a wall. Other warriors mopped up the hostiles. Found a pit with a hook horror being worshiped. Threw him so much dead kobold it was sick and sat down depressed on pile of kobold dead and 40 000 coppers. Party considered lining boat in copper. Blood flowed down the temple stairs like the good old days.

Sent charmed kobolds to work building cages and put hook horror in one to sell back home. Next temple had a shack on the front from a stranded pirate but inside a group of mongrel men were chanting and ripping out heart of one their kin and blessing cult with blood sprinkles. Zorg sent in a fireball with his Law granted power of max damage once a day. Two survivors, rest were ash shadows. They bowed down in worship and got thrown into bamboo cages by vikings. In the pit was giant frog with metal plates, bracelets and masks in copper and gold. Vikings jumped in and killed it.

Next temple inhabited by savage pierced tribals with Aztec like weapons. Party poured in and killed them. Linden suggested the bodyguards kill their own priest. Found gold idol with some kind of remote viewing link for a distant observer. Pulled it out and wall collapsed revealing ancient vampire bat goddess and a human skin book describing her rites. In god pit was one of her sons. A huge vampire bat so bloated he was stuck in the pit with just his head visible. Threw him his cult corpses and he screamed for more. Vikings and Gary the warrior and BaBa finished it off finding gold statues in its furry flab folds.

Party satisfied and set up base with temples and dragged boat up on hill. Plan to develop whinch to drop boat over cliff and build a fort. Wow this new world pillaging is a cakewalk they thought but at least its novel. Of course the reptilians are aware of all of this and leaked that book of clues to the party. Lindens bard school was one of their temples and he wears the crown of their naga goddess. Zorg discovered 350 pounds of bat godling dung was a narcotic. He convinced his man Gary to try (who eats anything) and he had fevered visions of climbing the bloody step pyramid of the screaming vampire bat goddess in the abyss. Not sure who will want to buy this but Zorg had all collected.

Party rest in new digs after kobolds licked clean.


Monster Island Zone

A lost world covered in primordial jungles, tar pits and volcanoes. In fact it is the crater where Tiamat left this plane through a super-volcano. Where dinosaurs guard prehuman and alien ruins. These lost prehuman races ruled before human kind and enslaved them as cattle. 11,000 years ago Humans rebelled in Shadel Port and the lost evil races fell. Then the necromancers ruled a thousand years using only stone, clay and muscle. After the evil shadow years started the rule of the living free men of the world. But on monster island men never rebelled. Humans once former cattle live as cannibalistic scarified savages in the crater remains of the monster empire, along with all the other survivors. The lost races held on living among giant monsters and killer plants and natural hazards here. In the center is a volcano that dragon kind emerged from. It leads to hell where Tiamat lies in the fiery pits of Avernus spawning dragons to ravage the world. On the snowy peaks around the volcanoes are the remnants of great behemoth mammals from the early glacial dawn age. The island is surrounded by titanic sea monsters.


Roll d20 for random ancient race to use in art or encounter
Versions on monster island are savage and mostly worship monsters


Elder races included
1 Mage Spiders psionicists with slave animal humans and goblinoids
2 Catfishmen sorcerers with newtmen, eelmen and sharkmen soldiers
3 Serpentmen with lizardmen kingdoms and other saurian castes riding dinosaurs
4 Batmen lords of the night with goblinoid and human slave animals
5 Vulturemen necromancers with crowmen, hyenamen, riding terrorbirds and hyenadon
6 Squidmen with crabmen, fishmen and frogmen
7 Dark Elves with goblinoid and human undead vassals and goatmen

Rebel Races included
8 Humans of many tribes one which became necromancer dynasty
9 Hawkfolk including eagle and albatross and ibis folk
10 Catfolk including lion, tiger, panther folk
11 Dogfolk including wolf and jackal folk
12 Tako octopus fairy folk
13 Changelings being various shape shifting breeds
13 Centaurs are savage and love war
14 Halfling are a diminutive version of humankind with some faerie blood

Nuetral Races included
15 Bright Elves with goblinoid and lycanthrope human vassals and elkfolk
16 Dragons with Draconiod servitor races from breeding with other races using Tiamat magic
17 Giants with ogres, cyclopses, formarian chaos giants, ogre sorcerers and orc minions
18 Trolls mostly turned to cancerous chaos trolls by Tiamat but some kindly glade and barn trolls left
19 Dwarves with engineering, machines and guns
20 Gnomes with animal friends


d50 Monster Island Hazard
1 Water swarming with piranha
2 Quicksand or 

3 Tar pit
4 Sacred ground of tribe
5
Boiling mud 

6 Dread cursed altar
7 Predator hunting grounds
8
Predator mating grounds
9 Dinosaur nest
10 Stampeding herbivores
11 Well with horror beast and treasure
12 Poison vegetation
12 Carnivorous garden
14 Open lava crater
15 Earthquake
16 Flaming gas vent
17 Smoke or gas from vent
18 Boiling steam geyser erupts from
geothermal spring

19 Prehuman altar calls guardian if defiled by outsider
20
Prehuman altar with curse

21 Zombie slave horse moving through area
22 Sinkhole leading to caves
23 Tribal burial grounds

24 Temple sacred zone
25 Rickety bridge over great chasm, lava or rapids
26 Canyon filled with giant invertebrates

27 Mudslide threatens to drown party
28 Stampede

29 Typhoon or cyclone
30 Parasite infection
31 Giant mosquito swarm
32 Monster Island Fever
33 Swarm of vampire bats
34 Swarm of flesh eating bugs
35 Water with crossing of slippery rocks
36 Stone bridge over chasm
37 Fragile ruins will collapse if bothered
38 Hillside collapses, party slides down hill, possibly into river of mud
39 Maze of poison thorn bushes
40 Plaza underneath collapses into caves or tunnels
41 Huge bubble of asphyxiating gas bubbles up from swamp
42 Flammable gas easily ignited
44 Mist rolls over land reducing visibility
45
Native poison arrow booby traps
46
Native spiked pit trap
47
Native net booby traps
48
Native rubble dead fall booby trap
49 Native poison gas trap traps 
50 Native booby trap marks party with carnivorous dinosaur urine

d50 Monster Island Mystery
1 Jungle covered pylon with open door and magic control panel
2 Buried shrine of savage cult
3 Stone tablets with elder lore
4 Dread codex of ritual horror
5 Statue of fierce gods sacrificing someone
6 Giant stone head half buried
7 Stone tablet with gods face and calender
8 Procession of horrible natives with bound sacrifices 
9 Slaves being herded by monsters
10 Person begs for help actually a doppelganger
11 Mysterious pylon with gate into larger chamber complex inside
12 Dinosaur guarding temple plaza
13 Skeleton of fantastic behemoth monster rotting in jungle
14 Foreign explorer bodies staked out in sun
15 Tiny clifftop cave with elevator and winch entry and abandoned dwelling
16 Huge abandoned tree house with feral child inside
17 Pile of gold loot abandoned in jungle with explorer skeletons
18 Find sick man who dies shortly after, giant parasitic worms burst out
19 Escaped slave begs for aid, hunted by master and his sons
20 Explorers from mainland seeking gold and glory from ruins

21 Ancient tunnels
22 Lava tubes used as lairs or hiding places

23 Stelae depicting god or king 
24 Hybrid inhuman natives
25 Degenerate ancient race reduced to animals

26 Escaped slavemen with partial lobotomies and no tongues
27 Ancient stone jar or canister
28 Crystalline apparatus

29 Pool of doe eyed friendly catfish, spawn pools of ancient catfishman race
30 Huge scaffolding built of dinosaur bones for some purpose
31 Huge temple with mummified royal dinosaurs of many breeds
32 Huge rotten kaiju carcass with burrowed in goblin village inside
33 Trunk with explorers diary
34 Lost empire army, corpses in armour scattered in swamp
35 Fungus encrusted viking long ship full of corpses
36 Mad long stranded explorer, lived by serving local cult
37 Crystaline helmed race of ancient elves with psionics and mainland sailor slaves
38 Native hunters infected by were raptors or gators or snakes
39 Mummies hung in trees or cliff side balconies
40 Abandoned mainlander base only a few generations old
41 Lizardmen-dinosaur centaur statues
42 Codex of ancient monster cult and desired
44 Crystal pyramid
45 Dinosaur imprisoned in giant hunk of amber
46 Temple covered in gold
47 Deep well with glints of gold in bottom
48 Reptilefolk throwing gold idols in well
49 Temple full of eggs
50 Temple of mummified mainlanders



Monster Island Zone Encounters d100
1 Dinosaur man druid and t-rex mount
2 Savage terror bird pack 
3 Lizard men were dinosaurs
4 Giant lizard resembling rocks or logs ambush

5 Pteradactyl riding lizard men 
Pteradactyl riding amazon women

7 Carnivorous ape pack 
8 Gargantuan ape
9 T-rex family on a romp
10 Two headed t-rex mutant
11 Black t-rex with acid vomit attack
12 Red t-rex with fireproof hide, bathes in lava, pet ape boy
13 Female allosaurus highly territorial
14 Baby sauropod follows party, cries attract predator
15 Triceratops family wary of strangers

16 Sauropod herd grazing peacefully
17 Sabretooth tiger
18
Sabretooth tiger and noble jungle lord sidekick 

18 Stegasaurus clan hate meat eaters
19 Raptor family hunt party, await weakness
20 Gargantuan reptile fighting other gargantua
21 Anaconda drops from tree
22 Black dragon ambushes from swamp
22 Blue dragon patrolling sky
23 Green Dragon skulking through forest

24 Savage cyclops giant looking for dinner
25 Cannibal tribals serving some elder race
26
Savage jungle giant with horde of cannibal worshipers

27 Jungle kobold horde
28 Savage jungle orcs with trained giant lizards
29 Goblins with warlock holyman
30 Tribal hoboblins poison arrows
31 Bugbear headhunters stalk and ambush to collect head
32 Gnolls riding hyenadon
33 Batmen riding huge flightless bats out hunting
35 Goblin spiders seeking sacrifices
36 Catfishman wizard with sharkmen beserkers eek sacrifices

37 Goblins challenge party to game in ruined ball court, losers get sacrificed
38 Draconian force seeking treasure for distant dragon ancestor
39 Dinomen mixed force hunting humans
40 Giant spiders cast web on party
41 Ancient giant treeman hates humans
42 Vultureman priest with ravenmen warriors eating corpses
43 Dark elf priest with horde of goblins looking for torture victims
44 Squidmen having brain eating ceremony with fishmen guards 

45 Vultureman wizard offers party treasure for killing his coven
46 Squidman wizard riding flying giant eyeball 
47 Hideous hag will aid any who will be her lover, kills and eats those who refuse
48 Cultists from mainland on evil pilgramage with slave sacricrifices for gods
49 Shambling compost golems arise from mulch
50 Tribal humans sacrificing selves to horrible god in a well
51 Frogmen carrying giant hungry toad wizard on palanquin
52 Huge shambling mobile step pyramid with 3 legs, monster godling and gold inside
53 Jungle lord and carnivorous ape pal stalk and murder the horrible outsiders

54 Barbarian tribe of dino riders or hunters, ritually torture foreigners to see if worthy of life
55 Huge roaming shoggoth with dissolving victims inside
56 Black tower sealed with demon wards, demon or space polyp inside
57 Giant humanoid made from beating undead hearts craves blood
58 Swarm of vampire bats, spread disease or even were bat contagion
59 Giant maggots and flies from remnants of dinosaur corpse
60 Giant scorpions or spiders or bugs
61 Cyclops orcs hunting outsiders
62 Formarian giant looking for beautiful things to smush 
63 Jungle trolls with piercings, ridden with horrible parasites
64 Dire Wolf pack chasing prey
64 Formless spawn living in a well
65 Darkspawn tree monster
66 Elemental arises from cursed guard stone

67 Salamanders playing near volcanic vent
68 Gorgon charging anything non native

69 Chimera  bein herded by dragonmen
70 Triffid patch with tasty red psychadelic mushrooms in a grove
71 Colony of yellow musk zombies and plants 
72 Baslisk dwelling in area of poisoned sourland
73  Pit of green slime
74  Sons of Kyuss zombies in ancient priest robes
75  Giant fly trap plant
76  Duck billed dinosaurs honk at party, attracts raptors
77  Dinomen playing ball game, when finished chase party
78 Grell in a well
79 Son of jubilex the slime demon lord crawls from a well
80 Gibbering mouther crawls from a well
81 Ropers hiding in dinosaur sewerage pit
82 Amber golem guarding a gold altar
83 Jade golem guarding a sacrificial shrine
84 Bone golem head hunters
85
Obsidian golem can fire supersharp fragments of glass blades

86 Stone golem statue of ancient evil race, worshiped by primitives 
87 Undead t-rex still hungry ridden by ghoul king
88 Raptor lizard men cavalry
89 Serpentman wizard and force of dinomen seek sacrificial humans
90 Dark elves and hobgoblins riding cave lizard cavalry 
91 Dinosaur hunters from mainland with native slaves in chains carrying trophies
92 Gibbering cultists swarm party while priests seek to summon elder god to aid them
93 Elder thing wizard living in a pit curious about strangers
94 Willow the wisps over swamp looking for intruders in holy ground
95 Swamp troll tribe hungry for man flesh and signal other tribes with drums
96 Horde of jungle ghouls
97 Mummies burst from tomb in dress of ancient kings 
98 Batman vampire with huge swarm of vampire bats, riding a doombat
99 Fishmen on adventure on surface with pet sea dragon (possibly shape changer)
100 Ancient lich with army of the dead in ancient garb



d20 Monster Island Zone Loot and Item Examples
01 Golden idol
2 Gold box of shrunken heads
3 Chest of fine feathered cloaks and head dresses
4 Chest with golden egg
5 God Cauldron of narcotic potion
6 Human skin manual on cult sacrifice methods
7 Chest filled with mainland cult robes, masks and medallions
8 Bundles of dried tobacco and pipes
9 Jade Seal that preserves egg indefinatley
10 Jade bong and dried mushrooms
11 Obsidian bladed club  +1
12 Cotton or turtle shell armour +1
13 Spool of string makes 100 foot of line per day
14 Vampire bat goddess idol gives nightmares and bloody urges

15 Idol that allows communion with elder race
16 Potions of arrow poison
17 Drugs that provide other planar visions
18 Drug that puts into sleep like ageless trance for 1d12 months depending on dose
19 Gold tablet with wizard spell
20 Lip or nose or ear plugs of protection +1

Saturday, 28 September 2013

Gamers Get Together and Solo Psychon

Week before SYDCON we have a get together day of gaming and my game didn't run. Ill try something more mainstream next time. My life has changed lots since last one and am gaming 3 sessions a week now.

Met some friends, showed some new gamers my 1981 BX books and got a warm response. "Wow that looks easier and less like homework than Pathfinder manual". Was nice to hear instead of usual aberrant stares i get as oldschool gamer.

While waiting for drinking session to start I messed around and generated some new hexes for Psychon which will appear here later. Some of them very cool. Psychon art coming along too as proof version here will attest. Did some Psychon NPCs too.

Then I picked a random Psychon hex map and made them hexcrawl it and tested my tables out. Will rearrange book more but good experience. Basically had solo explorations and quirky battles. Beastman worked out well. Killed some wild mutant dogs, some cultists, a mutant riding a lizard with a laser a rat swarm and a robot. Have my passenger list ready for my Bermuda triangle Psycon game next week and found one of my graff logos that made a nice airline logo. Tomorrow off to markets to sell art and merch then Cthulhu 1490s vs high sabbat game which should be awesome.

If there is a point or style to adventure on Psychon it is these:

Hexcrawling - survival and exploration are about half to a third of play

Hexconquering - fix local troubles  like killing evil wizard, stopping undead or space spoors, change societies. I love generating a population that at first seems multicultural, democratic but sexist or ageist instead. Plenty of hexes ruled by mobs, despots and alien species or doppelgangers that could get at least a nudge in right direction. L okk forward to generating anything that looks like a utopia - has not happened yet

Hexquesting - specifically searching for targets to kill or loot, seeking items to resolve problems

This form in practice needs a few bugs take out but pretty good. Will do a contest later in year to design a hex for Psychon.

Am writing what happens when you die blog post now too.

Friday, 16 August 2013

More Art...




Been getting some more sketches in from Michal for EMO projects and will write a more detailed brief for him. The Barsoomian one from my mentioning more weird science and he was re reading john carter. Good to see him having fun and time to do this for me. Probably this more fun than the Boris bikini and boob fantasy most commissions give him.

Sorry ive been slow blogging - im up to curse no 850 on my d1000 curse table but i might try something else. Planet Psychon will be at SYDCON - im just settling details now

Wednesday, 31 July 2013

Art Update


Note Blogger published this before the last post i wrote which sucks - rying to post daily again.When i updated it it moved it chronologically where i wanted it. Sigh.

Finished Elfmaids & Octopi art and some sketches for space versions. This one very optimistic makes me think of space propeganda and humanx books.

 Revised the tentacle detail so finished this wonderful piece that was worth the wait. 8 months to do but got a piece worth a thousand over a few hundred. Now i must publish something.


Hopefully we are both over funks for a bit and will have a new (financial) year of better times.

Ill get one of these done in more detail and a more hybrid science fantasy pulpy one

Monday, 22 July 2013

Art Progress

This is a progress report from my artist Michal Dutkiewicz - im pretty amazed as i wanted line art but the wait has made the rendered look a bonus. Im pleased with the armour as its good to see a sensible elfmaid who wouldn't put up with drooling idiots. Michal was pleased to be able to not do Boris style nudity many customers like. Ill play with a new t-shirt, colourized and header for this blog when finished. Now i have to get off my butt and publish something.

Monday, 8 October 2012

Gamma Cryptic Alliances





































More Michal Dutkiewicz art

DnD has had trouble running last few week - some of us have new shifts and other stuff but hop to be running soon. My Urchin books game of cthulhu has requested i run a post apocalypse game so Im planning gamma world 2nd edition with some of my add ons.

Dug up my list of gamma cryptic alliances stolen from every source possible

Rolling for players:
Roll up to three times to pick one - the ones you dont pick are traditional enemies instead. This would work if you were the wrong species for a society. If you dont like any you are an outcaste with 3 enemy groups. Another option for veteran players is roll 1d10 for type and pick specific group.

Format:
name
Member stock, tech, location, encounter attitude, Tag Skill
eg
GM Human, Stone Age, Village, common, pacifist
Standard Human, Archaic, town, uncommon, friendly
Mutant Human, Pre-steam, city, rare, cautious
Mutant Animal, Pre-Atomic, fortress, very rare, hostile
Synthetic, Pre-Nanotech, outpost, very common, paranoid
Hybrid Species, Apocolypse, lab, unique, beserk

Type 1d10
1 Idealists
2-3 Conquerors
4-8 Builders
9-10 Destroyers

 
Idealists
- Religious and Philosophical Groups d100
01-10 Healers (White Hand)
11-15 Radioactivists (Radnics)
16-25 Seekers (New Dawn)
26-30 Friends of Justice (Crusaders)
31-35 Knights of Avalon (Gamma Knights)
36-38 Earth Mothers (Pandorans)
39-40 Postal Service (Eagle runners)
41-43 Mary Janes (Shaggies) 

 44-60 New Tribes (various local tribes)  
61 Illuminati (Spooks) 62-65 Mystics (Aquarians)  
66 Conspiracy Theorists (Freaks) 66-70 The Glowing Lord (Radiants)  
71-75 Those Who Wait (Listeners)
76-80 Sons of the Second Coming (Reborn)
81-100 Pick one or reroll or make your own cult


Conquerors - Empire Builders and Strongmen d100
01-15 The Ranks of the Fit (Bonapartists)
16-25 Knights of Genetic Purity (KGP) 

 26-30 Army of the Deep (Trident)  
31-35 Empire of the Sun (Sun-mecha)
36-45 Bloodlords (Talons) 

 46-59 New Republic (Presidents) 
60-69 Overlords  (Brutes) 
 70-79 Ape Empire (Apelords) 
80-95Peace Brigade (Cops)  
96-100 Black Templars (Brotherhood)

Builders - Survivalists and Hoarders d100
01-02 Servants of the eye (Archivists)
03 Thinkers (Seers)
04 Programmers  (Followers of the voice)

05-09 Restorationists (Fixers)
10-12 Searchers of the new Dawn (Searchers)
13 Voyagers (Spacers) 14-20 Roadclans (Riders or truckers)
21 Foundationists (Doomsayers)

22-26Vault Lords (Overlords)
27-29 Corporation (Merchants)
30-31 Cogsmen (Tinkers)
32 Morrow Project (Saviors)
33-34 Sailors Brotherhood (Shipmen)
33 Communists (Reds)
34 Skyrunners (Airmen) 35-38 Rubble Runners (Looters)39 Greenfist (Wildchildren)
40 Underworlders (Dwellers in darkness) 41-43 Rangers (Starlawmen)

44-46 Sparksmen (Fuelers) 47-50 Alpha Complex (Citizens)
51 Icemen (Frozen Chosen)
51-54 The Mob (Syndicate)
55 Nautilus club (Adventure club)

56-60 Breeders (Mothers)
61-70 Vault Dwellers (Newbs)
71-74 Romantics (Squares)
75-77 Herd-beast (Battle Cattle)
78-79 Femme Fatale (Black Widows)
80 Sisterhood of the Sword (Sisterhood)
81-86 City Builders (Various cities)
87 The Jolly Green Giants (Vegetons)
88-90 Motorheads (Road Ragers)
91-94 Librarians (Historians)
95 The Bureau (Men in Black)
96-98 Mechanics (Machine shaman)
99-100 Wanderers (Gamma Hobos)


Destroyers - Separatists and Slayers d100
01-05 Friends of Entropy (Red Death)
06-10 The Iron Society (Mutationists)
11 Mind Warriors (Brainlords)
12-15 Zoopremists (Animal Liberation Front)
16 Spoilsports (Black Rogues)
17 Cyborgs (Legion of Gold)
18-25 Road Gangs (Various)
26 Frankenstein Destroyers (Razors)
27-28 Monster Hunters (Blood Sporters)
29-35 Mutant Hunters (Inquisition)
36-38 Fist of God - (Gods Killers)
39 Hunters Club for Men (Shooters)
40 Night People (Feinds)
41-50 Slavers (Slave Lords)
51-55 Cannibals (Sons of Kane)
56-58 Corn People (Rednex)
59 Confederates Knights (Clansmen)
60 Six fingered hand (Devils Mutants)
61-70 New Gladiators (Sports)
71 Plaguelords (Flayed Lords)
72 Satanist (Devil Spawn)
73 The Created (Machinists)
74-78 Gun Nuns – (Blood Sisters) 

79-82 Dust Devils  (Sandmen)
83 Assassins (Wizards of hidden mountain)
84 Sons of the Panther (Brotherhood)
85 New Spartans (Clone Warriors)
86-87 Tree People (Green Fang)
88 The Swarm (Bugz)
89-91 Headhunters (Scalpers)
92-93 Animal Friends (Furverts)
94 Aryan Nation (Stormtroopers)
95 Saurains (Lizard men)

96-00 Cthulhu Cult (Dagon's Sons)

Idealists - Religious and Philosophical Groups

Primarily concerned with ethics, the best way to live and ideals beyond the material world. May have members in other communities or groups and may operate own villages within an empire or hiding out. These organizations operate cooperatively and may still tolerate non believers.

Healers (White Hand) – Medics
Any Any Any Uncommon Pacifistic Tag Skill: First Aid
Healers most often encountered as wandering healers who do their best to help as many as they can for free. While some abuser or try to enslave them – many from gratitude help them. Even many violent groups will not harm a healer. They believe in love and its power to heal the apocalypse. They live like monks – some running hospitals others wandering and helping.

Radioactivists (Radnics) - Worship divine glow of radioactives
Mutants Pre-Atomic Wasteland Common Cautious  Tag Skill: Sense Radiation
Radioactivists worship the divine glow of the atom exposing themselves to mutagens and chemicals and poisons to illuminate themselves as the divine glow intended. Some dwell in temples other are wandering friars. The church of the atom treasure mutagens, bio warfare devices and atomic waste as holy. Normal humans are seen as naive and stunted. GM humans are cursed forever.

Seekers (New Dawn) - Build a cooperative natural new order without advanced tech
Any Organic Pre-Steam Village Uncommon Wary  Tag Skill: Farming
Seekers generally live simple low tech lives of righteousness on farms keeping to themselves. They are peaceful and tolerant but hide from outsiders who might disturb or harm them. They may choose some to join them and others will be taken care of behind the barn. Sometimes you meet them with a wagon of grain or taking organ-swine to market. Black powder weapons are their choice but they may uncover stockpiles others when threatened. Some dress as Puritans or Quakers.

Friends of Justice (Crusaders) – Superheroes
Any Any Fortress or Ruins Rare Friendly  Tag Skill: Law
These beings have been chosen by extraordinary powers just like heroes before the apocalypse to fight for truth and justice. Some are very effective protectors some die fairly quickly. Anyone with skills, who submits to the hero oath and has the might to survive is welcome to join as a hero. Artist members record and tell of their deeds with crude picture stories and figurines which are collected by fans across the wasteland. Fan rank members are very common and some control shrines to the heroes of the ancients. Cult heroes wear colourful uniforms

Knights of Avalon (Gamma Knights) - Feudal lords of benevolent chivalry
Any Male Archaic Fortress Rare Cautious  Tag Skill: Protocol (Chivalry)
These village champion knights form kingdoms and defend them according to the code of chivalry. They only believe in magic not science and speak a strange dialect from early vid cults. They may have variant rules in various kingdoms and practice ritualized but harmless combat which keeps their people well trained. They all follow the code of Albion where Arthur has awoken and rules forever.

Earth Mothers (Pandorans) – New age pagan matriarchs prone to frenzied fits of violence.
Any Archaic Village Uncommon Berserk/Friendly  Tag Skill: Drug Lore
While preaching love and tolerance the mothers are cruel and vindictive to any who earn they're scorn. You could meet them celebrating in the forest and get along fine without offending them. Then set them off on a ritual murder spree in a flash. Most are just wary of them except the groups they believe are part right. Common members are harmless but seasonal rites may set off mobs in a Dionysian frenzy. Heads of enemies are valuable to them. Highest ranking cult males are consorts or assassins.

Postal Service (runner) – Deliver news, preach everything is getting better
Any Pre-Cybertech Any Uncommon Pacifist  Tag Skill: Scout
Postmen deliver mail and news and hope and most leave them alone. Most communities appreciate news except cults and warlords.

Mary Janes
(Shaggies) - Intelligent dope plants and followers, friendly, lazy bums
Any Pre-Cybertech Village Uncommon Friendly  Tag Skill: Drug Lore
A cult where human animal mutant and plants all share oneness through natural drugs and medicine. While some trade occasionally with them others fear they corrupt local youth and start a lynch mob. They help anyone with food and drugs if they can. Talking drug plants and fungus and spreading their seed nation wide are held in high esteem. The fungus version of the cult is often subterranean. Many are nudists.

New Tribes (various local tribes) - Gone native and shun tech in favor traditional tribes life style
Any Primitive Village Common Hostile Tag Skill: Protocol (Tribal)
Descendants of long lost tribals and other who went feral. Most have ritualized life with own dialect and little dealing with outsiders. These include about 30% of all persons. Every tribe has own dress, speech, codes and taboos. While they have frequent skirmishes with each other they hate civilized encroachment on their land more. They view all as magic warning of machine spirits of the ancients. Slaves may use tech for them. They also steal children and accept runaways into their ranks to make up for their ever threatened numbers. Some are all mutant, or all animal. Those that don’t accept certain types at least acknowledge other beings place in the world.

Illuminati (Spooks) – more power for the strong, slavery for the weak
Any Pre-Nanotech City Rare Paranoid  Tag Skill: Conspiracy Theory
They claim all is going to plan and they control everything and did before the apocalypse. Practice corruption blackmail and cult rituals in secret to make invisible strings. They spend most of their time infighting and betraying each other. Many wear pre war freemasonry and sillier regalia from the ancients like judge wigs and toilet brushes. Different sects offer different great schemes and outlandish plots. Murder any who betray or expose them.

Mystics (Sun Cildren) – cosmic new agers dwelling in the new era
Any Pre-Nanotech Village Uncommon Pacifist  Tag Skill: Drug Lore
Psychedelic children of tomorrow using alternative medicine and power and organic food. From naive who all die in the waste land to organized armed communes with fortifications. Different groups may have decisive oligarchs or squabbling assemblies. Many are peaceful farmers and fairly tolerant. Some follow the caveman way others operate university arcologies hidden by force domes. Land yachts, bicycles and solar power are often used by them.

Conspiracy Theorists (Freaks) – lonely prophets preach every wrong is a deliberate plot
Any Pre-Nanotech City Rare Paranoid  Tag Skill: Conspiracy Theory
Always alert for Illuminati and ufo sightings – they protect their communities wether they are wanted or not. Some are competent debunkers and exposers of truths. Others are madmen who carry doomsday signs and earn charity from locals to leave them alone.

The Glowing Lord (Radiants) – Words of a mutant seer whos maxims are spread by preachers
Any Pre-Cybertech Any Uncommon Pacifist  Tag Skill: First Aid
The simplistic maxims of a mutant messiah. His cultists risk all to spread the word. New naive followers keep adopting this creed and coming from somewhere. A strange mixture of Healers and Radioactivists. Superficial and masochistic and less actually helpful. Many are suspicious of this cult and keep their children away from them. Many are cruel and mistreat them, their mutilated bodies litter roadsides.

Those Who Wait (Listeners) - Alien and space contact cult, search for aliens among us
Any Any City or wasteland Rare Pacifist  Tag Skill: Radio
A dedicated team who seek to travel into space and contact any aliens found there. While not exited by lost human colonies they still document any signals from beyond in case of aliens. Interested in any scientific discoveries in aerospace field or possible black vaults with proof of aliens. Many phenomena and tech items are really alien design they teach.

Sons of the Second Coming
(Reborn) Jesus is back for all humans, mutants and even talking animals
Any Pre-Steam Village Common Friendly  Tag Skill: First Aid
Jesus is back - spread the word - I love you. With his new pals various talking plants animals and mutants he’s here to save us all. Yay! They dislike followers of glowing lord their rivals who they see as a deceiver. A few are pacifistic victims others can be very aggressive if threatened. Heavier armed sects are more paranoid and defend pilgrims. Certainly don’t always appear as weak or soft. Very diverse genotypes make them popular. All are equal to the new messiah.

Conquerors - Empire Builders and Strongmen

Occupied with conquest and plunder by violent force and the capture of goods and strongholds. They guard their territory, taxing and terrorizing all. They are interested in social orders backed by force and keeping power and luxury in the hands of the elite.

The Ranks of the Fit (Bonapartists) - Militant Animal Empire builders
Animals Pre-Atomic City Common Aggressive  Tag Skill: Beast Lore
An army of ex animal slaves liberated and loose. Their genius bear leader has a fanatical loyalty from his people and has brilliant battlefield tactics. They do not want to exterminate mankind – but only animals have government or command positions. Other than this, humans can expect better justice than in most human dominated lands.

Knights of Genetic Purity (Purists) - Militant racial supremacist survivalists
GM Human Pre-Cyber City Common Wary  Tag Skill: Find Mutant
The knights are on a quest to purge aberrant DNA from humanity keeping Homo Sapiens Superior the dominant species. Mostly led by GM humans the knights mostly suffer from depleted numbers so have included animal tribes in their empire – kidnapping and breeding dog-men and other breeds as slave troops. Their fanaticism, weapons and occasional high tech have served them again and again.

Army of the Deep (Trident) - Maritime empire builders
Any Pre-Cyber City Uncommon Aggressive  Tag Skill: Hold Breath or swim
Aquatic mutants, animals and sea dwelling humans based in a half submerged Aqua-city dome. They have dominated trade and piracy and now invade up river and are taking swamps and building bases.

Empire of the Sun (Mecha) - Battlesuit pacific empire builders
GM Human Pre-Atomic City Rare Hostile  Tag Skill: Robotics
An empire controlling Japan and Hawaii and some pacific islands . They have advanced weapons, rob and transport and are clearly scouting local territory with their bizarre shape shifting vehicles and robots.

Bloodlords (Talons) - Cryonic dictator and bloodthirsty emperor
Any Male Pre-Cyber City or Vault Uncommon Aggressive  Tag Skill: Track
A pre GM human awakens every decade to give new orders to his fanatic band. Their savage warlords always seek weapons and scientists to build for them. Women are for sport and breeding and nothing else but cattle. Strange breeding programs, cyborgs and generations of scientists have served this faction. Recently use pig-men clones to battle and serve them.

New Republic (Presidents) - Democratic but warmongering empire builders
Any Pre-Cyber City Common Wary  Tag Skill: Law
The republic claims authority and taxation and promises to protect all, but they let people down a lot with their claims to legitimacy. Their troops tend to be inexperienced, scared and trigger happy. The president preaches peace but famine and war have gripped the republic since the beginning.

Overlords  (Brutes) – Brotherhood of bandit chiefs who dominate their region as robbers
Any Pre-Atomic Town Common Aggressive  Tag Skill: Track
Overlords are a group of warlords united against do-gooders and freedom spreading trouble makers. Leaders are voted for with bribes, threats and worse to be standard practice. Once the initial enemy was crushed the overlords kept cooperating and developed a joint capitol for sport and intrigue. While all seek the supreme power the system has worked. Now the overlords raid and attack any on their borders.

Apes Empire - Devolved humans and mutant apes who blame humans and make them slaves
Animals (apes) Pre-Atomic City Uncommon Hostile  Tag Skill: Human Lore
Apes have had enough and have unified to stop humanity. They will tolerate slaves but no man may look on an ape or speak unless spoken to or strike an ape. Apes study human tech and culture and become more like it every generation. Some neuter and render humans mute or lobotomize them. Apes battle many human and mutant groups but tolerate retro evolved humans and any animal or plant. Machines are as bad as humans or worse. Ape scientists study human evil and report as science to other animals. Heavily armed ape cavalry is terrifying. They preach man and ape lived together but apes were in space before man, so man made the apocalypse.

Peace Brigade (Cops) - fight for peace, wall builders, may charge food and ammo
Any Pre-Atomic Town Common Wary  Tag Skill: Law
Peace brigade act as lawmen and militia in many towns even forming armies in cases. They may act as the military of another faction run state. They often defend healers, postal, merchants and bringers of civilization. Any village forming a chapter will receive support from their local groups. They also run prisons. At times they may demand food, water and ammo for their expenses – but this is better than being eaten by Satanists.

Black Templars (Brotherhood) - corrupt merchant warrior monks who act as banks and landowners
Any Pre-Atomic Fortress Uncommon Wary  Tag Skill: Law
These knight monks appear to be a civilizing force but they charge tax for their help and run elaborate banking debt schemes. They control fortified towers and have come to control plots of land. They can amass a horde of motorcycling scum and beast men to ravage “wayward lands”.  Robber barons and knights are often Templars. They are happy to use any weapons or armour and not against anything that works. Spies and agents and merchants of the black temple are in many communities hidden away. Some say they were a biker gang or a corporation intelligence agency before the apocalypse others claim then to be an evil entity worshiping cult dating into history. 

Builders - Survivalists and Hoarders
These groups have strong links with the past and are interested in material goods of the ancients and their safe storage for the group’s ultimate purpose. Many aim to create a new society based around their goods. Communal living and idealism make these groups work. Most just want a community and to settle to their purpose unmolested.

Archivists (servants of the eye) - templars of old tech – but worship more than use
Any Pre-Atomic City Common Cautious  Tag Skill: Ancient Lore
These priests hoard and enshrine tech in underground temples and vaults. They tend to not use or study the tech just worship it. They may use in a crisis but generally it is sacred and its holy mysteries not for heathens. The greatly revere robots and AIs as gods but are just as happy if they don’t work.

Thinkers (Seers) – teachers of free will, reason and cooperation
Any Pre-Nano City Common Wary  Tag Skill: Philosophy
These philosophers spread reason and educate the people in the use of logic, rhetoric, ethics and other fields. They preach cooperation, problem solving and are often called on as judges or speakers in trials. Most people see them a fair and objective or at least well intended. They meet to argue - the best start schools and advise heads of state.

Followers of the voice (Programmers) - programmer priests of A.I.s
Any Pre-Nano City Uncommon Cautious  Tag Skill: operate computer
These are a mix of Archivists who activated and follow an AI or in some cases the descendants of the pre apocalypse programmers.  Different AIs have different strategies. Human followers are only as wicked as their god and he absolves them. Many travel the land seeking AIs to reactivate or bring into the fold or quest for parts. Collossus, Guardian or just "the Computer" (there is only true one!) are some of the more powerful AIs ruling multiple complexes of humans.

Restorationists (Fixers) - Seek to rebuild lost past
Any Pre-Cyber City Common Cautious  Tag Skill: Ancient Lore
Restorationists seek to rebuild the past as it was, a utopia where men were perfect and godlike. While not racist per se, GM humans are deemed the original unspoiled man the original state. But they see no need to hasten death if it does not actively stop them rebuilding the broken world. The seek tech, study it and learn, using its benefits for all peoples. They believe in trade and urban society and education too. They hate archivists who hoard tech like gods or for personal gain.

Searchers of the new Dawn (Searchers) – idealistic and progressive
Human Pre-Atomic Fortress Rare Paranoid  Tag Skill: Ancient Lore
Searchers have given up on the past and seek a new order where all intelligent life is valued and technology will not only be restored but move forward.  Searchers stockpile and study relics while other groups build and defend bunkers. The ancients were wicked and deluded and did things wrong so we must be careful picking what science we make available. They are suspicious of those who worship the ancients, reject progress, persecute species or other backwardness. Many religious and backward thinkers don’t like them either so their way has had trouble spreading.

Voyagers (Spacefarers) - Wanabee space traveling monks
Any Pre-Nano Lab Rare Pacifist  Tag Skill: Rocketry
These seek control of remnants of the ancient space program, star ports, fuel, facilities. They seek control of lost orbitals, moon bases, war sats, orbital missiles and more. Often benignly seek learning for its own sake. They believe there could even be a colony ship still in space but are not so keenly interested in aliens like those who wait. They are supported by some nations and have easily re-created V2 technology with some secret space projects they run from bunkers and observatories. Occasionally earn sponsorship with rocket artillery, radio, radar and explosives know-how.

Roadclans (Riders or truckers) – Nomad clans acting as merchants, herders and mercs
Any Pre-Cyber Town Common Cautious  Tag Skill: Drive bike or car or other
These clans travel in convoys with vehicles from mules to wagons to steam locomotives or other ancient travel forms. The best have fleets of off road military vehicles armed to the teeth. Some are welcome traders others are hostile raiders fleeing some worse threat or just looking for fun.

Foundationists
(Doomsayers) – We aint seen nothing yet- build and horde for the coming apocalypse
Any Pre-Apocalypse Vault Uncommon Paranoid  Tag Skill: Quartermaster
That apocalypse was easy, we must be ready for the next one and occupy bunkers, and be ready for the next cataclysm. Eventually we will rule the world because we were ready. A little nudge might be needed so any ancient tech to tilt the balance helps us.

Bunker Lords (Overlords) – Cryonic rich who set up armed enclaves for the elites
Human  Pre-Apocalypse Vault Rare Paranoid  Tag Skill: repair
Various bunkers from ancient times survived – some stayed isolated or used spys only to deal with surface and some became hubs of larger towns some became degenerate cults even devolving into morlocks or ghouls. Different vaults had different functions and provisions but most developed a unfair hierarchy which in the worst are degenerate inbred albinos or even vampires. Vaults may trade but vault lords control information and goods to and from the outside. Vault lords don’t call themselves that name preferring overseers. Many vaults were built by the greediest who hoped to outlast the world. Others were military, scientific or government or corporate. The cheapest mass housing city vaults were cruelest. One of the main vault contractors offered lottery tickets and used winners as test subjects in experimental vaults. Private vaults could be quite unique depending on the builder. Sometimes an AI is the ruler.

Corporation (Merchants) – capitalists merchants trying to reestablish paper currency and economics
Any Pre-Cyber City Common Cautious  Tag Skill: merchant
Merchants and traders association who operate and defend market places and gateways and crossroads and cities everywhere. Merchants keep fair prices and weights and measures and mark roads and operate taverns to stay in and gossip. Each corporation may have an owner or a board of directors and workers are contracted employees or shareholders. Some operate their own currencies or own slaves.

Cogsmen (Tinkers) - Traveling tinker clans – offer repairs and trade – all hail the cog
Any Pre-Cyber Town Common Cautious  Tag Skill: repair
Cogsmen rebuild what people use understanding the machine spirits and the way of steel. Some are gypsy repairmen or blacksmiths; others operate steam power and industrial machinery.  Some are mechanic friars who run workshop monasteries. Some may employ surprising lost or rediscovered tech. More interested in helping than just archeology.

Morrow Project (Saviors) - Survivalists with hidden bases – well intentioned
Human Pre-Apocalypse Vault Rare Wary  Tag Skill: radio
A millionaire created the project – private hidden bunkers of frozen scientists explorers and soldiers ready to rebuild the world. Most got the timing wrong and new groups emerge and assimilate into local populations when they realize how wrong it went. Others dedicate themselves to aiding survivors and destroying conquerors.

Sailors Brotherhood (Shipmen) – Aquatic nomads who trade by sea and waterways
Any Pre-Atomic Town Common Cautious  Tag Skill: Navigate
Boat nomads and sailors who trade and travel waterways. Empire builders of the sea ways have slowed them down recently but they were the first to map the new coastline. It takes bravery to face storms, sea volcanoes, monsters, fish folk, giant clams and squid and worse.They in some places may be linked to piracy.

Communists (Reds) – Communal states often include mutants – seize all goods for the people
Any Pre-Cyber City Uncommon Paranoid  Tag Skill: Interrogation
Communists promise to never bring about an apocalypse and to provide minimal basic needs for all. Egalitarian and authoritarian. Consist often of mutants living up to the post apocalypse cliché. Blame everything on evil corporations and imperialists. Peace bread and land for all, but now we must fight and sacrifice. May settle a commune usually quite industrious and a massive propaganda machine of commissars. Computer controlled complexes must be smashed especially if not communist.

Skyrunners (Airmen) – Sky nomads, explorers – dwell in inaccessible mountain tops
Any Pre-Atomic Town Rare Paranoid  Tag Skill: Pilot (Craft) or ride (animal)
Operate basic flying devices from kites to gliders balloons to powered aircraft. May settle in inaccessible locations in hiding. May work as scouts and messengers for others as trade. They treasure aircraft relics of any kind.

Rubble Runners (Looters) - Packrat tech prospectors who jealously guard their claims
Any Pre-Cyber Ruins Common Hostile  Tag Skill: Prospecting
Miners guild of relic hunters who glean from the atomic rubble fields of the ancients. Work together for defense and on large sites. May be forced to pay tax to warlords and gangs for picking rights. Miners may hire other to get rid of critters and claim jumpers and robbers. They usually will give tips to locations too dangerous for them for free. Rubble runners buy or find children to work the heaps.

Greenfist (wildchildren) - protect nature from dark tech – promote clean tech
Any Pre-Atomic Town Uncommon Pacifist  Tag Skill: Nature Lore
Love animals, plants and wild. Nature needs defense from humankind and many humans agree as the apocalypse is there fault. Animals plants and mutants all fight to protect native life and the wilderness. They designate areas as heritage or species as endangered and kill any who break their law.

Underworlders
(Dwellers in darkness) - Underworld tribes folk who avoid surface
Any Pre-Cyber Subterranean Uncommon Paranoid  Tag Skill: Blind Fighting
For those cave and tunnel dwellers who don’t become undead or morlocks become part of the nocturnal underworlds. Many are hated or hunted or shunned but the underworlders aid each other and meet in secret places to trade feed or plan. Generally hide from commoners and dislike them. They also deal with undead, monsters and beings people would normally shun.

Rangers (Star Lords) - Lawmen - sometimes unwanted vigilantes
Any Pre-Atomic Town Uncommon Hostile  Tag Skill: Law
Rangers and their deputies defend small towns from criminals and monsters. Some are called for or elected, some are sponsored by rich or traders. A few just appear and start. Most keep basic order a few are corrupt or torture outsiders. A few roam wasteland killing scum. Best to show them respect and keep moving.

Fuelers (Sparksmen) - Cult who mine coal, dig oil and produce power for profit
Any Pre-Atomic Town Uncommon Wary  Tag Skill: Brew Fuel
Fuelers produce fuel for power or vehicles by mining or even bio fuels or rendered animal fat.  They can defend themselves from road gangs and slavers and pay mercs with fuel. Fuelers also may collect radioactive waste and fuel cells. They operate rechargers for power cells. They prefer dirty fuel but do what is cheapest and easiest. Some groups collect any bio matter and convert to fuel attracting hatred from others.

Alpha Complex (Citizens) – AI mad god operates vaults full of idiot clones
GM Human Pre-Nano Vault Rare Paranoid Tag Skill: Protocol (Alpha Complex)
AI bug in several arcologies made a paranoid irrational slave state of oppressed clones. Each believes it is the last true alpha complex and hates all others as well as communists and mutants.

Icemen (Frozen Chosen) – Cryonics cult of world conquerors
Human Pre-Apocalypse Vault Rare Paranoid  Tag Skill: Conspiracy Theory
Only the frozen should rule and rebuild. They know the true way to restoring the land. Many agents awaken once a decade to spy on a community then return to hibernation.  They are frequently out of touch and uncaring. They use miracles to dupe ignorant outsiders into believing they are special and follow the cult.

The Mob (Syndicate) – Support corruption, intimidation and greed and operate many enclaves
Any Pre-Apocolypse City Common Hostile  Tag Skill: Streetwise
Organized crime kept several cities together and took over administration. The syndicate controls crime, government, business and cheap thugs aplenty. Specialists in black goods.

Nautilus club (Adventure club) – High tech aquatic survivalists
Any Pre-Apocalypse City Very Rare Paranoid  Tag Skill: Pilot Submarine or Scuba
A rich explorer club before the bomb, with global facilities which operates a small advanced elite who watch the world go by. They sometimes intervene but wish to remain a secret. Many of their instalations have gone degenerate from lack of purpose.

Breeders (Mothers) - Pro family and re-populating areas, some practice eugenics also
Any Pre-Atomic Town Uncommon Wary  Tag Skill: Midwifery
Breeders dedicate themselves to reproduction and building a community to make babies. Safety and aplenty at any cost. Men do most of the fighting and exploring leaving women safely having babies. Make best midwives, wet-nurses and childcare in the aftermath.

Vault Dwellers (Newbs) – Corporate operated bunker vault network
GM Human Pre-Apocalypse Vault Very Rare Paranoid  Tag Skill: Repair
Many smaller vaults were less authoritarian and more democratic. While some stayed hidden or used agents to deal with world in secret others opened the doors and became centres of new cities. Vault dwellers are usually helpful but a bit freaked out by the outside world. Many assimilate once separate to some other group. Many feel romantic and fuzzy about vault dwellers, others resent them like dumb spoiled kids.

Romantics (Squares) – preserve pop culture religion and everyday life
Any Pre-Atomic City Uncommon Friendly  Tag Skill: Ancient Lore
Restoring the world is too big a task. Collecting ancient pop culture relics of the ancient religion is more easy and fun. Star trek, Ramones, Baseball, Christmas, Mc Donalds and all the rich spiritual culture of the wise ancients is yours to plunder. Romantics are harmless eccentric cultists who devote themselves to emulating and collecting ephemera from the past.  Each group is obsessed with some other object and has swap meets of their holy relics. Many reproduce whole streets to be faithful to a era or tv show. Sesame street is a famous mutant ghetto.

Herd-beast (Battle Cattle) – Animal herbivore hordes who have united vegetarians into nomad tribes
Any Vegetarian Pre-Steam Town Common Wary  Tag Skill: Beast Lore
Vegetarian animals of all kinds are accepted and humans are tolerated if they confess their wickedness and never eat meat again. Sentient plants are a philosophical problem. Herd beast defend the herd and warn all of danger. Herd beast protect their plains and destroy threats if possible. Some Herd beast dream of the magical gates of Arbot-Aar where they will be reborn without pain after gorging in the heavenly feedlots.

Femme Fatale (Black Widows)–working within to promote female interests
Women Pre-Atomic City Common Paranoid  Tag Skill: Protocol
These women operate within communities – working as administrators, doctors, midwives and prostitutes for years before playing their hand and promoting women to seniority. They act in secret and even when victorious will not expose themselves until absolutely secure. They will work with other women’s groups.

Sisterhood of the Sword (Sisterhood) - Militant feminists who operate armed matriarchies
Women Pre-Atomic Fort Common Wary  Tag Skill: Fast draw sword
The sisters are heavily armed military order that defend women and children providing them with safety and comfort unless a male of puberty. They worship past sisters as saints and often come to the aid of communities threatened by males.

City Builders (Various cities) – Build walls, domes and seal selves from the common rabble outside
Any Pre-Apocalypse City Common Paranoid  Tag Skill: Repair
Some city builders are just getting started while others have gone on to isolate large territories and even support advanced people in overcrowded city domes. Often the poor dwell in horrible slums while elite live in luxury towers. Cities may vary in style and many trade via high altitude airships. They are distant and selfish to outsiders.

The Jolly Green Giants (Vegetons)– United vegetation for a new dawn of plants
Plants Pre-Steam Town Common Friendly  Tag Skill: Plant Lore
Plants are here to repair the earth and establish a new ecology. Meat beings have their place – all will have soil, water and nutrient. So as not to repeat the past, plants are willing to use human tech where possible if it helps. Some plants have even taken their own ag-domes and have the robots protect them from animals. Plants are idealistic and jolly offering the cornucopia of their divinity to all. They will reluctantly battle evil plants if they must to showall plants are not the same.

Motorheads (Road Ragers) - Repair roads and advocate cars for all
Any Atomic City or Wasteland Uncommon Wary  Tag Skill: Drive car or bike
Motorheads, build, race and fight in vehicles – motorbikes, cars and others for sport and for war. Car-warriors from advanced citied sometimes roam the wasteland looking for trouble.  Highly competitive gangs battle for turf and terrify locals. They make walking people their slaves and make them build roads or gather fuel.

Librarians (Historians) - Spreaders of literacy and knowledge
Any Pre-Steam Town Common Berserk  Tag Skill: Research
Free knowledge for all. Teachers and keepers of books. Spread wisdom and research new knowledge. Academics of the wasteland who copy books and teach the young. In some places their knowledge makes them wizards. Objective wise men for the most part. They fight ignorance and seek the truth for all.

The Bureau (Men in Black) - Vigilante law enforcers
Any Pre-Steam Town Common Berserk  Tag Skill: Law
A group claiming government backing and continues existence to the shadow years. They identify and exterminate warlords, troublemakers, seekers of best left forgotten secrets and other jobs protecting the citizens of the scorched earth. They fund their cause by robbing criminals and dealing in contraband goods.

Mechanics (Machine shaman)
Any Pre-Atomic Any Uncommon Wary  Tag Skill: Nature Lore
The old blood mechanics who repair and maintain technology in harmony with nature. They advise communities on interacting with the new natural order. The protect game from extinction and nature from over exploitation. Dwell in garages with vehicles, steam, thermal and hydro power plants. A communities water refinery and power supply may be operated by them. May try to reclaim sourlands.

Wanderers (Gamma Hobos)– Thieving nomads who steal chickens, children anything
Any Pre-Atomic Camp Common Hostile  Tag Skill:Tag Skill: Survival
Shell-shocked wanderers who just keep moving from the worlds horrors and cannot find a home.

Destroyers - Separatists and Slayers
These groups are more concerned with killing, cleansing and vengeance than any of the above needs. Killing and robbing enemies with no thoughts for consequences is their usual plan.

Friends of Entropy (Red Death) - Nomads who destroy everything for fun
Any Pre-Steam Town Common Berserk  Tag Skill: Track
Worship the forces of apocalypse the gods of chaos and entopy. Only weapons are valued and possibly vehicles to help wage war on life. Slavery and murder and poisoning wells and burning houses is the way.

The Iron Society (Mutationists) - Destroy all non mutant life
Mutant Pre-Steam Town Common Hostile Tag Skill: Sense Radiation
Only mutant life is fit, non mutants are inferior and deserve control or extermination. GM Humans without possibility for mutation will doom the human gene pool more than mutants will. Even technology is second rate to mutations.

Mind Warriors (Brainlords) – Mental supremists
Any smart enough Pre-Nano Lab Uncommon Wary  Tag Skill: Psionic Lore
Mental power and charisma are the only things that matter. Mental warriors prefer mind powers and count non psychic powered beings as backward and mere slave toys.

Zoopremists (Animal Liberation Front) – Animal lib terrorist anti-human
Animals Pre-Steam Town Common Aggressive Tag Skill: Human Lore
Humans are oppressors and must die or be slaves. Humans must die for breaking the world and using black science.

Spoilsports (Black Rogues) - Military dirty commando cult
Human Pre-Atomic Fortress Very Rare Beserk  Tag Skill: Brawling
Long lost special black op unit awaiting the code signal to send them to the lost base. Famed dirty fighters.

Cyborgs (Legion of Gold) – Cybernetic hybrids looking for bodies and parts
Any Cybertech Fortress Common Aggressive  Tag Skill: Repair
Remove flesh and serve the machine, convert others to the cause.  Find more batteries. Live forever and travel the stars with the machines when earth is long dead.

Bikers Gangs (Various) – nomadic mercs and roving looters
Any Pre-Atomic Village Common Berserk  Tag Skill: Drive bike

Various bike riding gangs, most hostile colourful barbarians who endanger all on the road. Many have strange customs and clothes. Most are cruel killers.

Frankenstein Destroyers (Razors) – Destroy all tech
Any Organic Pre-Archaic Town Common Aggressive  Tag Skill: Sabotage

Most agree machines are to blame especially thinking ones. Sects vary on other key issues depending on their own interests and intolerance. Example: Animals that talk are abominations and must die, mutants are witch marked and must burn, GM Humans have no souls and must be killed, Psionics are evil spells etc. Van Helsing is the founder and being one with the ecstatic mob wielding torches is bliss.

Monster Hunters (Blood Sporters) – Hunters who kill creatures for trophies and cash or honour
Any Pre-Apocalypse Camp Rare Hostile  Tag Skill: Track

Killing animals is the only thing that matters. Monster hunters meet, team up and get drunk and go shooting. Glory goes to the best kill.

Mutant Hunters (Purity Patrol) – inquisitior-medics who drive mobs to kill the impure
Any Pre-Apocalypse Town Uncommon Paranoid 
Heal and preach to commoners and teach them the evil signs of the mutant. Mutants must all die to cleanse the world. They are all sick and must be aborted. St Torquemada is their god.

Fist of God - (Gods Killers) Christian zealots - non believers serve satan - this is the end times
Any Human Archaic Town Common Paranoid  Tag Skill: Find Mutant
All the new world is just a phase in the apocalypse to test true believers. True believers kill unclean and evils of mutants, cyborgs and demons walking the earth. Those not with them must die.

Hunters Club for Men (Shooters) – Kill and eat intelligent plants and animals for thrills
Any Males Pr-Apocalypse Camp Rare Wary  Tag Skill: Cooking
Intelligent game is the greatest challenge and eating intelligent animals makes you smarterer. Display trophies and chat manly deeds in lodges where women are kept out.

Night People (Feinds) - ghouls, vamps and monsters in hiding who prey on mankind
Mutants Animals Archaic Subterranean Uncommon Berserk  Tag Skill: Track
A cult for intelligent nocturnal devourers of humans meet to eat and stake territorial claims and feeding rights. They have normal servants help them by promising immortality. Often meet graveyards and sewers. Have their own national borders only they recognize.

Slavers (Slave Lords) – Sell humans for food or slave labor, build sweatshops and loot
Any Vegetarian Pre-Steam Town Common Wary  Tag Skill: Slavery
Traders in human flesh. Kidnap anyone not nailed down.

Cannibals (Sons of Kane) – Secretive cults who murder, rob and eat humans
Human Mutant Archaic Village Uncommon Aggressive  Tag Skill: Cannibalism
Eating your own kind makes you smarterer and stronger. Ha ha.

Corn People (Rednex)– Farmers who dislike and often kill and eat outsiders they don’t fancy
Any Pre-Steam Town Common Wary  Tag Skill: Farming
Corn people seem at first like friendly farming folk but really are insane rednecks who worship chaos and eat flesh. They may keep up pretence of being helpful to learn where they can find more people and learn about their homes. They may trade peacefully in the open but don’t enter their land alone.

Confederates Knights (Clansmen) – Farmers and slavers with tradition of racism
Any White Pre-Steam Town Common Wary  Tag Skill: Conspiracy Theory
Racist robed cult who maintain way of life by lynch mobs, racist murder and slaves, blame outsiders for everything wrong. Often inbred and mutated but white.

Six fingered hand (Devils killers) – slay all in name of evil, only hideous mutants may live
Mutant Animal Archaic Camp Common Beserk  Tag Skill: Mutant Lore
Demon worshiping clan of mutant martial artists who kill the pure.

New Gladiators (Sports) – A league of warrior slave and freemen sportsmen
Any Archaic Town Common Hostile  Tag Skill: Brawling
A league of athletes who travel town to town brawling for cash

Plaguelords (Flayed Lords) – mutants flagellants who worship plague, mutation and disease
Any carrier Archaic Camp Common Hostile  Tag Skill: Plague Lore
Hideous diseased mutants who try to mutate into formless chimeras of corrupt flesh. May appear as robed monks, exposing mutations when they attack.Thy have faith the strong will survive. They seek to contaminate the pure and make them creatures of the new world.

Satanist (Devilspawn) – This is the devils world now kill torture and take what you can
Any Archaic Town Uncommon Aggressive  Tag Skill: Occult Lore
The Apocalypse is here, serve Satan by performing rituals and desecrating holy places. Anything which destroys the world or causes suffering is good. May force convert by bloodletting victims and making them sign contracts.

The Created (Machinists) - AI founded cult for robots, AIs and androids
Any Inorganic Apocalypse Vault or Lab Rare Paranoid  Tag Skill: Machine Lore
These machines are organized and out to aid machine kind at life's expense - they try not to harm even misguided machines who humans have tampered with and enslaved.

Gun Nuns – (Blood Sisters) Sisterhood of killer nuns who slaughter all they find
Women Pre-Atomic Fortress Rare Beserk Tag Skill: Firearms
Gun nuns are a sect of he sisterhood gone mad and turned into a hybrid with the wasteland scum they were meant to battle. They cry religious hatred and they slaughter all indiscriminately. Slay & torture men and forcibly recruit women

Dust Devils (Sandgangs)– Roadgang of entropy cultists who dwell under deserts
Any Pre-Atomic Town Uncommon Aggressive Tag Skill: Repair 
An organized clan who build hidden garage bunkers and raid communities and rob prospectors. Use stealth electric buggies, night vision and gas. Possibly once a military unit.

Assassins (Wizards of hidden mountain) – Hired killers who dwell in mountain fortress
Any Archaic Fortress Rare Wary or Beserk  Tag Skill: Back Stab
Religious killer cult of bearded monk martial artists

Sons of the Panther
(Brotherhood) –Anti white supremists who blame honky for everything
Any Black Pre-Atomic Town Uncommon Aggressive  Tag Skill: Brawling
Black separatists who create their own communities. They dont mind mutants or animals or plants as long as they dont look freakin albino. They object to all slavery.


New Spartans
(Clone Warriors)– Fascist slave keeping violent brutes
Any Human Archaic Fortress Rare Beserk Tag Skill: Shouting 
Psychopathic slavers based on ancient sparta. Think 300 with blasters. Scornful of mutants and outsiders they think all history revolves around them. If possible they use cloning to build armies.

Tree People (Green Fang) – Angry sentient plants and their meat slaves destroy civilization
Plant Primitive Wilderness Rare Berserk  Tag Skill: Plant Lore
Tree people have formed a collective agrarian society – an ecology of mutant vegetation who include mobile, sentient and dangerous plant mutants. They spread vegetation and herd flesh slaves – stealing and domesticating their young and breeding them into carnivorous slaves. Some slaves even carry intelligent plants and plant deadly seeds into new locations. Some are even bonded with plant symbiotes which might turn them into vegezombes.

The Swarm (Bugz)– Aggressive tribes of insect people siezing their destiny as dominant life
Insect Pre-Archaic Hive Rare Aggressive  Tag Skill: Insect Lore
Insectoid sentients only- you dont qualify

Headhunters (Scalpers) – bounty hunters human trappers who sell to lawmen, slavers or cannibals
Any Any Camp, Rare, Hostile to target Tag Skill: Track
A guild of man hunters who kill off amateurs and those who bring disrepute to their trade. Very honorable and will always take you prisoner if you surrender

Animal Friends (Furverts) - Animals need us to fight to protect them, even from themselves
Any Pre-Atomic Lab Rare Beserk Tag Skill: Beast Lore
Animals need protection and to be free of humans - they are actually separatists and try to drive human and animal friends apart. They are patronizing to animals and hostile to humans. Cultists recant around the fire all the degrading things they'd rather do than wear fur or eat meat. In private they dress as animals to perform certain ritual acts.

Aryan Nation (Stormtroopers) - Nazi racist wannabe empire
Human Pre-Atomic Fortress Rare Beserk Tag Skill: Conspiracy Theory
An attempt to create a fourth Reich and breed a master race by killing all impure. Most of their troops are shabby barbarians but clone super-SS troops are their elite. Some say mutant Dominators actualy rule.

Saurains
(Lizard men) - Reptilians who preach return to dinosaur occupation
Any reptile Archaic Rare Hostile Tag Skill: Reptile Lore
Various reptiles believe they commanded a previous civilization which surpassed humanity. They blame humans for all their problems and propegate reptilian horrors with sorcery or science.

Cthulhu Cult
(Dagon's Sons) - fish men and sea mutants
Any any tech temple uncommon berserk Tag Skill: Conspiracy Theory (Cthulhu mythos)
Did they just find some HP Lovecraft or is something really going on? Sacrifice, kidnap, breed most common activities.