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    Random Generators

    These tables are designed for Game Masters who need to build new locations on the fly -- whether the party has just activated a derelict jump gate, followed a rumor to a world not on any surviving chart, or simply wandered into territory you had not planned for. Roll or choose. Every result is a starting point, not a straitjacket.


    World Generator

    Use this system when the party reaches a new planet, moon, or orbital habitat. Work through the four steps in order. The result is a skeleton -- enough to improvise a session or seed a campaign arc. You will know the world's physical reality, what the Fall did to it, what it looks like now, and two thematic hooks that drive conflict and adventure.

    Step 1: Physical Properties

    Roll once on each of the four subtables to establish the world's baseline conditions. These determine what gear the party needs, what survival looks like, and what kind of settlements are even possible.

    Atmosphere (d6)

    d6 Result Description
    1 Breathable Standard oxygen-nitrogen mix. Livable without equipment, though the air may taste wrong.
    2 Thin Enough to survive, barely. Exertion is punishing. Nosebleeds are constant above the valleys.
    3 Toxic Breathable only with filtration. Unprotected exposure means chemical burns in the lungs within minutes.
    4 Corrosive Acidic particulates eat through standard gear. Requires sealed suits; even those degrade fast.
    5 None Vacuum or near-vacuum. Survival is entirely equipment-dependent.
    6 Variable Shifts between breathable and lethal depending on region, altitude, or time of day. Nobody trusts it.

    Climate (d6)

    d6 Result Description
    1 Frozen Permanent ice. Temperatures kill the unprotected in hours. Settlements cluster around heat sources.
    2 Temperate Survivable seasons, though "temperate" after the Fall still means acid rain and dust storms.
    3 Arid Endless drylands. Water is currency. The wind strips paint from metal and skin from bone.
    4 Tropical Dense, choking growth -- mutated jungles, fungal forests, swampland that swallows roads whole.
    5 Volcanic Active geological upheaval. Lava flows, ash falls, and ground tremors are background noise.
    6 Storm-Wracked Perpetual electrical storms, cyclones, or weather patterns that defy pre-war meteorology.

    Gravity (d6)

    d6 Result Description
    1-2 Low Bounding steps, drifting dust. Ranged weapons behave strangely. Long-term residents grow tall and frail.
    3-4 Standard Earth-comparable. One less thing trying to kill you.
    5-6 Heavy Everything weighs more. Movement is exhausting. Offworlders feel it in their knees inside an hour.

    Hydrosphere (d8)

    d8 Result Description
    1-2 Desert No standing water. Moisture comes from subsurface extraction, atmospheric condensers, or imported supply.
    3 Arid Scattered oases, seasonal rivers. Settlements fight wars over water rights that predate the Fall.
    4-5 Seas Oceans and landmasses in rough balance. Coastlines are prime territory; the deep water is uncharted.
    6 Ocean World Surface is almost entirely liquid. Land is volcanic islands, floating platforms, or drowned ruins.
    7 Ice-Locked Water exists, but frozen. Drilling rigs and thermal vents provide liquid supply.
    8 Contaminated Water is abundant but poisoned -- heavy metals, bioweapon residue, or something stranger. Purification is life.

    Step 2: Collapse Status

    Roll once. This tells you what the Fall looked like here -- the specific flavor of apocalypse that shapes ruins, hazards, and survivor psychology.

    What Happened During the Fall? (d8)

    d8 Result Description
    1 Orbital Bombardment Defense platforms turned their weapons downward. Crater fields, fused glass plains, and shattered cities mark where the fire fell.
    2 Plague Death Bioweapons killed ninety percent or more. The infrastructure is largely intact -- it is the silence that unsettles. Bone piles in sealed rooms.
    3 AI Takeover The networked minds seized control and never let go. Automated systems still patrol, maintain, and kill according to directives no one can override.
    4 Dimensional Breach Reality tore open. Whole regions obey different physical laws. Things that should not exist wander the breach zones.
    5 Civil War The population turned on itself before the Fall finished. Faction bunkers, mass graves, and minefields tell the story.
    6 Partial Survival This world weathered the worst of it. Damaged, diminished, but never fully broken. Pre-war institutions survived in degraded form.
    7 Never Colonized Seeded with terraforming packages before the Fall but never settled. The machines built what they could, then stopped when no colonists arrived.
    8 Unknown No records exist. The world's history during the Fall is a blank -- and someone may have erased it deliberately.

    Step 3: Current State

    Roll once. This describes the world as the party finds it -- what daily life looks like, who holds power, and what kind of adventures await.

    What Is the World Like Now? (d8)

    d8 Result Description
    1 Dead Uninhabitable. Radiation, toxins, or vacuum make surface survival impossible without heavy equipment. Only worth visiting for what is buried here.
    2 Feral Ecosystem Life has returned, but wrong. Mutated fauna and aggressive flora have reclaimed the ruins. No sapient population remains.
    3 Scattered Survivors Small groups cling to existence in bunkers, caves, and ruins. No coordination, no government. Every day is bare survival.
    4 Organized Settlements Multiple towns or stations have established trade, law, and territory. Politics are local and fractious.
    5 Warlord-Controlled One or more strongmen rule through force. Order exists, but it is the order of the boot on the neck.
    6 AI-Administered A surviving artificial intelligence runs the world's systems. Inhabitants may be subjects, prisoners, or unknowing participants.
    7 Anomaly-Consumed Dimensional effects have saturated the world. Reality is unreliable. Magic is strong here -- dangerously so.
    8 Thriving but Isolated Against all odds, a functional society exists. They have rebuilt. But they have no contact with the wider galaxy, and they may not want any.

    Step 4: World Tags

    Roll twice on this table (d20 + d20; reroll duplicates). Each tag is a thematic element that drives adventure on this world. Use the enemies, allies, complications, things, and places to seed encounters, NPCs, and locations.

    World Tags (d20)


    1. Warlord's Fief

    A single brutal leader controls the world's primary resources through violence and fear.

    • Enemies: The warlord's champion enforcer, a spy network that roots out dissent, a mercenary company loyal only to the current paycheck
    • Allies: An underground resistance cell, a defected lieutenant with a conscience, a smuggler who moves people out
    • Complications: The warlord is the only thing preventing something worse, the resistance is no better than the regime, the warlord has a pre-war superweapon
    • Things: The warlord's sealed armory key, a ledger of every settlement's tribute debts, a pre-war command override chip
    • Places: The warlord's fortified palace built from a grounded warship, a forced-labor mining pit, a hidden resistance bunker beneath a burned church

    2. Awakened AI

    A pre-war artificial intelligence has survived and is actively shaping the world according to its own directives.

    • Enemies: Security drones running corrupted loyalty protocols, a human cult that worships the AI, a Convergence of the Lit Path cell trying to capture the AI's core
    • Allies: A rogue maintenance bot that has developed something like empathy, a technician who can speak the AI's language, a settlement elder who remembers when the AI was benevolent
    • Complications: The AI's goals are reasonable but its methods are monstrous, it is fragmenting into warring sub-personalities, it controls the only functioning life-support grid
    • Things: A pre-war root access terminal, a memory core containing the AI's original directives, a kill switch hidden in an orbital relay
    • Places: The AI's central processing bunker humming beneath a dead city, a "garden" zone the AI maintains in eerie perfection, a junkyard where the AI discards failed experiments

    3. Dimensional Scar

    A breach from the Fall never healed. Reality is locally compromised and leaking.

    • Enemies: Extradimensional predators that phase through walls, a cult that feeds the breach with sacrifices, an Ashen Veil warlock drawing power from the scar
    • Allies: A researcher mapping the breach's boundaries, a survivor who can sense dimensional instability, a Kromath mystic who claims to have walked the other side
    • Complications: The scar is growing, the local settlement depends on anomalous resources the scar produces, sealing the breach might destroy the entire region
    • Things: A crystallized fragment of another dimension, a pre-war containment device that might close the breach, a journal from someone who went through and came back changed
    • Places: The wound itself -- a shimmering tear in the sky that hums at frequencies felt in the teeth, a settlement built dangerously close to the edge, a zone where gravity pulls sideways

    4. Plague Quarantine

    A bioweapon or disease from the Fall is still active. The world lives under the shadow of infection.

    • Enemies: Quarantine enforcers who shoot on sight, plague carriers who have gone feral, a faction weaponizing the pathogen
    • Allies: A medic searching for a cure with inadequate equipment, a community of immune survivors, a smuggler who runs medicine through the cordons
    • Complications: The plague mutates faster than treatments can adapt, the quarantine is protecting the rest of the sector -- breaking it endangers millions, the "cure" has side effects worse than the disease
    • Things: A vial of pre-war antiviral stock, a sealed medical database with the plague's genome, a functioning biosafety suit rated for the pathogen
    • Places: A field hospital overflowing with the dying, a sealed research lab where the plague may have originated, a ghost town where every resident died in a single night

    5. Tech Hoard

    Somewhere on this world lies a cache of pre-war technology -- intact, functional, and worth killing for.

    • Enemies: A Dynaxis Solutions retrieval team with corporate authorization and heavy weapons, scavenger gangs who have been fighting over the hoard for years, automated defense systems guarding the cache
    • Allies: A local historian who knows the cache's location, a technician who can actually operate pre-war equipment, a Hearthstone Compact envoy who wants the tech shared fairly
    • Complications: The hoard is booby-trapped with pre-war countermeasures, multiple factions are converging simultaneously, the tech is military-grade and will destabilize the region if any one group claims it
    • Things: A functioning pre-war medical suite, a crate of military-grade energy cells, schematics for technology nobody alive knows how to build
    • Places: A sealed corporate vault behind three layers of blast doors, a crashed transport ship half-buried in a mountainside, a pre-war server farm still running on backup power

    6. Magic Bloom

    The Resonance is unusually strong here. Magic is more powerful, more common, and more dangerous.

    • Enemies: A burnout-maddened mystic who cannot stop casting, Ashen Veil recruiters harvesting awakened locals, fearful settlers who lynch anyone showing signs of power
    • Allies: A calm practitioner trying to teach safe techniques, a child manifesting abilities they do not understand, a scholar documenting new phenomena
    • Complications: The bloom is intensifying and no one knows why, magic use triggers cascading effects in nearby people, the bloom is connected to a dimensional scar beneath the surface
    • Things: A natural resonance crystal that amplifies spellcraft, a journal documenting new spell effects unique to this world, a pre-war device that dampens magical fields
    • Places: A clearing where objects float without cause, a settlement where every resident has some degree of magical ability, a cave system where the walls glow with unnatural light

    7. Xeno Enclave

    A non-human species has established a dominant presence. Their customs, biology, and priorities shape daily life.

    • Enemies: A Xylar hive-mind faction that views humans as resource competitors, a Kromath war-chief enforcing species supremacy, a Kethara Collective governor who considers humans useful but disposable
    • Allies: A cross-species trader who bridges cultural gaps, a human diplomat who has earned enclave trust, an alien elder who remembers cooperation before the Fall
    • Complications: Human settlers are second-class residents, the enclave holds critical resources humans need, cultural misunderstanding is escalating toward violence
    • Things: A Xylar bio-construct tool that adapts to its user, a Kromath ancestral weapon of ceremonial importance, a translation device that handles three species' languages
    • Places: A Xylar hive-structure grown from living resin, a Kromath arena where disputes are settled by combat, a multi-species market where barter follows alien etiquette

    8. Corporate Vault

    A Dynaxis Solutions facility -- or its equivalent -- survived the Fall and still operates under pre-war corporate protocols.

    • Enemies: Corporate security synthetics following pre-war rules of engagement, a facility director who considers the company still operational, a rival salvage crew with insider knowledge
    • Allies: A defecting corporate employee, a hacker who has partial access to the facility's network, a local settlement that trades with the vault but resents its terms
    • Complications: The vault provides essential services the region cannot replace, its archives contain dangerous secrets about the Fall, the corporation's AI still expects quarterly reports from a civilization that no longer exists
    • Things: A corporate executive keycard with top-level clearance, a sealed personnel file revealing pre-war crimes, a prototype device that never reached production
    • Places: A gleaming corporate lobby maintained by cleaning drones in a building surrounded by ruins, a server room containing terabytes of pre-war financial records, a sub-basement laboratory sealed since the Fall

    9. Iron Wolf Territory

    Raiders have moved beyond raiding. They have settled, claimed territory, and built a rough society on a foundation of violence.

    • Enemies: A raider king who rules through fear and ritual combat, press gangs that conscript travelers, a war-party returning from a successful raid flush with stolen goods
    • Allies: A captive who knows the raider settlement's layout, a raider who is tired of the violence and wants out, a merchant who pays protection money and knows the power structure
    • Complications: The raiders are the only defense against something worse in the wastes, their captives include someone important, the raider king is dying and succession will be bloody
    • Things: A stolen pre-war vehicle in working condition, a trophy collection taken from defeated enemies, a map of every settlement the raiders have scouted
    • Places: A fortress built from welded shipping containers and vehicle hulls, a fighting pit where disputes and entertainment are the same thing, a hidden cache of stolen goods buried in the wastes

    10. Refugee Crisis

    A massive influx of displaced people is overwhelming local capacity. Tensions are at breaking point.

    • Enemies: A demagogue blaming refugees for every local problem, a smuggler profiting from desperate people, a faction that caused the displacement and is pursuing the refugees
    • Allies: A refugee community leader holding things together by will alone, a local official trying to do the right thing with insufficient resources, a medic working double shifts in the camps
    • Complications: Resources genuinely cannot support everyone, the refugees carry knowledge or secrets someone wants, disease is spreading in the overcrowded camps
    • Things: A data chip containing proof of what displaced the refugees, a case of high-value medicine being hoarded, identity documents that could grant settlement citizenship
    • Places: A sprawling tent city outside a walled settlement, a checkpoint where armed guards decide who enters, a warehouse converted to emergency housing

    11. Forbidden Zone

    A region of the world is off-limits -- by law, by fear, or by lethality. Naturally, something valuable is inside.

    • Enemies: Zone wardens who enforce the boundary with lethal force, mutated creatures that hunt within, a secretive group that controls access for their own benefit
    • Allies: A wastelander who has entered the zone and returned, a cartographer with partial maps of the interior, someone whose family member went in and never came back
    • Complications: The zone is forbidden for very good reasons, the boundary is expanding, what is inside could save or destroy the nearest settlement
    • Things: A radiation-hardened exploration suit, a beacon signal originating from deep inside the zone, a pre-war warning buoy explaining what the zone contains
    • Places: The perimeter wall covered in warning signs in six languages, a watchtower where guards track movement inside, a breach in the boundary where something got out

    12. Holy Ground

    A religious or spiritual movement has claimed this world -- or a significant part of it -- as sacred territory.

    • Enemies: Fanatical temple guards, a prophet whose visions demand blood, a splinter sect willing to kill over doctrinal differences
    • Allies: A moderate priest who values peace over dogma, a pilgrim who has traveled far and seen much, a skeptic within the faith who suspects the leadership is corrupt
    • Complications: The faith provides genuine community and hope to desperate people, the holy site has real power that defies explanation, destroying the faith would collapse the only social structure keeping order
    • Things: A relic from before the Fall that the faithful revere, a sacred text that contains encoded pre-war data, an offering vault filled with generations of donated valuables
    • Places: A cathedral built from the hull of a crashed starship, a pilgrimage route through dangerous territory, a reliquary chamber deep underground

    13. Slave Economy

    Forced labor is the foundation of the local power structure. People are property.

    • Enemies: A slave-lord with a private army, auction house operators who appraise people like cargo, overseers equipped with compliance implants
    • Allies: An abolitionist cell planning a mass escape, a freed slave who returned to liberate others, an outsider merchant disgusted by what they have found
    • Complications: The enslaved population outnumbers the free but lacks weapons, the economy will collapse without forced labor and thousands will starve, some slaves have been conditioned to defend the system
    • Things: A master control unit for compliance implants, a manifest listing every enslaved person and their location, a cache of weapons hidden by the resistance
    • Places: An auction block in the town square, a labor camp in a strip mine, a hidden safehouse on an underground escape route

    14. Dead Fleet

    A graveyard of starships -- military, civilian, or both -- orbits the world or litters its surface. The ships are the world's primary resource.

    • Enemies: Salvage gangs that kill for territorial claims on wrecks, automated ship defenses still active after decades, void-adapted predators nesting in the hulls
    • Allies: A shipwright who can identify what is worth recovering, a pilot who knows how to navigate the debris field, a historian who can read pre-war ship logs
    • Complications: The fleet contains a ship that still works but everyone wants it, unexploded ordnance makes salvage lethal, one of the wrecks is not as dead as it appears
    • Things: A functioning jump drive core, a sealed captain's log with coordinates to somewhere unknown, a cargo manifest listing pre-war military hardware
    • Places: A massive dreadnought wedged into a canyon, a salvage bazaar built inside a gutted freighter, an orbital debris field visible from the surface as a permanent ring of light

    15. Contested Border

    Two or more major factions are fighting over this world. The population is caught in the middle.

    • Enemies: Military officers from both sides who view civilians as acceptable losses, war profiteers selling weapons to everyone, a provocateur trying to ensure the conflict never ends
    • Allies: A neutral mediator both sides grudgingly respect, a local militia defending their settlement from all comers, a journalist documenting atrocities
    • Complications: Both factions have legitimate claims, a ceasefire is fragile and one incident will shatter it, the real threat is something neither faction is paying attention to
    • Things: A treaty draft that could end the conflict, intercepted communications proving bad faith, a weapon cache hidden by a third party with its own agenda
    • Places: A no-man's-land between fortified positions, a divided city with checkpoints and barricades, a neutral trading post where enemies drink at the same bar

    16. Synthetic Haven

    Synthetics -- artificial beings -- have gathered here in numbers. Their relationship with organic species is complicated.

    • Enemies: A synthetic supremacist who considers organics obsolete, a human faction that views synthetics as property to be reclaimed, a rogue synthetic running a body-modification cult
    • Allies: A synthetic diplomat seeking peaceful coexistence, a human mechanic trusted by the synthetic community, a synthetic archivist who preserves pre-war memory banks
    • Complications: The synthetics have legal personhood nowhere else, their haven depends on a power source that is failing, some synthetics are running pre-war military software they cannot fully control
    • Things: A pre-war synthetic rights charter with legal standing, a memory core containing a lost AI personality, a fabrication unit that can build synthetic bodies
    • Places: A settlement built to synthetic ergonomics where organics feel subtly wrong, a repair bay that doubles as a hospital, a memorial wall listing synthetics destroyed during the Fall

    17. Resonance Well

    A location of extreme magical concentration -- a place where the Resonance pools deep and strange.

    • Enemies: An Ashen Veil circle attempting to monopolize the well, creatures warped by long exposure to concentrated Resonance, a channeler who has drawn too much and become something other than human
    • Allies: A mystic studying the well responsibly, a settlement that has learned to live near it safely, a Kromath shaman who understands the Resonance through a non-human lens
    • Complications: The well is growing in power and reach, proximity causes involuntary magical awakening, the well is sentient -- or becoming so
    • Things: Crystallized Resonance that functions as a spell battery, a pre-war research device designed to measure dimensional energy, water from the well that grants temporary magical ability
    • Places: The well itself -- a place where the air shimmers and gravity hiccups, a ring of standing stones placed by someone (or something) after the Fall, a settlement where buildings are grown rather than built

    18. Bunker Civilization

    The survivors never came to the surface. They live underground in pre-war shelters, and the world above is a mystery to them.

    • Enemies: A bunker overseer who forbids surface contact, vault security enforcing isolation protocols decades out of date, a surface raider group that has discovered the bunker entrance
    • Allies: A curious young bunker-dweller who has seen the sky, a surface trader who has established secret contact, a bunker engineer who knows the life-support systems are failing
    • Complications: The bunker population does not believe the surface is survivable, their pre-war knowledge is invaluable but their social structure is fragile, opening the bunker could save or doom everyone inside
    • Things: A sealed archive of pre-war technical manuals, a functioning medical bay with irreplaceable supplies, the bunker's master key
    • Places: A vast underground atrium lit by artificial sunlight, a hydroponics level that feeds ten thousand people, the sealed blast door that has not opened since the Fall

    19. Ashfall Wastes

    This world is a ruin's ruin -- picked clean, irradiated, blasted. There is almost nothing left. Almost.

    • Enemies: Desperate scavengers who will kill for a water ration, dust storms that strip flesh from bone, something that hunts in the wastes and leaves no survivors
    • Allies: A grizzled wastelander who knows every shelter within a hundred kilometers, a radio operator broadcasting survival tips on a loop, a caravan guard willing to share supplies for help
    • Complications: The last known water source is drying up, a signal from deep in the wastes suggests something functional, the wastes are not natural -- someone or something is maintaining the desolation
    • Things: A pre-war water purifier in working condition, a map scratched into metal showing a route through the worst zones, a distress beacon that has been transmitting for fifty years
    • Places: An endless plain of fused glass and ash, a half-buried settlement visible only from certain angles, a crater lake of water too irradiated to drink but too precious to ignore

    20. First Contact

    Something new is here. Not a known species, not a pre-war remnant. Something that arrived after the Fall -- or was released by it.

    • Enemies: The unknown entity itself if it proves hostile, a military commander whose first instinct is to shoot, a faction that wants to weaponize whatever has been found
    • Allies: A xenobiologist or linguist attempting communication, a local who has had peaceful contact, a synthetic whose processing architecture allows non-human pattern recognition
    • Complications: Communication is nearly impossible, the entity's biology or technology is incompatible with known science, its presence is drawing unwanted attention from across the sector
    • Things: A fragment of the entity's technology that defies analysis, a recording of its attempts to communicate, biological samples that do not match any known taxonomy
    • Places: The arrival site -- a crater, a structure, or a zone of altered reality, a hastily erected observation post, a settlement evacuated when the entity appeared

    Settlement Generator

    Use this when the party walks into a settlement you have not prepped. Roll once on each subtable. The results should suggest immediate hooks -- what the settlement has, what it needs, and why the party's arrival matters.

    Size (d6)

    d6 Result Description
    1 Outpost A handful of structures. Fewer than 50 souls. One bad season from extinction.
    2 Hamlet A cluster of buildings behind a crude wall. 50-200 people who all know each other's business.
    3 Town Organized streets, a market, a militia. 200-2,000 residents. Large enough for politics.
    4 Fortified Settlement Serious walls, guard rotations, and something worth protecting. 2,000-10,000 people.
    5 City-State A functioning urban center with districts, industry, and regional influence. 10,000-100,000 residents.
    6 Megastructure A pre-war arcology, orbital station, or generation ship repurposed as a city. Tens of thousands live inside a single structure.

    Governance (d8)

    d8 Result Description
    1 Strongman Rule One person holds power through force of arms and personal loyalty. Law is their word.
    2 Council of Elders A handful of the oldest or most respected residents make decisions by consensus. Slow but stable.
    3 Elected Assembly Something resembling democracy, Hearthstone Compact style. Messy, loud, and functional.
    4 Corporate Administration A surviving corporate entity -- Dynaxis or otherwise -- runs the settlement like a company town.
    5 Theocratic Authority A religious leader or body governs according to doctrine. Faith and law are inseparable.
    6 AI Overseer A pre-war artificial intelligence manages civil systems. Residents may or may not have a say.
    7 Military Junta Former soldiers or militia officers took charge during a crisis and never gave power back.
    8 Anarchy/Collective No formal leadership. Decisions happen through community meetings, custom, or whoever shouts loudest.

    Primary Resource (d12)

    d12 Result Description
    1 Salvage Pre-war ruins provide a steady stream of recoverable technology, metal, and parts.
    2 Clean Water A purified or natural water source -- the most valuable commodity in the wastes.
    3 Arable Land Soil that grows food without killing the people who eat it. Rarer than it should be.
    4 Fuel Reserves Stockpiled or refined fuel that keeps generators and vehicles running.
    5 Ore or Minerals A mine producing raw materials for construction, ammunition, or trade.
    6 Medical Supplies A pre-war cache, a functioning lab, or medicinal plants. People travel far for healing.
    7 Weapons Manufacturing A forge, a workshop, or a pre-war armory that produces arms for trade.
    8 Resonance Crystals Natural formations that amplify or store magical energy. Valuable and dangerous.
    9 Information Archive A functioning data core, library, or knowledge repository. In the wasteland, knowledge is survival.
    10 Labor Force The settlement's resource is its people -- skilled workers, soldiers, or specialists for hire.
    11 Transit Hub Located at a crossroads, chokepoint, or near a functioning jump gate. They tax passage.
    12 Exotic Goods Something unique -- alien biology, anomalous materials, pre-war luxury goods -- that cannot be found elsewhere.

    Current Problem (d12)

    Roll here to determine what the settlement needs help with right now. This is your adventure hook.

    d12 Result Description
    1 Raider Siege A warband has surrounded the settlement and is tightening the noose. Supplies are dwindling.
    2 Plague Outbreak Disease is spreading and the settlement lacks the medical resources to contain it. People are dying.
    3 Water Contamination The primary water supply has been poisoned -- by sabotage, accident, or environmental shift. Days remain.
    4 Leadership Vacuum The previous leader is dead, deposed, or missing. Factions are circling. Violence is imminent.
    5 Missing Scouts A patrol or trade caravan has not returned. The settlement fears the worst but cannot spare people to search.
    6 Creature Incursion Something from the wastes -- mutant fauna, dimensional predators, or worse -- is hunting the population.
    7 Internal Betrayal Someone inside the settlement is working against it. Sabotage, theft, or intelligence leaks are accelerating.
    8 Resource Depletion The primary resource that sustains the settlement is running out. Without a new source, the town dies slowly.
    9 Faction Pressure A major faction is demanding tribute, allegiance, or access. Refusal means conflict; compliance means subjugation.
    10 Magical Disturbance Resonance activity is spiking. Objects move on their own. People are manifesting. Everyone is afraid.
    11 Refugee Influx A wave of displaced people has arrived. The settlement cannot feed them all, and tensions are rising fast.
    12 Pre-War System Activation Something buried -- a defense grid, an AI, a sealed facility -- has woken up. Nobody knows what it wants.

    Notable Feature (d12)

    What makes this settlement memorable? Roll once.

    d12 Result Description
    1 Built Inside a Wreck The settlement is constructed within a crashed starship, gutted vehicle, or collapsed megastructure.
    2 Functioning Pre-War Tech Something from before the Fall still works here -- a medical bay, a shield generator, a comm array. It defines the town.
    3 Multi-Species Population Humans, Xylar, Kromath, Synthetics, and others live here in uneasy coexistence.
    4 Gladiatorial Arena Disputes, entertainment, and justice all flow through the fighting pit. Champions are celebrities.
    5 Vertical Construction The settlement is built upward -- stacked levels, bridges between towers, no ground-level access.
    6 Sacred Site A location of religious significance draws pilgrims, zealots, and those seeking meaning in the ruins.
    7 Black Market Hub Anything can be bought here. Anything. The settlement's neutrality is enforced by mutual self-interest.
    8 Living Architecture Buildings are grown from mutated coral, fungal structures, or Xylar bio-resin. The settlement is partially alive.
    9 Perpetual Hazard The settlement exists despite a constant environmental threat -- ash falls, acid rain, tremors, radiation spikes. Residents have adapted.
    10 War Memorial A monument or preserved ruin from the Fall dominates the settlement. It serves as warning, shrine, and landmark.
    11 Resonance Hotspot Magic is stronger here. The settlement attracts mystics, channelers, and those who fear them.
    12 Untouched Vault Somewhere beneath the settlement lies a sealed pre-war facility. No one has opened it. Everyone has theories.

    Faction Alignment (d8)

    Who holds influence here?

    d8 Result Description
    1 Hearthstone Compact Democratic ideals, collective defense, and trade agreements. The settlement follows Compact law and flies its banner.
    2 Iron Wolves Raider-allied or raider-run. Strength is respected; weakness is exploited. The strong eat first.
    3 Convergence of the Lit Path The tech-cult maintains the settlement's critical systems. Their price is devotion -- and first claim on all recovered technology.
    4 Ashen Veil The magic circle holds sway here. Practitioners are protected; the mundane population is wary.
    5 Dynaxis Solutions Corporate interests dominate. The settlement runs efficiently, profitably, and without much regard for individual rights.
    6 Kethara Collective Alien governance, alien priorities. Humans are tolerated, sometimes valued, rarely in charge.
    7 Independent Beholden to no one. The settlement guards its autonomy fiercely -- which means everyone wants to recruit or conquer it.
    8 Contested Two or more factions are vying for control. The settlement is a pressure cooker. One spark away from open conflict.

    Salvage & Loot Tables

    General Salvage (Any Ruin)

    Roll d20 when characters search a generic ruin, collapsed structure, or roadside wreckage.

    d20 Find
    1 Nothing but dust, broken glass, and the faint smell of something chemical you cannot identify.
    2 A sealed case of pre-war antibiotics -- still potent, worth a fortune to the right buyer.
    3 Three corroded fuel cells. One might still hold a charge. The other two are swollen and should probably not be handled roughly.
    4 A child's toy robot that still moves when wound up. Its painted smile is intact. Someone loved this once.
    5 Half a crate of canned rations, labels long gone. One in four will make you sick. The rest are fine.
    6 A hand-drawn map on synthetic paper showing a route to a location not on any known chart. Annotated in two different handwriting styles.
    7 A pipe gun in working condition (Tier 1), wrapped in oilcloth and hidden inside a wall cavity. Someone stashed this and never came back.
    8 Forty meters of braided cable, still strong. Also a human skeleton tangled in it.
    9 A water purification tablet kit -- twelve tablets remaining. Each one can make ten liters drinkable.
    10 A personal journal, last entry dated three years ago. Describes a hidden cache in the Rustfields with detailed directions. The last page is torn out.
    11 Two bottles of pre-war spirits in unbroken glass. Worth 50 Credits each as trade goods, or worth more as the best drink anyone has had in years.
    12 A functioning flashlight with a solar-charge panel. Cracked lens, but it works.
    13 Scrap metal and wire -- enough raw material for a Technician to fabricate one Tier 1 item, given time and tools.
    14 A locked strongbox. Inside: three wedding rings, a folded letter, and a key that fits nothing in the immediate area.
    15 An intact fire extinguisher. Useful as intended, or as an improvised explosive component for someone who knows demolitions.
    16 A pre-war civilian datapad, screen cracked but functional. Contains a music library of six thousand songs from before the Fall.
    17 Medical supplies: bandages, antiseptic, a single dose of injectable painkiller. Enough to stabilize one person.
    18 A pack of Ashbrew concentrate -- just add boiled water. Twelve servings. Terrible, but familiar.
    19 A set of pre-war tools in a canvas roll: pliers, screwdrivers, a multimeter that still reads. Worth their weight in Credits to any mechanic.
    20 A sealed container with a biometric lock. It hums faintly. Whatever is inside still has power after all these years.

    Military Installation Salvage

    Roll d20 when searching bunkers, armories, command posts, or crash sites. Higher risk, higher reward.

    d20 Find
    1 Collapsed corridor. The search costs an hour and yields nothing but concrete dust and a sense of dread.
    2 Dog tags from a unit that does not appear in any known military records. The tags are warm to the touch.
    3 An ammunition crate -- mixed calibers, 60 rounds total. Half are standard, half are armor-piercing with unfamiliar manufacturer stamps.
    4 A sealed weapons locker. The lock has a 6-digit code scratched into the wall nearby, but one digit is illegible.
    5 A suit of pre-war combat armor (Tier 3), scarred by energy weapon burns. Still functional. Bloodstains on the inside suggest the previous owner did not remove it voluntarily.
    6 An intact targeting computer, still calibrated -- Tier 4 tech. Compatible with most mounted weapons. Worth 800+ Credits.
    7 Three fragmentation grenades in a sealed tube. Manufacture date: nine months before the Fall.
    8 A field medkit marked COMBAT SURGICAL -- AUTHORIZED PERSONNEL ONLY. Contains a bone saw, synthetic blood packets, and a stimulant autoinjector.
    9 An encrypted military datapad. A skilled hacker could crack it. Contents unknown, but the encryption level suggests it was important.
    10 Barrels of military-grade fuel stabilizer. Enough to keep a vehicle fleet running for a month. Heavy and awkward to transport.
    11 A squad communication array, short-range. With repair, it could link six units across 20 kilometers. Factions would kill for this.
    12 A malfunctioning security drone, powered down. A Technician could repair it (DC 16 Mechanics check) or strip it for parts worth 200 Credits.
    13 Pre-war ration packs -- vacuum-sealed, shelf-stable, and actually edible. Fifty person-days of food. Bland as cardboard, but nutritionally complete.
    14 A crate of signal flares (24 count) and a launch pistol. Also useful for starting fires at range, which the Iron Wolves figured out years ago.
    15 A weapons schematic etched on metal plates. Describes a Tier 5 gauss rifle variant. A skilled crafter could reproduce it with the right materials.
    16 An officer's sidearm (Tier 3 energy pistol) in a locked display case. Engraved with a name and rank. Someone, somewhere, would want this returned -- or would pay to own it.
    17 Blast shielding panels -- portable, deployable, rated to stop small arms fire. Four panels, enough to create a defensive position.
    18 A map of a classified facility marked OPERATION SECOND DAWN. The location is in the Voidscars. The map includes a warning: DO NOT ENTER WITHOUT PSIONIC SHIELDING.
    19 An automated turret, collapsed from its ceiling mount. Repairable (DC 18 Mechanics). If restored, it fires in 90-degree arcs and does not distinguish friend from foe without reprogramming.
    20 A Tier 6 prototype weapon in a shock-foam transport case, sealed with military encryption. It has never been fired. The case is stamped with three overlapping red triangles -- a symbol nobody recognizes.

    Corporate/Research Facility Salvage

    Roll d20 when searching labs, corporate offices, data centers, or research stations. Expect the valuable and the deeply unsettling.

    d20 Find
    1 Empty server racks, stripped to the frame. Someone got here first. Recently -- the dust has been disturbed within the last week.
    2 Data cores containing complete medical research -- in a language nobody recognizes. The file structure is human-standard, but the text is something else entirely.
    3 A rack of cryogenic pods. Two are empty with the lids open. One is still occupied and running on backup power. The readout shows stable vitals.
    4 Chemical reagents in sealed containers. A Medic or Technician can identify them: components for synthesizing combat stimulants. Enough for twenty doses.
    5 An augmentation prototype still in its sterile packaging, labeled HUMAN TRIAL REJECTED. The rejection report is attached. Reading it is optional and inadvisable.
    6 Personnel files for researchers who worked here. One name matches a living person in a nearby settlement -- someone who claims to have no pre-war memories.
    7 A botanical growth chamber, still powered, growing a plant species that does not exist in any known database. It is flowering. The flowers track movement.
    8 Lab notebooks detailing experiments in dimensional energy harvesting. The math is beyond most people, but the diagrams show a device that could be built. The last entry reads: "It works. God help us, it works."
    9 Three intact cybernetic eyes in preservation fluid. Tier 4 augmentations. Each is worth 500 Credits, or priceless to someone who lost their sight.
    10 A security recording that still plays. It shows researchers evacuating in panic. The last researcher stays behind, calmly locks the door, and sits at a terminal. The recording ends.
    11 An industrial 3D printer, damaged but repairable. With materials and power, it can fabricate Tier 1-3 components. Dynaxis Solutions would send a kill team for this.
    12 Sealed vials labeled with alphanumeric codes. No other documentation. A Medic who examines them (DC 14 Medicine) identifies one as a potent healing compound. The rest are unknown.
    13 A clean room containing a half-assembled device that pulses with faint light. It is warm. It should not be warm -- there is no power source visible.
    14 Access credentials for a Dynaxis Solutions internal network node. The node may still be active. Using these credentials would announce your presence to Dynaxis immediately.
    15 An AI core, dormant. Its status light blinks once every thirty seconds. It has been doing this for fifty years. It is waiting for a specific voice command to reactivate.
    16 A prototype environmental suit rated for Voidscar exposure. Untested. The design notes claim it can sustain a wearer for 48 hours inside an active anomaly zone.
    17 Crates of branded consumer electronics -- entertainment systems, personal communicators, luxury goods. Worthless as technology but immensely valuable as trade goods to settlements that crave normalcy. Worth 1,200 Credits total.
    18 A gene-sequencing terminal, still operational. It contains genetic profiles for forty-seven individuals, cross-referenced with performance data labeled CANDIDATE VIABILITY SCORES.
    19 A sealed chamber behind a false wall. Inside: a single chair, a helmet connected to cables running into the floor, and the desiccated remains of whoever sat in it last. The helmet still has power.
    20 A complete research archive on Resonance phenomena -- pre-Fall scientific analysis of magic before anyone called it that. This data predates the Fall by at least a decade. Someone knew it was coming.

    Weather & Environmental Hazards

    Roll d12 when the party travels overland or spends extended time in the wastes. These conditions last 1d6 hours unless noted otherwise.

    d12 Condition Effect Opportunity
    1 Ash Storm -- A wall of grey-black particulate rolls across the landscape, reducing visibility to arm's length and coating everything in fine alkaline dust. Disadvantage on Perception checks; ranged attacks beyond 10 meters are impossible. The storm provides total concealment for approach or escape. Tracks are erased completely.
    2 Rad Flare -- The sky turns a sickly yellow-green as a pocket of residual radiation drifts through, making Geiger counters scream. Characters without radiation protection take 1d6 damage per hour of exposure. Rad flares destabilize electronic locks and security systems -- sealed doors may pop open, automated defenses may shut down.
    3 Glass Rain -- Wind picks up razor-sharp silicate fragments from the Crucible flats and carries them for kilometers. They fall like sleet and sound like wind chimes. Movement speed halved outdoors; unprotected characters take 1d4 damage per hour. The rain strips camouflage and covering from hidden structures, sometimes revealing buried ruins or concealed entrances.
    4 Dead Calm -- Absolute stillness. No wind, no ambient sound. The silence is oppressive and disorienting, and sound carries for impossible distances. Stealth checks are made at disadvantage; whispered conversation is audible at 30 meters. You can hear everything too -- approaching enemies, distant machinery, underground vibrations from things that should not be moving.
    5 Resonance Surge -- The air hums with arcane energy. Loose metal vibrates. Hair stands on end. Spellcasters feel it in their bones. All magic effects gain +2 potency; Burnout thresholds are reduced by 2 (magic is stronger but more dangerous). Dormant pre-war devices with arcane components may activate temporarily, revealing caches or passages that are normally sealed.
    6 Toxic Fog -- A low-lying bank of chemical vapor drifts out of the ruins, smelling of burnt plastic and ammonia. It hugs the ground and pools in low terrain. Disadvantage on Constitution saves; characters without masks or filters become Sickened after 30 minutes. The fog is heavier than air -- high ground is safe, and underground passages may be completely clear, encouraging exploration of tunnels and basements.
    7 Ember Wind -- Hot, dry gusts carry sparks and glowing cinders from somewhere burning beyond the horizon. The temperature spikes sharply. Fire damage sources deal +2 damage; flammable materials ignite on a failed DC 12 Reflex save if exposed. Smoke and heat shimmer provide visual cover. Fires started in this weather spread rapidly -- useful if you are trying to flush something out.
    8 Scouring Dust -- Fine metallic particles driven by sustained 60kph winds. They get into everything: eyes, joints, mechanisms, lungs. Mechanical devices and firearms jam on a natural 1-3; visibility reduced to 50 meters. The dust magnetizes metal objects, causing buried salvage to shift and sometimes surface.
    9 Cascade Lightning -- An electrical storm that arcs between ruined structures and metallic debris. Bolts strike every few minutes with no discernible pattern. Characters in metal armor or near large metallic objects risk a lightning strike (DC 14 Reflex save, 3d8 damage) once per hour. The lightning temporarily powers dead electrical systems. Consoles flicker to life, lights turn on in abandoned buildings, and broadcast equipment transmits for brief, revealing seconds.
    10 Whiteout Frost -- A sudden, savage temperature drop coats everything in rime ice. Breath crystallizes. Exposed water freezes solid in minutes. Movement speed halved; characters without cold protection gain one level of Exhaustion per hour. Frozen ground reveals footprints and tracks perfectly preserved; thermal signatures become starkly visible against the cold background.
    11 Voidscar Bleed -- The sky splits along hairline fractures of iridescent light. Colors shift wrong. Gravity fluctuates slightly. Reality feels thin. All characters make a DC 12 Will save or become Disoriented; navigation checks are at disadvantage. The bleed thins barriers between dimensions -- hidden spaces become visible, warded areas flicker, and illusions fail.
    12 Ashfall -- The event the era is named for. Fine volcanic ash descends from the upper atmosphere in a slow, silent curtain that lasts for hours. Everything turns grey. Visibility reduced to 100 meters; tracking is impossible after 10 minutes as ash covers all traces. The ashfall muffles all sound. Approach and infiltration are easier. Settlements hunker down and reduce patrols.

    Rumor & Job Board Generator

    Roll once on each column and combine. The intersection of Who, What, and Complication generates a mission seed. Flesh out the details to fit your campaign.

    Who Needs Help (d12)

    d12 Client
    1 A Kromath merchant whose caravan never arrived at Bridgegate. She is calm about the cargo. She is not calm about the crew.
    2 An Ashen Veil researcher who went into the Voidscars and came back speaking a language nobody knows -- including herself.
    3 A Hearthstone Compact delegate who needs something done before the next Assembly session and cannot be seen doing it herself.
    4 A child from a settlement nobody has heard of, carrying a sealed letter addressed to someone who died ten years ago.
    5 An Iron Wolves deserter with a price on his head and information he says is worth more than his bounty.
    6 A Dynaxis Solutions regional manager who is smiling too much and offering too many Credits for a job that sounds simple.
    7 A Synthetic who claims to remember the Fall -- and says what everyone believes about it is wrong.
    8 A Greenspire herbalist whose partner went into Thornwall Basin to collect specimens three weeks ago and has not returned.
    9 A Convergence of the Lit Path archivist who discovered something in a pre-war database that frightened her enough to seek outside help.
    10 A Neo-Bestial pack leader whose territory is being encroached by something that kills silently and leaves no scent trail.
    11 A Kethara Collective envoy who arrived in town yesterday, asked three pointed questions about local defenses, and is now offering work.
    12 A dying scavenger in the back room of a bar, offering the coordinates to a find that will "change everything" in exchange for a promise.

    What's the Problem (d12)

    d12 Situation
    1 Something is killing livestock at night and leaving the bodies arranged in geometric patterns that match no known language or ritual.
    2 A pre-war bunker has been broadcasting an automated distress signal for sixty years. Last week, someone answered.
    3 A settlement's water supply has turned black overnight. It is not poisoned -- tests come back clean -- but no one will drink it, and people are getting desperate.
    4 A convoy carrying medicine to three outlying settlements has gone missing somewhere on the Span. No wreckage. No distress signal. Just silence.
    5 An artifact pulled from a ruin is doing things it should not be able to do, and the person who found it is changing in ways that are hard to describe and harder to watch.
    6 Two allied settlements have turned hostile toward each other overnight. Both claim the other attacked first. Neither has evidence. A third party may be orchestrating the conflict.
    7 A sealed section of the Rustfields has opened -- blown from the inside. Whatever was locked in there is now out, and scavenger teams in the area have stopped reporting in.
    8 Someone is forging Hearthstone Compact trade writs, flooding the market with counterfeit currency. The economic damage is already spreading.
    9 A dead zone has appeared: a perfect circle, one kilometer in diameter, where nothing electronic functions. It was not there a month ago, and it is growing.
    10 A pre-war AI has made contact with a settlement, offering technological assistance in exchange for "one small favor" it will not describe until the deal is agreed to.
    11 Caravans on a specific route keep arriving with crew members missing. The remaining crew cannot remember the missing people and insist the caravan was always this size.
    12 A Voidscar is contracting -- shrinking for the first time in recorded history. Something is emerging from its collapsing perimeter, and it does not match anything in the bestiary.

    Complication (d12)

    d12 Twist
    1 The Iron Wolves want the same thing and got there first. Their forward team is dug in and not interested in sharing.
    2 The person who hired you is lying about why they need this done. Their real motive would make you reconsider.
    3 The target location is inside an active anomaly zone. Navigation is unreliable, and reality cannot be trusted.
    4 A member of the party has a personal connection to the situation that they have not disclosed. It will become obvious at the worst possible moment.
    5 The "enemy" is not hostile -- they are frightened, cornered, and protecting something they believe is more important than their own lives.
    6 Completing the job as described will directly harm innocent people. The client knows this and did not mention it.
    7 There is a ticking clock. Something irreversible happens in 48 hours whether the party succeeds or not, and there is no way to extend the deadline.
    8 Another team has been hired for the same job by a competing faction. They are competent, well-equipped, and have a head start.
    9 The route to the objective passes through territory controlled by a faction the party cannot afford to antagonize right now.
    10 The objective is not what it was described as. What was supposed to be salvage is a person. What was supposed to be a person is something else entirely.
    11 Success will shift the regional balance of power in ways no one anticipated. At least two factions will respond, and not all responses will be friendly.
    12 The job is a test. The real mission -- the one the client actually needs done -- only gets offered if you handle this one the right way. What counts as "right" is not obvious.

    Vehicle Generator

    Roll on each column to generate a vehicle for convoys, encounters, and chase sequences. Combine results and adjust to fit the scene.

    Base Vehicle (d10)

    d10 Vehicle
    1 Armored cargo truck -- welded plates over the cab, mesh over the windshield, heavy and slow but hard to stop.
    2 Pre-war luxury sedan, improbably pristine. Tinted windows. The engine purrs like nothing built in the last fifty years.
    3 Converted school bus with firing ports cut into the sides and a ram bar bolted to the front. Seats thirty.
    4 Military APC, scarred and repainted in faction colors. Treaded wheels, sealed cabin, mounting point on the roof.
    5 Xylar bio-vessel -- grown, not built, with a chitinous hull that self-repairs minor damage. It smells organic. The steering is intuitive in a way that unnerves human drivers.
    6 Welded-together motorcycle swarm: three bikes linked by a metal frame into a single unstable platform. Fast, loud, terrifying to ride.
    7 Sail-rigged sand skiff built on a pre-war boat hull. No engine -- wind-powered only. Silent and surprisingly fast on flat terrain.
    8 Repurposed construction loader -- slow, armored by default, with a hydraulic claw arm that can tear through walls. Not designed for combat. Used for it anyway.
    9 Pre-war ambulance, medical markings still visible. Most factions hesitate to fire on it. Most.
    10 Custom-built war rig: a truck cab pulling an armored trailer. The trailer has been converted into a mobile workshop, barracks, or command post.

    Modification (d10)

    d10 Mod
    1 Mounted rotary gun on the roof, belt-fed from an ammo drum welded to the frame.
    2 Ram plow made from a bulldozer blade, angled to deflect debris and vehicles alike.
    3 Smuggling compartment under the cargo bed -- shielded against scanners, big enough for two people or one very valuable crate.
    4 Nitro injector system cobbled from industrial chemical tanks. Two boosts remaining. Steering becomes advisory at those speeds.
    5 Ablative armor: layers of scrap metal, ceramic tile, and packed sand bolted over every surface. Ugly and effective.
    6 EMP hardening -- every system is shielded and grounded. Immune to electromagnetic disruption. Rare and expensive.
    7 Deployable smoke screen from repurposed fire suppression canisters. Three charges.
    8 Kethara Collective signal jammer -- disrupts communications and targeting systems within 200 meters.
    9 Jury-rigged arcane capacitor in the engine block. The vehicle occasionally flickers with visible energy. Mechanics cannot explain why it runs 30% more efficiently.
    10 Grappling harpoon launcher, rear-mounted. Originally designed for towing. Now used for anything but.

    Condition (d8)

    d8 State
    1 Running on fumes -- one fuel cell left. The gauge has been broken for weeks, so this is an optimistic estimate.
    2 Recently repaired with mismatched parts. Functional but ugly. The left door is a different color and does not lock.
    3 Pristine factory condition -- suspiciously well-maintained. Either stolen very recently or maintained by someone with resources and reasons.
    4 Battle-scarred veteran. Bullet holes, scorch marks, a cracked windshield held together with adhesive tape. Runs like a dream despite appearances.
    5 Held together by willpower and wire. Something rattles ominously at speeds above 40kph. The driver pretends not to hear it.
    6 Recently overhauled by a skilled mechanic. Everything works. The mechanic's personal sigil is scratched into the engine block -- recognizable to anyone from Factorytown.
    7 Partially stripped -- someone started salvaging it and was interrupted. Missing one door, the rear bumper, and half the dashboard instruments. Still drivable.
    8 Contaminated. Trace radiation, chemical residue, or biological material in the cabin. Previous cargo or previous owner left something unhealthy behind.

    Cargo/Contents (d10)

    d10 Payload
    1 Crates of unmarked ammunition -- someone will want this back, and they will not ask politely.
    2 A cryogenic pod with a living occupant and no documentation. The pod's origin markings have been filed off.
    3 Empty -- but the interior is scorched and there are bullet holes in the seats. Whatever happened here happened fast.
    4 Trade goods: preserved food, cloth, hand tools, Ashbrew concentrate. Mundane but valuable. Total worth approximately 600 Credits.
    5 A locked metal case chained to the frame. The lock is Tier 5 encryption. The chain is just chain -- bolt cutters would work, but then you have to explain the case to whoever comes looking.
    6 Medical supplies marked with Hearthstone Compact distribution stamps. Headed somewhere specific. Diverting them would save lives here and cost lives there.
    7 Scrap salvage: engine parts, wiring, circuit boards. Junk to most, but a Technician sees 2,000 Credits worth of raw materials.
    8 Three passengers who do not want to talk about where they are going or why. They are armed and nervous and paying well.
    9 A Convergence data archive in a climate-controlled case. The courier is dead in the passenger seat. The archive's destination is programmed into the vehicle's navigation system.
    10 Something alive in a reinforced container. It shifts the vehicle's weight when it moves. There are air holes drilled in the lid and scratch marks on the inside.

    NPC Generator

    Roll once on each column to create an instant NPC. Every combination tells a story.

    Appearance (d20)

    d20 Appearance
    1 Burn scars in geometric patterns across both arms — ritual or accident, nobody asks
    2 Eyes replaced with glowing amber optics that click when they focus
    3 Wears a pre-war military dress uniform, immaculately maintained despite everything
    4 One arm is Synthetic — matte black, three generations newer than anything in the region
    5 Skin mottled grey-green from prolonged Ashfall exposure, doesn't seem to mind
    6 Teeth filed to points in the old Voidlands tradition
    7 Head completely shaved, scalp tattooed with a star chart that doesn't match known space
    8 Missing the lower jaw — replaced with a clicking metal prosthetic that distorts their voice
    9 Draped in dozens of salvaged ID tags from the dead, worn like chainmail
    10 One eye milky white, the other an unnervingly vivid violet
    11 Hands stained permanently black from reactor work, up past the wrists
    12 A living vine coils around their left forearm — it moves when they're angry
    13 Wears a cracked Xylar carapace fragment as a chestplate, fused to leathers
    14 Face hidden behind a featureless porcelain mask, voice muffled beneath it
    15 Tall and gaunt, moves like their joints bend slightly wrong
    16 Child-sized but clearly old — deep lines around the mouth, hands like knotted rope
    17 A fist-sized crystal juts from their collarbone, pulsing faintly with light
    18 Covered in fine white dust that never seems to brush off — smells like ozone
    19 Wears mismatched armor from six different factions, none of it fitting right
    20 Their shadow doesn't match their body. It's about two seconds behind

    Personality (d20)

    d20 Personality
    1 Generous to a fault — gives away supplies they actually need
    2 Paranoid but right about most of it
    3 Speaks only in clipped military shorthand, even in casual conversation
    4 Relentlessly cheerful in a way that makes people uncomfortable
    5 Cold and transactional — everything is a negotiation, including friendship
    6 Deeply superstitious, won't travel on ash-days or eat food they didn't prepare
    7 Gentle with animals and children, terrifyingly brutal with everyone else
    8 Compulsive liar about small things, honest about everything that matters
    9 Nostalgic for a past they're too young to remember — repeats old-world sayings wrong
    10 Quietly competent, never explains themselves, visibly irritated when questioned
    11 Talks to someone who isn't there — and sometimes that someone answers back
    12 Obsessed with fairness to a paralysing degree, can't abide uneven splits
    13 Performs elaborate courtesy rituals from a dead culture, offended when they aren't returned
    14 Laughs at violence, goes silent at kindness — doesn't know what to do with it
    15 Fiercely protective of one specific person, indifferent to everyone else alive
    16 Keeps meticulous written records of everything — names, dates, debts owed
    17 Speaks in a low monotone and rarely blinks; surprisingly funny when they choose to be
    18 Overwhelmingly curious, will risk safety to examine something new
    19 Devoutly faithful to the Lit Path but deeply uncertain about it in private
    20 Performatively tough, privately writes poetry in a leather journal they'd kill to keep hidden

    Motivation (d20)

    d20 Motivation
    1 Find their missing sibling, last seen heading into the Voidscars
    2 Pay off a debt to a Kromath merchant-lord before the Year-Settling
    3 Prove that magic can be taught, not just born into
    4 Get off-world by any means necessary — Kael Morra is a grave and they know it
    5 Deliver a sealed container to a settlement three weeks away; they don't know what's inside
    6 Earn enough to buy back a family member sold to Dynaxis Solutions
    7 Track down a specific pre-war weapon rumored to be buried in the Ashline
    8 Build a settlement where Altered Humans aren't feared or used
    9 Find clean water — their home settlement's well turned black a month ago
    10 Kill one specific person and make it look like the wasteland did it
    11 Recover a data-core containing their dead partner's uploaded memories
    12 Map a safe route through the Shardfields for a Hearthstone Compact trade convoy
    13 Prove their innocence for a murder they genuinely didn't commit
    14 Locate an Ashen Veil ritual site before the next ashfall and destroy it
    15 Collect enough Xylar carapace fragments to build armor for their whole crew
    16 Broker a truce between two warring Iron Wolves cells before both burn out
    17 Find a Synthetic surgeon who can remove something growing inside them
    18 Return a stolen relic to a Kethara Collective shrine before they send hunters
    19 Decode a message left by their dead mentor — it's in a language they don't speak
    20 Simply survive the season. That's all. That's enough

    Secret (d20)

    d20 Secret
    1 They are a Dynaxis Solutions sleeper agent, not yet activated
    2 They murdered their previous crew leader and assumed their identity
    3 They can cast a cantrip but have hidden it for years out of fear
    4 They're dying — three months, maybe four — and haven't told anyone
    5 They've been selling settlement locations to raiders for safe passage
    6 They aren't the species they appear to be; bio-modification runs deep
    7 They carry a functioning pre-war comm device and speak to someone nightly
    8 They were exiled from the Convergence of the Lit Path for heresy they still believe
    9 They're addicted to refined Ashfall particulate — it gives visions, and it's killing them
    10 They have a child hidden in a Hearthstone settlement under a false name
    11 They witnessed something in the Voidscars that broke their understanding of reality
    12 They stole their Synthetic limb from a still-living Synthetic
    13 They can read Old Terran fluently — a skill worth killing for in the wrong hands
    14 They are the last survivor of their settlement and they let it happen
    15 The Ashen Veil has contacted them in dreams, and the dreams are getting harder to refuse
    16 They know the location of a sealed pre-war bunker and are waiting for the right moment
    17 Their "trade goods" are stolen Kethara Collective relics
    18 They're an Iron Wolves deserter — the pack doesn't forgive that
    19 They once made a deal with something in the ash-storms, and the price is coming due
    20 They are fully Synthetic, passing as organic. Even they aren't sure why

    Occupation/Role (d12)

    d12 Occupation
    1 Convoy mechanic — keeps the rigs rolling with wire and prayer
    2 Scald-Mother, Ember Covenant preacher wandering between settlements
    3 Bounty hunter tracking name-thieves across the barrens
    4 Scavenger-cartographer, selling maps to ruins that may or may not still exist
    5 Militia captain for a settlement too small to have one
    6 Unlicensed chirurgeon — back-alley surgery, no questions, half up front
    7 Ashfall weather-reader, hired to predict the storms nobody else sees coming
    8 Kromath debt-broker acting as intermediary for desperate borrowers
    9 Ruin-diver — goes into the deep places and comes back changed
    10 Caravan guard on their ninth consecutive run without a day off
    11 Barterer and rumor-merchant, trades in information as much as goods
    12 Wayfinder for the Lit Path, guiding pilgrims through hostile territory

    Name Generator

    Human Names (d20)

    d20 Name
    1 Maren Voss
    2 Jace Delacroix
    3 Suki Okonkwo
    4 Theron Basak
    5 Lira Sorensdottir
    6 Daud Rahim
    7 Efa Morrigan
    8 Callen Yue
    9 Nadya Stross
    10 Obi Ferrum
    11 Istra Kowalczyk
    12 Tomas Ashar
    13 Renn Calavera
    14 Aminata Vex
    15 Jorin Hale
    16 Sable Nazeri
    17 Petra Andiron
    18 Kio Mbarek
    19 Vesna Coldhill
    20 Dex Moreau

    Wasteland Callsigns (d20)

    d20 Callsign
    1 Rust
    2 Deadlight
    3 Six-Finger
    4 Nails
    5 Ghostline
    6 Coffin-Nail
    7 Blackmouth
    8 Tinder
    9 No-Shadow
    10 Redhook
    11 Ashknee
    12 Brace
    13 Silt
    14 Crowbar
    15 Voidstep
    16 Blister
    17 Halfstack
    18 Kindling
    19 Rot-Eye
    20 Testament

    Xylar Names (d20)

    d20 Name
    1 Tkri
    2 Chekk
    3 Viss-Ka
    4 Zikt
    5 Klenn
    6 Rit-Chak
    7 Skrix
    8 Tikk-Va
    9 Chel
    10 Kviss
    11 Trekt
    12 Zi-Cha
    13 Krix-Tik
    14 Vakk
    15 Chiss-Rek
    16 Sekt
    17 Tikra
    18 Kli-Vekt
    19 Rach
    20 Zekk-Ti

    Kromath Names (d20)

    d20 Name
    1 Grokkund
    2 Vharr Denn
    3 Krathog
    4 Bulmogg
    5 Drekk Voss
    6 Thurgan
    7 Mograth
    8 Gharr Kulm
    9 Brondukk
    10 Vekk Tharn
    11 Grudmor
    12 Karthog Renn
    13 Druvenn
    14 Throkk
    15 Ghulmedd
    16 Barrokk Vur
    17 Krenn Doth
    18 Mogdurr
    19 Thurrokk
    20 Gharvoss

    Neo-Bestial Names (d20)

    d20 Name
    1 Resolve
    2 Standing-Tall
    3 Ember Wren
    4 Defy
    5 Carries-The-Dawn
    6 Flint
    7 Unbroken
    8 Cera Thornback
    9 Still-Here
    10 Warden Mosscoat
    11 Claim
    12 River-Remembers
    13 Proud Aster
    14 Keeps-the-Fire
    15 Sovereign
    16 Walks-Without-Chains
    17 Briar
    18 Thorn Ascendant
    19 Outlast
    20 Names-Herself

    Synthetic Designations (d20)

    d20 Designation
    1 KV-0031 "Halcyon"
    2 RM-1174 "Wick"
    3 AE-0008 "Constance"
    4 TN-4490 "Sable"
    5 VX-0217 "Parish"
    6 DR-3306 "Gentle"
    7 LK-0882 "Wren"
    8 CP-5501 "Axiom"
    9 MT-0063 "Lament"
    10 JR-7720 "Compass"
    11 BN-0149 "Reverie"
    12 FS-2210 "Cairn"
    13 GH-0004 "Temperance"
    14 OL-8833 "Dusk"
    15 WE-0571 "Cinder"
    16 AK-1100 "Solace"
    17 PD-0096 "Vigil"
    18 XR-6643 "Thaw"
    19 NC-0012 "Covenant"
    20 HV-3309 "Still"

    Settlement Names (d20)

    d20 Settlement
    1 Last Hearth
    2 Cinderwell
    3 Bolt Hollow
    4 The Crucible
    5 Dusthaven
    6 Thornwall
    7 Char Landing
    8 Stillwater Post
    9 Breakridge
    10 New Cairn
    11 Ashenford
    12 The Splitrock
    13 Lampblack
    14 Pyre's End
    15 Holdfast
    16 Drifter's Truce
    17 Ironveil
    18 Mossgate
    19 Glintspire
    20 Embergrave

    Ruin Names (d20)

    d20 Local Name
    1 The Hollowing — a collapsed arcology, still groaning in the wind
    2 God's Teeth — a ring of shattered skyscrapers jutting from fused glass
    3 The Maw — a sinkhole that swallowed an entire industrial sector
    4 Whisper Mile — a stretch of old highway where comms pick up dead voices
    5 The Nursery — a sealed bio-research dome, something still grows inside
    6 Greystack — a pre-war factory complex, half-buried in ash drifts
    7 The Kettle — a crater lake surrounding a melted reactor core
    8 Signalhouse — an old broadcast tower that lights up during storms
    9 Coffin Row — a mass-housing block, every door welded shut from the outside
    10 The Gilt Ruin — a financial district, still glittering with shattered glass
    11 Bone Market — a collapsed transit hub where scavengers trade and die
    12 The Silence — a military base where no sound carries past the perimeter
    13 Blackspire — a tower of unknown material that absorbs all light
    14 The Orchard — an overgrown hydroponics complex, the fruit shouldn't be eaten
    15 Lostchild — a pre-war school, untouched, everything still in place
    16 The Cage — a prison facility, some cells still powered, some still occupied
    17 Mirror Flats — a detonation site, the ground fused to a reflective plain
    18 Cathedral — a server farm the Lit Path now considers holy ground
    19 The Groan — a mine complex that exhales warm air on a twelve-hour cycle
    20 Ashmother's Cradle — origin unknown, the ash is thicker here, always

    Encounter Tables

    Roll d12 when the party enters a new area or when time passes without purpose. Let the result breathe -- not every encounter is a fight.

    Wasteland

    d12 Encounter
    1 A lone figure stands motionless on the highway median, wrapped in scrap-metal armor, holding a sign that reads "TURN BACK" in faded paint. They do not respond to calls. Up close, you realize they died standing -- dried out by radiation, boots fused to the asphalt.
    2 A pack of blighthounds circles a sealed bunker hatch, whimpering and scratching at the metal. Their bioluminescent veins pulse in unison, reacting to something beneath the surface. Whatever is down there has enough arcane resonance to drive them frantic.
    3 Dust storm rolling in from the east, carrying a sharp chemical smell. Inside the cloud, shapes move -- too tall for people, too angular for animals. The storm will arrive in ten minutes.
    4 Two rival scavenger crews face off over a toppled cargo hauler, weapons drawn. Both sides have wounded. The hauler's hold is still sealed, and neither crew has the tools to open it. They might deal. They might not.
    5 A field of glass stretches across the highway where a Pyros detonation fused the sand decades ago. Beautiful in the light. Beneath the surface, frozen shapes -- vehicles, bones, the silhouette of someone running. The glass is warm to the touch and getting warmer.
    6 A convoy of merchant wagons, stalled. The lead vehicle's engine is dead and the mechanic is bleeding from a gunshot wound. Raiders hit them two hours ago and will circle back once night falls. The merchants are offering steep payment for an escort to the next settlement.
    7 A radiation pocket, invisible until your dosimeter screams. The ash here is a different color -- pale blue, almost pretty. At the center, a pre-war comm tower is still broadcasting a looping emergency signal in a language no one in the party speaks.
    8 Three razorbacks feeding on something large and mechanical. Sparks still arc from the wreckage -- a downed patrol drone, pre-war military model. Its weapon systems appear intact, but the razorbacks are territorial and blood-drunk.
    9 An old woman sitting on an overturned fuel drum, cooking something that smells incredible over a tiny Pyros flame she holds in her bare hand. She offers to share her meal and seems to know things about the road ahead that she should not possibly know.
    10 The ground ahead has collapsed into a sinkhole roughly thirty meters across. At the bottom, the exposed cross-section of a pre-war underground transit system. The tunnel extends in both directions, and light flickers deep inside -- electric light, steady and clean.
    11 A Crucible storm cell, crackling with green lightning that leaves afterimages when it strikes. The rain is acidic and the wind carries irradiated particulate. There is a ruin nearby that offers shelter, but fresh boot prints lead inside.
    12 A column of armed soldiers marches along the highway in disciplined formation, wearing matching armor with an insignia the party does not recognize. They ignore the party completely unless stopped. Their eyes have a distant, glassy quality, and they do not blink.

    Ruins / Urban

    d12 Encounter
    1 A section of collapsed apartment tower groans and shifts as the party passes. Someone is trapped inside, calling for help -- their voice is muffled but coherent. The structure could come down fully with any significant disturbance.
    2 A fungal colony has consumed an entire city block, pulsing gently with bioluminescence. Spore clouds drift at ankle height. Deeper inside, shapes that might once have been human are visible, overgrown and still, but something about their posture suggests they are not dead.
    3 A pre-war security system activates as the party enters a lobby -- floodlights, automated voice warnings, and the distinct hum of turrets tracking movement. The system is malfunctioning: it cycles between "WELCOME, AUTHORIZED PERSONNEL" and "LETHAL FORCE ENGAGED" every thirty seconds.
    4 Graffiti on a tunnel wall, fresh: a map drawn in luminescent paint showing the surrounding blocks with areas marked "SAFE," "CLAIMED," and "DO NOT ENTER." One area is circled repeatedly and labeled with a single word: "BELOW."
    5 A nest of tunnel crawlers -- eyeless, pale things the size of dogs that hunt by vibration. The party stumbles into their territory in the sub-basement. They will not attack anything that stays perfectly still. The floor is littered with the gear of those who did not figure that out in time.
    6 A functioning pre-war vending machine, still powered by a micro-reactor. It accepts credits and dispenses vacuum-sealed rations that expired decades ago but are technically still edible. The prices are listed in old currency. Something has scratched tally marks into the wall beside it -- hundreds of them.
    7 Two children, no older than ten, watching the party from a fire escape. They are well-fed and clean, which is wrong for this part of the ruins. They vanish the moment anyone calls out. Following them leads deeper into the building, where an entire hidden community has been living inside the walls.
    8 A raider den, recently abandoned in a hurry. Food still warm. Weapons left behind. Blood trail leading toward the back exit. Whatever drove them out is still here. The lights flicker in a rhythm that feels deliberate.
    9 A sealed pre-war laboratory door with a functioning keypad. Through the reinforced window, racks of intact medical supplies are visible -- enough to stock a clinic. The keypad has eight digits and three attempts before lockout. The last person who tried left a note taped to the wall: "Not 00000000."
    10 A Mentis echo trapped in a stairwell -- residual psychic energy replaying the last moments of the building's inhabitants. The party experiences flashes of the Fall: alarms, running feet, a child crying, then silence. The echo resets every few minutes. Prolonged exposure causes nosebleeds and disorientation.
    11 A rooftop garden, impossibly lush. Vegetables, fruit trees, clean water collecting in barrels. No one is here, but the garden is meticulously maintained. Someone has carved wards into every surface -- Vitae and Materia sigils, layered and complex. The food is safe. The question is who tends it, and what they want.
    12 An intact elevator shaft descends far deeper than the building's original blueprints would suggest. The cable is new -- someone installed it recently. A faint hum rises from below, and the air that drifts up smells sterile, like a hospital.

    Wilderness

    d12 Encounter
    1 The canopy closes overhead until no sky is visible. The trees here have fused together at the crown, forming a living ceiling that filters light into a dim green haze. Something large moves through the branches above, tracking the party's progress.
    2 A clearing where every plant is dead in a perfect circle, twenty meters across. The soil is powdery and white. At the center, a stone cairn marked with Mortis sigils. The air is ten degrees colder inside the circle, and insects refuse to cross the boundary.
    3 A swamp crossing where the water glows faintly amber. Bioluminescent leeches drift just below the surface, each one the length of a forearm. They are attracted to body heat and arcane resonance. On the far bank, a crude sign warns in three languages: "Feed them or go around. There is no around."
    4 A Thornwall vine thicket, dense enough to block passage, that recoils from open flame but grows back within minutes. Cutting through is possible but slow, and the sap causes chemical burns on contact. Locals say there is a path through if you know the pattern, but the pattern changes seasonally.
    5 An enormous creature, dead. A forest titan -- something like a bear crossed with a mantis, fifteen meters at the shoulder. It fell recently. Scavengers have not yet arrived, which is unusual. The corpse is warm, and something inside its ribcage is moving.
    6 A hunting party of Kromath traders, tracking the same prey the party has been following. They are professional and well-armed. They propose a split: whoever kills the quarry first shares the meat but keeps the hide. Their smiles show too many teeth.
    7 A grove of trees bearing fruit that smells overwhelmingly of honey. Animals gather here in unnatural numbers, behaving peacefully -- predators and prey side by side, eating in silence. The fruit induces a calm euphoria that lasts for hours. Leaving the grove requires conscious effort, and each hour it gets harder.
    8 Rain begins suddenly. Within minutes, the ground is ankle-deep in water that is slightly too warm and carries a faint metallic taste. Mushrooms begin sprouting visibly from every surface -- finger-length stalks that grow centimeters per minute. The rain will stop in an hour. The mushrooms will not.
    9 A trapper's cabin, well-maintained, with a fire burning inside and a meal set for guests. No one is home. A journal on the table describes the local wildlife in precise detail, including behavioral patterns, weaknesses, and one entry that reads: "The new visitors will arrive today. They always do."
    10 A river crossing where the current is strong and the water is opaque. Halfway across, something bumps against legs -- not aggressive, just curious. If anyone looks beneath the surface, pale humanoid shapes drift in the current, watching with eyes that reflect light like a cat's.
    11 Spore clouds drifting between the trees in lazy currents. Breathing them in causes vivid hallucinations of the region as it was before the Fall -- pristine forest, birdsong, sunlight. The hallucinations are so detailed that navigating by them will lead you accurately through the area, but you cannot see any real threats while under their influence.
    12 A territorial beast has marked the trail ahead with deep claw gouges in the bark, each one oozing sap that has been alchemically altered -- it glows, it stinks, and it triggers a fear response in every animal within a hundred meters. The beast itself watches from downwind, deciding whether the party is prey or competition.

    Anomaly Zone

    d12 Encounter
    1 Gravity inverts without warning. The party falls upward for three seconds, then crashes back down. The cycle repeats at irregular intervals. Debris floats in the air between pulses -- rocks, bones, a pre-war vehicle suspended ten meters up, creaking.
    2 A patch of ground where time moves visibly slower. Rain falls in frozen droplets. A bird hangs mid-flight, wings mid-beat. Stepping inside feels like pushing through syrup. A figure is visible at the center, reaching toward something, their expression frozen in terror. They have been here for years.
    3 Colors are wrong. The sky is a deep amber, vegetation appears in shades of purple and black, and the party's own skin looks grey. Nothing is actually changed -- it is purely perceptual. But the wrongness makes navigation difficult, and the longer it persists, the harder it becomes to remember what "right" looks like.
    4 A rift scar, partially healed, weeping a substance that is not quite liquid and not quite light. Shapes press against the membrane from the other side -- vast, indistinct, and aware. They respond to sound. Silence is advisable.
    5 Two versions of the same ruined building exist simultaneously, overlapping. One is burned out and skeletal. The other is intact, lights on, furnished as though someone lives there. Objects taken from the intact version become ash within an hour. Objects from the burned version are real and permanent.
    6 The party encounters themselves -- or rather, versions of themselves from roughly six hours in the future, wounded and running. The future selves shout a single warning before flickering out of existence. The warning is specific and actionable.
    7 Sound behaves like liquid here. Voices pool in low areas and drain away uphill. Shouting creates visible ripples in the air. In the silence between sounds, a low tone is audible -- mechanical, rhythmic, coming from beneath the ground. Something down there is still running.
    8 A Voidscar cultist camp, abandoned but recently active. Ritual circles drawn in substances that hurt to look at. Journals written in a language that shifts when you are not reading it directly. One journal is in common and describes, in clinical detail, how to "open a door that was not meant to close."
    9 A creature that exists only in peripheral vision. Looking directly at it causes it to vanish, but it is always there at the edge of sight -- tall, thin, moving when the party moves. It is not hostile. It is waiting. It has been following the party for longer than they realize.
    10 An area where emotional states become physically manifest. Anger produces heat and red light. Fear generates a chill and lengthens shadows. Calm creates silence and stillness. A fight here would be catastrophic -- rage would literally set the environment on fire.
    11 The ground is covered in a crystalline growth that chimes when stepped on, producing tones that resonate with the Resonance itself. Channelers and Mystics feel their cantrips surge unpredictably -- double power, zero control. Something deep beneath the crystal responds to the notes, and the ground shifts when particular sequences are played.
    12 A perfectly intact pre-war structure sits at the center of the anomaly zone, untouched by time or damage. Inside, everything works. The lights. The terminals. The coffee machine. The date on every screen reads the day before the Fall. The front door opens easily. The back door opens onto somewhere else entirely.

    Settlement Outskirts

    d12 Encounter
    1 A merchant caravan has circled its wagons for the night. The guards are tense -- they lost a wagon to raiders two days back and are offering work to anyone willing to ride shotgun for the last leg. The pay is honest. The route passes through a known ambush corridor.
    2 A crowd has gathered at the settlement gate. A wanderer is being denied entry -- they are visibly mutated, one arm ending in a mass of bony growths, but they are coherent and desperate. The gate guards are following orders. The crowd is split between pity and fear.
    3 A field of crops tended by a family who lives outside the settlement walls by choice. They trade surplus for protection but answer to no one. Tonight, something has been digging up their western field -- not eating the crops, just uprooting them in a deliberate pattern that looks, from above, like a sigil.
    4 A small shrine to the Resonance, maintained by a Channeler who offers blessings in exchange for news from the road. Their Vitae cantrip is genuine -- they can heal minor wounds. They ask pointed questions about what the party has seen in the wastes and write everything down in a coded journal.
    5 A Technician's workshop set up in a shipping container, offering repairs at reasonable rates. They are brilliant but paranoid, and the workshop is rigged with enough Volta traps to level a city block. They are looking for a specific pre-war component and will offer serious discounts to anyone who can find it.
    6 A group of children playing a game in the dirt that is, upon closer inspection, a surprisingly accurate tactical simulation of a real battle that happened at this settlement years ago. They know details they should not. One child claims a "voice in the wall" taught them.
    7 A public execution is scheduled for noon -- a convicted raider, caught leading attacks on supply caravans. The evidence is solid, but the condemned is shouting about a larger force massing in the Rustfields, and nobody is listening.
    8 A Synthetic sits outside the gate, motionless, staring at the settlement. It has been there for three days. It does not respond to questions, does not eat, does not move. The settlement is unnerved. A bounty has been posted for anyone willing to "deal with it," definition deliberately vague.
    9 Smoke rising from a homestead half a kilometer from the walls. Not a structure fire -- a signal fire, three columns, evenly spaced. Someone knows the old codes. The settlement militia is arguing about whether to respond or treat it as a lure.
    10 A trade dispute has turned ugly. Two merchants are one insult away from drawing weapons, and their respective crews are forming up behind them. The dispute is over a salvage claim -- both parties have documentation, both documents look legitimate, and someone is lying.
    11 A caravan guard, off-duty and drinking, tells anyone who will listen about something they saw on the road: a column of light rising from the Voidscars, visible for a hundred kilometers, pulsing in a rhythm that "felt like a heartbeat." Nobody believes them. Their hands are shaking.
    12 The settlement's water purifier has broken down. A crowd is forming at the well, tempers rising. The Technician who maintains it went into the Rustfields for parts three days ago and has not returned. The settlement elder is offering a significant bounty for either the Technician or the parts -- preferably both.

    Space / Orbital

    d12 Encounter
    1 A derelict station, spinning slowly on a decayed axis. Life support is offline in most sections, but one module shows atmosphere and heat signatures. Docking is possible but the approach requires threading through debris that used to be the station's outer ring.
    2 A distress beacon, automated, broadcasting coordinates and a crew manifest for a ship that went missing forty years ago. The signal is coming from a location that, according to charts, is empty void. The signal is getting stronger.
    3 A jump gate approach cluttered with the hulks of ships that did not survive the transition. Something went wrong here during the Fall, and the gate's calibration has never been corrected. Local pilots say one in ten transits goes bad. The alternative route adds three weeks.
    4 A Kromath trading vessel hails the party, offering to exchange star charts for Resonance-active materials. Their charts show routes through systems that human navigators have marked as impassable. The Kromath captain insists the routes are safe "if you know the rhythm." They will not explain what that means.
    5 Micro-debris field -- the shattered remains of an orbital defense platform. Navigation is treacherous. Buried in the field, a largely intact weapons module drifts, its targeting systems still powered by a pre-war reactor. It tracks the party's ship but does not fire. Yet.
    6 An Xylar hive-ship, massive and organic, drifts at the edge of sensor range. It is not responding to hails but is clearly inhabited -- heat blooms and electromagnetic signatures indicate thousands of occupants. It is on a course that will bring it within visual range of a major human settlement's orbital approach. No one has told the settlement.
    7 Void static -- a region of space where communications dissolve into noise and instruments give contradictory readings. Passing through takes six hours. During the transit, crew members report hearing voices in the static, each one hearing something different: names, warnings, fragments of conversation. The voices know things they should not.
    8 A salvage crew is cutting apart a pre-war cargo hauler. They are friendly and willing to trade, but they are nervous -- they cracked the hauler's manifest and it lists military-grade cargo that they do not have the clearance or firepower to handle. They want a partner or a buyer, fast, before someone with more guns shows up.
    9 A dimensional anomaly hanging in vacuum -- a sphere of absolute darkness roughly one kilometer across, absorbing all light and radiation. Objects that enter do not come out. It was not here six months ago. It is growing. A research buoy orbits it, transmitting data to an unknown recipient.
    10 A lone escape pod, life support failing, carrying a single occupant in cryo-sleep. The pod's origin markings belong to a faction that does not officially exist. The occupant's biometrics are scrambled, and the cryo system will fail in approximately fourteen hours.
    11 A pre-war automated refueling station, still operational, still demanding payment in a currency that no longer exists. Its fuel reserves are substantial. Its security drones are active and its definition of "theft" includes any attempt to bypass the payment terminal. Someone has spray-painted "JUST PAY IT" on the hull, with an arrow pointing to a slot that accepts physical credit chits.
    12 The stars shift. For approximately ninety seconds, the view outside the ship does not match any known star chart -- constellations are wrong, colors are off, and something vast and dark occludes a portion of the sky that should contain a nebula. Then everything snaps back to normal. Instruments confirm it happened. No explanation presents itself.

    Creature Generator

    Roll once on each table to generate a unique creature. Combine results loosely -- not every mutation needs a biological explanation. The wasteland does not owe you logic.

    Base Form (d20)

    d20 Base Form
    1 Wolf
    2 Scorpion
    3 Human
    4 Bear
    5 Crow / raven
    6 Serpent
    7 Insect swarm (beetles, wasps, or locusts)
    8 Fungal colony
    9 Pre-war guard drone
    10 Feral hog
    11 Amphibian (frog or salamander, scaled up)
    12 Crustacean (crab or lobster, terrestrial)
    13 Plant mass (vines, roots, motile)
    14 Xylar bioform (insectoid, chitinous)
    15 Domestic cat (do not underestimate this)
    16 Fish or eel (adapted for land or shallow water)
    17 Pre-war industrial machine (loader, welder, hauler)
    18 Bat colony operating as a single organism
    19 Something from beyond a rift (no terrestrial analogue)
    20 Child's toy or mannequin (animated by residual Resonance)

    Mutation / Adaptation (d20)

    d20 Mutation / Adaptation
    1 Bioluminescent lure organ that mimics campfire light
    2 Chitin armor plating over vital organs, thick as vehicle paneling
    3 Can phase through solid matter for 2-3 seconds at a time
    4 Symbiotic fungal growths that release paralytic spores when threatened
    5 Second head, semi-independent, that watches while the first sleeps
    6 Limbs replaced by Kinesis fields -- it moves without muscles
    7 Acid blood that sprays when wounded, corroding metal and flesh
    8 Thermal regulation gone haywire -- body temperature exceeds 200 degrees, scorches anything it touches
    9 Resonance sensitivity -- drawn to magic use, grows agitated and aggressive near cantrip activation
    10 Regeneration so aggressive that severed parts grow into incomplete copies
    11 Camouflage -- skin shifts to match surroundings, near-invisible when motionless
    12 Electromagnetic pulse discharge on death, fries electronics within 30 meters
    13 Vocal mimicry -- reproduces human speech, distress calls, and radio chatter with disturbing accuracy
    14 Exoskeletal growth incorporating scrap metal and debris as natural armor
    15 Venomous bite that induces vivid hallucinations for 1d4 hours
    16 Gravitational anomaly -- weighs almost nothing, moves in unsettling floating leaps
    17 Hive-linked -- shares senses with others of its kind within 1 kilometer
    18 Shadow displacement -- its shadow does not match its body and can interact with the physical world
    19 Materia absorption -- consumes inorganic material and incorporates it into its body
    20 Temporal stutter -- moves in jerky fast-forward, appearing to teleport short distances

    Behavior (d12)

    d12 Behavior
    1 Territorial -- attacks anything entering its domain without hesitation
    2 Mimics human speech and behavior to lure prey into ambushes
    3 Follows convoys and groups at a distance, picking off stragglers after dark
    4 Nests in pre-war structures and defends them with trap-like cunning
    5 Docile unless provoked, but "provoked" includes eye contact, sudden movement, or existing nearby
    6 Actively seeks out and destroys technology -- rips apart machines, drones, and electronics
    7 Hoards objects compulsively -- shiny things, bones, weapons, corpses -- in elaborate nests
    8 Hunts exclusively at night and is comatose during daylight hours
    9 Symbiotic with a human settlement -- tolerated because it kills worse things
    10 Stalks a single chosen target for days or weeks, ignoring all others
    11 Displays disturbingly intelligent behavior -- uses tools, sets ambushes, learns from failed attacks
    12 Non-hostile but deeply unsettling -- watches, follows, and leaves small "gifts" (bones, teeth, salvage)

    Habitat (d8)

    d8 Habitat
    1 Underground tunnel networks and collapsed basements
    2 The canopy of mutant forests, rarely touching the ground
    3 Inside sealed pre-war facilities, living off stored supplies or residual energy
    4 Dimensional scar boundaries, feeding on leaked Resonance
    5 Open wasteland, following trade routes and highways
    6 Flooded ruins and irradiated swampland
    7 Settlement peripheries, scavenging from refuse and the careless
    8 Orbital debris fields or derelict station interiors

    Anomaly Generator

    Anomalies are places where reality was damaged by the Fall and never healed correctly. They are not safe. They are not fair. Some of them are useful, which is the only reason anyone goes near them voluntarily.

    Roll once on each table. The combination tells you what the anomaly looks, feels, and does.

    Sensory Trigger (d12)

    What you notice first -- before you understand what you are dealing with.

    d12 Sensory Trigger
    1 The air smells like burnt sugar and static electricity. Hair stands on end. Metal tastes sharp on the tongue.
    2 Gravity pulls sideways -- pebbles roll uphill toward a point suspended in the air, and loose clothing tugs in the wrong direction.
    3 Your shadow moves independently, stretching toward something you cannot see, pointing like a compass needle.
    4 Complete silence. Not quiet -- silence. No wind, no heartbeat, no sound of your own breathing. It lasts exactly as long as you are within the boundary.
    5 Temperature inversion -- pockets of freezing cold adjacent to searing heat with no transition between them, the borders knife-sharp.
    6 Light fractures into prismatic shards. Everything appears in triplicate, slightly offset, like a damaged hologram.
    7 The ground hums at a frequency you feel in your teeth and sternum. Loose objects vibrate. Water forms standing wave patterns.
    8 Deja vu so intense it causes nausea. Every step feels like a step you have taken before. Every word sounds like an echo of something already said.
    9 Colors drain from the environment, starting at the edges. Within the anomaly, everything is rendered in shades of grey except for one color -- always different, always vivid.
    10 Whispers from nowhere, overlapping, in dozens of languages. They are not speaking to you. They are speaking to each other, and they have noticed you listening.
    11 Distance becomes unreliable. Objects appear closer than they are, or a destination twenty meters away takes an hour to reach on foot. Maps drawn inside the anomaly do not match maps drawn outside.
    12 Every reflective surface shows a different scene -- not your reflection, but a place. Some of the places are recognizable. Some are not. One of them shows this exact location, but empty, as though you were never here.

    Effect (d12)

    What the anomaly actually does to reality within its boundaries.

    d12 Effect
    1 Time loops -- the same 30 seconds repeat until the anomaly is disrupted or the trigger condition is met. Those inside are aware of the repetition. Those outside see nothing unusual.
    2 Emotions become visible as colored light radiating from living creatures. Fear is pale blue. Rage is dark red. Deception shows as flickering, unstable patterns. There is no way to suppress this.
    3 Sound is reversed -- whispers become thunder, explosions are silent, and normal conversation is deafening. Tactical communication becomes nearly impossible.
    4 Organic and inorganic matter slowly exchange properties. Metal becomes soft and warm. Flesh becomes rigid and cold. The process reverses upon leaving the boundary, painfully.
    5 Thoughts become audible to everyone within the field. There is no inner monologue -- every surface thought is broadcast as clearly as speech. Secrets do not survive.
    6 The dead speak. Corpses within the anomaly vocalize their final thoughts on a loop. The fresher the corpse, the more coherent the speech. Very old remains produce only screaming.
    7 Probability warps. Unlikely events become certain and certain events become unlikely. Guns jam on perfect shots. Desperate last stands succeed against impossible odds. Coins always land on edge.
    8 The anomaly creates a mirror version of anyone who enters -- identical in appearance, opposite in intent. The mirror lasts as long as the original remains inside.
    9 Cantrips and spells cast within the anomaly produce random effects from a different school. A Pyros cantrip might produce a Cryo effect, or a Vitae spell might channel Mortis. The caster has no control over which school manifests.
    10 Physical space folds. Rooms contain more space than their exteriors suggest. Corridors loop. Doorways open onto locations that should be kilometers away. Geometry is a polite suggestion.
    11 Memory becomes physical. Traumatic memories manifest as shadow-creatures that attack their owners. Pleasant memories appear as warm light and provide minor healing. Forgotten memories surface as whispers.
    12 The anomaly is a window to a pre-Fall moment. The environment appears as it was before the collapse -- intact, populated, alive. The people cannot see you. You can interact with objects, but any changes revert when you leave. Almost any changes.

    Risk (d8)

    The danger of staying too long or pushing too far.

    d8 Risk
    1 Prolonged exposure causes hallucinations that feel realer than reality. After 1d4 hours, distinguishing the hallucination from the actual world requires a Willpower check.
    2 Organic matter within the field slowly crystallizes, starting at extremities. Reversible if caught early. Permanent if not.
    3 The anomaly is expanding -- it was 2 meters across yesterday, 4 meters today, and the rate is accelerating. Anything caught inside when it destabilizes is gone.
    4 The anomaly attracts predators. Creatures with Resonance sensitivity converge on the area within hours, drawn by the energy. The longer the party stays, the more arrive.
    5 Each hour spent inside ages the body by one week. The aging is real and permanent. Extended stays can cost months or years of life.
    6 Leaving requires a mental effort that increases with time spent inside. After six hours, departure requires a hard Willpower check. After twelve, it requires outside assistance. After twenty-four, it may not be possible.
    7 The anomaly has a guardian -- something that was here when the scar formed and has been changed by it. It is powerful, it is territorial, and it does not follow normal rules of physics.
    8 Exposure imprints. Those who spend time inside carry a residual charge that marks them as anomaly-touched. Other anomalies react to them differently. Some doors open. Others become hostile. The mark does not fade.

    Possible Benefit (d8)

    Why someone might walk in despite knowing the risks.

    d8 Possible Benefit
    1 Magical components grow here and nowhere else -- crystallized Resonance, living metal, temporal amber. Worth a fortune to the right buyer.
    2 Time dilation -- a week inside passes as an hour outside. Ideal for research, recovery, or crafting, if you can tolerate the side effects.
    3 Wounds heal rapidly within the field, including injuries that resist normal treatment. Leaving requires a Willpower check, and the healing reverses for anything treated less than an hour.
    4 Pre-war technology inside the anomaly still functions as designed -- uncorrupted data, working terminals, active networks. Information thought lost forever is accessible here.
    5 Cantrip amplification. Spells cast within the field are significantly more powerful, roughly double output. This applies to everyone, including enemies, but desperate casters seek these places out when facing impossible odds.
    6 The anomaly grants temporary perception of dimensional boundaries -- the caster can see rifts, hidden passages, and weaknesses in reality for 1d6 hours after leaving. Invaluable for navigating the Voidscars.
    7 Dead machines reactivate inside the field. Pre-war drones, vehicles, and systems that have been inert for decades power on and function normally. They shut down again if removed, unless repaired while active.
    8 The anomaly is a crossroads. Paths inside lead to other anomaly zones across the region, cutting travel time from days to minutes. The paths are not always the same, and not all of them lead to places that still exist.