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Survivor Settlements
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Snap_Dragon
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PostPosted: Sun May 08, 2005 1:02 am    Post subject: Survivor Settlements Reply with quote

I've been thinking, what does the average survivor settlement look like?
How do they form? What do they do for food, or other nesesities? How do they defend themselves? And how have they held up after 13 years of hell?

Please use this topic to post any ideas on survivor settlements you might have.

The first thing we have to ask ourselves about a survior settlement is how did they form? After 'the big one' the people who survived would have 3 choices: Bug out, Bunker down, or Buy the farm. Considering that the last one can't really be counted as surviving we are left with two kinds of survivor settlements: Those formed by people who decided to stay where they were after J-Day and try and ride out this whole 'reckoning thing.' And those that said 'fudge this, I'm out of here.'

Naturaly this would have dispursing the surviving people away from major population centers so we would be looking at a smaller population with realitively even distribution after the end of the war. This scattering would probably save a lot of people from the 4 horsemen running about but isn't that the point, it dosn't take a lot of lives lost to put the fear of God into everyone else.

So we in any given survivor setlement we would probably have a decent cosmopliton of people. And we would have a mix of settlements from those founded near cities and pre-war population centers to those thrown togeather from scratch or around something that might not have originaly been ment for perminent human habitation(ie a lumbermill far from town or a camping ground). And because relivtively even distribution of people you could assume most initial settlements would be of roughly the same size. This would change over the next 13 years as people gravitate from less successful settlements to the more successful ones (barring poor travel conditions (ie. walkin' dead, bad weather, etc)).

But enough of that lets look at the specifics of what it takes to make a sucessful survivor settlement.

Munchies
One of the most basic requirements for a survivor settlement is the most basic requiremnt for life: food and water. Without hope of a next meal sociaty would fall abart in a matter of days (if not hours). No matter what the settlement must have access to water, and the ability to grow, or aquire food.

Aquiring food could be as simple as stealing it from somewhere esle, or as complex as salvaging or producing something to trade for food. All of these of course could run into problems if that supply line was some how dissrupted. Such as a tradables stolen, the regular target of their raids grows a spine, or unseasonable conditions (ie walkin dead) blocking the roads.

Growing or harvesting food requires that you be in an area with available game, arrible land, lots of water. Any survivor settlement would probably have to have hunting parties, or large tracts of lands outside their walls. You could probably assume that they would at least have smaller gardens inside.

Growing food in fields would become problematic because things like fertilizer would be hard to come by 13 years after the end of civilization so most setlements would probably have to use crop rotation (not growing food on a portion of land to let it recover). Also a lot of work would have to be done by hand unless the settlement could find some way to improvise
things like fertilizer (dung works if they had livestock), or irrigation (some engeneering minded types might try building windmills to pump water), and plows and threshers.

fishing might be simpler since rain and river flow will probably wash most of the fallout to the deeper parts of some lakes or out to sea.

Hunting can get tricky because it requriers bullets and some settlements might take to great a toll on the surrounding area.

Now if you were a survivor of the apocalypse what would you do for food? Right after the big bang you could probably live for awhile on tinned goods or stored foods but you would need to figure out a way to make your own eventually. What would you do, and where would you go to get food?

Water
I feel I should elaborate on the imporance of this. If sociaty were to collapse getting a suppy of potable water would be difficult. A lot of places would have to boil their water to avoid disease. Or drill wells if there were no available rivers near by (big job without an auger). And once you had a well that would be your lifeline, imagine having one or two little holes in town were you got all your water. Now imagine so drifter that just came into town or mutant walking over to get a drink... If something where to happen to that well...

Rain catchers might be a good idea for setlements in urban areas where they can't drill a well.

One problem a survivor might have is radiation in the water. However you can remove the fallout from water by running it through a filter made of dirt (I remember seeing instructions on how to make one in a cold war era guide to nuclear war survival)

Now if you were a a surviver how would you get clean water? any ideas?

Security
This is a big one because it dosn't matter how much good stuff you have, if you don't have security you are going to loose it. If walkin dead, assorted horrors and abominations weren't bad enough there is also your felow man looking to rape, pillage, and kill everything in sight.

Any given settlement as a lot of options if it wants to throw togeather some defences. Sandbags are fairly easy to do if you can weave hemp, wool, or some other material into sacks.

Walls of log and stone were good enough for your ansestors but those require cutting down trees and dragging them into place, or quarying stone. The amount of co-ordination and manpower needed to go into those is probably a bit beyond the means of most bitter and disheartened survivors so I bet most people would simply go with draging junk into place.

Moats are an age old divider, a nice big ditch will slow most anything(water optional). Although they provide no protection against bullets good luck trying to smash through one with a semi-truck. A moat however would do little to discurage most abominations and would work best if paired with another defencive mesure.

Enviromental barriers provide great security, places like underground, ontop of skyscrapers, or on islands make for a great natural defence if you don't mind the inconveniances it might put you at sometimes.

If you were looking for someplace to hole up after the end of the world were would you run off to?

Extras
If the world ended would you have the knowlage and drive to not only survive but thrive. Could you figure out how to build a generator? a water pump? Or any other contrivence that would make post nuclear life easier?

Would you start manufacturing your own goods or just keep trying to pick clean the bones of civilization?

the people
The thing that would really make or break a group of survivors is the group itself. As anyone who has watched a good zombie movie (empasis on good here, I'm not talking Resident Evil) knows that the mankinds biggest strength is the ability to co-operate. Alone we are nothing, but in organized numbers we can stand against pretty much anthing. Also if you have seen a good zombie movie you will know that the biggest threat is non-co-operation and panic. In any of George A. Romaro's movies what really kills off characters left and right is people refusing to work togeather and trying to save their own necks.

I also figure that the end of the world would knock a few screws loose. Human beings will pusue the most unconventional ideas in the face of a tradgity. After a nuclear war you would likely see some of the most insane attempts and goverment, relegion, or ways of doing things.

Given an audience in shock after seeing the world go up in smoke, the dead walk the earth, and creatures out of nightmare stalk the land imagine how receptive they would be to a promise of a better world...

now imagine if you were a priest somewhere...then the world ends...then you have some crazy dream or revelation(I would kind of expect that considering the amount of stress you would be under). You realize all the world really needed was a little more _________(love, peace, prayer, pennance, order, obediance, wives (for you mainly), heretic flambe) and a little less ________ (guns, sex, sin, greed, pegans, queers, minorities).

The posibilities....
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Sitting Duck
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PostPosted: Sun May 08, 2005 7:53 am    Post subject: Reply with quote

Regarding the hunting, it states in The Wasted West that most settlements only use modern firearms for personal defense. For hunting they use either bows (since arrows are reuseable) or muzzleloaders (since hand manufacturing the rounds is relatively easy, it's why the Lewis and Clark expedition never ran out of ammo).
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Old Patch
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PostPosted: Sun May 08, 2005 12:30 pm    Post subject: Reply with quote

Water: This would be easier to get than you might think - windmills are still in use and are both easy to make and simple to operate. Drilling a well just requires a drilling truck and someone who knows how to operate one - past that it only take a few gallons of gasoline to run.

Food: Most everyone is going to farm something - it's the most predictable and easy form of food creation around. Lacking mechanization and chemicals will reduce yeilds and field sizes, but you are still going to see farmed land everywhere there are settlements. Hunting will improve even though a lot of land is wasteland or Deadland. The common white tailed deer carries as much as 200 pounds of edible meat each, and they breed like rabbits (and there will lots more rabbits, too). Pigs are famous for both thier rapid growth and ability to efficiently eat nearly anything. Feral swine will be everywhere as well. Don't forget domestic animals - chickens, milk cows, goats, sheep, ducks, rabbits, guinea pigs, buffalo, llamas, even dogs . . . no-one is going to stop trying to raise these somewhere.

You missed one vital commodity - ENERGY.

Energy - At the bare minimum you need enough heat to cook food and stay warm in the winter. Past that you need light; and certainly power to operate machinery. Finally, excess power will be sold and or used for entertainment.

Refineries and power plants are just the most obvious places to get energy from. I would think that by 2094 electric cars would be available and there are many ways to acquire electricity - wind, solar panels, geothermal, hydro-electric, and steam engines burning a number of fuels. Even the poorest bunch of scratch farmers are going to have a bank of car batteries being charged by a couple of creaky windmills. Clever people might have methane taps on old landfills and sewage treatment plants.
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Snap_Dragon
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PostPosted: Sun May 08, 2005 11:38 pm    Post subject: Reply with quote

umm try finding a working drilling truck 13 years after a war which hasn't been broken or knocked out by EMP.
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PostPosted: Sun May 08, 2005 11:53 pm    Post subject: Reply with quote

Snap_Dragon wrote:
umm try finding a working drilling truck 13 years after a war which hasn't been broken or knocked out by EMP.


Well, then you break out the muties and bikers with pickaxes. Twisted Evil
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Old Patch
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PostPosted: Mon May 09, 2005 6:59 am    Post subject: Reply with quote

Snap_Dragon wrote:
umm try finding a working drilling truck 13 years after a war which hasn't been broken or knocked out by EMP.


The one that dug my well was over 20 years old - and just been purchased by another outfit halfway across the country. They run mostly on hydraulics and diesel engines, neither of which are affected by EMP. Your average well drilling truck doesn't see a lot of frontline combat service. They are located mostly in rural areas since cities don't need small wells because they have a sewer and water system. By the same token farm tractors are going to be pretty common after war as well - and most tractors have power take-offs to run other machinery with.

The vital components are the derrick and the drilling shafts. Power could come from any number of sources, including animals. It would be much slower, of course, but it's not like anyone has something better to do than get a new water source.
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Psykoguy
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PostPosted: Mon May 09, 2005 10:26 pm    Post subject: Reply with quote

Survivor settlements vary in size from 5 to 10,000 (junkyard).

Food comes in 5 different ways:
Trade (only in the case of trade hubs, but raider settlements also work on this method)
Hunting
Agriculture
Foarging (either from old canned goods or wild food/fruit)
Raising livestock

As for water:
Rain collecting
Well
Trade
Purification (ranges from using tarps to using a purificaiton plant)
Collection from rivers/lakes

Energy is not necessarily required, but wood is available, be it from trees to furnature. Still, many settlements have their own unique appeal. One may be secure, due to the fact that it was built out of a stadium, while another may be on a dam, giving it ample power, making it an excellent trading hub.

I considered making a random table for settlement creation, but really the major things you gotta think of are:
Settlements are commonly small, from 5-50 people out of necessity.
Their food and water comes from somewhere, their supply for trade can greatly affect how much your players spend.
Are they sympathetic to mutants? Combine? Union/Confederate? Sykers? Cans?
Where do they get their luxuries (if any)
at least 75% has somebody with a still. (okay, that's my own house rule, but it makes sense with such a hell hole you're living in that somebody is brewing the stuff)
How have they survived so long?

Making up backgrounds for settlements help flesh them out, but don't really do complex ones unless the players stay a while, or it is fitting for the game. If the settlement used to be a prison, leave it at that, don't go into how the ex prisoners are left to one cell block while immigrants and guards get free access everywhere else unless you want your players to deal with that situation. If you plan on doing that route, then it's best done when a Templar is in the party.

also, access to the Convoy isn't required, but it really does help settlments thrive.
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Old Patch
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PostPosted: Tue May 10, 2005 7:05 am    Post subject: Reply with quote

Psykoguy wrote:
Survivor settlements vary in size from 5 to 10,000 (junkyard).


Waste Warriors (p.51) sort of implies that almost all settlements are 500 people or smaller. It's even possible that outside of Junkyard and Denver the Convoy might be the biggest "City" in the WW.

Psykoguy wrote:
Energy is not necessarily required, but wood is available, be it from trees to furnature. Still, many settlements have their own unique appeal. One may be secure, due to the fact that it was built out of a stadium, while another may be on a dam, giving it ample power, making it an excellent trading hub.


Energy is ABSOLUTELY required. Without heat to convert the proteins many foods such as meat, most grains, and most legumes, cannot be digested by the human body. Wood heat is terrible inefficient, requiring several cords (a pile about the size of a pick-up truck), even when used in a conversion boiler, to heat a small house. You can't burn furniture for the most part - varnishes and stains give off toxic vapors. After 13 years most survivor settlements are going to be islands of cleared land. And you need heat to run that still! Wink
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PostPosted: Tue May 10, 2005 12:13 pm    Post subject: Reply with quote

500 or smaller seems like a large cap, to me. I think something like 300 would be a large city. As for sympathies, most people seem to realize North/South isn't that important anymore, and nobody seems to really hate sykers that I've noticed.

Doomies and cans are something different. Mutants, though...minor mutations should be so common that people'd be more accepting, you'd think, but the books make it seem like this isn't the case.
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Father Wendigo
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PostPosted: Tue May 10, 2005 12:38 pm    Post subject: Reply with quote

SlasherEpoch wrote:
Doomies and cans are something different. Mutants, though...minor mutations should be so common that people'd be more accepting, you'd think, but the books make it seem like this isn't the case.


I always thought people would view muties as 'diseased.' Also, you can't forget to take into account good ol' shallowness.
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Teller
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PostPosted: Tue May 10, 2005 2:07 pm    Post subject: Reply with quote

Muties are the Indians of this Western setting, therefore, are typically viewed with some hostility (deserved or not).

One thing that limits the size of settlements is sanitation. 500 people is a lot of feces to get rid of each day, and a lack of modern medicines, water, and Pestilence's minions means that diseases will sweep larger settlements unless they have a good way to get rid of waste. Sewage treatment plants take huge amounts of electricity, so outhouses (which fill up quick) and dumping (literally) into any running water will be the preferred ways. While nightsoil (human feces) makes OK fertilizer, a large settlement will make much more than it can use on its fields.
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PostPosted: Tue May 10, 2005 8:35 pm    Post subject: Reply with quote

According to City o' Sin, Carson City has a population of 3500.

It seems like if a settlement has something larger to tie the people together (Oil Town, a surviving city, etc), it can get to pretty big proportions; otherwise 300-500 is probably a good cap.
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PostPosted: Tue May 10, 2005 9:11 pm    Post subject: Reply with quote

Survivor settlements are similar to road gangs in a way. Most are small, and the ones that are larger usually have something to hold themselves together, either through good leadership, supplies, or just lots and lots of guns.
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PostPosted: Wed May 11, 2005 12:04 pm    Post subject: Reply with quote

BaconIsTasty wrote:
According to City o' Sin, Carson City has a population of 3500.


And is the biggest settlement in the area, excluding CoS, making it not your typical survivor settlement. This is due to the fact that New carson City happens to be situated in a place with lots of fields, livestock, and the power from Bigelow's Produce (which played a big part in the original manuscript of Biodome 2). The proximity of the old State Capital also helps.
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PostPosted: Wed May 18, 2005 2:52 pm    Post subject: Survivor Settlement Schtuff Reply with quote

I actually have a bunch of random charts for creating settlements if anyones interested. You draw cards to determine
Conditon of the town
Size in area
Population
Government if any
Commerce
Food/Water
Power/Fuel
Armory How many guns the town has
Defenses
Medical Supplies and trained personnel
Stables Horses and cars
Education broad level of the town
Entertainment what they do for fun

If any of y'all are interested, let me know
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Psykoguy
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PostPosted: Thu May 19, 2005 1:42 am    Post subject: Reply with quote

Very interested, as this will save me from making my own charts.

And, if there's anything i like/dislike, would you like feedback as well?
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PostPosted: Thu May 19, 2005 6:56 am    Post subject: Reply with quote

Sounds cool - let's see it!
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PostPosted: Mon May 23, 2005 4:21 am    Post subject: Reply with quote

SURVIVOR SETTLEMENT CREATION TABLES
Note: Reshuffle the deck after each draw for Town Statistics.
Second Note: All bonuses/penalties are taken from the card value (i.e, A -4 to a King is Q-J-10-9)
Third Note: If Settlement is within 100 miles of Junkyard, Boise, Lynchburg, Sacramento, Oil Town, or any other canon city, +1 to all draws.
CONDITION
Black Joker: Completely destroyed. No buildings remain. Town is a shattered ruin with collapsed walls, broken buildings, glass and rubbled everywhere in the cracked streets. -4 to POP and SIZE draws. Scroungin' (11) will let the heroes find 1d6-1 items in poor condition.
2-4: Shanty town. 1d4 actual buildings remain standing. The rest of the town is huts, tents and ramshackle post-War construction. -2 to POP and SIZE draws
5-9: Actual settlement built as part of an existing town. All buildings are in fair condition
10-J: Town is actually an old mall, shopping center, hospital, office building, airport, or military base that somehow survived the Last War and J-Day. All residents live and work in one large building with several outbuildings,floors, wings around it. -1 to POP and SIZE draws.
Q: Town is a natural feature (such as the Limestone City near Springfield, MO in my game) or an entirely man-made structure(the floating city of New Houma, LA)
K: Rebuilt small city. All buildings are in good condition as residents have scrounged other nearby ruins for paint, glass, insulation and other building materials. +1 POP and SIZE draws.
A: New City. Totally new town built from the ground up near a good source of food, water, or power. +1 to POP and SIZE draws.
Red Joker: Untouched town. Town is in excellent condition except for a few weather beaten older buildings. +2 to POP and SIZE draws.
SIZE
Black Joker: Not a town at all. 1d6 buildings surrounded by a wall. -2 to POP draw.
2-4: 2d4 buildings in town. -1to Population draw.
5-9: 4d4 buildings in town. Those that aren't businesses are residences or empty.
10-J: 5d6 buildings in town. +1 to Population draw.
Q-K: 1-3 large central buildings with 2d8 floors, wings, or outbuildings built on or near them. (Use common sense)
A: 2d10 city blocks in a small town. +2 to Population draw.
Red Joker: 5d12 city blocks in a medium size city. City is large enough to have residential, commercial, industrial, and recreational districts. +3 to Population draw.
POPULATION
Black Joker: 2d6 survivors living together.
2-4: 4d6 townspeople
5-10: 5d10 townspeople
J-Q: 1d100 x 1d4 townspeople
K-A: 1d100 x 1d6 townspeople
Red Joker: 1d100 x 2d6 townspeople
GOVERNMENT
Black Joker: Combine loyalists or Combine outpost. 1d4 full strength Black Hat Patrols. Town Residents are slaves to them. There are 1d4 raptors and automatons/Urban Pacification Units here as well. -3 to Commerce, +2 Defenses
2-5: Dictatorship. One leader and his personal army run things. (This can be anything from a Law Dog and his deputies to a vicious Roadgang.) +1 Defenses
6: Aristocracy. Town is under control of a founding family that has been there since Judgment Day.
7: Theocracy: Town is under the control of a religious leader or a cult. -1 Commerce
8-J: Council. Town has a mayor adn elected council that make laws.
Q-A: Democracy. All adults have open meetings to discuss law and order. +2 Commerce
Red Joker: Free City. The town is a satellite city state to a larger Iron Alliance member or has ties to important factions or people. +1 to all Supplies/ Commerce/ Defense/ Armory
SUPPLIES AND ECONOMICS
FOOD
Black Joker: No food in town and no crops. Populace is living off of trading, hunting for wild game, and in the worst cases, their dead. Food is worth 4d6 x List price and wasting it is a capital crime.
2-4: Town has a few crops and livestock for milk, eggs, and meat. Food is worth 2 x List.-1 Commerce
5-9: Town has a few farms, livestock, and a stash of 1d6 x 5 milrats.
10-Q: Town has a restaurant in addition to 5-9.
K-A: Town has established trade and sells off thier surplus food. Food is worth half of List. +1 Def
Red Joker: Town has an overabudance of food. Food is worth a third of List. +1 Water
WATER
Black Joker: Town has no water and no way of getting water except by trade, theft, and scouting for lakes and rivers. Water is worth $100/gallon and waste is a capital crime. -2 Commerce
2-4: Town has a severely limited supply of water. Water is worth $50/gallon and waste is a major crime.
5: Town has a water source but it is poisoned, irradiated, or mineral heavy and has been making people sick. Water testers/purifiers are worth 3 x List. Fresh water is worth $10/gallon and waste is a minor crime
6: Town has a well but the pump is inoperable. They will pay handsomely for a trading run to scrounge or buy a part. Water is worth $5/ gallon
7-8: Town has artesian wells and pumps. $1/ gallon
9-10: Town has water tower and is situated near a good source of water.
J-A: Town is near a major source of water (even in landlocked areas: old dams, irrigation systems, etc) $.50/ gallon +1 Def
Red Joker: Town has an overabundance of water and is looking to trade. They have 1d3 tanker trailers to haul water. +1 Def & Armory
POWER AND FUEL
Black Joker: Town is at a Dark Ages tech level. They have outdoor latrines, candles and torches for lights, and no fuel nor anyway of making fuel.
2-4: Town has indoor latrines, kerosene and oil lamps, and a still for making fuel and booze. (Ethanol is $75/gallon, Spook $50/gal, Booze is 2 x list)
5-9: Town has a portable generator, windmills, waterwheels, or some other jury-rigged means of producing power and lights. Indoor chamber pots.
10-Q: Town has repaired the plumbing. They must have a water tower (9 or better WATER table.) to have running water and indoor plumbing. Town has a surplus of fuel. Fuel is 3 x List.
K-A: Town has several generators or junker tech or have repaired sections of the old power grids. They have electricity . Town also has gotten an old gas station working. Fuel is 2 x List.
Red Joker: Town has gotten an old power plant working. They have electricity in all buildings and are scrounging for materials to expand thier power grids to other towns. And they have an old fuel refinery working as well turning out a few barrels a day of fuel. Fuel is list price. +1 to DEFENSE
MEDICAL
Black Joker: No medical supplies or skilled doctors. Injured or sick have to travel to nearby towns. High death rate. total population number.
2-4 Very few supplies. Can only treat minor wounds. 2/3 total population number.
5-9 Doctor + assistants, mostly holistic care and natural medicine. They have a sickroom. population number. +1 Commerce
10- Cache of drugs. +1 Def, +1 Commerce
J-K: Cache of medical supplies. +5 to total population number.
A: Town has 1d6 x 5 med packs and some supplies for sale. +1 to Commerce
Red Joker: Town has a functional hospital and a limited ambulance service as well as a house call program. +2 Commerce


DEFENSES
Black Joker: Town is completely open. No defenses except people against outsiders.
2-4: Town has a wall: 1d6+6' high and 1d4' thick. 1: junked vehicles 2: concrete 3: logs 4: collapsed buildings 5-6 combo
5-6: Town has militia as well 2d10+5 members (or 10% of town in larger cities)
7: Town has a moat or fighting trenches around the perimeter.
8: Town has 1d6+1 guard/watch towers and battlements/parapets on its walls
9-10: Town has a random-density minefield around it
J-Q: Town has natural defenses(i.e, on top of a mountain, backed up to the
Mason-Dixon Wall, etc)
K-A: Town has 1d4 heavy weapons(see Subtable A)
Red Joker: Town has a veteran Arcane Background hero that calls it home.
Subtable A (roll 1d20)
1-4 Ballista/Catapult
5-8 Cannon/Gatling Gun
9-13 SAW
14-16 .50 HMG or 25mm Bushmaster
17-18 Rocket/Grenade Launcher
19 Mortar or Energy
20 Howitzer
Note: all of the above have 1d4 reloads.

ARMORY (All of these rolls are on John Goff's table which are available at www.darious.com)
Black Joker: Town has farming tools and 1d6 melee weapons. No one has armor or explosives.
2-4: Town has melee weapons. 1d10 bows/projectile weapons, and 1d6 blackpowder guns.
5-6: Town has 1d6 pistols, rifles, and shotguns(half of which are cheap or blackpowder versions) 1d10 suits of armor(handmade).
7-9: Town has 1d10 pistols, rifles, and shotguns. 1d6 suits of actual armor aswell as 3d6 suits of handmade. They can reload ammo/make armor/make adjustments to most firearms. +1 Commerce
10-J: Town has 2d6 pistols, rifles, and shotguns. 2d6 grenades or sticks of TNT.
Q-K: Town has 3d6 firearms of all kins and 1d6 cases of grenades/TNT.Militia or deputies all have armor.
A: Town has above plus 1d4 heavy weapons. Militia or rulers possess 1d4 suits of power armor as well.
Red Joker: Town has ammo and firearm manufacturing capacity.
COMMERCE
Black Joker: Town has no trade. They have enough for themselves only.No businesses in town.
2-3: Town has a tavern/inn. Prices are 2x List.
4-5: Town has general store/ market. 2x List.
6: Blacksmith/ Mechanic
7-8: Clinic/ Established Trade. Prices are List
9-10: Stables/ Car Lot
J: Caravans
Q-K: More than one tavern /inn of varying qualities
A: Currency/Black Market
Red Joker: Town has specialty shops and taxes.
COMMUNICATIONS
Black Joker: Word of mouth only
2-3: Town has a daily news meeting.
4-5: Town has an alarm to communicate threats.
6: Town has walkie talkies or vehicle radios for the miltia
7-8: Town has a newspaper or printing press
9-10: Town has developed limited mail service
J: Town has a radio for trying to talk to other settlements.
Q-K: Town has limited postal service with local towns in the region.
A: Town has alliances with other towns in the area.
Red Joker: Town has sat uplink to ComSat. They can get news and photos of other regions.
STABLES
Black Joker: Town has no vehicles or horses. They will pay 5 x List for them.
2-4: Town has 1d10 wagons and 2d6 horses.
5-7: Town has 2d6 wagons, 3d6 horses for sale/rent, as well as 1d10 vehicles 3 x List
8-9: Town has 3d6 wagons, 4d6 horses, 2d6 vehicles.
10: 3d6 vehicles. 2 x List
J-K: Every family in town has thier own horses or a car.
A: Town has a garage for repairing vehicles and a junkyard for parts. List
Red Joker: Town has manufacturing capacity for parts and tires for vehicles. 1/3 List.
VEHICLES TABLE
Note: For each vehicle, roll 12d20 for condition.:
1-3: Completely stripped. This is just a rusted hulk
4-7: Missing engine or crucial parts. May be horse drawn.
8-9: Missing wheels. Vehicle is missing 1d4 wheels
10-12: Out of fuel.
13-14: Stock vehicle
15-19: Armed and Dangerous. Vehicle has 1d6 x $500 worth
of modifications (Oversize get double the amount) done to it.
20: Wheels O' Death. Junker modified death machine.
Vehicles(1d100)
01-11: Bicycle 12-22: Dirtbike
23-33: Econobox 34-38: Streetbike
39-43: Muscle Car 44-48: Sedan
49-53: Sports Car 54-58: Station Wagon
59-63: Pickup 1-3 Full size 4-6 Mid size
64-68: SUV 69-73: Luxury
74-78: Humvee (1 in 6 chance this is civilian model(+10 Top Speed, AV 1)
79-83: Hover (Subtable A) 84-88: Construction Vehicle (Subtable B)
89-92: Specialty Vehicle(Subtable C) 93-99: Oversize(Subtable D)
100: Military(Subtable E)
Subtable A Hover
1-3 Hoverbike 4-6 Hovercar
7-8 Hoverjeep 9-10 Hovertruck
Subtable B
1-2 Backhoe 3-4 Bulldozer
5-6 Road grader 7 Crane
8 Front End Loader 9 Steamroller 10 Dump Truck
Subtable C
1-4 Police Car (Sedan w/lightbar, V-8 w/turbocharger, radial tires, HD shocks,
Ramplate)
5-6 Armored Car 7-9 Tow Truck
10-11 Ambulance 12 Panel Truck
13-14 Flatbed Truck 15-16 Pump Truck
17-18 Cherry Picker 19-20 Rescue Unit
Subtable D Oversize
1-2 Cabover 3-5 Longnose 6-11 Bus 12-15 RV
16 Cement Mixer 17 Monster Truck 18-20 10-wheeler
Subtable E Military
1-2 Sky Sweep 3-4 York A-4
5-6 Recon Vehicle 7-9 APC
10-11 2.5 ton Truck 12 AMHET
13-15 Tank 16-18 IFV
19 Artillery 20 Hovertank
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Teller
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Joined: 15 May 2003
Posts: 316
Location: Post-apocalyptic America

PostPosted: Mon May 23, 2005 7:28 am    Post subject: Reply with quote

Wow--very nice!!
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SlasherEpoch
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Joined: 07 Jul 2003
Posts: 5625
Location: Off stage left

PostPosted: Mon May 23, 2005 8:26 am    Post subject: Reply with quote

That's by far the most thourough treatment of the subject ever. Archive, archive, archive!
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