Thursday, March 9, 2023

D20x5 Post-Apocalyptic Raider Gangs

Click the button below to generate your post-apocalyptic raider gang:


Special thanks to Spwack for the generator generator here: http://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

D20 This raider gang is raiding
1 because they've embraced nihilistic selfishness in the ruins of the old world.
2 because they were forced off their land and could find no other way to subsist.
3 because they're outriders who deserted from a passing army.
4 because their out-group aggression was ramped up to inhuman levels after taking experimental combat drugs.
5 because their community's social ties and hierarchy are reinforced by the distribution of stolen spoils.
6 because a nascent nation-state has commissioned them as privateers.
7 in order to clear out competitors for control of a valuable commodity from the area.
8 mainly to capture slaves in an attempt to address their people's infertility.
9 because they were recently exposed to toxins that cut their remaining lifespan down to less than a year, and so decided they might as well live out that remainder without restraint.
10 because their religion prescribes periodic violence in order to prevent another apocalypse from occuring.
11 because they are aristocrats honing their combat skills on their "lessers" to prepare for real war.
12 as a show of force before issuing a formal proposal of vassalization.
13 because they are nomads who have returned from other lands to find settlements springing up on their claimed territory.
14 because until recently they lived in a self-sufficient arcology, but its systems suffered cascading technical failures and now they're left with no idea how to provide for themselves.
15 because they're a neo-monastic militant order enforcing a vow of poverty on others.
16 because they uncovered a cache of pre-apocalyptic pirate media and thought it looked really cool.
17 because flows of tribute to them have dried up and they've decided to put fear back in the hearts of their former tributaries.
18 because they're a group of criminals exiled from their homeland.
19 to accumulate the resources to found their own state, reasoning that the violence they're committing now will be justified by the stability they'll provide later.
20 just to turn a quick profit.
D20 This raider gang's gimmick is
1 using molotov cocktails, flamethrowers, and similar weapons to burn their opposition to ashes.
2 wearing the heads of mascot costumes and fursuits as a sort of spiritual protection.
3 riding into battle on the backs of huge, barely-tamed mutant war-beasts.
4 attacks involving dive-bombing with hang-gliders and homemade explosives.
5 leaving monstrous plastic effigies behind as a calling card.
6 the horns they blow before battle, which sound like a horde of howling demons.
7 kidnapping people from settlements then using cosmetic surgery to create infiltrators in their image.
8 using mall ninja weapons.
9 marching into battle from within a cloud of toxic fumes, protected by gas masks.
10 using remote-controlled drones as spotters for sharpshooters.
11 working themselves up into a berserker state in which they feel no fear.
12 launching terror attacks in the night.
13 wearing the bones of their kills.
14 forging heavy, bulletproof suits of armour.
15 composing a poem to commemorate every battle they're in, and leaving it inscribed somewhere at the site.
16 filing their teeth and tattooing scales across their skin.
17 overuse of rotary guns like revolvers and gatling guns.
18 using serrated blades to butcher those who stand against them.
19 recruiting survivors of their attacks into their numbers by way of psychedelic nightmare-trials.
20 planting a parasitic flower in the wounds of their victims, which blossoms brilliantly when glutted on blood.
D20 This raider gang's leader
1 is losing their stomach for bloodshed, which is being seen as weakness and an opportunity for their second-in-command to advance by deposing them.
2 is a physical prodigy, seven feet tall and laden with muscle. They believe it's their natural right to dominate others by strength alone.
3 is fond of rats, and teaches them to perform tricks.
4 is a military genius, who enjoys matching wits with those they see as near-equals so much that it's become a flaw in their strategies.
5 is a wild card, impossible to predict.
6 is an old and hardened veteran, rarely taking to the field personally, and leading with wisdom more than personal power.
7 is elected every so often - they're an egalitarian bunch.
8 has bred resentment among their followers by constantly taking the choicest share of the loot for themself.
9 worships themself as a living god and surround themself with sycophant-priests.
10 is typically mild and willing to compromise, yet ruthless when the situation requires it.
11 is a total paranoiac, keen on keeping their enemies very close at hand.
12 is a decadent creature, made soft by looted comforts.
13 is cybernetically augmented up to the gills, a superhuman with only most of their brain and spinal column left of their human body.
14 has a pro wrestler's mindset, a consummate entertainer.
15 is morose, feeling the weight of all their fallen comrades on their shoulders.
16 is very detail-oriented, exacting in timing and supplies and so on, becoming irritable when their plans are disrupted.
17 is a beast, aggressive and vicious, willing to cast aside all honour to achieve victory.
18 is a compulsive gambler, always pushing for a bigger win, unable to de-escalate.
19 is a warrior-poet, able to find beauty even in the most brutal conditions.
20 is cowed by superstitions, seeing fearful omens in every shadow.
D20 This raider gang's hideout
1 is a grain silo they gutted and renovated into a fortified watchtower.
2 is a rusted arsenal ship that ran aground on a shoal.
3 is a labyrinthine village built out of shipping containers in a flooded port.
4 is a cathedral scarred by dust-storms and acid rain, with one stained glass window miraculously intact.
5 is in the stump of a space elevator that wasn't completed before global civilization collapsed.
6 is a crashed pair of subway trains only they know the way to through winding tunnels.
7 is in a bank vault, secured by a heavy steel door.
8 is an offshore oil platform they're able to extract enough fuel from to get their boats there and back to shore.
9 is an Amish hamlet they took over, containing facilities for ironworking, carpentry, and other vital crafts.
10 is a defunct trainyard outfit with railborne artillery pieces.
11 is a McMansion reinforced with metal plates over its drywall and windows.
12 was once a maximum-security prison.
13 is an observatory way up a mountainside.
14 is a luxury resort they've partially restored the comforts of, such as its hot spring.
15 is a former car dealership, its billboards defaced with their slogans and its entrances fortified with wrecks.
16 is the bunker of a long-dead survivalist billionaire, still well-stocked with non-perishable goods.
17 is in the anomalous fungal forest which sprouted among the books of a municipal library.
18 is in the field and stands of a covered football stadium.
19 is in the courtyard of an apartment complex which was gutted by fire and time and crumbled into nigh-insurmountable walls.
20 is in the upper floors of an office building, barricaded with overturned cubicles, accessible only by rope ladders since they've knocked out all the stairs.
D20 This raider gang has earned the ire
1 of another raider gang whose turf they're encroaching on.
2 of an order of wasteland knights who armour themselves in junk.
3 of a pack of genetically-enhanced hyper-intelligent dogs.
4 of a legendary pre-apocalypse solider who's recently been thawed out of cryo-stasis.
5 of a tribe of bike-nomads.
6 of enough poor folk that a preacher's been able to whip them together into a passionate but poorly-armed micro-crusade.
7 of a biplane-flying lord and his fief of biodiesel-harvesting peasants.
8 of a cult of poisoners who process the lingering pollution of the world into deadly concoctions.
9 of a powerful and well-connected mafia family whose criminal activities are more sophisticated (and so more dependent on complex civilization) than the raiders'.
10 of a distant nation that survived the apocalypse relatively unscathed, by slaughtering one of their envoys.
11 of a former employer, an oligarch who'd hoped to use them against his enemies.
12 of a warlord whose supply trains they've raided.
13 of a convent of war-nuns who dedicate themselves to a ferocious aspect of Neo-Jesus.
14 of a pair of rival towns who've temporarily put aside their feud until the raiders are dealt with.
15 of a clutch of immortal psychic vampires with a mysterious connection to the apocalypse, whose isolated peace the raiders disrupted.
16 of a technology-worshiping sect whose key piece the raiders stole.
17 of a hivemind of children controlled by an advanced military simulation through brain implants.
18 of a merchant-clan that dominates trade in the region.
19 of a band of mercenaries who they've clashed with several times.
20 of an autonomous, near-sentient pre-apocalypse tank.

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