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The mutation-prosthetics thread went pretty well and we had a lot of creative contributions. Seems like a lot of people enjoyed it, so why not continue inspiring each other. What do you think is thematically important to a post-apocalypse setting? Sci-fi technology? Water as a resource? A lack of magic? High lethality?

What would your villain/bbeg be? What hardships do your characters face? What's your setting like and what makes it unique?
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I'll start by talking about "magic" in my setting.

I'm having it related to the prosthesis and mutation themes. Essentially it's a rare and incredibly minor mutation that is applied to the frontal cortex of the human brain via a high-tier prosthesis that was developed before the cataclysm. This mutation is amplified by an implant which allows the human brain to alter space time, read thoughts, utilize telekinesis, manipulate temperature, and more. The higher tier the upgrade, the more you can do with your psychic energy. Crude adaptations of these old-world technologies are have recently been developed and are affordable at slightly less egregious prices. These can be used by either true-kin or mutant-kin (because I didn't want to limit classes to race).
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>>79895280

There's one main implant with a plate that allows the installation of a varying amount of "nodes". The higher tier your base implant, the higher tier of nodes you have access to (spell level), and the more of them you can install. Nodes are essentially spells, which can be collected and swapped out depending on what the situation calls for. Kind of like a mages spellbook but physically installed in their forehead. It's how I'm gonna re-paint whatever magic system I end up using.

I feel like this would make "spellcasters" valuable targets, because you could easily extract valuable components form their face after you kill them. But I also feel like that kindof adds to the aesthetic of magic in a post-apocalyptic setting. Where you shoot a guy until he stops moving and then rip some metal out of his skull and put it into your own to upgrade yourself.
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>>79895280
>>79895361
For more inspiration for this kind of post-apocalyptic magic, I would recommend reading the lore of Underrail, where humans can get the mutation, but it also affects some of the wildlife underground.
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>>79894893
This is a setting I've had in my mind since 2017 and never devoloped:

>Rapture happened
>The pious and valorous where taken to heaven, while the rest stayed on Earth
>Since God has basically given up on the leftovers, Hell basically fused with the mortal world
>Thanks to the hellish energy, the fauna and flora (including people) where transformed into monsters. The affected humans transformed into something called a "demonoid".
>Demonoids look like the true self of a person made flesh, most possess abilities derived from the psyche of the individual
>The planet itself became a lush, green world full of monsters and demons, with the ruins of the bygone era still around.
>"Society" is now composed of what amounts to gangs of demons, most subordinate to powerful demons like Amon or Ose

I developed this premise after playing through SMT Nocturne and Digital Devil Saga back in 2016
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>>79894893
>What do you think is thematically important to a post-apocalypse setting?
I take a pretty loose view of the term "apocalypse," so, for me, the most important thematic element is the idea that the world as we know it is over; the ability to draw a line in the sand between the world as we know it, and the world as it is in-universe. So, the bombs falling down could be an apocalypse, but so could the mass-proliferation of a piece of software that summons demons, leading to a world ruled by communities of demon tamers and powerful sorcerer-kings. The important thing is that the previous order of the world has been destroyed.
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>>79895388
Yeah that's where part of this is coming from. Part underrail, part rimworld psycast, part just me wanting to put based Ezra in a tabletop session. I haven't actually delved too deep into the underrail lore, and the wiki is pretty barren. Is there another source somewhere or just the game?
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>>79895462
So would the player characters be humans in this setting or would there even be any humans at all? Sounds like everyone would be forced to play as a sort of demon varient, which sounds sick. And what about those born into the world after the fact that choose to be pious and virtuous?
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>>79895560
>And what about those born into the world after the fact that choose to be pious and virtuous?
They'd still be demons, but they'd be cool. Think Sparda if you played DMC. I've thought about introducing a chance of redemption, something like the party's quest in DDS (Basically, their tribe of demons has to beat all other trives and ascend a huge ass tower in order to reach Nirvana)
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>>79895602
I was thinking of doing something a bit similar to the "reach nirvana" goal. Essentially the apocalypse happened after/because humanity created God. Those who were augmented until they were almost AI were able to upload themselves to a transcendental cloud of consciousness, creating chaos when they and all the AI left.

Now I'm toying with the idea of letting the players upgrade themselves until they can upload themselves out of the apocalypse and into heaven.
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>>79895666
Where would the conflict arise in that? Are the required parts limited somehow?
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>>79895759
That's what I'm mulling over now. There's a few ways I could see it leading:

1. Parts are sparse and you would need ungodly amounts of funds to finance the transformation

2. Maybe there's a screen that prevents anything even partially organic from entering nirvana to prevent corruption

3. Some sort of anti-virus system/race of borgs that defend the cloud
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>>79895823
You could combine 1 and 2.
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>>79895462
This sounds really cool. I would definitely want to play a game in that setting. How would the game loop be or other mechanical ideas like character customization and die system?
Just sound a good setting to run a Hazbin Hotel game too
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>>79894893
Can a Cyberpunk dystopia be considered post-apocalyptic if some huge catastrophe happened to our world, leading to the creation of said Cyberpunk Dystopia?
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>>79896078
I mean, that's pretty much what my setting is based on, so I'd say yeah. I'd think apocalypses can happen in pretty much any setting
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>>79894893
I feel like factions matter a whole lot more in a post apoc setting, considering there's usually no large overarching government or structure left. Power vacuums do crazy shit even irl, so what crops up in these settings should be pretty varied and important.

Slavers, drug runners, warlords, remnants of old world governments and military, etc. No?
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>>79896514
I like to divide my factions and give a somewhat clear interpretation of what they are. Gangs are small and disorganized, but numerous, while Syndicates are few but very organized and powerful. Military got bought in a bunch of Megacorps that now use them as a private militia, while you have Cults, Secret Societies, Bounty Hunter Guilds and all sort of different factions going around. The idea is that a given mission can become a free for all involving various factions fighting either for territory, a resource or just to piss the other.
Certain factions have a strong distaste for others, so players can convince them to help the party against their enemies.
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>>79896602
This is almost exactly what I had in mind. I'm just hoping my players don't get confused by it all. They're not 5e smooth brains, but still I figure this level of variety is hard to absorb for most
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>>79894893
Been working on this one on-and-off since late 2019.

>World's frozen over. Civilization lives entrenched within reinforced cities, only remaining connected through the efforts of motorised convoys and caravans.
>Despite general lack of armed conflicts, most caravans/buildings must be heavily armored to withstand the Tide - severe weather conditions ranging from whiteout conditions to lethal hailstorms.

>At Low Tide, extravehicular activity is still possible, if somewhat dangerous. General low temperatures and aerial predators still make such activity unadvisable for the most part.
>At High Tide, snow/fog can easily result in people losing bearing and visibility beyond a meter or two. Heavy hailstorms can injure or maim exposed crew, or in extreme cases - outright destroy and incapacitate less prepared vehicles.
>At High Tide, aerial predators above the cloud layer begin to descend, feed on surface inhabitants; spooky shit like unexplicable anomalies and things out of sailor's tales start to happen

>Players play the part of a snowcrawler crew trying to make a living in the world, undertaking an array of jobs while uncovering bits of the past
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>>79896700
My rule of thumb is to include this on the rules text. This not only draws the player attention to it, but serve as a basis of "if it is in the rules, I should be able to do it". Make some faction description and who they like and who they don't.

In my setting Factory Workers have joined into big Worker's Unions to "fight" against the Megacorps. Things is, sometimes when Megacorps are fighting each other, some of them will "incentivize" Unions to promote Strikes or to directly Ludism the competitors factories.
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>>79896786
Wait I'm confused, you've somehow incorporated the factions into the rules system? Or are you talking like some kind of alignment/chart that they can easily refer to
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>>79896853

Faction into the Rules System. The GM can choose to ignore them, but there are some examples of each kind of faction, as well as a build-your-faction-inator to allow both the player or the GM to come up with new ones.

I don't use alignment chart, but something more similar to the Blades in the Dark approach. Some factions like each other, while others hate each other
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>>79894893
might as well ask here but
i have this hexmap of Australia each of the hexes correspond to about 10km or six miles, overlaid and adjusted over real satilaite mesurements
and the effecitve gameworld takes place in about the murray darling basin plus victoria/melborne
would this be too large for a fallout/gamma world style game?
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>>79896749
Kinda reminds me of Stand Still Stay Silent, aesthetically, although I think that's more because SSSS takes place in a snowy region rather than because the actual setting has been made frosty.
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>>79897986
Depends on vehicles matey
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>>79894893
To me, the most vital part of a poat appocalypse setting is that the premise takes place some time after an appocalyptic event that crippled society.

How it comes to be varries such as war, pandemic, invasion, global cataclysm, or maybe a return of magic followed by an experiment gone arwy.

The tech of the old world is scarse, societies fight to secure pieces for their own survival.

And of course, the world changed and possibly the enviroment.

All that matter is that the setting is cenetered around the aftermath of the appocalypse and how people survive in the new world.
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>>79897986
>post apocalypse
>Australia
If your campaign isn’t filled with mad max references I’ll be incredibly disappointed in you
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>>79897986
Fuckin' bitchin' dude
Also what >>79898726 said.

In terms of the map, it's fine. But I'd start them out in a city for the first part of the campaign without a vehicle or means to travel far. Have them struggling to get one, maybe even having to trek slowly on foot to another location to do so, so that when they do have their mad-max slaughter car it'll be all the more appreciated. I do this in all my settings and it really pays off - you can tell how much everyone appreciates it - the world opens up and the style of gameplay shifts to accommodate it.
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Fuck ya lets talk maps. Here's mine so far, set underground. Never made an underground map before so I'm having trouble making it look the part. Still got a lot of details to go and a lot of the titles are just placeholders. Any thoughts?
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>>79899027
Doesn't look bad m8 so far. I assume those dashed areas are like unexplored or something? What's the scale supposed to be?
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>>79900615
Yeah that's the plan. Not many maps of underground areas though so formatting a bit of a bitch to figure out. I figure I want every settlement to be about a day's trudge by foot. Dunno yet if I'm adding vehicles or mounts so scales also up in the air
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>>79898292
Just binged through like 600 pages of it - and wow, yeah. You're right, there are a lot of similarities.
Probably the biggest difference would be convoys being a lot more prevalent, used for regular maintenance/supply jobs other than salvage. More focus on the vehicles and vehicle activity as a whole, rather than just on on-foot adventures.

The Scandinavian folklore aspect is super interesting, and it's not something I've explored at length.
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>>79894893
I've been nursing a far-future post-apocalypse for a while now. In short, humans made Algorithms, then Administration AUs, then Super-AIs and finally godlike posthuman Ubermensche (the type capable of performing near-infinite actions in parallel and spitting their attention and presence infinitely, basically becoming an entire civilization contained in one individual). The Posthumans were basically incomprehensible due to being so much greater than humanity and basically ran all of society as more or less a side gig. One day they all vanished or went mad or died for reasons that are still not understood, and without them society collapsed.

Civilization was advanced enough to have settled the entire Sol system and extracted the vast majority of accessible resources from it, with almost the entire inner system being completely exhausted of minable metal. A large part of why society collapsed was due to chains of resource wars fought to secure stockpiles of spare parts or raw materials once the Posthumans' logistics system broke down. After everything finished going to shit, the inner system was reseeded with resources in the form of the garbage and ruins left behind, Earth in particular is half-junkyard half-Detroit.

Finally, ecology as it exists in the modern age is completely fucked. All natural ecosystems were destroyed by humanity long before the Crash, and what exists now are just as much humanity's leftovers as everything else. Designer organisms, machine-life, cyborgs, mutants, cyborg-mutants and swarms of grey-green goo rove the junk-wastes and Feral Sprawl of Earth alongside the countless descendants of Humanity- be they gengineered subspecies, servant robots or things stranger still- who themselves constantly war and struggle for supremacy in a world of trash.
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>>79907853
Sounds like Wall-E meet Asimov's The Last Question. I like it.
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>>79907853
Sounds a bit like Other Dust but if be be down
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Currently working on a rework of The Morrow Project. In particular the Kentucky Free States to be a bit more pervasive.

They act as free trade pioneers selling manufactured goods, services and whole buildings for a moderate price.

Medicines, livestock from the Blue grass prairie that are hardy and have low mutation rates. And better yet guns to take said live stock from your neighbor.

Before you know it you've sold your neighbors to get what you need and they've done the same to you and your tribes now livestock on the Bluegrass prairie...
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>>79908368
Wall-E at least (the parts on Earth anyway) was one of the inspirations I was drawing from, alongside stuff like All Tomorrows (specifically for the parts of exhumanity that were made for performance rather than aesthetics, the crabmen of Triton had bigger problems than looking like unholy monstrosities), the Long Night mod for Dorf Fort (really the entire thing started out as a bootlegging of that that I just steadily added to), an old novel I have fond memories of called Code of the Lifemaker (tl;dr a robotic Vonn Neumann ecology on Titan develops human-analogs that human astronauts fuck about with, which has a lot to do with my love of self-replicating machines), 2000AD (Megacities! Megacities everywhere!) a few old weird /tg/ settings like Wallmart Apocalypse, and just a tiny controlled pinch of a thoroughly de-bullshitted version of Eclipse Phase. And also some random RPG PDFs that I read through to steal ideas from.

>>79908412
>Other Dust
I've never heard of that, you mind telling me a bit about it?
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>>79908531
I like this. Slavers are gonna be the primary antagonist for the first part of my campaign I think. Each of the races wants to capture each other's kin to run shit more efficiently in whatever societies they've managed to cobble together.

Mutants are used to salvage high-value scrap from radiated cesspools while humans are used for their superior craftsmanship and in bloodsport as entertainment. You really don't want to be captured in either camp because both races have enough pent-up resentment towards each other that their slaves get treated worse than even in most contemporary settings.
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>>79908660
That's quite a bit of inspirational material. High-concept SF and post-apocalyptic themes tend to go hand-in-hand, from what I've seen. I'm coming up with a quasi-post-apocalyptic setting myself (though "near-apocalyptic" may be the better term), and I would describe it as John Wyndham's The Chrysalids meets Blade Runner with hints of Fallout, Frank Miller's Hard Boiled and the indie game G String. Like you, I'm even toying with the idea of a "junkyard Earth" similar to Wall-E, as I enjoy the inherent irony in our homeworld being reduced to a massive garbage heap where all of the off-world colonies dump their trash. However, I tend to draw inspiration from all over the place, so I can never come up with a full list without being exhaustive.
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>>79908686
Yeah the KFS isn't quite that bad in canon. You can buy your way out of slavery. It's just quite hard to do.
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>>79909326
To expand they're the descendents of the 'Rich Five' a group of powerful companies that were tied to the project enough to get cryotech and ride out the worst. In canon you fast forward a 150 years and it's an expansionist Rome style empire which isn't really dived into.

My take is the above one. Or at least that's the start. I know next to nothing about the middle south in terms of geography or culture.
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>>79894893
What inspired all of this? Where will you be posting the system when it's done?
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>>79910379
Probably some random half assed thought? What spawns any setting thread?
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>>79910379
I work overseas and all my good players left last year due to COVID. Since then I've only been able to play a cringey 5e campaign online with some randoms and I really wanted to try something new. This campaign is something I've wanted to run for years, and I'll finally have the chance in a few months with some friends from my country.

I hadn't really thought of posting it anywhere, but I was gonna upload a lot of shit to a G Drive folder for my players, so I could link that if people were interested in more.
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>>79910379
>>79911533
So essentially a combination of shut-in gaming (Rimworld, Underrail, etc), while being quarantined overseas and unable to roleplay anything good for well over a year.

>>79911517
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>>79894893
I'll post a little about my own setting, in the hopes it may inspire someone

>Escalating political tensions lead to a general nuclear war in the 2030s, followed by a several month long broken-back conflict with the Russians and Chinese
>The United States slowly crumbles before collapsing a few weeks after the last bombs hit
>At this point the most of the federal government is either dead or hunkered down in one of half dozen XK-MOUNTAIN bunkers
>America eventually descends into warlordism, and the most successful of these warlords will begin constructing walled settlements

>120 years pass
>The year is 2150, and the primary political entity in the former United States is the city state, though a Mormon state exists in the West, and a rump United States inhabits part of the East Coast
>These city states now have populations in the tens of thousands and are defended by standing armies and impressive, often layered earthworks
>Generally a city-state provides protection for a number of smaller towns and villages, which provide the city-state with food and raw materials
>War is not uncommon, as city-states vie for control over resources and land
>Mercenaries are commonplace, as most city-states are unwilling to commit their army to deceive action, preferring to use them as a garrison force instead

>Technology declined to a pre industrial revolution level after the collapse of the United States, and it has taken decades to recover
>The most advanced city-states are at a 20s or 30s tech level, and plenty lag behind even that
>Bits of irreplaceable pre-collapse technology such as power armor, very basic computing systems, and even some industrial equipment are still in use, maintained with great effort and often expense

I'm willing to answer any questions as well
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>>79912497
Sounds dope dude. I like a heavily realistic campaign setting. I assume there's not much sci-fi or supernatural in the setting? Then again with a full-scale nuclear war you've got plenty of room for supernatural S.T.A.L.K.E.R. esque nonsense if you wanted.
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Does anyone else run their post-apocalyptic games extremely pulpy? Like, completely fucking unbelievable levels of pulp, the only level of consistency being the rule of cool, physics and sane worldbuilding be damned?
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>>79912699
Thanks

>sci-fi elements

The only real sci-fi element is the pre-collapse "Black Box" powerplant, which is assumed to be some sort of miniaturized nuclear power source. However, it was a well-kept secret before the world ended, and now very few people understand the operating principles, let alone how to make new ones. They're typically used in power armor, although a few can be seen powering armored trains or remaining bits of old world technology.

To be honest, they're a way to square the circle of how power armor is powered. However not everyone had access to American-made Black Boxes. The USSR developed a micro fission pile before it collapsed and the French used some sort of hydrogen fuel cell system.

>supernatural elements

I really like the idea of Metro or Stalker-esque anomalies, and some people being able to see flashes of the old world in certain places. However I haven't been able to fit the concept in the setting in what I feel is an organic manner, so they've been tabled for the time being.

As far as other supernatural elements go, North America has its fair share of cyptids, and there are certainly a lot of people who believe they exist. After all, there are plenty of dark corners left after civilization retreated in the months and years after the collapse of the United States. For example, there are plenty of West Virginians who claim to have to seen the Moth Man before the bombs fell. You'd be hard pressed to convince them otherwise, if any were still alive.

There are probably a fair number of cults and secret societies as well, with various esoteric practices and rituals. I'm going to have to do a lot more research on the subject before they're properly incorporated into the setting, though.
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>>79912797
What does this even mean? You just make everything unceasingly random and pointless without an overarching plot?
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>>79913054
Forgot to include the image like a retard

An Ersatz Hardiman power suit, a pre-collapse industrial grade frame equipped with rolled homogenous steel armor and a 37mm Pom-Pom gun
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>>79913054

> However, it was a well-kept secret before the world ended, and now very few people understand the operating principles, let alone how to make new ones.

I would make it so that new ones can be made but only in a few places and are expensive. Which in turns gives disproportionate power to those polities.

Which in turn can allow for drama, as the engineers, equipment and resources to make it are valuable and sought out. Wars could be fought over them.
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>>79894893
"Scarcity" should generally be the only theme that's universal. There's never enough of something, maybe never enough of *anything*. Whether it's water, food, technology, labor, or whatever, a post-apocalyptic society should be one where resources management is a thing.

The other major one, though not universal, is "loss." If it's the generation after the apocalypse, everyone lost something important to them--their family, a loved one, their place in the world, their home, whatever. If it's later than that, the loss is more abstract and less universal--the modern world has lost the knowledge and social bonds that held people together in the "time before."
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>>79894893
Any advices on how to worldbuild a Post Apocalyptic setting? Especially on the World-Ending, Catastrophical event that started it all? Also what other works of fiction can i take as inspiration?
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>>79913772
Seconding, please. Anyone have anything?
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What about post-apocalyptic settings originating from a different time period? Like how Fallout diverged around the 60's and is aesthetically different even after the Apocalypse, what would a post-apocalyptic setting look like in a different period? Are sci-fi elements crucial to the post-apocalyptic genre or can the lost technology be far simpler?

I can imagine a sort of extreme Bronze Age collapse working pretty well. A mutant or undead apocalypse might work well in a Dark Age or medieval period. How would survivor societies adapt and what would they look like? What resources can be scavenged from overrun medieval ruins and lost cities? Perhaps a world in which ore ran out and no new metal could be produced or in which the ash of a massive vulcano or meteor impact blocked out the sun for a decade. Religious themes would certainly work well, but what other themes might fit such a setting?

Does anyone have any examples of games or settings with such a premise?
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>>79914998
The Soulsborne games, while not usually referred to as having post-apocalyptic settings, would probably count - Dark Souls being set in the waning years of a Medieval-ish setting, while Bloodborne tells the tale of an approximately Victorian-era city brought to ruin by eldritch powers.
Similarly, their cultural predecessor Berserk would also probably count as a post-apocalyptic setting once past the Golden Age arc; while not everything has turned to ruin, the Eclipse and the subsequent Great Roar of the Astral World were major events that completely changed the rules of the world.
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>>79914998
Taking the opposite direction to your thought of going backwards in time, Degenesis' apocalypse happens in 2073, which leads to some more high tech things than modern wandering around in the apocalypse which has regressed humanity's technology.

I don't know a setting which does this, but with a few tweaks you could easily have a post-apoc setting where the big apocalypse was that everyone twigged onto nukes at just the right time, and WW2 went nuclear, you'd end up with a very different aesthetic I think, 40s stuff mixed with tons of WW2 gear. That's just a musing, though, maybe it would be shit.
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>>79913772
>>79914916

I'm by no means an expert, and already some pertinent advice to these questions have been posted in the thread but in my experience its best to focus first at three things in particular.

1. What was the established setting
2. What was the type of apocalypse
3. And finally, how that established setting would have reacted to that specific apocalyptic event

Let's use a bog-standard setting as an example. Imagine the universe of D&D 5e. It's a pretty high-magic, fantasy universe with tons of magic and reality-bending tomfuckery. They can already bring back the dead and high level magic users can do ridiculous shit, so the type of event would have to be very different to even really impact it. The Rhime of the Frost Maiden tries to have an apocalyptic nuclear-winter type crisis, but in my experience it just made it D&D on ice, with no major shift in tone. For any setting, IMO, you need to have an event whose scope and scale rocks the established world to its core. For D&D that could be something like the dissapearance of magic at all. All the magic races disappear (aasimar, tieflings, etc), become inert (warforged), or die (elves), all magic items become completely inert, the gods disappear, and most of the infrastructure turns off over night.

It's a completely non-violent event. No war, no meteor, no nukes, no virus, no invader, but everything gets completely fucked. The non-magical races (arguably only mankind) live on as a fraction of the original population with only their pre-industrial tools. No magic to facilitate every part of their lives that they've all become used to. Cities fall out of the sky and entire civilizations collapse because they relied so heavily on magic means. This would upend their economies and do all manner of shit.

It's by no means a perfect way of doing it, but it's the best I can think of really.
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>>79915370
I'm >>79913772 , this may sound basic but in my unnamed world (Still need to think about it) before a war called the Great Resource War there's a severe need for both natural and artificial resources to fulfill the needs of overpopulated planets of humans, this reasons of resource scarcity and overpopulation is the spark that trigger the War that is about to come.

Humans before and during the Great Resource War was living in a quite shitty conditions with overpopulation causing them to live as packed as sardines in a can inside a commieblock/china apartements styled buildings with little to no privacy at all the while there's not enough food even electricity and running clean water for their daily life; Hyperindustrialistic private and goverment owned companies going victorian with no regards for human and enviromental rights, workers are paid low and overworked themselves in a dangerous work enviroment without a safety mechanism because the head is bribing the safety and health inspectors as well as just dumping the wastes everywhere choking the air and water for all the organism to consume; Even made worser with the fact that a great war between nations in order to take the last remaining resources of the opposing nations is officially announced and able bodied men and women are soon drafted out of their will in order to partake in a war that never seeming to be ending. This of course cause many problems that are about to come.

Continued....
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>>79915972
Now with all of those tensions is rising up, surely what comes next ain't gonna be good right? So, all of those poverty-stricken majorities who have to live in a cramped condition with not enough resources to accomodate their daily life along with laborers who suffered the same fate are turning insane, what started from murder turned into mass slaughter as everyone who desires living space and resources must kill each other to take and defend what they think is right no matter what age or gender, disabled or not; riot also ensues in everywhere, buildings are being burned down, innocents and nots are killed unjustly, guard have resorted into extreme measures by breaching into every buildings capturing or even killing potential threat makers; both civvies and guards trading blows with each other in a hateful manners taking each other posessions and turning against them all the while many civvies joined crime organizations due to better payment and law enforcers turning against themselves/deserting because of murder craze or simply seeing themself not getting paid enough for all the troubles.

And if you think i can't go even worse. I can, with heavy industrialization the rain has turned acidic so much so that people have to wear transparent plastic film as a covering for their clothes to avoid further damage; smog is covering every corner of the heavily industialized zones to the point that people wear gas mask with PAID OXYGENS and live in a dark conditions as if the sun have cursed humanity to not show it's loving ray again; also since we're living in a plague era why not using them? Overuse of antibiotics to kill sickness caused by living in a gross and packed enviroment has rendered the immune system of humans to become weak and leaving them vulnerable to Engineered/Designer virus/bacterias from neighbouring nation to one another as an attempt to kill humans in the neighbouring nations because the less humans joining their army force the better.
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>>79916254
Also continued but only as a postscript.

I want to ask an expert worldbuilder like all of you to review my work for the cause of the world's downfall into apocalypse. Is it good enough or shall i perfected it more, what part shall i need to improve and add for the future?

Also next part i'm going to introduce invasive engineered plants and animals killing the nature's competition and biodiversity so that they're the one who thrived and lab experimenrs escaping their containtment into rhe wilds doing the exact same thing as those triffid plants and animals to increase competition factor in the nature. That's all for now, thanks.
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>>79915972
>>79916254
>>79916314

This is a great start if you plan on setting the campaign within that established time period. I'd say you've done a good job establishing the setting and problems if you plan to have your players live in this world as it's falling. However, if you're aiming at having them play AFTER all this has happened, it might even be a bit much. If you plan on setting the campaign itself after all this has happened then you need to focus more on what the short and long term ramifications were to all these events. What happened to the police that defected, the rioters, the civvies who joined gangs, or the shattered governments. All would make very interesting factions. Identifiable factions are perhaps the most important in a post-apoc setting as was mentioned earlier in the thread.

Judging by the content itself, it has a lot of potential. But also consider what direction you want the campaign to be. Are your players interested in a political-themed faction war? If so, flesh that part out. Are they interested in a gritty story of survival against all odds? If so, definitely flesh out the designer viruses and the fucked up atmosphere. You've got a lot of moving parts, but in my experience, GMs who try to spin too many plates can't really deliver on everything. So before I comment any further, what kind of story do you want to tell from the game's/player's perspective?
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>>79894893
>What's your setting like and what makes it unique?
The only remaining powers after the war were the nations of south african, south america and australian. The northern hemisphere was utterly devastated, a few fled into bunkers but most live as scavengers in primitive societies after most died in the nuclear winter, black rain and fallout. The southern hemisphere also suffered billions of dead but tyrannic regimes were able to maintain order despite the famine and dead. Yet after 40 years spacers returned and now claim the northern regions as their own, as they are the descandants of of those fallen empires. They were cut off from earth because of a Kessler syndrome, but endured on L4/L5 points and on the moon. At first the recontact was peaceful but that ended as the gene augmented and cybernetically enhanced spacers tried to take control of the political establishment by offering immortality drugs to a few elites. Or atleast this is what the regimes claim to have happened. The war is quite merciless and is waged as open and guerilla war around the world. Mexico, Congo and Indonesia are open battlefields while North Africa, North America, Europe and India/China are in a state of guerilla war as religious groups and govermental remnants battle the spacer army and their milita, they recrutied from terran baseline while offering their advanced augment technologies.
Technologically the world is based on THS, the bbeg are either cult leaders, the dictators of the south, the immortal leaders of the augmented spacers or lost experiments hidden in forgotten bunkers.
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>>79916500
Game perspective wise, i got inspired from Brunnerian dystopias especially Stand on Zanzibar and The Sheep Looks Up, Soft Apocalypse novel, Project Moon's Lobotomy Corp and Library of Ruina, Coppelion anime and lastly, Degenesis. Although i plan to add more in the future if something does interest me.

Basically after the clusterfuck of series of events ensued during the Great Resource War with the range of conflict being from international to personal, i planned the world ro be either be inhospitable by human (acid rain, designer virus, choking smog to name a few and will add more); straight up dangerous as it filled with dangerous and monstrous lifeforms and weird natural phenomenon like Kingdom Death (as stated by artificial organism choking out biodiversity and competition and lab freaked counter-organism made to compete against the previous artificial organism is turning nature into a corrupted wildland filled with dangerous animal and plant lifeform alien to the planet); Rapid changes in enviroment causing normal plant to not be able to grow as not only the enviroment is poisoned, the weather is really unforgiving as it shifted extremely from what is now summer season turned into winter and vice versa for non-tropical nations while the tropical one being what is now raining season become unpredictable as it jump differently month to month from year to year and so does the dry season (although weird phenomenon like hailstorm happens so often if the weather is really unforgiving); or all of them if i really hate my world.

Humans faced with their dwindling numbers, broken morale, and looming and ever present threat of death and extinction decided to build Sanctuaries spread from every nations to cover more spaces to protect themself from dangers listed earlier with their last remaining technologies scavenged from the clusterfuck that is Great Resource War.

Continued....
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>>79917239
All manners of technologies are scavenged by the humans no matter how normal looking or weird, ancient or futuristic, analog or digital, manual or automatic all of them are scavenged with no regard of their previous user for survival's sake. There's also rumor that once considered false but it's now true about the nations using occult means and inhuman practices of science to help them win the Great Resource War, nevertheless they also scavenged every remains of their last civilization with no regards on the effect of said tech.

And with that they built Sanctuaries with what they can find, sure at first everyone was doubtful about the whole thing is able to sustain them from basic need like consumables and clothing, to the extend of other needs like medical care and entertaintment centre, but then that question vanished as Sanctuaries began to flourish. Some stand and some fall with refugees from the Fallen Sanctuaries is rescued immediately if possible and overall there's a bit of hope and warmth amidst the raging storm of darkness and cold, things are looking quite good for now.

But soon, the humans have to come and step out to face the outside world and reunite splintered humanity as a better bunch. But fearing the dangers that is the Outside World (Outside of the "comfort zone" that is Sanctuaries) most of them turned cowardly and instead opted for an alternative. What if instead of us (Humans) we can opted for something that is not us? And this is where the Coppelion got really prominent.

Continued (2)....
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>>79917566
Humans instead created not only one or two but seven biosynthetical homunculi servant races differentiated into seven different class each with their own sets of purpose for helping humanity to achieve their goals without needing to be there in the first place. Those homunculis are created from the scavenged remnant of technologies found scattered around the world with the example being powerful liquid substance called ROMEO and JULIET (basically imagine Bioshock's ADAM and EVE but instead of EVE being used to replenish mana, EVE instead take over ADAM as the one used to be the base of Plasmid while still being ADAM's subsidiary (JULIET's lore), and as for ROMEO himself is use to fuel a homunculus body as well as powering their mutations and cybernetics).

There are 7 class of Homunculus ranging from A-G, i will explain later but for now i need to sleep first. I also once again needed to ask you about your opinion on this one before finally concluding the game perspective sense, can all you do that, please?
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>>79917944
Very interesting. I have seen few settings using homonculi or bio servants as part of it
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>>79917239
The setting I'm working on is heavily inspired ( if not straightly copied) on Lobotomy Corp and Library of Ruina.
The gist of it is that, after the 10 Incidents, events of anomalous nature and not explainable fully with modern science, the world basically became fucked up, at least for humans. In the order of some of the biggest shit that happened, the Moon broke in in half, now one piece orbits the Cancer Tropic ( Luna Cancer or Cancerina) and the other the Capricorn Tropic (Luna Capricornia or Capris). A lot of debris from the shattering showered on earth racking a lot of destruction while also destroying most of the satellites and other on-orbit equipment. The oceans became fucked up too, because with 2 moons going around the sky, the tides, waves and other water behaviors influenced by the moon caused a considerable raise on the sea level, drowning whole islands, sinking most the ships and severely damaging coastal cities (and since world's most populated areas are near the sea), a massive exodus occurred by the survivors fleeing to the interior of the continents. On top of that, nature went to a phase rapid and chaotic evolution, with almost all species (expect humans) quickly changing, increasing in size, becoming more aggressive and even passing from herbivores to predators. The ecosystem now is filled with a bunch of mega-fauna, while the flora became mostly unruly, basically undoing our process of domestication of seeds and grains in the span of a decade or two.

Cont.
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>>79919737

Now, with the world in this chaotic state, what's left of humanity now live in a small number of Mega-cities, the Archologies, in order to survive and to protect themselves from the perilous wilderness. A good 200 years passed since those events, the Archologies became this dystopian "cyberpunk" cities, with highly stratified societies divided in the rich, living in the Skytops, your average blue and white collars serving as desk jockeys and overall workers with certain comforts in the Districts, the poor and factory workers living in ghettos and slums in the Suburbs, and some human settlements out in the Frontier, serving as mining, harvesting or in hunting operations to provide for the Industries of the Archology. The Governament is composed of a key Corporations that control key aspects of production, such as food, transportation, energy, water supply, infrastructure, and a few others.
On top of that, new incidents called Anomalies or Psychosis started to happen left and right. They are a mixture of the Abnormalities and Distortions from the Lobcorp/Ruina universe and your average SCP. Some Agencies and Secret Societies fight over to understand or to capture those abnormal entities, either to use them as a weapon or to further their own goals. Another key point of the setting is the existence and use of TRAUMAS, which are the remnants of said Anomalies, with science defying properties or effects, that are as powerful and valuable as their can be dangerous.

Cont.
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>>79920053
Corps fight against each other in proxy wars, corporate espionage and sabotage to gain power over each other, while key nodes of resources in the Frontier are also fought over by Corps or even by different Archologies.

Technology advanced in a unique way due to the influence of the TRAUMAS. Internet and wireless connections are mostly gone, since we don't have the satellite relays to provide world wide connections. Inter Archology communications is sparse are difficult, since the earth magnetic field also started to act weird. Most communications now uses closed LANs or Radio Signals, while medicine, prosthetic and other forms of body augmentation, both by use of cyberwere or even TRAUMAS, allow all sort of medical procedures or body augmentations.

cont.
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>>79920263

The idea of the game is for the players to take the role of Fixers (mercenaries for hire, basically your runner from SR) that organize themselves in Offices, and work to Fullfill Request to their Contractor, such as escorting and protection to assassinations and heists. Of course there are many other factions present in the Archologies, Gangs, Criminal Syndicates, Rival Offices and Associations, the Corps, Religious Cults, the Agencies and other secretive groups, Worker Unions, and other groups, all trying to further their interests, be it by acquiring more influence, weapons, Intel, money and other valuable assets.

The setting is really cruel and gritty, with death and dismemberment occurring frequently, be it by criminals, Fixers, some wild beast or other danger that found it's way into the Archology, or even by the general fuckery caused by the Anomalies.
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>>79918035
Why is that? It seems like such a waste of potential.
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>>79918035
>>79923495
Can you guys kindly inform me the reason why does my idea seemingly is a lost of potential? Any ways to fix such problem?
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I got really into a game called Cataclysm: dark days ahead since last year. It's a zombie survival sandbox with surprising depth set in a near future new england where everything hates you.
I'd recomend anyone checking it out if you can get past the initial learning curve.
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>>79894893
Is the OP from the mutations and prosthetics thread still around? Just finished up the drawings from that thread. I tried sending them via email, but I got mailer-daemon'd, so I'll put them up here on the off-chance they'll see it.
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>>79924653
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>>79924682
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>>79924653
>>79924682
>>79924707
Hey! I'm OP from this and the last thread. Weird about the email. These are super fucking cool man, thanks! I'm already writing up characters for em in the campaign
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>>79924156
Your idea isn't a lost of potential, on the contrary, it is a great idea that few other settings manage to implement or develop.
You should be really happy with your idea

I'm really invested in your setting because of those homonculi/bio-servitors
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>>79924156
Yeah, I'm pretty sure they meant "lots of potential".
>>79923495
Probably because the idea of "artificially created servant race" is usually associated with very high science fiction settings involving super advanced and or ancient aliens.
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>>79924763
Nice! If the thread manages to stay up long enough, I might be able to get the two other character designs I had planned put up here. If not, hopefully we can find some way to get this email issue fixed.
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>>79924653
>>79924682
>>79924707
I'm really astonished how well some anons are able to draw
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>>79924791
>>79924844
Thank you, this is somewhat my first time to be really worldbuilding with confidence, but for now i'll go and take some break then post something about the homunculis later. Thank you very much.
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>>79894893

With reduced resources the "primary baddy" is really secondary to base human instincts of "I gotta protect my tribe."

The rest is easy.
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>>79913054
There are Mothmen now, yes, absolutely. The local warlord has a cloak made from the fur of one. The only question is if they existed before the collapse of civilization or just mutated after it.
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>>79895280
I guess it never really crossed my mind, but Rimworlds are technically post apocalyptic since there are implications there was once infrastructure of some sort such as ancient highways. Or maybe they were failed startups from some long ago civilization. How else would you get stowed away ancient soldiers, hostile mechanoid robots, mega warbugs, genetically modded fuel deer, gigadogs, and a fallen Imperial empire.
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>>79928009
Yeah that was my interpretation of it. Kindof a postapocalypse scenario after mankind had already reached and spread out through the stars.
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>>79894893
>The mutation-prosthetics thread went pretty well and we had a lot of creative contributions. Seems like a lot of people enjoyed it
I have just archived said thread on sup/tg/, if anyone wants to upvote it.
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>>79928535
Newfag here. What's sup/tg/ and how do I access it?
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>>79928858
this website
http://suptg.thisisnotatrueending.com/archive.html
It can be used to archive /tg/ threads.
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>>79925172
Alrighty i'm back, and here's the types of homunculis i've been working. Keep in mind that they are still in the making as some of them may have missing pieces that i need to get it fixed while the other posessed a seemingly awesome idea that may or may not just flopped. Alright i'll stop now and give you introduction and list of the homunculis instead :

>INTRODUCTION
These Homunculis, just like the earlier example is a biosynthetical servant race made to serve their human masters in order to achieve their goal on uniting humankind for once and for all (although the way the humans did it is somewhat similar to empires assimilating part of other nations and integrating them to be theirs, even after all this years of Sanctuaries being made to preserve the human race instead of going trough a peaceful assimilation to greater humankind they instead opted to form nations and wage war out of need and greed against eachother not different than their predecessor during the Great Resource War).

There are plenty of reasons on why does these Homunculis is made in the first place, here are the reasons :

1. because it's a fact that humanity is a dying race due to designer virus/bacterias from the Great Resource War combined with living in a toxic and septic hellhole for the majority of humans before, during, and after the period has messed with the ability of human to conceive a child, so now it's hard for them to have a child even after sessions of coitus the chances of the human pair having a child is low.

Continued...
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>>79929150
2. Overusage of Drugs, especially Antibiotics to cure ailments from living in a septic and toxic condition as explained in >>79916254 and reason #1 has rendered the immune system of humans to be vulnerable to the designer virus/bacterias from the outside of their sanctuaries that are still dormant and waiting to infect a living host. Contracting these highly infectious disease from these viruses/bacteria warranted exile from sanctuaries to be left rotted/consumed by the outside world.

3. Humanity is trying to develop a Panaceum, a project carried over from during The Great Resource War era up to this day, and the project itself is aimed to develop a drug that are capable to cure even the most lethal of ailments, and it is also shown to even be capable of restoring their genetic purity so they can continue to increase their numbers. However, they need to go outside of their sanctuaries and really going outside is a no-no for them so you know where is this going.

4. The World outside of Sanctuaries as described by >>79917239 on the second paragraph is dangerous and brimming with artificially improved organic floras and faunas, lab freaked lifeforms made to compete against them, weather being a very cruel mistress, and looming threat of designer viruses/bacterias still airbone and dormant. Also also with the addition of the Wildlands being corrupted by an outside force, monsters from another dimension invading, and corrupted wildlands as dangerous as those of Kingdom Death made humans reluctant to go outside. However this very almost-a-deathworld world is brimming with otherworldly resources both organic and inorganic and this become the reason on why the humans started to form empires and conducting another Great Resource War because they know that materials for Panaceum is out there and they are willing to fight to the skin of their teeth trying to control more land so they can harvest the plentiful of resources in the world.

Continued (2)...
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>>79929150
>>79929498

Really cool concepts my dude. I'd love to play something like this compared to "yee olde fantasy" which 95% of people play. But I'm genuinely curious about what I asked earlier: What kind of story are you hoping to tell with all this for the PCs? Are they going to be humans or some sort of homunculi? What's the overarching goal of the campaign, or at least where do you see their narrative taking them?
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>>79929498
This is mostly the reason on why human created the Homunculis at the first place, i might going to add more in the future if i can. Alright next up is Homunculis specialities and their types :

>P.S. #1
I originally made a game system for my setting it's still in work but to make it short its a d10 dice pool system taken from mashing WoD, Shadowrun 4e, D&D 4e, Symbaroum, Eclipse Phase, Cyberpunk 2020, and Degenesis alltogether. The real reason of why i brought this up is because in the setting humans have 42 (hehe 42 if you know what i mean) dice slots divided equally between 7 Attributes (STR, DEX, CON, WIS, CHA, INT, and TECH) so each attributes has 6 dice slots.

Homunculis on the other hand are more Min-Maxed as their distribution of dice slots in each attributes is geared toward a certain task they are made to do, however one of their attribute is the defining feature of a Homunculus as it locked on 8 slots (Starter Maximum) instead of flat 6 like humans do.

Alright, let's go and talk about the real meat after the last addition made in paragraph above :

>1. CLASS A
Aligned Attribute (INT)
Generally speaking this is the smartest homunculus class, and due to their brilliant intellect they are mostly used for assisting humans and mutants in their govermental problems, science researches, and engineering problems and challenges.

They are also theologist and honestly quite religious as well. (Hasnt done on deciding whether or not this smart folks are supposed to be made small size (D&D's small size (1/2)) or normal (D&D)).

Continued (3)...
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>>79929840
Sorry about that dear Anon, i got myself sidetracked far enough that your question is seemingly ignored, but fear not i have made solution to tackle with that problem by :

1. Timeline Split
I could split the timeline into few different sections like in during Great Resource War I if the players desiring to play in a human-only, chaos in the dystopian megacities in the times of war where the main point is to survive as hard as you can by going political intrigue between criminal, corporate, and goverment organizations.

The second period is the Great Fall of Mankind Period is good for when the player is desiring to play a game of harsh survival in a war-torned post apocalyptic world where resources ar very scarce but the building of Sanctuaries must be done.

The third Period (Great Resource War II) or where i originally planned for the players is good only when the players want to play as homunculus in a pseudo-deathworld trying to do their human masters bidding of searching for Panaceum materials whilst being threatened of death and destruction in amidst of an old war reignited.

This is my original plan, sure it's somewhat lacking but that is at least expected from me. Any helpful advices to help me create my world and deliver a good experience to the plahers dear anon?
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>>79930603
Dearest regards, fellow loreposter, and humbly thanked for quenching my niggling curiosities. That sounds fine enough. If you wanted to do a time-split campaign and keep the same characters, it could be fun to have them achieve a certain objective in each of the time periods, then cryogenically freeze themselves until the next period so they can see the results of their actions as the world slowly falls to ruin. You've got so much on deck that I can't imagine doing it all any other way unless you have three separate campaigns in the same world, which is generally a tiresome prospect to players and even their GMs.

Might even do that cryogenic thing for my campaign actually.
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>>79929840
>Are they going to be humans
Are there any actual baseline humans left, or did they go extinct in the bio wars?
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>>79915347
The Day After Ragnarok and Sine Requie go for a post-apocalyptic WW2 setting.
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>>79931108
>>79929150 here, baseline humans still exist in my setting, however though they are somewhat reluctant to go outside of their sanctuaries due to reasons listed on >>79929150 and >>79929498 , thus they're relying on homunculi in a same fashion like Coppelion (Manga/Anime) did.
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Bumping because of interest
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>>79931106
Since i'm more leaning to the science fiction first, fantasy second i would instead opted for a less risky more effective nanostasis sleep. Besides cryostasis sleep is a brutal and honestly quite ancient way to preserve a body up to centuries with a risk of you being a frozen dead meat or being flooded by liquid of your own tank like Newt in Alien comic did is lessened since you dont use any of that.
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>>79929135
Fuckin hell, thanks man. Been here for six years and never knew about this.

>>79924653
>>79924682
>>79924707
These are great. They were from those tables in the other thread right? I remember OP saying something about mutants being one of the two races, the other being hyper-augmented humans. Did he ever post more info about them? Some of those would be cool to see
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>>79897986
Can you post that hexmap?
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>>79931331
Awesome, thanks, I'll check them out!
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>>79924981
Oh my stuff's nothing, you should check out the drawthreads. There's been some pretty good stuff there recently. But thanks!
>>79933125
Yep mix and matching "Physical mutations" and "Radical mutations" as well as some mechanical augments/prosthetics. IIRC mutants are separated depending on the extent of their mutations, there are minor mutations and more drastic ones that either render them human off-shoots or just too freakish for normal society.
>Some of those would be cool to see
Funny that you mention that, because the next two I've got planned are indeed of the more drastic variety.
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>>79933558
Forgot the table. Not sure if it's been updated since though.
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>>79933125
>>79933566
OP here, I've been busy with work and moving countries.. so I haven't had the chance to do much. But I'll post what I've got for both races in a bit
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>>79933655
Bumping till I get home
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>>79933125
>>79933558
>>79933566

Helluva day. Hope these come out okay, It's almost 1am here so I just threw em together as best I could before I pass out. Here's the Mutant one <3
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>>79936353
And the True-kin one. Still trying to flesh these out and balance them, but thanks to the previous thread I feel a lot better about em so far.
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Didn’t want to start a new thread for this, so thought I’d ask here: what post apoc rpgs would you want to see in a trove? Thinking on starting one since I don’t see one in Da Curated.
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Space adaptation. You've got prehensile toes, a pressure-resistant exoskeleton for skin and insectile wings covered in symbiotic algae for photosynthesis. You can hibernate to save life-support consumables and are a midget to save on weight and fuel costs.

Of course, since the game takes place at the bottom of earth's gravity well and nobody's had the technological capacity to leave it since the fall of civilization, all of these adaptations are useless to you, if not outright crippling, seeing as you need a combat wheelchair to move around under earth's gravity.
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>>79937659
Wouldn’t they have tried to make organisms that could survive both on Earth AND in space?
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>>79937659
Might work better for a questgiver NPC than a PC. They got a brief, intelligible broadcast from one of the per-collapse orbital habitats, think it might still be inhabited and are trying to build a rocket to return home.
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>"The native life of the radiation wastes are exclusively unicellular. There are, however, many clades that live in interconnected clonal hives that are able to communicate, strategize in simple ways, and cooperate to optimize their environment. These habits translated well to symbiosis with the flora and fauna from less environmentally devastated regions, with hives taking over a host and optimizing the body to suit their needs. In most cases this is barely shows measurable changes. In other instances it is impossible to distinguish from diseases, especially if the host's body fights the hive. Some of these hives dramatically alter the form of their host. In a few rare instances, hives have created bodies when their host dies and they try to replicate the physical form they inhabited before. This has led to many strange and terrifying creations, called 'demons' by the radiation wastelanders. Above is a demon called the 'Post Walker'. The wasteland tribes have a ritual that they perform when a person is accused of a crime with no witness or can be demanded if the person accused feels the charges are unfounded. The person is tied to posts in the waste for 3 days with a ration of water. If they are alive and well when the villagers return, they are deemed innocent and all crimes are forgiven. If they are gone, it is assumed the spirits delivered suitable justice, and their name is forgotten so they cannot be reincarnated. Many hunters have reported seeing a creature with that resembles a woman on posts. It is said that the trickster spirit Indrakai created a demon from a guilty woman and charged her with hunting down those who escape justice. If the creature is real, it is likely that a woman was enduring such a trial, and a hive came upon her and, in her unfortunate predicament, she was unable to escape and the hive took her as a host and adapted her form to the posts so they could walk free."
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>>79937659
The craziest part about that pic is that I remember the excerpt indeed referred to that particular vacuumorph as female. Anyone have the name of that book? I keep remembering "All Tomorrows", but I know that's not it.
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>>79945939
Man after man

All tomorrows is the other one about the Qu
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>>79937659
>>79945939
>>79946081
>Man After Man
>You can read it here.
https://superduque777.files.wordpress.com/2018/06/3-man-after-man.pdf
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>>79946302
>>79946081
Awesome! Thanks, anons. Redownloading a lot of PDFs I lost in an old hard drive and I've been trying to remember Man After Man.
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>>79895462
I have been working on something similar. 66.6% of the population that didn’t ascend to heaven was transformed into monster demon things. The remaining humans strive to not become horrific creatures by not committing sins.

But everyone sins. So you slowly develop powers or mutations, rolling on random tables. Once your Sin gets too high you become insane and the DM takes over your character with all its power gaming shit you did now under his control.

Early game is about developing somewhere to live and survive while setting up basic infrastructure. Later on is about trying to save the world by fighting god because the cunt allowed this to happen.

Played a few games of it and it’s good fun so far. Put myself in as a DMPC who turned into a demon after abusing magic powers and he’s now hunting the party because he wants them to become demons with him. Good way to use a dmpc to set up the world and not have it be a Mary Sue fuckwit waste of the party time.
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>>79894893
What makes my setting unique is that the factions that have survived have taken up different philosophical approaches because of or in spite of their immediate environment:
Places that would be much easier to implement a monarchy (Let's say, a mountain that has better, yet smaller arable land with unusually vitalizing crops the higher you go, pic rel) has an anarchist commune instead. or a fortress-like peninsula being the center of commerce for the area.
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>>79945939
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>>79912497
fuck I love that osprey cover you've made
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>>79913054
>"Black Box" powerplant
What happens if one is broken open to try and reverse-engineer it? Doing so simply renders it useless, an extremely expensive extravagance, vs a thermonuclear explosion?
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>>79894893
Hey guys, Im hoping to do a post-apocalyptic game set during a zombie outbreak (incredibly generic, I know, but I think zombies are cool) what's a rule set you guys recommend for that?
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>>79947596
Now I want to see some All Tomorrows monstergirls.
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>>79946725
This sounds fucking metal. Now I wanna see a post-apoc epicurean city state get shit stomped by the nearby stoic Chad settlement.
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Thoughts on medieval keeps and courts being made from pre-apocalypse buildings and equipment?
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>>79951720
I've thought about doing this in a system that only allows for medieval-tier technology and nothing more. Instead of directly saying what the ruins and artifacts are you just organically describe them without giving it away. Kinda playing off that eureka moment when everyone realizes they're looking at a collapsed nuclear centrifuge or ruin like your Pic and having them piece together everything from then on out
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>>79937659
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https://www.youtube.com/watch?v=l9kgkgJHRRs
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>>79951720
>>79951792
Definitely take a look at Gene Wolfe's Book of the New Sun, this is exactly the situation that is encountered, the setting is a far far future Earth with alien lifeforms etc on it, but the knowledge has all been lost so it's all from a medieval perspective. The books are just generally very good, imo, but the post-apocalyptic twist makes it even cooler.
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>>79895462
If you run games in this, you better have an appropriate electronic/metal soundtrack to go with it. Or at least just blast I DON’T WANNA TRY TO FIGHT THIS LOVE
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>>79894893
What about fantasy post-apocalyptic settings? How would you change things, and what are some good settings for inspiration?
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>A cyborg noble, a survivor of the old world. While their superhuman abilities allow them to rule their city-state as a tyrannical meritocracy, the technologies for making more of their kind and repairing any injuries they sustain have long since been lost.
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>>79936353
>>79936378
Nice work! Definitely helps flesh things out little more. Now I'm torn if I'd just stop with the mutants or go on to do some True-kin as well haha.

Anyway, here's the next one. A mutant sporting a drastic case of chitinous flesh. Took some time since, among other things, I kept going back and forth with the design, between just a human with some chitin to full bug/crab person. What do you think?
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So in terms of antagonistic organizations what fits a post-apocalypse setting?

So far I've got the usual list of suspects:

>Slavers
>Scavenger gangs
>Remnants of old-world governments, militaries, etc
>Mutants
>Zombies
>The fucking environment

But after that I'm drawing a bit of a creative blank. What would be an interesting or unique antagonist in these settings?
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>>79963068
Now THAT is a radical mutation. God damn, the plates on the head, neck, and knees/hands/feet look crazy good. They supposed to be a medic?
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>>79963341
Glad it's up to snuff! Looked at a lot of crabs for the face plating.
>They supposed to be a medic?
You guessed it. I wanted to do another relatively non-combatant character type, much like junk-dealer/handyman look I went with for the tentacle guy.
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>>79963068
Can they even open their mouth? It almost looks like a single plate of chitin.
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>>79965234
The face plate and jaw are indeed separate. I just kept most of the "mouth lines" subtle so it doesn't look a like constant ":3", that and I think it implies how well the plates interlock.
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>>79963101
Leftover killbots? Cults maybe? you could mix and match the different faction concepts together too. Like slaver killbots, raiders masquerading as the old-world government, or cults that worship mutants.
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the year is 2000 and the world ended...in a way. invaders from another world came to Earth for minerals and ocean syphoning..before we could really figure out why this was happening and before the aliens had truly started there invasion shit hit the fan. Miles long spacecraft crashed into each other and earth, some Capital cities ceased to exist. In the US everything east of the Ohio and Mississippi confluence has been abandoned. will type up more later.
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>>79966653
>slaver killbots

Fuck man, that's a good idea. I'm imagining a malfunctioning AI core somewhere that's turned every robot on its network to an army of slave traffickers and organ harvesters.
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>>79912797
That's not how physics works dammit
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>>79968155
Really? Please elaborate on this. XD
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Bump
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Republican alien world (think of Coruscant or some cosmopolitan planet filled with different races) falls to a catastrophe that leaves the energy grid disabled, damaged infrastructure and without any contact with outside the planet. For all as they know, there is now way out the planet and all attempts to communicate with off-panet turns to silence. Is this planet the last remain of life in the Federation Space? Have they being attacked? What happened?
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>>79968150
Sounds right proper brutal, anon. But why are they harvesting organs? Would be interesting if they were actually trading them with some other faction.
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>>79971814
Machine parts have lots of points of failure. Maybe organic organs reinforced with machinery and are more durable and reliable? Could be cyborgs instead of true robots Red Ribbon style
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>>79924462
fun fuckin game
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>>79973869
>Red Ribbon style
Now that's definitely an interesting take. Opens up a lot more creative options than just leftover robots running on old orders/glitched out AI. Has potential for PCs to be in that faction as well.
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The thought of a post-post-apocyalpse always intrigued me. Instead of saying "We will rebuild", the characters can say "We have rebuilt" and while not close to pre-apocalyptic levels, they're still doing great.
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>>79895462
And the title of this rulebook is DEMONOID in Doom font, with a violent heavy metal cover, right? Right?
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>>79894893
Why is everyone obsessed with post-apocalyptic settings? What about settings where you try to avert the apocalypse, or ones where you are rebuilding afterwards, or have rebuilt fully? Why don’t we see more of those kinds of settings?

Also, what might your setting look like in the latter case, OP?
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>>79977761
>What about settings where you try to avert the apocalypse
So every campaign were the players try to save the world. It could be argued that every non-post apocalyptic can be about saving the world to some extent.

>where you are rebuilding afterwards
See the above, every setting can be about it, thought I would argue that this is post-apocalyptic since a lot of settings try to do something with rebuilding civilization or something similar

>or have rebuilt fully
So, every other setting with "shit happened but now we are kinda of fine"

>Also, what might your setting look like in the latter case, OP?
Every other setting where shit happened but now people are fine to some extent. Every setting can fall under this category

>Why don’t we see more of those kinds of settings?
You see, you just aren't looking at them trough the correct definitions

>Why is everyone obsessed with post-apocalyptic settings?
Because they:
1) are Fun
2)Allow the creator to come up with new ideas about the world, since the old one is destroyed, while having a clear example of how things were before vs are now
3)Create a new sense of wonder, mystery and danger, since things the PC would took for granted in the "old world" like food, technology or security are now gone.
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>>79977761
>Why is everyone obsessed with post-apocalyptic settings? What about settings where you try to avert the apocalypse, or ones where you are rebuilding afterwards, or have rebuilt fully? Why don’t we see more of those kinds of settings?

Damn son, where have you been for the last half decade or more?

Legacy: Life Among the Ruins is all about the long view where players represent multiple generations reshaping the world long after the apocalypse. MYZ (Mutant: Year Zero) is a smaller scale in terms of time frame, but is all about the characters helping to lay the foundations of a new world for better or worse. And then there's 'Fragged Empire' where the PCs are the surviving descendants of a far flung interstellar empire that has collapsed and who are attempting to rebuild and reunite from the ashes.
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>>79894893
I think the essence of "post-apocalyptic" settings is personal freedom. Society could rebuild, and even have retained a lot of technology (or re-achieved a lot of technology) from "our" world; the important thing to me is that there are "frontiers" where people can escape normal social life.
Communities can and should exist to give juxtaposition, but the fun of it is being able to go away and have an adventure. It doesn't matter if it's a village/bunker you venture out of, or a small country or city-state. What matters is you have an American Wild West level of unpoliced territory to roam.
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>>79981230
Interesting take. You're saying essentially that a postapoc setting lends itself more naturally to a sandbox style of play?
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>>79981567
You'll notice that Post-Apocalyptic settings fill in for modern times what other exploration analogues have covered.
Fantasy takes place from prehistory and ends at the Renaissance. It tends to skip eras and geographies where state entities are strong over wide territories (Egypt and Rome aren't popular fantasy settings, for instance). You don't get a lot of post-Renaissance fantasy because that's when the West considered Europe mostly "inhabited and civilized." Whether it's true or not (local lord posters begone), popular consciousness considers "medieval" law to treat the wilderness like international waters. There's the intuitive understanding that after that, more "modern" systems of law enforcement take place even on the road.
Colonial fiction is relatively rare, despite exploratory themes being inherent. This is because colonial explorers are state-sponsored, and are subject to company/royal rules. It's hard to be a free spirit on a ship that the King's paying for, or at a colony. Pirates are popular in this time period because they defy that standard.
Westerns on the American frontier are another romanticized "lawlessness" period fiction. Towns and cities still feature, where lawmen will stop you from doing whatever you want. But out in the wilderness you're free again.

In the ultra-modern age post 1900, Post-Apocalyptic fiction becomes popular to "create" new frontiers in the West. We'd discovered the world and covered it in state entities with what seems like unlimited power over the individual. The only way for an individual to experience agency, in the popular consciousness, these institutions need to disappear in an act of god.
All that matters for a proper Post-Apoc feeling is that no government seems strong enough to really oppose an individual with the grit to run.
This is why Fallout: New Vegas didn't feel "out of place" despite being more of a Western than a Post-Apoc game.
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>>79981941
Huh, you know all of that makes a lot of sense. Never really tied all those threads together, but yeah I guess you're right. I'm garbage at structuring sandbox games though, I'll have to watch some shit about doing it correctly.
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>>79894893
What inspired you to create this setting BTW OP?
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>>79978972
These complaints are never made in good faith...and yeah, in this case it's Bumpfag asking, who's notorious for
>pretending that he knows almost nothing
>acting like /tg/ is a search engine
>midwit obsession with novelty
Insults are the only answer he deserves at this point.
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>>79984177
See
>>79895495
>>79911533
>>79911688

People keep asking so I'll try to explain as best I can. I work overseas, in Japan specifically. My area has been absolutely hammered with COVID and a lot of the facilities that I work at have been closed due to outbreaks. It's kindof depressing being jammed into a small apartment for weeks to months at a time. At about this time my ttrpg group splintered and went home to their countries because of COVID and we couldn't work with our hectic timezones. I started doing a lot of gaming to pass time while stuck in my apartment, most notably Underrail, and Rimworld, Fallout 1 & 2, and Soulsborne games. Postapocalypse was just fresh on my mind and I had a lot of free time so I started trying to cobble together a decent setting that I plan to run for my friends when I move back home.

TL;DR:

1. Quarantine anxiety and free time
2. Post apocalypse-themed vidya
3. Had never done one and it sounded cool compared to standard fantasy for the 10th time
4. Also binging Sseth videos
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>>79894893
Blood is fuel.
Earth is empty.
Hell is full.
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>>79985785
>Blood is fuel
for? Cmon anon you can't go that edgy and just leave us all hanging
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>>79987027
Its an Ultrakill reference. Character action game style FPS. You play as a robot after all of mankind is dead. You run on blood. The entrance to hell has been found and demons bleed.
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>>79987095
>You run on blood
Why the Hell would anyone ever make a robot like that?
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>>79894893
>what's thematic to a post-apocalypse?
I might be weird, but I feel that the main markers of a post-apocalypse are the old world, which is better than the current state of affairs, fell away/apart, and the people in the world can to some degree see this old world. It can be in the form of full buildings being intact, or organizations from the old world bleeding over into the new order, or it can just be themes and symbols. It doesn't make it a post-apocalypse that water is a currency or major resource to track if that's just a fact of the desert planet (for a fantasy setting or as one planet of many in a sci-fi setting), for example. High lethality is just a mechanical choice that could be in any system for any setting. Another alternate example is that you could have a game that has plenty of food and water and isn't too deadly but is set a couple of centuries after the Bronze Age Collapse, which is a pretty good non-modern post-apocalypse.

>what would your villain be?
It depends on the type of post-apocalypse, but I might use some remnant of the old world, possibly horribly warped from its old nature, seeking to re-establish its glory to the detriment of the denizens of the new state of things. Something like a remnant of a government agency seeking to re-establish its pre-collapse borders and glory.

>what hardships do your characters face?
Because I think survival in games is fun, definitely the concerns of food and drink (even if survival isn't core to post-apocalypse as I mentioned, it still goes well with it, like it does with dark fantasy), as well as any concerns any fantasy or historical setting would contend with, such as bandits and cults and local lord etc. etc. Maybe some weird mutants, psychers, or radiation if the post-apocalypse makes it make sense to have.

>what's my post-apocalypse like?
My friends and I have been working on-and-off on it for a while, but the idea is essentially "medievalized" America with the paranormal.
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>>79913495
>I would make it so that new ones can be made but only in a few places and are expensive. Which in turns gives disproportionate power to those polities.

>Which in turn can allow for drama, as the engineers, equipment and resources to make it are valuable and sought out. Wars could be fought over them.

I like the idea -- it allows for interesting conflicts, both covert and overt.

However I wouldn't want Black Box production to be anything besides a hand-made affair. You're building the advanced technology of yesteryear on a significantly diminished technological base, after all.

>>79927924
Cool idea, but "no mutants" was one of the first "rules" I decided on for my setting .

Also - warlords are cool, I like warlord era China as much as the next guy, but they're very rare in this time of city states.

That said, maybe there was some absolute madman who wore an asbestos cloak in the warlord period and claimed it was a mothman pelt. Stranger things have happened irl.

>>79948857
Thanks

Although the art isn't mine, it belongs to my good friend Rifle Infantry. He makes cool shit.

>>79949116
I think the most likely result is that you take apart a piece of ancient nearly irreplaceable technology, and can't put it back together again. Black Boxes were designed to be replaced as an entire unit rather than maintained because of the complexity of the mechanisms involved, and to avoid people peering into the classified mechanisms.

If you're unlucky or careless it could absolutely explode or fatally irradiate you - or both - but the conception I've had of the technology is that it was designed to be relatively tamper-proof. It's not impossible, of course, if you're especially dexterous or smart you might be able to pry it open, but most people aren't willing to.
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>>79988127
>My friends and I have been working on-and-off on it for a while, but the idea is essentially "medievalized" America with the paranormal.

That sounds very interesting

I would like to know more
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>>79894893
>What would your villain/bbeg be?
The leader of a well developed settlement. The food is plentiful, the water is clean, and the streets are mostly debris free. And chattel slavery runs rampant. Their founders were a group of super preppers and their families who decided anyone who wasn't prepared for the apocalypse deserved to be slaves as they rebuilt civilization. They don't care who you are, if you don't look like a "proper survivor" you are getting thrown into the slave pens.
>What hardships do your characters face?
Travel. Moving from area to area exposes you to numerous hazards. Mostly wildlife. Anomalous objects, ala STALKER also litter the area. Some settlements are only a few miles apart, but it can take days to travel the distance because...
What's your setting like and what makes it unique?
It's a sweltering green hell, bordering an inland sea full of whatever horrible abominations I can think of. I based the area off the Puget Sound, since I live there and know where a lot of weird stuff is. If the world suddenly got a lot hotter, this place would be a fucking rainforest and a half, not some bone dry wasteland.
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>>79985148
Fair enough, thanks for the heads up.
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>>79988041
>Blood is quite abundant and easy to find
>Oil or energy crisis, oil sources drying out and other conventional methods of energy running out or becoming too expensive

But mostly of all
>Sounds cool as fuck
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>>79988041
https://en.wikipedia.org/wiki/Energetically_Autonomous_Tactical_Robot
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>>79990013

> However I wouldn't want Black Box production to be anything besides a hand-made affair. You're building the advanced technology of yesteryear on a significantly diminished technological base, after all.

Most modern tech are not necessarily mass produced. A significant amount of it is custom made. Nuclear plants are one of those. The parts might be mass produced but the plant itself isn't. To add to that, most mass production does not produce perfect quality. I know some high-parts machine shops only achieve the specs for only %10 of what they produce. Mind you, the tools they use are high-end as well.

The tools often are the crucial part. You could have a whole bunch of drama for a set of tools that checks precision. Not necessarily provide, but tells precisely a dimension. Hell, most tools also need to be calibrated. So half way through the drama, the tool and the calibrator could be separated which adds more drama. Something like a hyper-precise laser range and some gauge blocks.

https://youtu.be/gNRnrn5DE58
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>>79981567
>>79982199
I should clarify that you don't need to make it a sandbox style of play, just that you need to create the feeling that "the system" isn't invincible.
Western fiction after the rise of the novel can be loosely defined by "supergenres:" the Romance and the Picaresque.
Picaresques depict systems that are too powerful to escape or dismantle. Instead, heroes are exceptional people who are able to subvert the system, but not defeat it. From picaresques the "punk" and "urban fantasy" genres are born, almost exclusively taking place in cities. Even powerful entities are subject to secrecy and some kind of masquerade. This struggle against society is shared by outcasts, superheroes, detectives, vampires, and even Jane Austen novel protagonists. The dystopia is the antithesis to Post-Apocalyptic fiction (whether or not an "apocalypse" occurred) because it is a picaresque.
Romances depict systems limited in power and reach. They struggles to contain individuals, and not the other way around. This genre spawned Fantasy, Pirate Fiction, Westerns, and the Post-Apocalyptic fiction we are discussing. A major theme is "adventure," and you'll often find the "hero's journey" prevalent in Romances. Social institutions are not *absent,* but they are not an impossible threat to oppose. Pirates and Cowboys are often being hunted by the government. Usually, they've survived years "on the lamb" by living on the frontier/the high seas. Fantasy heroes often oppose a dark lord or evil nobleman, whose minions come for them and are fought. Ironically, survival fiction is usually Romantic as the protagonists overcome nature.
You can create narrative tension by having a faction in the Post-Apocalypse hunt your players for some reason, which they have to do something about. Or have a survival situation that the players have to solve, like running out of clean water or having to find a suitable bunker. Working towards solving these problems is your direction.
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>>79988041
>>79991934
https://horizon.fandom.com/wiki/Faro_Plague
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>>79894893
Here's another one, a skinless mutant armed with some pretty advanced bone blades. I have to say though, not much of the design addresses the ramifications of having no skin (rapid dehydration and infection), but I thought it looked cool and had to put it out there.
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>>79990032
So the idea was that the world goes through a Bronze Age Collapse style collapse, and since so much of modern infrastructure relies on that reliable trade, it has devastating consequences for the world stage. People can do fine, but the era of modern technology starts to quickly tumble down as fewer and fewer people have access to them and after a while people just stop caring about them beyond curios and then just see them as junk. The world goes through a warlord and local city-state period followed by conquests and alliances building up various states, and most people use approximately medieval technology, though the occasional firearm is used, though they're either very simple (and kind of shitty) guns to make maintenance easier or they're more ceremonial. Since civilization collapsed and only properly rebuilt itself fairly recently, plenty of people will revert back to tribal groups or gangs and become a new raiding menace with enough frequency to be a problem but not enough to halt re-civilization. That's the major overview of the post-apocalypse part.

The paranormal was essentially just my friends and me joking around that it'd be funny if the paranormal threads on /k/ and sometimes /x/ were real: goatmen in the woods, wendigos, sasquatch, ghosts, etc. We then realized that that could be really cool, so we went with it and essentially made the setting have kind of a weird fiction vibe, making these things rare to encounter, rare enough that they could be made up as far as someone in-world is concerned, but enough of a threat conceptually that they still don't want to go out in the woods, just in case the stories aren't a load of bull. We've left it completely in the air as to why these weird things have cropped up because it just makes them weirder, which works we;; for us.

We have some jokes and memes in the setting, but we've so far not included anything that would break the tone of the setting; if we can't retool it, it doesn't go in.
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>>79996184
>rapid dehydration
Protective layer of mucus?
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>>79997216
Yeah, I was thinking the mutation would come with some kind of a solution or at least mitigation feature, just nothing overtly apparent with the design.
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>>79997320
Maybe have him work like a human caddisfly larvae? He can press stuff into his exposed musculature and it'll grow over it, giving him a rudimentary exoskeleton.
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>>79996184
>>79997216
>>79997320
>>79997358
He takes skin from victims. Allows for mimicry.
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>>79996184
Looks pretty buff. Perhaps he produces an excess of lactic acid from exercise.
Lactic acid's more corrosive than you would imagine, and would serve multiple purposes.
For one, its acidity makes it antimicrobial and antifungal. It's at a level where it can cause chemical burns to skin and mucus membranes at significant concentration, so perhaps it explains why he has no skin (maybe his muscles adapted to be resistant to acids?). Also tattered clothes could be melting from the acid.
If he's coated in the stuff, he might not dehydrate so fast. Alternatively, he might just have to keep moist (living in swamps or whatever).
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>>79997358
Definitely would make for an interesting look as well. While I don't know fully understand what OP's intentions are with the skinless mutation, I like to imagine mutations can come in varying degrees of severity and function, just for the sake of appearances if nothing else. So I can imagine depending on how an individual's skinless mutation reacts, there may be multiple ways to go about solving/mitigating its problems.
>>79997732
Combine that with the Omnivocal jaw mutation and you've got a functional skinwalker.
>>79998315
Now that's a very good point!
>>
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>>79947387

looks kinda 40k:ish
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>>79998543
>Combine that with the Omnivocal jaw mutation and you've got a functional skinwalker.
He'll need to swap his skins fairly regularly. Decomposition makes them degrade past the point of useful camouflage.
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>Long ago the seas rose and cities were engulfed in nuclear fire.
>A few survivors picked over the ruins for scraps, gangs fought for cans of gas, tins of soup and bicycle wheels.
>Some settled down and started to till the land. >Their camps became villages.
>They began cobbling together scrap into new items. When their old guns wore out new ones were made from old pipes and springs. New buildings were made, first from scraps of older ones and latter from new bricks and timber.
>Some villages failed, others fell to attack, others grew into towns.
>As generations pass, items made in town workshops get less ramshackle, neater and of higher quality.
>Merchants wander from town to town selling wares.
>Towns and villages form alliances. Leadership has gone from the The Gang's leader who fights to the top to local dynasties, town councils and then to courts with kings, elected assemblies their bureaucracies.
>Regular patrols drive back bandits.
>Some towns prosper and become cities.
>Workshops grow into cottage industry, then into factories.
>People experiment with things in old textbooks.
>Generators are made and provide power.
>Steam cars, boats and trains roll along a growing network of restored roads and railways.
>Eventually someone makes a solar panel in a lab. Not long after they are made in factories.
>Prosperity rises.
>The Apocalypse is Over.
https://www.youtube.com/watch?v=lB-3tFuQwqA
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>>80000700
>As prosperity rises, factories begin belching pollution into the air. Some grow wealthy and others exist in deep poverty. Kingdoms go to war over resources, ideology, and power. Weapons become more sophisticated. At some point everything reaches a point of no return.
>The wheel turns.
https://filkyeahfilk.com/2017/08/12/broken-dreams-of-uplift-ben-newman/
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An indestructible robot or brain-in-a-jar level cyborg which has spent the past few centuries immobile, locked in prayer or meditation. Everyone thinks it broke down.
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>>79937659
>>79940501
There's a city-state whose ruling priesthood offer regular sacrifices of food, water, tanks of compressed air and the occasional nubile slavegirl via an ancient machine they believe merely disintegrates rather than teleports. In exchange, the ancient technological wonders of their city remain operational and any army which attempts to seize it is smote by fire from the heavens.

Meanwhile, kilometers above, the descendants of the crew of the last orbital solar powersat remain dependent upon their sole link to the surface to eat, drink, breath and replenish their genepool degraded by generations of inbreeding and unshielded cosmic radiation.

If one of the gods was ever to descend to earth, they'd be revealed as a four-meter-tall colossus with finger-thin limbs and prehensile toes, requiring a cushioned or water-filled palanquin carried by slaves for mobility without fracturing every bone in their microgravity-acclimated skeletons.
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>>80000732
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>>80001186
transmutate
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>>80001186
Why? Why would anyone make something like this?
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>>80001938
Are they in a relationship or just roommates? I can't tell.
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>>80001578
>Aliens don't get human aesthetics and think this is a good diplomatbot
>It runs shrieking after you to try to make friends
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>>79996184
Now that's a guy who wouldn't be allowed in a fuckin settlement. Love it
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>>79894893
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>>79894893
Is it a good idea to deliberately make it so my settings rightwing religious authoritarian faction will piss off the modern left and right wing while centrists will find it dark brutal intriguing and surprisingly reasonable
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>>79963101
a warlord amassing more gangs and tribes together
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>>80003901
If the intent is solely to anger others, it'll come off in a similar way to if you made a faction to explicitly support your ideals or made a society to satisfy your magical realm.
Now, if it accomplishes that as a secondary thing while being an intriguing and well thought out part of the setting, that should be fine.
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>>79996284

> though they're either very simple (and kind of shitty) guns to make maintenance easier or they're more ceremonial.

The opposite might be true. The quality of iron working actually went up after the collapse of the Roman Empire, as now peasants had more money to spend. There was also wide-spread recycling of metals, mainly from nails in buildings which helped the blacksmith refine heat treatment.

https://www.reddit.com/r/AskHistorians/comments/98akpu/were_there_differences_in_the_quality_of/e4kl6lw?utm_source=share&utm_medium=web2x&context=3

To expand on it, there was a period in the N. America where the Native Tribes had better weapons than the army. The Natives bought their weapons in small batches and for more personal use. The Army bought them in hundreds of thousands. At that scale, the discount of a few dollars even if it reduces quality is worth it.
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Bump
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>>80004805
To be fair, even back in the day when soldiers had to buy their own arms and armour, blacksmiths still made budget lines. But for the most part yeah I agree, not much need to cut corners on handmade guns when there's no real required production output.
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>>80010476
Yeah, it is more complicated than that. Though most soldiers bought weapons around the same time, which increased demand, which increased prices, which increased the need to cut costs.


It is possible that for techno-barbarians, the demand would more flat with the less spikes. Similar to the Natives.
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>>79963068
>>79965612
>What do you think?
It's way too attractive for a mutation
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>>80013148
>biophobia
>death is healthy and normal

whoever wrote that is dumb and gay
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>>79963068
>Do you have an artstation or deviantart or something where you collect all your work?
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>>80004805
>>80010476
>>80011260
For one, the fall of the Western Roman Empire wasn't nearly as devastating as is often portrayed, with probably the worst part being the loss of easy trade within a greater state now divided among the successor states. The quality of steelwork was going up regardless of who was in charge, so that makes sense. Furthermore, the Bronze Age Collapse saw a decline in quality of production and general quality of life, and ironworking was at the time more of an alternative because the techniques weren't yet built up around working with iron, so the work was worse, but the material was sturdier and was far more plentiful, so it was an overall advantage all the way until the point when iron equipment was simply better overall. (At least that's what I gathered from past binges of history channels when they discussed the period.)
That's beside the point. The idea of simpler guns came more from ease of maintenance as opposed to materials being worse (though that could still happen, never know), for the logic of that bargain line gun. A more simply made gun that doesn't need as involved maintenance would probably be preferable for anyone who could afford a gun to begin with, simply because it doesn't demand as much of a recurring investment; at least that was the logic.
And when it comes to the economy of the world, at the point where games would be run, the Americas have crawled out of their post-Bronze Age style Dark Age fairly recently, so comparable to the Archaic period.
Furthermore, given there's historical precedent aplenty for technologies to "regress" because of pragmatics, it felt safe to assume that some tech might regress for economical reasons (easier/cheaper to make, easier to maintain, etc.). Some examples for this are Gallic and German tribes using their shields more because wood was cheaper than metal, the Bronze Age Collapse's mess of changes, and the Great Lakes Indians, going back to stone arrowheads because they're cheaper.
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>>80016292
Seconding. Your stuff is based.
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>>79894893
Finished the chitin medic.
>>80011460
Yeah, I can definitely see how it can look too clean for some people. But like I've said previously, these mutations can vary in appearance and I think it's a good enough baseline to branch off from.
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>>79894893
>>80003564
Exactly what I was going for, kinda like a violent outlaw living on the fringe.
>>80016292
>>80016883
Thanks, glad you all like it! Got an Imgur gallery.
https://imgur.com/a/XtfdTmx
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>>79996184
>I have to say though, not much of the design addresses the ramifications of having no skin (rapid dehydration and infection), but I thought it looked cool and had to put it out there.

My go-to for this is that the skin exists, but it's actually just really thin and translucent. Heals fast but gets torn so easily you don't realize there's skin at all, and it's kind of wet so the innards are hydrated despite exposure to the sun. They need to drink a lot of water to keep their skin-film from drying up though.
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>>80017331
That can work too. This and the lactic acid idea (since it solves the infection problem) definitely seem most viable. Since hydration seems like such a necessity for these guys, it's got me thinking.
>skinless mutants need much more water than regular humans to survive
>rejection by normal society leaves some of them with few sources of accessible drinking water
>skinless water bandits
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>>80017268
this shit freaks me out because I cannot imagine what his dick looks like
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>>80016292
>>80016883
A deviantart account would be nice.



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