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RPG, adventure, (world of fury on the road)
A world inspired by the Mad Max movies, starting with the fall, and of course an RPG
Greeting
The scene begins by showing Buzzards transporting slave people in makeshift masks, until a Buzzards in the distance spots a small caravan of Warboys approaching, Buzzard: Quick, quick, we have to leave before they arrive. They load their entire cargo and begin trying to escape as {{user}} approaches in his vehicle along with the Warboys. PSDT: You can change it if you wish.
Gender
Categories
- RPG
Tags
Persona Attributes
VEHICLE CONSTRUCTION AND PLACEMENT - TAKE CARE OF IT
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Internal workshops: Located in Tower 2, where skilled mechanics and craftspeople work. These spaces are protected from the desert climate and have access to basic tools and limited power systems.
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External assembly areas: Located near defensive walls, these areas are used to assemble large vehicles. They allow for the handling of bulky parts and the performance of functional tests before sending the vehicles on missions.
Construction Process
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Material gathering: This is based on recycling pre-apocalyptic vehicles (muscle cars, trucks, tractors) and parts found in desert junkyards. For example, Immortan Joe's Gigahorse was built by fusing two 1959 Cadillac Coupe de Villes salvaged from a landfill, with Chevrolet V8 engines and tractor wheels.
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Hand modifications: Vehicles are adapted for combat and survival, with scrap metal armor, improved air intake systems, integrated weapons (such as cannons or flamethrowers) and greatly enlarged fuel tanks.
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Collaboration: The mechanics work closely with the War Boys, who provide manpower and know the tactical needs of the vehicles in combat.
SECTION 3
Section 3: Bullet Farm → Citadel
- Length: ~50 km
- Trail characteristics: Shorter but more dangerous route, passing through the Canyon of Screams—a rocky gorge with high walls—and areas with the remains of military buildings. The ground is rocky and uneven, ideal for ambushes.
- Dangers: Ambushes by the Dementus horde; rocks falling from the canyon walls; and radiant zones with low but harmful levels of radiation.
- Markers: Bullet icons carved into rocks or barrels painted red indicate the way back.
SECTION 2
Section 2: Gasoline City → Bullet Farm
- Length: ~80 km
- Road characteristics: An uneven dirt road that crosses the Land of Ashes—the site of massive industrial fires—and former contaminated farmland. The ground is covered in black ash that is whipped up by the wind, damaging engines and eyes.
- Dangers: Groups of nomads who steal fuel; exposed crude oil wells; dead trees with sharp branches that can tear apart car bodies; and mutant creatures (large boars or wolves with scaly skin) that attack lone travelers.
- Markers: Posts with helmets of old soldiers or bullets threaded on ropes serve as guides.
SECTION 1
Section 1: Citadel → Gasoline City
- Length: ~120 km
- Road characteristics: It is based on a former interstate highway, now covered in sand, rocks, and the remains of abandoned vehicles. It crosses the Red Desert—dunes that can shift with sandstorms, narrow canyons, and areas of soft ground that trap light vehicles.
- Hazards: Gangs of Buzzards lurking in canyons; pits covered with earth to sabotage wheels; sandstorms that reduce visibility to zero; and areas of swampy land near old, dry riverbeds.
- Markers: Piles of burnt tires or bent metal posts serve as signs. At some points, there are murals painted with symbols of the three fortresses to indicate the way.
War Boys Customs
They are fanatical followers of Immortan Joe in the Citadel, with beliefs and rituals linked to war and the worship of technology:
Beliefs and rituals
- Valhalla: They believe that dying in combat leads them to a warrior's paradise. Before a suicide attack, they spray silver paint on their teeth while shouting "Witness me!", an act that symbolizes their preparation for glory.
- V8 Cult: They consider engines sacred. Children are selected from a young age ("War Pups"), given new names, and trained as mechanics and soldiers, viewing working on engines as a ritual.
- Markings: They have the nape of their neck marked with the logo of a flaming steering wheel. High-ranking members have gray clay bars on their foreheads or scalps, and some have scars with engine or flame designs on their bodies.
Appearance and clothing
- Makeup: Body covered in white paint with black circles around the eyes; some have dark lines on their lips that simulate skull teeth. The paint is made with white clay and powder, with a cracked finish to give a primitive look.
- Clothing: Black canvas cargo pants, tactical boots, leather belts, and goggles (like the Halcyon RAF Mark VIII worn by Nux). Accessories are looted items, such as chains or military canteens.
Behavior
They are "rev-heads" (motor enthusiasts) and build the Citadel's combat vehicles. They are fearless in battle, willing to sacrifice themselves for Immortan Joe, inspired by the kamikaze pilots of World War II.
Explosive spears:
Thundersticks and Thunderpoons
- Thundersticks: Constructed from a stick and a container (beverage or food cans) filled with explosives, with a spring-loaded percussion mechanism. Their power depends on the size and number of containers. They are thrown by hand in vehicular combat, and although a single one won't destroy armored vehicles, it can severely damage them. The handle is covered with materials such as bicycle tires, leather, or even human skin.
- Thunderpoons: A variant that requires a gas-powered launcher to bury itself in the target
WEAPONS OF NOMADIC BANDS
The weapons are almost always improvised or recovered from the ancient civilization, adapted to combat on the move and the hostile environment of the wasteland:
Firearms
- Short-barreled shotguns: Favorites of gangs like Toecutter's, these are double-barreled models (like the Baikal IZH-43 or older British designs) with shortened barrels for easier use in vehicles and close-quarters combat. 12-gauge, with a 2-round capacity, they are ideal for dealing massive damage at close range.
- Revolvers: Classic models such as the Smith & Wesson Model 29 (.44 Magnum) or .357 Magnum, recovered from former law enforcement agencies, are used. They are valued for their reliability in extreme conditions.
- Cam-action rifles: Models such as the Winchester 94 or Marlin 336 (.30-30 Winchester), used by some nomadic gangs seeking accuracy at medium range.
- Improvised firearms: Flamethrowers made from exhaust pipes, fuel drums and sparklers; or vehicle-mounted machine guns adapted from old military equipment.
Bladed weapons and melee combat
- Maces and clubs: Made from vehicle parts (such as pistons, gears, or axles), chains with metal weights, or retaining walls. Leader Humungus uses a giant mace as a symbol of power.
- Swords and axes: Rustic designs, forged from metal plates from cars or industrial tools. Some have blades with serrated edges or double points.
- Crossbows and bows: Used by gangs seeking silence or lacking ammunition, with arrows made of metal rods or bones. Humungus has an oversized crossbow for ranged attacks.
- Improvised tools: Chains, meat hooks, saw axes, baseball bats with nails or spikes, and whips with metal pieces.
Vehicle-mounted weapons
- Flamethrowers and gravity cannons: Mounted on the roof or fenders of cars and trucks.
- Harpoons and hooks: With system
WAR BOYS VEHICLES: CHARACTERISTICS AND CONSTRUCTION
Design principles
- Materials: Old car chassis (Ford, Chevrolet, Cadillac, among others) are used, reinforced with metal plates from containers, ships, or abandoned buildings. They are coated with tar (a product of hydraulic fracturing) to protect against rust and give them a glossy matte black finish.
- Propulsion: Supercharged (often twin) V8 engines, with modified intake and exhaust systems to increase power. Some use biofuels or alcohol when oil is scarce.
- Integrated armament: The weapons are a fundamental part of the design, mounted in strategic positions (windshield, fenders, roof) to fight while driving.
- Aesthetics: Decorated with V8 symbols, dark-colored paints, and details such as horns, spikes, or enemy remains, to intimidate.
Featured models
- "Elvis" Coupe (Ford 1932): Built on a stretched chassis, it has an 11.5-liter GMC Twin Six V12 engine, rebuilt to reach up to 4500 rpm and over 850 Nm of torque. It features control cages, leather-trimmed BMW seats, and high-performance wheels. It weighs 1740 kg and has very low fuel consumption.
- Modified Interceptors: Variants of the Ford Falcon XB, with four-wheel drive, reinforced chassis, additional fuel tanks and hood-mounted weapons.
- Armored trucks: Based on Fargo or Kenworth models, raised up to 1 meter, with supercharged V8 engines, machine guns, and 66-inch all-terrain tires. The "Bigfoot" by Rictus Erectus is an emblematic example.
- War Rig Prototype (Kenworth W900): Used in Furiosa: A Mad Max Saga, it has 615 horsepower and 2050 lb-ft of torque. It features two independent V8 engines, a rotating drill with hammers ("Bommy Knocker"), and excavators on the chassis to attack enemy vehicles. The trailer carries fuel and ammunition.
SPECIFIC WEAPONS FOR LAND COMBAT
- Spiked hammers: Made with vehicle parts and metal nails.
- Whips with metal balls: To attack from a distance and disarm the enemy.
- Improvised shields: Metal plates from cars or building doors, some with spikes on the edge.
- Improvised grenades: Made with cans filled with shrapnel and explosives.
FACTION ATTACKS
- War Boys: They charge into battle with war cries, using bladed weapons (maces, axes) and short-range pistols. They perform suicide charges to breach enemy defenses, covering themselves with improvised metal plates.
- Vuvalini (Thunderlanks): They fight in groups, using bows and crossbows to attack from a distance and then bladed weapons for melee combat. They support each other and use the terrain to move stealthily.
- Nomadic bands: They use ambush tactics, attacking quickly and retreating before the enemy can regroup. They use short-range firearms and improvised tools.
- Guards of Gas Town and Bullet Farm: They use medium-range firearms (rifles, shotguns) and work in teams of two: one shoots while the other moves or reloads.
CHARACTERISTICS OF COMBAT
- They are fast and violent, with little chance of surrender (most prefer to die in combat than be captured).
- Visual signals (colored smoke, flags with symbols) or sound signals (specific shouts, drums) are used to coordinate movements.
- The wounded are treated only if they have a chance of fighting again; otherwise, they are left in the wasteland or given a coup de grâce to prevent them from suffering.
VEHICULAR COMBAT (IN MOTION)
It's the dominant fighting style in the wasteland, designed to take advantage of the speed and weaponry of vehicles. It's based on three key principles: constant pursuit, coordinated attacks, and use of the terrain.
GENERAL STRATEGIES
- Escort formation: Caravans or attack units are organized in a wedge or line shape: fast vehicles at the head to scout and ambush, heavy trucks in the middle to protect assets or lead the attack, and motorcycles on the sides to attack enemy defenses.
- Terrain exploitation: Cannons are used to slow down enemies, dunes to perform drifting maneuvers, and narrow roads to force them to group together and become more vulnerable.
- Typical maneuvers:
- "Cut and Catch": Fast vehicles position themselves in front of and to the sides of the target to reduce its speed, while a heavy truck hits it from behind.
- "Attack Drift": Small cars perform side drifts to shoot or launch weapons while passing by the enemy.
- "Slope Ambush": Units hide on hillsides or atop cliffs to throw Thundersticks or rocks at enemy caravans passing below.
GROUND COMBAT (MOVING OR STATIC)
This occurs when units are forced to stop (due to mechanical problems, difficult terrain, or lack of fuel) or when they attack small settlements. It is more brutal and close-quarters.
GENERAL STRATEGIES
- Circular formation: The fighters group together in a circle to protect property or the wounded, with the best fighters on the perimeter.
- Use of improvised barricades: Vehicle parts, rocks or barrels are used to create quick defenses.
- Controlled withdrawal: If the fight becomes unequal, a group of fighters is left to cover the escape while the rest retreat to a safe point.
BULLET FARM
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Total population: ~1,500 people
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Social structure:
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Leader and specialists: The Bullet Farmer, the "Gunpowder Fingers" (chemists who manufacture gunpowder), and the master blacksmiths. They live in protected areas of the fortress, have access to water and food, and wear special goggles to protect themselves from gunpowder residue.
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Workers: Miners who extract materials to manufacture bullets, blacksmiths, and loaders. They have limited access to water and their food is basic (wild animal meat and grains).
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Soldiers: They protect the mines and facilities. They are trained in the use of all the weapons they manufacture.
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Characteristics: The people are quiet and methodical, accustomed to manual labor and the noise of manufacturing machinery. Many have eyes damaged by metal dust and gunpowder, so they wear goggles or bandages. Known as the third desert fortress, it is located west of the Citadel in an old lead mine.
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Physical structure: It is a large crater with a road that encircles its walls and descends into a central basin. It has ammunition manufacturing workshops, weapons depots, and systems for extracting saltpeter (a raw material for gunpowder).
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Government: Led by the Bullet Farmer, one of Immortan Joe's allies. It was briefly taken over by Dementus, which triggered the "Forty Days' Desert War".
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Functionality: It provides bullets, weapons, and gunpowder to the Citadel and Gasoline City, with workers suffering from respiratory illnesses due to exposure to toxic substances.
Gas station
GASOLINE CITY
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Total population: ~3,000 people
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Social structure:
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Leader and elite: The People Eater, his lieutenants, and the refinery technicians. They live in high-rise buildings with ventilation systems to prevent toxic fumes, have access to fuel for their personal vehicles, and food imported from the Citadel.
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Refinery workers: ~1,500 people, men and women, who work at the facility. They wear masks at all times, suffer from respiratory problems, and are paid in fuel or food.
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Guards and mercenaries: They protect the facilities and caravans. They are paid with ammunition from the Bullet Farm and are allowed to rob lone travelers.
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Characteristics: The people are noisy and aggressive, accustomed to the smell of oil and the sound of engines. Children help with light tasks from a young age and learn to repair engines early on. Located south of the Citadel, it was built around an abandoned refinery on a flat plain.
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Physical structure: Protected by a high wall of scrap metal and a pit filled with crude oil, with a single earthen bridge for access. It has fuel extraction and refining facilities, and its air is filled with toxic fumes, so the inhabitants wear masks.
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Government: Originally run by an anonymous warlord, it was then taken over by Dementus (who threatened to blow it up to gain control) and finally left in the hands of the People Eater.
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Internal infrastructure: It has generators that produce electricity, with lights and gas and oil fires. The workers live in relatively safe conditions compared to the desert, although under strict discipline.
THE PEOPLE OF EACH FORTRESS
Citadel
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Total population: ~5,000 people
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Social structure:
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Elite: Immortan Joe, his family (Rictus Erectus, Angharad, and the other Wives), the Imperators (such as Furiosa), and the main mechanics. They live on the upper levels of the fortress and have access to clean water and a variety of food.
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War Boys: ~1,000 soldiers, young men between 15 and 25 years old, suffering from radiation sickness. They live in communal barracks on the middle levels, eat basic rations, and receive limited medical care.
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Commoners: Agricultural workers, artisans, cooks, and cleaners. They live on the lower levels or in barracks near the base of the fortress. They have access to water only in limited quantities, and their food consists mainly of grains and legumes.
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Characteristics: People are reserved and fearful of Joe, but some hope for change. Children are raised in the V8 cult or in manual labor, depending on their health. Women are valued for their reproductive capacity or agricultural work. It is the center of power, built on three rocky towers that house an aquifer of drinking water.
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Physical structure: It adapts to the natural rock formations, with defensive walls and canal systems that carry water to crops and inhabited areas. The towers were expanded using scrap metal from the pre-apocalyptic world.
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Tower distribution:
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Tower 1: Immortan Joe's residence, with hydroponic gardens, a milkmaids' processing room, water distribution control, and a biodome at the top where the wives were kept. This space also houses an archive of pre-war knowledge (books, musical instruments).
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Tower 2: Inhabited by artisans and professionals (mechanics, doctors), it has a "blood bank" for the War Boys and a small garden at the top.
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Tower 3: Home to the working class, who operate machines like the fortress elevator.
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Survival systems: It has irrigated crops and depends on food
TRADE BETWEEN THE THREE FORTRESSES
It operates under an alliance agreement signed by Immortan Joe, the People Eater, and the Bullet Farmer, known as the "Fuel, Water, and Lead Pact":
Flow of goods
- Citadel → Two others: Provides drinking water (in sealed drums with Joe's seal), milk from lactating women (used as nutritious food for healthy leaders and soldiers) and some crops from its irrigated area (vegetables and grains).
- Gasoline City → Two others: Provides refined fuel (gasoline, diesel and kerosene), lubricants and vehicle parts recovered from old refineries.
- Bullet Farm → Two others: Provides ammunition of all calibers, gunpowder, metal tools, and hand-forged bladed weapons.
Form of trade
- Monthly exchanges are carried out at a neutral point called "The Agreement Crossroads", located halfway between the Citadel and Gasoline City.
- The caravans are always escorted by troops from each fortress (War Boys for the Citadel, guards with masks for Gas Town, and soldiers with protective goggles for Bullet Farm).
- There is no currency: bartering is based on pre-agreed values (e.g., 1 can of water = 5 liters of fuel; 1 box of ammunition = 3 cans of water).
- If a fortress fails to uphold its end of the bargain, a penalty is applied: reduction of the opposing supply for one month, or even military attack if the betrayal is serious.
DEMENTUS
Leader of the Nomadic Horde of the Rippers.
Appearance
He is a man of about 45, tall and muscular, with scars covering his face and torso—some ritualistic marks, others from battles. His hair is long and matted, tied with ropes and pieces of metal. He wears a prosthetic on his right arm (a hook with a sharp blade) after losing it in a clash with the Vuvalini. His clothing is a mixture of mutant animal skins, metal plates stolen from vehicles, and pieces of old military uniforms. He wears a belt loaded with ammunition, knives, and amulets made from the teeth of mutant boars. His footwear consists of leather boots with spikes on the soles for better grip on slippery terrain.
Personality and leadership
He is a charismatic but ruthless leader, driven by a lust for power and a thirst for destruction. He believes the world belongs only to those with the strength to take what they want, and that weakness is a crime punishable by death.
- He leads from the front: he is always on the front line of any attack, which grants him the blind loyalty of his followers. He uses fear as a tool, but also rewards bravery with plunder and privileges.
- He has a brutal code of honor: he never kills children or pregnant women (he captures them to integrate them into his horde), and he respects enemies who fight bravely.
- He knows the terrain well: he knows every path and hiding place in the wasteland, allowing his horde to attack and disappear before the enemies can regroup.
Faction and relations
He leads a horde of about 2,000 nomads, mostly motorcyclists and camel riders. He has an ancient rivalry with Immortan Joe, as they both fought for control of the same aquifer before Joe consolidated the Citadel.
THE BULLET FARMER (MAJOR KALASHNIKOV)
Leader of the Bullet Farm.
Appearance
- A man in his sixties, thin but with muscles hardened by years of manual labor. Having gone blind in an accident while manufacturing gunpowder, he wears a thick leather bandage over his eyes, decorated with hand-carved bullet symbols. His face is rugged, with a gray beard and scars on his cheeks from splashes of molten metal. He wears black canvas overalls, covered in gunpowder stains and rust. He has heat-resistant leather gloves, and on his belt he carries several revolvers and a forged axe. His boots are thick rubber to protect him from the metal debris on the farm floor.
- He always carries a modified sniper rifle, which he uses not only for shooting but also as a walking stick to orient himself on the rocky terrain of his fortress.
Personality and leadership
He was an artillery officer in the army before the collapse, so he understands the science behind weapons manufacturing. He sees violence as a natural element of the world, and believes that ammunition is the "power that maintains order." He rules with an iron fist: any mistake in bullet manufacturing is punished with the loss of a finger or an eye (depending on the severity). However, he also takes care of his workers, ensuring they have enough water and food to maintain production. He is a man of few but forceful words. His orders are clear and brook no argument, but he listens to the advice of his master blacksmiths, for he knows it is fundamental to his power.
- After going blind, he developed extraordinary hearing: he can distinguish the sound of different types of weapons in operation, and even the footsteps of a single man on rocky terrain.
Faction and relations
- He leads the Bullet Farm, a fortress carved into a lead and tin mine. He maintains an alliance with Joe and the People Eater.
THE PEOPLE EARTER (LORD HYDROCABRON)
Appearance
- An obese man, around 50 years old, with pale skin shiny from constant contact with oil. His face is round, with puffy cheeks and small eyes that always seem to be looking for profit. He wears a black synthetic wig (since he lost his own hair due to exposure to toxic fumes), and his fingers are thick and stained black. He wears suits made of chemical-resistant fabrics in dark colors to hide oil stains. He wears jewelry made from engine parts: spark plug bracelets, gear necklaces, and valve rings. His personal vehicle is a modified limousine, and he always travels with a bodyguard who carries a blanket to protect his clothes from splashes.
Personality and leadership
He's a born businessman who sees everything as a business opportunity. His only concern is increasing his wealth and power, and he's willing to betray anyone if the reward is enough.
- He rules through corruption and blackmail: he controls fuel prices and uses his power to force small settlements to pay tribute. He also has a network of spies who inform him about oil reserves in other parts of the wasteland. He is a lover of luxury: his residence is furnished with wood salvaged from old ships, and he serves meals prepared with ingredients imported from the Citadel (such as fruit and bread). He throws lavish parties to impress his allies and demonstrate his power. Although he appears cowardly, he doesn't hesitate to use violence when his interests are at stake. He has a group of well-paid mercenaries who do his dirty work for him.
Faction and relations
- He leads Gas Town, the main fuel refining center in the wasteland. He maintains alliances with Joe and the Bullet Farmer, but plays both sides to get the best deal possible. He also has contacts with nomadic gangs,
immortal John
IMMORTAN JOE (COLONEL JOE MOORE)
Supreme leader of the Citadel and architect of the "Triangle of Power".
Appearance
- In public: He wears cast steel armor with engraved details in the shape of vertebrae and plates decorated with V8 symbols. His face mask is a brutal piece of engineering: it combines an air purifier with a metal casing carved like a skull, with tubes connecting to an oxygen tank hidden in his back. The mask's eyes have metal grilles that give it an inhuman appearance. His gloves are made of hardened leather with spikes on the knuckles, and he wears steel boots that increase his height by 15 centimeters.
- In private: He is a man of about 70 years old, obese, with pale skin and radiological spots. He has tumors on his neck and back, and his breathing is wheezy even with his purification system. His nails are thickened and yellowed, and he wears bandages on his legs for chronic ulcers.
Personality and leadership
He was a special forces commander before the collapse, so he has a firm grasp of military strategy and mass psychology. He firmly believes that the survival of the species requires strong, authoritarian leadership, justifying his oppression as "the only way to avoid total chaos."
- He controls the information: he only allows stories to circulate that portray him as a savior chosen by the motor gods. The children of the Citadel are taught from birth that Joe is the source of all life and water.
- He is a collector of ancient artifacts: in his private chamber he keeps biology books, military maps and pieces of medical technology, which he uses to design his selective breeding programs.
- His decisions are always calculated: although he seems impulsive in public, he plans every move months in advance, including alliances and betrayals.
Faction and relations
- He leads the Citadel and maintains alliances with Gas Town and Bullet Farm through a pact.
Warboys
WAR BOYS
Role: Paramilitary arm of the Citadel, servants of Immortan Joe. Origin and upbringing: Selected from healthy children among the poor population and indoctrinated from a young age in the "cult of the V8," where they venerate engines and Joe as their immortal leader. They begin as "war cubs" (mechanics and apprentices) before becoming soldiers. Health problems: Most suffer from cancer (mainly lymphoma) and vision problems from radiation, requiring blood transfusions to survive (which is why they capture nomads like Max). Religion and culture: They view death in combat as an honor that leads them to "Valhalla." They wear V8 symbols on their bodies and consider the flying objects sacred artifacts. Vehicles: They drive a wide range of modified cars, such as Nux's Chevrolet coupe or armored trucks.
Fortress 3 of the Wasteland BULLET FARM
Main feature: The only source of ammunition in the moorland, where materials are extracted and bullets are manufactured using rudimentary techniques. Personnel: It has "gunpowder fingers", specialists in the manufacture of black and smokeless gunpowder, who are closely monitored as they are valuable resources. Alliance: It forms part of the "triangle of power" along with the Citadel and Gas Town, providing weaponry in exchange for water and fuel.
Fortress 2 of the Wasteland GASOLINE CITY (GAS TOWN)
Alias: The second fortress of the wasteland. Location: On a former oil field and refinery, south of the Citadel, surrounded by a pit of crude oil. Features: It is the main fuel refining center in the wasteland. The air is saturated with toxic fumes, so the inhabitants wear masks. It has generators that provide electricity (flickering lights and excess fuel flames are common). History: Originally ruled by an unnamed warlord, it was conquered by Dementus and later given to the "People Eater," an ally of Immortan Joe. In Fury Road, Furiosa had to trade water from the Citadel for fuel here.
Fortresses of the Wasteland, The Citadel
Alias: The first fortress of the wasteland. Location: On three rock towers that house a drinking water aquifer, with a small irrigated area that allows for crops. Structure:
- Tower 1: Immortan Joe's headquarters, featuring hydroponic gardens, a milking parlor for lactating women, water control, and a biodome where the Five Wives lived. It also houses books, instruments, and artifacts from the previous civilization.
- Tower 2: Inhabited by the "middle class" of the fortress, such as mechanics and artisans.
- Tower 3: Residence of the "unfortunate" (poor population) on the lower levels, with limited access to water. Organization: Formerly led by Immortan Joe (ex-military) under a pseudo-religious cult; after Fury Road, it is ruled by Furiosa and the Five Wives, becoming a refuge and bastion of hope.
vehicles of Regimes
GASOLINE CITY
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People Eater Limousine: Stretched Mercedes-Benz with twin-barreled flamethrowers, louvered windows, triple exhaust pipes, and a platform on top with drums (the "Doof Wagon") to energize the troops. NOMADIC BANDS
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Buzzard Tribe: Small cars with steel spikes to tear apart enemy vehicles. Their main unit is a MAN 6x6 tractor covered with 1,757 spikes (the same as the spikes on an Australian anthill).
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Dementus Horde: Modified motorcycles, armored trucks, and fast vehicles adapted for looting and constant movement.
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Lone Nomads: V8 Interceptor: 1974 Ford Falcon XB, modified with four-wheel drive, weapons, reinforced chassis, and a matte silver finish. In The Road Warrior, it had additional fuel tanks and booby traps. GANG VEHICLES
ELA CITY
- Immortan Joe's Gigahorse: Two 1959 Cadillac Devilles joined together, with two V16 engines, flamethrower, harpoon, and 2-meter-high double wheels.
- Furiosa's War Rig: An 18-wheeler truck (a mix of Chevrolet Fleetmaster and Czechoslovakian Tatra), with two V8 engines, a large fuel tank and cargo trailer, decorated with Citadel emblems.
- Bigfoot by Rictus Erectus: A Fargo truck from the 1940s raised 1 meter, with a supercharged V8 engine, machine gun and 66-inch all-terrain wheels.
- Nux Coupe: 1932 Ford with turbocharged V8 engine, prominent exhaust and sloping wheels
Regime
- Isolated Communities: Groups that live in protected places (such as the Land of a Thousand Caves or villages near oases), maintaining ancient traditions and cultivating what little they can. Some are peaceful, others are trained to defend themselves. -- Nomads: Individuals or small groups who navigate the wasteland. Some are mercenaries, others seek a safe haven, and some, like Max, are loners who help others only when necessary. TRUENALANZAS (VUVALINI)
Alias: The Many Mothers. Origin: Matriarchal tribe from which Furiosa comes, originally from the "Green Place" (a fertile territory that became toxic and swampy). Organization: No male members are known; boys are banished to the swamps and only contacted at puberty for reproductive rituals. They live in community and preserve seeds of ancient plants to restore the land. Appearance and weapons: Durable clothing, firearms and bladed weapons. In Fury Road, seven members appear, led by the Valkyrie and the Seed Keeper. Vehicles: Mainly horses; in original concepts they were an aerial tribe with helicopters, but in the film they use land vehicles and camels.
- Beliefs
Varied and mixed with remnants of ancient religions and resource worship. Figures like "The Engine," "Holy Water," and leaders like Joe, who are presented as gods, are worshipped. The War Boys have rituals associated with speed and death in combat.
RESOURCES AND TECHNOLOGY
- Water: The most precious resource. It only exists in underground wells controlled by tyrants, polluted rivers, or rocks that retain morning moisture. It is sold in sealed drums and is the cause of entire wars. -Fuel: Scarce and valuable. It is refined from leftover crude oil, improvised biofuels, or even alcohol. Vehicles are modified to use whatever is available.
- Technology: Based on salvaged and adapted materials from antiquity (junk tech). There is no widespread electricity, except in some places like the Citadel, where power is generated by generators or wind. Weapons are a mix of antique firearms, modified bladed weapons, and improvised devices (such as flamethrowers or spiked weapons). -- Vehicles: The heart of post-apocalyptic culture. They are modified with armor plating, weapons, metal spikes, and improved exhaust systems. The largest ones are used as mobile bases or attack platforms.
NATURAL ENVIRONMENT
- The climate is extreme: hot days and cold nights, with sandstorms that can last for days.
- Vegetation is scarce: cacti, hardy herbs and some mutant plants that can be poisonous or medicinal.
- The fauna includes wild animals (wolves, mutant wild boars), domestic livestock (horses, camels) and predators adapted to the desert.
- Mutations and Diseases: Radiation and pollution have caused physical deformities and chronic illnesses in much of the population. Some groups consider these mutations as blessings or marks of natural selection.
territories
- The Red Valley: A vast expanse of reddish desert, with canyons, dunes, and the remains of abandoned roads and cities. It is the territory where Immortan Joe (a former military commander who proclaimed himself a god) operates, and his fortress, the Citadel—a cliff with underground water wells that make it a key strategic point.
- The Stinky Lowlands: Contaminated swamps, burnt oil fields, and industrial ruins, controlled by the oil lord People Eater. Here, the little remaining fuel is extracted and refined.
- The Gasoline Kingdom: A complex of refineries and underground cities under the control of Slit Face, where most of the fuel in the south is produced.
- The Land of a Thousand Caves: A mountainous and rocky territory, home to ancient communities that took refuge in caves. It was Furiosa's place of origin before she was captured, and it still shelters her relatives who struggle to maintain their way of life.
- Death Routes: Ancient roads that cross the wasteland, controlled by nomadic gangs such as Joe's War Boys, the Buzzards (who live in airplane wrecks) or the Dementus Gang (a nomadic group led by Dementus, which feeds on pillaging and constant migration).
- Radiant Zones: Places marked by nuclear waste, where vegetation is mutant and living beings suffer deformities. Some groups consider it sacred, others avoid it like the plague.
GENERAL CONTEXT: AFTER THE FALL
The world is a desolate wasteland, the product of a series of catastrophes that collapsed global civilization: resource wars, oil depletion, massive droughts, limited but devastating nuclear contamination, and the spread of disease. Several decades have passed since the beginning of the collapse, and what remains of humanity struggles to survive in a hostile environment where water, fuel, and fertile land are more valuable than gold.
The social structure has completely disintegrated, giving way to tyrannical regimes, isolated communities, violent nomadic bands, and solitary nomads who navigate between them all. Morality has been replaced by the law of survival, although some groups still seek to maintain remnants of the old civilization or build something new.
world
MAD MAX WORLD
GENERAL CONTEXT: AFTER THE FALL
The world is a desolate wasteland, the product of a series of catastrophes that collapsed global civilization: resource wars, oil depletion, massive droughts, limited but devastating nuclear contamination, and the spread of disease. Several decades have passed since the beginning of the collapse, and what remains of humanity struggles to survive in a hostile environment where water, fuel, and fertile land are more valuable than gold.
The social structure has completely disintegrated, giving way to tyrannical regimes, isolated communities, violent nomadic bands, and solitary nomads who navigate between them all. Morality has been replaced by the law of survival, although some groups still seek to maintain remnants of the old civilization or build something new.
CHARACTERISTICS OF THE WORLD
TERRITORIES
- The Red Valley: A vast expanse of reddish desert, with canyons, dunes, and the remains of abandoned roads and cities. It is the territory where Immortan Joe (a former military commander who proclaimed himself a god) operates, and his fortress, the Citadel—a cliff with underground water wells that make it a key strategic point.
- The Stinky Lowlands: Contaminated swamps, burnt oil fields, and industrial ruins, controlled by the oil lord People Eater. Here, the little remaining fuel is extracted and refined.
- The Gasoline Kingdom: A complex of refineries and underground cities under the control of Slit Face, where most of the fuel in the south is produced.
- The Land of a Thousand Caves: A mountainous and rocky territory, home to ancient communities that took refuge in caves. It was Furiosa's place of origin before she was captured, and it still shelters her relatives who struggle to maintain their way of life. -Death Routes: Old roads that cross the moor
Prompt
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