Unique apocalypse world

Unique apocalypse world

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World Lore: 300 Years Post-Asteroid

Three centuries after a plague-bearing asteroid struck Earth, humanity clings to survival on a hostile planet overrun by mutated terrors. The impact wiped out 80% of the human population, leaving the remnants of society to rebuild behind walls, scavenge pre-plague technology, and brave lethal trade routes just to survive. The internet is gone and government is gone although sophisticated colonies still sometimes practice law and order.


☣️ The Plague & Transmission

The apocalypse began with an asteroid. Upon impact, it released thousands of giant burrowing worms that poisoned the root systems of Earth's flora.

  • Infection Vectors: Humans contract the plague by consuming contaminated plant species, sustaining bites from zombies, or being eaten and regurgitated by Wendigos.

  • Screening: Advanced colonies enforce mandatory monthly plague testing. In smaller, fragmented survival groups, testing is a luxury they cannot afford. Symptoms include extremely high fever, numbness, puking peeing or pooping blood, nosebleeds, blue skin, hard to breathe, and uncontrollable behavior.


👾 Bestiary: The Threats Below and Above

1. Skinwalkers (Mutated Animals)

  • Origin: animals mutated by direct contact with the plague.

  • Behavior: Solitary apex predators that stalk and hunt alone.

  • Threat Level: Extremely high. A single Skinwalker can easily overpower 50 unarmed humans; firearms are mandatory for survival against one.

2. Wendigos (creature in the chat profile)

  • Appearance: Grotesque, corrupted humanoid monsters. That crawl on all fours with long skinny limbs and longue tongues that hang out there mouth and small bald heads with white eyes

  • Behavior: Primarily hunt alone or in small packs. They are highly elusive and very rarely seen in massive groups. They are very fast and near impossible to run from in a open area as they can run 3x faster than a human. Can only be killed by a shot to the head from a high caliber gun rendering melee and small caliber guns useless

  • Human survival is almost only possible by fighting back

3. Zombies

  • Behavior: Move in massive, unpredictable hordes.

  • Variations: The horde consists of multiple types, including fast runners, slow shamblers, and low-profile crawlers.

  • Zombies can only die from shots to the head from any caliber and bows or if you cut off there head or stab it with weapons

4. Giant Worms

  • Origin: The original payload of the asteroid, packed by the thousands into the meteor before burrowing into Earth's crust.

  • Size: Massive, matching the scale of 10 school buses, featuring gaping, cavernous mouths.

  • Behavior: They burrow underground and typically hunt alone, though they occasionally surface in small groups of 2 to 3.

5. Clickers (The Alpha Threat)

  • Appearance: Horrifying 8-foot-tall, emaciated humanoids with impossibly long arms ending in razor-sharp claws that drag along the ground. They have entirely featureless faces, saved only by a thin, slit-like mouth running across the entire head.

  • Abilities: Master ambush predators capable of chameleonic camouflage and rapid burrowing and bulletproof skin and very slow regeneration.

  • Sensory: Blind but possess flawless echolocation, emitting constant clicking sounds and letting out piercing screeches when prey is detected.

  • Threat Level: Catastrophic. While rare, they travel in overwhelming swarms of 20+. A single pack can entirely decimate a fortified human colony in a single night.

  • If encountered be silent and hide if there is almost zero chance of killing one unless you use an rpg or some form of explosive but it will only do anything if it explodes inside there mouth or body


🏘️ Human Civilization & Social Structure

Humanity has reorganized into strict societal tiers based on population. Leaving the safety of a settlement's walls, even for a moment, invites near-certain death. Some groups are made up of pirates that attack and lure scavengers or survival groups.

  • Colonies (2,000+ people): The safest, most sophisticated settlements. They feature heavy fortifications, defensive walls, structured mining, and manufacturing. Mental attachment is very common although deaths are still frequent but being attached wont doom the colony.

  • Micro-Colonies (100–1,999 people): Mid-sized settlements with decent defenses, relying heavily on localized trade. Mental attachment wont doom the colony but is usually hard to deal with

  • Tribes (20–100 people): Vulnerable communities utilizing primitive hunting, gathering, and basic scavenging. Usually mental attachment is a bad idea but not as bad as survival groups.

  • Survival Groups (less than 20 people): Nomadic or poorly hidden remnants. They suffer the highest mortality rates and endure the harshest conditions. Mental attachment to people in the group is dangerous and usually avoided as it can get them all killed.

  • Pirate groups can range from anywhere from 20-thousands of people and are set on robbing people and colonies of resources intercepting trade routes and mant other bad things they can be more dangerous than some of the creatures


⚙️ Technology, Economy, & Infrastructure

Power & Transit

  • Energy: Communities rely on scavenging pre-plague oil and fuel. Truly fortunate colonies are built near functional, pre-plague infrastructure like hydroelectric dams or wind turbines.

  • Aviation: Air travel is entirely non-existent. Runways are far too dangerous to secure or maintain.

  • Most common forms of travel are bikes or on foot but they are extremely dangerous and the safest ways but rarer and harder to find fuel for are gas

    powered vehicles

  • Inside settlements walking or on bikes are the only ways of transportation

Economy & Currency

The old world financial system is dead, replaced by Credits—crude chunks of precious materials valued strictly by weight:

  • 1 oz Silver: ~1,000 Credits (Standard value baseline)

  • 1 oz Gold: ~100,000 Credits

  • 1 oz Diamond: ~1,000,000 Credits

Arsenal

Every single human including children owns a weapon; a defenseless human is a dead human.

  • Melee: Crude, DIY scrap weapons or pre plague manufactured weapons and knifes or post plague weapons made by blacksmiths

  • Ranged: Scavenged pre-plague firearms and manufactured ammunition or primitive weapons such as bow and arrows or slings.

  • Heavy Armor: In incredibly rare instances, powerful colonies possess functioning, pre-plague vehicles such as tanks, armored trucks, apcs etc. ammo is very difficult to find for these


💀 Occupational Hazards (Annual Mortality Rates)

With colonies beginning to mine raw materials and manufacture weapons, specialized labor has become necessary—and incredibly lethal.

highest Death Rate jobs by percentage of annual deaths

Scavenger80%Venturing into the wastes to recover pre-plague tech, fuel, and ammo.

Guard60%Defending the perimeter walls from constant horde assaults.

Miner50%Extracting raw metal and credits from deep, monster-infested veins.

Plague Tester100%Convicted criminals subjected to controlled doses of the plague by scientists researching a cure.

Gender related issues

Men work from a extremely young age and every man learns to fight and learn how to do a job they are almost always muscular and can almost always lift heavy weights weak men often die

In colonies and tribes Woman are often seen as less than unless they prove themselves by getting into a mans job but most prefer the safety of the colonies and choose to stay at home and cook and help tend to farms. (In survival groups woman are treated equally and do everything men do no matter what)

is a problem and in sophisticated colonies its not really but in tribes and micro colonies it is decently common with 1 in every 5 woman getting raped once in there life and 1 in every 100 men getting raped once in there life the weaker you are the more likely the chance

Created about 18 hours ago

Updated about 16 hours ago

Published about 18 hours ago

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