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Big Mall (Apocalyptic Setting)
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<blockquote data-quote="Jacob the Impaler" data-source="post: 3122927" data-attributes="member: 42087"><p>I got this idea from somewhere, and I've been turning it over in my head a little bit. </p><p></p><p>What if a self-contained underground mall were to survive a nuclear war? </p><p></p><p>This morning I finally sat down at the computer and turned out a lot of fluff. Shoot me some suggestions, especially on making it more realistic and balanced. Ideas for adventures would also be great. Crunchy aspects are also welcome. I can see advanced classes, special equipment and other rules.</p><p></p><p>HISTORY (yawn...):</p><p>The Big Mall</p><p>473 A.B. (After the Bombs)</p><p></p><p>An eccentric billionaire believed the world was coming to an end and built a massive unground bunker to save "a small portion of mankind". It was designed to be completely self-sustaining, with a geothermal power generator, a deep water supply, medical facilities, solar lamps to grow food and state-of-the art circulation and recycling systems that would hold up for centuries. The billionaire died shorty after its completion and the shareholders in his company sold the complex out to retailers, who planned to turn it into the largest mall in the world. It became a major shopping center, but it was never allowed to reach its full potential. </p><p></p><p>One day, while the mall was filled with unsuspecting shoppers, the world ended. Nobody remembers the details, just that it involved world leaders and weapons of unimaginable power. The trapped consumers were forced to adapt or die. Indeed, many did die in the first chaotic years. Gangs formed to fight over the dwindling supplies and control of facilities. Disease and hunger claimed many lives. The survivors realized that in order to live, they would have to produce what they needed. The solar lamp chambers intended for agriculture had been turned into underground parks, but they were quickly converted into experimental gardens. Animals from pet stores were bred for their meat. Eventually, insects were also raised in compact farms and grew to be the main source of protein for many. Edible mushrooms and other fungus grew in many places. The emerging government, a basic democracy, deemed bottle caps the mall's official currency. In a few decades, the population stabilized. The relatively small number of wealthier survivors who "owned" interests in the facilites and agriculture or had the education to operate the complex systems stayed in the upper portion of the mall that had been developed by retailers. The poorer sorts, laborers, farmers and low-end mechanics, drifted towards the undeveloped sections. </p><p></p><p>During the second century, a series of crop failures and a crippling new strain of flu triggered uprisings. The weak democratic government was quickly overwhelmed by an armed mob, who put in place a socialist regime backed by an armed force. The few guns from the security offices in working order were given to loyalists devoted to defending the new government. A larger force was trained with crowbars, fire axes, baseball bats and other improvised weapons to enforce measures if force was needed. Unfortunately, many turned into armed thugs and extorted freely. The rising military force only made problems worse, and eventually everyone realized that simple survival was at stake. A group of separatists left the bunker to brave the harsh outside world rather than live under oppression. Their whereabouts are unknown. Soon after the incident, the government was dissolved and the military class hired itself out those who managed to hold onto their wealth. Since then, the Big Mall, as it grew to be called, has been ruled by a loose coalition of the facilities necessary for survival. GeoTherm, Waterworks, Air Systems, Gardens and Livestock Co-Op, Overall Maintenence, United Sickrooms and Recycling are the six major Facilities. They employ a large portion of the population and are always positioning and dealing for power, while realizing that each is necessary for survival. Disease is still an issue, as medical supplies are running low and cannot combat new strains and the close quarters.</p><p></p><p>HARD STATS (Just cuz):</p><p>Population 6,681 (As of 472 census)</p><p>49% Male, 51% Female</p><p>Life expectancy: 52 male, 49 female</p><p>"Retailers": 22% "Slummers": 78%</p><p>Major crops: Corn, beans, potatoes, turnips, carrots, squash, mushrooms, super fungus, algae, peppers, tomatoes, grapes, apples, peas, cotton</p><p>Major livestock: Rabbit, dog, cat, guinea pig, primeroach, meatroach, grub, spice beetle, worm, mallcrab, hopper, meatspider, meatcricket, larvae</p><p>Other goods produced: Alcohol, clothing, tools</p><p></p><p>THE SEVEN FACILITIES (Need lots of fleshing out. I have a very rundimentray grasp of how this stuff works.):</p><p>GeoTherm: Owned by a secretive man known as El Presidente. Unofficial head of coalition. Controls elite police force that acts in common interest when needed.</p><p>Waterworks: Union, with a new chairperson elected every year. Accused of withholding water and plotting to buy out GeoTherm to seize total control of Big Mall.</p><p>Air Systems: Union, run by an elected council. Known for corruption among its police and favored memebers. Forming its own team of mechanics to become independent from Overall Maintenence.</p><p>Gardens and Livestock Co-Op: Communal. Strives for equal food distribution. Many believe they also strive for another socialist regime. Often in open conflicts with Waterworks</p><p>Overall Maintenence: Union with leader appointed for life, or until voted out. Perhaps wealthiest Facility. Forms intricate alliances with others to meet own ends.</p><p>United Sickrooms: Run by council of shareholders. Very unpopular for their high medical costs. Cause riots in poor quarters, especially in times of disease. Considering merger with Overall Maintenence.</p><p>Recycling: Owned by a board of executives. Closely allied with Overall Maintenence, and controls several of their forges.</p><p></p><p>RELIGIONS (I think I did pretty good here):</p><p>One major religion is Apolocalyptic Christianity, which believes that they are living through the Revelations and must remain pure, as to not fall under the rule of an antichrist. Radical members form mobs and go after leaders or persons they deem evil. Members are encouraged to preach wherever possible and bring in converts. Its numbers have shrank in recent years, although they have grown more zealous. Clashes often occur in poor quarters between Facilities they deem "evil" or rival faiths. GeoTherm eventually wants to stamp them out, but they remain too numerous. In them meantime, they are harrassed and watched carefully. Apocalyptic Christians rarely hold positions of power, due to their reputations as intolerant,narrow-minded troublemakers, although they hold sway over many among the working class and exploited. It's estimated about 20% of the population actively practices Apocalyptic Christianity.</p><p></p><p>Another major group are the Dreamers. They believe that God gave the people of Big Mall the opportunity to create a utopian society. A sharing of resources, strong moral education and a pure democratic system would bring eternal peace and communion with God. Two main factions exist, the Activists and Pacifists. Activists believe in strong, decisive reforms. Many Activists are prominent members of the Garden and Livestock Co-Op. Pacifists believe that a state of utopia will eventually emerge through teaching and helping others. The Activist faction is significantly larger, and often harshly criticize the Pacifists. Dreamers are blacklisted from leadership positions in all facilities, save the Co-Op and the Recycling. Fights between Dreamers and Apocalyptic Christians are frequent and violent. It's estimated about 20% of the population are active Dreamers, with 13% Activists and 7% Pacifists. A majority of Big Mall is either not religious or follows less organized beliefs. Many of these faiths combine old Christian beliefs, Eastern mysticism and pagan ideas.</p><p></p><p>---</p><p></p><p>NEW RACE: Cannibal</p><p>Some will stop at nothing to survive. Unfortunately, some choose to do so by killing and eating each other. These degenerate men and women roam the bombed-out wastelands in small bands, always hungry for their next gruesome meal.</p><p>A number of cannibals lurk around Big Mall, where occasionally an unlucky soul is thrown outside the blast doors.</p><p>DESCRIPTION: Cannibals are slightly shorter and leaner than mall people, due their rugged lives. Most care little about their physical appearance, and have long dreadlocks and wild facial hair. In warmer regions, they may wear only loinclothes. In colder regions, they wear barely-cured animal hides or the skins of their victims.</p><p>PERSONALITY: As one might imagine, cannibals attack first and ask questions later, if they ask questions at all. The most that non-cannibals usually experience of their personality are their battle cries and the sharp ends of their spears. Among members of their own band, cannibals are more civil and work together for safety and common interest.</p><p>CANNIBAL LANDS: Cannibals are nomadic, although they are usually confined to blighted and irradiated areas due to physical barriers or resistance from people in more tolerable lands. Each cannibal band strips what little is left from wherever they wander and attack other bands on sight.</p><p>RELIGION: Cannibals are known to carry around artifacts from before the nuclear war and revere them. These artifacts may be anything from a broken CD player to a bust of Winston Churchill. Little is known of specific rituals or ceremonies, but many assume the worst.</p><p>LANGUAGE: Cannibals speak their own language, a gutteral, bastardized version of English, Spanish and whatever language is unfortunate enough to cross their path. Dialects vary widely from band to band.</p><p></p><p>+2 constitution, -2 intelligence, -2 charisma. Cannibals have to be tough to survive in the wastelands, but their lifestyle has made them feral and scary</p><p>Medium-sized</p><p>Automatic languages: Surface English, Cannibal</p><p>Radiation-resistant: Cannibals can be in mild or moderately irradiated areas without suffering any ill effects. In areas of higher radiation, they receive a +4 bonus on fortitude saves against radiation sickness.</p><p>Weapon proficiency: Cannibals recieve simple weapon proficiency for free and gain proficiency </p><p>with two of the following weapons: Machete, spear, hatchet or bow</p><p>+2 on survival checks</p><p></p><p>Cannibal (Tough 1/Strong 1) (Ordinary) hp 15, defense 13, ini +1, attacks spear +4 (1d8+2), cleaver +3 (1d6+2), javelin +2 (1d6+2), FORT +5, REF +1, WILL +1</p><p>Skills: Spot +4, Listen +4, Intimidate +2, Survival +5, Climb +6, Swim +2</p><p>Feats: Weapon focus (Spear), Athletic</p><p>Equipment: Spear, cleaver, 3 javelins, backpack, flint and steel, canteen</p><p>STR 14, CON 17, DEX 12, INT 8, WIS 13, CHA 6</p><p></p><p>Cannibal Boss (Tough 3/Strong 2) hp 29, defense 16, ini +1, attacks spear +7 (1d8+3), colt python +5 (2d6), hatchet +6 (1d6+3), FORT +7, REF +2, WILL +3</p><p>Skills: Climb +8, Swim +6, Jump +8, Spot +6, Listen +7, Survival +7, Intimidate +3</p><p>Feats/Talents: Weapon focus (Spear), Personal firearms proficiency, power attack, dodge, agile riposte, Melee smash +1, Damage reduction 2/-</p><p>Equipment: Spear, hatchet, colt python, 8 .357 bullets, 1 12-gauge shotgun shell, flint and steel, backpack, canteen</p><p>STR 15, CON 17, DEX 13, INT 10, WIS 14, CHA 9</p><p></p><p>---</p><p></p><p>The skill points probably aren't right, but whatever.</p></blockquote><p></p>
[QUOTE="Jacob the Impaler, post: 3122927, member: 42087"] I got this idea from somewhere, and I've been turning it over in my head a little bit. What if a self-contained underground mall were to survive a nuclear war? This morning I finally sat down at the computer and turned out a lot of fluff. Shoot me some suggestions, especially on making it more realistic and balanced. Ideas for adventures would also be great. Crunchy aspects are also welcome. I can see advanced classes, special equipment and other rules. HISTORY (yawn...): The Big Mall 473 A.B. (After the Bombs) An eccentric billionaire believed the world was coming to an end and built a massive unground bunker to save "a small portion of mankind". It was designed to be completely self-sustaining, with a geothermal power generator, a deep water supply, medical facilities, solar lamps to grow food and state-of-the art circulation and recycling systems that would hold up for centuries. The billionaire died shorty after its completion and the shareholders in his company sold the complex out to retailers, who planned to turn it into the largest mall in the world. It became a major shopping center, but it was never allowed to reach its full potential. One day, while the mall was filled with unsuspecting shoppers, the world ended. Nobody remembers the details, just that it involved world leaders and weapons of unimaginable power. The trapped consumers were forced to adapt or die. Indeed, many did die in the first chaotic years. Gangs formed to fight over the dwindling supplies and control of facilities. Disease and hunger claimed many lives. The survivors realized that in order to live, they would have to produce what they needed. The solar lamp chambers intended for agriculture had been turned into underground parks, but they were quickly converted into experimental gardens. Animals from pet stores were bred for their meat. Eventually, insects were also raised in compact farms and grew to be the main source of protein for many. Edible mushrooms and other fungus grew in many places. The emerging government, a basic democracy, deemed bottle caps the mall's official currency. In a few decades, the population stabilized. The relatively small number of wealthier survivors who "owned" interests in the facilites and agriculture or had the education to operate the complex systems stayed in the upper portion of the mall that had been developed by retailers. The poorer sorts, laborers, farmers and low-end mechanics, drifted towards the undeveloped sections. During the second century, a series of crop failures and a crippling new strain of flu triggered uprisings. The weak democratic government was quickly overwhelmed by an armed mob, who put in place a socialist regime backed by an armed force. The few guns from the security offices in working order were given to loyalists devoted to defending the new government. A larger force was trained with crowbars, fire axes, baseball bats and other improvised weapons to enforce measures if force was needed. Unfortunately, many turned into armed thugs and extorted freely. The rising military force only made problems worse, and eventually everyone realized that simple survival was at stake. A group of separatists left the bunker to brave the harsh outside world rather than live under oppression. Their whereabouts are unknown. Soon after the incident, the government was dissolved and the military class hired itself out those who managed to hold onto their wealth. Since then, the Big Mall, as it grew to be called, has been ruled by a loose coalition of the facilities necessary for survival. GeoTherm, Waterworks, Air Systems, Gardens and Livestock Co-Op, Overall Maintenence, United Sickrooms and Recycling are the six major Facilities. They employ a large portion of the population and are always positioning and dealing for power, while realizing that each is necessary for survival. Disease is still an issue, as medical supplies are running low and cannot combat new strains and the close quarters. HARD STATS (Just cuz): Population 6,681 (As of 472 census) 49% Male, 51% Female Life expectancy: 52 male, 49 female "Retailers": 22% "Slummers": 78% Major crops: Corn, beans, potatoes, turnips, carrots, squash, mushrooms, super fungus, algae, peppers, tomatoes, grapes, apples, peas, cotton Major livestock: Rabbit, dog, cat, guinea pig, primeroach, meatroach, grub, spice beetle, worm, mallcrab, hopper, meatspider, meatcricket, larvae Other goods produced: Alcohol, clothing, tools THE SEVEN FACILITIES (Need lots of fleshing out. I have a very rundimentray grasp of how this stuff works.): GeoTherm: Owned by a secretive man known as El Presidente. Unofficial head of coalition. Controls elite police force that acts in common interest when needed. Waterworks: Union, with a new chairperson elected every year. Accused of withholding water and plotting to buy out GeoTherm to seize total control of Big Mall. Air Systems: Union, run by an elected council. Known for corruption among its police and favored memebers. Forming its own team of mechanics to become independent from Overall Maintenence. Gardens and Livestock Co-Op: Communal. Strives for equal food distribution. Many believe they also strive for another socialist regime. Often in open conflicts with Waterworks Overall Maintenence: Union with leader appointed for life, or until voted out. Perhaps wealthiest Facility. Forms intricate alliances with others to meet own ends. United Sickrooms: Run by council of shareholders. Very unpopular for their high medical costs. Cause riots in poor quarters, especially in times of disease. Considering merger with Overall Maintenence. Recycling: Owned by a board of executives. Closely allied with Overall Maintenence, and controls several of their forges. RELIGIONS (I think I did pretty good here): One major religion is Apolocalyptic Christianity, which believes that they are living through the Revelations and must remain pure, as to not fall under the rule of an antichrist. Radical members form mobs and go after leaders or persons they deem evil. Members are encouraged to preach wherever possible and bring in converts. Its numbers have shrank in recent years, although they have grown more zealous. Clashes often occur in poor quarters between Facilities they deem "evil" or rival faiths. GeoTherm eventually wants to stamp them out, but they remain too numerous. In them meantime, they are harrassed and watched carefully. Apocalyptic Christians rarely hold positions of power, due to their reputations as intolerant,narrow-minded troublemakers, although they hold sway over many among the working class and exploited. It's estimated about 20% of the population actively practices Apocalyptic Christianity. Another major group are the Dreamers. They believe that God gave the people of Big Mall the opportunity to create a utopian society. A sharing of resources, strong moral education and a pure democratic system would bring eternal peace and communion with God. Two main factions exist, the Activists and Pacifists. Activists believe in strong, decisive reforms. Many Activists are prominent members of the Garden and Livestock Co-Op. Pacifists believe that a state of utopia will eventually emerge through teaching and helping others. The Activist faction is significantly larger, and often harshly criticize the Pacifists. Dreamers are blacklisted from leadership positions in all facilities, save the Co-Op and the Recycling. Fights between Dreamers and Apocalyptic Christians are frequent and violent. It's estimated about 20% of the population are active Dreamers, with 13% Activists and 7% Pacifists. A majority of Big Mall is either not religious or follows less organized beliefs. Many of these faiths combine old Christian beliefs, Eastern mysticism and pagan ideas. --- NEW RACE: Cannibal Some will stop at nothing to survive. Unfortunately, some choose to do so by killing and eating each other. These degenerate men and women roam the bombed-out wastelands in small bands, always hungry for their next gruesome meal. A number of cannibals lurk around Big Mall, where occasionally an unlucky soul is thrown outside the blast doors. DESCRIPTION: Cannibals are slightly shorter and leaner than mall people, due their rugged lives. Most care little about their physical appearance, and have long dreadlocks and wild facial hair. In warmer regions, they may wear only loinclothes. In colder regions, they wear barely-cured animal hides or the skins of their victims. PERSONALITY: As one might imagine, cannibals attack first and ask questions later, if they ask questions at all. The most that non-cannibals usually experience of their personality are their battle cries and the sharp ends of their spears. Among members of their own band, cannibals are more civil and work together for safety and common interest. CANNIBAL LANDS: Cannibals are nomadic, although they are usually confined to blighted and irradiated areas due to physical barriers or resistance from people in more tolerable lands. Each cannibal band strips what little is left from wherever they wander and attack other bands on sight. RELIGION: Cannibals are known to carry around artifacts from before the nuclear war and revere them. These artifacts may be anything from a broken CD player to a bust of Winston Churchill. Little is known of specific rituals or ceremonies, but many assume the worst. LANGUAGE: Cannibals speak their own language, a gutteral, bastardized version of English, Spanish and whatever language is unfortunate enough to cross their path. Dialects vary widely from band to band. +2 constitution, -2 intelligence, -2 charisma. Cannibals have to be tough to survive in the wastelands, but their lifestyle has made them feral and scary Medium-sized Automatic languages: Surface English, Cannibal Radiation-resistant: Cannibals can be in mild or moderately irradiated areas without suffering any ill effects. In areas of higher radiation, they receive a +4 bonus on fortitude saves against radiation sickness. Weapon proficiency: Cannibals recieve simple weapon proficiency for free and gain proficiency with two of the following weapons: Machete, spear, hatchet or bow +2 on survival checks Cannibal (Tough 1/Strong 1) (Ordinary) hp 15, defense 13, ini +1, attacks spear +4 (1d8+2), cleaver +3 (1d6+2), javelin +2 (1d6+2), FORT +5, REF +1, WILL +1 Skills: Spot +4, Listen +4, Intimidate +2, Survival +5, Climb +6, Swim +2 Feats: Weapon focus (Spear), Athletic Equipment: Spear, cleaver, 3 javelins, backpack, flint and steel, canteen STR 14, CON 17, DEX 12, INT 8, WIS 13, CHA 6 Cannibal Boss (Tough 3/Strong 2) hp 29, defense 16, ini +1, attacks spear +7 (1d8+3), colt python +5 (2d6), hatchet +6 (1d6+3), FORT +7, REF +2, WILL +3 Skills: Climb +8, Swim +6, Jump +8, Spot +6, Listen +7, Survival +7, Intimidate +3 Feats/Talents: Weapon focus (Spear), Personal firearms proficiency, power attack, dodge, agile riposte, Melee smash +1, Damage reduction 2/- Equipment: Spear, hatchet, colt python, 8 .357 bullets, 1 12-gauge shotgun shell, flint and steel, backpack, canteen STR 15, CON 17, DEX 13, INT 10, WIS 14, CHA 9 --- The skill points probably aren't right, but whatever. 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