AfterTheBomb.Setting

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The After the Bomb/Gamma World/Mutant Year Zero

THis game setting is based a bit on weird Gamma World mixed with Pallium's After the Bomb and Mutant Year Zero.

It has been at least a hundred years since the Big Death and the end of the Reign of Man. Humanity has been all but wiped out by the Virus and nuclear bombs that fell onto the Earth. In fact most non-modified Humans of old are dead, replaced by a somewhat superior and so-called Pure Stain Humans, These Humans are not as of old and have resistance to almost all diseases and poison and can survive far longer in the harsh wastelands then people of old.

There are also mutant Humans, those gifted (or cursed) by strange powers and abilities. Most of this 'gifts' are subtle or only cause slight outward sights of deformities. Uplifted Mutant Animals also roam the Earth. Most look like the creatures of old but now upright, walking on two legs, with working hands and the ability to speak like a Human. A few also have strange new mutant powers and/or deformaties but most simply look like an upright version of their animal ancestry and breed true with other like genus of their parents. Plants have also been mutanted and as such now intelligence and mobile forms are found throughout the Ruined Earth.

BRIEF HISTORY AND SETTING – LEAVING NEW VEGAS A hundred years ago most of Humanity was wiped out by a super Virus. Before the Big Death the old US Empire and the rest of the world were competing for the ever dwindling resources such as fossil fuels and fertile lands to grow food for its ever expanding populations. Genetics had advanced beyond anyone’s ability to really control it. Human-animal hybrids, called Uplifts or sometimes Chimera, became all the rage to meet the demands of ever cheaper labour and disposable soldiers. In many third world countries genetics became the cheap answer to weapons of mass destruction and world prestige while many terrorist organizations, racial militias and criminal groups rushed to release their own versions of death onto the world at large. Most first world countries also developed A.I. computers and andriods to further spread their domination in this so-called Resource Wars.

This all came to a head eventually when someone, no one knows who, released a super virus that specifically targeted human’s genus and mutated fast enough that no one could produce a counter to it before it was too late. Society collapsed into madness as mobs went crazy destroying what little hope mankind had of survival. Some countries, including the old US Empire, tried to slow or contain the spread of the virus with limited nuclear strikes on their own land. It instead seems to have had the opposite effect, mutating the virus even faster than before. In the end the only intelligence survivors were the Pure Strain Humans, genetically altered super humans (transhumans), Mutant Humans and Uplifted Animals and Mutant Plants.

The major villains in the setting are the Empire based out of the old US military base Area 51. The Empire is dominated both socially and militarily by an elite cadre of Hyborians. They make up about 10% of the overall population of the Empire at around 2,000 souls. Most of the citizens are regular Pure Strain Humans whom make up another 50% of the overall population at around 10,000 souls. Citizens are branded with their civilian ID on their right arms. The remained are slaves made up of capture Mutant Animals and Planets, ‘traitor’ former citizens and psychers that make up another 8,000 souls.

Most of the Pure Strain Humans of the Empire were workers and techs on the research part of the base while Hyborians where transhuman super soldiers created by the Pure Strains to act as guards and security for the base as the old US Empire fell (and most of the soldiers either feld or died).

The Hyborians see themselves are superior to all beings on the Earth and that one day they will rule over it (for the lesser/inferior beings benefit of course). Before the final fall they seized the facility and local military base as their own. Over the last hundred years they have lead slave and supply raids into the outlying lands but never extensive attacks. They never had the number to start conquering the lands beyond the Area 51 Groom Lake valley.

The Empire today enjoys a fairly high technology level and standard of living (especially for the Hyborians). They are not large enough to manufacture everything they need but they have managed to produces enough machine parts to maintain the technology of old… or at least parts of it such as vehicles, a local internet hub and limited aircraft. At present they have a couple of dozen of military helicopters, six fighter jets and two bombers. They have maybe a hundred armored fighting vehicles and three main battle tanks. Most of the military is armed with automatic rifles and combat infantry armor.

The Hyborians are extremely arrogant and firmly believe that they are the inheritors of the reborn Earth. They are not so much xenophobes who wish to wipe out the lesser beings but instead feel it is their divine right to rule due to their ‘obvious’ superiority over all other lifeforms, intelligent or not. They see all non-Hyborians as lesser beings that must be ruled over by a firm hand. Hyborians are generally very warry of psychers, whether they are mutant humans or animals, and there are very few if any within their own bloodline. This might be in part due to the fact that many families will destroy any of their own children who they deem as ‘weak’ and all mutations, such as psychic powers, are seen as a weakness and dilution of their pure, superior bloodline.

Almost the entire adult Hyborian population (90% of the adults who make up about 60% of the overall population) is trained for war and are expected to be competent in as many forms of combat as possible. Of the civilian population, around 10% (200) make up their standing professional full time army (and extremely limited air force) with another 25% (500) trained to act as a part-time militia whom serve in times of emgency. This militia trains at least once a month but otherwise are unarmed as the rest of the civilian populations. There is also a small group of some 500 soldier slaves made up various mutant humans and uplifted animals. These troops are trained and conditioned from birth to be absolutely loyal and obedient to their officers but even so they also tend to have various lethal measures to keep them in line (such as explosive collars, etc.).

There are a few scattered communities in the area, the largest being around 150 miles south of the Empire, called New Vegas (built on the ruins of the old city) with a population of around 30,000 of a mix mutants, pure strain humans and uplifted animals and plants.

The city’s overall technology is probably closer to the old US Empire of the 1970’s but less reliance on fossil fuels (although there are some coal mining pits to the southwest and natural gas fields to the south and east). They can replace the machine parts of most tech of this present level, including car parts and older aircraft.

The city government is something like a city-state republic, with an elected Lord-Mayor and city council (12 members). All serve six year terms. While these elections are open to any New Vegas citizen, most are part of the city’s oligarchy (local merchants). Despite this the city has fairly light laws and people have few restricts put on them by the council. This does not mean anarchy or slavery or even certain drugs use is outlawed. Punishment is generally hard labor and/or exile from the city. Execution are rare but are the penalties reserved for rape and murder.

The city maintains a local law enforcement force of 500 souls. This police force is fairly well received and respected by the local population but there is of course a strong illegal underground criminal element. These officers are armed mostly with pistols and few wear any sort of armor (but it’s not unheard of). They maintain a small motor pool with the rest of patrols being conducted on foot or with riding animals or even Uplifted horses and rider teams. There is also a standard city army of 400 professional soldiers who are better equipped and trained for military action. They have a few light armored transports and propeller aircraft and at least one helicopter and conduct patrols outside the city (especially to the north). The city also enlists a local militia of 2,500 members whom train in different groups of 100 at least four days every month. They are provide firearms by the city and keep these weapons at their homes but ammunition is given out sparingly and the militia are excepted to purchase extra on their own with their monthly stipend.

To the east are the Free Plains and the Bandits Tribes. The Free Plains have the greatest overall population and land area, number well over a hundred thousand souls, but are scattered among various tribes and clans and families that are often hostile towards each other. Their loose confederation have few common practices except for their one universal law – that no one ever uses another beings as an unwilling beast of burden. This law applies even to unintelligence non-sentient animals. The Bandit Tribe lands are to the west and more mountainous then the plains. Moany, if not most, of the tribes here spend a good portion of their lives stealing and raiding into other territories.

These people are fairly primitive, using swords and bows as their main armaments or the occasional firearm salvaged or stolen from someone else. Most lead vary nomadic lifestyles, wandering the length of breath of their landscape.

Other Groups of the Ruined Earth... 1.) "Cryptic Alliances", semi-secret societies whose ideological agendas—usually verging on monomania—often bring them into conflict with the rest of the Gamma World. 2.) Pure Strain Human "Knights of Genetic Purity" seek to exterminate all mutants, 3.) The all-mutant "Iron Society" wants to eliminate unmutated humans. 4.) Other rivalries involve attitudes towards Ancient technology, with some Alliances (such as "The Restorationists") seeking to rebuild Ancient society, while others (such as "The Seekers") want to destroy remaining artifacts

SWADE Rules

SWADE SETTING RULES (SWAE pg. 136-145) 1.) Born a Hero (ignore rank requirement at character creation) 2.) Fanatics (villains henchmen might take the damage for the villain) 3.) High Adventure (benny to gain a combat edge you qualify for) 4.) Wound Cap (the maximum number of Wounds a character can suffer is 4 from one hit)

HOUSE RULES Power(s): we are not using of the Arcane Powers (or Arcane Resistance) or Power Edges. Instead characters who gain Positive Racial Abilities can spend their points on Powers from the Super Powered Companion. Generally you can only take Powers are not listed under Racial Abilities and generally you cannot spend more the 5 points on any one power (check with the GM).

New Hindrances 1.) Jingoistic (Minor): Believes in the superiority of your group or species over all others. You cannot grant bonuses or receive any benefits them from any Leadership Edges and you suffer a -2 to your Persuasion checks against all others as your distain for them spills over. 2.) Low-Tech (Minor/Major): At a Minor level the character suffers a -2 for all tech based Smarts skills (electronics, hacking, science, etc.) and can only start with primitive armor and the most advanced weapon of muskets. A Major level the character is -4 for such skills and cannot start with more than Stone Age level weapons and equipment. 3.) Monologuer (Major) [as the Super Powered Companion]

Additional Negative Racial Qualities 1.) Alien Form (-2) [as the Super Powered Companion] 2.) Allergy (-1/-2) [as the Super Powered Companion] 4.) Distinctive Appearance (-1) [as the Super Powered Companion] 5.) Poor Grip (-1/-2): Witrh the lesser form you suffer -2 to any skill or test that requires the use of your hands, such as most Thievery or Repair skill checks. At the major level you cannot attempt these skills normally and you have a -2 to both Athletics (throwing), Fighting and Shooting when using weapons of any kind not ‘attached’ to your body in some way. 6.) Quadruped (-2): This is for four legged creatures (mutant animals or plants) who don’t have arms, and cannot wield normal weapons without some special modification if the GM allows it and even then you should suffer at least -1 or -2 penalty to your attack rolls. The GM might allow the character to try some manipulation or Agility based skill with its teeth but this is at an extra -4 to check. To balance this, such the mutant gain +2 bonus to their Pace and +1 steps to their running die. They also gain a +2 bonus to resist being knocked prone or off balance. 7.) Weakness (-1/-2) [as the Super Powered Companion]

CHARACTER CREATION 1.) Novice character base (5 Attributes and 12 skill points) 2.) Pick and Ancestry. This can grant a number of abilities or owers to choice from. 3.) Pick a Major and two Minor Hindrances and spent the points on raises 4.) Gain a Novice Edge; character must qualify for it. 5.) Spend $500 worth of trade/barter good.

ANCESTRY Android 1.) based on the Android of the SWADE core pg. 12 but without the Pacifist Hindrance. 2.) Armor Points +2 3.) +3 additional Skill points (15 total). 4.) 4 additional Posivitive Racial Abilities (Androids do not require the Arcane Background (Super Powers) edge to take any Powers and maybe allow more the one super power also; check with the GM. Also note that Andoids cannot purchase powers are have comprable Positive Racial Abilities). 5.) Unless corrupted or programmed to attack other andriods all other robots and androids and robots of the Ancients treat you indifferently at worst or helpful. You can also communicate with them in 'Machine Chant'. While non-Androids can learn to partially understand it they cannot normally speak to them.

Pure Strain Human 1.) +4 to resist disease, poisons and toxins 2.) +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations, 3.) +3 Skill points (15 total) 4.) Androids of the Ancients that have not been damaged or reprogrammed do not threaten Pure Stain Human and will only with attack them with non-lethal means if threatened. They can also be helpful towards them, depending on their programming. 5.) Start with an extra $500 in additional trade good/barter gear

Mutant Humans, Animals and Plants 1.) Depending on what you wish to play more or less everyone is created the same way. You have 6 additional points in Positive Racial Abilities (characters with Arcane (Super Powers) maybe allow more the one super power also; check with the GM). 2.) You can also take up to 4 additional Negative Racial Abilities that can be used for additional Positive abilities. 3.) To cut back a bit on the gonzo feel for this setting; for most Human Mutants there is little change except mayb gills or wings or antana, etc. Animals are generally uplifted and can walk on two legs, have functioning hands and can talk. I mutant horse might still be four legged but has human level intelligence and can also talk. Mutant Plants are kind of a wild card and look like walking plants. Note that this is just the more common. Truly freakily looking mutants do exsit.

GEAR Modern Gear can be purchased at twice the standard price (including Ammo, Armor, Weapons, etc.). Futurist gear is also available but generally is not for sale, but can be found and is generally worth at less five or more times then the standard prices.

Additional Modern Gear (prices already include price)

  • Beer (2 quarts): Cost $5, wt. 3lb
  • Binoculars: Cost $100, wt. 1lb (allow x2 to x5 vision magnification)
  • Boots: Cost 20, wt. 1lb (adds +1 to Fatigue rolls vs. long distanct travel on foot)
  • Canteen, plastic (2 quarts): Cost $5, wt. 0 (full weights 3lbs)
  • Duck Tape: Cost $2, wt. 2 lb (60-yard roll)
  • Gas Mask: Cost $75, wt. 1lb (10 replacement filters cost $50 and wt. 1/2lb; adds +4 vs. airborn toxics or poisons for 2 hours of continuous use. But wearer suffers a -1 to sight based Notice and Shooting test)
  • Geiger Counter: Cost $250, wt. 2lbs
  • Lantern, battery: Cost $50, wt. 2lb (creates light in with an Large Burst Template, and Dim illuminations within twice that)
  • Matches, Box of 50, waterproof: Cost $10, wt. 0
  • Portable Tool Kit: Cost $, wt. 20lbs (required to make Electronics and Repair checks. Without it suffer a -4 penalty)

Futuristics Gear

  • Glowcube: This 1” crystal cube is powered by a Hydrogen Cell, they will operate for a year of continuous use. May select Area: illuminate a 15” diameter, or Beam: can be seen for 30 kilometers and is about 2” wide. This causes light illumation and for twice that affect Dim illumation. Cost $500+, wt. 0
  • Portent: This backpack-sized unit is powered by 2 Solar Energy Cells good for 24 hours of constant use. It creates a dome-like force field the size of a Large Burst Template that resists wind, water, bugs and other natural elements. If attacked the Force Field has a 5 point Toughness. Cost $10,000+, wt. 5lbs