[Return]
Posting mode: Reply
Name
E-mail
Subject
Comment
File
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??


  • File : 1255217974.jpg-(89 KB, 640x480, walmart.jpg)
    89 KB Walmart Apocalypse Prophet of the Smiling One 10/10/09(Sat)19:39 No.6218622  
    Old thread here:
    >http://suptg.thisisnotatrueending.com/archive/6188951/

    Sup /tg/. Future Wal-Mart Apocalypse DM here. There is a lot of fluff done in the old thread, but what about encounters and character concepts? Other than the obvious like Stocker Bots and Security Drones. I'm definitely using one Anon's idea of crazies that hide in clothing racks and jump out at anyone who gets to close. Does /tg/ have any other ideas? I'm really excited about this setting, it has potential.
    >> Prophet of the Smiling One 10/10/09(Sat)19:48 No.6218740
    bump
    >> Prophet of the Smiling One 10/10/09(Sat)20:05 No.6218918
    anything?
    >> Anonymous 10/10/09(Sat)20:06 No.6218927
    Fail.
    >> Anonymous 10/10/09(Sat)20:07 No.6218939
    Man, wish I'd been keeping up with this, this shit sounds awesome. Havnt read the background stuff, so bear with me, but have you considered...
    -Greeters
    -Sentient Shopping Carts
    -Mutant Produce (and mutants in general)
    -some of the products themselves?
    >> Anonymous 10/10/09(Sat)20:10 No.6218959
         File1255219832.jpg-(75 KB, 509x509, Sam's Club Logo.jpg)
    75 KB
    Given that Sam's Club is the retail warehouse version of Wal-Mart, it should definatetly have a presence in this.
    >> Prophet of the Smiling One 10/10/09(Sat)20:18 No.6219037
    >>6218939
    I planned on using the Greeters as minor encounters. As for mutants? Not really sure. The general concept was even though Wal-Mart is "closed' the robots keep it well maintained. Although in some areas there could be power outages and such, my PC's will be starting off in a fairly safe zone which will be very near the border of Grocery and School Supplies. One idea from the original Wal-Mart Apocalypse setting from back in '03 that i want to use is the "Sons of Sam". They are basically crazed cultist who are obsessed with slashing "prices". They'd have a fair amount of HP and a high pain tolerance because of their insanity. Sentient shopping carts? Maybe. Would just have to think of some fluff for them?
    >> Melo 10/10/09(Sat)20:21 No.6219063
    >>6219037
    Maybe you can use the carts like that crazed grocer from Dead Rising?

    "GET OUT OF MY STOOOOOOOOOOOOOOOOOOOOORE!!!"
    >> Prophet of the Smiling One 10/10/09(Sat)20:21 No.6219074
    >>6218959
    Sam's Club would probably just be assimilated into the massive Wal-Marts. It would be fun to use it though. The PC's round an aisle retreating from a Security Bot to find that they aren't entering the Sporting Goods section like they thought but have instead found the "Ancient Grounds", an assimilated Sam's Club full of old tech.
    >> Anonymous 10/10/09(Sat)20:23 No.6219099
    Using the rafters above the shopping floor might come in handy. Also a little trip to the gas kiosk might be fun.
    >> Prophet of the Smiling One 10/10/09(Sat)20:24 No.6219106
    >>6219063
    Interesting... Maybe Wal-Mart decided since the stores were getting so large that people needed help navigating their way through the store, so they developed the Smart Kart. A shopping cart with a small motor to make it easier to push and limited A.I. with knowledge of getting around the store.
    >> Science! !MkgMrtR7hw 10/10/09(Sat)20:24 No.6219109
    >>6218622

    Insane store cleaners, these people have spent their entire lives trying to keep the store clean and people keep coming in with their DIRTY SHOES AND FUCKING UP MY NICE CLEAN FLOOR! THEN THEY GO AND DROP EGGS AND SHIT BECAUSE THEY'RE TOO FAT AND CLUMY TO HOLD SHIT! STUPID MOTHERFUCKERS!
    >> Anonymous 10/10/09(Sat)20:25 No.6219110
    Some walmarts have Christmas all year round, that could creepy.
    >> Anonymous 10/10/09(Sat)20:26 No.6219124
    >>6219099
    So far there is a race of people that spend their whole lives up there. As far as I know they're the only things that live up there.
    >> Anonymous 10/10/09(Sat)20:27 No.6219141
    >>6219124
    you could have a whole ecosystem up there. Like weird bird monsters that prey on the people.
    >> Anonymous 10/10/09(Sat)20:29 No.6219157
    how far different are these future world from up? There could be giant cockroaches or rats
    >> Anonymous 10/10/09(Sat)20:29 No.6219165
    >>6219141
    GCS, giant ceiling spiders....
    >> Anonymous 10/10/09(Sat)20:30 No.6219175
    >>6219037
    Think of the sentient carts as an evolution of the motor-carts that fat-asses use today. Cant walk and breathe at the same time? Try out our new shop-o-tron, not only does it take you exactly where you want to go, its new neuro-responsive arm will even grab food right off the shelf for you! Forget those hunger pangs when you are shopping, by renting out one of our special 2.0 models we will even keep you tube fed and hydrated, for those long trips!!
    >> Prophet of the Smiling One 10/10/09(Sat)20:30 No.6219177
    >>6219110
    From the old thread regarding Christmas:
    The unholy holiday that is ..Christmass... the stockers go into overdrive and are everywhere. Putting up monolithic depictions of the devil santa claus and trimming everything, and I mean everything, with red and green ribbons. I saw a man get cornered when two stockers were trimming an intersection and they ripped him appart, cleaned the area, and had it dressed up in an instant. His dead body was put into some bizarre costume of green fabric with pointed ends everywhere with bells on them. Though that isn't the most horrible things, hymns are sung about that demon at all hours, the same four songs, I have them memorized no matter how I try to forget them. No trader is immune except the ones who reside in the electronics department only because they risk death at stocker hands to turn the wall pictures up to ear ringing sounds. It goes on for days and days and days then it ends and the stockers go around taking down all the decorations until next year.
    >> Anonymous 10/10/09(Sat)20:31 No.6219190
    >>6219037
    Greeters on their own would be minor encounters, yeah. The problem is that no matter how well you hide, they will be able to spot you, and every time they spot you they shout "WELCOME TO WALMART". No problem when it's just them, but when they're accompanied by a few security bots you'd prefer to avoid...
    >> Anonymous 10/10/09(Sat)20:33 No.6219205
    From the old thread
    COMMON TERMS
    Cult/Temple/Path of the Smiling Face/One - cults that worship Wal-Mart, and Management. The smiley is seen as their holy icon; messing with stockers/greeters/etc is a grave sin to their faiths. They're effectively all the same, but claim dogmatic differences that divide them.
    Sport - War. The original word has been forgotten, and since "sporting goods" are designed to kill things...
    Sporting good - Gun. Occasionally used to refer to blades or armor, but rarely.
    Department - Loosely refers to the actual departments; for practical purposes refers to the group of people that live in said department.
    Unstocked - A "blind spot" for stockers. These are few and far between, and used for housing.
    Shrine of Commerce - One of the old registers in the Auto, Pharmacy, Elec, and Garden zones. Useless (since no one has any money), but kept by the CoSF/SO/whatever.
    Stockers - 15-foot tall giant machines of death and restocking.
    Greeters - Lobotomized cyborgs that do menial work for the stockers. Ostensibly they greet customers.
    Customers - No one. No one has money, so there are no customers. The Stockers/etc do not realize this, and never will.
    Nevergrow - Munchkins who run the toy department. Vicious, but playful... in the same way that Jigsaw is playful.
    Topdwellers - Ninja-monkey folk who live in the rafters. Some have made working gliders for transit. Most stick to grappling hook travel.
    The Stockroom - Where the stuff comes from. It's known that the stockroom is supplied by mechanized trains that carry goods from distant farms and factories, but any attempt at boarding them has been disastrous. The Stockroom is truly Employees Only.
    The Lounge - Home to Greeters when they aren't "on duty" (read: sleeping). A cramped, disease-infested barracks.
    >> Anonymous 10/10/09(Sat)20:33 No.6219210
    Has no one thought to stat the omnipresent PA system? The security cameras and PA have melded into one advanced AI that controls the store and manipulates everyone like puppets. Everyone lives in fear that one day they will either anger it or it will decide to pick on them for it's amusement, and they will hear that most terrifying of phrases:
    "Clean up on Isle 3".
    >> Anonymous 10/10/09(Sat)20:35 No.6219239
    >>6219210
    >From old thread
    The voice of the announcer booms across the land. All stop and listen in fear, dread and wonder at what will come next from the artificial voice: bounty or death?

    "Clean-up on Aisle 74-B. Clean-up on Aisle 74-B."

    Panic breaks out amongst the small community. Some stay to fight, some try and flee, most break down and scream as the humming of 'cleaning' drones draws closer and closer...
    >> Anonymous 10/10/09(Sat)20:41 No.6219309
    what other stores would Wal Mart have assimilated into itself in future?

    McDonalds are commonplace in WalMarts and I believe i've seen a Starbucks in one before.

    If Wal-Mart has grown to include apartments in it, what about a massive outdoor landscaping and gardening section and a car sales lot?
    >> Anonymous 10/10/09(Sat)20:42 No.6219320
    >>6219309
    all of those are covered in the old thread.
    >> Anonymous 10/10/09(Sat)20:44 No.6219337
    >>6219320
    and why is that a reason to not talk about them now?

    Also, outside the Wal-Mart, just what the hell is out there?
    >> Anonymous 10/10/09(Sat)20:48 No.6219382
    >>6219337
    Wal-factories, Wal-farms, Wal-cities, Wal-school...
    All of these are irrelevant since the setting takes place inside one country sized Wal-mart.
    >> Anonymous 10/10/09(Sat)21:08 No.6219588
    Players decide to take a short cut through Landscaping and Gardening.

    Whole place is overgrown, you cant see the walls or the floor through the dirt, grass, underbrush, and vines, the occasional tree and the UV lamps give bad visibility.

    Then, "The Gardeners" ambush, looking to find more people to use as fertilizer.
    >> Anonymous 10/10/09(Sat)21:16 No.6219680
    >>6219588
    Think about it

    "Roll spot check"
    *everyone rolls*
    "Who got highest?"
    "I did, what do I see?"
    "'Did that tree just move?'"
    >> Anonymous 10/10/09(Sat)23:06 No.6221107
    bump for ideas
    >> Wal-Mart writefag 10/10/09(Sat)23:22 No.6221310
    It’s been ten days since you headed out of Men’s Clothing and into Personal Care. Your supplies are running low and you’re almost out of ammo for your Sporting Good. The two boxes of cheesy crackers and the gallon of water are all you have left since you’ve started out from Grocery. You’ve been on the move ever since your tribe exiled you from Electronics. It wasn’t your fault that the sound boxes wouldn’t take to your modifications correctly. Just a few extra volts and you’d have given the tribe a new weapon against the Stockers. Instead it exploded and attracted the attention of the Kleaners; running right into your tribes aisles to take care of the mess and the small fire. Since then you’ve been moving constantly. It’s never safe to stay in one place in your area of the Wal’ no one is very friendly and bandits are everywhere. The only thing you can do is press on and hope to find someplace safe to stay to get some rest. After those damn freaks from the Beauty aisles ambushed you, their faces caked with layers of blush and the stench of perfume about them, you really need to rest. After all, Saint Sam only knows how many could be stalking you this very moment.
    >> Anonymous 10/10/09(Sat)23:26 No.6221345
    >>6219337
    Outside? You mean in the next department?
    >> Wal-Mart writefag 10/10/09(Sat)23:34 No.6221430
    >>6221310
    More or no?
    >> Anonymous 10/10/09(Sat)23:35 No.6221446
    >>6221430
    More. Much more.
    >> Wal-Mart writefag 10/10/09(Sat)23:36 No.6221450
    >>6221446
    Coming soon then sir!
    >> Anonymous 10/10/09(Sat)23:46 No.6221546
    I think part of the interesting thing about this setting is the love/hate relationship with the main 'enemy', the stockers. I mean, sure they want to tear you apart and pricetag your insides..

    As HelloMyNameIs-BOB-andI'dbehappytohelpyou, famed Son of Sam and leader of the Smiling Ones near Toys&Games, wearer of The Red Vest, often preaches,

    "For without their sacred work, there'd be no food to feed your family! Without the Kleaners, the human waste would just pile up, bringing disease unto the masses! Without Security, there'd be nothing keeping the violent marauders at bay!"
    >> Anonymous 10/10/09(Sat)23:46 No.6221549
    >Greeters
    "Whats that?"
    "Its a greeter, keep walking"
    "Wuh-Wuh-Wel-Welcome to W-Wah-Walmart"
    "Yes fine, get out of my way"
    "H-He-Help M-Me, Puh-Please"
    "oh god what did it say?
    "KEEP WALKING!"
    >> Wal-Mart writefag 10/10/09(Sat)23:47 No.6221562
    You see the end of the aisle up ahead but there is something… off about it. It seems that the lights are getting dimmer up ahead. Have the lights started going out? They’re usually changed by the maintenance repair bots before they even start to go dim. The power could be going out. You’ve never seen them before yourself but the elders of your tribe told of dangerous places in the Wal’, entire sections without power or Kleaners. Places where Bots with malfunctioning A.I. live and hunt down anyone who enters. As you draw near you realize that this isn’t the case hear. It dawns on you where you are now, the Tropical Aisles. The lights aren’t going out as you had previously thought, instead you can clearly see vines growing up shelves and through the rafters. It’s so tangled up there you can’t even see how the top dwellers could get around. It’s literally a jungle in there. The Wal’ has plenty of places like this one. What better way to grow tropical and exotic plants than with a high humidity and plenty of light. Problem is that under the canopies of trees and the tangle of vines that reach up to the light that little or no light shines through and places. You can tell that you won’t have an easy trip ahead of you.
    >> Anonymous 10/10/09(Sat)23:48 No.6221567
    Fags should read the old thread. You're suggesting things that are in the old thread.
    >> Anonymous 10/10/09(Sat)23:55 No.6221628
    I'm working on a fairly open-ended system so that i can run this. It's a weird, classless 4E melded with Dark Heresy. I'll let you know how it turns out.
    >> Anonymous 10/10/09(Sat)23:57 No.6221659
    Sometimes, the computer system will decide it's time for a rollback. When this happens, swarms of hulking stockers will roll into a department and start changing around the signs above the merchandise.

    Rollback is a dangerous season for would-be survivors.
    >> Anonymous 10/11/09(Sun)00:01 No.6221687
    on the rare occasion when someone is in dire need of medicine, the bravest and strongest are sent to venture into the pharmaceuticals. Long ago the creatures who lurked there were men, but the zelous abuse of their chemical nector has made them into creatures unimaginable.

    Most slither along the ground, their grotesk shape that of roughly a mix between a slug and a kamodo dragon, but their face are still human enough to strike terror into the hearts of those who behold them.

    The usually have long, spindly arms (sometimes more then two), and massive saucer plate eyes that peer into the darkest black with ease always looking for more supplies, more pills to collect, more creams and more inhalents. To face one alone is difficult enough, but like hyena they wander in packs and prey upon the weak and the small and the dying...


    Even worse are what are known as "the breeders". These lumbering beasts are covered with hair, head to toe, thick and matted with dried blood and fecies and other liquids indescribable, and have massive erections at all times (from abusing sexual enhancement drugs). They seek nothing more then to drag creatures back to their layer (be they woman, man or other) and desperately attempt to release their infinate libidos. a fate worse then death.


    hope your project goes well!

    -anon
    >> Anonymous 10/11/09(Sun)00:11 No.6221817
    Sporting Goods... the one place where a Shopper can stock up and possibly catch a bit of shut-eye, if they're on the good side of whatever hardsasses currently control it. Those lanterns, sleeping bags, stoves, and camp axes aren't just cheap, they're essential for braving the rest of the store. It goes without saying that this is one of the very few places you can lay hands on an actual working firearm and some matching ammunition. Every so often, supplies start running low and the Shoppers scatter, letting the Stockers reclaim the area. Fools that they are, they replace the used goods and move on, leaving a refreshed armory in their wake.
    >> Wal-Mart writefag 10/11/09(Sun)00:11 No.6221819
    Entering the aisle you really have to watch your step now, the floor is covered with dirt and plants are growing out of the stands and racks and into the floor, lest a vine or root trip you up and send you face first into the ground. It’s been a few uneventful hours now and so far so good. Other than the sound of your Wal’ brand boots crunching through the dirt you’ve heard nothing and you’ve seen nothing either. This may not be so bad after all, you’re getting used to the heat in here and your eyes have long since adjusted to the low light levels. If Saint Sam smiles upon you this day it could be just your luck to find someplace to stay the ‘night’, perhaps a gardening shed or a clear space in the shelves, but the farther you travel the more likely this seems possible. The shelves are becoming less visible amidst the undergrowth and you soon find yourself almost wading through bushes. What happened here? Surely the Kleaners come here; this place is an absolute mess. Soon your question is answered though as you decided to take a right to see if you happen to be bordering another department.


    (how is it so far?)
    >> Anonymous 10/11/09(Sun)00:11 No.6221831
    >>6221687
    lame
    >> Anonymous 10/11/09(Sun)00:12 No.6221842
    Okay, Rafters. As in, the People Above.

    Most Rafters a person sees are The Fallen. They are strange, gangly folk who prefer to sleep without touching any flat surface, instead being quite comfortable hanging with their arms and legs wrapped around a piece of shelving.

    They are fantastic climbers, and are capable of squeezing into spaces many shelfchildren (their name for our kind) would never be able to, aside from Nevergrown. They are deeply superstitious, and all share a fear of black globes, which they seek to keep covered and out of sight. This is because of their sacred trust, keeping the Store-Eyes covered with the sacred bindings that prevent Security from coming around.

    Many of the Rafters who live among us seek nothing more than to get back to their homes high in the sky, others find our world wondrous places of adventure. Their reasons for living groundside vary. Some are criminals, cast down for some grave sin or other. Others seek out food for their families and communities. Others still have simply fallen from their place in the sky, and having survived the ordeal, seek to return to their former lives.

    Life among the Rafters is difficult, but not much more than it is below. Most Rafter settlements are fairly safe. A lot of the older ones have hanging gardens, fed by the firesprinklers, which is an odd name since they actually sprinkle water, and most have a flock or two of domesticated petbirds, which have been bred for food for generations.
    >> Wal-Mart writefag 10/11/09(Sun)00:15 No.6221876
    Sorry. Fucked up a sentence and just caught it. Fixed version:

    Entering the aisle you really have to watch your step now, the floor is covered with dirt and plants are growing out of the stands and racks and into the floor, lest a vine or root trip you up and send you face first into the ground. It’s been a few uneventful hours now and so far so good. Other than the sound of your Wal’ brand boots crunching through the dirt you’ve heard nothing and you’ve seen nothing either. This may not be so bad after all, you’re getting used to the heat in here and your eyes have long since adjusted to the low light levels. If Saint Sam smiles upon you this day it could be just your luck to find someplace to stay the ‘night’, perhaps a gardening shed or a clear space in the shelves, but the farther you travel the more this doesn’t seem possible. The shelves are becoming less visible amidst the undergrowth and you soon find yourself almost wading through bushes. What happened here? Surely the Kleaners come here; this place is an absolute mess. Soon your question is answered though as you decided to take a right to see if you happen to be bordering another department.
    >> Anonymous 10/11/09(Sun)00:16 No.6221896
    >>6221817
    Sporting goods has lots of security. There's no way anybody can claim territory there for long, and you would be a fool to try and rest there.
    >> Anonymous 10/11/09(Sun)00:25 No.6222019
    How did you guys not see this on the D&D boards, I've seen this since 2007, hell, I contributed to it.
    >> Anonymous 10/11/09(Sun)00:28 No.6222045
    >>6222019
    we've seen it.

    Were doing it better.
    >> Anonymous 10/11/09(Sun)00:28 No.6222048
    >>6222019
    and /tg/ took it and made it better
    >> Anonymous 10/11/09(Sun)00:33 No.6222118
    >>6222045
    >>6222048
    Dear god, the Wal-Mart has begun consuming /tg/ and turning it into a one-stop shopping Hive Network.

    WHAT HAVE WE DONE???
    >> Anonymous 10/11/09(Sun)00:34 No.6222127
    >>6222019
    /tg/ makes EVERYTHING better, you worthless faggot
    >> Anonymous 10/11/09(Sun)00:35 No.6222139
    As WalMart eventually took over most other forms of retail outlet, they eventually took over pet stores. Eventually, more than fish and small birds were available for sale at WalMarts. Eventually, they had an entire assortment of breeds available for purchase.

    In the centuries since the collapse of civilization, these canines have interbred to the point of having three or four stable breeds. The smallest of these is known as Pet. They are small, nervous dogs (from mostly toy-sized terriers and other 'purse-carried' breeds) which are kept mostly as an early warning system. They tend to bark at unfamiliar odors (such as approaching strangers) and whine when they detect the telltale subsonic whirs that precipitate a Stocker arrival.

    The next are the Mutts. These are bred mostly from average working-dog breeds. Coloration may vary, but they tend to be solid dogs. Most run in feral packs, but many are kept as domesticated pets and companions.

    The next are the Bigdawgs (named for a clothing brand). These are huge, fairly docile omnivores, great shaggy animals that are used for food and clothing. They eat just about anything mildly organic, and in areas far from Grocery and Snack kiosks are occasionally used as a food source.
    >> Anonymous 10/11/09(Sun)00:36 No.6222162
    Martin came back last week.

    We'd heard the stories. He had actually found a Gifcard with three dollars on it, and had managed to keep it secret for almost a year. Then he just headed off with some of the other guys from the Housewares department. Some people said he was just looking for the Parking Lot. No one really thought that he was - in the most literal sense.

    The others came back, wounded, but alive, several months later. They'd spent about half the time they were gone recouping with a friendly-ish group in Menswear. And they said he'd done the impossible...

    He'd Checked Out.

    Guy managed to actually buy a WalSweet bar. Made it past the greeters. Past the WalMutts. Past the drones. Legit. They said that the doors opened, and they couldn't see through the golden light that poured out of them - and then he was gone. And then the greeters fixed their eyes on the two left behind... the ones that were there to ferry the location of the Checkout back to Housewares.

    Well - it didn't work. They could barely remember any of the details of the trek by the time they got back, and even if they did, Larry was in no mood to tell anyone - not after what the greeters had done to him.
    >> Wal-Mart writefag 10/11/09(Sun)00:38 No.6222184
    You quickly back around the corner and ready your Sporting Good. A minute goes by. Two minutes. Cautiously you peek your head back around the corner and aim your weapon at the grotesque figure that had spooked you in the first place. It’s a body of another wanderer, or at least it used to be. The clothes have been removed and shredded around it, there is a gardening shovel impaled through its chest and a bloody hole where the heart should be. It seems to be tied to some large metal box with watering hoses. That’s when you realize it isn’t any metal box. It’s a damn Kleaner, or maybe part of one. The large rotating brushes that are usually on the front of it are nowhere to be seen and the rest of it doesn’t look any better. Vines are growing through the tires on the underside of it. You also notice the symbols painted in red, probably the poor wanderer’s blood. One is what seems to be a drawing of two rakes making an X. Another is a shovel sticking into a poorly drawn stick mans side. Then you hear it. The crunching of dried leaves underfoot. This spectacle isn’t a sign of warning. It’s a distraction for an ambush . They’ve been waiting for this moment where you’ve been too busy to notice them coming.
    >> Anonymous 10/11/09(Sun)00:41 No.6222216
    sure is rapture in here
    >> Anonymous 10/11/09(Sun)00:41 No.6222224
    >>6222162
    But I digress - we didn't expect to ever see Martin again. And then, last week, there he was. He was... red. And thin. And his hair was mostly gone, the once-placid expression that had reigned on his face in every circumstance replaced with a grimace and a terrible twitch of the corner of his mouth.

    He hasn't talked since then - except for the words that he spoke when we first realized it was Martin, and not some freak from Lawn and Garden.

    "Never again."

    A few guys tried to retrace the path he must have taken, but it's been... difficult. Since he came back, part of the ceiling caved in back near the clock radios. Took out three aisles - no way around it.

    I didn't realize until a while ago that it wasn't a declaration of intent. It was a command.

    He's been out there. He knows that whatever's past the Parking Lot is worse than what's in here.

    He's trying to keep us safe.
    >> Wal-Mart writefag 10/11/09(Sun)00:45 No.6222277
    Give me a few minutes. Need a smoke. Then we'll get to the good stuff.
    >> Anonymous 10/11/09(Sun)00:51 No.6222348
    >>6222224
    I went to ask Martin about it. I knew then that I had to know exactly what he'd seen - at this point, the curiosity would get everyone's attention. People would start to think that he just couldn't handle life outside the Wal, and since he survived...

    I know him better than that. Martin survived in places where no one else would have. The guy managed to get through the Stockroom undetected for a full twelve minutes - he got out by riding the top of an Associate that some Elec had hacked ages ago, the sensors didn't work right on it. He managed to pass himself off as a Greeter for a week to steal management passkeys. The guy was invincible.

    And now he's gone.

    Maybe he figured we wouldn't listen. Maybe it's just too horrible to say.

    Knowing Martin, he's working his way around, trying to make the Checkout completely unreachable. He just might manage.

    Any way you put it, I pity anyone who makes that their quest from here on out...
    >> Anonymous 10/11/09(Sun)01:03 No.6222511
    bump for awesome
    >> Anonymous 10/11/09(Sun)01:12 No.6222620
    >>6222348
    Martin would make a good BBEG for a group looking for the checkout. I may try and implement him into my game. Good work sir.
    >> Anonymous 10/11/09(Sun)01:13 No.6222642
    do the bump
    >> Anonymous 10/11/09(Sun)01:14 No.6222657
    >>6222620
    Yeah, I'm definitely going to include him as an NPC the players have to get by.
    >> Anonymous 10/11/09(Sun)01:14 No.6222660
    The GRIMDARK is outside walmart as well? WELL FUCK, THERE GOES MAN-KIND.
    >> Anonymous 10/11/09(Sun)01:21 No.6222725
    There is no GRIMDARK here citizen. Such thoughts are treasonous. Always low prices ALWAYS!
    >> Anonymous 10/11/09(Sun)01:22 No.6222750
    sure is writefaggy in here
    >> Anonymous 10/11/09(Sun)01:24 No.6222771
    >>6222750
    Is that a problem? We could use more of them here.
    >> Anonymous 10/11/09(Sun)01:25 No.6222790
    we are writefag. We imagine so you don't have to
    >> Anonymous 10/11/09(Sun)01:25 No.6222793
    >>6222750
    You say that like its a bad thing.

    How would encounters go on? Greeter zombies, PCs piss of one, end up taking on a horde, need to keep moving to keep from being surrounded?

    And the rafter ninjas, how would that work out, pieces of metal ripped off the roof and thrown like ninja stars?

    Cannibal druids?
    >> Anonymous 10/11/09(Sun)01:27 No.6222825
    >>6222771
    Of course not. I'm liking it so far. Just didn't think this thread would get much attention.
    >> Stocker Anonymous 10/11/09(Sun)01:29 No.6222847
         File1255238942.jpg-(183 KB, 900x847, 1255073188204.jpg)
    183 KB
    posting drawfaggotry from previous Wal-Mart thread
    >> Security Bot Anonymous 10/11/09(Sun)01:30 No.6222875
         File1255239015.gif-(40 KB, 501x1000, 1255063668461.gif)
    40 KB
    >> Cashier Bot Anonymous 10/11/09(Sun)01:31 No.6222896
         File1255239098.jpg-(25 KB, 516x1000, 1255072136933.jpg)
    25 KB
    >> Greeter Anonymous 10/11/09(Sun)01:33 No.6222910
    WELCOME TO WUH- WAHLLMART!!! HOW CAN I HEH-HELP YOU?
    >> Anonymous 10/11/09(Sun)01:34 No.6222937
         File1255239267.jpg-(214 KB, 778x1115, 1255055998139.jpg)
    214 KB
    >>6222910
    silly me. forgot the image
    >> Anonymous 10/11/09(Sun)01:36 No.6222968
    >>6222910
    "Shit, SHIT"
    "BE COOL, uh, wheres the nearest Grocery section, my good man?"
    >> Anonymous 10/11/09(Sun)01:39 No.6223015
    >>6218622
    Brian, get off the internet...
    >> Anonymous 10/11/09(Sun)01:39 No.6223027
    >>6223015
    No Brain here. Just a Zach.
    >> Anonymous 10/11/09(Sun)01:41 No.6223051
    >>6223027
    Oh...well then carry on then.
    >> Anonymous 10/11/09(Sun)01:51 No.6223148
    Kleaners need more information and description. How do they keep things like walls and shelftops clean? Do they have some kind of ability to climb flat surfaces?
    >> Anonymous 10/11/09(Sun)01:51 No.6223154
    >>6222184
    any day now would be nice
    >> Anonymous 10/11/09(Sun)01:52 No.6223169
    >>6223148
    extendable arms with dusters on the ends?
    >> lvl 3 drawfag 10/11/09(Sun)01:58 No.6223205
    >>6223148
    I imagine Kleaners to be like roombas, but with spidery legs that pop out and let them climb all over the store. They move about in packs, hunting down dirt and messes. I'll do some drawfaggotry for 'em.
    >> Wal-Mart writefag 10/11/09(Sun)02:00 No.6223213
    By now there is no time. You have two options: shoot or run. With your limited ammo in consideration, you choose the latter. Besides, if there is more than one you won’t stand a chance against them, whoever they are, out in the open like this. Quickly, you crouch and head down the central aisle, past the murdered wanderer and vandalized Kleaner, as fast as the massive roots and overgrown shrubbery will let you. You can barely hear them, but you know they are following you. Risking a chance of slowing down, you look over your shoulder and catch a glimpse of the attackers. A string of curses flies from your mouth as you realize they’re not as far back as you had hoped, but in fact are very close behind. There are three of them. From what you see, they are men wearing only shirts, the rest of their bodies covered in mud and dirt. Dried leaves are trapped and tangled into their long shaggy hair. How they move is frightening; their feet barely make a sound as they speed after you, nimbly jumping over the thick brush and landing silently. The lead is wielding an (insert more vivid imagery descriptions for the shovel)old shovel. The other two behind him have (same as shovel) garden hoes. To make things worse, they are gaining on you, looks like you’ll have to use that precious ammo after all. You turn your head around just in time to clumsily dodge a large pot that was in your way. As you recover from your stumble, you realize that they are all but right on top of you. About a hundred yards ahead is another intersection of aisles. If you can just keep ahead of them until you get there, you can duck into a new aisle to reverse the ambush with a well aimed shot from your Sporting Good.
    >> Wal-Mart writefag 10/11/09(Sun)02:02 No.6223221
    >>6223213
    Skip the ()s. sent it to a friend to edit and left those in by accident. If it isn't apparent by now i've never written outside of an english class.
    >> Anonymous 10/11/09(Sun)02:05 No.6223245
    Thank you walmart writefag. More fluff!
    >> Wal-Mart writefag 10/11/09(Sun)02:12 No.6223310
         File1255241550.png-(8 KB, 139x146, 1254277250247.png)
    8 KB
    >>6223245
    Thanks, I'm flattered. Never done this before so i wasn't sure how it would turn out. Problem is that its getting late here and i'm dead tired so i'm afraid my writing quality will drop steadly. Should I try and muscle my way to a stopping point or wait till tomorrow night and give you guys a time that i'll be on and posting again?
    >> Wal-Mart writefag 10/11/09(Sun)02:13 No.6223325
    >>6223205
    I look forward to the drawing sir!
    >> Anonymous 10/11/09(Sun)02:17 No.6223358
    >>6223205
    Think "Bigger than cheeses"'s roomba 9000, only with a pair of long, sinuous limbs that can be used to grasp objects when its in contact with a flat surface, or, to propel it along like a raptor over spaces where its vaccuum assisted grip isn't appropriate. IE lawn and gardens.
    >> lvl 3 drawfag 10/11/09(Sun)02:29 No.6223457
         File1255242554.jpg-(134 KB, 900x846, Kleanerweb.jpg)
    134 KB
    hum de dum dum...

    So, any other stuff for this you guys want drawfag'd?
    >> Anonymous 10/11/09(Sun)02:41 No.6223570
    >>6223457
    Maybe the guys who live in the rafters? or one of the cannibal druid guys who live in the garden department?
    >> Anonymous 10/11/09(Sun)03:11 No.6223886
    >>6223457
    What about the hovering security camera robots? The floating black orbs who wander and observe, and when they see you, they call security.
    >> Anonymous 10/11/09(Sun)03:37 No.6224101
    Kitchenwares is home to metallurgists of the finest calibur, fashioning the best-quality blades and armor in all the Wal.
    >> Anonymous 10/11/09(Sun)05:20 No.6224924
    ideas for classes could be something like the
    wanderers- normal folk who live among the isles and are pretty well rounded.
    Auto dept dwellers (cant remember what they are called) specially in rigging up rides and know enough about the various bots around the store to make them stop running
    Electronics dept folk- specialize in hacking into the pa system, making the robots crazy (some can even be reprogrammed) and communications devices. of course they are very weak at finding their own food and using conventional sporting goods.
    pharmaceutical folk- very efficient at making and using drugs. (maybe as a specific character) being around so many toxic substances all the time has driven many of them to madness.
    Sporting goods folk- if there is one thing these guys do, its survive. Hearty and strong they make their food and shots count. however, they dont understand how to use the electronics very well.
    grocery dpt foklk- biologists, know how to make things grow.
    Top dwellers- essentially gypsies and rogues. uneasy peace with wanderers.
    >> Anonymous 10/11/09(Sun)05:20 No.6224929
    >>6223457
    How about some of the guys that live in Electronics?
    >> Anonymous 10/11/09(Sun)05:24 No.6224946
    >>6224929
    I imagine techmarines. or beardy nerds who wear Tshirts with cats on them.

    speaking of animals, perhaps there are areas of the store that have been flooded, and are now inhabited by mutant fish or merfolk, since the stockers dont really bother with such areas they venture out to get food and supplies.
    >> Anonymous 10/11/09(Sun)09:47 No.6226261
    >>6224924

    Grocery doesn't have permanent residents - the perishable nature of the product and the sheer ammount of it that is looted to support the Wal population requires restocking every night, making a community settling there impossible. Beyond that, any clan that tried to control it would be the constant target of wars by hostile departments.

    Keeping grocery clan free means that EVERY department has to send people out to make food treks, or daisy-chain trade with neighboring departments, making wanderers more common. Also means you can place more hostiles that for the OC's to interact with.
    >> Anonymous 10/11/09(Sun)11:32 No.6226943
    >>6224946
    Flooding? It's all one floor, so it's not that logical that any area could flood more than an inch or two.

    However, you could retrograde a bit. Think about wal-mart before the Collapse. Wal-Mart uses store displays, right? So let's say they're selling boats after acquiring a major nautical company. Can't demo a boat on land, so they have this lake installed. Or they simply built over it during the last expansion.

    Flash forward a hundred years. Now it's overgrown with algae, someone tipped the pet fish display (don't they sell pirhana?) into it. Another fifty years, the fish, brains addled by some of the chemicals introduced to maintain health standards, either interbreed or mutate. And, with a larger body of water they naturally get a little bigger.

    So yeah, now you have your lake with slaughterfish. Sharks would be right out, but a 5 foot pirhana-bass-catfish that aims for the head wouldn't be too farfetched.

    Also the lake would be an interesting obstacle. Do you go around it, losing time, or do you get your Autodep to fix one of the boat motors and ride across? Perhaps there's a ferry, if it's on one of the trade routes.
    >> Anonymous 10/11/09(Sun)12:09 No.6227290
    Idea: start a letter writing campaign to Wal*mart to encourage them to start stocking 28mm miniatures.
    >> Anonymous 10/11/09(Sun)13:34 No.6228080
    bump cause this is intersting
    >> Anonymous 10/11/09(Sun)14:11 No.6228420
         File1255284676.png-(29 KB, 400x454, tabletop_roleplaying.png)
    29 KB
    >>6227290
    No.
    >> Anonymous 10/11/09(Sun)14:13 No.6228433
    perhaps zombies could be shoppers. much like greeters but they roam in packs, herded by the PA system and the announcement of "sales"

    just a thought.
    >> repostan 10/11/09(Sun)14:17 No.6228464
    Gather around children and I shall tell a tale to make the ceilings weep.
    Once upon a time when the Wal was still new there was a department which, if you believe the stories, lived in peace with the associates. The wise elders knew of a secret place inside that was left always unmolested and silent even in the dread season. This "Reading Room" gave grounds to a great civilization where all lived in prosperity and knew naught of sport!

    But as all things do, so this must also have come to an end end. The elders grew foolish in their hubris and sought to bring the Associates themselves under their control. What came then cannot be imagined. A giant flame took the entire department, water fell from the ceilings in rivers the lights themselves flickered and lost light. What remains now is a desolate wasteland that the cleaners still seek to remake at all hours.
    Its said however that all was not lost, the inhabitants of the room sought to protect their utopia and thus prevented a small sanctuary from being destroyed outright. It is from there that the Sages hail, still seeking the secrets of the associates and trading their knowledge for goods to send back to their barren homelands. Sure most of them will tell you they never heard such nonsense and that they simply learn the things they do out of habit but tell me this, do you think that it's a coincident that nearly all of them carry the same "alphabets" from their apprenticeships?
    Thought so.
    >> Anonymous 10/11/09(Sun)14:39 No.6228681
    >>6228433
    No one shops because no one has any money, so everyone is seen as "shoplifters"
    >> Anonymous 10/11/09(Sun)14:46 No.6228745
    people who live in the ventalation ducts. like those things who were in The Cave
    >> Anonymous 10/11/09(Sun)15:04 No.6228908
    Is there any humans that are employees left? like managers?
    >> Anonymous 10/11/09(Sun)15:09 No.6228958
    what about a scanner, that can change what is to be stocked on an aisle. Say, you're in automotives and need some sporting goods or electronic. You use this device and it makes the stockers think that the aisle often to be whatever you program it for. So they come, and restock it with what you need? This could be a very handy item.
    >> lvl 3 drawfag 10/11/09(Sun)15:10 No.6228970
    Rafter done. Working on the security bot next.
    >> Anonymous 10/11/09(Sun)15:12 No.6228986
    >>6228958

    If you ever could find one of these.
    >> lvl 3 drawfag 10/11/09(Sun)15:13 No.6228997
         File1255288417.jpg-(183 KB, 750x1068, Rafterweb.jpg)
    183 KB
    >>6228970
    whoops, forgot my image...
    >> Anonymous 10/11/09(Sun)15:16 No.6229023
    This is a lot like Mad Max meets paranoia.
    >> Anonymous 10/11/09(Sun)15:19 No.6229037
    It's likely there'd be multilevel and split leveled Wals and even Wals that have turned their roofs into store space for landscaping, gardening, farming, and other outdoor departments, including the legendary personal aircraft department.
    >> lvl 3 drawfag 10/11/09(Sun)15:35 No.6229199
         File1255289759.jpg-(19 KB, 381x449, securitybot.jpg)
    19 KB
    And the security bot.
    >> Anonymous 10/11/09(Sun)16:02 No.6229472
         File1255291363.jpg-(72 KB, 640x480, 1213372087839.jpg)
    72 KB
    I think I could run this.

    Not with the whole world being a Wal-Mart, mind you, but in Gamma World with the Wal-Mart's roughly the size of the Atlanta Metropolitan Area. Hell, having a mission to go to Wal-Mart and get a prescription filled sounds just crazy enough to work.
    >> Anonymous 10/11/09(Sun)16:10 No.6229549
    does this setting include a ancient burial ground for 4 star employees of wal-mart?
    a design for a flag for wal-mart?
    >> Anonymous 10/11/09(Sun)16:11 No.6229566
    >>6219309
    we have subway eating establishments here in the south
    >> Anonymous 10/11/09(Sun)16:31 No.6229800
    I would join the Salvation Army
    >> Anonymous 10/11/09(Sun)17:03 No.6230192
    The Associates are strange things. You think you know them - then you go three zones over, and they're completely different.

    Case in point. In my WalPlex, the Stockers were huge, boxy six-wheeled obelisks with smiling faces, and countless little doors that graspers, wires, and... stock came out of. I took a gliderail over to WalPlex 0904 a while ago - our Men's Department has been without socks for two years, and I heard they had a surplus over there. Anyway, the point is, their stockers were these spindly, three-legged things that peeled up and down the aisles at full speed, carrying the stock in a huge basket beneath them. They didn't seem as aware, but they were much, much faster... and pointier.
    >> Anonymous 10/11/09(Sun)17:22 No.6230403
    >>6229549
    Wal-Mart already has a flag. It's the company logo in blue on a white flag, with the smiley face in a corner.
    >> Anonymous 10/11/09(Sun)17:24 No.6230428
    Could you have other creatures/people living off of things in the supermart?
    Orrrr creatures living in the ducts and the likes?
    Sorry if shit ideas, just throwing out whatever.
    >> Anonymous 10/11/09(Sun)18:41 No.6231410
         File1255300902.jpg-(78 KB, 400x400, 1255026280803.jpg)
    78 KB
    ....i would like to see invaders from target if there is ever a game done about the parking lot territory
    also automated cart retrievers
    >> Anonymous 10/11/09(Sun)19:35 No.6231933
    >>6231410
    In the fluff theres only walmart, before it went to shit it had absorbed all the businesses and was working on the governments.
    >> Anonymous 10/11/09(Sun)19:49 No.6232084
    There must be multiple types of stocker bots, different models and years
    >> Anonymous 10/11/09(Sun)20:02 No.6232270
    What are the principles of the Cult of the Smiley Faces? Are there any other religions in the Wal'
    >> Anonymous 10/11/09(Sun)20:06 No.6232330
    Underground portions of Walmart perhaps? parts maybe flooded to fit that one guy's flooded idea.. if not purposely underground parts, perhaps parts that have collapsed into natural cavernous areas that became inhabited by Walmartians.. just an idea..
    >> Anonymous 10/11/09(Sun)20:37 No.6232761
    >>6232330
    Ratpeople live in the underworks, and there are employee sections there, too.
    >> Anonymous 10/11/09(Sun)20:48 No.6232894
    The underworks are connected to the parking lot storm drains?
    >> Anonymous 10/11/09(Sun)20:58 No.6233001
    This setting is highly unrealistic.
    >> Anonymous 10/11/09(Sun)21:13 No.6233209
    How about the sporting goods section usually being full of ideologically-driven (ie: nationalist, anarchist etc) gun nuts?

    Managers could still exist and be the ones in charge, maybe passing things down ala Rockefellers or a monarchy, and would handle relations with other Wal Marts. Maybe they're the reason why Wal Mart came so powerful w/o anyone really reacting.
    >> Anonymous 10/11/09(Sun)21:13 No.6233218
    I'm thinking...

    A makeshift castle set up near the cash registers with outposts guarding the farmers living in the produce section. Traditional feudal society overseeing the serfs. The "king" is the descendant of the manager of the store and holds the only control device to the store. Since generations have passed since the lockdown no one knows how to use the device, but it has become a religious icon.


    And a polar region where the freezer section used to be. Malfunctions have caused it to turn the surrounding area into an arctic wasteland. Throw in some "Polar-Direrats" and cold adapted Mega-Roaches and you got yourself a separate climate.
    >> Anonymous 10/11/09(Sun)21:19 No.6233299
    >>6233218
    Was thinking from a perspective of the Walmart in question being the size of a city and, due to an apocalyptic event, has gone into lockdown locking everyone and everything inside for generations.

    Due to sheer store size and malfunctions of the climate control system, you could have entirely different climates. Even allowing an ocean (ie a sinkhole appeared in children's clothing and filled with water. Would come complete with sea monsters) an arctic climate (see first post) or a desert (earthquake broke ceiling over electronics allowing outside sand and heat to turn it into a desert.)
    >> Anonymous 10/11/09(Sun)21:24 No.6233364
    >>6233218
    >>6233299
    Post-apoc Ultra-Walmart.

    Walmarts of the future are the size of small cities, house their employees in onsite apartments, and are multiple stories high allowing for simulated weather and sunlight.


    As for animals...
    Walmarts have pet sections. Wouldn't be too much of a stretch to think of domesticated guinea pigs taking the place of goats or betas/goldfish becoming sea monsters after a couple hundred/thousand years of lockdown-isolation and evolution.
    >> Anonymous 10/11/09(Sun)21:29 No.6233431
    >>6219037
    The maintenance robots could no longer recognize people as anything but obstacles to keeping their aisles ordered. Could develop into legends of golems fiercely defending their territory and killing all who approach.

    Would be nice to see little microcosms of a normal Walmart in the radically changed "climates" of Ultra-Walmart.
    >> Anonymous 10/11/09(Sun)21:34 No.6233497
    Did no one see the thread?
    http://community.wizards.com/go/thread/view/75882/19558846/Walmart_Post_Apocalypse?num=10&pg=1
    THIS SETTING IS 6 YEARS OLD.
    Holy shit, you guys are really off the pulse, I found out about this setting in 2007.
    >> Anonymous 10/11/09(Sun)21:37 No.6233537
    Small cities? You're thinking too small. Each Wal-Mart is the size of New York - with the suburbs and New Jersey. That's why it's so hard to find the exits. Within each Wal-Mart there are dozens of WalPlexes, which are essentially "Wal-Mart Cells". One WalPlex might have a larger gardening section, and one may have a huge test track in the auto section (long since turned to churned gravel, but...). Each has all of the major departments, its own autonomous power plant (presumably buried beneath it), its own stockroom, staff... the list goes on. The reason for the size should be obvious; escaping Wal-Mart should be nearly impossible. We're talking epic-level Gygax-DMing-and-on-a-severe-power-trip levels of improbability.

    Scale things down, and you break the truly fantastic, LSD-laced nature of the setting, as well as reducing the difficulty.
    >> Anonymous 10/11/09(Sun)21:37 No.6233542
    >>6233497
    lolwut?
    >> Anonymous 10/11/09(Sun)21:38 No.6233555
    >>6233497
    Oh, hey. We were looking for that. Just started remaking it from the concept because we couldn't find it.

    I kinda like our version better.
    >> Anonymous 10/11/09(Sun)21:44 No.6233630
    >>6233555
    106 pages of crap. I think we can co-opt some of this.

    But the greeterbots? Lameass. I like our shock collar/lobotomized greeters just fine, thanks.
    >> RAWK LAWBSTAR 10/11/09(Sun)21:45 No.6233641
    >>6233497
    and here at /tg/ we do everything better
    >> Anonymous 10/11/09(Sun)22:12 No.6233985
    >>6233641
    Are you on all these threads Rawk?
    I mean seriously, first 4chan island, and now this?
    >> Shodan 10/11/09(Sun)22:13 No.6234004
    Maybe people who set up semi-permanent camps in certain departments (even when they move, they move to another of these departments), should recieve some kind of skill bonus to skills pertaining to that department.
    Or maybe add an ability bonus and penalty.

    Office Supplies: +4 Computer Use, Repair
    People of Office Supplies are naturally good with computers, use and repair

    Books: +2 Research, Decipher Script; +1 All Knowledge skills
    The people of the Books department are naturally inquisitive and knowledgeable

    Electronics: +2 Computer Use, Disable Device, Demolitions, Repair
    People in Electronics are naturally good with technology

    Sporting Goods: +2 Climb, Swim, Jump, Balance
    People in Sporting Goods are naturally atheletic

    Hunting/Camping: +2 Survival, Listen, Move Silently, Spot
    The people of Hunting/Camping department are naturally alert and know how to take care of themselves

    Automotive: +4 Drive, Repair
    People in Automotive are good with vehicles, driving and fixing

    Beauty/Cosmetics: +4 Disguise, Bluff
    People in Beauty/Cosmetics can use make-up to to Disguise and Bluff effectively

    Lawn and Garden: +4 Survival, Hide
    People of the Lawn and Garden department know how to live off the land and use camofluage

    Hardwares: +4 Craft (Mechanical), Craft (Structural)
    The people of the Hardwares department are good at building things

    Housewares: Suggestions?

    Appliances: People in this department know how to use all sorts of appliances, making what they do faster, (+2 Cooking, when added by appliance Hastened actions are 20% faster with use of specific appliances)

    Jewelry: +2 Cha, -2 Wis
    People that live in Jewelry tend to be attractive, but value the wrong things

    Foods: +2 Con, -2 Dex
    People who live in Foods, tend to eat a lot, so they become tough but slow
    >> RAWK LAWBSTAR 10/11/09(Sun)22:13 No.6234007
    >>6233985
    I'm just bored right now
    >> Shodan 10/11/09(Sun)22:14 No.6234015
    Frozen Foods: 5 Cold Resistance
    Many Frozen Foods departments have broken coolers, making the entire area cold, thus they have become used to coldness

    Clothing: +4 Disguise, Hide
    The Shopping Undead are often found in the Clothing department, so the people there can use clothes as an effective disguise and know how to make themselves scarce

    Pets/Zoo: +4 Handle Animal, Ride
    The people of the Pets/Zoo area know how to take care of and use animals

    Shoes: +10 ft Base Speed
    The people in Shoes have increased speed, from running everywhere in new shoes

    Pet Supplies: +3 on handle animal, + 3 on treat injury when used on a familiar or pet/ animal

    Baby Things: These people know how to take care of babies and other small animals +2 on handle animal on creatures smaller then medium, +3 on diplomacy when facing a never grow?

    Healthcare/Pharmaceutical: +4 Treat Injury, Craft (Pharmaceutical)
    >> RAWK LAWBSTAR 10/11/09(Sun)22:15 No.6234038
    >>6234015
    >>6234004
    d20 is one of the worse system choices you could make for this
    >> SHODAN 10/11/09(Sun)22:16 No.6234046
    Manager
    ----------------------------------------------------------------------------
    The fastest path into this class is through the Charismatic Hero basic class, though other paths are possible.

    Requirements
    To qualify to become a Manager, a character must fulfill the following criteria.
    Skills: 6 ranks in Bluff, 6 ranks in Diplomacy, 6 ranks in Knowledge (Business)

    Class Information
    The following information pertains to the Manager advanced class.

    Hit Die
    The Manager gains 1d8 hit points per level. The character's constitution modifier applies.

    Action Points
    The Manager gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

    Class Skills
    The Manager's class skills are as follows: Bluff, Computer Use, Craft (Visual Arts, Writing), Decipher Script, Diplomacy, Drive, Forgery, Gather Information, Intimidate, Investigate, Knowledge (Behavioral Sciences, Business, Technology), Perform (Act), Profession, Repair, Search, Sense Motive
    Skill points at each level: 5 + Intelligence modifier

    Manager
    BAB: +0, +1, +1, +2, +2, +3, +3, +4, +4, +5
    Fort: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
    Ref: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Will: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Class Features: Didn't You Get the Memo?, Command/Rebuke Bots, Bonus Feat, Spirit Rally, Outside the Box, Bonus Feat, Delegate, Third Degree, Bonus Feat, Slavedriver
    Def: +0, +1, +1, +1, +2, +2, +2, +3, +3, +3
    Rep: +1, +1, +1, +2, +2, +2, +3, +3, +3, +4

    Class Features
    The following features pertain to the Manager advanced class.

    Didn't You Get the Memo?
    At 1st level a Manager gains the ability add her Manager levels to her bluff checks.

    Command/Rebuke Bots
    At 2nd level a Manager gains the ability command and rebuke robots once per day. This ability works like the 2nd level Acolyte ability to command/rebuke undead.
    >> SHODAN 10/11/09(Sun)22:17 No.6234057
    Bonus Feats
    At 3rd, 6th, and 9th level, the Manager gets a bonus feat. The bonus feat must be selected from the following list, and she must meet all the prerequisites of the feat to select it.
    Attentive, Creative, Deceptive, Dodge, Frightful Presence, Gearhead, Improved Initiative, Meticulous, Mobility, Run, Surface Vehicle Operation, Trustworthy

    Spirit Rally
    At 4th level a Manager gains the ability to rally the spirits of her allies. The Manager spends one round doing nothing but orating and any ally who can hear her gains a +2 to their damage rolls and will saving throws for 5 rounds. This ability can be used three times per day.

    Outside the Box
    At 5th level a Manager gains the ability to free others from enchantment and charm effects. As a full-round action she talks to the character and attempts to convince him to think for himself. The enchanted character receives another saving throw and adds the Manager's charisma bonus to the roll. If the result equals or exceeds the DC of the original saving throw he is freed from the enchantment or charm effect. If the second saving throw fails the Manager cannot use this ability against that particular enchantment or charm instance again.

    Delegate
    At 7th level a Manager gains the ability to manipulate events so that an attack meant for her is delegated to one of her allies instead. The ally must be within the foe's reach for this to work. This ability can be used three times per day.

    Third Degree
    At 8th level, a Manager gains the ability to dishearten her enemies. The Manager spends one round doing nothing but orating and any foe who can hear her suffers a -2 penalty to their attack rolls, damage rolls, will saving throws for 5 rounds. This ability can be used three times per day.
    >> Anonymous 10/11/09(Sun)22:17 No.6234063
    Why do you need a BBEG?

    Make it be a problem with the power systems or something.

    The fields have become dried out and useless. You and your party are sent by the council of elders to gather the tools and Artifacts (electronics) required to heal the "Heart of the world" (underground power generator).
    >> SHODAN 10/11/09(Sun)22:18 No.6234071
    Slavedriver
    At 10th level, a Manager gains the ability to increase the productivity of her allies. The Manager spends one round doing nothing but orating and any ally who can hear her receives an extra attack at his lowest base attack bonus each round for a total of five rounds. This ability can be used once per day.


    Security Guard
    ----------------------------------------------------------------------
    The fastest path into this class is through the Tough Hero basic class, though other paths are possible.

    Requirements
    To qualify to become a Security Guard, a character must fulfill the following criteria.
    Base Attack Bonus: +2
    Skills: 6 ranks in Intimidate, 6 ranks in Spot
    Feat: Combat Martial Arts

    Class Information
    The following information pertains to the Security Guard advanced class.

    Hit Die
    The Security Guard gains 1d12 hit points per level. The character's constitution modifier applies.

    Action Points
    The Security Guard gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

    Class Skills
    The Security Guard's class skills are as follows: Balance, Climb, Computer Use, Disable Device, Drive, Intimidate, Jump, Knowledge (Behavioral Sciences, Streetwise, Tactics), Listen, Repair, Sense Motive, Speak Language, Spot
    Skill points at each level: 3 + Intelligence modifier

    Security Guard
    BAB: +0, +1, +2, +3, +3, +4, +5, +6, +6, +7
    Fort: +2, +3, +3, +4, +4, +5, +5, +6, +6, +7
    Ref: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Will: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
    Class Features: Subdue, Improved Charge, Bonus Feat, Incapacitate, Hard Ass, Bonus Feat, Tackle, Handcuff, Bonus Feat, Stand Fast
    Def: +1, +1, +2, +2, +3, +3, +4, +4, +5, +5
    Rep: +0, +0, +0, +0, +1, +1, +1, +1, +2, +2
    >> SHODAN 10/11/09(Sun)22:19 No.6234082
    Tackle
    At 7th level a Security Guard knocks an opponent prone whenever she makes a successful bull rush.

    Handcuff
    At 8th level a Security Guard can attempt to handcuff an opponent when grappling him. Her opponent makes an opposed roll with either grapple or escape artist against the security guard's grapple check. If the security guard wins she successfully handcuffs her opponent who is considered bound and helpless. This skill can be used against opponents who are small, medium, or large size only.

    Stand Fast
    At 10th level, a Security Guard can hold her ground with great perseverance. Three times per day she can gain 2 hit points per Security Guard level, a +2 bonus to her strength score, a +4 bonus to her fortitude saving throws, and a +2 to her will saving throws for 5 rounds provided she holds her position for the duration.
    >> SHODAN 10/11/09(Sun)22:20 No.6234094
    True Believer
    At 1st level a Cultist gains a +1 bonus to saving throws against mind-affecting spells and abilities for every level that he has in the Cultist advanced class.

    Power of Faith
    At 2nd level a Cultist gains the ability to add his Wisdom bonus to a fortitude or reflex saving throw a number of times a day equal to half of his Cultist levels: once at 2nd level, twice at 4th level, thrice at 6th level, four times at 8th level and five times at 9th level.

    Bonus Feats
    At 3rd, 6th, and 9th level the Cultist gets a bonus feat. The bonus feat must be selected from the following list and he must meet all the prerequisites of the feat to select it.

    Advanced Firearms Proficiency, Builder, Armor Proficiency (light), Armor Proficiency (medium), Educated, Heroic Surge, Iron Will, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Toughness, Weapon Focus

    Guidance
    At 4th level a Cultist gains the ability to add his Wisdom bonus to his attack roll five times a day.

    Awe
    At 5th level a Cultist gains the ability to attempt to awe an opponent upon a successful attack five times a day. if his opponent fails a saving throw with a DC of 10 + the Cultist's level in the advanced class + his Charisma modifier she is shaken until the battle is over.
    >> SHODAN 10/11/09(Sun)22:21 No.6234109
    Test of Faith
    At 7th level a Cultist gains the ability to determine if an individual is loyal either to the Cultist or to the god, idea, alignment, or product that is the source of the Cultist's faith. This ability can be used once a day.

    Wrath
    At 8th level a Cultist gains the ability to add his Cultist levels to the damage of a successful attack three times a day.

    Testify
    At 10th level a Cultist gains the ability to bolster his allies with inspirational preaching once a day. Every ally who can hear the Cultist gains a +2 morale bonus to their fortitude and will saving throws, 10 temporary hit points, and +2 to their damage rolls. The effect lasts for 10 rounds
    Greenthumb
    ---------------------------------------------------------------------------------------------------
    The fastest path into this class is through the Dedicated Hero basic class, though other paths are possible.

    Requirements
    To qualify to become a Greenthumb, a character must fulfill the following criteria.
    Skills: 6 ranks in Knowledge (Earth and Life Sciences), 6 ranks in Knowledge (Theology and Philosophy), 6 ranks in Treat Injury
    Allegiance: At the time the character receives her first level in the Greenthumb advanced class she must select an allegiance to a philosophy, organization, idea, faith or tradition centered on protecting nature, nurturing plants or animals, etc.

    Class Information
    The following information pertains to the Greenthumb advanced class.
    >> SHODAN 10/11/09(Sun)22:22 No.6234122
    Hit Die
    The Greenthumb gains 1d6 hit points per level. The character's constitution modifier applies.

    Action Points
    The Greenthumb gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.

    Class Skills
    The Greenthumb's class skills are as follows: Balance, Concentration, Climb, Craft (Pharmaceutical, Structural, Writing), Disable Device, Handle Animal, Hide, Knowledge (Current Events, Earth and Life Sciences, Theology and Philosophy), Listen, Move Silently, Navigate, Ride, Spot, Survival, Swim, Treat Injury
    Skill points at each level: 5 + Intelligence modifier

    Greenthumb
    BAB: +0, +1, +1, +2, +2, +3, +3, +4, +4, +5
    Fort: +2, +3, +3, +4, +4, +5, +5, +6, +6, +7
    Ref: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
    Will: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Class Features: Animal Empathy, Divine Spells, Animal Friends, Divine Spells, Bonus Feat, Divine Spells, Herbalism, Divine Spells, Spontaneous Casting, Divine Spells, Bonus Feat, Divine Spells, Walk Lightly on the Earth, Divine Spells, Technophobia, Divine Spells, Bonus Feat, Divine Spells, Hayfever, Divine Spells
    Def: +1, +1, +2, +2, +3, +3, +4, +4, +5, +5
    Rep: +1, +1, +1, +2, +2, +2, +3, +3, +3, +4

    Class Features
    The following features pertain to the Greenthumb advanced class.

    Animal Empathy
    At 1st level a Greenthumb gains the Animal Empathy ability. This is identical to the 1st level Wildlord ability of the same name.

    Divine Spells
    The Greenthumb casts spells the same as Acolytes.

    Animal Friends
    At 2nd level a Greenthumb gains the ability to find animals willing to travel with her. So long as they are not intelligent and their combined hit dice does not exceed the number of levels she has in the Greenthumb advanced class there is no limit to the number and type of animals she can can take on as friends.
    >> SHODAN 10/11/09(Sun)22:23 No.6234124
    Bonus Feats
    At 3rd, 6th, and 9th level, the Greenthumb gets a bonus feat. The bonus feat must be selected from the following list, and she must meet all the prerequisites of the feat to select it.

    Alertness, Animal Affinity, Armor Proficiency (light), Brawl, Dodge, Educated, Focused, Great Fortitude, Guide, Medical Expert, Nonlethal Spell, Surgery

    Herbalism
    At 4th level a Greenthumb gains the ability to create herbal concoctions which have the effect of spells.

    The Greenthumb can create concoctions that carry the effect of any non-offensive spell of 3rd level or lower that she knows so long as the spell in question targets a living being. Creating an herbal concoction takes 24 hours. When the Greenthumb creates a concoction, she sets the caster level. The caster level must be sufficient to cast the spell in question and no higher than the Greenthumb's class level. The caster level has an effect on the trade unit value of the herbs used to used to create the concoction, the experience point cost to create the concoction, and the DC of a saving throw (if applicable) to resist the effect of the concoction.

    The trade unit value of the herbs used to create the concoction is 20 + the concoction's spell level + the concoction's caster level.

    The Greenthumb must also spend experience points to create a concoction. The XP cost is equal to the spell level x the caster level x one-half of the trade unit value of the herbs.

    Finally, the Greenthumb makes a Craft (Pharmaceutical) check. The DC for the check is 10 + the spell level + the caster level of the concoction. If the check fails the herbs are used up but the XP are not spent. The Greenthumb can try creating the concoction again as soon as she purchases more herbs
    >> SHODAN 10/11/09(Sun)22:23 No.6234131
    When a Greenthumb creates a concoction, she makes any choices that she would normally make when casting the spell. Whoever uses the concoction is the target of the spell.

    Any concoction that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the herbal cost, the Greenthumb must expend the material component or pay the XP when creating the concoction.

    Spontaneous Casting
    At 5th level a Greenthumb can channel stored energy into spells she has not prepared ahead of time. This is the same as the 4th level Acolyte ability of the same name.

    Walk Lightly on the Earth
    At 7th level a Greenthumb gains the ability to walk through any sort of undergrowth at her normal speed. In addition she leaves no trace when traveling across natural surfaces and cannot be tracked in such terrain.

    Technophobia
    At 8th level, a Greenthumb gains the ability to more effectively inflict damage on electronics. She gains a +2 to her damage rolls when attacking robots and also is able to ignore a number of hardness points equal to her wisdom bonus when striking inanimate electronic objects.

    Hayfever
    At 10th level, a Greenthumb gains the ability to exude allergenic compounds from her body that negatively affect her enemies. Enemies with 30 feet of a Greenthumb when she is using this power suffer -2 penalties to their attack and fortitude saves as well as -4 penalties to their concentration, search, and spot skills. This ability can be used three times per day and lasts for a number of rounds equal to the Greenthumb's total character level.
    >> SHODAN 10/11/09(Sun)22:26 No.6234147
    The manager's office is a strange, mysterious, and indeed almost legendary place to the walmartians. All people know about it is that the "Magic Voice" originates from it. The voice that can be heard everywhere, but comes from nowhere. Sure, these days the "Magic Voice" doesn't exactly say much that is useful or interesting, and the robots definetly ignore it, but the "Magic Voice" still speaks. Some among the walmartians feel compelled to seek out the origin of that voice, and constantly wander the aisles, looking for the Office.

    Manager's Offices tend to be well hidden, far out of sight of most of the aisles in what is usually robot territory. Sometimes, getting past security to reach the Office is an incredibly difficult task. But when the Manager's Office is found, the person who finds it is usually quite surprised.

    Each Manager's Office in the giant Wal-Marts is actually a fairly large office space by our standards. They are spartan in their decoration, filled with cubicles, rotting desks, vending machines, meeting rooms, and are populated by a race of people that would seem very strange to an aisler.

    The managers are no longer the corporate masters they once were. The actual management of the Wal-Marts had been taken over by the new AI Board of Directors long ago, and thus these people actually don't have a role in running things at all. But the managers do hold onto a lot of the lost knowledge and wisdom of the past, and a lot of weird superstitions and traditions.
    >> SHODAN 10/11/09(Sun)22:26 No.6234158
    The managers are all part of a kind of new religion, devoted to numbers, accounting, and corporate lawsuits. They all live an ascetic lifestyle, not going down to the aisles to obtain goods, but instead living off of the food that comes from the vending machines placed in the offices. Indeed, they pretty much live off of coffee and chips. They consider all other forms of food, and any kind of clothing aside from the suits passed down the generations, to be unclean and unusable. The only form of entertainment they allow themselves is composing strange poetry to be spoken over the PA system. The rest of the time, they study ancient account books, manuals, guides, and try to prove their number-crunching and history knowledge in an attempt to be summoned to the Holy Land and get to meet the Holy CEO.

    The Holy Land, or rather, the Wal-Mart head office, is a massive mountain-like structure over a mile tall. It houses two things: the chosen of the manager class, and the robotic infrastructure that actually runs Wal-Mart. Both the AI Directors and the religious figurehead known as the Holy CEO dwell here. Anyone uninvited has to get past the most formidable security robots in the world. Many of the managers chosen to go to the head office are given obscure, meaningless roles in a fake beauracracy, which really only exists as a form of entertainment for the AI systems.

    But for a normal walmartian, the head office is a fairy tale of a fairy tale, but the Manager's Office is an interesting dream. A manager is treated often like a wiseman who sits of a mountain, and is often listened to no matter how crazy he is.

    Manager stats are probably as normal human, with above average int and wis, with bad everything else. Not good enough at races to make a balanced one myself though.
    >> SHODAN 10/11/09(Sun)22:28 No.6234172
    Present day: all is normal and the way we believe our world to be (or close to it).

    Setting history

    The Rise of the Wal-Mart Monopoly: Lobbyist begin to create loopholes in the anti-trust and anti-monopoly laws by offer large campaign donations to presidential can congressional candidates.

    Wal-Mart begins to expand its interests: Wal-Mart puts the first apartments and hotels inside its stores, using its massive corporate funding to lower the costs well below the profit line. After this becomes a success Wal-Mart begins to build factories and buy up mines and other resources. It begins its efforts to obtain autonomy.

    Wal-Mart Stranglehold on the masses: A majority of the free world either shops, lives or works in a Wal-Mart.

    Wal-Mart’s Political ambitions: Wal-Mart continues to advance its agenda by offering large bribes to politicians, who eventually no longer make major decisions without consulting Wal-Mart executives.

    The First Wal-Mart-Cities: A Wal-Mart reaches a level of autonomy and population high enough to warrant status as a city.

    The Workers are bred: The race that would later become the Unemployed is bred to save costs in production of consumer goods.

    The Fall of the Middle Class: The Board of Directors Officially takes control of most of the first world nations of the world. They then raise prices across the board forcing people to spend all of their money on necessities. Many are now in debt to the Bank of Wal-Mart. This is the end of the middle class.

    Pax Walmartia: War is stopped because it is not profitable, countries not under the sway of the Board are subject to embargoes until they give in.

    The Orwellian Age: This is the period where the Board of Directors wields supreme power over the lives of all the people of the world. Everyone is constantly watched and pro-Wal-Mart propaganda is everywhere.
    >> SHODAN 10/11/09(Sun)22:28 No.6234181
    Revolution: Rebels realize that the Board of Directors is the cause of the dramatic plunge in their quality of life, and they storm the company headquarters. All managers from the CEO right down to assistant manager for sector 7G are slaughtered in a bloody massacre known as "the Battle for Always Low Prices".

    The Collapse of Civilization: Without the order provided by the Board of Directors and the Wal-Mart Guard society falls into chaos, and must now live as nomads living off the resources gathered by the robots that stock the shelves.
    >> SHODAN 10/11/09(Sun)22:30 No.6234195
    Aislers:
    Those who live in the main area of the Wal-Mart, either as nomadic scavengers or raiders. Aislers use the normal human species traits.

    Rafterfolk:
    These are people who live among the high up rafters that support the gargantuan ceilings. Instead of the normal human's bonus skill points, rafter folk gain a climb speed equal to their base speed (30), and a +2 bonus to balance checks. They appear to be shorter than their aisler counterparts and tend to have longer arms, having used them as much as their legs for most of their lives.

    Rooftoppers:
    Rooftoppers are people who decided it would be better to abandon the Wal-Mart altogether, forsaking the resources it would give them. Because there is now little land left that is not Wal-Mart, or part of its support community (farms, factories and mines that supply the Wal-Mart with resources), the Rooftoppers must live on top the Wal-Mart superstructure. They use the same species traits as normal humans except that they must select their bonus feat from the following list: Alertness, Animal Affinity, Attentive, Brawl, Builder, Great Fortitude, Guide, Iron Will, Lightning Reflexes, Low Profile, Run, Stealthy, Toughness, Track, and Trustworthy. They also receive a +2 bonus to spot checks from their lives spent in wide open spaces.
    >> SHODAN 10/11/09(Sun)22:31 No.6234206
    The Unemployed: The Unemployed are those people who once worked for Wal-Mart before the collapse of civilization. They were specially and secretly bred by the management for the period when a robotic workforce wouldn't have been cost effective. They were engineered to work longer hours without tiring, they were made dull and dimwitted so that they would not attempt to gain freedom, or unionize themselves. However, the machines became cheaper and all the workers thrown out. They became the unemployed. They use the same stats as humans, except they receive a +2 bonus to constitution, a -2 penalty to charisma and wisdom. They also gain low-light vision (as to save money on lightning), and instead of the normal bonus feat the unemployed receive two which must be selected from the following list: Builder, Cautious, Endurance, Focused, Gearhead, Great Fortitude, Low Profile, Meticulous, and Toughness.

    The Nevergrow;
    Halfling-like human children that never seem to be older than 12-13 years old (although they are ---eventually-- it just don’t show until the last few years of their life) and never more than 3 to 4 feet tall. What better place for them to dwell other than Toyland.
    Toylands were a Wal-Mart trait (all built the same way) in every Wal-Mart in the world. Toylands were exactly what their name implies; Toy stores (or aisles) build on artificial islands surrounded by small ponds tree parks etc. With a least two bridge connecting Toyland to the "main" store. Toyland were also always built near Wal-Mart kindergartens (now probably in ruins) Toylanders like to ... Play... more than anything else in the world. However one must point out that their idea of play often involves violence and flaming Nerf balls. They use Halfling stats [-2 str, +2 dex +1 bonus on all saves, +2 bonus on jump, climb and move silently, small size].
    >> SHODAN 10/11/09(Sun)22:32 No.6234215
    Harlequin
    The Harlequin are a race of genetically-engineered humans with ivory-colored skin, bright red lips, oversized feet, and hair of various bright colors (such as red, green, and blue) bred to entertain children during the extended shopping sprees of their parents. With the collapse of Wal-Mart the Harlequin seemed to have lost any sense of purpose they once had and tend to be a morose and dejected lot.
    Size: Medium
    Ability Modifiers: +2 Dex, -2 Con, -2 Int, +2 Cha
    Base Speed: Despite their medium size, Harlequin only have a base speed of 25 as a result of their oversized feet.
    Skill Bonuses: +2 to balance, perform (juggle), & sleight of hand checks
    Level Adjustment: 0

    Sleepless
    The Sleepless are a race of genetically-engineered humans bred to drive transport vehicles around the clock without the need for sleep. They are the result of one of Wal-Mart’s earliest attempts at genetically engineering workers for specific tasks—one that wasn’t completely successful. Wal-Mart’s bioengineers successfully removed the ability to sleep from the genetic code of these workers but weren’t successful at removing the need for sleep, thus creating a race of jittery and mentally unstable truck drivers.
    Size: Medium
    Ability Modifiers: +2 Dex, -2 Wis
    Base Speed: 30
    Insomnia: Sleepless, as their name suggests, do not sleep.
    Saving Throw Modifiers: +2 to ref, -2 will
    Skill Bonuses: +2 to drive & navigate checks
    Level Adjustment: 0
    >> SHODAN 10/11/09(Sun)22:32 No.6234226
    Half-Giant:
    Half-Giants stand between 8-16 feet tall an weigh nearly a full ton. Genetically altered by Wal-Mart for use as creatures of burden these once ordinary humans were imbued with highly enhanced speed capabilities and the strenth of ten men. Of course their mental capacity was lowered to help prevent rebellion an uprising. They used these creations to replace their eighteen wheeler fleet, doing away with the need to pay the ever increasing costs of petroleum.

    Size: Large
    Ability Modifiers:+6 str, +4 con, -2 dex -4 wis, -2 cha, -2 int
    Base speed: 40
    Saving Throw Modifiers: +2 Fort, -2 Reflex.
    Increased Metabolism: A Half-Giant needs 2x the standard water intake/day and 3x the normal food intake. For each day the half-Giant goes without food or water subtract 2 from strenth and con, and -1 from dex. After he begins to eat/drink he regains these points at a rate of one point per meal consumed but only one meal per two hours.
    Level Adjustment: +1
    >> SHODAN 10/11/09(Sun)22:33 No.6234232
    Hope you guys don't mind all my posts
    >> SHODAN 10/11/09(Sun)22:35 No.6234255
    DESCIPLE OF ASH:
    There are those who fear the undead. There are those who hunt the undead. And then there are those who look to the past for the arcane secrets to turn hunting undead into a religion. The Disciples of Ash fall into the last category.

    Prerequisites:
    BAB: +3
    Feats: Personal Firearms Proficiency, Exotic Melee Weapons Proficiency (chainsaw), Two Weapon Fighting
    Special: Must forsake the false gods of the evil Wal-mart (can't also belong to such organizations such as the Cult of the Smiling One) and ritually cut off their right hand using a chainsaw

    Traits:
    BAB: 1/1
    Fort: High
    Ref: Low
    Will: Medium
    Defense: 1/3 level+1
    Reputation: 1/3 level+1
    Class Skills: Craft (chemical) [Int], Craft (mechanical) [Int], Diplomacy [Cha], Drive [Dex], Perform [Cha], Profession [Wis], Repair [Int], Read/Write Language [-], Speak Language [-], Treat Injury [Wis]
    Skill Points: 4+Int modifier

    Resistance to Undeath: At 1st level a Disciple of Ash gains the ability to fight off the curse of undeath. A Disciple who has been infected by the shopping undead (by whatever method is used in the campaign) may make a will save vs. the infection DC once per day. If they succeed they are completely cured of the infection and any damage done by the infection is fully healed.
    Stump: After having removed their own hand, the community will replace it with a variety of attachments. The first is a mechanical gauntlet that makes unarmed attacks count as if the Disciple is wearing a set of brass knuckles and gives a +2 bonus on Strength checks to break something. It imposes a -2 penalty on any Skill check that requires fine motor control from both hands. The second is a specially modified chainsaw that fits onto the stump and counts as being a medium sized weapon, but for all other purposes is a regular chainsaw. These attachments are received at 1st level, unless there is some problem that prevents this (up to GM to decide).
    >> SHODAN 10/11/09(Sun)22:36 No.6234268
    My boomstick!: At second level a Disciple receives Weapon Focus (sawed-off shotgun) as a free feat.
    Bonus Feat: At 3rd level and every three levels after that a Disciple receives a free feat to be selected from the following list:
    Advanced Two Weapon Fighting, Archaic Weapons Proficiency, Builder, Cleave, Improved Two Weapon Fighting, Power Attack, Rapid Reload
    Bane of Undead: At 4th level and every two levels after that a Disciple gains a +1 attack and damage bonus against undead (if the shopping undead are the only sort of undead in your campaign some other form of bonus could be thought up)
    Eat This: At 5th level a Disciple may make critical hits against undead.
    Fistful of Boomstick: At 7th level a Disciple gains Weapon Specialization (sawed-off shotgun)
    Shop Smart, Shop S-Mart!: At 8th level a Disciple gains a +2 inherent bonus to Intelligence from his or her focused training to improve the mind as well as the body.
    Groovy: At 10th level a Disciple has mastered how to fight with the boomstick and the stump mounted chainsaw. Both weapons count as light weapons for the purposes of two weapon fighting.
    >> Anonymous 10/11/09(Sun)22:37 No.6234275
    this isn't supposed to be some fucking dungeon crawl

    there are dozens of other systems out there far more suited to this than D&D
    >> SHODAN 10/11/09(Sun)22:37 No.6234278
    Disciple of the Smiling One:
    The Cult of the Smiling One worships the big yellow smiley face found throughout Walmetropolis. They believe he is a god, and as a result gain a some unusual powers.

    Requirements:
    BaB:+2
    Feats: any two non combat
    Skills:Craft Holy Symbol 4ranks, Knowledge Religion 4ranks
    Special: Must successfully create a working holy symbol. In order to test the symbol the character must allow a current disciple shoot him with a firearm. If he takes no damage then he passes. If he fails and is still alive then he is free to try again with a new symbol.

    BaB:½
    Fort: medium
    Ref: low
    Will: Medium
    Defense Bonus:1/3
    Reputation Bonus: 1/3

    Holy Symbol: At 1st level the disciple’s holy symbol grants him DR2. At 6th level the DR goes up to DR5.He must be wearing or holding the symbol to gain this effect.
    >> SHODAN 10/11/09(Sun)22:38 No.6234289
    I Smite Thee!: At 2nd level a disciple may yell out “I Smite thee! And make a touch attack with his holy symbol. Is successful he deals 1d6 points of damage to the target. He may use this ability a number of times per day equal to ½ his level plus his charisma bonus. Against undead the damage is doubled. At 7th level the damage is increased to 1d12.

    Smiling one Grant me Strenth!: At 3rd level when the disciple is about to make a saving throw he may shout this phrase and make a knowledge religion check (DC20). If successful he gains a +2 to the save for the remainder of the round. He may use this ability a number of times per day equal to half of his knowledge religion ranks +charisma bonus.

    Weapon of the Smiling One: At 4th level the disciple chooses a weapon he owns. This weapons becomes a Weapon of the Smiling One. It gets +1 to attack and damage. At 9h level the weapon gets +2 attack +2 damage and deals an extra 2d6 damage on a critical hit.

    I have the Power! At 5th level if a disciple raises his Weapon of the Smiling One over his head and shouts this phrase he gains +4v to his defense. At 8th level the disciple also gets +2 to str, dex, or con. At 10th level he gains +4 to str, dex, or con. This bonus lasts for a number of rounds equal to half his ranks in Knowledge religion.
    >> SHODAN 10/11/09(Sun)22:39 No.6234299
    NEW FEATS:
    Several new feats are available to Walmart:PA characters. They are listed below.

    Lucky Rock(General): You have aquired a small object (rock, eraser, light bulb, paperback novel) that you believe to be your good luck charm. Through you devout belief the object allows you to reroll a failed roll, immediately after the dice is rolled. You may se this ability once per day.

    Regular customer (General) You were a regular Wal-Mart customer before the Apocalypse. Your many hours spent roaming the aisles have give you a +2 to your search and knowledge rolls when dealing with Wal-Mart related topics(example: You can use this to locate a certain product or item, or to know if Wal-Mart carries that item.) If your character was born after the Apocalypse he learned his knowledge from a relative who was alive or who learned from his relative who was alive, etc, etc.

    Curiosity: (general) Your curiosity has allowed you to learn information on certain areas of Walmetrolpolis. Choose an area of expertise (choose a race or Department) You gain +2 to your knowledge check dealing with the chosen area. You may choose this feat multiple times but may only choose the same area twice.

    Die Harder: (general) (Prerequisite- Die Hard, CL 3+)In addition to the abilities granted from the Die Hard Feat you also gain the ability to shrug off lethal damage. Whenever you would be dropped to -1 hp, you may roll a fort save(DC = 15 +1/ every 5 points of damage dealt) If successful you ignore the damage, otherwise you take it as normal.
    >> SHODAN 10/11/09(Sun)22:39 No.6234304
    Weapon Proficiency-Harware: (combat)You have learned how to use various hardware tools as weapons. You may use a hardware item as a weapon without suffering the -4 penalty.

    Weapon Proficiency-(combat)Dinnerware: You have learned how to make normal household kitchen wares into deadly weapons(Razor plates, Glass grenades, Fork-knives, bowl-bolas) You do not receive the -4 penalty for using them.

    Weapon Proficiency-stationary/school suppies: (combat)you have learned to wield stationary products and school supplies as weapons(pencils, pens, rulers, paper)

    Weapon Proficiency CD Roms: (combat)you are proficient at using CD Roms as ranged weapons.

    Weapon Proficiency-(chemicals): you are proficient in the use of a certain chemical products as weapons(Dish Soap, Simple Green, Motor Oil, Anti-Freeze.)

    Altered Metabolism: (general) your body has adapted to live off of non food items. Choose any one item. Eating that item counts as eating one regular meal. Yo may use this item a number of times per week equal to your con bonus.
    >> SHODAN 10/11/09(Sun)22:41 No.6234322
    Stockerbot
    Species Traits
    Construct: Stockerbots have the traits and immunities common to constructs.

    Wheels: Stockerbots have four wheels and cannot be tripped. They also receive a +4 stability bonus against bullrush attempts.

    Stockerbot: CR 3; Large construct; HD 5d10+20; hp 47; Mas —; Init –1; Spd 30 ft.; Defense 16, touch 8, flat-footed 16 (–1 size, –1 Dex, +8 natural); BAB +2; Grap +11; Atk +7 melee (2d6+5, slam); Full Atk +7 melee (2d6+5, 2 slams), or +1 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ construct; AL Walmart, Adminbots; SV Fort +1, Ref +0, Will +1; AP 0; Rep +0; Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1.
    Skills: None.
    Feats: None.


    Trashbot
    Species Traits
    Construct: Trashbots have the traits and immunities common to constructs.

    Windex Spray: Trashbots can make a ranged touch attack to squirt windex into an opponent's face and eyes. Creatures hit by this attack must pass a fortitude save (DC 12) or be blinded for 1d4 rounds. Creatures without eyes are not affected by this, nor are creatures wearing waterproof goggles.

    Trashbot: CR 1; Medium construct; HD 2d10+10; hp 21; Mas —; Init +0; Spd 30 ft.; Defense 15, touch 10, flat-footed 15 (+5 natural); BAB +1; Grap +3; Atk +3 melee (1d6+2, slam); Full Atk +3 melee (1d6+2, 2 slams), or +1 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct; AL Walmart, Adminbots; SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 14, Dex 10, Con —, Int —, Wis 11, Cha 1.
    Skills: None.
    Feats: None.
    >> SHODAN 10/11/09(Sun)22:42 No.6234331
    Cashierbots
    Species Traits
    Construct: Cashierbots have the traits and immunities common to constructs.

    Immobile: Cashierbots are anchored and possess no means of locomotion. They cannot be tripped or otherwise become prone without tearing them from their moorings, this requires a DC 25 strength check, or attacking their base (10 hp hardness 5).

    Grab 'n Bag: Can attempt to place creatures in plastic bags as part of a grapple, this functions as a Pin but instead success means the opponent is in a bag. The cashierbot receives a +4 bonus on this grapple check. This is not reflected in the statblock.

    Cashierbot: CR 1; Medium construct; HD 3d10+10; hp 21; Mas —; Init –5; Spd 0 ft.; Defense 10, touch 5, flat-footed 10 (-5 dex, +5 natural); BAB +1; Grap +3; Atk +3 melee (1d6+2, slam); Full Atk +3 melee (1d6+2, 2 slams), or -4 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct, immobile; AL Walmart, Adminbots; SV Fort +1, Ref +1, Will +1; AP 0; Rep +0; Str 14, Dex 1, Con —, Int —, Wis 11, Cha 1.
    Skills: None.
    Feats: None.
    >> SHODAN 10/11/09(Sun)22:45 No.6234365
    What do you guys need me to post?
    >> SHODAN 10/11/09(Sun)22:46 No.6234368
    Bargain Hunter
    ----------------------------------------------------------------------------------------------
    The fastest path into this class is through the Charismatic Hero basic class, though other paths are possible.

    Requirements
    To qualify to become a Bargain Hunter, a character must fulfill the following criteria.
    Skills: Bluff 6 ranks, Diplomacy 6 ranks

    Class Information
    The following information pertains to the Bargain Hunter advanced class.

    Hit Die
    The Bargain Hunter gains 1d6 hit points per level. The character's constitution modifier applies.

    Action Points
    The Bargain Hunter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.

    Class Skills
    The Bargain Hunter's class skills are as follows: Bluff, Computer Use, Craft (Electronic, Mechanical, Structural), Decipher Script, Diplomacy, Drive, Forgery, Gamble, Gather Information, Intimidate, Knowledge (Business), Listen, Repair, Research, Search, Sense Motive, Spot
    Skill points at each level: 7 + Intelligence modifier

    Bargain Hunter
    BAB: +0, +1, +1, +2, +2, +3, +3, +4, +4, +5
    Fort: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3
    Ref: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Will: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Class Features: Five-Finger Discount, Preferred Customer, Bonus Feat, Find, Intern, Bonus Feat, Quality Assurance, The Smell of Money, Bonus Feat, Corrupt
    Def: +1, +2, +2, +2, +3, +3, +4, +4, +4, +5
    Rep: +0, +0, +1, +1, +1, +2, +2, +2, +3, +3

    Class Features
    The following features pertain to the Bargain Hunter advanced class.
    >> Anonymous 10/11/09(Sun)22:46 No.6234369
    rolled 2, 3, 2 = 7

    >>6234365

    nothing. in fact, stop posting. forever. no one in their right mind would use d20 for this.
    >> SHODAN 10/11/09(Sun)22:46 No.6234372
    Five-Finger Discount
    At 1st level a Bargain Hunter can purchase ranks in the the Disable Device, Hide, Move Silently, Open Locks, and Sleight of Hand skills as if they were class skills although his maximum number of ranks in these skills remains unchanged.

    Preferred Customer
    At 2nd level a Bargain Hunter's bartering skills improve and his wealth no longer decreases when trading with friendly NPCs (i.e., they trade with him at a ratio of 1 to 1 Trade Units). Furthermore indifferent NPCs now trade with him at a rate of 1.5 to 1 TUs (i.e., the same rate at which friendly NPCs trade with other characters). See D20 Apocalypse for more details on the Trade Unit system.

    Bonus Feats
    At 3rd, 6th, and 9th level, the Bargain Hunter gets a bonus feat. The bonus feat must be selected from the following list, and he must meet all the prerequisites of the feat to select it.
    Alertness, Builder, Confident, Frightful Presence, Gearhead, Iron Will, Lightning Reflexes, Low Profile, Meticulous, Studious, Surface Vehicle Operation, Trustworthy

    Find
    At 4th level a Bargain Hunter can focus his energies on finding a desired item. He gains a +2 bonus to his Bluff, Computer Use, Diplomacy, Forgery, Gather Information, Research, Search, Sense Motive, and Spot checks whenever using them in pursuit of this item. He may only choose one item at a time and must wait 24 hrs. before selecting a different item.
    >> SHODAN 10/11/09(Sun)22:48 No.6234380
    >>6234369
    D:
    Fine, how about no info about characters, but just fluff?
    >> RAWK LAWBSTAR 10/11/09(Sun)22:49 No.6234394
    >>6234369
    indeed

    if anything just coming up with non-system specific fluff would be for the best
    >> SHODAN 10/11/09(Sun)22:52 No.6234434
    Got it, It's gonna take a bit to find the quality stuff, soz about the spam.


    Robots made up much of the work force of Wal-Mart before society collapsed, and now they still try to run the store as though this had not occurred at all. Many of these robots possess artificial intelligence (AI) of varying complexities. Because of this they can be reprogrammed (Computer Use check DC 25) to act as individuals. Some of them do this on their own because of some sort of part failure or glitch, but this is rare. All robots receive a +8 bonus to Computer Use checks because the basics of this are as natural to them as language is to us.

    Of the five most commonly found robots in Wal-Mart the first are Stockerbots, they resemble forklifts with two claw-like pincers on either side. They are automatons with nothing even resembling artificial intelligence; they are large in size and move on treads. They are not playable.

    Second are the Cashierbots, they are immobile robots that resemble humanoids from the waist up, but are simply boxes below this. They are non-intelligent, and simply programmed to grab products, scan them, put them into bags and tell people to swipe their cards. Unfortunately now they just grab whatever is within arm's reach, scan it, and put it in a bag. And then they tell whoever's left to swipe their card. Cashierbots are regarded as more of a minor hazard or nuisance than as an intelligent species. They are not playable.

    Next are Greeterbots, they are roughly humanoid in shape and possess a primitive AI. They are programmed to greet people, and make brief small talk, they can also give directions, and being connected to the programming that runs the Stockerbots they know where everything is. Or at least that is the way it was supposed to work, most Greeterbots have a few minor malfunctions, the most common being the belief that all things can be found in aisle 7.
    >> SHODAN 10/11/09(Sun)22:53 No.6234454
    Security Drones are one of the other main types of robots found in Wal-Mart. They look like hulking black clad S.W.A.T. members. They patrol around Wal-Mart looking for shoplifters. They were originally designed to be the Wal-Mart Guard. However because the Wal-Mart Guard no longer exists they simply roam around aimlessly, following criminals (anyone who uses, destroys or opens something without paying for it). Security drones are among the most likely to achieve independence without outside assistance.


    Adminbots are the last of the common robots. They were designed to oversee much of the tedious aspects of Wal-Mart, mostly involving numbers. Since the collapse of civilization many of their original functions have become obsolete. However, because they were given the most advanced AI of all the common robots they learned to adapt and to alter their own functions to fit the way Wal-Mart now exists. They look much like greeter bots, except instead of the greeter's smock they all "wear" something that looks more like a conservative gray suit. Many human computer hackers enjoy altering Adminbots to be independent because they are much more interesting to talk to than most of the other robots.

    Lesser ratman
    Lesser ratmen are truly pathetic creatures, they evolved from humans who hid underground and ate rats, often in areas where nuclear waste was being dumped. Over time they grew to resemble their food, becoming smaller and less human. They are the dregs of the post-Wal-Mart society.


    Greater ratman
    Greater ratmen are larger cousins of the their lesser kindred, they were born of stronger stock, but still have many of the less desirable qualities of their cousins. They are often found as leaders of lesser ratmen.
    >> SHODAN 10/11/09(Sun)22:56 No.6234483
    Most of the wilderness was destroyed to make way for martropolises, farms, and factories but nevertheless there are still some wild lands Outside. The most extensive of the wild areas are the mountains as they are extremely difficult to convert to such uses but even here, in a testament to its might at its most powerful, Wally World began to make inroads and had started leveling mountains in order to make room for more martropolises, farms, and factories, however this monstrous undertaking had only just begun when the Battle for Always Low Prices decimated Wally World and stopped this ambitious project while its impact on the geography of the world was still somewhat small. The second most important of the wild lands are the numerous fairly small islands in the world where it was more economical to simply relocate the population to a larger area more suited to a martropolis-- it is from these islands that most of the Outsiders hail [not referring to Jihun-Nish's giants here but to normal folks, some of them non-genetically engineered "Throwbacks"], most having never lived in a martropolis (some of these islanders even have an unbroken Outsider heritage with none of their ancestors having ever lived in a martropolis) and to many of these islanders the martropolises are the myth, not the Outside.
    >> SHODAN 10/11/09(Sun)22:56 No.6234496
    The third most important of the wild areas are some abandoned farms that Wally World hadn't yet converted to indoor hydroponics before the Battle for Always Low Prices, some of which have been reclaimed by the wild while others still continue to grow their cash crops all these years later despite the absence of the farming bots that Wally World felt were no longer needed on these soon to be converted tracts of land. Finally, there are the odds and ends: small isolated scraps of wilderness that Wally World never got around to destroying, plus a few areas left untouched in order to provide amusement for the Board of Directors, as well as some park-sized bits of wilderness that unfinished martropolises were being built to include when the fateful Battle for Always Low Prices ground all future construction to a halt.

    The parking lot could be a multi-level underground parking structure. This fits seemlessly with the idea of it being a hell one may be sent to in one's afterlife, which was located by many religions beneath the world. The people who live there (and further down, in the sewers), known as the "Underdwellers" must seem a truly terrifying myth to many Martians (as I've taken to calling martropolis inhabitants), akin to demons straight out of hell. The parking lot could have gone into disuse a long time ago when the middle class was destroyed and had to rely on a cheaper form of transportation (mass transit) to get around inside a martropolis. Of course, if it was once widely used there would be entrances to it all over the place and it would be hard to mystify and mythologize if it was so readily accessible so it must be neither easy to find nor easily accessible anymore.
    >> SHODAN 10/11/09(Sun)22:58 No.6234515
    The best explanation I can come up with is that the Board of Directors were concerned about people living down there literally under the radar, and about those rumors of a growing rebellion from beneath, and sealed off the parking lot in desperation, only to find that they were too late to save themselves. This rebellion, which ending up throwing the world into endless years of chaos, and the propaganda demonizing the Underground may be part of the reason the parking lot is seen as hell by many Martians.

    The Moreaus could have been the last, rather than the first, genetically engineered creations of Wally World's mad scientists. Due to the strong opposition to it, the genetic engineering could have begun in stealth with women being impregnated with genetically engineered embryos without their knowledge during mandatory medical screening and the resulting children carefully monitored and directed, early in their lives, into pre-selected training programs based on their inborn traits and everyone just assumes that Wally World is reacting to the child's natural aptitudes rather than creating them. Gradually the program is expanded until, eventually, there are no non-genetically engineered human beings living inside the martropolises. Wally World's scientists finally become too bold for their own good and brazenly start creating the human-animal hybrids now known as “Moreaus.” Wally World's fearless scientists think all is going well but one day there is a catastrophe as thousands of Moreaus, in a concerted effort, escape from the massive prison-like facility they were housed in, carrying Wally World's dark little secret screaming into the light, igniting one of the final sparks the rebellion needed to set off the beginning of the end.
    >> SHODAN 10/11/09(Sun)23:00 No.6234545
    Are these the kinds of posts you guys want? The last 5 that is.
    >> RAWK LAWBSTAR 10/11/09(Sun)23:02 No.6234559
    >>6234545
    much more useful
    >> SHODAN 10/11/09(Sun)23:08 No.6234607
    Glad I can help.
    >> SHODAN 10/11/09(Sun)23:11 No.6234639
    Later /tg/, looks like you guys don't want me to post on this thread anymore
    >> Anonymous 10/11/09(Sun)23:12 No.6234643
    I think an interesting idea would be of a child raised only on products that have been purchased using hoarded money. This child is granted the honor of being a customer, completely untouchable by any of the drones or other security measures. They would be something like a messiah among the people, able to walk among the Stockers without any fear.
    >> Anonymous 10/11/09(Sun)23:20 No.6234750
    >>6234643

    An excellent example of a plot point.
    >> Anonymous 10/11/09(Sun)23:39 No.6234963
    I like the idea of playable robots. Perhaps something akin to the general-use robots in that iRobot movie?
    >> Anonymous 10/12/09(Mon)00:21 No.6235425
         File1255321295.jpg-(127 KB, 664x861, wal-mart bingo.jpg)
    127 KB
    Bump this up
    >> Anonymous 10/12/09(Mon)00:24 No.6235456
    >>6234963
    All the Associates should be alien to the players.
    >> Trap 10/12/09(Mon)00:27 No.6235487
    >>6234963
    >>6235456
    maybe a bot not part of the store network, like a companion robot or a cleaning robot that would be on sale and somehow was activated?
    >> Anonymous 10/12/09(Mon)00:31 No.6235532
    I really liked the idea of the Stalkers, The Controller esq managers, and the secret KUSTOMOOR SERVICE room in the heart of the Mart that grants wishes
    >> Anonymous 10/12/09(Mon)00:32 No.6235545
    >>6235487
    I think at best a character could acquire a semi-sentient Furby-like toy.
    >> Trap 10/12/09(Mon)00:35 No.6235574
    >>6235545
    that would be neat too - maybe something intended for school kids (but still way useful in a society that probably lacks basic education), it occasionally spouts creepy Walmart slogans in a cute high pitched voice
    >> Anonymous 10/12/09(Mon)00:35 No.6235580
    >>6235574
    I flinched.
    >> Anonymous 10/12/09(Mon)00:50 No.6235725
    Is this thread being archived?

    If not, someone should go over to suptg and do it.
    >> Anonymous 10/12/09(Mon)00:51 No.6235733
    >>6235725
    yes its there already
    >> SHODAN 10/12/09(Mon)00:51 No.6235747
    You guys want me to post more about bots?
    >> Anonymous 10/12/09(Mon)00:58 No.6235849
         File1255323538.jpg-(298 KB, 800x600, ragecandy.jpg)
    298 KB
    I spent a few days trekking down to Clearance, when the stockers set it up again. The Seasonal section doesn't get settled - too much stocker activity. But it's regular activity, so it's pretty safe to head there when you know there's good stock to harvest.

    Clearance Time is a special time, because you never know what you'll get. Overlooked bits from every department, sometimes from other WalPlexes, all merged into one area. All Sport is called off during Clearance Time, a two-week peace, so that all the nearby departments can harvest what they need.

    When I came back, the others in the Women's Department were thrilled. Especially the kids - I brought a load of Wal-Briks that would make any Nevergrow jealous. They love those things. And food - food we didn't have to brave the Grocery to get, or worse... the Produce Center.

    *shudder*

    Yes, it was all soup, but it's something.
    >> Anonymous 10/12/09(Mon)01:04 No.6235928
    >>6235747
    Anything, so long as it's not d20 :p
    >> Anonymous 10/12/09(Mon)01:06 No.6235954
    We've really got three kinds of WalPocalypse going here.

    Classic (IE, Wizards Thread) - 4-color apocalypse thrown into a blender with white trash culture and Paranoia.

    Fatguy Variant - Extra grimdark - Wal-Mart turned horrifying. Bigger. Scarier. Emphasis on the alien within the familiar.

    Fatguy Variant 2 - Fallout with more Wal-Mart.
    >> SHODAN 10/12/09(Mon)01:21 No.6236129
    >>6235954
    Which one do you guys wanna focus on?
    >> Anonymous 10/12/09(Mon)01:23 No.6236168
    >>6235954
    I like #2.
    >> SHODAN 10/12/09(Mon)01:25 No.6236192
    >>6236168
    I was thinking so, it could also have some political critique of capitalism
    >> SHODAN 10/12/09(Mon)01:36 No.6236341
    >>6236192
    Not that that'd be important. I think it'd be pretty GRIMDARK, especially the frozen foods section.
    >> SHODAN 10/12/09(Mon)01:40 No.6236405
    >>6236341
    Walk into an area, there are bodies for as far as you can see on the rows. Some of these corpses look ancient, yet others seem to not even have the warmth drained from their body. All of them are on thin mats, so some may even be sleeping. In this hall, you have no idea
    >> SHODAN 10/12/09(Mon)01:45 No.6236466
    >>6236405
    Nothing quite as fucked up as a barracks splitting as a as mortuary



    Delete Post [File Only]
    Password
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]