meet it they will understand that it’s not just another encounter, but a dangerous adversary. If you are running a campaign, you may want to spend multiple sessions seeding rumors about a Solo-level enemy and giving the Survivors opportunities to learn its weaknesses. Game Masters should try to vary enemy types to keep things interesting (unless the entire mission has a reason for similar enemies, like stopping an army of killer robots or mindlessly violent plague victims). Scavenging Items When Survivors are out in the wastes, they’re going to be looking for supplies to aid them in their quest to rebuild civilization. Below are a collection of tables to help you generate some random items quickly. These are not comprehensive, and the Game Master should freely substitute any items that are essential to the plot or that don’t fit. Items you find on the Scavenging Tables have a Usage Rating. Every time you use an item, roll a d6. If the result on the dice is equal or higher than the Usage Rating of the Item, decrease the Usage Rating by 1. When a Usage Rating is 0, the item is ruined forever. When Scavenging Items, you first roll on the following table to determine the usage & quality of the item. D6 roll Quality 1-2 Usage Rating: 1 3-4 Usage Rating: 3 5-6 Usage Rating: 5 50 The Game Master
To generate a random item, select a table from the options below. Then, roll a d6 to determine what column to use, then another d6 to determine the item. Most items have a quantity in front of them, represented by a dice code. Use the following guide: To generate a 1d2, roll a single d6. • A 1, 2, or 3 counts as a 1. • A 4, 5, or 6 counts as a 2. To generate a 1d3, roll a single d6. • A 1 or 2 counts as a 1. • A 3 or 4 counts as a 2. • A 5 or 6 counts as a 3. 51 The Game Master
Table 1.1 - Pre-Fall Clothing 1 - Shoes 2 - Legs 3 - Tops 1: 1d3 athletic shoes 1: 1d3 pairs of jeans 1: 1d3 t-shirts 2: 1d3 high heels 2: 1d2 shorts 2: 1d2 button downs 3: 1d2 hiking boots 3: 1d2 cargo pants 3: 1d2 sweatshirts 4: 1d2 cowboy boots 4: 1d3 mini-skirts 4: 1d6 tank tops 5: 1d3 loafers 5: 1d6 sweatpants 5: 1d3 athletic shirts 6: 1d6 slippers 6: 1d2 army fatigue pants 6: 1d3 flannel shirts 4 - Underwear+ 5 - Head 6 - Fancy 1: 1d2 wrist watches 1: 1d2 baseball caps 1: Ballgown 2: 1d3 boxers 2: 1d3 beanies 2: Tuxedo 3: 1d3 briefs 3: 1d2 cowboy hats 3: Leather Jacket 4: 1d2 bras 4: 1d3 headbands 4: Prescription Glasses 5: 1d3 undershirts 5: 1d3 sunglasses 5: Blazer 6: 1d6 socks 6: 1d6 earrings 6: Summer Dress Note: Items on the clothing table have no Usage rating. They can be used indefinitely or until narratively appropriate. 52 The Game Master
Table 1.2 - Sporting Goods 1 - Baseball 2 - Tennis 3 - Football 1: 1d3 catcher’s face masks 1: 1d3 tennis rackets 1: 1d3 football pads 2: 1d3 baseball bats 2: 1d2 shorts 2: 1d2 football helmets 3: 1d2 baseball gloves 3: 1d2 athletic shirts 3: 1d2 football cleats 4: 1d2 baseball caps 4: 1d3 tennis nets 4: 1d6 footballs 5: 1d3 cleats 5: 1d6 tennis balls 5: 1d3 jerseys 6: 1d6 baseballs 6: 1d2 wristbands 6: 1d3 mouth guards 4 - Water Sports 5 - Martial Arts 6 - Fancy 1: 1d2 speedos 1: 1d2 practice swords 1: Bow & 2d6 arrows 2: 1d3 swim trunks 2: 1d3 boxing gloves 2: Cricket bat 3: 1d3 goggles 3: 1d2 wrist wraps 3: Volleyball net 4: 1d2 water polo ball 4: 1d3 mouth guards 4: Wrist wraps 5: 1d3 wetsuits 5: 1d3 fencing epee 5: Rock-climbing gear 6: 1d6 snorkeling gear 6: 1d6 punching bags 6: Fishing Pole Table 1.3 - Supermarket 1 - Cans of Veggies 2 - Preserved Fruits 3 - Dry Goods 1: 1d3 corn 1: 1d3 canned pears 1: Bag of sugar 2: 1d3 green beans 2: 1d2 canned apples 2: Bag of flour 3: 1d2 beets 3: 1d2 bags dried bananas 3: Bag of wheat 4: 1d2 olves 4: 1d3 canned peaches 4: Bag of rolled oats 5: 1d3 lima beans 5: 1d6 canned tomatoes 5: Bag of dried beans 6: 1d6 empty cans 6: 1d2 bags dried apples 6: Bag of mixed grains 4 - Drinks 5 - Desserts 6 - Random 1: 1d2 beers 1: 1d3 snack cakes 1: Bag of seeds 2: 1d6 soda cans 2: 1d3 sealed chocolates 2: First Aid Kit 3: 1d6 bottled water 3: 1d2 cake mixes 3: Powdered Milk 4: 1d2 bottles of whisky 4: 1d3 puddings 4: 1d2 cocoa packets 5: 1d2 bottles of vodka 5: 1d2 frosting containers 5: Old news magazines 6: 1d2 bottles of gin 6: 1d3 frozen ice creams 6: Pack of Gum 53 The Game Master
Table 1.4 - Library 1 - Classics 2 - Reference 3 - Fiction 1: Wurthering Heights 1: 1d3 encyclopedias 1: Science Fiction 2: Paradise Lost 2: 1d2 dictionaries 2: Epic Fantasy 3: 1984 3: 1d2 translation guides 3: Bodice-ripping romance 4: The Call of the Wild 4: 1d3 shredded local atlas 4: Military Thriller 5: Zen & the Art of Motorcylce Maintenance 5: 1d6 thesauri 5: Short Story Anthology 6: Frankenstein 6: 1d2 instruction manuals 6: Urban Fantasy 4 - Non-Fiction 5 - Media 6 - Random 1: Autobiography of last US president 1: 1d3 microfiche 1: Dante’s Inferno 2: Car manufacturer reference guide 2: 1d6 VHS 2: Dummy’s Guide to Thermonuclear Dynamics 3: Reference to Proto-Culture 3: 1d2 DVDs 3: Paranormal Investigations Handbook 4: Collection of National Geoprahics 4: 1 Blu-ray 4: Biography on Nikola Tesla 5: Newspaper archives 5: 1d3 CDs 5: Jazz Music book 6: Biography of religious leader 6: 1d6 books on tape 6: Mystery Novel 54 The Game Master
Table 1.5 - Mechanic Shop 1 - Tools 2 - Spare Parts 3 - Tools 1: Hammer 1: 1d6 philips screws 1: Power drill 2: Flathead screwdriver 2: 1d6 flathead screws 2: Hacksaw 3: Phillips-head screwdriver 3: 1d6 nails 3: Hatchet 4: Mallet 4: 1d6 braces 4: Fire axe 5: Leveling ruler 5: 1d6 lug nuts 5: Power saw 6: Tape measure 6: 1d6 washers 6: Flashlight 4 - Spare Parts 5 - Tools 6 - Random 1: 1d3 batteries 1: Power washer 1: Portable generator 2: 1d3 2x4s 2: Power sander 2: Table saw 3: 1d3 bottles of glue 3: Blow torch 3: Welding mask 4: 1d2 whetstones 4: Propane tank 4: Rubber strips 5: 1d2 extension cords 5: Woodburning kit 5: 1d3 tires 6: 1d3 hinges 6: Sandpaper 6: Motorcycle 55 The Game Master
Table 1.6 - Army Base 1 - Weapons 2 - Gear 3 - Equipment 1: 1d6 clips of ammo 1: 1d2 backpacks 1: Gun cleaning kit 2: Semi-auto pistol 2: 1d3 water bottles 2: 1d3 holsters 3: Automatic rifle 3: 1d6 socks 3: 1d2 bedrolls 4: Combat shotgun 4: 1d3 dog tags 4: 1d3 blankets 5: 1d3 knives 5: 1d2 flashlights 5: 1d3 tactical webbing 6: Bayonet 6: 1d3 fatigues 6: 1d2 helmets 4 - Learning 5 - Weird Shit 6 - Random 1: Book on tactics 1: Broken wired helmet with 3D visor 1: 1d3 tires 2: Book on weapon maintenance 2: Book on paraespionage 2: 1d3 security badges 3: Book on computer security 3: Scribbled notes on ESP 3: 1d3 video tapes 4: Book on physical training 4: A collection of heavily redacted files 4: 1d3 gnawed on skeletal remains 5: Book on psychological warfare 5: A Walther PPK with “For James” engraved on it 5: 1d3 50mm shells 6: Book on chemical warfare 6: A collection of teeth turned into radios 6: 1d3 C4 bundles 56 The Game Master
Table 1.7- The Wastes 1 2 3 1: Broken laptop 1: Cracked smartphone 1: Two way radio set 2: Sword 2: Revolver 2: Crossbow 3: Collection of vinyls 3: Faded paintings 3: Old novels 4: Spare tires 4: Spark plugs 4: Engine belts 5: Computer repair manual 5: Engineering textbook 5: Farming Techniques Book 6: Roll on Table 1.1 6: Roll on Table 1.2 6: Roll on Table 1.3 4 5 6 1: USB thumbdrive 1: Mechanical keyboard 1: Computer monitor 2: Rifle 2: Club 2: Gasoline Powered Fire Sword 3: Shakespeare plays 3: Mythology references 3: Religious texts 4: Headlight bulbs 4: Steering wheel 4: Engine blocks 5: Architecture Guide 5: Dice 5: Roleplaying games 6: Roll on Table 1.4 6: Roll on Table 1.5 6: Roll on Table 1.6 57 The Game Master
Vehicles No game like Tiny Wastelands would be fully complete without rules for creating the mighty steeds of your Road Warriors: your vehicles! Vehicles function much like characters, having a Chassis that acts like an archetype, and Upgrades that act like traits. When a character is in a Vehicle, the character gains the benefits of all their Traits, and can apply them to the Vehicle. A Driving Test is any test made due to the movement of a vehicle and would require the Driver to make a test to successfully overcome any issues. The most common Driving Test is Rough Terrain, which imposes Disadvantage on any Driving Tests while in it! Note: The tests you gain from Evade are NOT driving tests. Every turn while a character is driving a vehicle, they may take any normal action. When a Driver attacks, they use a handheld weapon out a window, but not a vehicle mounted weapon. When Drivers take the Evade action, the benefits apply to everyone in the Vehicle. Attacks can be made against vehicles, or against passengers (the attacker gets to choose). Some upgrades will deal damage to anyone in a vehicle and the vehicle itself. Those upgrades will specify that. All vehicles have an attack called Ram. This is a melee attack that the Driver can make. • When Ramming, the Driver will make a Driving Test. If successful, you ram into the other Vehicle, dealing 1d3 damage to both yourself and the target. (Roll separately for each vehicle’s damage). You cannot Evade a Ram. Passengers can spend their Actions using any vehicle Upgrade they wish. 58 The Game Master
Creating a Vehicle • Select Chassis • Select 3 Upgrades • Play! Chassis List Motorcycle Little, fast, easier to maintain, but offer low amounts of protection. • 4 Hit Points • Capacity: Driver +1 • Motorcycles get the Evasive Upgrade. • Evasive: Whenever you are attacked, you may roll a d6. On a success, the attack misses. This does not stack with Evade. Sedan A basic four to six-cylinder car, a sedan has more protection than a motorcycle, but not much. They are however, very versatile and take upgrades very well. • 6 Hit Points • Capacity: Driver + 4 • Sedans gain 1 extra Upgrade from the Upgrade list. Muscle Car Muscle cars are bigger, meaner, faster, and tougher 8 cylinder to 12 cylinder cars. • 8 Hit Points • Capacity: Driver + 3 • Muscle Cars start with the Detroit Steel Upgrade • Detroit Steel: You take no damage from Rams you initiate. 59 The Game Master
Truck Pickups, jeeps, or other vehicles with four-wheel drive, Trucks are great at handling rough and difficult terrain. • 8 Hit Points • Capacity: Driver + 5 (can carry an additional 4 more if you put them in the bed of the truck.) • Trucks gain the 4-Wheel Drive trait. • 4-Wheel Drive: You ignore Disadvantage on Driving Tests from Rough Terrain BFV A BFV, or “big freaking vehicle,” is anything larger than a truck. Semis, school buses, and more all fall into this category. • 14 Hit Points • Capacity: Driver and up to a dozen or so more! • BFVs gain no extra traits. 60 The Game Master
Upgrade List Ballista: A giant crossbow mounted on the car. A weapon that deals 3 damage to its target. Catapult: A catapult mounted on the vehicle. A weapon that deals 1 damage to the enemy driver, all passengers, and the Vehicle on a successful hit. Crossbow: A single target small crossbow. Basic attack as a Ranged Weapon. Emergency Parachute: A parachute that deploys from the car to rapidly slow it down. An Emergency Parachute grants Advantage on Driving Tests to avoid obstacles. After using the Emergency Parachute, it must be cut from the Vehicle, or ALL driving tests will gain Disadvantage until it’s packed up or removed. Flamethrower: A weapon that sprays a massive gout of flame. Deals 1 damage and the enemy Vehicle and all occupants must make a Save. On a failed save, they take damage at the start of their next turn and must Save again. Grenade Launcher: A grenade launcher mounted to the vehicle. Deals 4 damage to the enemy Vehicle and 1 damage to any occupants. Heavy Armor: Thick metal plating, designed to protect the occupants. Reduce all damage dealt to the Vehicle and its occupants by 3 (to a minimum of 1). Light Armor: Light metal plating, providing armor and cover to all occupants of the vehicle. Reduce all damage dealt to the vehicle and occupants by 1 (to a minimum of 1). Machine Gun: A mounted machine gun. Make 3 attacks with Disadvantage on each Action when using this Upgrade. 61 The Game Master
Medium Armor: Plates of metal that protect the vehicle and its occupants. Reduce damage dealt to the vehicle and its occupants by 2 (to a minimum of 1). Off-Road Capable: Improved and upgraded handling makes it easier to drive on bad terrain. You ignore Disadvantage from Rough Terrain while making Driving Tests. Oil Slick Spray: Oil that sprays from the back of your car: Any Vehicle following you suffers Disadvantage on their next turn. Prisoner Box: The back of the Vehicle is set up with glass, wire, and bars. Anyone held in the Prisoner Box in the Vehicle cannot physically interact with the driver and suffers Disadvantage on any attempts to escape the vehicle. Ram Plate: A massive plate is bolted to the front of your vehicle to increase its impact. Your rams deal 1d6 damage. Retrofitted Chassis: Your chassis has been upgraded with metal and scrap to make it stronger. Your vehicle gains +2 Hit Points. Rocket Launcher: A launcher tube is attached to your vehicle, allowing you to fire missiles and rockets at others. You may make an Attack that deals 2d3 damage. Rotary Autocannon: A massive rotating machine, bolted to your ride. Make six Attacks with Disadvantage on each Action. This weapon can only be used once per turn. Shredder: You can eject spikes that shred the tires of those following you. Any Vehicle following you takes 1 damage and has Disadvantage until they stop to repair their tires. SMG: A small machine gun attached to your vehicle. Make two Attacks with Disadvantage on each Action. For each attack that hits, you may make an additional Attack with Disadvantage. 62 The Game Master
Smoke Dispenser: Your vehicle can spray smoke, making escape easier. You can use this system to grant Advantage on rolls to lose someone following you. Wheel Blades: You may make normal melee attacks with your vehicle that are not ram. 63 The Game Master
ENCLAVES An Enclave is the home base or settlement of your Survivors. It’s a sanctuary that’s under siege by the brutal and violent world. Your Survivors will work together to increase the strength and security of your Enclave by undertaking dangerous Wasteland missions, gathering needed supplies. Enclaves are represented by Traits, much like Survivors. However, where Survivor Traits represent their innate qualities, Enclave Attributes represent important measures of the health and success of your Enclave. These Traits are meant to be a bit nebulous and unspecific in order avoid getting bogged down in details and slowing game play. Population is a measure of the total population of your Enclave. Higher population means more children and more adults who can work or defend the Enclave from raids. To get a rough estimate of your total adult population, simply multiply your population attribute by ten. If your population ever reaches 0, your settlement is barren, and you must find and found a new one (or join another existing one.) Defense represents the ability of an Enclave to defend itself, both in the quality of its structural defense and the prowess of the guards and warriors. Storage represents the reserves an Enclave can keep between Reapings, and how much they can safely and securely protect and store. You can retain a number of Resource Dice equal to your storage between Reaping. Fuel represents the ever-valuable gasoline reserves you need to make your vehicles run. Every time a vehicle leaves the Enclave, this number is reduced. If it’s ever 0, no vehicles can leave the Enclave. 64 The Game Master
Food is the ability of the Enclave to feed its population. Every Reaping, you will reduce your Food attribute and lose any population you can’t feed. Insanity tells you how much the waste has affected your Enclave. Higher Insanity leads to individuals going mad, murder overtaking good folk, and cannibalism running rampant, among other things. When you first build your Enclave, you start with the following Enclave attributes: • 3 Population • 1 Defense • 2 Storage • 10 Fuel • 2 Food • 1 Insanity • No special or unique buildings. Every Enclave is assumed to have basic fortifications, fuel dump, storage, and living quarters. These modifiers will change during and throughout play. 65 The Game Master
Managing the Enclave At the start of every session, one Survivor will draw a card from the Enclave Event deck. This event will either be beneficial or negative. Resolve its effects as appropriate, and then, the Survivors will need to make a plan to either deal with the effects of the event, or simply ignore them and pursue other goals and missions. Throughout the session, Survivors will attempt to convert resources they find from the Scavenge deck (or items they find) into Resource Dice in order to help manage and protect their Enclave. Any item a Survivor finds can be converted into Resource Dice. For each Usage remaining on the item, make a Test with Disadvantage. If successful, add one Resource Dice to the Resource Pool. Example: Alan found an old radio with 3 Usage. He wants to contribute it to the Enclave resources. Due to its Usage of 3, Alan makes 3 Tests with Disadvantage. For each successful Test, he adds one RD to the pool. Resource Dice can be expended or spent to improve your Enclave Attributes, build new buildings, or aid Survivors on challenging rolls. 66 The Game Master
At the end of every session, there is a unique phase called the Reaping Phase. The Reaping comes and the Enclave will need to weather it. The Reaping can take many forms, but most commonly appears as the migratory patterns of the insane wasteland nomads who raid settlements for goods. Depending where the Enclave is, this Reaping can take different forms. Reapings often follow monthlong progressions, hitting settlements repeatedly, but the raiders often vanish if they face too stiff of resistance. When you are ready to begin the Reaping, the GM will inform you the Reaping Phase is beginning, and then you will follow these steps. NOTE: Once a Resource Dice is expended, it’s spent and gone from the game. If you reach a step and you’re out of Resource Dice, and the step requires you to expend a Resource Dice, you automatically count as rolling a six on that particular item (this does not apply to Build steps). • Tally All Resource Dice (RD). • Survivors may spend RD to build new structures in the settlement. These structures will often improve Enclave Attributes, or grant Survivors special resources. • To build, expend a number of RD equal to the cost of the building. Nominate one player to make a Test. If they’re successful, the building is constructed and can be used immediately, applying any modifications it might make to the Traits of the Enclave. • If they fail, half dice are expended and lost (round down). • If the Survivor rolling the Build test has already made a Build test this Reaping Phase (regardless of success or not), they must Test with Disadvantage. 67 The Game Master
• Survivors may also spend RD to modify vehicles they own. To modify, expend 2 RD. Nominate one player to make a Test. If they’re successful, the modification is completed and applied immediately. If they fail, those dice are expended and lost. • If successful, select one Vehicle Modification and add it to any Vehicle. • If the Survivor rolling the Modify test has already made a Modify test this Reaping Phase (regardless of success or not), they must test with Disadvantage. • Weather the Reaping! • Expend 1 RD and roll it. If the result is equal to or less than your Enclave’s Defense attribute, you weather the raid. If not, lose 1 Fuel or Food, and gain 1 Insanity. • Roll to see if your Population increases. • Expend 1 RD and roll it. If the result is equal to or less than your Enclave’s Population attribute, increase your Population attribute by one. Otherwise, nothing happens. • Feed the Population. • Reduce your Food by your Population attribute. If this number is now in the negatives, reduce your Population by that amount, and then set your Food attribute to zero. If you cannot feed your Population, they will starve. Example: If you have 7 Food, and 10 population, you will then be at -3 Food. Reduce your population to 7 (10-3) and set your Food to zero. • Check for Insanity • Expend 1 RD and roll it. If the result is equal to or less than your Enclave’s Insanity, reduce your 68 The Game Master
Population by the rolled number, as madness, cannibalism, infighting, and more take your people. • Rebuild! • You can spend remaining Resource Dice to increase your Enclave Traits back to higher levels. Spend up to 3 Resource Dice, and roll them as a Test. If successful, increase that Trait by 1. Example: After the Reaping, the Survivors of Lucifer’s Bluff wish to rebuild. They want to restore their fuel supplies. They spend 1, 2, or 3 Resource Dice from their remaining dice to roll a Test. If successful, they increase their Fuel by 1! • Upkeep! • For each building you have, you must now expend 1 RD. Any building you cannot spend 1 RD to upkeep, you cannot use until you spend 1 RD to upkeep it. • Clear Resource Dice • Remove any Resource Dice down to your Storage Rating. Those remaining dice can be stored from Reaping to Reaping. 69 The Game Master
More Detailed Reaping? If you want more detail around how the Reaping impacts your Enclave, use the following system. An important note: this system is much harsher on Enclaves than the previous one and will often destroy or scatter early or young enclaves. Weather the Reaping! • The GM will determine the Strength of the Reaping. If the Settlement successfully defended last Reaping phase, the Strength of the Reaping is 1d6+6. If they failed, the Reaping is 1d6. • After the Strength is determined, subtract the defense value of the Enclave from the Reaping Strength. If the Reaping Strength is now 0, (or less) the settlement weathers the Reaping successfully, with no ill effects. • If the Reaping Strength is still positive, the Enclave must lose a number of points from their Population, Storage, Fuel or Food equal to the Reaping Strength. The players assign these losses as they see fit. You cannot take losses in a Stat that has a 0. If you can’t take any more losses in your Traits, you must lose Resource Dice (on a 1 for 1 basis). If those losses will not satisfy your Reaping Strength, the settlement is destroyed and overrun. Building List It’s important to note that you can only build each building once! Buildings help modify your settlement and provide a level of management you might find enjoyable. Armory • RD Cost: 6 • Effect: +1 Defense. Additionally, during each Enclave phase, during the build step, you may expend a Resource Dice to temporarily up your Defense by 1 for each RD you expend. This bonus lasts until the end of this Reaping Phase. 70 The Game Master
Barracks • RD Cost: 4 • Effect: +1 Defense Chopshop • RD Cost: 4 • Effect: +1 Fuel. Once per Reaping Phase, you can reroll a failed Modify Test when attempting to Modify a Vehicle. Place of Worship • RD Cost: 2 • Effect: Spend 1 to 3 RD dice to make a Test. If successful, reduce your Insanity by 2. Common Building • RD Cost: 6 • Effect: +1 Defense, +1 Population, -1 Insanity. Distillery • RD Cost: 3 • Effect: Either +1 Fuel or -1 Insanity. Each Reaping phase this bonus can be shifted. Fallout Shelter • RD Cost: 1 • Effect: -1 Insanity. Fighting Pit • RD Cost: 1 • Effect: Once per Reaping Phase, expend 1 RD and roll it a Test. If successful, one Survivor gains the Brawler Trait until the next Reaping Phase. Food Silo • RD Cost: 2 • Effect: +1 Storage. 71 The Game Master
Fuel Depot • RD Cost: 2 • Effect: +1 Fuel. At the beginning of every Reaping, you gain 1 Fuel. Generator • RD Cost: 1 • Effect: +1 Fuel Greenhouse • RD Cost: 3 • Effect: +1 Food. Once per Reaping Phase, you can expend 1 RD and roll it as a Test. If successful, gain +2 Food. Hospital • RD Cost: 6 • Effect: +2 Population. Once per Reaping Phase, expend 1 RD and roll it as a Test. If successful, one Survivor gains the Healer Trait until the next Reaping Phase. Inn • RD Cost: 2 • Effect: +1 Population Large Mart • RD Cost: 5 • Effect: Once per Reaping Phase, you can expend 1 RD to roll on any Scavenging Table twice. 72 The Game Master
Market • RD Cost: 3 • Effect: Once per Reaping Phase, you can expend 1 RD and roll it as a Test. If successful, you gain 2 RD immediately. Saloon • RD Cost: 1 • Effect: -1 Insanity. School • RD Cost: 2 • Effect: Once per Reaping Phase, you can expend 1 RD and roll it as a Test. If successful, one Survivor gains the Educated Trait until the next Reaping Phase. Sherriff • RD Cost: 1 • Effect: -1 Insanity Small Mart • RD Cost: 3 • Effect: Once per Reaping Phase, you can expend 1 RD to roll on any Scavenging Table once. Stables • RD Cost: 2 • Effect: If this building is upkept, any survivor has access to a Horse they can use. Horses do not reduce Fuel when they leave an Enclave. Watch Tower • RD Cost: 1 • Effect: A watchtower provides +1 Defense, but costs 2 RD to Upkeep as they’re targeted first in raids. Water Pump • RD Cost: 2 • Effect: +1 Food Windmill • RD Cost: 2 • Effect: +1 Fuel, +1 Food, but a Windmill requires 2 RD to upkeep! 73 The Game Master
Enemies Enclave Guard HP: 2 (Low) Description: Brave survivors who guard and patrol the domains of their enclaves. Traits: • Vigilant Giant Snake HP: 12 (Heroic) Description: Massive constrictors who lurk in forests or dark places underground, giant snakes are a feared foe of all Adventurers. A giant snake attempts to wrap its coils around its prey to suffocate it before devouring it. Traits: • Constrict (Melee Attack): Test 2d6 against an enemy within 10 feet of you. On a successful hit, the enemy must roll a Save Test to avoid being grappled. Each round an enemy is grappled, it takes two damage. On its turn, a grappled foe can make a Save Test (or Evade Test) to escape. Giant Spider HP: 12 (Heroic) Description: Found deep underground in earthen lairs, giant spiders can grow to be 8 to 10 feet tall. They are intelligent creatures capable of speech and are rarely found without a clutch of eggs. If disturbed, the eggs will hatch and release swarms of spiderlings. Traits: • Web Slinger (Ranged Attack): Test 2d6 against an enemy. On a success, that enemy is hit by your web and cannot move until it rolls a successful Save Test to break free. 74 The Game Master
• Poisoned Bite (Melee Attack): Test 2d6 against an enemy within 10 feet of you. On a successful hit, the enemy must roll a Save Test to avoid being poisoned. If the enemy fails, they are poisoned. While poisoned, all Tests performed by the enemy are at a Disadvantage. The poison effect lasts until the enemy rolls a successful Save Test on their turn. Night Reaver HP: 4 (Medium) Description: A wasteland madman of the night, Night Reavers take those who remain outside Enclaves unaware in the dark. Traits: • Sneaky • Dark-Fighter • Tracker Reaver HP: 6 Description: Pure rage, Reavers are brutal murderers of the wastes, who take what they want by violence. They leave only death and destruction in their wake. Traits: • Berserker • Diehard 75 The Game Master
Tulip, Attack HP: 4 (Medium) Description: This flower appears in all regards like a tulip, but larger than normal. It is hardy and can grow anywhere there is soil. It does not like non-plants, and spews a cloud of poisonous spores to choke its target. Traits: • Spore Shot (Ranged Attack): Test 2d6 against an enemy within 5 feet of you. • Tough Zombie HP: 1 (Fodder) Description: Zombies are mindless infectious creatures of the wastes. Hordes of shambling undead, zombies are the animated and risen undead who attack in mobs, trying to tear down their targets to devour their flesh. Traits: • Diehard • Infectious Bite: Any Survivor damaged by a Zombie must make a Save Test. If they fail, they become a mindless Zombie within 2d6 days. • Optional Trait: Fleet of Foot 76 The Game Master
Optional Rules Radiation Rules Radiation is a constant threat in some versions of the apocalypse, and these rules reflect that. It can be lethal, deadly, and end your life unless you take proper care to protect yourself. As always, these rules are minimalist, and groups should tweak them to fit their play style. Every day a Survivor are in the Wastes without proper protection (the Game Master’s discretion), they must make a Save Test. On a failure, they gain one point of Radiation. If they eat or drink radiated water or food, they must make an additional Save Test. Every 2 Radiation Points a Survivor has grants them a random mutation (Game Master’s discretion.) If they every have Radiation Points equal to double their Maximum Health, the Survivor dies within 1d6 days. Mutated Animal Player Characters Mutated Animal Player Characters are made much like normal player characters, but with different and unique Archetypes. For a truly complex game, you can allow players to pair Mutated Animal Heritages with the existing archetypes. If you do, they should gain the lower of the given Health options. Mutated Animal Archetypes give powerful Heritage Traits, but they also restrict some options (as you’d expect from a mutated version of a mundane animal.) 77 The Game Master
Aquatic Mutated Animals Aquatic Mutated Animals can be found in and out of water, descended from amphibians like frogs, toads, or creatures like turtles and various fish (occasionally, and horribly, even an octopus once!) • 6 Hit Points • Aquatic Mutated Animals start with the Aquatic Heritage Trait. • Aquatic: You gain Advantage on Tests to swim, move or maneuver in water. In water, you may Evade with 2d6, instead of 1d6 (this does not stack with Shieldbearer.) Additionally, you can hold your breath for up to 1 hour in water. You may never take the Fleet of Foot Trait. • If the Gamemaster is using the optional Radiation Rules, for each hour (round up), you’re in irradiated water, you must make a Save Test as though you’d drank it. Fast Mutated Animals Fast Mutated Animals are descended from quick creatures, like small dogs, small primates, snakes, or birds of prey. They are often sneaky and evasive. • 4 Hit Points • Fast Mutated Animals start with the Quick Heritage Trait. • Quick: You gain an additional action each turn. This action must be used to move or Evade. You can not take the Tough or Diehard trait. 78 The Game Master
Predatory Mutated Animals Predatory Mutated Animals are descended from predators and hunters, creatures like wolves, lions, tigers and large birds of prey. • 7 Hit Points • Predatory Mutated Animals start with the Claws and Teeth Heritage Trait. • Claws & Teeth: Your Unarmed Melee attacks do +1 damages (for a total of 2.) You may not take the Shieldbearer or Sneaky Trait. Tough Mutated Animals Tough Mutated Animals are descended from massive creatures, thick-skinned animals such as elephants, bears, warthogs, rhinos, tortoises and more. • 10 Hit Points • Tough Mutated Animals start with the Heritage Trait: Behemoth. • Behemoth: You can not take the Acrobat or Sneaky Trait. 79 The Game Master
Micro-Settings The Wild By Tobie Abad “In Memory of Yoshi” “An animal can’t think like we do, but then again, neither can we!” ― Anthony T. Hincks Introduction Humanity is no more. Some unremembered event has wiped out the once dominant human species, and the wild has reconquered the world. Do you have what it takes to find a mate, establish territory, and survive in this bold new world? How many generations can you reach? THE ANIMALS Every player is an animal. Choose from the following archetypes: Herbivores As plant-eaters, herbivores are less capable of fighting but tend to be agile or stealthy. Herbivores, Fighters Examples include: Goats, Ostriches, Pandas, Sheep • 8 Hit Points • Archetype Traits: Lucky, Resolute • Choose a third Trait as appropriate (Examples: Berserker, Dark-fighter, etc) 80 Micro-Settings
Herbivores, Runners Examples include: Deer, Gazelles, Rabbits, Zebras • 6 Hit Points • Archetype Traits: Acrobat, Fleet of Foot • Choose a third Trait as appropriate (Examples: Opportunist, Perceptive, Sneaky) Carnivores These hunters have no qualms about killing to survive. Meat provides them with strength and power, but also makes them crave food sooner. Carnivores, Hunters Examples include: Cats, Crocodiles, Dogs, Eagles, Lions, Tigers, Wolves • 6 Hit Points • Archetype Traits: Brawler, Commanding (Tyrant Archetype Trait) • Choose a third Trait as appropriate (Examples: Diehard, Tough, Tracker) Carnivores, Scavengers Examples include: Bears, Rats, Hyenas • 8 Hit Points • Archetype Traits: Survivalist, Trapmaster • Choose a third Trait as appropriate (Examples: Berserker, Sneaky, Strong) 81 Micro-Settings
Surviving the Wild is the name of the game. When playing the Wild, players can be animals of the same kind or can be different animals in their own battle for survival of the fittest. Each game session, each player must have at least one scene where they search for sustenance, one scene where their territory is challenged, one scene where they explore and expand their territory, or one scene where they may find a potential mate or hints of one of their own kind as a recent kill. Unlike most RPGs, however, this is a game of survival and a battle against time. Eventually, death comes calling, and one’s journey against the Wild shall come to an end. BORROWED TIME Each animal has a Lifespan. Lifespan starts at zero. This is an abstraction of the animal aging after a year of survival. At the end of a year (which can be after as many sessions as the GM prefers), the players roll a Save of Die Test to see if they have survived the harsh life. This roll has modifiers depending on Territory and can be less harsh with Young. If the roll is survived, the animal’s Lifespan goes up by one. This 82 Micro-Settings
allows the player to also increase their Hit Points by one. Every five allows a new Trait. An animal can only start Breeding once their Lifespan is five or higher. Eventually, old age catches up with the animals. For every year beyond a Lifespan of 15, the animal begins to lose a Hit Point permanently. When age reduces their Hit Points to zero, the end comes. TERRITORY Every animal struggles to survive in this post-apocalyptic world. Only by establishing territory and furthering one’s line can one survive this forsaken world. On a paper, create a 5x5 grid to represent the city. Each player chooses a starting location in the game. The edges of the grid represent barren wastelands. Exploring any adjacent grid represents a few hours to a few days of travel. Roll two dice to determine the Descriptor and another two dice to determine the kind of location. The difference of the two numbers determines the number of animals in that zone. DESCRIPTOR 1 2 3 4 5 6 Rules 2 Tests to traverse out of Mutant Territories Breed Advantage Carnivore Disadvantage, Herbivore Advantage in finding food Herbivore Disadvantage, Carnivore Advantage in hunting food 1 Test to travel into 1 Flooded Grotesque Splendid Bloody Dangerous Desolate 2 Decaying Radioactive Majestic Shadowy Mysterious Wild 3 Strange Toxic Silent Stinky Cold Ancient 4 Rusty Archaic Solemn Slick Damp Sunken 5 Slimy Blighted Grand Melancholic Burning Charred 6 Buried Contaminated Vast Crumbling Smoldering Sad 83
LOCATIONS 1 2 3 4 5 6 1 Residence Apartment Hospital Motel Gas Station Mall 2 Park University Sewer Pool Lighthouse Beach 3 Forest Laboratory Library Gym Fire station Bank 4 Grocery Museum Restaurant Bar Chapel Zoo 5 Diner Playground Observatory Butcher Baker Prison 6 Tunnel Parking Lot Highway Roof deck Dancehall School Each location can possibly serve as a Territory Border. To turn a location into a Border, the player characters must clear it of any threats. With one safe Border and a mate, an animal can start Breeding. During Borrowed Time checks at the end of each Year, the animal has Advantage if it has more Territory Borders than its Lifespan. Note, however, that players who are playing different kinds of animals will require their own Territory Borders. So playing the same kind of animal can be advantageous. However, Borrowed Time Tests are individually resolved. Luck can only go so far. BREEDING Once an animal is at least five Lifespan, and has found a willing mate, the animal can attempt to have Young. One Breed Test can be performed each odd Lifespan Year. Certain locations are more suitable for Breeding. Successful rolls mean Young are born. Each 5 equals one Young and each 6 equals two. Young are extremely important and particularly useful. Individually keep track of each Young’s Lifespan. Their Lifespan starts at zero. You can name them if you want. 84 Micro-Settings
YOUNG IN COMBAT When forced to fight, Young grant the player Advantage in combat. However, if any combat-related roll with the Young present is failed (whether in combat, during Tests) one of the Young is killed, unless the player character opts to take 1 Hit Point of damage to represent protecting the Young. YOUNG TO ADULTHOOD Once any Young reaches a Lifespan of five, they are fully an adult. The player can now play the adult Young as their character and retire their original animal. Or they can keep playing it and bid the new adult goodbye as it runs off to a new city to start its own life. EARLY DEATH If the player character dies, the player can continue the story with the oldest Young still alive, so long as that Young has not run off to start their own life. THREATS AND MUTANTS While the world can be dangerous with other predators hunting for food or with herbivores claiming territory and attacking one’s young, nothing is as terrible as the mutants that stalk the lands. Simply choose the desired animal threat and use the Enemies Chart from the main rules to appropriately define the threat, using Traits when appropriate to represent their abilities. For Mutant Threats, the primary animal chosen serves as its main template. Then roll two dice to generate the Mutant Traits. A Mutant can have 1 to 3 Mutant Traits. 85 Micro-Settings
Mutant Generator D6 Roll Odd Even 1 Spider Legs (Retest any failed Evade Tests) Extra Eyes (Re-Test any failed Perception Tests) 2 Hand Feet (Advantage on movement Tests) Bone Plates (Gain +2 Hit Points as Armor) 3 Acid Spit (Attack at range, up to 4 Ammo) Multiple Feelers (Advantage on Initiative) 4 Exaggerated Muscle Structure (+1 damage) Fungal Maw (Can mimic any beast and fool others with a successful Test) 5 Serrated Fangs (When a Young is killed, may immediately make an extra attack with Disadvantage) Prehensile Barbed Tongue (Animals that have been struck must Save Test or take 3 damage as the Mutant sucks life out of them) 6 Hive Mind (When attacked, summons 1d6 more of their kind to join in the battle. Summons none on a “6”) Engorged Limb (On a successful Test, all adjacent enemies are knocked back 15 feet) FEASTING TO SURVIVE Lost Hit Points do not automatically come back. Instead, animals recover lost Hit Points by eating. Carnivores cannot eat to recover during battle. Herbivores need to find suitable plant life to eat. Both are resolved as a Test at Disadvantage. Some Locations favor Herbivores while others favor Carnivores. Success in this Feasting Test means the immediate recovery of 2 Hit Points. Each rolled 6 adds two more to the recovered Hit Points. Failing 86 Micro-Settings
the Feasting Test means the animal was interrupted by another predator or found a spoiled food source. When with Young, however, all feeding is at Disadvantage, to reflect some of the food being given to the Young. NOTABLE BEASTS YOSHI, the Banana God HP: 14 Young: 7 Carnivore Hunter, Lifespan: 11 Traits: • Graceful Dodge (May re-Test a failed Evade) • Pack Tactics (Make 3 Unarmed Melee Attacks with Disadvantage against the same target) A Majestic Grocery serves as this Yorkshire Shitzu’s territory. Old and wise, Yoshi warns trespassers that violence will not be tolerated in his abode. His brood of seven Young watch over the place and alert him to any intruders. Yoshi is kind to Herbivores and only trusts Carnivores if they succeed on a Test with Disadvantage. Yoshi desperately needs someone to find his missing mate. 87 Micro-Settings
Death Will Be Here Soon By Alana Joli Abbott Issa walked the empty streets of the village. Everyone was inside. They had known, before she ever entered the outskirts, that Death was on its way. She heard the groan of a mother bearing down, then an infant’s first wail. Life continued on here, despite everything. Despite the dying crops at the outskirts. Despite the trade route that had been shut for more than a month by the ‘saurs eating any caravans that came their way. It wasn’t safe outside the village. It wasn’t safe outside at all. But then, Issa wasn’t all that interested in being safe. From the shadows between the house where the newborn showed the health of her lungs and its neighbor, a child watched her. He had followed her for two blocks, his curiosity outweighing his fear, and the words of his elders. She turned to him now and waited. As he left the shadows to face her, she realized he was older than she’d thought. Underfed and slim to the point of looking like he was still a child, the youth had a bit of hair on his chin, and eyes too old for his face. But they had not lost all their wonder, or their hope. “Did you clear the road then?” he asked, without wavering once. Issa nodded. “We’ve moved the nests, so those we didn’t slay will begin their lives elsewhere.” He bowed his head. “Thank you,” he said, and even though she could feel the curiosity burning him, the hope thrumming, she knew he was truly grateful on behalf of the town he wanted to leave. 88 Micro-Settings
She snapped out her hand and grabbed his, the sensor in her wrist band serving its one function, scanning his biology, finding out if he would be able to survive beyond the safety of this village or if he’d fall sick to the first illness. A chime. Resilient immune system. Genetic markers indicated the proper mutations to survive the storms and the wilds. “There has been a birth here today,” she said mysteriously, amplifying her voice so that the people in the other houses, who were undoubtedly listening and watching her as she passed them by, could hear. “It is only fitting to keep that balance.” A man ran out into the street, more than a block away, wailing in grief. A woman came out of the same house and grabbed his arm. “Benjamin!” called the man. The youth looked down the street toward the couple, then up at Issa. “I am ready,” he said. And Issa led him away. The Setting Once, generations ago, there was an apocalypse. It left the World that Was ravaged, a wild wasteland: some parts desert, some parts overgrown, alien-like jungle, all of which will kill most people. Some of the richest nations and corporations saw the end coming and built cities underground, or developed shields to cover their cities to retain their levels of technology, self-sufficient and sustainable. But not all those havens survived what came—whatever it was found ways to crush and destroy, to send humanity scattering just to survive. One of the largest cities to retain its knowledge of the past, its self-sufficiency, and its technology is the city of Haven. 89 Micro-Settings
What remains of human civilization is separated by the wastes. Settlements remain in the leastchanged environments from the World that Was, where farmland still yields crops and the air is still easy to breathe. Travel between settlements, whether high-tech cities or low-tech villages, is scarce and dangerous. Most settlements have learned to depend on themselves, because help rarely comes from outside, and when it comes, there’s usually a cost. The lower tech societies have reduced the outside world to something like fairytales. When they talk about the Big Bad Wolf, it’s the wind storms that sweep through the flatland deserts, destroying everything in their path. They talk about how the Jungle will get you, as though the jungle itself is sentient rather than home to thousands of dangers. They talk about Haven as though it is an afterlife paradise, unreachable in this world. And they talk about Death. Death There are people in the world whose biochemistry has adapted, for reasons unknown to the reduced level of science, to survive better in the new outside world. When the mutated biology is paired with curiosity, a desire to know what’s going on beyond their own, small, covered world, the result is people who are more likely to survive the world beyond their borders. These survivors are the PCs of the setting. But these mutated survivors can’t do it alone—no one survives alone. The wanderers—called Death by the normal folk, regardless of Death’s age, gender, or quantity (it’s both singular and plural)—solve problems. They usually have access to higher level tech that they’ve salvaged. They often have an almost supernatural ability to heal. 90 Micro-Settings
They also occasionally take away those who are like them. In the eyes of the villagers, Death takes people sometimes. And in the eyes of the villagers, those who are taken are dead. They’ve also become Death. While Death aren’t exactly organized—there’s no hierarchy among them, and they don’t have a strict code to follow, or leaders—there is a group of scientists in the city of Haven that offers supplies to any Death who come into their covered sanctuary. What tech supplies Death have is provided from Haven, then passed around when Death encounter each other on the road. One of the most common of these is a wrist scanner that allows them to determine whether a person they meet is a suitable candidate to join them beyond the safe walls of their own world. The Dangers There are four primary dangers in the wastes: • The climate. Storms in the wastes are stronger than they ever were in the World that Was. While villagers believe that such storms are sentient and give them the names and personalities of gods, there’s no scientific basis for this. Death are not any better prepared to survive most storms; rather, they have been taught by other survivors how to find or create shelters in places where safety is unavailable. • The creatures. In the wake of the disaster that destroyed the World that Was, the fittest that survived became meaner and nastier versions of their previous selves. The Scientists of Haven maintain that the ancient dinosaurs evolved into birds; the birds have since evolved back to something much more closely related to the ancients. These ‘saurs have varying degrees of intellect, but all are dangerous, even to Death. 91 Micro-Settings
• The germs and biohazards. For most humans, the wastes have far too many mutated diseases and toxins that thrive on the changed environment for traveling to be worth the risk. Death, however, have a higher tolerance for these hazards—in varying degrees. • The Others. There are other intelligent species in the wastes. Some are other mutated humans who don’t have the same benevolent problem-solving streak as Death. Others are... indescribable. Alien. It’s safe to assume that anyone you meet in the wastes is a danger, even if they come in peace. If they can survive out here, they may not want anyone else to join them. New Traits Healing factor: You can spend two actions to heal 1 point of damage. Non-toxic: You are extraordinarily resistant to toxins, poisons, and other biological hazards, brushing off 1 point of damage from any of these circumstances. Hooks • You’ve received a message from Dr. Ndongo, one of the scientists at Haven. There are rumors that a group of Death have decided to take over a small town on the edges of the desert, forcing the population into a feudal form of servitude. Dr. Ndongo would like you to put an end to the Death who have ambitions of ruling. In this scenario, the PCs are asked to travel to a village to investigate whether or not the local population has been subjugated by others like them. There is a group of Death, in fact, who have taken over the town, but it’s more complicated 92 Micro-Settings
than the scientists realized: the villagers had been affected by a plague, and the Death are trying to cure it. The villagers view the Death as heroes— as angels, as guardian spirits, as gods, depending on who the PCs talk to. The Death are planning to stay on as rulers of the town, but as its protectors, and the PCs must decide whether to take the side of the scientists of Haven, who would view such a government as a threat, or to side with the other Death and support them in building their town. Even after the PCs begin to take sides, however, there may be additional motives at play... • The Jungle will get you. Narrzen, the head of a tribe surviving along the edges of the Jungle, has asked the Death to investigate the disappearance of three of the village’s youth to the dangers of the Jungle. In this scenario, the PCs head into the jungle to try to find three young people, dealing with the natural snares, creatures, and ‘saurs that are the jungle’s major dangers. But when they discover the missing villagers, they realize that these three are mutated survivors, like them, and they believe that the Jungle—a god to them—has called them. When the PCs are led to an artifact of Other origin, they need to decide whether to dismantle it to protect the village, or to help the young people pursue their own visions. Inspirations: This setting was inspired by Andre Norton’s Outside, Robert J. Duperre’s Soultaker, the Xen’drik setting from the Eberron role playing game setting, and the Common Shiner song “How’s the Weather at the End of Time?” 93 Micro-Settings
Floodland By Angus Abranson “It’s not as if we hadn’t been warned this would happen. It’s not even as if it hadn’t happened before. Sure, ‘recorded history’ might not cover it, but if you look back to ancient and religious texts you can find the stories. The Christians had Noah; Islam had Nuh; the Hindus, Buddhists, and others all talk about it. Going back further to The Epic of Gilgamesh, written sometime between 2000 and 1500 BC by the old reckoning of dates, you had the tale of Utnapishtim and his family, who are saved after the angry gods send floods to punish humanity. Yeah, The Great Flood. Ignored by many as a myth even though the story appeared time and time again in ancient texts and most religions. Little did we know the truth of the matter. Hindsight is such a magnificent thing…” From The Journals of The Last Men by John Jefferies, 46 AF. If only the storms had lasted 40 days and 40 nights. If only the floods that came lasted the scant few months they did in old stories. The truth—well our truth—was much worse. A lot of our history, both before the flood and since, has been lost. Oral tradition for recording events, our pasts, stories of the Gods and other stories, has replaced the old forms of writing for the most part. Paper mainly came from trees, and in a world where there is hardly any land, trees are in very short supply. Many of the old stories about the world before the flood seem unbelievable. But most of us have seen the remnants of buildings that once formed massive cities, the markets are full of scavenged items brought and sold, and of course the places we live wouldn’t exist if some of the stories of those who lived before the flood weren’t true. 94 Micro-Settings
Many of us live in one of the Flotillas that scatter the ocean. Some remain in a pretty fixed location; others roam the seas, scavenging for both food and artifacts that can then be used to trade for the parts (or food) required to keep the Flotillas operational. Flotillas are made up of bound ships under the same flag. I’ve seen Flotillas consist of anywhere from half a dozen small ships all the way up to the massive New Rome Theocracy under the flag of Pope Alexander X, which must have at least 200 vessels permanently moored together around the central Cathedral of St. Peter II. Many of the smaller Flotillas band together under liege of a powerful Flag Master. Flag Masters can go by many names—Baron, Duke, Prince, King, Judge, President, Grand Founder, General, et al—but they all are basically the same thing. Someone who commands respect and tribute, usually in return for protection. You are protected under their flag and any treaties they have made, but in return you are in their debt and cannot refuse their call to arms or any requests they make of you. Conflict between different flags is all too common, as resources are scarce. Many Flotillas are so called ‘Cannibal Flotillas’ that raid those flying different Flags and scavenge them, not only for any food, livestock, and trinkets but for the very wood and metal that they reside on. Rival flotillas are overcome and then dismantled for parts, often used to repair or enhance their captors’ ships, whilst the residents of the captured Flotilla can suffer a multitude of fates depending on the Flag of their captors. Some merge the captured into their own numbers, albeit at the lowest of ranks, to replace their lost. Others take them as slaves to be used or sold, and others—living up to the true meaning of their name—for food. 95 Micro-Settings
Not everyone who lives on the seas, or the little land that remains, or even in the decaying shells of lost cities, pledge allegiance to a Flag. The Flagless are often outsiders, loners, or small family groups/communes, who either reside in areas near more understanding Flagmasters, keep themselves well hidden, or are continually moving and fighting to maintain their independence and freedom. “There were those from the Old World who saw the signs that so many ignored. They were called fools, ridiculed and outcast from their brothers and sisters. Undeterred by the constant mocking, a few of these visionaries banded together to try and save as much of the Old World as possible, as Noah, Utnapishtim, and others of even more ancient tales did before. They built sky ships to protect themselves far above the coming waters, beyond our skies. You can sometimes still see their glittering patterns if the night sky is clear enough from clouds, or the dark patterns on the Moon that are in fact buildings that house great relics and creatures that escaped the Flood. Not all fled from Earth though; some stayed and built Atlantis.” From The Journals of The Last Men by John Jefferies, 46 AF. Atlantis? It’s a legend, nothing more. Ignore anyone who tries to tell you otherwise. Tales told to the young to make them dream of a salvation and another way of life. Some life though—a nightmare more like! Trapped beneath the seas? Who’d want that over being able to live under the open sky with the vast horizon stretching away at every turn? Atlantis is said to be a vast city built on the ocean floor with a magical sphere surrounding it, keeping the waters at bay. Wizards have created an artificial Sun that heats and lights the city, allowing vast farmland to grow, providing food to the Atlanteans 96 Micro-Settings
and their animals. Yeah, I said it: “their animals.” This underwater paradise is home to not only Man, but Beasts that no one else has seen since the lands were dry and water only covered part of the planet. They have so many Beasts that they are actually used for meat, they are so plentiful! The city is home to fabulous artifacts from the Old World, riches beyond our wildest imagination! Of course, it’s all nonsense though. Atlantis doesn’t exist. Tales for children and dreamers. Atlantis & The Ghost Zones Whether Atlantis exists in your game is entirely up to you. Maybe it is a legend, maybe it’s somewhere real. Atlantis’s actual location is unknown—there is a lot of ocean out there, and much of it is too dangerous, either through storms or lack of resources, to keep you alive. Most Flotillas stay near Old World Hunting Grounds so they can scavenge, near the few spots of land that have been cultivated for crops, or near other Flotillas for raiding. Few venture out too far. If Atlantis does exist it is almost certainly located in one of the Ghost Zones. Ghost Zones are places greatly feared by anyone with sense. Many are almost permanently shrouded in thick mist that makes it impossible to see almost beyond your own arm, let alone what you are sailing into. There are a number of known Ghost Zones, some out in the deep oceans, others covering areas once inhabited by the Old Ground Dwellers, such as the area known as Chicago, which was once a thriving city of millions! It is possible that the Atlanteans use one (or more) of these Ghost Zones to mask their presence. After all, if Atlantis was known to really exist, every Flagmaster would call upon his or her Flags and sail en masse to take this Paradise! Some Atlanteans are rumored to deal with Ocean Dwellers. Usually masquerading as Scavengers or Tradespeople, they set up stalls at one of the Floating Markets to sell their wares and gather information and news. Their wares are generally little trinkets, seeds, trained birds or dogs, or other interesting or useful items. 97 Micro-Settings
Sky Ships and Moon Bases Two other options you could use in your games are the Sky Ships and/or Moon Bases that John Jefferies wrote about in his The Journals of The Last Men that many in Floodland revere. Although the residents of the Floodlands have no chance of being able to ascend to the skies and beyond, it doesn’t mean that you couldn’t create a party that actually resides in either one of the vessels in near orbit or a lunar colony. Characters from “beyond the sky” would face a multitude of problems if they visited the Floodlands, not least how they would actually be able to return to their homes again, as launchpads and shuttle runways are non-existent since they’ve either been completely destroyed and submerged or reclaimed by nature to make them inoperable. Another scenario idea would be for the PCs to see “something fall from the sky into the sea” and go hunting for this fallen star. They could find either debris or a capsule. Maybe the capsules crew are still there… either alive or dead… or maybe it’s been vacated. Was the shuttle crewed by scientists coming back to Earth to run tests, or was it stolen by a traitor? Or, worse, has a Lunar serial killer who was close to being caught commandeered a capsule to escape down to the planet below to evade justice and continue their spree? Maybe they brought with them equipment unseen, or long lost, since the Flood. There are plenty of adventuring possibilities within the Floodlands, regardless of whether you wish to include Atlantis, the Sky Ships or Moon Bases, or just want to run a game of survival among the Flotillas. May you stay afloat and have plenty of fresh water for your travels. 98 Micro-Settings
Phantasmagoria By David Annandale Before: The Final War was more devastating than anyone could have imagined. Indeed, it was a failure of the imagination that led to all-encompassing catastrophe. No one believed the great powers would go to war. And when they did, no one believed the war would go nuclear. But it did, and the worst devastation happened early, while many of the great cities were still standing. Whether through accident, perverse decision, or the whim of implacable fate, a bunker-buster nuke struck the Large Hadron Collider at the moment when the most radical experiment of all was bearing fruit. Just before the bomb hit, new particles were created—particles whose properties were impossible and irrational from any scientific perspective. They seemed to be the foundational particles of nightmares. And then the blast came, tearing open the veil between existence and phantasm. The ensuing cataclysm engulfed the world, and left reality itself mortally injured. Now: The Earth still has a material existence, but it is also caught in a realm where the laws of physics and rationality are suspended and broken. The few survivors of the apocalypse now face a surreal landscape where, quite literally, anything can happen. The planet itself is no longer a globe. The entire northern third of the planet is gone. Not just devastated: gone, as if the Earth were an opened softboiled egg. Should any brave (or foolhardy) explorers travel far enough to the north, they would ultimately 99 Micro-Settings