TEXT:  
   
   
  1~SIZE 
  1d20  
  Inhabitation Type & Numbers of Occupied Buildings 
  1 
  Encampment: 1d6 buildings 
  2—4 
  Settlement: 2d4 buildings 
  5-9 
  Burg: 4d4 buildings in town. Those that aren't businesses 
  are residences or empty. 
  10-15 
  Village: 5d6 buildings 
  16-17 
  Fortified Complex: 1-3 large central buildings with 2d8 
  floors, wings, or outbuildings built on or near them. 
  18-19 
  Town: 2d10 blocks 
  20 
  City: 5d12 blocks. Large enough to have residential, 
  commercial, industrial, and recreational districts. 
  2~POPULATION 
  1d10 
  Race 
  Type 
  Population 
  1 
  PSH 
  Band 
  2d6 
  2-4 
  MH 
  Clan 
  4d6 
  5-9 
  Mixed 
  Tribe 
  5d10 
  10-15 
  MH/PSH 
  Village 
  1d100 x 1d4 
  16-19 
  MH/MA 
  Town 
  1d100 x 1d6 
  20 
  MA 
  City 
  1d100 x 2d6 
  4~COMMERCE 
  1d10 
  Description 
  1 
  No trade 
  2 
  Tavern/Inn 
  3 
  Trading Post 
  4 
  Specialty Crafts 
  5 
  Weekly Market 
  6 
  Established Market 
  7 
  Caravan Stop 
  8 
  Free Market 
  9 
  Black Market 
  10 
  Specialty Shops 
  3~SETTLEMENT TYPE 
  1d20 
  Description 
  1 
  Wasteland: No buildings remain. No significant reconstruction. 
  Collapsed walls, broken buildings, fused shards of glass and rock 
  everywhere, cracked and overgrown rubble clog the streets (if 
  any exist). 
  2-4 
  Shantytown: Only 1d4 Ancient buildings remain standing in the 
  ruins. The rest are a motley collection of huts, tents or other 
  recent structures.  
  5-9 
  Old Town: Contemporary reconstruction over ruined site. All 
  buildings are in fair condition. Many are renovated Ancient 
  structures. 
  10-11 
  Installation: Shopping center, hospital, office building, airport, or 
  military base that somehow survived relatively intact. All 
  residents live and work in one large building with several out 
  buildings/floors/wings around it. 
  12-13 
  Natural Feature: Settlement is built around a natural resource like 
  a well, mine or orchard. 
  14-16 
  Reconstructed City: All buildings are in good condition as 
  residents have scrounged other nearby ruins for paint, glass, 
  insulation and other building materials. 
  17-19 
  New City: Totally new settlement built from the ground up near a 
  good source of food, water, or power. 
  20 
  Ancient City: Undamaged Ancient ruins in excellent condition 
  except for a few weather beaten older buildings. 
  5~GOVERNMENT 
  1d10 
  Type 
  1-2 
  Anarchy: Survival of the Fittest 
  3-4 
  Despot: One leader and his personal army 
  5 
  Ancient Aristocracy: under control of a founding family 
  that has been there since the Apocalypse. 
  6 
  Theocracy: under the control of a religious leader or a cult 
  7 
  Council: A mayor and elected council of elders that make 
  laws 
  8 
  Democracy: All adults have open meetings to discuss law 
  and order 
  9 
  Feudal: owes allegiance to a larger Cryptic Alliance or has 
  ties to important factions or cartel 
  10 
  Cybernetic: controlled directly or indirectly by an A.I. or 
  Androids. 
  6~CRYPTIC ALLIANCE CONNECTIONS 
  1d10 
  Alliance 
  Ties 
  1-2 
  Restorationists 
  Feuding / At War 
  3-4 
  Archivists 
  Hostile 
  5 
  Iron League 
  Distrustful 
  6 
  Knights of Genetic Purity 
  Trade Relations 
  7 
  Ranks of the Fit 
  Friendly 
  8 
  Brotherhood of Thought 
  Mutual Assistance Pact 
  9 
  Seekers  
  Secret Outpost 
  10 
  Radioactivists 
  Allied Settlement 
  RANDOM SETTLEMENT 
  CREATION 
  For Gamma World & 
  other Post-Apocalyptic 
  Role-playing Games 
  By Scot Hoover 
   
   
   
  Copyright 2008, Scot Hoover. Permission is granted to photocopy or print for personal 
  use.GAMMA WORLD™ is a Registered Trademark of Hasbro, Inc. All Rights reserved. 
  Used without permission. Any use of Hasbro, Inc.'s copyrighted material or trademarks in 
  this file should not be viewed as a challenge to those copyrights or trademarks. 
  
   
   
  8~FOOD/WATER SUPPLIES 
  1d10 
  Food 
  Water 
  1 
  Starvation: Populace is living 
  off of trading, hunting for 
  wild game, and in the worst 
  cases, cannibalism 
  No water and no way of 
  getting water except by trade, 
  theft, and scouting for lakes 
  and rivers. 
  2-3 
  Subsistence: Few crops and 
  livestock. 
  Severely 
  limited 
  supply 
  of 
  water. 
  4-5 
  Struggling: 
  Few 
  farms, 
  livestock. Limited storage of 
  foodstuffs. 
  A water source but it is either 
  poisoned/irradiated/polluted. 
  6-7 
  Good: Limited trading of 
  food supplies. 
  A well, sufficient for the needs 
  of the settlement. 
  8-9 
  Healthy: Established 
  trade 
  buys/sells surplus food. 
  Artesian wells and pumps or a 
  water tower situated near a 
  good source of water. 
  10 
  Surplus: An abundance of 
  most kinds of foodstuffs. 
  Major source of water (even in 
  landlocked areas: old dams, 
  irrigation systems, etc) 
  7~MEDICAL SUPPLIES 
  1d10 
  Supplies 
  Personnel 
  1 
  None.  
  No skilled healers. 
  2 
  Very few supplies.  
  Healers can only treat minor 
  wounds. 
  3-4 
  Sickroom, 
  mostly 
  holistic 
  care 
  and 
  natural medicine.  
  Senior Healer + 1d4 assistants.   
  5-6 
  Cache of drugs 
  As above. 
  7-8 
  Cache 
  of 
  medical 
  supplies 
  1d3 
  Senior 
  Healers 
  and 
  3d6 
  Assistants. 
  9 
  1d6 x 5 med packs 
  and some supplies for 
  sale 
  As Above. 
  10 
  Advanced 
  healing 
  available. 
   
  A 
  functional 
  Ancient 
  hospital and a limited 
  Medbot service  
  2d6 Senior Healers and 1d100 
  Assistants.  
  9~COMMUNICATIONS 
  1d10 
  Level 
  1 
  Word of mouth only 
  2 
  News post/board 
  3 
  Alarm 
  4 
  Walkie talkies/ vehicle radios  
  5 
  Newspaper/ printing press 
  6 
  Limited mail service 
  7 
  Radio for trying to talk to other settlements 
  8 
  Limited postal service with local settlements in the region 
  9 
  Alliances with other settlements in the area 
  10 
  Satellite uplink. News and photos of other regions 
   
  10~DEFENSES 
  1d20 
  Type 
  1-2 
  Undefended: Nothing except the inhabitants themselves. 
  3-4 
  Wall: 1d6+6' high and 1d4' thick made of 1: junked vehicles 
  2: concrete 3: logs 4: collapsed buildings 5-6 rubble & dirt 
  5-8 
  Militia:  2d10+5 members (or 10% of pop. in larger 
  settlements) 
  9-11 
  Embankments: Moat or fighting trenches around the 
  perimeter. 
  12-14 
  Fortified: 
  1d6+1 
  guard/watch 
  towers 
  and 
  battlements/parapets on its walls 
  15-16 
  Danger Zone: Random-density radiation/mine/mutant plant 
  field around it 
  17-18 
  Natural Defenses: Mudpits, steep cliffs, dense vegetation, 
  etc. 
  19 
  Big Guns: 1d4 heavy weapons(see Subtable A)  
  20 
  King Kong: A suitably large and fierce mutant beast guards 
  the place 
  
SOURCE: textdata/thevault/Gamma World [multi]/Gamma World Web and Fan Supplements/Gamma World Deevolution, Radom Settlements.pdf