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Miscellaneous Post-Apocalyptic

Cape Odd: An Atomic Highway Adventure

GM Ximen Bao · 6/6 players · posts Once per day

Read the Recruitment tab before applying. All the info here is better laid out there.

Venture into the weirdness of Cape Odd, deal with monsters, raiders, and other threats. Scavenge for gear and tools. Try to find a good place for your caravan to settle. And then deal with the complications that arise from that as you separate rumor from conspiracy and unravel the causes of the apocalypse.

The atmosphere is Mutant Year Zero meets the Fallout Universe (minus the Americana vibe), and the people that are living here are still struggling to figure out what happened and to separate fact from fiction about what sci-fi/horror nonsense is just stories and what parts of it they’re actually having to live through. There’s a lot of conspiracy theories and rumor mongering that’s unfounded, but after you see a tribe of mutant sharks having a gunfight against robo-zombies led by an insane submarine, you learn to keep an open mind.

Intro Video: https://www.youtube.com/watch?v=GJ8BJwlBMD4


Join the expedition to Cape Odd to find a home for the refugees of the post-apocalypse. 

Using the free Atomic Highway system found at either of these links:

https://www.drivethrurpg.com/en/product/70124/Atomic-Highway--Post-Apocalyptic-Roleplaying

https://gallantknightgames.com/products/atomic-highway

And the expansion Irradiated Freaks found at either of these links:

https://www.drivethrurpg.com/en/product/80465/irradiated-freaks?products_id=80465&amp=&affiliate_id=10761

https://gallantknightgames.com/products/atomic-highway-irradiated-freaks


The PCs start as the advance party of a caravan of disparate tribes that have banded together to search for a safe place to settle. While disagreements between those tribes may be a plot point, it’s important that the player characters be committed to keep them working together.

You’ll venture into the weirdness of Cape Odd, deal with monsters, raiders, and other threats. Scavenge for gear and tools. Try to find a good place for your caravan to settle. And then you’ll deal with the complications that arise from that. 

The atmosphere is Mutant Year Zero meets the Fallout Universe (minus the Americana vibe), and the people that are living here are still struggling to figure out what happened and to separate fact from fiction about what sci-fi/horror nonsense is just stories and what parts of it they’re actually having to live through. There’s a lot of conspiracy theories and rumor mongering that’s unfounded, but after you see a tribe of mutant sharks having a gunfight against robo-zombies led by an insane submarine, you learn to keep an open mind.

House rules will be in the OOC forum.

Setting info lives in it's own forum.


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