Post-Apocalyptic Adventure Pack
Post-Apocalyptic Adventure Pack
Setting Information
- The world died fifty years ago when the Eden Protocol failed — a biotech energy system meant to end scarcity instead ruptured, flooding the atmosphere with mutagenic particles and radiation no suit could stop.
- The setting is North America’s heartland — the old Midwest — now a scarred landscape of ash-choked forests, bone-dry riverbeds, and ruins half-swallowed by creeping vines that glow at night.
- Cities lie cracked and hollow, their cores too toxic to enter without shielding. Rural zones fare little better — twisted by fallout storms, plagued by beasts that once were cattle, wolves, or people.
- Survivors cling to the margins — makeshift settlements in old silos, cave networks rigged with solar foil, rail depots turned into barter forts. Nothing is safe, but some places are quieter than others.
- Society is shattered into fragments — scavenger bands, trade clans, poison cults, and survivalist militias — each clinging to power by hoarding fuel, clean water, or working tech from before the collapse.
- Trade is blood and risk — vaccines for bullets, batteries for meat, clean water for everything. Currency is whatever keeps you breathing one more day.
- Technology is half-magic and half-dead — patched drones, solar rigs, hand-pumped railcars, and relics scavenged from zones no sane person enters twice.
- Radiation is not just poison — it breeds new ecologies, new instincts, new terrors. The land mutates, and those who walk it too long often change with it.
Character Traits
Concepts
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ash-Eater Prophet | Bonepicker Scavenger | Wasteland Sniper | Glow-Touched Mystic | Railcar Nomad | Chain-Gang Escapee |
| 2 | Radiation Forager | Solar Tech Salvager | Dustborn Raider | Iron-Voiced Preacher | Plague Mask Alchemist | Hollow-Eyed Sentinel |
| 3 | Scrap Surgeon | Stormrider Outcast | Scar-Marked Gladiator | Doom Whisperer | Tunnelborne Smuggler | Rotborn Cultist |
| 4 | Gearwitch Mechanic | Crater-Faced Tracker | Tox-Runner | Junkyard Warlord | Blight-Reaper | Revenant Drifter |
| 5 | Mushroom Druid | Blood-Bonded Mercenary | Acid-Burnt Bard | Ghost of the Highway | Sand-Skulled Scrounger | Cracked-Circuit Cyborg |
| 6 | Memory-Lost Hermit | Skyglass Collector | Beastspeaker Vagabond | Feral Hive-Witch | Pipe-Town Trader | Vaultborn Exile |
Skills
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Scavenging | Survival Instinct | Marksmanship | Tracking | Radiation Sense | Melee Brutality |
| 2 | Tech Jury-Rigging | Herbal Alchemy | Beast Communication | Shadowing | Toxin Brewing | Urban Navigation |
| 3 | Foraging | Improvised Traps | Firearms Handling | First Aid | Cryptic Lore | Explosive Handling |
| 4 | Night Vision | Lockpicking | Mutant Handling | Trap Disarming | Bartering | Stealth Movement |
| 5 | Salvage Appraisal | Mutagen Resistance | Psyche Manipulation | Cooking from Scraps | Hacking Old Systems | Riding (Mount or Rig) |
| 6 | Metalcraft | Ambush Tactics | Intimidation | Language of the Olds | Shelter Building | Ritual Channeling |
Frailties
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Radiation Scars | Tainted Blood | Mutation Addiction | Paranoia | Flashbacks to the Fall | Self-Destructive Urges |
| 2 | Cracked Psyche | Flesh Rot | Claustrophobia | Addiction (Spore Dust) | Night Terrors | Obsessive Scavenger |
| 3 | Haunted by Voices | Illness (Chronic Cough) | Insatiable Hunger | Tech Dependency | Chemical Sensitivity | Rage Blackouts |
| 4 | Burned Nerve Endings | Water Anxiety | Delusions of Immortality | Hallucinatory Episodes | Unstable Mutation | Trust No One Instinct |
| 5 | Hoarder’s Compulsion | Isolation-Induced Twitch | Guilt over Past Acts | Fear of Sunlight | Aversion to Firearms | Constant Itch |
| 6 | Memory Holes | Bounty on Their Head | Phantom Pain | Compulsion to Preach | Terminal Diagnosis | Glows in the Dark |
Gear
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Gas Mask | Rusted Crowbar | Bio-Filter Canteen | Map of Forbidden Zone | Machete of Bone | Geiger Sensor |
| 2 | Rebar Spear | Cracked Sniper Rifle | Bandit Cloak | Lighter & Scrap Fuel | Solar-Patch Blanket | Handmade Crossbow |
| 3 | Vault Medkit | Duct-Taped Armor | Glowvine Tonic | Insect Jerky Rations | Nailgun | Collapsible Tent |
| 4 | Signal Flare Gun | Detonator Bricks | Bone Dice Oracle | Noise-Trigger Mines | Rope with Hooks | Rat-Cage Backpack |
| 5 | Flash Goggles | Rainwater Catcher | Hand-Crank Radio | Scavenger’s Toolkit | EMP Spike | Barbed Whip |
| 6 | Spore-Breath Mask | Broken Drone Eye | Chainblade | Chitin Shield | Magnet Compass | Voice of the Ancients (Recorder) |
Names
Female Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Mags | Rella | Juniper | Ada | Caia | Nix |
| 2 | Sela | Brynn | Vega | Petra | Ashra | Miri |
| 3 | Fallon | Rue | Danya | Talin | Ona | Briar |
| 4 | Zadie | Lark | Edda | Moren | Hala | Kez |
| 5 | Syl | Echo | Tamsin | Arla | Cyra | Fern |
| 6 | Nyla | Jex | Thorne | Imra | Pax | Ilsey |
Male Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Rigg | Thorne | Cass | Bram | Lex | Jaro |
| 2 | Flint | Corven | Dax | Halden | Vorn | Elric |
| 3 | Silas | Boone | Jett | Maddox | Ren | Colm |
| 4 | Asher | Talor | Brin | Vex | Orin | Merrik |
| 5 | Zev | Nilo | Garrick | Kade | Drex | Harlan |
| 6 | Roen | Sayer | Quinn | Moss | Fen | Lio |
Surnames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Ashvale | Burnside | Varnell | Crossley | Hollowick | Trask |
| 2 | Bramble | Thornell | Creed | Gallows | Mirelow | Falco |
| 3 | Shard | Quade | Tiller | Draven | Laskin | Vale |
| 4 | Roach | Wexler | Kern | Fallow | Brinley | Rask |
| 5 | Soot | Harker | Fenwick | Omeral | Crane | Hush |
| 6 | Slade | Vexley | Grinn | Cask | Ember | Dorran |
Nicknames
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Cinder | Knuckle | Scorch | Dusty | Nails | Flinch |
| 2 | Spark | Ghost | Biter | Crook | Stitch | Glare |
| 3 | Echo | Vex | Dagger | Crank | Pit | Rattle |
| 4 | Jinx | Thump | Snare | Wick | Blight | Scab |
| 5 | Stray | Fang | Sly | Wretch | Brick | Grit |
| 6 | Moth | Hex | Grub | Snipe | Wasp | Shrike |
Special Rules
The Eden Fallout
Radiation isn’t just background noise — it’s the air you breathe, the dust on your skin, and the voice in your blood. Any time your Protagonist lingers in a red zone, digs into old biotech ruins, or crosses a fallout storm, ask the Oracle: Does the exposure leave a mark?
- A Yes means you gain a temporary or permanent Mutation Tag.
- A No, but… may mean sickness, weakness, or hallucinations.
- Treatments are rare and unreliable. When you attempt to treat radiation symptoms, ask the Oracle if the method is effective — most “cures” are pre-Collapse myths or poison in a vial.
NOTE Mutation Tags should reflect the unnatural evolution of life in the wasteland. Examples:
Bioluminescent Veins,Bone Bark Armor,Photosynthetic Skin,Echo Sense.
Survival at the Brink
Resources are not tracked — they’re story drivers. You have what you need until the world says you don’t. Whenever your character uses up food, water, fuel, or ammo in a risky context, ask the Oracle: Do you still have enough?
- If the answer is No, narrate what went wrong — spoiled rations, burst canisters, power drains — and improvise a new plan.
- Certain Tags (like
Scavenger InstinctorJury-Rigged Solar Still) may give you Advantage.
EXAMPLE You fire your last flare into the night, hoping to blind the oncoming beast. Ask the Oracle: Do I have more flares? No — and the pack is already circling.
Faction Instability
No one rules the Wastes — but many try. When you interact with a faction (militias, trade caravans, cults, etc.), ask the Oracle: How do they respond?
- Consider your Tags and theirs. If you’re branded by a rival clan, expect hostility.
- Roll again if the faction is internally split or operating under stress — betrayal and negotiation often go hand in hand.
NOTE Faction Tags are optional but useful. Examples:
Water Tithers,Bullet Gospel Evangelists,Sunfoil Syndicate,Cracked Dome Alliance.
EXAMPLE You meet a trader with a Sunfoil armband and offer them half your ammo for clean water. Ask the Oracle: Do they agree? Yes, and — they warn you of a nearby fallout storm for free.
Factions
The Rust Saints
- Concept: Devotional scrappers who worship the decay of the old world.
- Skills: Scavenging, Tinkering
- Frailty: Obsessive relic hoarding
- Gear: Icon-welded armor, relic detectors, oxidized blades
- Goal: Unearth and sanctify lost pre-Collapse tech
- Motive: Fusion of faith and survival
- Nemesis: The Gutterkin
The Verdancy
- Concept: Symbiotic cult devoted to mutated flora and fungal enlightenment.
- Skills: Herbalism, Mutation control
- Frailty: Vulnerable to fire and cold
- Gear: Spore-robes, mycelial salves, symbiont spores
- Goal: Spread the Green Gospel across the scorched earth
- Motive: Evolution through fusion
- Nemesis: The Blister March
The Enclave Remnants
- Concept: Heirs of a pre-collapse government bunker, still clinging to authority.
- Skills: Engineering, Bureaucratic command
- Frailty: Rigid protocol blindness
- Gear: Old-world uniforms, biometric scanners, ration stockpiles
- Goal: Reassert order and reestablish a “civilized” chain of command
- Motive: Restoration through control
- Nemesis: The Radiant Front
The Blister March
- Concept: Nomadic war-clans hardened by fallout storms and endless raids.
- Skills: Guerrilla tactics, Firearms
- Frailty: Blood-feud conditioning
- Gear: Scrap-mounted bikes, heat-flare bombs, bone-masks
- Goal: Scorch rival holdings and claim the ruins
- Motive: Strength is the only law
- Nemesis: The Enclave Remnants
The Radiant Front
- Concept: Revolutionary fanatics infused with controlled mutations.
- Skills: Propaganda, Bio-enhancement
- Frailty: Unstable genetic shifts
- Gear: Glow-serums, neural injectors, living tattoos
- Goal: Overthrow the old world’s hierarchy through forced evolution
- Motive: Mutate or die
- Nemesis: The Enclave Remnants
The Gutterkin
- Concept: Underground traders and thieves operating out of collapsed city ruins.
- Skills: Infiltration, Barter
- Frailty: Light sensitivity
- Gear: Sensor visors, smoke bombs, dermal lockpicks
- Goal: Maintain dominion over the black markets and buried tunnels
- Motive: Control through scarcity
- Nemesis: The Rust Saints
NPCs
Sister Kembra
- Concept: Mutant healer of the fungal enclave
- Skills: Spore-medicine, empathy under pressure
- Frailty: Slowly mutating mind
- Gear: Myco-kit, bone-thread sutures, whisper mask
- Goal: Cure the incurable before her body turns fully
- Motive: Redemption through healing
- Nemesis: Surgeon-Colonel Brannick (Enclave biologist)
Rigs “Cinder” Malhoon
- Concept: Ex-demolitionist turned scorched-earth preacher
- Skills: Explosives, persuasion by fear
- Frailty: Pyromaniac religious visions
- Gear: Det-cord rosary, flareblade, incendiary sermons
- Goal: Reduce the Dam to ash and write scripture in smoke
- Motive: Apocalyptic catharsis
- Nemesis: Archdeacon Reese (Water-hoarding priest of the Flow Union)
“Barter” Vex
- Concept: Charismatic trade broker with a silver tongue and lead soul
- Skills: Negotiation, tactical deception
- Frailty: Can’t resist a wager
- Gear: Relic chips, encrypted trade-coin, sawn-off dealmaker
- Goal: Establish a neutral trade node in contested ruins
- Motive: Wealth, influence, survival
- Nemesis: Syndicate Collector “Bleed” Malraux
Issa Vorn
- Concept: Warpath tracker turned reluctant justice-seeker
- Skills: Precision marksmanship, mutant tracing
- Frailty: Blinded by vengeance
- Gear: Scorch rifle, claw-tag shackles, broken oath pendant
- Goal: Hunt down the escaped raider-king who killed her crew
- Motive: Closure and quiet
- Nemesis: The Flayed Wolf (Raider warlord)
“Glass” Marlo
- Concept: Vault-scanner and whisper-thief of lost tech
- Skills: Espionage, radiation mapping
- Frailty: Believes they’re being watched by the ruins
- Gear: Dead-zone goggles, crowbar harp, vault signal prism
- Goal: Uncover and unlock a sealed Eden Protocol chamber
- Motive: Obsession with forbidden knowledge
- Nemesis: The Archive Custodian (AI defense remnant)
Brakk “Husk” Juno
- Concept: Hired gun with half a mind and too much armor
- Skills: Heavy weapons, siege defense
- Frailty: Memory void from biotech trauma
- Gear: Railminigun, breach shield, stimulant spool
- Goal: Guard the settlement of Thornepost from mutant incursion
- Motive: Contract and revenge
- Nemesis: The Glimmer Host (bioluminescent hive-beast swarm)
Denizens of the Wastes
Glowback Coyote
- Concept: Bioluminescent predator
- Skills: Silent tracking, night ambush
- Frailty: Hyperreactive nervous system
- Gear: Glowing veinstalk hide, fused jawbone fangs
- Goal: Stalk contaminated prey through the night
- Motive: Hunger sharpened by mutation
- Nemesis: Pack-hunters and high-frequency pulses
Ironclatter Beetle
- Concept: Shrapnel-shelled scavenger
- Skills: Burrowing, plating resilience
- Frailty: Overheats in direct sunlight
- Gear: Vibro-mandibles, scrap-sense antennae
- Goal: Harvest metal to construct secure nests
- Motive: Instinctive hoarding of conductive salvage
- Nemesis: Sudden temperature shifts, sonic blasts
Bloomspite
- Concept: Carnivorous bloom mimic
- Skills: Toxin release, regenerative bloom cycles
- Frailty: Susceptible to frost and desiccation
- Gear: Petal-lined trap maw, pulsing spore core
- Goal: Lure and digest warm-blooded prey
- Motive: Territorial instinct rooted in survival
- Nemesis: Fire, salt, and anti-fungal wash
Miremaw
- Concept: Toxic sump predator
- Skills: Ambush, venom secretion
- Frailty: UV-sensitive membranes
- Gear: Siphon tongue, sludge-coated hide
- Goal: Defend and dominate chemical lairs
- Motive: Bio-filtration instinct linked to hunger
- Nemesis: Droughts, predatory swarms
Bramblecarver
- Concept: Tech-burdened scrapyard scorpion
- Skills: Armor resilience, mechanical detection
- Frailty: Magnetic interference vulnerability
- Gear: Arc-welded stinger, scanner-core optics
- Goal: Absorb and assimilate salvage into its body
- Motive: Territorial maintenance through augmentation
- Nemesis: EMP bursts, magnetic mines
Tinker-Rat
- Concept: Augmented junk rodent
- Skills: Stealth, mimicry
- Frailty: Skeletal fragility
- Gear: Retinal flash memory, mechanical jaw pin
- Goal: Build semi-functional nests from scavenged tech
- Motive: Compulsive tinkering driven by instinct
- Nemesis: Traps, loud noise, plasma discharge
Locations
Vault Theta-7
- A fractured biotech military facility buried beneath a collapsed hill range.
- Still echoes with malfunctioning security drones and containment anomalies.
- Possible encounters: Defense remnants, relic hunters, mutagen leaks
Glowfen Market
- A geothermal spring-turned-trading post, surrounded by glowing vine-lattices.
- Its warmth draws both barter caravans and parasitic fauna.
- Possible encounters: Traders, resource cults, water rustlers
Thornepost Bastion
- A repurposed rail hub, now a scrap-metal fortress bristling with solar arrays.
- Controlled by a militia faction obsessed with purity and control.
- Possible encounters: Patrols, inquisitors, smugglers in disguise
The Pale Expanse
- A dead, sun-bleached stretch of fallout desert crusted with bone-pale ash.
- Tech warps in the dust storms; time seems to skip or stall.
- Possible encounters: Wanderers, ghost cults, terra-warped predators
Underdrift Warren
- A labyrinth of silos, drains, and vault-burrows repurposed into a thriving black market.
- Lit by fungal glow and solar foil, it’s a haven for the desperate and the clever.
- Possible encounters: Info brokers, rogue biotechs, hive-gangs
The Crimson Verge
- A twisted forest of red-barked trees, mutated roots, and phosphorescent undergrowth.
- The air pulses faintly; things grow even when unwatched.
- Possible encounters: Spore-beasts, gene-scientists, Verdancy pilgrims
Adventure Seeds
Adventure Seeds
| D66 | Adventure |
|---|---|
| 11 | Infiltrate a relic vault guarded by spore-bonded monks who believe the tech is divine. |
| 12 | Track a missing scavenger whose last transmission ended with the sound of chanting and fire. |
| 13 | A radiant child with photosynthetic skin escapes the Verdancy. They want protection — or power. |
| 14 | A dormant terraformer reactivates. Now the air turns sweet — and wrong. Something is coming. |
| 15 | Sabotage a water tithe caravan before it reaches the Cracked Dome — or escort it, for a price. |
| 16 | A geomagnetic storm opens a sealed crypt beneath the Pale Expanse. No one remembers building it. |
| 21 | Recover a vault-core chip buried beneath a war zone. One side wants peace — the other, extinction. |
| 22 | Your own name appears on a kill-order scroll sent from Underdrift Warren. Who paid for it, and why? |
| 23 | The Glowfen Market is sealed after a sickness spreads — the infected bloom with glowing vines. |
| 24 | A fissure beneath Thornepost exhales heat and humming voices. The militia denies it’s a threat. |
| 25 | Verdancy pilgrims seek help retrieving a fungal relic growing from a bunker ceiling. It weeps light. |
| 26 | Bramblecarvers are swarming tech rigs near Vault Theta-7. A bounty goes to the one who clears them out. |
| 31 | Escort a solar-patched caravan through the Crimson Verge — if the trees let you leave. |
| 32 | A swarm of tinker-rats has stolen a voice-recorder from the Sunfoil Syndicate. It may expose them. |
| 33 | A glowback coyote pack is growing too intelligent. The Gutterkin want one captured — alive. |
| 34 | Scouts vanish near a signal tower. It’s still broadcasting — from within a collapsed ruin. |
| 35 | Salvagers request aid retrieving a sealed Eden device. The last crew returned mutated beyond speech. |
| 36 | A false prophet of the Radiant Front preaches in your name. His followers carry your sigil. |
| 41 | The Pale Expanse shifts — an entire outpost has disappeared beneath bone-white dunes. |
| 42 | The Rust Saints request an escort to sanctify a newly uncovered AI shrine — with molten oil. |
| 43 | A settlement’s water turns thick and gold. The people claim it’s a blessing. The Verdancy disagrees. |
| 44 | A dream repeats: the Underdrift flooded, fungal lights drowning the corridors. You wake coughing spores. |
| 45 | The Enclave sends a peace envoy. Half arrive. The others? Their suits were empty on arrival. |
| 46 | A Bramblecarver nest pulses beneath a trade route. Traders vanish. Their gear resurfaces — rearranged. |
| 51 | A spore-storm rolls in. You have six hours to evacuate a town before the storm births a forest. |
| 52 | Someone found a working drone in Vault Theta-7. It recognizes your voice. And calls you Commander. |
| 53 | The Radiant Front wants a living mutant delivered to Glowfen — but won’t say why it must stay breathing. |
| 54 | A burnt map marks a forbidden silo. The silo hums louder each night, and pulses with heat. |
| 55 | A hunter went missing in the Crimson Verge. His pet came back alone, with human teeth in its belly. |
| 56 | The Gutterkin auction a memory-crystal tied to the Eden Protocol’s collapse. Everyone wants it. |
| 61 | A heatwave twists metal and minds near a sunken crawler. Entering may unlock your past — or erase it. |
| 62 | A ghost town rewakes each dusk. Lights flicker on. Radios play static hymns. You’ve heard one before. |
| 63 | Vault Theta-7 emits a new code. Translated, it reads: “I am not alone. Neither are you.” |
| 64 | An oasis dries overnight. Those who drank from it now dream in binary — and bleed rust. |
| 65 | The Enclave lost a convoy carrying a sentient weapon. It’s learning — and testing new hosts. |
| 66 | A tunnel beneath Underdrift breathes. It never used to. You’re told the tunnel wants to speak. |