post apocalyptic

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Twilight: 2000 - All my hope is in my magazine

Facilitator: 
Mason Warring

"We have maybe two days of food for all of us. The pickup won't get much farther before we're running on fumes. And LT's wound looks bad. He keeps fading in and out of conscious, but even when he's awake he's not talking sense. Dammit, he always knew what to do when the things seemed hopeless, but it looks like this war finally broke him."

In the aftermath of a last desperate attack against the Soviets, you and a few survivors find yourselves holed up in an abandoned farmhouse behind enemy lines. You were probably one of the lucky ones. What the hell are you gonna do to get out of this alive?

Twilight: 2000 is an alt-history post-apocalyptic military survival RPG. The Soviet Union never fell, and the superpowers went to war in 1997. The nukes began falling one year later. The world as we knew it is gone. You and your comrades, a mix of volunteers, draftees and civilians, have been fighting a hellish war in Poland for three years. One month ago, word came through from command about a big offensive, what they called Operation Reset. A last gasp of the superpowers to stab at each other. One week ago, the NATO offensive was crushed at Kalisz. The last words from HQ were "Good luck, you're on your own".

This is naturally a fairly dark game, especially given Putin's illegal war in Ukraine. These topics may come up during the game: violence, war, disease, forced labour, cannibalism, gory injuries, mental distress. Lines & Veils and the X card will be used.

The tone for the game is primarily serious, but a bit of dark humour is welcome to break tension. The only role-playing knowledge needed is being able to tell a d6, d8, d10 and d12 apart.

System: 
Twilight: 2000 4e

Dogs of War

Facilitator: 
Mike Foster

Nobody knows where they came from. But their intention was clear, and they carried it out with brutal efficiency. But now a small group of survivors must risk everything in a desperate mission to recover much needed medical supplies.

System: 
Undecided

Tooth and Claw

Facilitator: 
Angela Oliver

Once your life was one of leisure: your food served to you, so that you only needed to hunt for pleasure. There was always a warm spot to lie in, a warm lap to curl up in. Yes, life was grand.

But then, came the night of panic. A loud scream split the air, and all your humans left, taking little more with them then those extra-skins that they wear. You were forgotten, abandoned.

And now the streets lie empty, the houses cold and dark. Your belly rumbles with hunger.
And the dogs are rising up against you.

(Very) Loosely inspired by Stephen Moore's book of the same name, "Tooth and Claw" is the fate of the cats and dogs left behind when their humans are evacuated; survival of the fittest, the fastest, and the most bloody-minded.

Will the cats be able to band together, against their common adversity? Or is there worse to come?

System: 
Cat (John Wick)

Fallout: Outback

Facilitator: 
Chris Haddock

Plot outline: In the town of Gladstone, QLD, in the year 2314, the water is running out. Rain hasn’t fallen for years, and the deep water table bores are bringing up less and less, at worse quality. But there are rumours that Dr Mick Greeningham had been working on something that he claimed could reverse global warming before the bombs fell, and that the legacy of his work can be found in 1770, a town just down the road.

It’s an easy job, get in your car, go down the road, pick up the mysterious relic of the old world, and get your behind back to Gladstone. Fair dinkum, cobber.

But war. War never changes.

Fate is a game about narrative freedom and light mechanics. The power to drive the story is in the hands of not only the GM but the players as well. Created by Evil Hat, Fate Core allows for any genre and any scenario. In this case we're taking a look at what would happen in the Australia of a post-apocalyptic universe similar to (but not quite) that found in the Fallout computer game series.

System: 
Fate

50 years spent sleeping

Facilitator: 
Sophie M

....Initialising scan...
....External environment hostile...
....Initialise wake up protocol...
%#$^*$%#$%^&……………………………………..
….Where am I?.....
….Why do they scream so?.....

50 years ago the world ended. No one can remember why. Now IT has woken. Will it end all over again?

System: 
Apocalypse World

Things Fall Apart

Facilitator: 
Sophie Melchior

London. Winter. 1963.

It is a year since the Cold War went hot.

And this was not just a nuclear war.

Far more sinister, darker weapons were deployed from the shadows.

Survival and re-building are all that matter now. But human nature and tragic circumstances mean that everyone has their own ambitions.

...a Government desperate to hold on to what remains of the country.

...military forces who wish to expand their power and influence.

...frightened and brutalised refugees who simply want a place to call home.

Into this maelstrom steps the Special Situations Group, a motley band of men and women tasked with the jobs too dirty or dangerous for anyone else.

'Things Fall Apart' is a Hot War scenario written by Scott Dorward for the Hot War Transmission Issue 2.

System: 
Hot War

Big Trouble in Little Freesboro

Facilitator: 
Luke Walker

Mayor's Log. Star date Six Monkey Slap Slap.

A matter of national security has arisen in Freesboro. Strange lights, explosions and sounds have been seen on the horizon toward the ancient site known as Medcen Park. I fear for our future.

When fear, explosions and strangeness are rife I can think only of one solution - the Alpha Mutants. Paula be praised they can help us before it is too late.

Based on the Gamma World Game Day scenario "Trouble in Freesboro"

System: 
Gamma World D&D4e
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