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)
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 surrouned 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.
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.)
6-7: Aristocracy. Town is under control of a founding family that
has been there since Judgement Day.
8-9: Council. Town has a mayor adn elected council that make laws.
10-J: Theocracy. Town is under the influence of a cult or religious
leader
Q-A: Democracy. All adults have open meetings to discuss law and
order.
Red Joker: Free City. No real laws just a Sheriff and Militia to keep
order.
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,
thier dead. Food is worth 2d6 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.
5-9: Town has a few farms, livestock, and a stash of 2d6 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.
Red Joker: Town has an overabudance of food. Food is worth a third of List.
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 $50/gallon and
waste is a capital crime.
2-4: Town has a severly limited supply of water. Water is worth $10/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.
6: Town has a well but the pump is inoperable. They will pay handsomely for a
trading run to scrounge or buy a part.
7-8: Town has artesian wells and pumps.
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)
Red Joker: Town has an overabundance of water and is looking to trade.
They have 1d6 tanker trailers to haul water.
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.
5-9: Town has a protable generator, windmills, waterwheels, or some other
jury-rigged means of producing power and lights.
10-Q: Town has repaired the plumbing. They must have a water tower(9 or
better on 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.
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
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 black
powder versions) 1d10 suits of armor(handmade).
7-9: Town has 1d10 pistols, rifles, and shotguns. 1d6 suits of actual armor as
well as 3d6 suits of handmade. They can reload ammo/make armor/make
adjustments to most firearms.
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 enought for themselves only.
No businesses in town.
2-4: Town has a tavern/inn and a general store/market.
5-6: Town has a blacksmith/mechanic.
7-8: Town has a doctor's office or clinic. Town has established trade.
9-J: Town has a stables/car lot. Town has caravans.
Q-K: Town has more than one tavern/inn of varying qualities. Town
has a restaurant.
A: All of the above plus their own currency and black market.
Town has limited mail service.
Red Joker: All of the above, plus high tech/rare gear for sale.
STABLES
Black Joker: Town has no vehicles or horses.
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
8-10: Town has 3d6 vehicles, plus 1d6 for sale/rent, as well as 1d4 aircraft(
balloons, ultralights, or light planes)
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.
Red Joker: Town has manufacturing capacity for parts and tires for vehicles.
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