I am now marking this NRP CLOSED, provided that everyone who has rolls makes and NS, we should have more than enough people. Eh, fuck it.
In addition, population rolls will soon be rolled up in the coming day or two. How they will work is that everyone will will get a 1d10 and that result will be multplied by 100 to get the final result (ie: Jimmy rolls a 6 on a 1d10, he then multplies it by 100 to get 600 pop). Those with the unique resource of Greens will gain an additional 1d100 with that result being added to their pop (ie: Jimmy has 600 pop but has greens so he gets a 1d100 and rolls a 85 on that. He adds that number to his pop brining him up to 685).
This system would allow for somewhat balanced populations as its all up to RNG while also being realistic. You aren't really going to have a population of several thousand in a shithole that is the Mad Max world but doing it like this will also mean you'll have enough people to throw into the fray and watch as they die horrifically support your faction.
Another reminder that if you got Scrap as your unique resource, I am willing to offer a reroll. Might do the same with death cults and distinctive icons tbh. Oh and that everyone gets 1 reroll on any one section.
Ohoho, i'm having fun with this already. So far I have in mind a fanatical religious lot whom worship their war rigs as a pantheon of gods. They are extremely devoted, having to go through severe lengths just to declare war so that they are "blessed" for victory, otherwise they are to frightful of their gods' wrath to engage in open conflicts. I have this vibe where the leadership is well aware of the religion being fake, however they utilize it to not only inspire and motivate the populace, but also to control them.
Wretched: Riddled with tumours and malformations, these poor sods are kept at an arm's length by everyone else. Ugly and deformed, think Hills have eyes. Very high infant mortality, and fewer still make it to adulthood. Always in need of breeders.
Cultural Meta-Group
Settlers: The only “normal” people left. Generally just trying to make it through their daily lives without too many violent intrusions. Have built the most since the apocalypse, and generally behave the most like people from the old world. Don’t mistake civilization for civility or peacefulness though. Many are just as cold and merciless as raiders, as they have to be to survive these days.
Leadership
Dictatorship: Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.
Cultural Quirks
Death Cult: Unsurprisingly among the blighted folk of the wastes, some have taken to worshipping death, or the idea of a “Good death”. Perhaps it’s a mythical afterlife, a desire to see the world well and truly die, or simply a nihilistic belief that death is an inevitable constant in life, for whatever reason this group worships death itself.
Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.
Distinctive Appearance
Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
Body of Knowledge: The group preserves information on the bodies of it’s members. Technical diagrams scarified onto their chests, covered in tattooed text, etc.
Unique/Exclusive Resource
Power: Not the metaphorical kind, the actual electric kind. Most people want it, but not everyone has it. Most of it gets made with gasoline generators but some have wind and even solar farms in working order.
Equipment Quality
Ramshackle: Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.
Motor pool make up
Bikes: The groups rides are almost entirely bikes. Anything from choppers, to dirt bikes, or even nitro-boosted sportbikes.
Special Vehicle Shit
Turbo-Charged: Engines are supercharged and often fitted with nitrous. The group's cars will be capable of incredible bursts of speed, at the cost of some special maintenance and materials.
Spikey: Cars are covered in spikes. Pretty simple really. Good for keeping people off your hood and exploding ordnance before it hits the main body of the car. Actual functional version of the same thing in the appearance section.
Flagship
War Rig: Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example.
Honestly reminds me of the Collegia with the body of knowledge and almost being mutants Not sure how you're going to get spiky bikes tho.
Requesting rerolls for the special shit. Also, could it be you forgot one distinctive appearance roll? I only seem to have two whereas I've seen sheets with three.
Requesting rerolls for the special shit. Also, could it be you forgot one distinctive appearance roll? I only seem to have two whereas I've seen sheets with three.
You're rerolled:
Harpoons/Graplers: The ability to keep your vehicular prey where you can kill it is an important ability, and what’s more is that if you’re actually faster you can then drag the slower vehicle behind you.
Full Lives: Your clan is made up primarily of genetically pure and untainted humans. Certainly a rare sight in this day and age, you’ll draw more attention than you’d think. A temporary genetic fluke or something more permanent?
2 Cultural Meta-Group
Tribal: New cultures have sprung up since the apocalypse, some more recognizably linked to the old world than others. Unique expressions of culture and unusual handmade items are the common distinctions for tribals. Usually have an odd accent/manner of speech do to lack of contact. Less “civilized” but often no less savvy to the wasteland than others. Usually looked on with confusion or condescension by groups more tied to the old world.
3 Leadership
Democracy/Consensus: A relative rarity in the post-apocalypse, the group has decided that no one individual holds all the power, but generally makes decisions based on everyones imput.
4 Cultural Quirks
Xenophobic: Distrustful and always wary of outsiders, the group is often seen as cold or distant by others. Trade is hard, and diplomatic interactions are harder. Other cultural strains often run stronger in insular groups though.
Distinctive Icon: A motif or symbol runs throughout the groups structures, clothes, and vehicles. Maybe it’s a specific animal or object, or maybe it’s something less specific like bullets or flames.
5 Distinctive Appearance
Swaddled: Wrapped up in distinctive trappings, these people’s skin is rarely actually seen. Maybe enviroment suits they never take off their bodies, maybe cloth wraps all over themselves to protect from dust and grit like a desert nomad. In any case, they might be seen as exceptionally mysterious due to it.
Spikey: Their armor and cars are covered in a profusion of spines, blades, and other sharp nastiness. Does it serve a technical purpose or is it just to look badass? Only they know.
6 Unique/Exclusive Resource
Guns and/or Ammo: People like to murder each other. They need the tools do it with, and this group has it. Either made at home, in a post apocalyptic factory, or found in a old world cache.
7 Equipment Quality
Well-Kept: Armor is high quality and made after the apocalypse, guns are well kept and cleaned from the old world, and homes are actually decent to live in. Clothes are actually usually old world articles or made with old world machines.
8 Motor-Pool General Make Up
Bikes: The groups rides are almost entirely bikes. Anything from choppers, to dirt bikes, or even nitro-boosted sportbikes.
9 Special Vehicle Shit
Lances: Grenades on sticks. A shockingly effective weapon, and you can mount them conveniently on a lot of different parts of a vehicle without messing with it too much.
Harpoons/Graplers: The ability to keep your vehicular prey where you can kill it is an important ability, and what’s more is that if you’re actually faster you can then drag the slower vehicle behind you.
10 Flagship Vehicle
Legendary Car: It’s not a giant warmachine, or even all that impressive compared to some other things, but it’s the perfect blend of fast, tough, and reliable. This car is everything anyone could ever want and it’s certainly made a name for itself. When a group rolls up with this thing, people know who they are. Takes the form of whatever your generic type of vehicle is.
Posted the WIP. Working on it a little bit at a time, wanted to put more into it, but didn't want to leave it hanging in limbo any longer. Messianic description of the Major is a little too dictatorship suggestive, which needs to be fleshed out through the leadership description with other unit leaders. Beside the sections left unfilled pending concepting some other leaders and a reroll respectively for leadership/military, too sparse overall, want to fill out far more.
Reroll me on legendary vehicles. Legendary Car's just a little milquetoast, anything else'll do for flagrant warlordism.
War Rig: Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example.
Death Cult: Unsurprisingly among the blighted folk of the wastes, some have taken to worshipping death, or the idea of a “Good death”. Perhaps it’s a mythical afterlife, a desire to see the world well and truly die, or simply a nihilistic belief that death is an inevitable constant in life, for whatever reason this group worships death itself.
Rerolling Appearance:
War Paint: When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.
Leathers: Never ride without your distinctive leather jackets and other assorted biker gear. Never.
Body of Knowledge: The group preserves information on the bodies of it’s members. Technical diagrams scarified onto their chests, covered in tattooed text, etc.
Half-Lives: Doomed to short lives, Half-Lives are always in need of breeding stock. Almost half don’t make it past youth, and any that do live absolutely no longer than 40. Riddled with obvious tumours and other disfigurements, they could pass for healthy if they covered up but the coughing is always going to give them away.’
2 Cultural Meta-Group
Mercs: Professional killers, these men fight and kill for a living. Feared throughout the wastes, despite their relative peacefulness compared to raiders. They kill when they want to, but only if it benefits their agenda. Well trained and heartless, they fly many flags but are united by common ruthlessness and battlefield skill. Religious extremists, political/philosophical idealogues, or just plain killers for hire.
3 Leadership
Dictatorship: Whether they go by mayor, king, chief, tyrant, boss or any other blandishment of power, these men are the movers and shakers in the wastes. Strong willed and often ruthless, singular individuals often take charge of small groups, as has been the case in every historical era. They may have a close knit inner circle, but they always rule with absolute power when it comes down to it.
4 Cultural Quirks
Xenophobic: Distrustful and always wary of outsiders, the group is often seen as cold or distant by others. Trade is hard, and diplomatic interactions are harder. Other cultural strains often run stronger in insular groups though.
Pyromaniacs: See above, but for fire instead of blood.
5 Distinctive Appearance
War Paint: When they go to battle, these people paint themselves, and maybe even their rides, in a distinctive style.
Punks: Purple mohawks, side cuts, hockey pads, and piercings. These are your stereotypical post apocalyptic raiders. Even if they aren’t actually raiders.
Gas Masks: Never seen without their masks, they might have a single distinctive style or just whatever they find. In either case, it certainly makes for an imposing appearance in most situations. Maybe they only do it for that intimidation factor, maybe it’s because they live in a particularly nasty patch.
6 Unique/Exclusive Resource
Breeders: It’s a grim truth. Humanity is sick, and very few are truly healthy. Those that can insure a stable next generation wield an immense amount of power. Be it men whose seed is exceptionally potent or women whose wombs are perfectly fertile. Depending on how they leverage it, either could become a commodity or royalty.
7 Equipment Quality
Ramshackle: Armor is cobbled together, guns are hand tooled, and houses/clothes are generally not in the best state. Pretty standard for most people, unfortunately.
8 Motor-Pool General Make Up
Armored: Old world military or post apocalyptic designs. Incredibly tough, dependable, and powerful. Not the absolute fastest, but if you need to be secure getting somewhere? There are non-better.
9 Special Vehicle Shit
Spikey: Cars are covered in spikes. Pretty simple really. Good for keeping people off your hood and exploding ordnance before it hits the main body of the car. Actual functional version of the same thing in the appearance section.
Lances: Grenades on sticks. A shockingly effective weapon, and you can mount them conveniently on a lot of different parts of a vehicle without messing with it too much.
10 Flagship Vehicle
War Rig: Huge, heavily armoured, able to carry a ton of cargo, and manned/gunned like a fortress. War Rigs command the roads, and anyone who’s anyone has one. Generally made of a truck or two stapled together, but other bodies are possible. A combine for example.
Couple of firsts in this roll like Pyros and Breeders, honestly reminds me of a bunch of anarchists
Can I have a reroll on my unique resource, it doesn't make sense my people are good for breeding if they live half lives hahaha.
Are you sure about that?
It doesn't mean that your main body of people are breeders, it means you have breeders around wether they are slaves or some form of higher rank. Besides, its stated that "Half-Lives are always in need of breeding stock." You got pretty lucky on that front.