Showing posts with label PA Sandbox. Show all posts
Showing posts with label PA Sandbox. Show all posts
Sunday, September 25, 2016
Post Apocalyptic Domain Level Play Thoughts
I've been thinking lately about the minimal presence of domain level play in post apocalyptic games. A key factor is no doubt the survival oriented nature of post apocalyptic life. However, establishing settlements and rebuilding society is often a key theme in post apocalyptic fiction, so it occurred to me to give some thoughts on the subject. For game play, I think that the players are going to want the experience of four levels of structure in their games. The earliest level of structure is beginning adventures, out exploring the wasteland, scavenging ruins, etc. After some levels of this, I think they're most likely going to want to establish a home base where they can store the accumulated stuff they've scavenged, have a sense of security, protect their loyal followers, maybe make some money in some sort of trade, etc. At somewhat higher levels, this will evolve into controlling and operating a wasteland settlement (though some games make settlement management and improvement part of their basic play). Beyond this, once they've got a secure, growing settlement, they're going to want to expand their borders. which brings us to domain level play.
Naturally, I've been looking at various systems of domain level play, notably BECMI's Companion Set rules, and ACKS modifications to that system. I think there are several usable things that can be used from each system, and some things which can either be discarded, or modified to reflect the post apocalyptic setting. I'll admit, I prefer BECMI's somewhat more detailed domain resource breakdown as opposed to ACKS' more abstract system. Detailed resources means that the domain is going to possess some things and need others to grow, which encourages play directed toward trading what you have for what you need. Having something to help specify the resources makes it easier for the GM and players to know what they have and what they lack. Of course, in a PA setting, the resource breakdowns will be different, so that will have to be taken into account.
Another key mechanic of these systems that I think needs to be addressed or modified, is the civilized/borderlands/wilderness classifications of hexes. Depending on the particulars of a PA setting, there may not be any civilized areas, or even borderlands for that matter. As for the hex scaling itself, I prefer ACKS' 6-mile and 24-mile system to BECMI's 8-mile and 24-mile system, and although I would prefer BECMI's resources per 8-mile hex breakdown over ACKS' resources per 24-mile hex, the larger hex scaling makes more sense in terms of a PA setting. I should also probably note here that in my thinking about PA sandboxes, I've decided to use a larger 24-mile or 30-mile hex size as my standard because of one factor. I like the road warrior post apocalyptic action type, and cars are going to cover those hexes fairly fast (even with crap roads, marauders, biker gangs, and so forth, a 30 MPH travel speed is not unreasonable (and also makes factoring fuel consumption easier...one gallon per hex of gasoline).
Probably the biggest area of change is dumping the feudal aspects of BECMI's and ACKS' domain rules. Characters aren't generally going to be getting land grants from some ruling overlord (though that can still be a possibility), they're most likely going to be carving out territory of their own from the lawless wilderness. However, this doesn't mean I want to abandon the titles of nobility aspect of domain rule (though obviously I'd use and create different tables for titles of nobility, while still keeping the feudal titles as an option...after all, there's plenty of PA fiction with (self-proclaimed) barons, counts, dukes, and kings.
Another area of consideration is domain events. While both BECMI and ACKS use a monthly time period of play, there's no reason weekly or daily events can't occur to change things in the settlement or domain. This is where a modified version of Oriental Adventures' Event Tables come in. I'll probably also be checking into some Gamma World adventures (mostly for idea generation on how Cryptic Alliances are doing the domain thing) and Twilight 2000 modules for empire building ideas.
The last consideration is that there are going to be others out there looking to carve out their own domains. This is the post apocalypse after all, every flea-bitten, mohawked, wannabe bandit leader is trying to carve out their own empire. Which gives us lots of options for sandbox play, since their activities can involve the characters who work with or against them, defending settlements or raiding them, even at lower levels of play.
Wednesday, August 10, 2016
SETTLEMENTS IN THE POST APOCALYPSE PART IV
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
The final part of my Settlements in the Post Apocalypse. Yes, I posted all parts on the same day, but only because it didn't feel right to post them until I was mostly finished with the project. To save on space, and make it easier to post them, most of the tables are in pdf docs.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Random Building Tables
Random Government Types
Random Settlement Resources
Random Trade Goods
Settlement Crises
Gas Station Forts Has tables for Settlement Defenses, Road Side Attractions, and other, possibly useful tables.
The final part of my Settlements in the Post Apocalypse. Yes, I posted all parts on the same day, but only because it didn't feel right to post them until I was mostly finished with the project. To save on space, and make it easier to post them, most of the tables are in pdf docs.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Random Building Tables
Random Government Types
Random Settlement Resources
Random Trade Goods
Settlement Crises
Gas Station Forts Has tables for Settlement Defenses, Road Side Attractions, and other, possibly useful tables.
SETTLEMENTS IN THE POST APOCALYPSE PART III
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
The third part of my Settlements in the Post Apocalypse will cover some basic thoughts on how I want to display settlements as well as some other useful information.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Settlement Subdivision
Settlements will be broken down by type and size as follows.
By Special Type:
Underground
Underground settlements, with the exception of Safeholds & Freeholds (my equivalent of Fallout's Vaults or Deathlands' Redoubts), are generally existing underground areas that have been turned into settlements by the survivors of the apocalypse.
Safeholds & Freeholds
Freeholds are vault-like deliberate underground settlements with active/generational inhabitants.
Seasteads are settlements that have developed on or in the oceans, seas, and larger lakes of the wasteland.
Military Bases
Settlements where survivors have grouped together at military facilities which provide protection and some degree of self-sufficiency. Major military bases are likely destroyed by the apocalypse.
By Size:
Small Settlements
I don't use Mutant Future's population figures for settlement sizes. They are more fantasy-based and while I feel the majority of post apocalyptic settlements will have small populations compared to contemporary settlements, there will be somewhat larger populations. Small settlements are typically villages, small fortifications, and independent settlements with less than 1000 inhabitants.
Towns & Cities
Towns and cities aren't all that uncommon, but don't exist in as many places as they did before the apocalypse. Figure the number of cities and towns as being 1/10th of what they were before the apocalypse (it is an easy division to use). Towns will have populations of 1000 to 10,000 inhabitants. Cities will have about 10,000 to 60,000 inhabitants. Metropolises (with hundreds of thousands of inhabitants) and Megalopolises (with millions of inhabitants) are essentially non-existent.
Hypercities
Hypercities are extremely high technology settlements, usually designed to be self-sufficient and somewhat defensible. Most of those constructed before the apocalypse were destroyed. The will probably be only one surviving hypercity in the campaign region. Most hypercities, despite the size of the community they were constructed in, are generally only sized for 50,000 to 100,000 inhabitants. Roll 2d4x10,000 for number of inhabitants.
Discussion on Racial Breakdowns
This is one area where I want to use the K.I.S.S. principle. There will generally be one major race, with two or three other races represented, and possibly several other smaller amounts of mixed races. I have yet to find a simple table to determine racial demographics. For now, I recommend Medieval Demographics: Population Center Demographics Calculator, plug in the races and go (though obviously one would have to substitute their own races in place of the fantasy ones used).
General Racial Breakdown Table
Tech Level Discussion
I tend to use a simple breakdown of technology levels which can be rolled on a 1d6:
Tech Level 1 Stone Age
Tech Level 2 Iron Age
Tech Level 3 Steam Age (up to 1920s)
Tech Level 4 Diesel Age (1930s-1960s)
Tech Level 5 Modern Age (1970s to present)
Tech Level 6 High Tech Age
20 Questions for Post Apocalyptic Settlements
A set of questions I developed based on the various entries I examined in Part II.
---Final Layout ---
Note: There are some optional features here that may or may not be included. I may also play around with some of the category and entry names. I'll probably include more details when I incorporate this material into a one page document.
Name
Description
Demographics
Population: (with racial demographics/population breakdown)
Languages: (optional; depends on whether I detail setting languages or not)
Government:
Armed Forces: (Police/Military)
Technology Level:
Resources
Defenses:
Resources: (Power Source, Water Source, Food Source, Fuel/Energy Source, Medicine, Communications (optional), & Sanitation (optional))
Imports:
Exports:
Notable Features
Shops & Services:
Accommodations:
Special Installations/Landmarks:
Social Aspects
Aggression:
Disposition to Outsiders/Racial Tolerance:
Faction Relations:
Allies & Enemies:
Encounter Hooks
Crisis:
Noteable NPCs:
Rumors:
Random Encounters:
General Notes
The third part of my Settlements in the Post Apocalypse will cover some basic thoughts on how I want to display settlements as well as some other useful information.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Settlement Subdivision
Settlements will be broken down by type and size as follows.
By Special Type:
Underground
Underground settlements, with the exception of Safeholds & Freeholds (my equivalent of Fallout's Vaults or Deathlands' Redoubts), are generally existing underground areas that have been turned into settlements by the survivors of the apocalypse.
- Subways - While most major cities with subway systems were destroyed, there is a fair chance that it's subway system survived.
- Underpasses - Highways and freeways often have large underpasses which can protect squatters from the elements. Combine that with a fair likelihood of many vehicles being stalled, stopped, or wrecked in the area to serve as sources of scavenged resources, and a settlement can spring up.
- Utility/Steam Tunnels - Many larger settlements and large independent facilities like universities or manufacturing plants may have tunnels and rooms large enough to serve as protection for a fledgling settlement.
- Underground Malls - Large, purpose-built underground facilities generally used to facilitate access to subway stations or to provide services protected from inclement weather in urban areas where building up may not be possible.
- Mountain Tunnels - Road or rail tunnels that go through mountainous regions can serve as starting points for fledgling communities, offering protection from weather or raiders.
- Storm Drains - Designed to remove excess water for roads, streets, and urban areas, these largish tunnels are often mistake for sewer lines.
- Caves - Several natural cave systems exist in which apocalyptic survivors could take refuge.
- Mines - Like natural caves, mine systems can serve as protected places for settlements to spring from.
Safeholds & Freeholds
Freeholds are vault-like deliberate underground settlements with active/generational inhabitants.
- Continuity of Government Shelters - The "super-secret" command and control bunkers for a nation's ruling body, these shelters often serve as the starting points for would be rebuilding efforts.
- Fallout Shelters, Bomb Shelters, & Civil Defense Shelters - Small group shelters designed to protect the survivors from whatever caused the apocalypse.
- Bunkers & Blast Shelters - Generally larger than fallout or civil defense shelters, these underground facilities house larger populations of inhabitants.
- Survival Retreats - Not necessarily found underground, these remote facilities are designed so inhabitants can survive and thrive any apocalyptic event.
- Seed Vaults & Banks - While space in these redoubts is often limited for inhabitants, their stores of material provide great resources for reconstructing after the apoclypse.
- Safeholds - Cryogenic suspension vaults where the inhabitants are frozen for a set period of time.
Seasteads are settlements that have developed on or in the oceans, seas, and larger lakes of the wasteland.
- Oil Rigs - Hundreds of oil rigs rise above the sea floor in many places. Many of them still have access to the oil fields they harvested before the apocalypse. These settlements often trade with land-based settlements, exchanging oil for resources they don't have.
- Large Ships - Naval vessels, cargo ships, oil tankers, and cruise liners that have been repurposed as floating settlements.
- Floating Platforms - Flotels, barges, and large raft complexes that serve as small settlements.
- Artificial Islands - Purposely built islands that are either constructed as land reclamation areas or purpose built communities that are lifted above shallow bodies of water (by being constructed on stilts or pillars, etc.).
- Scrap Atolls - Floating atolls of scrap and junk like the one in Waterworld.
- Underwater Bases/Research Stations - Small underwater facilities that could serve as a settlement to a small group of inhabitants.
- Sunken Cities - Typically tall buildings like skyscrapers, where the pre-apocalypse settlement has been thoroughly flooded and now only the top-most floors of these buildings exist above sea level.
- Organic-type Floating Islands - Immense masses of floating aquatic plants, mud, and peat which form islands that drift in the tides and current. Usually only big enough to support small communities, though large sargasso seas and coral reefs may support town or city sized masses.
Military Bases
Settlements where survivors have grouped together at military facilities which provide protection and some degree of self-sufficiency. Major military bases are likely destroyed by the apocalypse.
- Army - Typically inland bases.
- Navy - Found mostly in coastal regions, many may be submerged by changing sea levels.
- Coast Guard - As per Navy, but also found on some larger lakes or major river systems.
- Marine - Generally found in coastal regions, though some can be found inland.
- Air Force - Often found inland.
- Missile Silo - Generally found in remote areas far from pre-apocalypse settlements. Generally support only the smallest settlements.
By Size:
Small Settlements
I don't use Mutant Future's population figures for settlement sizes. They are more fantasy-based and while I feel the majority of post apocalyptic settlements will have small populations compared to contemporary settlements, there will be somewhat larger populations. Small settlements are typically villages, small fortifications, and independent settlements with less than 1000 inhabitants.
- Independent Farms - Usually small, family-oriented settlements rarely larger than 1d4x10 inhabitants.
- Shanty town around a resource - A hodge-podge settlement that may have 1d6x10 inhabitants.
- Small Tribal Village - A smaller than normal tribal village with maybe 3d6x10 inhabitants.
- Fortified Tribal Village - An average tribal village with 5d6x10 inhabitants.
- Large Fortified Village - A large successful village settlement with 1d4x100 inhabitants.
- Survivalist/Militia Communes - A settlement created by pre-apocalypse militia or survialist groups. Since this type of fortified settlement is generally successful they have a population of 1d4+2x100 inhabitants.
- Ideological/Religious/Cult Communes - A settlement founded by some religious leader or ideal, they can vary in size depending on how successful the religion or ideology has been. Small communes will have 10d10 inhabitants, while the largest will have 2d4x100 inhabitants.
- Gas Station Forts - Yeah, been there, done that, probably going to reference it again because several of the sub-tables there can be used for other settlement generation.
Towns & Cities
Towns and cities aren't all that uncommon, but don't exist in as many places as they did before the apocalypse. Figure the number of cities and towns as being 1/10th of what they were before the apocalypse (it is an easy division to use). Towns will have populations of 1000 to 10,000 inhabitants. Cities will have about 10,000 to 60,000 inhabitants. Metropolises (with hundreds of thousands of inhabitants) and Megalopolises (with millions of inhabitants) are essentially non-existent.
- Small town - Generally a pre-apocalypse settlement that was formerly a small town or city that has shrunk in population. There are 1d4x1000 inhabitants.
- Fortified town - By building a wall or other defensive structure, this settlement is often larger than regular small towns. Roll 1d6x1000 for number of inhabitants.
- Pre-apocalypse Castle - Supposedly there are over 100 castles in the United States alone. While some of these are no doubt castles in appearance only, and many no doubt destroyed due to their proximity to major settlements, some would still exist and serve as the focal point of a post apocalyptic community. Roll 2d4x1000 for number of inhabitants.
- Historic Fort - Like castles, there are a few other defensive fortifications that would serve as community focal points. Roll 2d4x1000 for number of inhabitants.
- Fortified City - Generally a pre-apocalypse city that has survived by forting up to protect itself from raids and attacks. Population is typically 1d4x10,000 inhabitants.
- Crashed/Beached Ship Town - Some form of large, ocean-going vessel is stuck here, either because it ran aground during the apocalypse, or because the ocean went away. Because of the vessel's resources, a post apocalyptic settlement sprung up. May include crashed spaceships. Population depends on two factors, how large the vessel is, and how many happen to be stuck in the area. Roll 1d6x1000 per vessel in this community.
- Sprawling City - A pre-apocalypse city that got lucky. Roll 1d6x10,000 for number of inhabitants
- Hypercity - See below.
Hypercities
Hypercities are extremely high technology settlements, usually designed to be self-sufficient and somewhat defensible. Most of those constructed before the apocalypse were destroyed. The will probably be only one surviving hypercity in the campaign region. Most hypercities, despite the size of the community they were constructed in, are generally only sized for 50,000 to 100,000 inhabitants. Roll 2d4x10,000 for number of inhabitants.
- Dome Cities - Classic science fiction cities where a protective dome is built to cover an existing city or city area.
- Arcologies - Another classic of science fiction, these megastructures tend to be designed as self-sufficient pyramids or pyramidal skyscrapers.
- Underwater Cities - The sub-ocean settlements are larger than other submarine settlements and come in two basic types; Underwater dome cities and underwater modular habitat cities.
- Geofronts - An advanced version of the underground mall, these hypercities are usually surface city replications in large underground caverns (often man-made caverns).
- Mobile Cities - Mostly self-contained cities that walk, crawl, roll, or otherwise ambulate over the wasteland. They often move to different resource sites to gather raw materials.
- Floating Cities - Mobile cities that fly or float in the sky.
- Spaceport - Rocket or shuttle launch facilities, space elevator tethers, or space gun facilities where post apocalyptic settlements have formed. Depending on the type and size of the facility, the settlement may be village sized or as large as a sprawling city.
- Seasteads - While the smaller oceanic settlements exist, the term "Seastead" itself is generally reserved for the largest, purpose-built ocean-going floating cities and artificial floating islands.
Discussion on Racial Breakdowns
This is one area where I want to use the K.I.S.S. principle. There will generally be one major race, with two or three other races represented, and possibly several other smaller amounts of mixed races. I have yet to find a simple table to determine racial demographics. For now, I recommend Medieval Demographics: Population Center Demographics Calculator, plug in the races and go (though obviously one would have to substitute their own races in place of the fantasy ones used).
General Racial Breakdown Table
- Sentient Creature
- Robot
- Clone or Mutant that passes as a Pure Human
- Pure Human
- Mutant Human
- Beastman (Mutant Animal)
- Mutant Plant
- Cyborg
- Android
- Extraterrestrial Alien
Tech Level Discussion
I tend to use a simple breakdown of technology levels which can be rolled on a 1d6:
Tech Level 1 Stone Age
Tech Level 2 Iron Age
Tech Level 3 Steam Age (up to 1920s)
Tech Level 4 Diesel Age (1930s-1960s)
Tech Level 5 Modern Age (1970s to present)
Tech Level 6 High Tech Age
20 Questions for Post Apocalyptic Settlements
A set of questions I developed based on the various entries I examined in Part II.
- Where in the heck am I?
- How big is this place?
- Who lives here?
- How do the residents feel about my race/outsiders?
- Who run bartertown?
- What is up with that group?
- Is this place safe?
- Will Johnny Law hassle me?
- Where can I buy stuff?
- What can I buy here?
- What things can I sell here?
- Is there a doctor in the house?
- What is the most common source of fuel or power and can I get it?
- What is there to eat around here?
- Can you fix my junk?
- What can I ride and can it be pimped?
- Where is it (relatively) safe to sleep?
- Where can I get entertained?
- What kind of jobs are available?
- What or Who is troubling this place?
---Final Layout ---
Note: There are some optional features here that may or may not be included. I may also play around with some of the category and entry names. I'll probably include more details when I incorporate this material into a one page document.
Name
Description
Demographics
Population: (with racial demographics/population breakdown)
Languages: (optional; depends on whether I detail setting languages or not)
Government:
Armed Forces: (Police/Military)
Technology Level:
Resources
Defenses:
Resources: (Power Source, Water Source, Food Source, Fuel/Energy Source, Medicine, Communications (optional), & Sanitation (optional))
Imports:
Exports:
Notable Features
Shops & Services:
Accommodations:
Special Installations/Landmarks:
Social Aspects
Aggression:
Disposition to Outsiders/Racial Tolerance:
Faction Relations:
Allies & Enemies:
Encounter Hooks
Crisis:
Noteable NPCs:
Rumors:
Random Encounters:
General Notes
SETTLEMENTS IN THE POST APOCALYPSE PART II
PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
This section of my Settlements in the Post Apocalypse will look at several sample settlement layouts of interest. My notes on these will be listed in RED.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Hack & Slash Towns & Village
Note specific layouts vary somewhat; uses the Quadruple D layout
Settlement Name
Description
Alignment, Size/Type, Notable Information
Motto (Symbol)
Demographics
Government:
Population: (with racial breakdown and possibly breakdown by class)
Languages Spoken:
Local (Gods and) Religions:
Noteable NPCs*
Districts
Shops
Inns
(Locations / Interesting) Features
Men for Hire
Resources
Diversions
Obstacles
Adventures Seeds & Local News
Names
IMPORTANT NOTE:
This bit is included because it's a useful gauge of people's interests. Some people who run cities, said they wanted: Name; overall feel; map; names of major NPC's; tavern or a few shops/key locations/interesting features; shadiest guy in town; who the guy they will run afoul of is; a plot point/adventure seed or two; a descriptive phrase; and resources and obstacles (nee features);
Some people who play in cities, said they wanted to know: Shops; How easy is it to get in and out of town; What is the reaction to our arrival; who lives here; what language do they speak; what religion are they; Is it a village of ghosts where they hate thri-kreen and do they eat ghost candy.
This settlement layout was one of my main inspirations for Post Apocalyptic Settlement layouts. The main issue is that this is quite fantasy-specific on its own. It does cover several awesome features, though I have to admit that I'm not personally sold on the Quadruple D layout (it works, well, but I can't personally warm to it). Also, you'll note that I noted "Symbol" under the entry for Motto. This is because I feel a community symbol supports the settlement description more than a motto (which, I have to admit, would boil down to "Conquer," "Enslave," "Survive," or something similar in a post apocalyptic setting) does. I also feel that there are some settlement features not included which should be, especially in a post apocalyptic setting. More on that later though. I also find the "Names" entry quite useful to help bring flavor to the settlement and aid the GM in coming up with more NPCs, though I'm not sure this feature would translate well to a post apocalyptic setting.
After the Bomb 2E
REGION NAME
Current Political & Military Situation:
Population:
Languages:
Species:
Capital:
Government:
Military (Forces):
Communications:
Technology:
Education:
Economy:
Currency:
Roadways(/Gas or Fuel): Added by Road Hogs, Used in MotY
Religion: Added by MotY
Added by Mutants in Orbit (notable entries):
Defenses:
Design:
Exports:
Imports:
Diplomatic Relations:
Personalities:
This is my other main inspiration for Post Apocalyptic Settlement layouts. One issue here is the inclusion of "Capital" which, as I'm going for a settlement specific layout, would be superfluous. "Species" is also somewhat extraneous, as I feel the racial breakdown of the settlement should be included in the "Population" entry.
Mutants in Avalon
REGION NAME
National Symbol:
Position:
Geography:
Resources:
Population:
Capital:
Recent History:
Court/Government:
Current Ruler:
Economy:
Technology:
Education:
Law:
Diplomatic Relations:
Army:
Regional Character:
Accent:
Local figures of Note:
This variant of the later (mostly) standardized After the Bomb Settlement Layout is notable mostly for the "Resources" entry. Too many of the entries for this layout are setting specific, as it is designed for post apocalyptic nation-states rather than settlements specifically.
RDF Manual
Race
Population Size
Construction
Type of Community
Technological Level
Law & Order
Disposition Toward the RDF
Disposition Toward the Zentraedi
Of note in this layout are the "Construction" entry (notable because the associated table has construction types like crashed spaceships being turned into settlements) and the "Disposition" entries (notable because this tells us how the settlement feels about specific groups).
Rifts Australia Outback Communities
Step One: Orientation & Disposition
Step Two: General Type & Size of Community
Step Three: The Attributes & Features of an Outback & Community
A. Weapons and Armor
B. Medicine
C. Water
D. Agriculture and Natural Resources
E. Real Estate & Location
F. Vehicles & Fuel
G. Administration & Social Structure
H. Alignment
I. Magic
J. Racial Tolerance
K. Trade
L. Threats
M. Skill Levels & Professionalism
N. Shelter
O. Security & Fighting Force
P. Power/Energy
Q. Special Features
While I feel most of Palladium's Organization Design systems have pretty limited selectable features (though generally good descriptions of those features), this is notable because of it's inclusion of several post apocalyptic resources of note; Weapons, Medicine, Water, Fuel, and Power/Energy.
Dead Reign Sourcebook 1: Civilization Gone
Population of the Community
Alignment & Disposition
Location
Leadership
Type of Fortification
Resource Availability
Size of the Zombie Swarm around the Community
Not much to note here, really one of the more bare bones settlement layouts out there.
Darwin's World Wasteland Settlement Generator
Settlement Background
Settlement Physical Type
Settlement Population Demographics
Economic Assets
Governance
Tolerance Levels
Another bare bones layout. With the associated generator, most of the work is still left on the GM to flesh out these settlements.
Gamma World Settlements (Kellri/Scott Hoover)
Size
Population
Settlement Type
Commerce
Government
Cryptic Alliance Connections
Medical Supplies
Food/Water Supplies
Communications
Defenses
A nice, if a bit short, layout that gives good coverage to most of the main features a post apocalyptic settlement needs. Setting specific by design, but quite useful for many different games to quickly generate post apocalyptic settlements.
Gamma World Settlement Sheet (Kellri/Scott Hoover)
NAME:
CAMPAIGN:
Population:
Government:
Tech Level:
Capitol:
(Racial Breakdown)
Ruler:
DESCRIPTION History, Location & General Features
MILITARY
Troop Type ## of Troops Armor & Weapons
Notes
DEFENSES Walls, Gates, Towers, Siege Weaponry, Citadels, Bridges
LOCAL LAWS & LAW ENFORCEMENT
Police Troop ## of Troops Armor & Weapons
Misdemeanor Offenses
Felony Offenses
Capitol Offenses
Notes
CURRENCY, TAXES & TREASURY
SEAT OF GOVERNMENT
MUNICIPAL FACILITIES Fire Department, Live Metal Storage, Military Stables, Military Barracks, Execution Site, Punishment Facilities, Arsenal, Hospital, Cemetaries, Morgues, Illegal Items Storage, Information Center, Public Works CULTURAL FACILITIES Galleries, Universities, Schools, Museums, Libraries
RELIGIONS & CRYPTIC ALLIANCES
IMPORTANT INDUSTRIES & BUSINESSES
Major Resources-
Major Shortages-
Trading Partners-
ENTERTAINMENT Inns, Taverns, Hostels, Theatres, Sports, Brothels, Festivals
IMPORTANT NPC’S Government leaders, Cryptic Alliance members, masterminds, crimelords, etc. NEIGHBORS Location,
NEWS, RUMORS & EVENTS
ENCOUNTERS
MAP
This is a full featured post apocalyptic settlement layout that covers just about everything. My only possible complaint is that it is probably too all-inclusive, running to six pages, I want something a bit smaller (one page; not counting any maps) for most of my settlements, though this works great for major campaign settlements.
Nuclear Sunset: The Southwest
Settlement Name (Current, Pre-War) & Population
Major Economic Activity:
Local Infrastructure:
Local Government:
Racial Diversity:
Faction Relations
While useful, this layout relies a bit too much on setting specifics in its use, though it should be easily adaptable to just about any setting. I prefer to have more detailed information myself.
Myth Advocate Atomic Dawn
Note: There are three different examples here, each with slight differences:
Atomic Dawn: New Memphis
Settlement Name
Community Size:
Population:
Size:
Races:
Languags:
Imports:
Exports:
Famous:
Infamous:
Inspirations:
Atomic Dawn: Corvitas
Settlement Name
Population:
Government:
Militia:
Total Gold
Places of Interest
Atomic dawn: Alamo Empire
Aliases:
Capital:
Area:
Government:
Population*:
Languages:
Imports:
Exports:
Alignment:
Law and Order
Allies
Enemies
*This does not indicate wild tribes, and outlaw bands in the wilderness, only official numbers.
These different examples provide a wide variety of good coverage, similar to the basic After the Bomb layout, though differently defined. I should note is that there should be more standardization here in the layout formats. Also, even adapting for different post apocalyptic currencies, there really is little utility in having an entry for "Total Gold," I've seen it in some fantasy settlement layouts as well and can't really conceive of bothering to keep track of such an item. The "Inspirations" entry is quite useful as it helps build the scenery of the settlement, though I'd probably use it as a single sentence in the settlement's description paragraph.
Aftermath City State Layout
DISTRICT NAME
Location:
Political Organization
Resources:
Population:
Armed Forces:
Special Installations:
Transportations:
General Reactions:
General Notes:
This layout is used to good effect in describing the communities and areas of the City State. I feel the entries have a sort of generality that lends itself well to being individually detailed.
Exodus Southwest Wasteland Guide settlements
Settlement Name
Population: (with racial breakdown)
Military:
Trade Goods:
Services:
Attitudes on Outsiders:
A quick, if somewhat limited, layout that covers the some needed post apocalyptic settlement features.
Broken Earth (PF edition)
Settlement Name
Landmark, Standard, or Hidden
Population
Salvage Value
Buildings:
Ruined Buildings:
Tech Levels:
I'm not quite sure what to make of the utility of this layout. It is somehow limited and not in a good way. I think several of the entries here are better represented by other entries from the other layouts reviewed. I should probably note the "Tech Levels" entry though, since I would include this type of entry in my settlement layouts.
ELFMAIDS & OCTOPI
Note: This is a compilation of features from several different random tables on the site.
Base Color
How homogenous is this community?
Psychonian Racial stock
How are they ruled?
Aggression
Religion & Magic
Ruins or Tech Level?
Who Dwelled Thar?
Types of Community
Technology
Local Defenses
Local Specialist
Interesting Local Resource
Local Problems
Size
Small Town Special Features
Medium Town Special Features
Large Town Special Features
Local Problems
Exotic Locations
Small Town Defense
Medium Town Defense
Large Town Defense
Other Defenses
Since this is a compilation of features, I can't say the layout is too inclusive or too bare bones. Entries of note include "Aggression" (as a variant of Disposition), and the Small/Medium/Large Town Special Features (since each larger size includes the features of the smaller sizes).
TME Crossroads Region Gazeteer
Settlement Name
Faction:
Government:
Population: (with racial breakdown)
Site Details
Construction
Water & Sanitation
Technology
Dangers
Law Enforcement
Military & Defense
Visitors to SETTLEMENT
Brief History
Social Details
Resources & Industry
Accommodations
This type of layout gets somewhat bogged down by the settlement descriptions covering several pages of information. A mostly good selection of entries, though I would easily dump "Brief History" and probably combine "Dangers" with "Visitors to Settlement" as a random encounter table for the settlement. The "Accommodations" entry is useful to note, as is the addition of "Sanitation" to the "Water" entry.
Twilight 2000: Twilight Encounters
Size and Defense:
Attitude:
Government:
Crisis:
Twilight 2K has some pretty bare bones layouts for settlements, though individual settlements can be quite detailed (Free City of Krakow comes to mind). Of real note here is the "Crisis" entry, since it gives one a reason to come up with random adventure hooks related to the settlement.
Judges Guild Layout
Note: Uses a horizontal layout for ease of reference.
Hex No.
Name
Pop.
Type (race)
Civ.
Align
Ruler,Level,Align,Class,Type (race)
Resources
Probably the most bare bones layout, since it is designed to cover basic details of dozens or hundreds of settlements in a hexcrawl sandbox. While quick and simple, some of the details would probably be better left to a different layout, especially for a post apocalyptic setting.
SUMMARY
There are a lot of different usable features and layouts here, depending on one's needs. For barest bones quick settlement information recording, I'd recommend a modification of the Judges Guild layout. For in-depth coverage of a post apocalyptic settlement, I'd recommend Kellri's Gamma World Settlement Sheet, though reworked to be setting neutral. I plan on going in between those two extremes in my desired layout, looking at something which will generally fit on one page, yet be detailed enough to provide me with the information I need to run the settlement. (Although I should probably note that I *STILL* haven't finalized my desired layout at this time. I'm aiming for between ten and twenty entries that cover the features I want to note or describe.)
This section of my Settlements in the Post Apocalypse will look at several sample settlement layouts of interest. My notes on these will be listed in RED.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
Hack & Slash Towns & Village
Note specific layouts vary somewhat; uses the Quadruple D layout
Settlement Name
Description
Alignment, Size/Type, Notable Information
Motto (Symbol)
Demographics
Government:
Population: (with racial breakdown and possibly breakdown by class)
Languages Spoken:
Local (Gods and) Religions:
Noteable NPCs*
Districts
Shops
Inns
(Locations / Interesting) Features
Men for Hire
Resources
Diversions
Obstacles
Adventures Seeds & Local News
Names
IMPORTANT NOTE:
This bit is included because it's a useful gauge of people's interests. Some people who run cities, said they wanted: Name; overall feel; map; names of major NPC's; tavern or a few shops/key locations/interesting features; shadiest guy in town; who the guy they will run afoul of is; a plot point/adventure seed or two; a descriptive phrase; and resources and obstacles (nee features);
Some people who play in cities, said they wanted to know: Shops; How easy is it to get in and out of town; What is the reaction to our arrival; who lives here; what language do they speak; what religion are they; Is it a village of ghosts where they hate thri-kreen and do they eat ghost candy.
This settlement layout was one of my main inspirations for Post Apocalyptic Settlement layouts. The main issue is that this is quite fantasy-specific on its own. It does cover several awesome features, though I have to admit that I'm not personally sold on the Quadruple D layout (it works, well, but I can't personally warm to it). Also, you'll note that I noted "Symbol" under the entry for Motto. This is because I feel a community symbol supports the settlement description more than a motto (which, I have to admit, would boil down to "Conquer," "Enslave," "Survive," or something similar in a post apocalyptic setting) does. I also feel that there are some settlement features not included which should be, especially in a post apocalyptic setting. More on that later though. I also find the "Names" entry quite useful to help bring flavor to the settlement and aid the GM in coming up with more NPCs, though I'm not sure this feature would translate well to a post apocalyptic setting.
After the Bomb 2E
REGION NAME
Current Political & Military Situation:
Population:
Languages:
Species:
Capital:
Government:
Military (Forces):
Communications:
Technology:
Education:
Economy:
Currency:
Roadways(/Gas or Fuel): Added by Road Hogs, Used in MotY
Religion: Added by MotY
Added by Mutants in Orbit (notable entries):
Defenses:
Design:
Exports:
Imports:
Diplomatic Relations:
Personalities:
This is my other main inspiration for Post Apocalyptic Settlement layouts. One issue here is the inclusion of "Capital" which, as I'm going for a settlement specific layout, would be superfluous. "Species" is also somewhat extraneous, as I feel the racial breakdown of the settlement should be included in the "Population" entry.
Mutants in Avalon
REGION NAME
National Symbol:
Position:
Geography:
Resources:
Population:
Capital:
Recent History:
Court/Government:
Current Ruler:
Economy:
Technology:
Education:
Law:
Diplomatic Relations:
Army:
Regional Character:
Accent:
Local figures of Note:
This variant of the later (mostly) standardized After the Bomb Settlement Layout is notable mostly for the "Resources" entry. Too many of the entries for this layout are setting specific, as it is designed for post apocalyptic nation-states rather than settlements specifically.
RDF Manual
Race
Population Size
Construction
Type of Community
Technological Level
Law & Order
Disposition Toward the RDF
Disposition Toward the Zentraedi
Of note in this layout are the "Construction" entry (notable because the associated table has construction types like crashed spaceships being turned into settlements) and the "Disposition" entries (notable because this tells us how the settlement feels about specific groups).
Rifts Australia Outback Communities
Step One: Orientation & Disposition
Step Two: General Type & Size of Community
Step Three: The Attributes & Features of an Outback & Community
A. Weapons and Armor
B. Medicine
C. Water
D. Agriculture and Natural Resources
E. Real Estate & Location
F. Vehicles & Fuel
G. Administration & Social Structure
H. Alignment
I. Magic
J. Racial Tolerance
K. Trade
L. Threats
M. Skill Levels & Professionalism
N. Shelter
O. Security & Fighting Force
P. Power/Energy
Q. Special Features
While I feel most of Palladium's Organization Design systems have pretty limited selectable features (though generally good descriptions of those features), this is notable because of it's inclusion of several post apocalyptic resources of note; Weapons, Medicine, Water, Fuel, and Power/Energy.
Dead Reign Sourcebook 1: Civilization Gone
Population of the Community
Alignment & Disposition
Location
Leadership
Type of Fortification
Resource Availability
Size of the Zombie Swarm around the Community
Not much to note here, really one of the more bare bones settlement layouts out there.
Darwin's World Wasteland Settlement Generator
Settlement Background
Settlement Physical Type
Settlement Population Demographics
Economic Assets
Governance
Tolerance Levels
Another bare bones layout. With the associated generator, most of the work is still left on the GM to flesh out these settlements.
Gamma World Settlements (Kellri/Scott Hoover)
Size
Population
Settlement Type
Commerce
Government
Cryptic Alliance Connections
Medical Supplies
Food/Water Supplies
Communications
Defenses
A nice, if a bit short, layout that gives good coverage to most of the main features a post apocalyptic settlement needs. Setting specific by design, but quite useful for many different games to quickly generate post apocalyptic settlements.
Gamma World Settlement Sheet (Kellri/Scott Hoover)
NAME:
CAMPAIGN:
Population:
Government:
Tech Level:
Capitol:
(Racial Breakdown)
Ruler:
DESCRIPTION History, Location & General Features
MILITARY
Troop Type ## of Troops Armor & Weapons
Notes
DEFENSES Walls, Gates, Towers, Siege Weaponry, Citadels, Bridges
LOCAL LAWS & LAW ENFORCEMENT
Police Troop ## of Troops Armor & Weapons
Misdemeanor Offenses
Felony Offenses
Capitol Offenses
Notes
CURRENCY, TAXES & TREASURY
SEAT OF GOVERNMENT
MUNICIPAL FACILITIES Fire Department, Live Metal Storage, Military Stables, Military Barracks, Execution Site, Punishment Facilities, Arsenal, Hospital, Cemetaries, Morgues, Illegal Items Storage, Information Center, Public Works CULTURAL FACILITIES Galleries, Universities, Schools, Museums, Libraries
RELIGIONS & CRYPTIC ALLIANCES
IMPORTANT INDUSTRIES & BUSINESSES
Major Resources-
Major Shortages-
Trading Partners-
ENTERTAINMENT Inns, Taverns, Hostels, Theatres, Sports, Brothels, Festivals
IMPORTANT NPC’S Government leaders, Cryptic Alliance members, masterminds, crimelords, etc. NEIGHBORS Location,
NEWS, RUMORS & EVENTS
ENCOUNTERS
MAP
This is a full featured post apocalyptic settlement layout that covers just about everything. My only possible complaint is that it is probably too all-inclusive, running to six pages, I want something a bit smaller (one page; not counting any maps) for most of my settlements, though this works great for major campaign settlements.
Nuclear Sunset: The Southwest
Settlement Name (Current, Pre-War) & Population
Major Economic Activity:
Local Infrastructure:
Local Government:
Racial Diversity:
Faction Relations
While useful, this layout relies a bit too much on setting specifics in its use, though it should be easily adaptable to just about any setting. I prefer to have more detailed information myself.
Myth Advocate Atomic Dawn
Note: There are three different examples here, each with slight differences:
Atomic Dawn: New Memphis
Settlement Name
Community Size:
Population:
Size:
Races:
Languags:
Imports:
Exports:
Famous:
Infamous:
Inspirations:
Atomic Dawn: Corvitas
Settlement Name
Population:
Government:
Militia:
Total Gold
Places of Interest
Atomic dawn: Alamo Empire
Aliases:
Capital:
Area:
Government:
Population*:
Languages:
Imports:
Exports:
Alignment:
Law and Order
Allies
Enemies
*This does not indicate wild tribes, and outlaw bands in the wilderness, only official numbers.
These different examples provide a wide variety of good coverage, similar to the basic After the Bomb layout, though differently defined. I should note is that there should be more standardization here in the layout formats. Also, even adapting for different post apocalyptic currencies, there really is little utility in having an entry for "Total Gold," I've seen it in some fantasy settlement layouts as well and can't really conceive of bothering to keep track of such an item. The "Inspirations" entry is quite useful as it helps build the scenery of the settlement, though I'd probably use it as a single sentence in the settlement's description paragraph.
Aftermath City State Layout
DISTRICT NAME
Location:
Political Organization
Resources:
Population:
Armed Forces:
Special Installations:
Transportations:
General Reactions:
General Notes:
This layout is used to good effect in describing the communities and areas of the City State. I feel the entries have a sort of generality that lends itself well to being individually detailed.
Exodus Southwest Wasteland Guide settlements
Settlement Name
Population: (with racial breakdown)
Military:
Trade Goods:
Services:
Attitudes on Outsiders:
A quick, if somewhat limited, layout that covers the some needed post apocalyptic settlement features.
Broken Earth (PF edition)
Settlement Name
Landmark, Standard, or Hidden
Population
Salvage Value
Buildings:
Ruined Buildings:
Tech Levels:
I'm not quite sure what to make of the utility of this layout. It is somehow limited and not in a good way. I think several of the entries here are better represented by other entries from the other layouts reviewed. I should probably note the "Tech Levels" entry though, since I would include this type of entry in my settlement layouts.
ELFMAIDS & OCTOPI
Note: This is a compilation of features from several different random tables on the site.
Base Color
How homogenous is this community?
Psychonian Racial stock
How are they ruled?
Aggression
Religion & Magic
Ruins or Tech Level?
Who Dwelled Thar?
Types of Community
Technology
Local Defenses
Local Specialist
Interesting Local Resource
Local Problems
Size
Small Town Special Features
Medium Town Special Features
Large Town Special Features
Local Problems
Exotic Locations
Small Town Defense
Medium Town Defense
Large Town Defense
Other Defenses
Since this is a compilation of features, I can't say the layout is too inclusive or too bare bones. Entries of note include "Aggression" (as a variant of Disposition), and the Small/Medium/Large Town Special Features (since each larger size includes the features of the smaller sizes).
TME Crossroads Region Gazeteer
Settlement Name
Faction:
Government:
Population: (with racial breakdown)
Site Details
Construction
Water & Sanitation
Technology
Dangers
Law Enforcement
Military & Defense
Visitors to SETTLEMENT
Brief History
Social Details
Resources & Industry
Accommodations
This type of layout gets somewhat bogged down by the settlement descriptions covering several pages of information. A mostly good selection of entries, though I would easily dump "Brief History" and probably combine "Dangers" with "Visitors to Settlement" as a random encounter table for the settlement. The "Accommodations" entry is useful to note, as is the addition of "Sanitation" to the "Water" entry.
Twilight 2000: Twilight Encounters
Size and Defense:
Attitude:
Government:
Crisis:
Twilight 2K has some pretty bare bones layouts for settlements, though individual settlements can be quite detailed (Free City of Krakow comes to mind). Of real note here is the "Crisis" entry, since it gives one a reason to come up with random adventure hooks related to the settlement.
Judges Guild Layout
Note: Uses a horizontal layout for ease of reference.
Hex No.
Name
Pop.
Type (race)
Civ.
Align
Ruler,Level,Align,Class,Type (race)
Resources
Probably the most bare bones layout, since it is designed to cover basic details of dozens or hundreds of settlements in a hexcrawl sandbox. While quick and simple, some of the details would probably be better left to a different layout, especially for a post apocalyptic setting.
SUMMARY
There are a lot of different usable features and layouts here, depending on one's needs. For barest bones quick settlement information recording, I'd recommend a modification of the Judges Guild layout. For in-depth coverage of a post apocalyptic settlement, I'd recommend Kellri's Gamma World Settlement Sheet, though reworked to be setting neutral. I plan on going in between those two extremes in my desired layout, looking at something which will generally fit on one page, yet be detailed enough to provide me with the information I need to run the settlement. (Although I should probably note that I *STILL* haven't finalized my desired layout at this time. I'm aiming for between ten and twenty entries that cover the features I want to note or describe.)
SETTLEMENTS IN THE POST APOCALYPSE PART I
This is going to be the first in a series of post about designing post apocalyptic settlements.
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENT NAMES
Jeff Rients' Hamlet Names
Post Apocalyptic Town Names
Town Names
Wampus Country Frontier Town Name Generator
GENERIC (non-Post Apocalytpic) ONLINE RESOURCES
Abulafia City
Abulafia Fantasy Town
Archebus Settlement Generator Note: See Also HERE and HERE
Bat in the Attic Random Village
Chaotic Shiny Medieval City Generator
D&D W/Pornstars Urbancrawl
Donjon Fantasy Towns & Cities Generator
Hack & Slash Village Resource
I Don't Remember That Move Shitty Peasant Village Generator
Kellri's Old School Encounters Reference
Kill It With Fire! Assigning RPG traits to Hamlets, Towns, and Boroughs
Last Gasp Grimoire Corpathium
Last Gasp Grimoire Scenic Whereverthefuck
Monsters & Manuals Random Village Generator
Planet Algol Jakay
Raging Owlbear Give Your Village Meaning & Purpose
Wampus Country
ONLINE POST APOCALYPTIC RESOURCES
1d4chan Post Apocalyptic Society Creation Tables
Automated Generator for Pyschon Citadels
Complete Guide to Psychonian Citadels
Extra Citadel Stuff
Factions for your Post Crash Space Hab Modules
Mobile Cities
Murder Highway Pit Stops
Planet Psychon Glorious Geography
Planet Psychon Settlements
Post Crash Space Infrastructure
Post Crash Space Hab Modules
Pubs of Planet Psychon
Settlements of Xor
What Kind of Farm on Planet Psycho
Wizardawn Generators
OTHER RESOURCES
After the Bomb 2nd Edition
Aftermath City State
Broken Earth (PF edition)
Darwin's World Wasteland Settlement Generator
Dead Reign Sourcebook 1: Civilization Gone
Dead Reign Sourcebook 3: Endless Dead
Exodus Southwest Wasteland Guide
Gamma World Settlement Sheet (Kellri/Scott Hoover)
Gamma World Settlements (Kellri/Scott Hoover)
Judges Guild (Castle Book 1, Castle Book 2, Village Book 1)
Mutants in Avalon
Mutants in Orbit
Mutants in the Yucatan
Nuclear Sunset: The Southwest
Other Dust
Rifts Australia
Road Hogs
Robotech RPG: RDF Manual
The Mutant Epoch Crossroads Region Gazeteer
Twilight 2000: Twilight Encounters
SETTLEMENTS IN THE POST APOCALYPSE PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENTS IN THE POST APOCALYPSE PART II: EXISTING SETTLEMENT LAYOUT REVIEWS
SETTLEMENTS IN THE POST APOCALYPSE PART III: NOTES & FINAL LAYOUT
SETTLEMENTS IN THE POST APOCALYPSE PART IV: RANDOM SETTLEMENT TABLES
PART I: POST APOCALYPTIC SETTLEMENT RESOURCES
SETTLEMENT NAMES
Jeff Rients' Hamlet Names
Post Apocalyptic Town Names
Town Names
Wampus Country Frontier Town Name Generator
GENERIC (non-Post Apocalytpic) ONLINE RESOURCES
Abulafia City
Abulafia Fantasy Town
Archebus Settlement Generator Note: See Also HERE and HERE
Bat in the Attic Random Village
Chaotic Shiny Medieval City Generator
D&D W/Pornstars Urbancrawl
Donjon Fantasy Towns & Cities Generator
Hack & Slash Village Resource
I Don't Remember That Move Shitty Peasant Village Generator
Kellri's Old School Encounters Reference
Kill It With Fire! Assigning RPG traits to Hamlets, Towns, and Boroughs
Last Gasp Grimoire Corpathium
Last Gasp Grimoire Scenic Whereverthefuck
Monsters & Manuals Random Village Generator
Planet Algol Jakay
Raging Owlbear Give Your Village Meaning & Purpose
Wampus Country
ONLINE POST APOCALYPTIC RESOURCES
1d4chan Post Apocalyptic Society Creation Tables
Automated Generator for Pyschon Citadels
Complete Guide to Psychonian Citadels
Extra Citadel Stuff
Factions for your Post Crash Space Hab Modules
Mobile Cities
Murder Highway Pit Stops
Planet Psychon Glorious Geography
Planet Psychon Settlements
Post Crash Space Infrastructure
Post Crash Space Hab Modules
Pubs of Planet Psychon
Settlements of Xor
What Kind of Farm on Planet Psycho
Wizardawn Generators
OTHER RESOURCES
After the Bomb 2nd Edition
Aftermath City State
Broken Earth (PF edition)
Darwin's World Wasteland Settlement Generator
Dead Reign Sourcebook 1: Civilization Gone
Dead Reign Sourcebook 3: Endless Dead
Exodus Southwest Wasteland Guide
Gamma World Settlement Sheet (Kellri/Scott Hoover)
Gamma World Settlements (Kellri/Scott Hoover)
Judges Guild (Castle Book 1, Castle Book 2, Village Book 1)
Mutants in Avalon
Mutants in Orbit
Mutants in the Yucatan
Nuclear Sunset: The Southwest
Other Dust
Rifts Australia
Road Hogs
Robotech RPG: RDF Manual
The Mutant Epoch Crossroads Region Gazeteer
Twilight 2000: Twilight Encounters
Saturday, July 30, 2016
Gas Station Forts
GAS STATION FORTS
Castles are an odd beast in post apocalyptic settings, mostly consisting of fortified towns or villages, or pre-apocalypse hypercity-fortresses, with the occasional military/milita base or bunker. Fallout New Vegas’s Honest Hearts DLC gave me the wonderful idea of petty warlord controlling Gas Station Forts. Any road warrior knows that they’re gonna need fuel, and enterprising types will take advantage of that to rule through the scarcity of fuel resources. I pretty much hand wave the degredation of gasoline through a combination of advanced fuel additives, and Fuel Merchants that operate as the middle men between still working refineries and fuel stations. There are about 150,000 gas stations in the US, half of those offer diesel fuel. While the majority of these are no doubt corner gas stations, there are still plenty of other places that have been taken over and (mostly) fortified, creating a D&D-like castle effect. I believe that this concludes my Raiders and Marauders project.
There are four main types of Gas Station Forts, in order of size: Filling Stations, Rest Areas, Truck Stops, & Tourist Traps. (I may add a fifth type, Fuel Storage Yards/Fuel Depots.) Filling Stations are the common corner gas station (often with a mini-mart or convenience store, and maybe a couple of other ammenities) and rural highway gas stops. Rest Areas don’t commonly have fuel pumps, but the possibility is there. Truck Stops are larger versions of the corner gas station, and often have several ammenities. Tourist Traps are the largest and busiest roadside fueling areas, and include the largest truck stops as well as purpose built tourist diversions. Some of these locations have a roadside attraction or design theme to help attract visitors.
To determine the size and make-up of a Gas Station Fort, Roll 1d4 on the following table and consult the listed results:
Gas Station Fort Size
Note: All Gas Station Forts roll on the Food, Fuel, Water, and Lodging Tables. Roll 1d6 (may change to 1d8) and 1d4 to determine Gas Station Fort Inhabitants.
Shops & Restaurant Tables
Services & Other Features
Food, Fuel, Water, & Lodging
Road Side Attractions
Roll 1d4 to determine type: 1 – World’s Largest Object, 2 – Novelty Architecture, 3 – Statue, 4 – Mutant Lord’s choice
Gas Station Fort Defenses
Note 1: Roll 1d4 for type: 1 – Barbed Wire, 2 – Razor Wire, 3 – Conertina Wire, 4 – Monofilament Wire
Note 2: Thre is a 25% chance that the fence is electrified.
Note 3: There is a 25% chance the fence is topped with wire (see Note 1 for type) or broken glass shards.
Note 4: There is a 25% chance of a firing parapet and a 25% chance of firing ports.
Note 5: Energy Cannons have 10 times the damage and range of the rifle versions, they still get the same number of Shots/Battery, but require a Radioactive Battery power source.
Note 6: Lights, bells & whistles, sirens, etc.
Note 7: Roll on the Grenade Table in the MF Rulebook for type. There will be 1d4x10 mines in an area.
Note 8: Gongs, bells, wooden clackers, wind up air raid sirens, etc.
Note 9: As per Bricks form Ceiling Trap, MF Rulebook, page 137.
Note 10: There will be 1d4+2 sentries in a patrol or 2d6 animals.
Note 11: Roll 1d6 to determine type: 1 – Foot Snare, 2 – Bear Trap, 3 – Deadfall, 4 – Net-Dropper, 5 – Cage Dropper, 6 – Portcullis Trap.
Note 12: Roll 1d6 for Heavy Weapon Type: 1 – Gatling Gun, 2 – Flame Thrower, 3 – Magchine Gun, 4 – Anti-Material Rifle, 5 – LAW or RPG, 6 – Missile Launcher.
Gas Station Fort Inhabitants
Castles are an odd beast in post apocalyptic settings, mostly consisting of fortified towns or villages, or pre-apocalypse hypercity-fortresses, with the occasional military/milita base or bunker. Fallout New Vegas’s Honest Hearts DLC gave me the wonderful idea of petty warlord controlling Gas Station Forts. Any road warrior knows that they’re gonna need fuel, and enterprising types will take advantage of that to rule through the scarcity of fuel resources. I pretty much hand wave the degredation of gasoline through a combination of advanced fuel additives, and Fuel Merchants that operate as the middle men between still working refineries and fuel stations. There are about 150,000 gas stations in the US, half of those offer diesel fuel. While the majority of these are no doubt corner gas stations, there are still plenty of other places that have been taken over and (mostly) fortified, creating a D&D-like castle effect. I believe that this concludes my Raiders and Marauders project.
There are four main types of Gas Station Forts, in order of size: Filling Stations, Rest Areas, Truck Stops, & Tourist Traps. (I may add a fifth type, Fuel Storage Yards/Fuel Depots.) Filling Stations are the common corner gas station (often with a mini-mart or convenience store, and maybe a couple of other ammenities) and rural highway gas stops. Rest Areas don’t commonly have fuel pumps, but the possibility is there. Truck Stops are larger versions of the corner gas station, and often have several ammenities. Tourist Traps are the largest and busiest roadside fueling areas, and include the largest truck stops as well as purpose built tourist diversions. Some of these locations have a roadside attraction or design theme to help attract visitors.
To determine the size and make-up of a Gas Station Fort, Roll 1d4 on the following table and consult the listed results:
Gas Station Fort Size
| Roll | Size | Features |
| 1 | Filling Station | Roll 2d12 for parking spaces, has a 50% chance of accommodating a semi/big rig. Has 2d8 fuel pumping stations. Has a 50% chance of either a convenience store or a fast food restaurant. 25% chance of Roadside Attraction. Roll once on the GSF Defenses Earthworks, Walls, Towers (1d4+2 present), and Other Defenses Tables and roll 1d2 times on the GSF Defenses Weapons Table (1d4 weapon emplacements present). There are 1d6x10 Mininons present, and 1d4x10 Servants or Slaves. |
| 2 | Rest Area | Roll 1d4x10 for parking spaces, roll 1d4 for semis/big rig spaces. Has 1d4 fuel pumping stations. Roll 1d4 times on the Rest Area Features Table. 10% chance of a Roadside Attraction. Roll once on the GSF Defenses Earthworks, Walls, and Towers (1d6+2 present) Tables and roll 1d2 times on the GSF Defenses Weapons (1d6 weapon emplacements present) and Other Defenses Tables. There are 2d6x10 Minions present and 2d4x10 Servants or Slaves. |
| 3 | Truck Stop | Roll 1d10x10 for parking spaces, roll 5d4x10 for semi/big rig spaes. Has 2d10 fuel pumping stations. There is one restaurant; 50% are Fast Food and the other 50% are Other Restaurant. Roll 1d4 times on the Shops Table and 1d4 times on the Vehicle Ammentities Table. Roll once on the GSF Defenses Earthworks and Walls and roll 1d4 times on the GSF Defenses Weapons (2d6 weapon emplacements present) and Other Defenses Tables. Roll 1d2 time on the GSF Defenses Towers Table (2d6 towers present). 20% chance of a Roadside Attraction. There are 3d6x10 Minions present and 3d4x10 Servants or Slaves. |
| 4 | Tourist Attraction | Roll 1d4x100 for parking spaces, roll 1d10x100 for semi/big rig spaces. Has 1d4+2x10 fuel pumping stations. Roll 2d4 times on the Shops Table. There is a 50% chance that there is a food court with 1d4+2 Fast Food restaurants. Roll 1d4 for other restaurants: 1 – Roll on Other Restaurant Table, 2 – Roll on Ethnic Restaurant Table, 3 – Roll 1d4 times on Other Restaurant Table, 4 – Roll 1d4 times on all three restaurant tables. Roll 2d4 times on the Vehicle Ammenities Table and 1d6 times on the Misc Featues Tables. 40% chance of a Roadside Attraction. Roll once on the GSF Defenses Earthworks and Walls and roll 1d4+2 times on the GSF Defenses Weapons (5d4 weapon emplacements present) and Other Defenses Tables. Roll 1d4 time on the GSF Defenses Towers Table (2d10 towers present). There are 5d6x10 Minions present and 5d4x10 Servants or Slaves. |
Note: All Gas Station Forts roll on the Food, Fuel, Water, and Lodging Tables. Roll 1d6 (may change to 1d8) and 1d4 to determine Gas Station Fort Inhabitants.
Shops & Restaurant Tables
| Roll | Shops | Fast Food | Ethnic Restaurant | Other Restaurant |
| 01 | Motorcycle Shop | Chinese Take-Out | Russian | Pancake/Waffle House |
| 02 | Truck Accessory Store | Pizza Parlor | Japaese | Lunch Counter |
| 03 | T-Shirt Store | Ice Cream Parlor | Greek | Family Restaurant |
| 04 | A/V Entertainment Shop | Donut Shop | Italian | Cafeteria |
| 05 | Trading Post | Chicken | Chinese | Barbecue/Grill |
| 06 | Convenience Store | Burger Joint | Steakhouse | Diner |
| 07 | Gift Shop | Tex-Mex | Mexican | Greasy Spoon |
| 08 | Auto Parts Store | Deli | French | Cantina |
| 09 | Drug Store | Hot Dog Stand | Indian | All You Can Eat Buffet |
| 10 | Vehicle Appliance Shop | Juice Bar | Mongolion | Fast Casual Restaurant |
| 11 | Barber Shop | Coffee House | Thai | Casual Diing |
| 12 | Book Store | Fish & Chips | Korean | Full Service Restaurant |
Services & Other Features
| Roll | Vehicle Ammenities | Rest Area Features | Misc Features 1 | Misc Features 2 |
| 01 | DOT Office | Drinking Fountain | Arcade | Library |
| 02 | Laundromat | Scenic View | Bar | Lounge |
| 03 | Maintenance Garage | Gazebo | Batting Cage | Massage Lounge |
| 04 | Mechanic Garage | Highway Patrol Station | Bowling Alley | Medical Clinic |
| 05 | Restrooms | Large Picnic Area | Brothel | Mini-Carnival |
| 06 | RV Hookups | Medium Picinic Area | Casino | Mini-golf Course |
| 07 | Service Center | Restaurant/Convenience Store | Dental Clinic | Outdoor Pool |
| 08 | Showers | Restrooms | Driving Range | Paintball Center |
| 09 | Specialist Repair Shop | Small Picnic Area | Gym | Sauna/Steam Room |
| 10 | Tire Center | Telephone Center | Indoor Pool | Shooting Range |
| 11 | Truck Scales | Vending Machines | Jacuzzi/Hot Tub | Theater |
| 12 | Vehicle Wash | Visitor Center | Laser Tag Arena | Wedding Chapel |
Food, Fuel, Water, & Lodging
| Roll | Food Source | Fuel Source | Water Source | Lodging |
| 01 | None, cannibals | None, advertise fuel as trap | None, reduce creatures & plants to water in water extraction machine | Bed & Breakfast |
| 02 | None, raid for food | Raiding | None, raid for water | Cabins |
| 03 | None, trade for food | Trading with Fuel Traders | None, trade for water | Capsule Hotel |
| 04 | Foraging, Hunting, and/or Fishing | Primitive still to create alcohol | Limited supply in water storage tank or wastewater treatment | Flophouse |
| 05 | Primitive farming & ranching | Vegetable oil processing | Marshland or contaminated water source | Hotel |
| 06 | Decent store of rations/preserved foods | Large fuel storage tanks | Shallow well and/or rain collection | Huts |
| 07 | Farms & Ranches grow just enough for fort | Advanced alcohol still | Cow pond or stream | Inn |
| 08 | Soylent processor or goo tube dispensers | Methane gas production | Deep drilled well or ice caves | Junk Shacks |
| 09 | Farms & Ranches grow slight surplus of food | Vast fuel storage tanks | Reverse Osmosis Water Purification Unit or Aquifer Spring | Love Hotel |
| 10 | Farms & Ranches grow abundant surplus of food | Advanced bio-fuel processor | Large pond or irrigation canal | Motel |
| 11 | Hydroponic Gardens | CNG or propane production | Minor lake or river | Scrap Lean-tos |
| 12 | Food Processing Robots | Oil Well & Refinery on site | Major lake or river | Tents & Tarps |
Road Side Attractions
Roll 1d4 to determine type: 1 – World’s Largest Object, 2 – Novelty Architecture, 3 – Statue, 4 – Mutant Lord’s choice
| Roll | World’s Largest Object | Novelty Architecture | Statue |
| 01 | 8 Ball | Big Chicken restaurant | Abraham Lincoln |
| 02 | Anchor | Big Duck House | AFLAC Duck |
| 03 | Apple Basket | Blue Whale (of Catoosa) | AOL Running Man |
| 04 | Axe | Bowling Pin House | Aunt Jemima |
| 05 | Ball of Twine | Can of Beer water tower | Betty Crocker |
| 06 | Barbell | Castle Hotel | Big Boy |
| 07 | Baseball Bat | Cave Convenience Store | Boo Berry |
| 08 | Baseball Glove | Coffee Pot Cafe | Bugs Bunny |
| 09 | Bear Trap | Coffee Pot Water Tower | California Raisins |
| 10 | Beer Bottle | Corn Cob Water Tower | Cap’n Crunch |
| 11 | Binoculars | Dinosaur Gift Shop | Captain Hook |
| 12 | Birdhouse | Dinosaur Observation Tower | Charlie the Tuna |
| 13 | Boomerang | Dog-shaped House | Chef Boyardee |
| 14 | Boot | Fishing Bobber Water Tower | Chester Cheetah |
| 15 | Bowl | Gas Can water tower | Chicken of the Sea Mermaid |
| 16 | Bowling Pin | Giant Boot House | Chuck E. CHeese |
| 17 | Brown Derby | Giant Shoe House | Colonel Sanders |
| 18 | Candy Cane | Ice Cream Cone ice cream parlor | Coppertone Girl |
| 19 | Champagne Glass | Keebler Tree House | Cornelius the Rooster |
| 20 | Charcoal Grill | Ketchup water tower | Count Chockula |
| 21 | Cheese Wheel | Leaning water tower | Daffy Duck |
| 22 | Chess Set | Longaberger Basket HQ | Dig ‘Em the Frog |
| 23 | Chili Can | Lucy the Elephant | Domo Kun |
| 24 | Cigarette Pack | Milk Bottle dairy store | Energizer Bunny |
| 25 | Cigarette & Ash Tray | Milk Bottle water tower | Franken Berry |
| 26 | Clock | Miniature London Bridge | Frosty the Snowman |
| 27 | Clothespin | Miniature Mosque of the Prophet | Fruit of the Loom Guys |
| 28 | Clothes Iron | Miniature Angkor Wat | Fruit Pie the Magician |
| 29 | Coffeepot | Miniature Bran Castle | GEICO Gecko |
| 30 | Coffee Cup | Miniature Chichen Itza | Godzilla |
| 31 | Cola Bottle | Miniature Conwy Castle | Gordon’s Fisherman |
| 32 | Corkscrew | Miniature Disneyland | Grimace |
| 33 | Covered Wagon | Miniature Eiffel Tower | Hamburger Helper Helping Hand |
| 34 | Cow Skull | Miniature Empire State Building | Headless Horseman |
| 35 | Cowboy Hat & Boots | Miniature Forbidden City | Hello Kitty |
| 36 | Crochet Hook | Miniature Golden Gate Bridge | Jack (in the Box) |
| 37 | Crutches | Miniature Great Sphinx | Joe Camel |
| 38 | Crystal Ball | Miniature Great Wall of China | Jolly Green Giant |
| 39 | Cuckoo Clock | Miniature Hagia Sophia | Kachina |
| 40 | Doghouse | Miniature Himeji Castle | Keebler Elf |
| 41 | Donut | Miniature Kremlin | King Kong |
| 42 | Fiddle | Miniature Lincoln Memorial | Kokopelli |
| 43 | Fish Hook | Miniature Machu Picchu | Kool-Aid Man |
| 44 | Fire Hydrant | Miniature Mount Rushmore | Land O’Lakes Indian Maiden |
| 45 | Flashlight | Miniature Palace of Versailles | Lone Ranger |
| 46 | Fork | Miniature Pyramid of the Sun | Lucky the Leprechaun |
| 47 | Fying Pan | Miniature Roman Colosseum | Mario |
| 48 | Gas Pump | Miniature Space Needle | Marlboro Man |
| 49 | Gavel | Miniature St. Basil’s Cathedral | Max Headroom |
| 50 | Golf Putter | Miniature St. Peter’s Basilica | Maytag Repairman |
| 51 | Golf Ball | Miniature St.Louis Gateway Arch | Michelin Man |
| 52 | Grandfater Clock | Miniature Sydney Opera House | Mickey Mouse |
| 53 | Hammer | Miniature Taj Mahal | Miss Chickita Banana |
| 54 | Hockey Stick | Miniature Topkapi Palace | Morris the Cat |
| 55 | Icosohedron | Miniature Tower of London | Morto Salt Umbrella Girl |
| 56 | Ketchup Bottle | Miniature White House | Mr Clean |
| 57 | Kettle | Mortar & Pestle drugstore | Mr Mucus |
| 58 | Lava Lamp | Orange-shaped orange stand | Mr Peanut |
| 59 | Light Bulb | Pagoda observation tower | Mrs Buttersworth |
| 60 | Lugnut | Peach water tower | Orville Redenbacher |
| 61 | Mailbox | Peppermint water tower | Paul Bumyan & Babe the Blue Ox |
| 62 | Map of Old Route 66 | Pineapple house | Peter Pan |
| 63 | Milk Bottle | Pirate Ship restaurant | Pillsbury Doubhboy |
| 64 | Miner’s Hat | Red Caboose motel | Popeye the Sailor Man |
| 65 | Office Chair | Replica Alamo | Porky Pig |
| 66 | Oil Funnel | Replica Big Ben | Punchy the Hawaiian Punch Guy |
| 67 | Paint Can | Replica Blarney Castle | Quaker Oats Man |
| 68 | Paper Airplane | Replica Cadillac Ranch | R2-D2 & C-3PO |
| 69 | Pencil | Replica Grauman’s Chinese Theatre | Rip Van Winkle |
| 70 | Penny | Replica Hollywood Sign | Ronald McDonald |
| 71 | Pez Dispenser | Replica Jefferson Memorial | Rosie the Riveter |
| 72 | Picnic Table | Replica Kronberg Castle | Rudolph the Red Nose Reindeer |
| 73 | Piggy Bank | Replica Leaning Tower of Pisa | Sailor Jack and his dog Bingo |
| 74 | Pitchfork | Replica Lincoln’s Log Cabin | Santa Claus |
| 75 | Porch Swing | Replica Montezuma Castle | Scrooge McDuck |
| 76 | Radio Flyer Wagon | Replica Parthenon | Smokey the Bear |
| 77 | Rocking Chair | Replica Pyramids of Giza | Snoopy |
| 78 | Rocking Horse | Replica Stonehenge | Snuggle Bear |
| 79 | Rollerskate | Replica Washington Monumehnt | Sonny the Cuckoo Bird |
| 80 | Root Beer Mug | Replica Welcome to Las Vegas Sign | Spock |
| 81 | Rubber Chicken | Riverboat restaurant/casino | Stay Puft Marshmallow Man |
| 82 | Rubber Ink Stamp | Rocketship observation tower | Sunmaid Raisin Lady |
| 83 | Scales of Justice | Ship restaurant | Sylvester the Cat |
| 84 | Shoe | Shutter Shack Camera | The Burger King |
| 85 | Skateboard | Strawberry water tower | The Gerber Baby |
| 86 | Soda Bottle | Teacup & Saucer water tower | The Great Root Bear |
| 87 | Soup Kettle | Teapot water tower | The Hamburglar |
| 88 | Spinach Can | Tiki hut | The Most Interesting Man in the World |
| 89 | Spoon | Tooth house | The Noid |
| 90 | Sundial | Tree house | Tony the Tiger |
| 91 | Teapot | UFO-shaped building | Tootsie Roll Owl |
| 92 | Tennis Racket | Warner Bros water tower | Toucan Sam |
| 93 | Thermometer | Watermelon water tower | Travelosity Roaming Gnome |
| 94 | Tire | Wine Bottle water tower | Trix Rabbit |
| 95 | Treasure Chest | Wizard’s Tower observation tower | Trojan Man |
| 96 | Wagon | World’s Largest Barrel Building | Tweety Bird |
| 97 | Weathervane | World’s Largest Teepee | Twinkie the Kid |
| 98 | Wine Bottle | World’s Largest Toilet building | Uncle Sam |
| 99 | Yoyo | World’s Largest Wigwam | Vlasic Stork |
| 00 | Totem Pole | Zepplin house | Willy Wonka |
Gas Station Fort Defenses
| Roll | Earthworks | Walls | Towers | Weapons | Other |
| 01 | None | Adobe Wall3, 4 | Air Traffic Control Tower | Simple Artillery (Catapults & Ballista) | Advanced Alarm System6 |
| 02 | A Canal | Bremer Wall | Alarm Tower | Light Artillery (Mortars & GLs) | Anti-Tire Spike Area |
| 03 | Abatis | Brick Wall3, 4 | Beacon Tower | Medium Artillery (Cannons & AA Guns) | Bunker |
| 04 | Berm | Cactus Barrier Hedge | Bell Tower | Heavy Artillery (Howitzers & Surface to Surface Missile Launchers) | Caltrop Fields (1d6) |
| 05 | Boiling Mud Pools (2d6) | Chain Linke Fence2 | Blockhouse | Robot Combat Drones (1d4+2 per emplacement) | Flaming Gas Jets (1d4) |
| 06 | Car Pits or Tank Traps (2d4) | Chicken Wire Fence2 | Clock Tower | Sentry Guns (holds any Heavy Weapon) | Fortified Building |
| 07 | Ditch | Concrete Wall3, 4 | Grain Silo | Immobile Robot Tanks | Junkyard Electromagnet & Car Crusher |
| 08 | Dry Moat | Heavy Junk Wall3, 4 | Heavy Weapons Tower12 | Robo-Turrets | Minefield7 |
| 09 | Field of Attack Plants | Light Scrap Wall4 | Lighthouse | Immobile Tanks | Motion Detectors (2d4) |
| 10 | Furmaroles (3d4) | Picket Fence | Minaret or Steeple | Heavy Weapons (MGs & Gatling Guns) | Pillbox |
| 11 | Irrigated Farm Fields | Sandbag Wall | Observation Tower | Heavy Weapons (Flame Throwers) | Primitive Alarm System8 |
| 12 | Lava Moat | Shipping Container or Flipped Semi Trailer Wall | Power Transmission Tower | Heavy Weapons (Volley Guns & Organ Guns) | Radio Jammer |
| 13 | Pits (25% have stakes) | Spiked Iron Fence2 | Radio Tower | Heavy Weapons (LAWS & RPGs) | Rubble/Scrap Block Dropper9 |
| 14 | Quicksand Patches (2d6) | Steel Barrier Wall3, 4 | Robot Turret Tower | Heavy Weapons (Micro or Mini-Missile Launchers) | Satellite Warning System |
| 15 | Sangars (2d6) | Stone Wall3, 4 | Scaffold Lookout Tower | Heavy Weapons (AMRs & ATRs) | Searchlights (1d6) |
| 16 | Tar Pit Moat | Thorny or Living Hedgerow | Scrap Armored Tower | Heavy Weapons (Missile Launcehrs | Security Cameras (2d6) |
| 17 | Toxic Moat | Welded Wire Mesh Fence2, 3 | Searchlight Tower | Energy Weapons (Laser Cannons)5 | Security Checkpoints (1d4) |
| 18 | Trenches | Wire Fence1, 2 | Sentry Tower | Energy Weapons (Plasma Cannons)5 | Sentries or Animal Patrols10 |
| 19 | Water Filled Moat | Wooded Stockade Fence4 | Watchtower | Energy Weapons (Gauss Cannons)5 | Snares & Traps (2d6)11 |
| 20 | Roll Twice | Wooden Palisade4 | Water Tower | Energy Weapons (Maser Cannons)5 | Stake or Punji Stick Areas (1d6) |
Note 1: Roll 1d4 for type: 1 – Barbed Wire, 2 – Razor Wire, 3 – Conertina Wire, 4 – Monofilament Wire
Note 2: Thre is a 25% chance that the fence is electrified.
Note 3: There is a 25% chance the fence is topped with wire (see Note 1 for type) or broken glass shards.
Note 4: There is a 25% chance of a firing parapet and a 25% chance of firing ports.
Note 5: Energy Cannons have 10 times the damage and range of the rifle versions, they still get the same number of Shots/Battery, but require a Radioactive Battery power source.
Note 6: Lights, bells & whistles, sirens, etc.
Note 7: Roll on the Grenade Table in the MF Rulebook for type. There will be 1d4x10 mines in an area.
Note 8: Gongs, bells, wooden clackers, wind up air raid sirens, etc.
Note 9: As per Bricks form Ceiling Trap, MF Rulebook, page 137.
Note 10: There will be 1d4+2 sentries in a patrol or 2d6 animals.
Note 11: Roll 1d6 to determine type: 1 – Foot Snare, 2 – Bear Trap, 3 – Deadfall, 4 – Net-Dropper, 5 – Cage Dropper, 6 – Portcullis Trap.
Note 12: Roll 1d6 for Heavy Weapon Type: 1 – Gatling Gun, 2 – Flame Thrower, 3 – Magchine Gun, 4 – Anti-Material Rifle, 5 – LAW or RPG, 6 – Missile Launcher.
Gas Station Fort Inhabitants
| Roll | Fuel Baron (1) | Kingpin (2) | Master (3) | Overlord (4) | Sheriff (5) | Warlord (6) |
| 1 | 1d8 6HD Mutants | 1d10 Homo Erectus | 1d4 Medusoids | 1d4 Gamma Wyrms | 1d6 Scurinoids | 1d8 8HD Mutants |
| 2 | 1d4 Hemofowl | 1d6 Hideous Boars | 1d6 Zunicorns | 1d4 Gamma Sloths | 1d4 Electrophants | 1d6 Accipitoids |
| 3 | 1d4 Quicken | 1d20 Albino Apes | 1d4 Pumpkin Men | 1d4 Man Beasts | 1d6 Leoids | 1d10 Homo Erectus |
| 4 | 1d10 4HD Mutants | 1d10 6HD Mutants | 1d12 Giant Rhagodessa | 1d4 Ant Horrors | 2d4 Eye Dogs | 1d4 Goliaths |
| Minions | Trader Guards | Raiders | 1H Scrap Robots | 1HD Androids | 1HD Mutants | Marauders |
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