Here we go, folks, a generic randomization table for your post-nuke games. Enjoy.
These are starting points for adventures that take place in post-nuclear worlds, such as Gamma World, etc. GMs should take special care to flesh these out specifically for whatever world they are operating in and potentially use them to tie together important events.
d100 Location Condition Dilemma
1- House Abandoned Wired to explode
2- Camp Site On fire Bandits use it as a base camp
3- Storage Center Filled with nuclear waste Needs to be swept and made safe
4- Grocery Store Crumbling and caving in Giant insects built a hive there
5- Specialty Store Infested (Bugs) Strange monsters were sighted there
6- Shopping Mall Infested (Beasts) Find a lost person there
7- Sports Arena Infested (Plants) Recover lost property there
8- Church Infested (Rodents) Recover an artifact there
9- Office Building Infested (Robots) Recover data there
10- Sky Scraper Infested (Zombies) Recover biological sample there
11- Airport Underground Recover plants with curative properties
12- Army Depot Underwater Hunt a strange monster there
13- Army Base Waterlogged Mercenaries camp there
14- Fallout Shelter Muddy Dangerous animals reproduce there
15- Underground Lab Flickering Power Source Dangerous robots reproduce there
16- Underground Base Filled with Garbage Cannibals use it as a kill zone
17- Science Lab Filled with Death/Carnage Mad doctor does experiments there
18- Crashed Alien Ship Filled with Holes Psychopath uses location for sniping
19- City Sewers Filled with Sand Rampaging robot roams there
20- Sheriff’s Station Overgrown with plants Militant group is using it as a base
21- Crater Overgrown with moss Possible alien sighting there
22- Ravine Overgrown with fungus Disable powerful machine
23- Forest Overgrown with organic matter Disable powerful robot
24- Boulder-strewn Field Burned Out/Charred Escort a trade caravan through there
25- Mountain Trail Riddled with Bullets Escort a scientist through there
26- Mountain Top Stinking gas fills the air Recover old world artifact
27- Lake Poison gas fills the air Recover ammunition/weapons
28- Pond Flammable gas fills the air Recover food and supplies
29- Seashore Radioactive haze fills the air Recover tools and materials
30- Shallow Cave Washed ashore on beach Recover old world books and literature
31- Deep Cave Devoid of light Recover old world movies and media
32- Complex Cave Filled with bright lights Recover keys or pass codes
33- Crevice Shifting foundation Recover medical supplies
34- Garbage Dump Teetering and ready to fall Recover scientific equipment
35- Farmstead Covered in graffiti Activate old machinery
36- Grassy Valley Covered in warning signs Activate old electric/water system
37- Murky Swamp Sealed off with barbed wire Look for valuable scrap material
38- Flood Plain Sealed off with razor wire Look for rare minerals or crystals
39- Subway Tunnels Filled with landmines Look for old world body with brief case
40- Train Station Filled with sinkholes Look for shipping/flight manifest
41- Small Power Plant Divided by fissures Contact NPC with information
42- Hydro-electric Dam Half-buried by landslide Recover sample of special petroleum
43- Nuclear Power Plant Assailed by strong winds Recover sample of special fusion cell
44- Gas Station Threatened by electrical storm Find lost crew members
45- Baseball/Soccer Field Drowning in rainstorm Find lost scout
46- Docks Drenched in acid rainstorm Assassinate a bandit boss
47- Shipyard Sinking in the mud Sabotage a motor gang’s bikes and cars
48- Monument Slowly succumbing to rust Sabotage a powerful robot
49- Giant Tree Permeated by radiation Sabotage an old world machine
50- Big Hole in Ground Sinking in the Ground Find old photographs
51- Garbage Fort Sinking in the Water Dig up a coffin containing money
52- Walled-off Community About to fall over a cliff Search for a rare case of scotch
53- Old Well About to fall into water Search for a rare case of cigars
54- Oil Rig Corroding in an acid lake Search for preserved food stuff
55- Nuclear Vessel Surrounded by trees A loner in powered armor stalks about
56- Steel Mill Trapped under wreckage Bandits compete to find treasure
57- Cattle Ranch Surrounded by animal bones Copy a map that was drawn on a wall
58- Greenhouse Filled with giant monster bones Help build a fortification
59- City Park Surrounded by refugees Help build housing
60- City Zoo Surrounded by mannequins Help build a greenhouse
61- Mansion House Covered with doomsday signs Help build a water purifier
62- Golf Course Disturbed by shaking ground Flush out vermin
63- Amusement Park Filled with hallucinatory fog Flush out gangers
64- Freeway Overpass Surrounded by ruined vehicles Put an end to a rivalry
65- Public School Filled with scorched skeletons Rescue a hostage or hostages
66- College Campus Filled with fungal corpses Rescue people stranded there
67- Arboretum Filthy clothes are strewn about Psycho is throwing grenades
68- Aircraft Hanger Rotten food crates lay about Psycho has set up traps everywhere
69- Museum Covered in strange slime Investigate new organization
70- Arid Waste Full of counterfeit money Might contain a clean water source
71- Derelict Ship A cyclone is drawing near Investigate possible ghost sighting
72- Derelict Aircraft Entrances are blocked by cars Clear out dangerous squatters
73- Car Fort Furniture is stacked all around Clear out drug labs
74- Walled Camp Surrounded by heads on poles Clear out vicious plants
75- Abandoned Train Permeated by a strong odor Eavesdrop on plotting enemies
76- Beached Cruise Ship Bugs drop from the ceiling Recover lost keepsakes
77- Beached Submarine Covered in makeshift housing Look for package containing salvage
78- Launch Platform Being excavated for supplies Look for educational supplies
79- Post Office Being built on by a community Retrieve fragile mechanical component
80- Public Library Being fortified by militants Move volatile chemicals to safe zone
81- National Library Surrounded by tall grass Retrieve classified map of silo locations
82- County Jail Strange music fills the air Find and transport fuel cells
83- Prison Complex Strange singing fills the air Find and transport gasoline tanks
84- Small Casino Has a strange, sealed door Bring back religious artifact
85- Grand Casino Hides a bunker entrance Confirm and acquire alien tech
86- Motel Surrounded by small camps Prevent a robbery
87- Hotel Protected by tripwires Convince enemies to move out
88- Grand Hotel Has been remade into a shrine Find hidden armaments and move them
89- Trailer Park Has been stripped bare Repair and deliver a vehicle to its owner
90- Suburb Strange people stand around Disarm and retrieve the core of a bomb
91- Apartment Complex Filled with organic growths Sneak past sleeping foes to scavenge
92- Fast Food Place Protected by electric fences Capture an enemy alive for interrogation
93- Restaurant Obscured by smoke plumes Set up monitoring equipment
94- Bowling Alley Harsh laughter fills the air Set a charge to burry a monster lair
95- Race Track Has an unexploded bomb Use sensors to locate a lost supply box
96- Hospital Lights flicker on and off Make contact with a wary community
97- Mechanic Shop Loud groaning fills the air Make contact with a secret organization
98- Convention Center A putrid stream runs through it Make contact with an intelligent monster
99- Water Tower A putrid river runs through it Negotiate with mercs to aid a town
100- Giant Alien Ship Skulls are piled all around Negotiate with thugs to allow passage
Random Faction Tables
For generating random factions that the PCs may encounter in the new world, be they mutants or normal humans. Humans come in a range of common ethnicities, mild mutants are humans with minor cosmetic features, moderate mutants have slightly more noticeable features and minor powers, and severe mutants have highly noticeable mutations and major powers. Robots are humanoid in shape and may either be sentient or merely rigorously programmed to follow complex behavioral patterns.
d20 Demi-humanity Structure Purpose/Economy
1- Humans Anarchy Agriculture
2- Humans Democratic Agriculture
3- Humans Tribal Herding
4- Humans Capitalistic Herding
5- Mild Mutant Socialistic Trade
6- Mild Mutant Minimalistic Trade
7- Mild Mutant Theocratic Armorsmiths
8- Mild Mutant Militaristic Weaponsmiths
9- Moderate Mutant Imperialistic Water Purifiers
10- Moderate Mutant Sovereignty Slave Traders
11- Moderate Mutant Anarchy Bandit Raiders
12- Moderate Mutant Democratic Bandit Raiders
13- Severe Mutant Tribal Explorers
14- Severe Mutant Capitalistic Medical Science
15- Severe Mutant Socialistic Experimenters
16- Severe Mutant Minimalistic Cannibalism
17- Robotic Theocratic Mechanics
18- Robotic Militaristic Reconstruction
19- Robotic Imperialistic Expansion
20- Robotic Sovereignty Technologists
For use in generating situations in which the PC party is presented with a scenario in which an ambush has been prepared. Simply roll 1d20 on the three tables below. On a d100 roll there is a 15% chance for an ambush any time the party enters a new area.
d20 Terrain Ruse
1- Flat Valley Nothing visible; enemies hidden behind camouflaged blinds.
2- Narrow Pass Distress smoke signals with guns waiting behind points of concealment.
3- Wide Pass Group of females begging help, but turn out to be armed or disguised.
4- Below High Cliff Abandoned trade caravan filled with hidden raiders.
5- Above High Cliff Dead monster carcass with predators hidden about.
6- Rolling Hills Supplies or something provocative with a snare or net set nearby.
7- Crossroads Radio distress signal broadcast by an apparatus rigged to blow.
8- Ruined Streets A small ruin rigged to collapse and trap the party inside.
9- Crumbling City Monster setting up an appealing lure to draw party into its mouth.
10- Ruined House Civilians taken hostage to negotiate relinquishment of supplies.
11- Ruined Building Looted supply crates with enemies buried in the ground round about.
12- Small Shack Enemies ready to dislodge falling debris on a slope.
13- Sandy Expanse Food in a cave that has hidden pitfalls set to capture the party.
14- Burnt Forest Abandoned trade caravan filled with hidden vermin.
15- Sparse Forest Wounded person calls for help with his/her attackers waiting nearby.
16- Dense Forest A straggler begs for assistance and robs the party when they sleep.
17- Boulder Slopes A straggler begs for assistance and leads the party into an ambush.
18- Large Hole/Crater Another group offers trade, but sells defective items.
19- Beached Ship Another group offers to give directions, but misdirects and attacks later.
20- Sandy Shore Device set to stun party so they may be captured by slavers.
For use in generating different communities that the PCs may encounter and establish as enemies or contacts out in the wastelands. Each name can be mixed around into whatever order the GM enjoys the most, and the name itself can help determine the manner of community it is. For example, a name like “Red Fang” might belong to a savage war clan, but a name like “Lakeshore Hill” could belong to a fishing community. Along with the name of a community is a possible “special condition”, which the GM could use as prompts for adventuring ideas.
d100 First Name Second Name Special Condition
1- Red Man well and stable.
2- Blue Camp suffering from an outbreak of disease.
3- Green Hovel troubled with spreading fires.
4- Yellow Hole suffering from a water shortage.
5- Orange Squat has an influx of trade.
6- Black Way has a need for more trade.
7- White Beard overpopulated and in need of expansion.
8- Brown Skins underpopulated and in need of more inhabitants.
9- Grey Fang mysteriously abandoned.
10- Beast Claw infested with vermin.
11- Nutt Tower troubled by bandits roaming about.
12- Bear Flight ruled by a ruthless tyrant.
13- Owl Flow manipulated by strange cult.
14- Coyote Trail regularly attacked by a large creature.
15- Raccoon Wind has a great need for food.
16- Cat Home has excess food but won’t trade with outsiders.
17- Dog Squalor in the midst of a power dispute.
18- Wolf Rend in the midst of an election process.
19- Hound Fall mistrustful of outsiders.
20- Dung Springs deeply hateful towards outsiders.
21- Horse Wood deeply hateful towards mutants.
22- Strong -ing deeply hateful towards robots and synthetics.
23- Quick -er deeply hateful towards normal humans.
24- Wise -ly battered after conflict with another settlement.
25- Glory -by looking for missing members of the community.
26- Cross -berg supply lines cut off by monsters.
27- Raccoon -ton supply lines cut off by raiders.
28- Quiet -ling looking to acquire arms and armor.
29- Silent Stead looking to acquire tools and services.
30- Long Wallow strange, old-world relic in the middle of town.
31- Short Flow unexploded bomb near or in community.
32- Wayward Stretch nearby ruin troubles residents.
33- Deep Reach community practices cannibalism.
34- Sunrise Flow string of murders plague and baffle community.
35- Sunset Flowing receiving threats from bandit group.
36- Twilight Way in need of mechanical component for machines.
37- Darkness Mountain looking for data to run machine function.
38- Starshine Rock makes use of slaves to build.
39- Moonlight Hill acid rain from an old power plant threaten life.
40- Sunlight Tongue heavy rainfall threatens to flood the community.
41- Cloudy Hate sinkhole opened in community.
42- Murky Hang unearthed robotics lab now resumes function.
43- Bright Fall dormant military robot has rebooted.
44- Lackluster Falling old drones reactivated and fly about.
45- Lakeshore Clear a volcano has awakened and spews ash.
46- Wooded Clearing town is surrounded by newly formed acid lake.
47- Grime Castle strange fungal growths are covering buildings.
48- Grungy Crosse mutated virus turned community into zombies.
49- Dingy Fort hostile robots control community.
50- Dungy Fortress parts of community are in danger of sinking.
51- Bleak Pool sewers have giant alligators rising up at night.
52- Borrowed Tier strange prophet speaks of the return of bombs.
53- Stolen Slope peddler sells miracle mutagen or medicine.
54- Forked Hovel town worships a strange machine.
55- Crooked Fastness town worships a large creature.
56- Jagged Slumber town worships an old war vehicle.
57- Ajee Restore town worships a seemingly powerful mutant.
58- Barren Heim large walls built to keep something sinister out.
59- Nestled Town strange mist settles over town at night.
60- Crestfallen Community people mysteriously wander off.
61- Wind City town of good bandits who want better things.
62- Sky Retreat seemingly normal people with a sinister secret.
63- Valley Organization community of adolescents and no adults.
64- Arbor Trap town with legends of a great bird.
65- Meadow Center town with legends of a great beast.
66- Snowflake Refinery town with legends of a holy mutant.
67- Trader Glide town with legends of a new end to the world.
68- Forked Crater town with legends of a new start to the world.
69- Antler Place town that fully embraces technology.
70- Tusk Commune town that abhors technology.
71- Horn Group town of artists.
72- Spire Party town of scientists.
73- Track Resort town of motorists.
74- Rail Farm a massive wall with no response from inside.
75- Cavern Field community consisting of only one family.
76- Ever Mine strange probe is watching people in town.
77- Forever Space people in town are in some kind of stasis.
78- Languish Respite invisible creature or creatures pester locals.
79- Republic Haven water well has mysteriously gone dry.
80- Democratic Base creatures infest the community’s well.
81- Sovereign Pad livestock are vanishing from grazing grounds.
82- Even Hole slaves revolt against their masters.
83- Crooked Cove vermin in community are stealing tools.
84- Darkly Hideaway youth in community are stealing from people.
85- Lightly Hollow giant, intelligent monster holds town hostage.
86- Meager Fort town has improved food that bandits now seek.
87- Luster Colony evil men threaten to detonate explosives.
88- Tepid Village town of intelligent monsters who want peace.
89- Moonshine Hamlet giant robot stands outside and prevents exit.
90- Staller Hide giant robot stands guard over community.
91- Quaint Refuge radio broadcasts urge folks to flee for their lives.
92- Trappers Sanctuary alien artifact has appeared and divides the town.
93- Stately Caravan great packs of predatory beasts have moved in.
94- Everglade Harbor vehicular raiders circles the community.
95- Everest Spot psychopath with a flamethrower attacks fields.
96- Meager Tub giant ant colony has sprung up in the fields.
97- Slow Lot crops are mutating and attacking the farmers.
98- Sleepy Bridge overrun with furry things breeding out of control.
99- Groggy Wall overrun with mind-controlling cerebral growths.
100- Lumber Quarry not a town, but an alien starship.