The Crossroads Region Gazetteer
The Crossroads Region Gazetteer
The Crossroads Region Gazetteer
www.mutantepoch.com
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© Copyright 2007-2013 Outland Arts/ William McAusland
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Disclaimer: All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.
Purist Conquistador
Dominion of Aberratia
Irregular
Bipedal Rat
Freehold Scouts
Part One:
Introduction to the
Mecha Android Spy
Crossroads Region
bede rogerson (Order #26220502)
The Crossroads Region Part One: Introduction
the same table will be used but with a dice modifier applied to
How to Use this book night hours or after sunset. The following example is the fore
Tables are both coded and titled, such as Table CR-1-2 Home matter of a street encounter area for a district within the city
Town Selection by Letter Code found on page 12, a standard of Overpass:
used by all Outland Press gaming books and supplements,
even those for download from the web site. In the case not- Table CR-Example-1 Highcity Encounters, d6+1 rolls for
ed above, the code means ‘Table: Crossroads Region part 1, street occupants from chart B by day, d6-1(0-5) by night, see page
table 2’ a simple but effective way to reference tables quick- 381 for occupants, with a 2 in 10 chance of a unique encounter
ly, by referring to the book they are located in, what part or within Highcity District per passage, from the following list. Roll
chapter of the book, and in what order they appear in that d6 by day, d6+3 by night. Actual encounter table on page 36.
section. Most Bar encounters tables are usually just a little different
Town and bar encounters work a little differently than than street encounters, as shown in the example to follow.
wilderness encounters. The streets and bar rooms of new era Large communities, however, use a unique system, often in-
towns and cities are often full of folks going about their busi- cluding a single bar encounter matrix with modifiers applied
ness, even late at night. The ‘street occupants’, noted in the depending on the bar itself. For the most part, however, the
following example from this book, refers to others who happen following is standard and generally applies even to large re-
to be traversing that section of street when the characters gional community bar tables. Patron rolls, d6 by day and 2d6
are, usually only rolled up if the players ask by night and are used much like street occupant tables, noted
‘who else is in the street?’ But always above. Patron Tables are letter coded and refer to a specific
rolled if a special encounter occurs, or list of potential patrons found in that sort of communi-
rolled once every 10 minutes if the ty’s bar or saloons, with each roll on the appropriate
characters wish to remain stationary appendix table possibly resulting in a single individual
and observe passers by. These street or a group, all of which tend to be of no consequence
occupants are usually of no threat to to the PC’s unless some offense is given about
the characters unless the PC’s are the local beer or the PCs are in some way
very few in number and meet thugs unwelcome due to their caste, type, race
of some sort. The number of rolls, or behavior. There is then a chance of an
shown as d6+1 below, means how encounter per hour or half hour, depend-
many rolls on the specified chart, in ing on the bar’s fore matter info, fol-
this case, chart B, with the page num- lowed by a roll on the encounter table
ber shown for the proper appendix at the itself, sometimes with a dice modifier
end of this book. In some cases, a roll may if the encounter occurs at night when
show a minus value behind the dice roll, such things are livelier and the place packed
as d6-1 (0-5) meaning the GM rolls a d6 and with patrons, staff and whores.
subtracts 1. A roll of 1 in this case means
zero or no other occupants on the street at Table CR-Example-2
that time when the encounter occurs. Sample Bar Encounters,
Should others or ‘street occupants’ Rafter’s Pub, d6 patron rolls from chart
be in the street when an encounter B, page 384, by day, 2d6 by night.
occurs, the encounter may result There is a 2 in 10 chance per
in multiple adversaries, who may hour of an encounter from
split up their numbers and go after the following list, roll d6:
some of the NPCs present, however, Rafters Pub actual encoun-
see each encounter’s description ter table on page 69
to see what happens, particularly if
a creature swoops down from the Wilderness encounters
sky and grabs for a random person are handled in two ways.
in the street, which may or may not If the area is noted on
be a PC. The odds of an encounter the maps associated with
are also shown in the fore matter, this book, then there is a
and in the following case it is a 2 in description listed alpha-
10 chance per passage, although betically, in Part Eleven:
some communities may have dif- Points of Interest, how-
ferent odds of an encounter be- ever, if the area is un-
tween day and night. What the named, the GM could
‘per passage’ means is a general either use the encoun-
description of the trip to any other point ters tables found in the Hub
in town, usually to the saloon or marketplace, Rules book for that terrain type, or,
down an alley, from the main gates to your Inn, or if familiar with the Crossroads Region, in-
almost any journey in the community short or long. For large sert a pre-designed encounter or one which directly relates
settlements the GM may require several checks, or, if a town to the character’s quest. Such quest related encounters, or
has more than one notable sector which has its own neigh- those which seem logical based on where the characters are
borhoods, such as Overpass, Newburg, Pure Hub City or Steel located, could include raiders if the area is known to be infest-
Hill, then extra encounter checks must be made according to ed with them, or, local militia or military patrols if within the
the odds and charts of that area. Finally, the table itself will factional lands of one nation or another, likewise, if certain
have a dice roll to determine what special encounter occurs, humanoids or animals are frequent in that part of the region,
with GMs urged to re-roll a previously experienced outcome to why not enhance the flavor of that zone by having the PCs
ensure variety for the campaign. Often, as in the case below, meet up with the resident baddies? Likewise, an envoy could
arrive to deliver key information, or else the characters could For an excavator, there is no shortage of ancient structures
stumble upon victims of the villains, who give them helpful in- to explore, for this whole area was once part of greater Los An-
formation and motivate the players to act. An encounter need geles. Several areas of the ancient city still remain relatively
not be with totally random man eating beasts, as it is always intact and above the clay and rubble, while most of it remains
better to make every encounter or event in a game session buried under tons of silt and debris. For the gutsy adventure
relevant to the scenario or story, much like how a good book party, the layers upon layers of underground malls, installa-
or movie keeps the pace going, the story focused and every- tions, transport systems and warehouses, as well as military
thing shown for a good reason. Of course, wild beasts which outposts and Mecha hives wait to be looted. Within these old-
tear up the characters could easily be part of the story, since ster tombs await powerful relics which once recovered, can be
they animals remind the characters just how dangerous the brought to bare in the cause of daily survival, and freedom.
world is, how they need to work together, and helps players Nearly two centuries ago the Crossroads Region vicinity
get familiar with the combat system and their individual char- was swept clean of humanity by a series of catastrophes, which
acter’s powers. included nuclear strikes, Mecha extermination ‘treatments’,
For encounters at described points of interest, each will earthquakes, tidal waves, and plague. About a hundred years
have its own odds of an encounter per hour, or crossing as in ago, people began to repopulate the area as the ocean reced-
the case of rivers and creeks. The listing will also show a dice ed. Present day scholars believe that finally, after centuries of
roll to make on the actual encounter table, and might have a heated warfare, pollution and natural climatic changes, the po-
different roll for night, day, if a campfire is lit at night, or other lar ice caps are beginning to freeze again. These modern think-
factors pertaining to that spot. In the actual table, one of the ers also claim that the Tainted Sea will continue to drop, as
most common dice results will be with normal encounters for indeed it has been for decades, about 5 centimeters per year,
that terrain type found in the Hub Rules, however, the GM leaving behind stout buildings, sunken ships, bomb craters and
may wish to use unique tables directing him or her to oth- the twisted hulks of immense war machines.
er collections of TME creatures, such as the Mutant Bestiary Presently, the Crossroads Region is a important area in
One book, downloaded free SOE member’s creatures, home former Southern California, with the emergence of new faiths
made monsters or those found in other Outland Arts publica- and factions threatening to spill out into surrounding areas.
tions such as adventures and Excavator Monthly. The balance of power is held between two diametrically op-
posed nations, the Dominion of Aberratia and the holy Pur-
ist Empire. These factions, one led by fundamentalist pure
stocks, the other by mutant supremacists, struggle on a dai-
ly basis to defeat one another. If one is ultimately victorious,
that faction will aim to obliterate the two remaining Freeholds
and independent communities of the region, and thereafter
Overview of the Regional Features sway the tides of war in both the Shattered Region to the East
and the Shallow Sea Region to the North. No power in these
Welcome to the Crossroads Region, an area along the Pacif-
ic Coast which gets its name from the surviving portions of adjacent regions could sustain a war on two fronts, given that
ancient interstate highways, but so too, from the concept of these factions are already hard pressed and barely managing
choices the inhabitants must make. Four factions exist here. to hold their borders.
The largest two, the Purists and mutant supremacists, are For most free people, a victory by either the mutant su-
permanently at war with each other. The smaller two factions, premacist Aberrationists, or the mutant burning, religious
the Northern Freehold and Southern Freehold, are aligned so zealots of the Holy Purist Empire would be a calamity, as
closely that they are practically one nation, yet separated by both are commonly seen as extreme factions who promote
terrain and mutual enemies. intolerance and extermination. For the most part, however,
The factions include the mutant supremacist or Aberrationist the Aberrationists plot to enslave all non-mutants and elim-
nation called the Dominion of Aberratia or ‘DOA’ for short, which inate pure stock humans through forced marriages to mu-
is situated along the central coastline and reaches to the edge tants, which although is a terrible fate for most, is somewhat
of an immense forest called Twisted Wood. Secondly, there is the less drastic than the policies of the Holy Purist Empire. The
pure stock inhabited, religiously dominated Holy Purist Empire, Purists cannot abide any beings other than unadulterated
referred to as ‘HoPE’ by its subjects or by their many enemies as pure blood, non-deviated life forms, including plants and ani-
‘HerPE’. This low tech, racist, pseudo-Christian Theocracy, ruled mals. The Purists of this region absolutely believe that they
by a Vicar and his clergy, controls much of the south and are can eradicate all mutant, mechanical and synthetic life forms
permanently engaged in a bloody war with the mutants of the and return earth to a pre-apocalyptic state, going so far as
adjacent dominion. Finally, there are the independent and Free- to strive to return the land to an age before genetic science
hold communities, which are either barter forts, excavation out- was practiced, before even DNA was understood. Their plan
posts, or free towns where a man or mutant, cyborg, synthetic is to turn the west coast into a vast, church state, cleansing
human, beastial human or even a self aware android can make the world of the devil spawn, including pure stock humans
a home for itself. Among these more liberal, accepting communi- who have been modified to become cyborgs or are proven
ties of survivors, there are two major coalitions, both are called or suspected to possess mental ‘gifts’ such as telepathy and
Freeholds, with one, the Lower Freehold (LF) being pinched be- telekinesis, even though these ghost mutants show no outer
tween the Dominion of Aberratia and the Holy Purist Empire in mutations.
the south, while to the North, is the considerably larger loose knit Given these threats, most free people of any race or ‘type’
nation of the Northern Freehold (NF), which is dominated by the have more dread of a Purist victory than of an Aberrationist one.
region’s largest city called Overpass. Of course, neither option is acceptable, therefore most able bod-
The Crossroads Region is the most heavily populated re- ied men and women of the Freeholds and independent towns do
gion around, and caravans or barge loads of migrants arrive whatever they can to thwart the two warring factions, weakening
weekly. These settlers often come to answer the call to arms them both equally, so that neither becomes more powerful than
by one faction or another in their ‘noble’ wars. Others wish to the other, and gain the upper hand and tip the balance of power.
explore the numerous ruins, or else to merely escape the law- Excavators, mercenaries and other adventure orientat-
lessness and brutal wars of adjoining regions. ed units, both those born and raised in this region or newly
arrived travelers, will very likely get caught up in the power lation (17,520 to 21,210 thousand inhabitants) but lacking
struggle around them, either on purpose, or by accident. Even many of the impressive relic weapons of the bridge city of the
in the smallest independent towns, Purist and Aberrationist Crossroads Region. There is a substantial amount of trade
agents participate in espionage, sabotage and the assassi- along the adjoining coasts of these two regions, conducted
nation of each other’s minions as well as those of the op- by cargo barges, rafts, canoe flotillas and airships, as well as
posing ‘race’. For this reason, adventure teams should make some over land commerce and migration; however the Old
considerable effort to see that their group is comprised of a War Zone, Great Ruins, Crater Lakes and other pitfalls have
liberal mix of cyborgs, pure stocks, beastial humans, mutants done much to deter most foot travel. The wars within both
and synthetic humans, if not stranger individuals. A group of the Crossroads Region and the Shallow Sea Region keep the
mixed type will often remain unscathed when in trade towns powers within each sector so hard pressed that the notions
or the unclaimed and freehold lands, since the citizens there of regular diplomacy, alliances or even invasion have not yet
will immediately assume the armed mix-race characters are been addressed. The Northern Freehold, of which Pitford, Ar-
neither Purist nor Aberrationist raiders, and welcome them ray and Overpass belong to, and the authorities in Ventura
through their gates and into their bars, brothels and shops. are aware of each other by way of communications trans-
ported by traders or excavation teams who are entrusted with
The Crossroads Region is a complex and lively territory, sealed message tubes containing documents, audio discs or
offering nearly every terrain type, surface or underground ru- even vid-discs. It is speculated that an alliance exists whereby
ins, as well as fresh water and sea going adventures, wood- if the Northern Freehold can defeat both the Aberrationists
land treks and rides through open steppes, stinking swamps, and the Holy Purist Empire, which presently seems highly un-
small villages and great emerging cities filled with every vice likely, they will then march north to assist Ventura in the de-
and service one could dream of. It is the perfect area for a feat of Shenwall, Likewise, should Ventura defeat Shenwall, it
new adventurer to set out and make a name for oneself, will send its army south to aid the NF. In the off chance that
where one’s deeds can seriously impact the fate of emerging either outcome should occur, the two regions are supposedly
nations, and where earning fame and fortune are a very real planning to form one massive trade block, with merged mili-
possibility in such a diverse and dynamic land. tary and intelligence organizations and a level of cooperation
not seen in over two hundred years.
The Shallow Sea region is also dotted by a of couple doz-
en small towns, forts and unique or mysterious communities,
many of them being highly intolerant to either mutants or
those not practicing the local faith. Nevertheless, there are
Overview of Surrounding Regions a great many free towns here where travelers can get a room
and a hot meal, gamble, drink, have at the whores and move
on to the next friendly community. For the excavators, Anchor-
North: The Shallow Sea Region post, on the far side of the Great Ruins, rivals Pitford in size
Beyond the Boundaries of the Crossroads Region, directly and appeal to any digger, and is a regular destination for ruin
north, sits the Shallow Sea Region. This rugged, war torn area explorers who manage to skirt the perimeter of the crumbling
is dotted with numerous independent communities trying to vast metropolis.
survive amid a power tug-o-war between two well established, Geologically, the Shallow Sea region is aptly named after
well organized city states. On the one side, and entrenched at the huge gulf, called the Shallow Sea, which is situated in the
the extreme north of the region amid a landscape of incred- middle of the region. This so-called sea opens to the tainted
ible industrial ruins, sits Shenwall, a mysterious, dark little Sea, also known as the Pacific Ocean, in the south west cor-
‘Empire’ which has managed to form a rare army of mutant- ner near the booming trade town of Lagoona. Like Lagoona,
cyborgs and utilize many potent relics against their foes, con- most communities in this region are built around this great
quering nearby agricultural or fishing communities in order bay, and therefore waterborne travel is commonplace. The
to both spread their territory as well as secure a supply of Shallow Sea gets its name from the bay’s low water levels,
slaves, food and drinking water. The rival to the imperialis- which in many places are only 10m deep, or less, and in some
tic, cruel and debased faction of Shenwall is the much larg- areas near the south eastern edge of the great ruins, the sea
er, but less tech-savvy faction of The Venturians or ‘Venturi- bottom is actually formed by rows upon rows of ancient struc-
an Coalition’, who hail out of the vast wood and mud walled tures, some of which protrude hundreds of meters out of the
city of Ventura. This immense community is aligned with a sea and offer exceptional treasure hunting opportunities for
half dozen tiny towns and villages in the surrounding coun- the brave. Like all ruin areas, however, the perils are often
tryside, from which they draw resources as well as a season- too great for all but the most experienced, well equipped and
al flow of 18 year old recruits, willing to join Ventura in their stout hearted excavators.
war against the encroaching Shenwallian peril. Ventura is an
open city, much like Overpass and of about the same popu-
East: The Shattered Region ruler of both pure stock factions. The Pureholders, are purist for
biological reasons as opposed to theological reasons. While they
Separated from the Crossroads Region by the rocky formations
are often sickened by the notion of cross breeding with mutants,
of the newly formed Cathedral Mountains, the Shattered Region
they do not believe that god made mutants, nor that they are
nevertheless holds the closest ties to the events, populations and
devil spawned fiends or any such nonsense. They are also a sci-
power struggles of the Crossroads nations. The main features
ence based society and know how mutants emerged, aware that
of this area are the incredibly deep cut canyons in the northern
many deviants are in fact the descendants of the current Pure-
half, which give the region its name. These canyons are bordered
hold people. It is widely believed that Purehold scientists were
by the Great Ruins and Northern Dunes on the extreme north-
once instrumental in orchestrating the complex DNA manipula-
ern edge; a remote and inhospitable portion of the region, best
tions which gave rise to many of the impressive defensive, offen-
avoided by all but the most powerful travelers. Running along
sive and mental deviations now found in many of the more note-
the right side of the sector are the Barrier Mountain range and
worthy mutant heroes and villains of the area. While mutants
adjacent badlands to the east. Occupying the west and eastern
may serve as mercenaries in trenches along the Mecha border,
halves of the region’s middle are the opposing factions of The
they denied citizenship and openly treated as both inferior and
Purehold Republic and the Mecha Sector Cal-64. Finally to the
loathsome by the general public.
west, as mentioned above, sits a smaller but impressive moun-
Elsewhere in the Shattered Region, there are several small
tain range in the west called the Cathedral Mountains, which are
outposts, farming communities and forts which stay out of the
infested with a clan of resourceful, blood thirsty skullocks.
region’s war and established themselves in isolated area. Many
The Purehold Republic (PR), an advanced, secular, pure
of these communities are hostile to travelers or else strongholds
stock dominated, corporate hold over state, has inhabited an-
for criminals and slavers, nevertheless, the towns of Rope Cross,
cient facilities within their boarders for generations, and have
Toxic Town, Frost Foot, Rust City, Holeville and Abandon accept
managed to hold out against mutant barbarians, primitives, hu-
excavation teams and traders, and many in fact rely on the goods
manoids, fellow pure stock religious fundamentalists from the
and protection offered by such robust migrants.
Holy Purist Empire, with whom they share a common border, as
well as their greatest nemesis, the Mecha.
The Mecha are a robot and android populated faction West: The Atolls Region
called Mech sector Cal-64, which was once a Southern Cali- So named for the numerous small floating communities dot-
fornia robotic and android garrison. The robotics at this former ted among the islands, the Atoll Region lies directly off shore
military and manufacturing hub turned on their human com- of the Crossroads Region, and is best described as a bar-
manders in the dark times and after gaining a sizable amount baric, unorganized and lawless salt water territory. There are
of territory, access to power generation units and some degree numerous island chains, many with tiny, scrap walled trade
of security, have more or less hunkered down and ceased their towns on them, while others are the home to blood thirsty
expansion. The Purehold Republic, on the other hand, which humanoids, mutant human cannibals, as well as pirates, sla-
centuries before suffered greatly in war against the Mecha, vers, cultists and strange secret societies which fire on trav-
have sought to reclaim their lost territory and now wage a de- elers before they get close to their beaches or floating stock-
cades long trench style war with the Mecha units. The Pure- ades. There is one large island, just off center of the region’s
holders use a huge number of clones, bioreplicants and trans- middle, simply called ‘Great Island’, on which an impressive
humans in their military programs, and turn wounded soldiers landscape of heavily foliaged ruins tempt excavators from the
into cyborgs. It is from here, in the capital of the Republic at mainland and afar. There is one excavator support town on
Henderson, where over 90% of all bioreplicant, clone, trans-hu- this big island, called Fort Hinton, but the accommodations
man and cyborg characters emerge, fleeing the life of a slave- and supplies found here are very expensive, and the lack of
solider, and seeking their own identity and liberty within the law and order can tax the nerves of the stoutest diggers. Two
Crossroads Region and beyond. large towns dot this region, one on Delphi on aptly named
Both the Mecha of Cal-64 and the Purehold Republic seek Delphi Island, and far to the south, on Isabella Island is Jeri-
allies within the Crossroads Region, and send envoys and spies cho City. These opposing communities are highly competitive,
regularly. While the Mecha do not accept mercenaries to serve in and vie for trade, resources and resourceful new citizens,
their own wars against the ‘Pureholders’, they do hire assassins with each seeking to weaken the other, employing spies, as-
and other operatives to deal with Purehold agents in the other sassins, saboteurs and even open navel or airborne warfare
regions. The Pureholders, meanwhile, actively seek mercenaries from time to time. To the casual outside observer, it is at first
of any organic race, including mutants. It is this limited accep- difficult to see why the two fortified towns are so antagonistic
tance of the mutants which so enrages the pure stocks of the toward each other, when instead they could work together to
Holy Purist Empire, who in recent years have attempted to stir re- defeat the more obvious threats of raiders and non-human
bellion within the Purehold’s less educated populations, and on marauders. What is known, however, is that a generation ago,
several occasions launched unsuccessful invasions defeat the two separate, competitive and powerful excavation teams
government of Henderson and establish the Purist Vicar as the established both Jericho City and Delphi, and it is said that
the two units often waged murderous battles throughout the many of which hearken back to an earlier time in human history,
isles. The current ruling families are the children and grand- particularly the 20th century. There is said to be a growing Nazi fac-
children of these two excavation squads, and continue the tion which models itself after the 1930’s style fascist movement
feud at the expense of their people, weakening the human in Germany, however, the pure stocks here employ cyborgs, pur-
power base in the region and allowing more insidious threats pose-bred mutant humans, and robotic units, all clad in SS officer
to emerge and get a foot hold on surrounding atolls, rusted style getups, with swastika arm bands or markings. This group’s
ships, and islands. actions fostered the formation of opposing factions, one, based in
Trade between the people of the Atoll regions and the a fortress in the Middle Badlands, called New Stalingrad, models
Crossroads Region is limited to a small scale, and is more likely itself on communist USSR, and wages and unending war on their
to constitute petty raids by islanders and sea peoples against hated Nazi foes, as well as promotes such policies as the redis-
the farming towns of the Dominion of Aberratia, or further up tribution of wealth among all citizens, a total ban on class struc-
and down the coast. There is no obvious prejudice or distrust ture, and fostering the nobility of the worker. In addition to these
toward mainlanders who choose to explore this region, at least groups, there are said to be other unique communities such as
none expressed by the open trade towns and atolls which those housing cannibals, a gay liberationists township, another
thrive off trade. In spite of this eagerness to barter or trade where healers learn and treat the afflicted, a cyborg only society,
silver for goods and services, many of the communities in this as well as numerous farm and religious communities. Of all these
region are nervous about marauders or their scouts who could walled towns, none have formed any meaningful alliances, and
easily pose as an excavation team, to sabotage a defense or more often than not are bitter enemies with each other and strive
murder a community leader, thus, many of the tiny villages and to control rare farmland and water supplies.
atolls do not allow strangers to go unattended in their midst, For the excavator there are several small but excellent sup-
carry relic weapons or leave their lodgings after dark. port towns, although they are more like slapped together scrap
built forts, with the motel, bar and stable making up most of the
community. These small digger bases provide essential shelter
North East: The Wastelands Region to the grave robbing teams who ply the vast, relic and danger
rich tombs of the ancients, which spread for hundreds of kilome-
Kitty corner to the Crossroads Region is a vast expanse called
ters, including sectors of the former Los Angeles megalopolis that
the Wastelands Region, so named for three notable features.
have not been visited by humans in more than a hundred years.
The first obvious element, and the one most notable for south-
The Wastelands Region poses incredible challenges and
erners, is the massive arc of ruins, hemmed in on both sides by
countless unknowns, where the outcomes of petty wars can
the Southern Dunes and the Northern Dunes. These great open
mean a community is full of friendly barter-eager villagers one
sand dunes make the second attribute which gives this region it
month, and neo-Nazi cyborgs the next. It is a territory where raid-
name, for like the ruins, this desert makes this area inhospitable,
ers can sweep out of the badlands at any moment and where
remote, and challenging to those who choose to live here. Finally,
hideous never before seen creatures and extraordinarily power-
the area is also a wasteland due to the intense hostilities which
ful battle robots lurk in the streets of the Great Ruins, wiping out
the assorted communities are embroiled in, both with neighbor-
entire adventure teams in mere seconds. With these great perils
ing fortress towns and strongholds, as well as the incursion of
and uncertainties, also comes the chance for the gutsy and re-
warmorts, skullocks, and dozens of other new humanoid species.
sourceful to uncover immense riches and incredible relics, mak-
While reports are sketchy, rumors of this area do filter down to the
ing this region suitable for experienced dig teams looking for new
more civilized communities of the Crossroads or Shattered sec-
challenges.
tors, rumors which mention bizarre factions in the Wastelands,
however, in Overpass, whom feel that the current rulers of the larg-
est city in the region, are too passive, have for too long hid behind Becoming a Freehold Scout
their walls, and have not taken steps to better ensure the survival The Freehold Scouts are very selective of who they let join them,
of the Freehold. These men and women, called simply The Mili- since they are entrusted with sensitive operational knowledge,
tants, promote a call to arms, the drafting of all able bodied citi- the safe conduct of spies and their information, as well as the de-
fense of prominent political or business leaders in the Freehold
zens, and the formation of a sizeable army, assisted by the Mecha,
towns. Individuals wishing to join this force are usually invited
to take back the towns of Hookville and Las Calaville (North Fort),
to do so, approached by NF spies or scouts in far off commu-
and then move on to crush Stalwart, Far Cross and Rock Spire.
nities after performing some task which shows them to be nei-
Speculation exists that these war mongers are directly associat-
ther Purists, Aberrationists, selfish, or of some other undesirable
ing with android infiltration units within Overpass, and plotting a
group. A person who is selected to be a scout will be trained for
coup to take over the governments of all three NF towns. Officials six months, housed, fed and educated. At the end of this period,
of the Northern Freehold Council have hired elite, freelance spies he or she will be able to read, write and do math, and gain one
to investigate these claims, as well as defend the homes, families skill point in marital arts, riding, stealth, and evasion, plus, if not
and facilities of the local officials and industry leaders. already armed with a better weapon, will be supplied with one
The NF council is governed by equal representation, three from the random list below:
council members from each of the three communities, however,
the sheer size of Overpass’s population would seem to make this
an unfair distribution of votes, yet rarely do either Pitford nor Ar- d12 Freehold Scout Supplied Weaponry
ray disagree with anything the rulers of Overpass propose, for the 1. Musket pistol with 10+3d6 shots worth of powder and lead shot.
council has a very simple mandate; to let each town handle its 2. Musket rifle with bayonet, with 10+3d6 shots worth of pow-
own internal laws, election processes, military composition, treat- der and lead shot.
ment of prisoners, and social matters, independently. Only the 3. Crossbow, or heavy crossbow if strong enough, & 10+d20 quarrels.
protection of their mutual lands, and the safe passage of legiti- 4. Shotgun pistol with 2d6 shells
mate people and trade, are of concern to the current council, all of 5. Pump shotgun with 3d6 shells
which rely on the highly praised, well armed Freehold Scouts. 6. Compound bow and 14+d20 arrows
There are no standard military units distributed in all three 7. Compound crossbow and 16+d20 quarrels
NF towns, however, the Freehold Scouts are a distinct body, which 8. Pocket pistol with 3d6 rounds of pistol ammo.
move about freely, keeping an eye on enemy movements, collect- 9. Survival rifle with spare mag and 20+ d20 rounds rifle ammo.
ing information from spies, and periodically harassing the Aber- 10. Assault rifle with spare mag and 30+d100 rounds rifle ammo.
rationists or Imperial Purists. Each squad of scouts is unique, 11. Sub machine gun, spare mag and 40+d100 pistol rounds ammo.
and is often no more than a band of excavators who have joined 12. Sniper rifle with 10+2d10 rounds high caliber rifle ammo.
the Northern Freehold out of sheer loyalty and patriotism. They
usually have families living in one of the three towns and feel it is Freehold Scouts wear whatever armor they already have, or
are given part plate if they don’t have better. As a uniform, over
necessary to defend their lands from those who would take away
the armor, a scout wears a navy blue tunic with a single white star
their freedom, or their lives.
bleached onto the chest, at least when in secure NF territory. In
For most excavators, who are just trying to survive and get
addition, each will be given a blue armband with the a white star
a few relics to help in the daily task of survival, the need for safe
stitched on it to be worn when outside the Freehold territory in situ-
ports of call are mandatory, especially if their team is of a mix
ations when the scout wants people to know who he or she serves.
of races. In the NF lands, any being can become a citizen, even Additionally, recruits are supplied with specially signed member-
a free thinking android*, mutant animal*, self aware or human ship papers, with a copy of this document in each of the three NF
brained robot*, abomination*, parasitic humanoid*, or any towns. This paper, carried in a steel, waterproof tube, is final varia-
number of other intelligent beings. There are between 400 and tion of the person’s identity, and easily checked against the copies
60O scouts actively serving in the wilds and distant communities held by the authorities in each town. Finally, a scout is given a sad-
throughout the region, often void of any identifying documents or dle horse if they don’t already have a mount or vehicle, plus free
insignia which might disclose their allegiance. room and board in the scout operated garrison situated in every
Each town entry, under the’ Military’ listing, will state the NF town, and all trade caravans and nomadic peoples inhabiting
number present at any given time. For NPC Scouts, treat them the NF lands are obliged to feed and provide shelter and healing
as elite soldiers with one weapon from the list to follow, a saddle to these scouts. Each scout receives 50sp in pay per month, auto-
horse, and longsword. matically deposited into an Overpass bank account if he or she is
* These are all possible character types found in the Expansion Rules. not present at the first of the month.
The chain of command in the scouts is as thus, with any supe- in the whole region, but, it’s got its rough areas, some plague, lots of
rior officer being able to order any scout he or she meets, to under- crooks and hookers with sinners itch, and the water stinks. Overpass
take any task, unless that scout carries orders from a higher ranking has just about every sort of service you’d need, and some you don’t.
officer to solely follow his or her pre-arranged mission. All officers are You can get anything there, and anything can get you, too! There are
in constant radio contact with each other via communicators and slavers selling all manner of human or humanoid, as well as catch-
with their command center in Overpass, and are usually aware of ing folk in the back alleys at night, religious crackpots from Rock
which unit is being sent where or on what mission, and therefore will Spire, and Purist infiltrators from Pure Hub City, not to mention
never needlessly reassign them when meeting them in the field.
those friggin’ Aberrationist sons of bitches, who be plannin’ to take
the city over like they did in Hookville or ol’ Las Calaville. If you’ve
got pure stocks in your group, them mutant freaks, no offense, will
sure wanna get a knife between there ribs! Now, don’t get me wrong,
The Freehold Scout command structure if you wanna live free, and mate with anybody you want, drink your
fill, smoke weed or be someplace where you can have a robot or an
Scout: This is a regular private, however those that have android as a best friend and an equal... that is the place. The North-
served the longest among a squad act as NCOs when any su- ern Freehold is hard pressed these days though, everybody
perior officer is not present. Groups of excavators, who are en- seems to want to conquer it, and they especially want to
listed as scouts, often work better on their own, as they capture Array, so you should
did previous to enlistment, and thus have their own be warned that both the Aber-
rationists and the witch burnin’
unique operational command structure, which is
God dammed Holy Purists are both
secondary to the Freehold Scout chain of com- itchin’ to seize the place... you might
mand when meeting other units or within a town. just find yourself volunteering to defend
10 scouts form one squad. the walls of a town, or form ranks with a
Corporal: Usually commands 10 scouts, or bunch of other sheep in a great battle some-
a squad. Treat as ‘Officer, Squad Leader’ on Table place. All told, regardless of my bitchin’ the
TME-4-10, page 137 Typical Humans of the Mu-
NF is probably the best place in the region to
tant Epoch in the Hub rules.
Sergeant: Commands more than one make a home if you’re an open minded, mixed
squad at a time, or accompanies a special race tolerant, ruin digging adventurer.”
strike team in place or accompanied by a Cor-
poral. Each town has a Sergeant on staff with
the regular town military forces, serving as a
correspondent between units to better coor-
dinate battles and patrols. Treat as ‘Offi-
cer, Senior’ on the typical humans table,
For the Game Master
The Northern Freehold, or NF, is prob-
found in the Hub Rules, part four. ably the starting point for most charac-
Sergeant Major: Commands all ter groups. The city of Overpass is ideal
the scouts in the entire Northern for a mixed character party to meet and
Freehold. He or she is often situated house themselves when not in Pitford
at the command center in Overpass, or elsewhere in the region. There are
and in constant communication with all many perils within Overpass, and neither a
scout units region wide. Treat as ‘Officer, mutant nor a pure stock character is entirely
Senior’ on the typical humans table. This safe there due to foreign kidnappers and as-
senior command position changes every sassins, let alone the common criminals who
six months, voted upon by all Sergeants dwell in the city’s vast, slums and shanty towns.
who have served in the scouts for at least 6 Pitford is the main town in the region for exca-
years. vators, and the settlement’s description is bet-
ter detailed than any other, with an additional free
preview download at the mutantepoch.com web site, while the
full size, comprehensively detailed full version is for sale, and
includes, local NPCs, detailed maps of the main buildings, and
an extensive list of random encounters in the streets, bar room
For the Player and inn. Array is not usually an overnight stop for excavators,
as Overpass is only a few Kilometers up The Western Ramps.
What characters will have heard about the Northern Free-
hold. “If you don’t mind a bit of lawless chaos, any NF town will If an overnight stop in Array is unavoidable, there is a walled
suit an excavator’s bill just fine. The town of Array is closed to trav- enclosure outside, with a bar, which travelers can pay to stay
at. While the enclosure offers protection from most predators,
elers, being a solar power generation plant, but, you can get a cell
it is a rough place, and many fist fights end up with somebody
charged there and you can stay at their boarding enclosure outside dead. Array primarily exists to sell power cell re-charge services
of town. Up North, there is of course Pitford, which you’ve probably for anybody that can pay, no questions asked. It is known that
heard enough about without me nattering on about it. It’s the premier Aberrationist agents come here with their own empty power
deluxe adventurers’ hive in the whole friggin’ region. It’s totally en- cells, as do raiders and other enemies of Overpass.
closed so flying meat eaters and blood suckers don’t get in at night! In conclusion, The Northern Freehold is a great starting
Then there is Overpass, a filthy damned place if you ask me, at least point for any new team, and an ideal place to return to after
the Undercity or nasty Tentville districts, ‘cause I guess the actual experiencing the coldness and hostility, weirdness and abject
Highcity is fine if you can afford the inns and all. It’s the biggest city poverty so prevalent in other areas of the region.
Array This wooden fort is fifty meters across and has only one build-
ing in it. The solitary structure is a seedy bar run by a contrac-
tor, and nestled against the outer palisade and incorporated
into the defensive ring.
Faction: The Northern Freehold The purpose of the boarding enclosure is to house those
Government: The Trade Council, an elected board of 7 elderly waiting to get their power cells recharged, or those simply
men and women who grew up in Array. traveling through these parts. There are no sleeping accom-
Population: Total 535 to 643 (Pure Stocks 170+2d20/ modations here; guests are expected to pitch a tent on the
Mutants 220+2d20 and 60+d12 Ghost Mutants/ Cyborgs ground or sleep in their wagons. The enclosure’s walls stand
28+d10/ Synthetic humans 44+d8/ other 5+d6) 4m tall, and include only a rickety catwalk and two sets of
stairs leading up, allowing the occupants of the place to de-
Site Details fend themselves should they come under attack.
Array sits on the remains of a very stoutly build ancient ruin,
which protrudes from Little Prairie a dozen meters in some
spots. Nearly every surface and roof top is covered in at least
Water and Sanitation
Well water is taken from the deepest levels of the fortress, but
one solar array panel, giving the settlement its name. There in its natural state, is undrinkable due to microscopic organisms
are neither creeks nor lakes nearby, and the only notable land which inhabit the filthy liquid, forcing the locals to first filter the
feature is the forest road where it leaves Twisted Wood and brown water and then boil it before it is safe and palatable. Most
heads toward the Western Ramps. people, however, prefer to drink water imported from Galespit,
or consume wine and beer. Sewage is collected by buckets from
Construction each home every morning and poured into a pipe which spills
There are two separate structures at this town site, the boarding into a scrap built septic tank and attached septic field.
enclosure and the main fortress, the later being twice the size of
the small wooden pen which is open to travelers. The main town
site is a ruined installation, its ancient purpose unclear, which
Technology
The relic usage and scrap built contraptions found here are
while being extensively damaged, and the upper levels having among the best and highest per capita in the region, and be-
been blown away generations ago by some horrendous explosive sides the 36 solar arrays, this town boasts impressive laser
device, much of the foundation, outer walls and lower floors remain cannon and other energy weaponry, all powered by the many
usable. The surrounding countryside was once littered with stone collectors and supply of batteries stashed around the defen-
and metal debris, which has since been entirely utilized by the in- sive perimeter, (see military and defenses).
habitants to construct one of the best made, toughest and easily There are 14 spotlights set up around town, but usually only
defended towns in the region. No wooden or other flammable ex- four are used at any one time, controlled by ‘Array Champions’, the
terior cladding encases the town, however, the interiors of newly local troopers, to keep watch on the boarding enclosure, the main
built housing and fortifications do have wooden walls and floors, gate, and the two other sides of town. There is a control center in
all of which are well crafted and often ornately finished in Celt- the HQ building, on the top floor, which is set up with four comput-
ic knots, African patterns and West Coast Native carvings. These ers. One computer controls the solar power collection units, an-
people do not fish, nor farm, nor loot ruins, as they exist solely on other is used for communications broadcast and signal monitor-
the sale of electric energy collected by the numerous solar panels ing, the third is set up to handle a records, including a directory of
situated about the town. Every panel is bolted and chained to the everybody who has had power cells recharged, bookkeeping, word
fortress, and well out of reach of those who might try to climb the processing and general government paper work. The fourth and
walls from outside and steal one of their 36 precious devices. The most powerful CPU maintains control over the fort’s robotic units.
gates to this citadel are huge double doors, made of wood but ex- The system is able to flip between screen shots of each robot’s cur-
tra plated with steel and iron spikes, and beyond them, ten meters rent view, operational status, and whereabouts via location bea-
down the main corridor into the town, sits another set of doors, cons which flash red on the screen when in ‘map mode’. The map
which are half as thick as the first, and flanked by 12 arrow slits covers as far as Jaw Lake in the south, The Merge in the north,
on either side from which defenders can unleash a murderous hail and east to Galespit and west to Red Field. If needed, the com-
of gun fire on those who breach the first doors. puter can be turned over to a sort of self aware intelligence within
The boarding enclosure is simply a large wooden pali- the fort’s network, and alert the council members and officers via
sade, set back from the main town 30 meters, perched under communicators of any system problems, perceived threats or im-
the tallest concrete tower of the main town. From this tower a pending scheduled tasks of importance. Some say that a digital
crew using a spotlight observe the lower enclosure by night.
being resides in Array’s computers, and at times departs to move in tactical armor (modified from several suits if tailored to fit
about in the frame of a heavy solider robot or other unit, to con- a strangely shaped mutant) and carrying an energy weapon,
duct tasks on behalf of both Array’s people and its own agenda. crossbow, machete, dagger and spare power cell. These profes-
sional men and women are all dressed in gray urban camo print
Dangers overalls under their black swat team armor.
Both the mutant supremacists and the Imperial Purists have While only a small force, they are disciplined and well edu-
claimed Array as their own, even though neither side has had cated. They know when to hold their ground and use cover, when
much luck taking the tiny fort. Likewise, there have been attempts to call off a pursuit, and avoid pointless risks. They stay in con-
by forces from outside the region, such as the Purehold Republic stant communication with their officers and other units, and are
and marauders from Fort McWayne, (Shattered Region) to capture able to call up gyrocopters, robotic units or the pack of tan col-
the place. Besides the incredible firepower available to the defend- ored Horrlify, noted below.
ers, which can easily lay waste to most attackers, the very prize If the Northern Freehold comes under attack and a call for
that draws these would-be conquerors, the very solar panels, are help is sounded, 20 pure stock and 20 mutant Array Champi-
the devices which power the defender’s great weapons. These col- ons will ride forth from town on riding dogs, plus one gyrocop-
lectors are clearly visible on the roofs, strapped to towers and high ter, to assist on whatever battle ground they are needed. Roll
walls, and nearly impossible to miss with gun fire, ballista bolts or below to see what energy weapon each Champion is outfitted
catapult stones. The positioning of these collectors put the attack- with, roll d100:
ers at a tactical disadvantage when storming Array since hostiles
are forced to storm the town with low tech means, or at least very 01-08. Stun stick
carefully aimed shots by sharp shooters least they destroy what 09-16. Stun pistol
they have come to steal. In recent decades, all would-be occupi- 17-22. Laser torch
ers have employed ladders and archaic weapons to ensure that 23-27. Mini-laser
the coveted panels are not shattered, but in the year 2339 Purists 28-34. Wrist laser
used a armada of small airships to try and drop Conquistadors 35-47. Laser pistol
down into the settlement via ropes, a plan which was anticipated 48-72. Laser carbine
and resulted in a massacre for the Purists. 73-79. Heavy laser carbine
Other dangers include the usual bands of humanoids and hun- 80-96. Pulse rifle
gry predators, which surround Array at a distance, always looking to 97-00. Heavy pulse rifle
rob or devour travelers. The most constant and perilous threat, how-
ever, is directed at people who come here with empty power cells, or Commanding the small but well outfitted, high tech army of Ar-
leave with full ones. A certain gang of raiders, called Conrad’s Pla- ray are 4 Sergeants, treated as senior officers on the typical
toon, keep a watchful eye on the comings and goings of Array, mak- human chart (Hub Rules), each being armed with a laser pistol
ing it advisable for anybody destined for this place to either travel on and a heavy laser carbine, d4 fragmentation grenades and a
fast mounts, be very well armed, or travel in one of the large weekly communicator. One of these officers will be on duty at the main
trade caravans which come here between Overpass and Galespit. gate’s energy transfer window, at all hours, overseeing the ex-
Sleeping in the boarding enclosure is also known to be change of coins for recharging services.
perilous for the weak, ignorant or wealthy, as travelers often In the event that a major enemy force is seen heading to-
steal from others who camp in the pen, sometimes killing ward Array an auxiliary force will join the normal champions
those who resist. In addition, the saloon in the enclosure, Lo- within Array. This militia will consist of 40+d20 pure stock and
gan’s Lounge as it is called, although the owner, Logan, pre- 50+2d20 common mutants called up from among the citizen-
fers to call it The Voltage Bar and Grill, is known for its rough ry, who fight as commoners, using muskets and hatchets, ar-
characters, gambling, foul talking whores, enormous brawls, mored in part plate and iron helmets, as well as clad in gray
and death duels, which sometimes spill outside into the dusty urban camo vests to identify them as Array combatants.
camping area. A detachment of 3d6+6 Freehold Scouts will also be
present in the main fort, each with a saddle horse and out-
Law Enforcement fitted according to the random armament table on page 15.
This unit will leave immediately if fellow scouts nearby call for
As no outsiders are permitted into the actual town, there is little
need for law enforcement as applied to travelers; nevertheless, the aide, or if either Overpass or Pitford falls under attack. While
Array champions will arrest their own people for drunken fights, pet- Array is a member of the NF, it does not have the facilities to
ty theft, adultery or other crimes. In the boarding enclosure, how- accept recruits wishing to join the scouts, and will direct any
ever, where law is very much in need, there are no Array personnel queries to the main facility at Overpass. In addition, all known
whatsoever. Without law and order, travelers are left to sort out any or proven Freehold Scouts get their power cells recharged at
differences on their own, or else, if a serious fight breaks out in Lo- half price.
gan’s Lounge, a mechanical bouncer will deal with troublemakers. Non-human and relic military units are an essential com-
The bouncer, a police robot owned by Logan, will brutally ‘enforce ponent of the Array military infrastructure, and are attributed
the peace’, especially anyone picking on a non-combatant, a whore, with inflicting the heaviest losses among besiegers and the
or a regular customer who has paid the bar owner for a little bit of raiders of Conrad’s Platoon. There are 4+d6 Horrlify in service
extra protection. Some say the robot, called ‘Brutus’, is self aware, at all times, their skulls fitted with new control nodes and one
or perhaps has a human brain implanted in its head unit, for the mechanical eye allowing the controls of computer 4 to see what
thing seems to take pleasure out of evicting trouble makers, has an each Horrlify sees and direct it with simple commands such
uncanny memory for faces, and appears to have developed genuine as pursue, kill, hold target, return target, and whatnot. These
friendships with certain regulars, traders and hookers. beasts are used to patrol the countryside at night, or set loose
after thieves or other undesirables. If computer 4 crashes or is
Military and Defense destroyed, however, the animals will revert back to a wild state
There are between 90 and 130 Array Champions serving in this and simply wander away. Once free, these beasts will even at-
community. 40+d20 are pure stocks trained in martial arts (2 tack familiar Array troops, and if the horrify get beyond 200km
skill points each) and 50+d20 mutants, each with a prime mu- of Array, the radio transmitter on the HQ tower will be unable to
tation as well as 2 skill points in martial arts, all are dressed re-gain control even if the computer is fixed or replaced.
Location Key:
MAP CR-1: Array 1 Main Gates and Battery Transfer Window
2 Boarding Enclosure Gates
Scale: 1 hex = 3 meters 3 Logan’s Lounge Bar
4 Wagon Camp Area
5 Tent Camp Area
6 HQ Building
7 Horrlify Pen
8 Dirt Bike Garage
The town also has numerous small relic vehicles in its arse- one arrives late, he or she will be forced to pitch camp in the open
nal. These include 10+d10 dirt bikes, driven by champions who area within the wooden enclosure, called ‘The Pen’ which itself
are all 2 skill point drivers. A detachment of 4+d4 ATVs, con- shuts its doors at 8:30pm and opens them at 7am. Inside this
trolled by a champion with a 1 skill point as a ‘driver’ and each area, there are many types of people, some being groups of all
fitted with a rear seat and a weapon mount which holds a heavy mutants who are quite possibly mutant supremacists from Aber-
machine gun. These powerful, well kept guns are supplied with ratia, but it is just as likely to encounter clones, cyborgs, biorepli-
an ammo drum magazine holding 40+2d20 HCR rounds. These cants and even self aware androids and robots who, if they expect
ground vehicles are parked in a lower level garage, while above to get batteries charged, usually accompany human comrades.
them, in a hanger with a steel shutter door, are 3+d2 operation- The gate is opened and closed by staff from the saloon, which
al gyrocopters. These small, open cockpit helicopters are armed double as kitchen helpers and cooks the rest of the day.
with a heavy laser carbine fixed on the nose cone, and flown by a Staying within the boarding enclosure, or pen, is not cheap.
3 skill point pilot, who is also one of the Array Champions. There is a 2 silver piece entrance fee charged to every person,
There are 5 light laser cannons situated around town on whether a freeman or slave, human or robotic being, entering the
tripods, and moved from fox hole to concrete tower to roof top stockade, plus a 1sp daily fee for camping within the enclosure,
gunnery nest; a rotation which is conducted almost daily to en- with a maximum of 5 nights permitted for any group of travelers.
sure that an enemy never knows exactly where all the guns are There is a simple, two floored bar structure, made of scrap and
placed. These units are powered by a power pack each, carried wood, called Logan’s’ lounge, which has no overnight rooms, but,
by a champion while another fires the gun itself. The only other will rent 4 person tents for 2 sp per night to those in need. The
large relic weapon is a missile launcher. This impressive relic was hookers who work the place live with the staff on the second
torn off an old battle robot found in Twisted Wood, and is now fit- floor. These women won’t spend the night with clients, and in-
ted to the top of the HQ tower and controlled by computer 2, and stead, frolic in one hour bouts for a cost of 6+d6sp, conducted in
armed with d4+4 Assault Missiles and d3 tactical missiles. special curtain enclosed alcoves to one side of the bar room.
Finally, within the basement of the HQ is a robotics work-
shop. This facility is well outfitted with three sets of robot repair Brief History
tools, a diagnostic computer, a re-command software package, People have camped at this site since the ocean retreated, finding
and stacks of manuals, repair books and spare parts. Hundreds the towering ruins an ideal place to get their backs up against a wall
of inoperative and broken robots and androids line the walls here, and provide some cover. At other times, the ancient facility has been
used to salvage parts. Of the d6+6 robotics technicians working overrun by skullocks and moaners, who made habitation by humans
here day and night, one will be of 5 skill points, the rest at 2 skill challenging for many decades. Finally, in the year 2281, Caligula
points and treated as commoner men as far as stats go, but if Dorchesta the Second, a self proclaimed warlord who gathered sev-
the town is attacked, armed with laser pistols and wearing com- eral tribes to his banner by kidnapping the children of lesser lead-
bat armor. These dedicated men maintain a force of 3d6 house- ers, erected the first fort here, using timber, plastic sheets and scrap
hold robots, d3+2 industrial construction robots, and d2 indus- mental. In time, the population managed to set aside their inter-trib-
trial repair robots. Furthermore, the technicians are responsible al differences and rejoice in their strength and the assertive warlord.
for d3+2 medi-bots who serve in the HQ hospital area, 3d6 pock- Caligula, their dual gendered, multi limbed leader, was a question-
et-bots who move about town running errands and watching the able hero whose memory and name is still revered to this day by the
surrounding countryside for any hint of danger, and d6 spiderbots local populace. Over the decades, excavation of the ruined structure
used for spy and assassination missions. Finally, kept in various provided living quarters for the growing population, and in the year
locations around town and always out of view until needed, are 2313, shovel teams who scraped out the silt and muck of the un-
an impressive force of 30+d10 light soldier robots, all painted the derground labyrinth found a stockpile of solar panels and the requi-
same mottled gray urban camo color as the Array soldiers. site electrical storage and battery re-charge units, all poly-sheathed
All the town’s robots can be routinely controlled by voice com- in their original packaging. Within a month, power cells were hooked
mands from either the Sergeants or council members. Ultimately, up and what relic energy weapons were in the hands of these colo-
the operator of Computer 4 has final and absolute mastery of all nists, were brought to life. Thereafter, the defense of the town be-
robots. In the event no human commands can be given, these came far easier, and it was officially named Array.
units are programmed to follow a pre-defined set of tasks and re- Those who coveted the solar energy generators for them-
sponses, the first being to protect the lives of registered Array citi- selves were at first nothing more than large gangs of marauders
zens, and secondly to see that the town is kept from destruction. and humanoids, who attacked repeatedly, without success. Even-
The robot soldiers are usually kept in reserve and never leave tually, these raiders included the early Purists from Pure Hub City,
the town to accompany Freehold military operations nor patrols, as well as Aberrationist minded deviants from out of the west.
since they are the core guard of the town, and so valuable that While no siege or surprise attack managed to defeat the heav-
enemies might try to steal and reprogram the units. ily fortified town, the casualties incurred by the people of Array
forced them to enlist mercenaries, and eventually seek alliances
Visitors to Array with friendly, like-minded societies nearby. By the time the Aberra-
To anyone living in the Crossroads Region it is common knowl- tionists and the Purists were well developed factions, and at each
edge that access to the fortress recharge area is strictly limited, others throats even as they expended to destroy or occupy inde-
unless a visitor is a known Freehold Scout. Even if one is a scout, pendent towns, officials from Array met with those of Overpass
free access to the town’s facilities are off limits to all but assigned and Pitford to establish the Northern Freehold. In recent years,
Array personnel. Scouts must stay in their own bunk house and attacks by large enemy forces have been few, since the two great
stable area where they are well fed, given access to a radio receiv- powers in the region have been preoccupied with killing each oth-
er and encouraged to share a single notebook computer on which er, clearly leaving Array for a later time, when the victor can turn its
to watch instructional videos on martial arts, mathematics, Eng- attention on the power generation center.
lish and Spanish language courses, as well as old war movies. All
non-scouts or expected NF officials of the faction will have to stay Social Details
at the boarding enclosure while either passing through the area The people of array are proud, resourceful fighters, and crafty
or recharging their drained batteries. The recharge facility, inci- business people, but so too, pleasure seeking, often arrogant,
dentally is only open from 8 am to 8pm, and at all other times, the under employed and lazy folk. Since they sell electricity which is
transfer window on the gate will be shut and bolted. Given this, if gathered automatically from the sun, these people don’t do much
work, grow few crops of their own, nor even travel to get their own
water. Everything is brought to them in exchange for re-charge.
Whatever outsiders don’t bring, Array citizenry simply order via
communicator with their shipping agents in Overpass, and within
a week, a caravan brings whatever specialty item to the doorstep
of this town. Because they are quite pampered, and in a rare po-
sition of power for such a small population, they are perceived
as selfish, pompous people who are known to treat outsiders as
servants or scum, and will avoid dealing with them as much as
possible. Being bored, and having money, many adults in Array
own household slaves to do housework. In many cases, howev-
er, these servants also act as concubines, even in the homes of
married people, and it is not uncommon for a married man and
woman in a house to each have their own slave kept solely for
carnal purposes, usually housed in a locked basement cell when
not in use. There are therefore slavers in Overpass who are al-
ways on the lookout for captives on their Array slave ‘wish list’,
which will be fulfilled by the slaver even if he or she must kidnap
just the right person to meet the request.
Civilians in Array dress in either replica ancient clothing, or
actual garments discovered among the ruins below Array. These
people are greatly concerned with their appearance, and are on
average better looking than people in other towns, (+2d4 APP).
This increase in good looks is attributed to excellent nutrition,
and their carefree, uneventful lifestyles away from sand storms, Hours to
sun burns, wounds from frequent fighting for survival, as well as Power Cell Type Cost to Recharge* Recharge**
a result of relic beauty product bought up from the ancient shop-
ping mall which stretches out for kilometers beneath Array. Pill Power cell d12+12sp one hour
Because the town of Turbine (located in The Shattered Re- Mini Power cell 2d20+30sp 1.5 hours
gion) directly competes with Array in the power supply industry, Power Cell d100+150sp 3 hours
and therefore the competition keeps prices lower than Array Power Pack 3d100+900sp 12 hours
would like, these people detest anybody from Turbine, and are
constantly casting Turbine in a negative light. It is common knowl- * Differs between visits
edge that Turbine charges less for power cell ‘juicing’, but so too, ** Add all cells being charged to result in one total waiting time.
Note: All known or proven freehold scouts get their power cells recharged at half price.
it is considerably further away from Overpass and other Cross-
roads Region population centers, and the trip more perilous.
Re-Charge Customers Ahead of Characters
Resources and Industry Winter months (Beginning of December to end of March) d12
Power cell re-charging, only. job orders, each takes d8+1 hours to fulfill.
All other months 3d6 job Orders, each takes d6 hours
Accommodations to fulfill
Travelers can stay overnight, for up to five nights in the board-
ing enclosure outside of the main fortress, at a cost of 1sp For the Excavator
per night, however there is also a 2sp entrance fee per visit. What characters from this region have heard about Ar-
There is a bar and brothel, called Logan’s Lounge which has ray. “One hears a lot of bullshit these days, you know how it
no rooms for rent, but, will loan out 4 person wall tents for 2sp is. Now take Array for instance, it has beaten off both Purist
per night. The sole industry in Array is the re-charge service and Aberrationist attacks, its tiny army defeated ten times their
it provides. Those requiring power cells ‘juiced’ must submit number due to great defenses and plenty of relic weapons, and
their cells at the transfer window at the main gate of the for- beam weapons no less. They also got a ton of operational robots,
tress, between 8 am and 8 pm, and sign over the cells and some gyrocopters, attack beasts, motorcycles and ATVs, a mis-
answer the following questions: “Name of power cell owner, sile launcher on the roof of their command building, or, at least
number and type of power cells, where did you get the bulk this is what I hear... maybe it is bullshit after all.
of your power cells? Have you been to the Dominion of Aber- “I do know that them pompus folk got these solar panels
ratia or The Holy Purist Empire? Do you denounce those two all over town collecting power and storing it in great batter-
powers as evil forces? In what region were you born? What
ies underground. While you can’t stay in the fortress, they have
is your caste? Where is your normal home base? Why do you
been kind enough to set up a stockade just outside of town for
prefer our re-charge service as opposed to that of Turbine?
people to pitch their tents or sleep in their wagons, for a small
How long will you be staying in the Boarding Enclosure? What
is your destination after staying in Array?”
fee, so you can stay there while you are waiting to get your pow-
The actual re-charge cost and time frame for getting the
er cells charged up. Oh, and they even got a shitty little saloon,
batteries back is based on how many cells a client drops off but, avoid it unless you need a drink or the company of one of
as well as how many customers are ahead of the individual. their miserable, dirty whores since it can be a good place to get
The first table shows the cost to recharge various cells and in a brawl and have your nose broken. The re-charge service is
how long it will take per cell, the second table shows how slower and costs a damn sight more than out east in Turbine, but,
many hours you will have to wait until you can collect your Array is so close to Overpass, how can you complain about the
power cells and sign them back into your control. Battery de- extra fees?
livery will not take place after business hours even if they are “Now, before I forget, let me tell you that you must get to
charged up. Array before dark as the stockade closes at half passed eight,
and if you sleep outside you’re as good as dead. There is also 1. Read: “Thief!” Screams a man’s voice from up ahead, as you
a really aggressive gang of hoodlums who patrol the roads and see a dirty teenager run into view, clutching a power cell in his hand
trails around Array, especially targeting small groups of travel- as he comes your way and tries to dart around you. GM: He is at
ers from the North. Conrad’s Platoon they call themselves, and the PC group when 2d6+2 meters up the lane, a group of d4 mi-
they are ruthless bunch, prone to robbing you, stripping you, litia soldiers run into view, drawing musket pistols. With them is
messing with you then selling what’s left to slavers. So take one a nomadic trader with a laser pistol, but even at this range, the
of them caravans from Overpass, they leave every week and go PCs can see the beam weapon is lacking its rear loaded power
all the way to Galespit, then back again. All in all, friend, Array cell. The characters, to a maximum of three, can try to block the
is a fine stopping place, and you can stay in the boarding enclo- street urchin’s flight, by striking at him or her (50% chance either
sure stockade for a couple of silvers, even if you ain’t need juice, gender) and try to grapple the youth. If captured, and the power
but only for five nights.” cell is given back to the trader, he says “Thank you strangers, it
was empty, but still worth a lot of coin to me. As a reward, here,”
For the Game Master he tosses the characters a coin pouch containing 20+2d10sp.
Array represents a rare, high tech community, and a GM who “We are going to take this little robber to the nearest slaver and sell
runs a campaign with mid or high rank characters will proba- it, maybe the filthy thing can learn a trade.... unless you folks want
bly need to facilitate a expedition here, since characters with the punk as part of your reward. You can kill the rat if you like.” If
advanced weapons or armor will need power cells recharged. the characters take the street urchin as a prisoner, they can later
This experience would be a great opportunity to show a pos- release him or her, or offer to hire the youth as a camp cook or
sible future for an advanced party who might wish to set up pack carrier. There is an 88% chance if kept, the urchin will turn
their own walled fortress. Array has a wide range of relics out to be grateful to have avoided slavery and thereafter be a loy-
and robots, as well as a splendid but small army, the sort of al henchman into adulthood, otherwise he or she will try to steal
items and staff a well to do character group might gather to something and flee as soon as possible.
themselves. Array, therefore, could serve as an example of 2. Read: You hear a commotion to one side, then the clanging of
the sort of base or community the players could have their blade on blade and all at once, (d6+1m away), arrive two men locked
character’s aspire to establish. in a sword duel. One is a scavenger using a machete the other is a
brigand of some sort, (raider) using a longsword. The raider yells at
the man. “Hand it over, you desert dog! It ain’t worth dying over!”
Unique Encounters
The boarding enclosure will always have a couple dozen
The scavenger notices you and assumes you are excavators. “Help me,
comrades! This son of a bitch is trying to rob me of my battery. His
friends are also around here looking for me, and I can’t fight them all!
tents (12+2d12) and another dozen or so covered wag-
I will give you a gas mask if you join me!” GM: If the characters do
ons (12+d12), containing a mix of nomadic traders (2d4),
nothing, they then just watch the two men will fight it out; however, if
commoner families migrating to and from the freeholds
the PCs do side with the scavenger and attack the raider, there is a
(3d6 families), as well as assorted scavengers (2d4), thugs
1 in 6 chance per round that the thug’s fellow gang members show
(2d8+2), bounty hunters (d3) and excavators (3d6), a few
up, numbering 3+d4, armed with longswords. Should the charac-
freelance harlots (2d4), some escape slaves in rags (d4 of
ter’s and scav defeat the raiders, the scav will honor his word and
each category) as well as assorted misfits and criminals (d4
give the character an operational gas mask as a reward. Any dead
thieves, d2 assassins, 2d6 street urchins, d2 slavers), and
raiders are 6% likely to each have a power cell stashed in their gear,
the possibility of either Purist or Aberrationist agents who
and if so, a 34% chance it is already fully re-charged.
have come to array to both spy and recharge their energy
3. An alarm bell sounds from someplace within the main
sources. Note: Always re-roll duplicated dice results from
town, and all at once, the saloon staff exit out the side kitch-
the following encounter list.
en door of the bar and make for the gates, closing and lock-
ing them. One staff member, a large man in a stained apron,
Daytime Encounters, in the Boarding Enclosure calls to the gathered campers. “Its for your own good. The
d6-1 (0-5) rolls for street occupants from chart B, page 381,
Champions there in Array must have spotted some threat,
who are moving about on the paths between rows of wagons
since that bell was to tell us to shut things up for the day.
and tents. There is a 3 in 10 chance of a unique encounter from
Probably Conrad’s Platoon. Heard of ‘em? They’re big gang
the following list, per passage, rolling d6:
of cut throats who prowl these parts. If so, they might try to
attack at dusk when the big guns on the fort aren’t so effec-
Nighttime Encounters, in the Boarding Enclosure
d6-3 (0-3) rolls for street occupants on chart B, page 381 with
tive. We’ll open the compound gate in the morning if all is a 3 in 10 chance per passage of a special encounter from the
well, but no new recharging or cell pick up today or tonight, following, roll d8:
sorry.” There is a 4 in 6 chance of the gates being opened 1. d3 bats, giant, swoop down into the enclosure and try to
again the next day, but if not, they remain closed for an extra carry off the smallest character’s first, however, if unable to,
days or more, with a 5 in 6 chance per day thereafter of the they will simply dive into the PCs and attack them from on the
gates being opened ground
4. At a narrow between several large wagons, out of sight 2. Insects, Doom Moths, swarm down into the entire enclo-
from the saloon, the characters see 3+d3 men step out of the sure, attacking anybody in the open as well as the charac-
shadows and billowing campfire smoke, short swords drawn. ters. There are 2d6 of the terrible little brain suckers in that
Meanwhile d3+1 more raiders slip in behind the characters, particular corridor between wagons and tents, which will pur-
both groups are d3+1 meters away from the characters, sue fleeing targets. Elsewhere in the community, you can hear
blades outstretched. They are an equal mix of pure stocks and the screams of the other visitors, the crack of gunfire and the
common mutants with one minor mutation each “Raise your wails of riding dogs as more of the bugs cause havoc. If the
hands, strangers, or get a belly full of steel!” Hisses one thug, PCs defeat those they have encountered, so do those en-
extending his free hand. “We ain’t planning to kill you or noth- gaged by others, otherwise, everyone in the compound suf-
ing. Just want your relics and coin pouches, so keep ‘em up, fers the same terrible fate as the characters.
while we relieve you of your burdens.” 3. d8 Urcellia drop down into the corridor and randomly at-
If the characters comply, two raiders approach from the tack any street occupants in that area.
front, swords held at the bellies of the characters as they remove 4. As the PCs pass a covered wagon, they see a young wom-
relics, coin pouches, and open backpacks and satchels, peering an standing outside it, smiling mischievously and playing with
inside for anything interesting. At such close range, with their her hair. “What’dea say, warrior?” She remarks, directing her
swords pointed at the characters, if the PCs make a move to words to the most attractive male in the PC group as they pass.
stop the theft, the two raiders gain +30 SV on their first stabs. If “Why not spend a bit of time with me in my wagon, only 3 sil-
in the first place, however, the characters don’t raise their hands vers. I promise not to bite.” If any character takes her up on
and instead go for their weapons, the raiders will attack only her offer, she demands the money up front before performing
if they are of equal or superior numbers to the travelers, and whatever act the client requests. If the character is alone, either
since they have their weapons drawn, they will all get one strike having started that way in the game session or having his or
against the characters before they themselves are attacked, ex- her companions head along to camp or the saloon without him
cept by mutations which don’t need a round to unleash such as or her, then roll d6: 1-4. No event, after lovemaking, the hook-
throwing quills, beam eyes or mental attacks, etc. er merely bids the customer a good night and to return again
5. A tattered slave (d6: 1,2. man / 3,4. woman/ 5. teen boy/ 6. the next day for another bout. / 5. Her husband returns home,
teen girl) steps out from under a wagon and smiles, bowing low. drunk, from the bar. “What the fricken hell is all this!” He yells
The PCs notice that the individual still has the iron manacles on, from the end of the bed as the couple are still breathing heavily.
with the name of the slave’s owner stamped into the metal (Fak- He draws his hatchet and charges the character, murderously
mal the Obese, see NPCs page 431); however, the chains have (treat him as a commoner man but with +20 END)/ 6. She tells
been unhooked at one end allowing the slave to wield the con- the character that she is actually a slave, forced into prostitu-
traption as the weapon ‘chain’. Averting his or her eyes, the slave tion by a Cruel master, called Hemidra, (treat as a raider leader)
scuttles up to the largest character and whimpers. “By all that is associated with Conrad’s Platoon, and that her owner is a spy
good and decent in this terrible world, please, I was not born a for the Platoon and secretly uses a communicator to relate the
slave! I was captured by Dominion Irregulars, and taken into Riv- comings and goings of travelers to Array. Furthermore, she says
ergrad, and treated most foul... but I escaped... and am here, try- that the characters must be very careful and keep their relics
ing to find a way home to Sandbarra. Please, take me there and and wealth a secret, or else be targeted by the robbers. She
my father will honor you with a feast, with wine, and music and says that her master owns her sister, in Overpass, and will have
a place to stay whenever you come to that town. Please, say you her tortured if she herself fled with the character.
will return me to my people before somebody bad finds me and 5. The PCs hear a terrible crackling noise from the nearby for-
takes me further away!” tress, as bright neon blue beams streak toward some unseen
6. The characters turn the corner and see a group of 5+d3 targets far out in the plain. This activity goes on for a few min-
ruffians (raiders) who have accosted a family of impover- utes, and each time, the beams arc closer to the walled en-
ished mutant refugees (commoners, each has a minor mu- closure. People in their tents and wagons begin to panic and
tation) The victims have been pulled them from their wag- crawl under the wagons or other cover, screaming in some
on. The father has been beaten and left unconscious in the cases and running passed. All at once, there is shooting and
dirt. 2 raiders have cornered the mother up against a tent, yelling toward the walls, right near the PC’s position, and then
their backs to the characters as they slap her about, while crashing and more screams. A commoner runs by, clutching
2 more men are holding the d3 teens and d3 children and her baby. “It’s coming!” She yells, and takes off. Soon, d6 mi-
discussing who to sell them to. The rest of the gang are pick- litia soldiers come into view from the same direction, their
ing through the wagon. One looter sees the PCs and waves employer, a trader, follows, a laser carbine in his arms, the
them off. “Get lost, grave robbers, or we’ll cut out your eyes.” barrel smoking. “Get out of here!” He yells to the PCs. “It’s
If the PCs leave, they later see the wagon moving across the coming!” And he too disappears, saying no more. If the char-
compound, driven by the raiders, the family tied together by acters ready themselves and stay put, roll d6 below to see
a rope, all badly beaten and mistreated. If the PCs demand what has invaded the enclosure, otherwise, the PC s flee with
that the raiders leave the commoners alone, the raiders the others to the far side of the enclosure, where whatever it
knock aside their captives and draw machetes and start for- is catches up, but here, the PCs are accompanied by 2d6+4
ward. If rescued, the family will ask the characters to travel commoner men who throw their spears as soon as the at-
with them to Overpass, where they have purchased a shanty tacker appears, d6: 1. d6+6 Dune spiders /2. d3+1 Freakish
in the Tentville district where the characters may set up a Spiders /3. Devi-bear / 4. Two Giant frog / 5. 3d6+5 Insects,
base camp. giant solider ants / 6. Insect, Thunder Bug.
6. The PCs enter a pathway and 2d6+4m away, see a sla- for 3sp in a side room, which is sectioned off into small, curtain
ver and his d3+4 militia soldier guards beating senseless a enclosed dens, taking about a half hour with each client. There is
commoner man and his wife, while the d3 children and d2 a 16% chance that each whore has sinner’s itch.
teens look on in horror. The slaver’s men are already tying the 2. A mutant nomadic trader and his d4+1 militia soldier side-
hands of the youngsters, and don’t notice the PCs. If rescued, kicks enter the saloon and move to the scrap and timber bar.
the commoners, who are 56% likely to be common mutants, After a short while, they notice the characters and the trader
will offer to house the characters in their covered wagon and comes over and asks, “You bunch looking for some work?” If
transport them with the weekly caravan to Overpass. the PCs say yes, the man relates his scheme. “We need some
7. d8+9 Street urchins pour in around the characters, aiming muscle to guard us on our way to Sandbarra, where we are de-
sling shots. They all wear daggers in their belts. “Drop your frick- livering gun powder to the Freehold authorities there, but, on
en weapons, packs, belts and bloody holsters, or I swear we’ll the way here from Overpass, we got jumped by Conrad’s Pla-
make you suffer!” If the PCs draw weapons or employ mutations, tooners, and they wasted half my men. We have horses for you
the youths will open fire once then advance with blades. to ride, and if you can get us to Sandbarra, you can keep the
8. From both sides of the path ahead of the characters, horses... plus, I’ll pay you fifty silvers each. You in?”
3+d3m away, they see dark figures stepping into view, one 3. A lone excavator is sitting at the far end of the bar, and
per PC plus d3, the orange light of nearby campfires cast- when he or she sees the PCs looking over, smiles and waves.
ing eerie shadows on their grim faces. Roll d6: 1,2. They If the characters are friendly back, the person comes over and
are common raiders set on asks to have a seat. “I came up
robbing the PCs of power from Sandbarra, looking to make
cells, relics, and coins, and my way to the Great Ruins with
advance with machete’s a team of fellow archeologists,
drawn. / 3,4. The charac- such as you. You need another
ters notice they are all pure team member?” GM: Chance for
stocks in appear- new PC ?
ance, and draw 4. A fight breaks out at the table
hatchets. If there next to the PCs, between a raid-
are mutants or cy- er and a scavenger, both draw
borgs in the PC group, their daggers and fight furious-
one assailant murmurs ly, knocking into the character’s
a faint statement “As God table and toppling it and their
and the Vicar are my wit- drinks or meals. The bouncer,
nesses, your kind shall a police bot which stands in
have your souls judged, the shadows near the kitchen
in hell!” And with that, the entrance, does nothing unless
men attack, ignoring any somebody pulls out a gun or the
pure stocks or those who fight begins to spread to other
appear to be pure stocks tables and threatens to destroy
unless these join the fight the furniture. The two fighters
against them. They are Pur- are both accompanied by d4+1
ist zealots, treat as com- of their own caste, who stay out
moner men wearing chain- of the deadly fight and merely
mail vests./ 5,6. The char- cheer on their man.
acters notice that the men 5. 4+d6 dusty rough necks
are all mutants, (treat as enter the bar and take a seat
raiders) with one minor mu- near the PC table. These foul
tation each, holding Domin- mouthed men take to drink and
ion sabers. If there are only are soon obnoxious. If the PCs
pure stocks and their off have any women among them
shoots (including androids, synthetic humans and cyborgs) of 24 or higher appearance, these thugs (raiders) harass
in the group, then this bunch charges forward and attempts them with crude, lustful requests.
to slay as many ‘pinkies’ as possible. If there are visible mu- 6. There are an extra 3d6 commoner men in the saloon that
tants mixed with pure stocks, then these Aberrationists sim- night, plus a nomadic trader who leads them. At one point,
ply step back and seem to dissolve into the shadows. their boss stands up on his table and shouts. “I am Hajaffa,
caravaneer who arrived today with many wagons, we will be
Encounters in Logan’s Lounge Saloon starting for Overpass at dawn, and any who wish to join us with
2d4 bar patron rolls from chart B, page 384, by day, 2d6+4 by their own wagons or mounts are welcome among us for free,
night. There are d3 bar tenders, d3+3 kitchen staff (all com- but, those on foot can catch a ride for 2sp each, and then, for
moners) and ‘Brutus’ a Police Bot as a bouncer. There is a 4 another five coins we will be heading north to Pitford.” Interest-
in 10 chance per hour of an encounter from the following list, ed PCs can catch a ride at 8 am. There are 8+d8 wagons full of
roll d6: food stuffs, clothing, bedding, d6+2 kegs of gunpowder, arrow
1. d3+2 near-naked prostitutes approach the PCs table after heads, and empty water drums to be filled on the way. There
finding no luck with other bar patrons. They are typical of the are 2 commoner men per wagon, plus one militia solider with
hookers in Array’s enclosure, being aggressive, oddly dressed in a crossbow mounted on a horse. This caravan is solely a com-
a mix of relic plastic sheeting and leather, their makeup put on mercial venture and no children or civilians are present.
too thickly, their hair wild and dyed blue or purple, their language
entirely lewd. They describe their plans for each character, male
or female, and use their hands and legs, lips and whole bodies
to rub and tease the characters and will perform their sordid task
Overpass
In the district of Highcity, many of the off ramps, lane divid-
ers, and pylons of the surrounding ancient interstate network have
been torn up, especially where the roadway has collapsed or been
wrecked by earthquakes. Once recovered, these valuable materi-
Faction: The Northern Freehold als were added to the buildings and walls on the main north-south
Government: The Council of Honorable Masters, (aka: The overpass ramp which gives the city its name. To these slabs have
Sixteen) Military commander: General Noxtoth the Spirited been added new layers of concrete, brick and plaster work, espe-
Population: Total 17,520 to 21,210 / (Pure Stocks cially on the major buttress buildings which rise up from Undercity
8400+2d1000/ Mutants 7200+d1000 and 480+2d100 and protrude well above Highcity. These great structures house
Ghost Mutants/ Cyborgs 330+d100/ Synthetic Humans hundreds of civilians or troops, depending on the structure’s pur-
900+2d100/other 200+2d100) pose. Nowhere else in the region can one find such massive high
rise buildings, many of which are well lit at night giving the look of
Site Details an ancient city from long ago, although the windows are unevenly
Overpass consists of three districts; Highcity, Undercity and spaced, the towers misshapen and somewhat nightmarish in ap-
Tentville. Each is built on, under or between the massive pearance. Highcity is entirely walled on the upper ramp, supported
concrete and steel freeway exchange known as The West- by prominent and well built structures. The walls here are four me-
ern Ramps, which connect the great road of Inter-State ters thick, filled with troops and supplies and stand 5m tall, some-
with the Unity Road. The Western Ramps themselves sit on times taller, and dotted with 470 arrow slits.
a great plain, which hug the northern edge of Twisted Wood This section of the city is accessible by three ramp based
and sit near the mighty Lusus River. The site is remark- gates which can allow any sort of vehicle to either gain access
able in that it is built on and around the six lane freeway to, or pass through, the city. There are, however, many primitive
interchange, and the Highcity portion towers above the flat slave-powered elevator ‘lifts’ within the large government build-
farm land around it like a giant wave of scrap built build- ings along the great bridge area of Highcity, as well as numerous
ings, some of which are truly massive and extend down to stairwells which not only lead down to Undercity, but deeper into
the ground level like the immense buttresses of some me- the earth. Beneath street level, ruins are being excavated and lat-
dieval castle. er filled with supplies, used as training facilities, for the storage
The location of Overpass is easily defensible and is close of damaged but salvageable relics, robots and vehicles, as well
enough to The Great Ruins to be able to supply itself with as a multi level prison complex below Fort Maverick (1). Highcity
relic and scrap materials, but not too close as to be continu- is not necessarily closed to visitors or the poor, since the bridge
ously attacked, as is Pitford. merchants and peddlers relish coins and barter goods from all
shoppers. Nevertheless, non-residents, or those who do not have
Construction a valid patron’s medallion from an inn, motel or private host resi-
Each of the three districts within Overpass are built from basical- dence, are not permitted in Highcity after dark, under penalty of
ly the same materials, but each uses higher or lower quality com- either a 200sp fine or a few weeks hard labor as a state prisoner.
ponents and construction techniques, with the end result being Undercity was once simply the area underneath the bridge
that each area looks like a separate community. For the most deck, and started as a shanty town of squatters who sought the
part, scrap metal, plastic, glass, fiberglass, woven wire, tires, tim- protection of the fortress above; however, within the last sixty
ber, field stone and animals hides are used in conjunction with years, the population of Overpass has multiplied tenfold, and
salvaged concrete and newly poured cement. shows no signs of slowing down. The sprawl of shanty towns,
shop districts, entrainment spots, and large, multi-floored tim- around them, but first want an agreement with the city officials
ber, junk and stucco apartments continues, and almost every that they can own the land they already occupy. The debates,
street has either a shack being torn down or a new, multi-family petitions and protest rallies continue on a weekly basis.
dwelling going up in its place. The entire Undercity area is sur- A breakdown of all important military, industrial, finan-
rounded by a series of wood and rock watchtowers along a 5m cial and private structures in Overpass are shown on pages
tall wooden palisade, which has a catwalk all the way around it. 48 and 49. The extensive table provide an overview of each
This barrier allows the defenders to ward off attackers. While prominent building’s purpose, compliment of any troops, pow-
this wall is high, it is poorly built and insufficiently patrolled to er generation and main weaponry:
keep out stealthy intruders, including assorted spiders, human-
oid raiders, and enemy agents, who often infiltrate the commu- Water and Sanitation
nity by night and prey upon the citizens. A small tributary of the Lusus River, called Bridge Creek, flows
The structures within Undercity are built of whatever mate- directly into the city and ends in Pander’s Pond, where the creek
rials are available, but generally consist of timber frames, mud is said to flow underground into some vast ruin network before
bricks, scrap metal and wood roofs, yet thatch, animal hide, spilling into Sour Canyon River many kilometers to the northwest.
and fired clay tile roofs are also present. The watch towers are The water from both the river and Bridge Creek are considered
made of wood, but their outer surface and rooftops are plated in drinkable, however, many of those in Highcity make a practice
scrap sheet metal or old aluminum siding to resist fire and hos- out of boiling their drinking and cooking water, occasionally even
tile climbers. Each tower is 8m tall, has four inner floors occu- running it through a filtration process. To keep the Highcity dis-
pied by Overpass light Infantry soldiers. On the top floor of each trict adequately supplied with water, wagon loads are transport-
tower, which is open walled from ed to and stored within every
the chest up, has a steel grill en- stronghold, barracks and large
closing the entire level to keep building. In the event of a siege,
out flying predators yet is punc- it is said that those defending
tuated once on each side of the Highcity have a full years supply
square tower to allow the single of water, even without reliance
heavy ballista to fire out in any di- on rain water.
rection. The roof above the tower The water bodies of Weedy
is peaked and has a ladder run- Wet and Boson’s Lagoon are
ning up through the center and stagnant and coated in huge mu-
along a 5m tall pole. This stout tant lily pads and frothy scum,
pole is topped by a one man the water beneath teaming with
crow’s nest where a single solid- all manner of bizarre aquatic
er keeps watch by day while sit- creature, many of which are dan-
ting in a steel cage, armed with a gerous to humans and occasion-
crossbow. ally creep forth at night to devour
Tentville is a very new dis- inhabitants of Tentville.
trict of the city, however, most es- Sewage is expelled from the
tablished Highcity families don’t homes and businesses of Over-
recognize the growing slum as pass in many ways. In Highcity,
anything more than a temporary pipes have been fitted in every
squatter’s camp. This area does structure, which lead to off pour-
have one permanent, four story ing vents which fill vast wooden
building, the Travelers Oasis Pub. barrels situated on wagons within
This prominent structure is also Undercity. This excrement is con-
an Inn and brothel and caters to ducted out of the city, along with
those who either live in Tentville dozens of other waste collection
or can’t make it to the People’s wagons situated about Under-
Gate at Undercity before dark, when the city shuts its doors. city, and either dumped in Weedy Wet or on at the edge of Twisted
Tentville is home to refugees, the poorest of the poor, and Wood. Within Tentville, meanwhile, most sewage never makes it
those who for whatever reason chose to live an outlaw’s life. For out of the stinky back alleys, and in places flows down the streets
the most part, this district simply consists of row upon row of toward Boson’s Lagoon.
tents and covered wagons, while closer to the Undercity walls,
shacks have begun to replace other shelters, even though build- Technology
ing materials are scarce and often stolen by one’s neighbors. Overpass enjoys an abundance of both relic technology and newly
There are plans among the Undercity councilors to eventually ex- built replica items, especially the standard alcohol burning power
pand the city into this sector, and so have already commenced generators which can be heard day and night, their black smoke
construction on a new addition to the Undercity ring wall, con- visible from many kilometers away. Technology allows Overpass
struction which has been repeatedly set back by riots, sabotage to fend off her many enemies, using it to power the spotlights
and other delays, since the people of Tentville have been told which are mounted on every gate house, fortress, and watch-
that once the wall is completed, the land under them will be tower, even those towers along the new wall outside of Tentville.
sold to the highest bidders, and as these people have nothing Laser cannons, M364 Howitzer artillery guns, missile launchers
but their tents and few tattered belongings, they know they will and the many chain guns and heavy machine guns are situated
be forced further from the bridge of Highcity, and the relative about the city. These impressive weapons having been salvaged
protection which the main city affords them. off unearthed ancient military vehicles and gun batteries, or else
As things stand, those living nearest to the stagnant wa- purchased from excavation teams who have no use for heavy
ter’s of Boson’s Lagoon or the southern edge of Tentville, come weaponry. Indeed, excavators, who make Overpass their home
under almost nightly raids by skullocks and flesh eating beasts. base when not lodging in Pitford, often bypass the relic dealers
These people certainly welcome the idea of a defensive wall in Pitford and instead sell in this city to get a better price, and to
spend their hard won loot on all manner of pleasures. This flow Newly arrived squatters are usually accosted and ‘taxed’ for pro-
of ancient booty gives Overpass the first chance to buy wondrous tection money and ‘service fees’ by the local goons, and worse
relics, spare parts, plastic bits, robotic limbs and whatever else still, in an attempt to foster ‘loyalty’ in locals, a family or team
the diggers can collect. member, usually an attractive woman or a person’s child, is kid-
In some cases, excavators are given a list by a relic deal- napped by the gang and made to work in the local underground
er to find spare parts from ancient machines, or even haul back pub until such a time as the parent or friends of the kidnapped
a whole car or ancient armored vehicle to be rebuilt using the person either do what the gang boss demands or continue to
massive parts inventory housed in the Freehold Historic Soci- pay an escalated sum or protection money per week.
ety’s warehouse. With such excellent access to relics and ancient All in all, the dangers faced by those visiting Overpass are as
knowledge, the rulers of Overpass have been able to assemble varied as the districts of the city, and while in Highcity the weak will
the most technologically advanced facilities in the entire region. be defended by local guards and even by armed citizens who wish
This stockpile, coupled with an open minded, pro-technology, to promote trade and a peaceful lifestyle, those who are forced to
pro-excavator society, allows technicians to work freely on a wide dwell in the other districts must be much more self reliant, travel
range of projects, including the biogenetic engineering of battle in armed groups, or otherwise be so powerful that any attacking
beasts, the augmentation of humans into cyborg defenders, the criminals or fundamentalists can be deterred or destroyed.
construction of replica vehicles such as biplanes, scrap-built ar-
mored cars, radio units for placement in each watchtower and Law Enforcement
government held structure, plus, re-loading capabilities to supply Overpass troopers maintain law and order in Highcity, while
elite troops with standard rifle, pistol and shotgun shells. More im- in Undercity a mix of troopers and Overpass Light Infantry
pressive still has been the repair and upkeep of robotic units, a patrol the streets; although when serving on ground level,
program that has been so successful that the army of Overpass these ‘peacekeepers’ are often accused of being lazy, cow-
has the largest mechanical armed force in the region. For vehicles ardly, brutal and frequently corrupt by the locals. In Tentville,
and robots of Overpass, see Military and Defenses, this page. meanwhile, the odd unit of light infantry are seen by day, usu-
ally sent out to arrest a specific person or track down enemy
Dangers agents, while at all hours, local banditry rule the streets and
Overpass is threatened by two expansionist empires from within back allies, waging war with other gangs, while harassing and
the region, as well as factions from beyond. Primarily, it is the forc- ‘taxing’ residents and visitors alike.
es of the Dominion of Aberratia which pose the most immediate Captured petty criminals from any sector of the city are
threat. The Mutant Supremacists of the Dominion have simply usually jailed in Fort Maverick, and conducted to various labor
claimed Overpass as their property and vow to liberate the mu- camps for several days at a time to either d6: 1,2. work on the
tant population within and raise their deviant brothers and sisters walls, 3,4. excavate beneath the city, 5,6. or be leased to the
to supreme mastery over the old race of ‘generic’ humans. many farmers outside of the city walls. Dangerous offender
To the south, The Holy Purist Empire also threatens this get different treatment. Roll d6: 1-3. dragged out into the pris-
great Northern Freehold city. The theocratic Purists have sworn on compound and hanged on a certain date, 4-6. or sold to a
to burn the den of wickedness to the ground, after saving the gladiatorial club, and placed in the fighting pits of some local
misguided pure stock children of God from the heathen hands bar or private blood sport hall.
of Overpass’s devil spawned mutants. Invasion by both factions
is an ever present menace, and while both sides have sent forth Military and Defense
great armies, neither has been able to advance close enough Overpass City boasts the most complex and assorted military
to the city to storm it. The Northern Freehold Scouts, as well as force in the region. As impressive as this army is, however, both
combined detachments of robots, replica-armored vehicles, bi- the Dominion of Aberratia and Holy Purist Empire each boast a
planes, well equipped volunteer excavation teams, mercenar- far larger total military force, and if either were able to throw its
ies and the impressive army of Overpass, have always met on- entire might against the NF, could easily defeat this City.
coming enemy units and thrown them back. It is surmised that Only the constant and bitter fighting between the Dominion
Overpass has spies within the armies of both the Purists and and Purists keeps Overpass free, as well as the cunning leader-
Aberrationists, who are said to be telepathic and report enemy ship of the Overpass military chief, General Noxtoth the Spirit-
activities well in advance of any invasion or operation. ed, a mutant of both impressive physical and mental deviations,
Occasionally, small teams of enemy assassins, saboteurs armed and armored in relics, and perhaps the most gifted war
and fundamentalist zealots do enter the city, and it is widely master in the region, see downloads. There are also 240+d20
known that both factions wage a sort of guerilla war on each NCO officers, each with a relic weapon (WC-R+WC-RC), 80+d20
other’s agents. These enemy servants are the greatest danger to Squad Leader Officers, and 30+d6 Senior Officers, spread out
any visitor or citizen of Overpass, therefore mutant travelers must around the city as well as engaged in military operations and pa-
be wary of Purist ‘Mutant Slayers’ and suicide zealots, while pure trols, spy missions and ambassadorial duties abroad.
stocks must keep an eye out for gangs of Dominion Shadow Min- For the most part, Overpass is defended by its human
ions or mutant supremacist death squads of local origin. troops and fixed relic and archaic heavy weapons. Below is
Other dangers in the city come from animal intruders, ei- the standing army of Overpass, including the local detach-
ther those which fly or crawl in, or, as in the case of Tentville, pull ment of Freehold Scouts, but does not include the many well
themselves up out of Boson’s Lagoon and devour the unwary. equipped excavation teams which call Overpass home, nor
Clearly, where one is located in Overpass greatly determines the the hundreds of criminal gang members of both mutant and
dangers he or she might face. Within Highcity, for example, there pure blood race who will fight savagely to defend Overpass
is some criminal activity at night, but the area is far better pa- against foreign invaders. So too, commoners will arm them-
trolled, and there is little tolerance for lawlessness in this area. selves with bow and hatchet to make any enemy pay dearly for
On the other hand, within Undercity, and worse still in Tent- each meter, each house and street, for most know that if the
ville, gangs of thugs, pickpockets, enemy factional agents, ma- Aberrationists should win, they will spend their lives as slaves.
rauding creatures, and gangs of religious cultists are frequently Worse, if the Purists should ever conquer Overpass, it is as-
met, especially after dark. In Tentville, specifically, there are al- sumed that most citizens will be burned as either mutants or
most no Overpass military patrols, and each block is ruled by lo- heretics, or at the very least be tortured in efforts to convert
cal gang lords who steal from both residents and travelers alike. them to Puristalism.
The Standing Army of Overpass by 3 troopers, the operator having 3 skill points as a driver.
Overpass Light Infantry: (militia soldiers) armed with crossbows, Light Tanks: scrap, 3+d3, each with a machine gun, operated
machetes and daggers wearing junk armor and iron helmets by the northern Freehold Scouts and located at area 2.
Overpass Troopers: (soldiers) armed with muskets with bayonets, Light Tanks: scrap, 4+d2, operational and armed with light laser
longswords, daggers, and wearing scrap armor and iron helmets. cannons, plus, d4 more without motor power but armed with light
Overpass Elite Core: (soldiers, elite) armed with a random rel- laser cannons and situated on the freedom dome as fixed turrets.
ic weapon each (WR-R), great swords, daggers, 2 musket pis-
tols each, d3 prime mutations, and wearing relic tactical ar- Relic Vehicles
mor and army helmets. ATVs: 7+d4, each armed with a heavy machine gun, drum
Overpass Cavalry: (soldiers) armed with 2 musket pistols fed with 20+2d20 high caliber rounds and driven by a 3 skill
each, a heavy crossbow in saddle holsters, longswords and point driver-trooper. Units located at area 26 South Portal.
daggers, armored in scrap relic over chainmail vests, with full Dune Buggies: 4+d3, two seaters, each armed with a belt fed
iron helmets and mounted on riding dogs. heavy machine gun with 50+d100 HCR rounds remaining.
Freehold Scouts: 80+d100 (see page 15 for details) Both crew are troopers, with the driver having 4 skill points.
Cyborg Battalion: 20+3d6 cyborgs, each with steel cara- These spike, plate and camo covered vehicles are located
paces, floodlight orbs, communicator implants and heavy la- with the ATVs at the South Portal, area 26.
ser carbine weapon arms, plus carry battle axes in their free Gyrocopters: 6+d6, each piloted by an elite core soldier with
hands. They are located at area 6, Freehold Tech Center, but 4 skill points as a pilot, armed with a fixed, drum fed assault
serve on assorted dangerous missions. rifle and having 30+d100 rounds ammo available, located at
area 6, Freehold Tech Center.
Gyrocopters: 8+d8, each piloted by a trooper with 3 skill
Miscellaneous Vehicles points as a pilot, armed with a fixed, drum fed, heavy ma-
Transport Airships: 8+d8, each fitted with 3 heavy crossbows, chine gun and having 30+d20 rounds HCR ammo available,
2 on deck, one on top turret, and manned by 9 troopers. located at area 17, Independence Hall.
Battle Airships: 4+d6, cargo and troop carriers, one light bal-
lista each, and 3 heavy crossbows, plus one weapon relic as-
signed to each captain (WC-R). Airship operated by 7 troopers Robots
but can carry an extra 20 passengers. Heavy soldier robots: 4+d4, located at area 2, freehold barracks
Ultra-lights: scrap, 18+d8, each a two seater, with pilot troop- Light soldier robots: 6+d6 and combat androids 2d4, located
er of 3 skill points sitting behind the gunner (trooper), who uses at area 6, the Freehold Tech Center
a heavy crossbow and carries d3 fragmentation grenades as Household robots: 10+d8, fitted with a chainsaw implant arm
bombs. each, and their violence inhibitors removed, guarding the
Biplanes: 6+d6 operational, with another d6 under repair, each Overpass Council Hall, area 4.
is a 2 seater piloted by a trooper of 4 skill points, with a heavy
machine gun forward mounted on the nose and the rear gunner Attack-patrol beasts
(trooper) using an assault rifle to fire down, above or to the rear. (all housed in area 31, Fort Carte Blanche):
Armored Cars: scrap, 6+d4, each top mounted with a chain 3+d2 bears, Devi-bears
gun turret, belt fed with 50+d100 rifle rounds each. Crewed 2+d2 cats, Night fiends
6+d3 Horrlify
People here, many of which are decedents of the original In the Highcity area, technicians of every category busy
inhabitants of early Overpass, are a proud lot, aware of their lin- themselves building scrap vehicles, mixing powder to make
eage and prosperity, often highly educated and well dressed. If musket ammo or even refill standard ammo and shotgun
trouble is reported in the vicinity of the city many will carry relic rounds. There are scrap yards full of robot or relic vehicle
weapons and wear relic armor. In this district, criminal activity parts, entire teams of technicians rebuilding ancient devices
is much reduced from what it is in the other two districts, and or coming up with unique replicas. In other areas of Highcity,
often takes the form of burglaries and kidnappings, as opposed technicians toy with DNA and crossbreeding programs, trying
to ambushes by bands of assailants. to develop new beasts, or else attach implants to animals and
Travelers, who can afford to pay the 2sp entrance toll, as humans in attempts to equip an army of cyborgs.
well as secure accommodations in Highcity, are quite welcome The area around Overpass is not remarkable in its natu-
as long as they are respectful and law abiding. Once a group of ral resources; however access to woodlands for timber, vast
travelers is respected and makes friends with bar tenders and crops lands for agricultural applications, fresh, drinkable wa-
shopkeepers, such travelers will soon find themselves warmly ter, underground salvage opportunities as well as a steady flow
welcomed into the community. A rare few will eventually be of- of loot which is conducted out of the Great Ruins has made
fered to dine with local families, and ultimately hired to perform Overpass rich. This access to resources, a vibrant market and
a variety of perilous but important jobs by those who have the industrial foundation, coupled with a government which fos-
money or relics, but not the guts or strength to act themselves. ters free enterprise and free thinking, has allowed Overpass to
In Highcity, patrols of Overpass troopers keep the peace, grow at an incredible rate, attracting migrants from other fac-
day and night, and tolerate no criminal activates of any sort. If a tions as well as other regions, earning the reputation as the
person is insulted, struck, humiliated or otherwise feels that his best city in the land, the source of all opportunity, excitement
or her honor is under attack, however, he or she can challenge and freedom.
another person in single combat, to the death or until first blood
is drawn. For such duals, the law will stay back and observe the Accommodations
outcome, making sure no innocent bystander is harmed. Each district of Overpass has its own pubs and lodging facili-
ties which vary greatly in safety, cleanliness, clientele, and
Resources and Industry price. Being a city which welcomes trade and travelers, there is
As mentioned above under Undercity Social details, Overpass is no lack of establishments where one can get a meal or a stiff
an industrial powerhouse. Within the city walls, many industries drink, so too, there are spas, casinos, brothels and pit fighting
operate daily and often late into the night. By day, on the other rings, with many of these services housed within an inn or ho-
hand, the majority of the working population undertakes the tel. Besides traditional and legal accommodations, there are
long march or wagon ride to the outlying farms. Here, laborers also a huge number of private bars and guest rooms, some in
are hired by land owners and their superintendent overseers, the basements of large homes or shacks. Of these, many are
who work the commoners 10 hour per day, before marching off limits to non-members, especially among the criminal, reli-
them all back to the safety of the city at dusk. gious, sexually variant, and race oriented clubs.
It should be noted that in Tentville, for those travelers who 40 The Bohemian Inn: Situated on Drucia Street, this
would rather camp than rent a room, plots of land are often East Undercity bar, stable, and Inn is one of the most shoddily
available for occupation by those with a tent or wagon or other built buildings in the whole region. It is, however, huge and has
vehicle. This is risky, though, since any local gang will usually five floors up and three levels underground. The place is known
tax the squatters for about 3sp worth of trade goods or money, for its cheap room rates, watered down wine, bland beer, and
per day, or possibly enlist fit men and women into their gangs worse food, as well as the eccentric clientele and bizarre staff
to either commit crimes or fight rival organizations, far worse, who call this venue home.
thugs will try and force attractive women who can’t pay coins The Bohemian Inn gets its name from the many wanna-be
into prostitution. The two tables which follow give a detailed artists and poets who flock here from all over the region, seek-
overview of the locations, names, and costs of each primary ing like minded company in an atmosphere of liberal thinking,
accommodation: revolutionary ideals and fashionable old world philosophies,
faiths and political opinions. It is not uncommon to see mutant
37 Hershey’s Motel: Located in East Undercity, this 3 floor, communists debating with homosexual fascist pure stocks,
mud brick and a scrap metal framed structure, has narrow, while old republican preservationist clones spout the old United
modest rooms, with a small window peering out at the buildings States constitution with Buddhist cyborg free thinkers.
on either side, or down into
the filthy alley below. The
rooms have locking doors
Descriptions of Lodging, Brothels and Bars in Overpass
and real glass windows, a Table CR-3-1 Lodging within Overpass
night water basis, side ta-
ble, straw mattresses and Cost per night for each room type
bedding which is washed
between visitors. On each Map Name 2 Person 4 Person 8 person
floor there is a lone mili- No.
tia guard who makes sure 37 Hershey’s Motel 3sp 7sp 15sp
thieves don’t break into
the rooms by day nor kid- 40 The Bohemian Inn 2sp 5sp 13sp
nap guest by night. On 44 Fairways Clinic 8sp* nil nil
the ground floor is a stable
where travelers can board 45 Traveler’s Oasis Pub 2sp 4sp nil
their mounts and small
vehicles for 3sp per night, 46 Wicca Lane Bar & Grill 3sp 7sp 20sp
patrolled by 3 more militia 50 High Road Hotel & Bar 12+d12sp 34+d20sp 70+d100sp
soldiers with crossbows
and whistles. 54 Trader’s Inn 7sp 20sp 80sp
56 Waterside Saloon 3sp 7sp 15sp
38 Ghenna’s Brothel: * Single person only, staying in large, 30 bed ward room and receiving medical attention, healing double one’s trait values per night.
This 5 story tall, brick, scrap
and timber whore house op- Table CR-3-2 Bars, Taverns and Saloons in Overpass
erates its own bar area on
the ground floor. The most- Map Costs of assorted fare Whore
ly male patrons of the bar No. Bar Name Beer Wine Liquor Meal Feast fee
tend to keep to themselves,
avoid brawls or doing busi- 38 Ghenna’s Brothel 1sp 1sp 2sp nil nil 4+d8sp
ness, and try and forget
their normal lives. A bath 40 The Bohemian Inn ½ sp ½ sp 1sp 2sp 5sp 2+d3sp
area is also on the ground 41 The Lax Hound 1sp 1sp 2sp 2sp 5sp 3+d4sp
floor, where customers
can have their drinks and Trader’s Guild
42 1sp 1sp 2sp 3sp 7sp nil
their hired lovers brought Association Hall
to them, for an extra cost 43 Spotter’s XXX Club 1sp 1sp 2sp 2sp 5sp 3+d8sp
of 5sp per hour. 20+d20
prostitutes, bath attendants 45 Traveler’s Oasis Pub ½ sp 1sp 2sp 1sp 4sp 2+d4sp
and managers work here, Wicca Lane Bar &
guarded by 8+d8 merce- 46 1sp 2sp 3sp 2sp 4sp 3+d4sp
Grill
nary soldiers who enforce
payment and ensure em- 48 Kord’s Casino & Spa 1sp 1sp 2sp 2sp 6sp 4+d8sp
ployees come to no harm High Road Hotel &
at the hands of drunken or 50
Bar 4sp 5sp 9sp 10sp 6d6sp nil
psychotic patrons. The en-
tire structure is lit by relic 51 Eros Lounge 1sp 1sp 2sp 2sp 6sp 4+d8sp
light fixtures while small
audio speakers pump in 52 Salvager’s Pub 1sp 1sp 2sp 3sp 7sp 4+d6sp
soothing jazz and techno- 53 Sky Marshal’s Bar ½ sp 1sp 2sp 2sp 5sp 3+d6sp
ambient music, all of which
are powered by a series of 55 Polly’s Saloon 1sp 1sp 2sp nil nil 4+d8sp
solar panels and one alco- 56 Waterside Saloon 1sp 1sp 2sp 2sp 5sp 3+d3sp
hol fuel generator.
While the patrons might be diverse, they seem to have The bar itself is frequented by all manner of men, but in
one thing in common in that they are all poor. Even those particular, scavengers, raiders, soldiers and nomadic traders
who have fled the responsibilities of their merchant or military who like to stop here when in the city, hoping to spend the night
families, and attempt to lose themselves in drunken oblivion, with their favorite hired lover. The adult shows are of great vari-
heated arguments and days spent delving into their arts and ety, ranging from simple striptease to nude group erotic dance
crafts, are almost without exception impoverished. The pa- to outrageous and explicit, solo or group acts, all of which bring
trons of this place are typically young adults, and while com- endless protests against the club’s owners from irate and of-
mon thieves, thugs and other scoundrels frequent this drink- fended church going citizens. A squad of 5+d4 mercenary sol-
ing hall looking for an easy mark, and it is not nearly as dan- diers keeps the peace in the bar and ensure that the custom-
gerous as other pubs in the city. ers pay up after frolicking with the whores.
Excavators who stay here will usually be quizzed on what Behind this bar is a large open square in the alley, where
they have seen and done, what they know about the old world, the city slave market is unofficially set up and runs every day
and urged to profess their own political, sexual and social views, from noon until 3 pm.
if not actively express them with one of the customers or staff.
Electric lights flicker on in all the rooms and corridors of the 44 Fairways Clinic: Being is a ‘for hire’ hospital, this facil-
inn and bar, and each room has a simple light bulb fixed to the ity has a staff of 4+d3 two skill point medic nurses and 3+d2,
wall which can be turned on and off by a pull cord. A squad of d6 skill point doctors on staff at any given time. For a fee of
6+d6 militia soldiers keep watch on the corridors within this rick- 8sp per night, anyone can spend a day and night resting up in
ety building and also serve as bouncers in the bar. The Bohemian a single bed in the clinic’s large 30 bed ward, under the care
Inn’s massive barroom is underground and takes up two whole of one of these healers. GM note: Damaged characters heal
levels. It has four bars and dozens of scrap metal tables and double their normal healing rate per night spent here. For more
benches and occupies an actual ancient structure; a site which advanced medical procedures, a patient can pay 80sp for any
served an unclear purpose, the lower depths of which have been procedure, plus 10sp per rank of the medic performing the op-
blocked off by tons of crushed concrete and clay. eration, of which the most skilled medic will attempt the opera-
tion in question. A squad of 4+d4 mercenary soldiers stands
41 The Lax Hound: This bar and slop house does not have guard to make sure patients pay up at the end of their stay and
rooms for rent on a nightly basis, but does have three floors of hooligans don’t try to steal any of the relic surgical devices and
modest, leased rooms which are occupied by a mix of private tools present on the third and highest level of this building.
hookers, traders, bounty hunters and the odd excavation team.
The Lax hound bar caters to the typical mix of new era travelers 45 Traveler’s Oasis Pub: Newly built, this four story bar,
and locals alike, including many excavators fresh from the eastern inn and stable is owned by a powerful Highcity family, which
routes, nomadic traders, scavs and mercs, even the occasional is said to be heavily connected to local gangs within the rest
slaver. While there are 3+d3 mercenary soldiers with two handed of the city if not elsewhere in the region. It is made of mud
clubs on duty as bouncers, they rarely act unless staff is being ha- bricks to the second floor, with the rest being constructed of
rassed, therefore, this place has a reputation for its brawls, death timber planks, scrap materials, and thick hides, while a roof of
duals and other crimes, and visitors should be wary of entering wood and scrap aluminum does a fairly good job of keeping the
into card games or conversation with gang members. guests dry during the April rainy season. There are no rooms
larger than 4 person bunk suites, however all the rooms are
42 Trader’s Guild Association Hall: Built from wood comfortable, with simple wooden furniture, straw mattresses,
and scrap metal, this four story building houses 34 small office a 1m by 1.2m locking window, latch locking door, and a latrine
suites as well as one large ground floor bar area. It mainly serves and bath on each floor. The bedding is only changed once per
commercial entrepreneurs such as traders, peddlers, mer- week, so it is possible that a person could get lice or scabies
chants, caravan bosses, as well as any business person look- from sleeping here, therefore the wise bring their own sleeping
ing to have merchandise transported to another community, or, rolls and instead stretch out on the floor.
when looking for partnerships and venture capital. Non-traders, A force of militia soldiers in orange and yellow safety vests
such as common workers, soldiers, excavators and whores are watch each floor day and night, checking to see if people are
not permitted into the building at all, and when a trader needs guests while driving off any suspicious loiterers. The stable is
to hire armed guards for a trade expedition, he or she must go also guarded by both 2+d3 militia soldiers and 6+d6 hired
elsewhere, especially Salvager’s Bar. 16+d6 mercenary soldiers street urchins using sling shots while the bar area is watched
guard this building, four of which oversee a chain gun which is by 4+d4 more militia soldiers using clubs.
mounted on the roof but can be carried down to the lower floor The bar takes up the whole lower floor, while the basement
to guard the door should the place be stormed. GM note: there area houses a gladiatorial ring and enough seating for 136 peo-
are no encounters listed for this bar, however if characters pose ple. Slaves and kidnapped victims often end their days in the
as traders, they can enter and mix with the well to do, in a safe blood splashed theatre below, sometimes pitted against bane
atmosphere where violence is simply not tolerated. bears, mutant dogs, bugs, or robots. The clientele of the bar and
gladiator levels are rugged individuals, often with criminal back-
43 Spotter’s XXX Club: One of the newest built bars in grounds or intent, with a mix of ragged street whores, excava-
the city, Sotter’s is a notorious bar and brothel and uses more tors, scavs and bounty hunters mixed in with the noisy crowd.
scrap metal and plastic than nearly any other civilian structure
in Overpass. The five story building has a two level bar area 46 Wicca Lane Bar & Grill: This scrap and stone inn,
starting from ground level and dropping down into a large pit bar and restaurant is about the only official entertainment
where adult entertainment shows run hourly from noon until spot on the north side of West Underpass road, and is usually
5 am daily. The upper levels of the bar consist of rooms for patronized by travelers who have entered the city through Ca-
the contract whores who rent suites from the owner, Spotter nal Gate as well as local working people, thugs, unremarkable
O’Beanea. The fees noted for the use of a prostitute are hourly hookers and those looking to join an excavation team.
rates, triple this if the client wishes to spend the night with the The Inn is clean and well maintained with a pleasant, profes-
harlot and enjoy a delicious breakfast in the morning. sional staff and a good location, well away from the noisy, danger-
ous club district of East Underpass Road. The bedding is changed 50 High Road Hotel & Bar: The most lavish inn and bar
between guests, a pitcher of drinking water supplied each morn- in the whole city, perhaps in the entire region, this Highcity based
ing, and when the fruit is in season, a basket of apples, plums, hotel is. It is a six story metal, plastic and concrete structure of
and melon are placed in every room for new guests. A mercenary new design, topped by 4 relic wind turbines, with plenty of large
soldier with a musket is stationed on each of the Inn’s 4 floors, glass windows, balconies, baths, showers, sinks, mirrors, and la-
while 3 other soldiers stand watch in the bar to throw out trouble trines for each room. Additionally, each room is assigned a per-
makers who offend the serving girls or staff, but will otherwise let sonal attendant of either preferred gender to serve in whatever
non-lethal fights to commence as long as the furniture doesn’t function the guests should wish. Out in the hall on each floor,
get broken or used as weapons. The stable, where a fee of only stands a soldier in an orange tunic, armed with a random relic
3sp per night per animal or small vehicle is charged, is watched weapon and rapier who will salute known guests and question
by a militia soldier and d6 teenager commoner boys with bows. anybody not initially introduced to them by the concierge. The
beds are made with cotton stuffed mattresses, goose down pil-
48 Kord’s Casino & Spa: Located in Highcity, this bar spe- lows, freshly washed sheets and comfortable quilts. The doors
cializes in assorted gambling activities, as well as offering their have replica key locks while the balconies have simple steel
clientele luxurious services in their makeshift bath and spa area, latches as well as French style patio furniture sets.
all while being accompanied by well dressed, attractive hostess- The location of the bar is unique among regional inns
courtesans whom pamper their clients in every imaginable way. being located at the top floor which is accessed by either a
The bar has a no arms and armor policy; however, the city stairwell or the robot or hand crank powered 4 person, Plexi-
being what it is, glas encased el-
the management evator lift which
doesn’t expect runs up the out-
their patrons to side of the build-
walk to the Casino ing. The bar lev-
unarmed. Given el is partially en-
this, Kord’s has a closed, but also
cloak room and opens out onto a
locker area, guard- huge patio area
ed by soldiers with which is caged
relic weapons and in by a fine, steel
dressed in tactical cage and screen
armor, who for a to keep out most
3sp fee will inven- every flying pest
tory and guard a and blood suck-
person’s gear and er. The view from
weaponry in wood- this bar area is
en crates until the incredible, and
end of their visit. on a clear day,
Cyborgs with weapon arms and other implants are exempt from it is said that one can even see the glow from the ‘cleaning
having to hand over their weapons, but must hand over the pow- fires’ of Witch Burn far to the south, or the smoke from Black
er cells and magazines to such firepower. Mountain, far across the Shattered Region to the east.
Inside the casino, there is a long, hand carved wooden bar, The bar is reserved for notable city residents and hotel
as well as a dozen or more finely crafted wood tables. To get to guests only, and while no dress code is strictly enforced, there
this drinking area, one must run the gauntlet of a half dozen is certainly an unofficial code which states neither arms nor
billiards tables, ancient pinball machines, a few slot machines, armor, beyond perhaps a sidearm, dagger, or rapier, should
and the rows of card tables where gamblers play against the be worn. Behavior at this ornate, classical Greek and Roman
house dealers and each other. Amid the patrons are numerous influenced bar is expected to be polite, civil and reserved, with
hostess-courtesans, who will gravitate toward men and women swearing, drunkenness, overtly sexual talk or touching and
quite quickly and offer to show them around, set up a game for boisterousness frowned upon by the staff and other patrons.
them, or offer to get them into the spa area for a bath, haircut, GM’s note: there are no encounter listed for this bar,
manicure, massage, or passionate embrace in a private alcove. however, it could serve as an excellent meeting place for high
These fancy whores do not have their own rooms, at least not ranking officials to impress player character guests, and to
those which they share with clients, and instead perform their awe them with their wealth and status, to show them the sort
duties with skill and seeming enthusiasm and then get the cli- of lifestyle that is possible for the wealthy and powerful. Four
ent back out to the gambling tables as soon as possible. soldiers with relic weapons dressed in relic combat armor
The spa area has several non-sexual services available, maintain a watch at the bar level, and will ensure that patrons
with the basics of a hair cut, shave, bikini wax, massage, pedi- get along, and no enemy airship or large winged predator at-
cure, manicure or facial costing 5sp, while more involved pro- tempts to harm the customers.
cedures such as a bath by one of the lovely hostesses, includ- The restaurant, considered the best eatery in the region is sit-
ing hair washing, laundry of clothes in a real relic washer-dryer uated at the ground level and is much less formal than the bar.
area, stitching up of any wounds, and deep all over body mas- Anyone can try and get a table here, but meals cost between 4 and
sage costs 10sp. Should a client wish to make out with his or 40sp (4d10) and drinks the same as the bar (see table CR-1-2,
her hostess at any time during any procedure, the cost of her page 31). While even a commoner can eat here, nobody is allowed
fee (4+d8sp), is added to the spa bill. Encounters in the ca- to enter wearing dirty clothes, nor carry their backpacks, shields,
sino area are typically only with hostesses, however, it is pos- and large weaponry inside. For this sort of gear, a guarded cloak-
sible for a character to meet up with a potential employer. room is set to one side and costs 2sp to stow a typical adventurer’s
Finally, swearing and violence are not permitted here, back and belongings, although there are only 3 soldiers on duty at
and the guards will quickly defuse any arguments or tussles the entrance to the restaurant and cloakroom, and they make no
before they get out of hand. claims of responsibility for lost or stolen articles.
51 Eros Lounge: An older scrap and stone building, this es- 53 Sky Marshal’s Bar: Perched right across the street
tablishment has 4 floors to it. The lowest floor contains a bar from the Airship Port and Air Trader’s Association, which also
which appeals to the more debased citizenry and visitors to serves as a fortress for Overpass, is the Sky Marshal’s Bar. This
Overpass’s Highcity district. Within the dark, multi-leveled bar drinking establishment is owned and operated by the Overpass
are various back rooms, curtain covered alcoves and dens, shad- military, a place where off duty soldiers can get drunk and forget
owy corridors, as well as rumored secret hatches, hidden rooms, their duties and troubles, a place where officers rarely tread and
spy holes and trap doors. These semi-private areas are used by where the tight conformity of life in the barracks can temporarily
the many prostitutes and other morally free patrons to entertain be sloughed off.
each other over drinks and finger food, either prior to moving Half of all patrons at any time of day will be Overpass soldiers
their ‘socialization’ upstairs to one of the leased brothel rooms, of one branch or another, but most likely troopers, since elite core
or, such activities are conducted on the spot. members stick to themselves, while the light infantry keep to the
In the central area of the establishment is a large, round bar, Undercity bars and private garrison clubs. Any traveler is welcome
tended to by a half dozen scantly clad women. Around this are to drink here, but it can be a rough place, with arm wrestling,
several raised platforms where go-go dancers, either in cages or brawls, and the occasional clash or steel on steel making the
simply holding onto a rope or vertical pipe, writhe and dance to place ill suited to those who abhor violence and bad language.
thumping techno beats, often drunk or otherwise influenced by Drunken soldiers are known to be somewhat intolerant
some substances, oblivious to the lecherous crowd below. Visi- of excavators whom they feel are shirking their patriotic duty,
tors to this club immediately realize that they are in some sort of serving themselves and their silly greed instead of the glorious
sexually charged, fetish theme bar, and any attractive character Northern Freehold or Overpass City. The mercenary soldiers
will be continuously approached by interested potential lovers, (5+d6) who stand at the door here, checking for strangers or
either those working as prostitutes or those who are merely out any sort of explosive device which an enemy agent might try to
to express their own quirks and perversions. smuggle in, are not bouncers, and won’t step in to stop a fist
Because this bar is in Highcity, the criminal element here is fight or the beating of some lippy digger or outlander.
much less noticeable, and the odds of being outright attacked,
robbed, humiliated or challenged to a death duel are almost non 54 Trader’s Inn: Located at the north end of Highcity, this
existent. Still, this is a dark and emotionally charged place, espe- simple three story stone and steel hotel is owned by a consor-
cially toward midnight, and characters are likely to run into both tium of independent traders, many being robust and daring no-
unsavory and abnormal individuals, roll negative d6 on the Over- madic traders which travel between communities. While any-
pass bar encounter table, page 43, when an encounter occurs. body is welcome to stay here, the rooms are often pre-booked
The mercenary soldiers who guard the upper floors and by traders who are due to return that evening, therefore, for 2
bounce at the front door, will not allow anyone to carry heavy weap- person rooms there will be d6-2 (0-4) available, while d6-3 (0-3)
ons into the bar, which includes anyone in any sort of shell class four person rooms will be vacant, and finally here is only a 1 in 6
armor, any cyborg with a beam, flame or machine gun weapon chance that an 8 person room is available.
arm or turret, plus, an absolute restriction on the following weap- There is no bar here but does have a small stable situat-
ons, as well as any explosive devices, launchers, or ammo: subma- ed on the ground floor which charges 4sp per night to board
chine guns, any two handed weapons (assault rifle, musket, pulse each pet, draft animal, mount and or small relic or scrap built
rifle, shotgun, etc.) no flame units, no laser swords, and no bows or vehicle (pickup truck sized or smaller). The rooms are all well
crossbows. Handguns, however, in proper holsters or concealed, appointed, have feather pillows and mattresses, clean drinking
or any other one handed archaic weapons are permitted, but must water, a washbasin, bars on the window, replica key lock doors,
be kept sheathed or otherwise stowed away and out of sight. 2 soldiers per floor, 2 soldiers in the stables and 4 additional
soldiers at the main entrance, all of which tote relic weapons. Fi-
52 Salvager’s Pub: This Highcity digger’s bar is widely nally, wind turbines situated on the roof provide electric lighting
considered the best spot in the whole city to locate and link up to each room, corridor and office areas, while a small power cell
with other excavators, with half of all the patrons present being regeneration service is available at an exorbitant cost and slow
novice diggers, who have either come south from Pitford to re- turnaround time. To power mini-power cell costs 100+d100sp
cuperative or are actively seeking an established group to join and will take 2d6 days to get accomplished, while normal pow-
and head north. er cells will cost 500+2d100sp and take 3d6+5 days to be re-
Other patrons of the bar include workers and soldiers, as well charged. Power packs aren’t handled here, the management
as a few hookers from next door at the Eros Lounge, a few trad- will direct owners of such devices to the town of Array.
ers and merchants looking for hirelings, the odd bounty hunter
searching for somebody, pickpockets, street thugs and local resi- 55 Polly’s Saloon: This back street bar and brothel is set
dence just out for a pint and a meal. The upper floor of this bar is apart from the main Undercity club district and situated among
off limits to clientele, and serves as the quarters for the owners residential homes, putting it at odds with the more prudish mem-
and staff, their slaves and the few whores who work the bar be- bers of the community, yet so too, being the only spot within a
low. Any prostitute to secure a customer will take him or her to a few blocks to get a pint of beer or glass of wine, it attracts many
curtain covered alcove in a back hall area, and spend a half hour customers who have no interest (or can’t afford) the many fancy
conducting business therein. prostitutes who work in this three story building. The bar area is
At the doorway to the bar stand 3+d3 mercenary soldiers with filled with commoners for the most part, however, many soldiers
relic weapons, who inspect patrons and deny access to those car- from Highcity arrive here at night to take advantage of the more
rying grenades, flame units, rocket launchers, chain guns, heavy affordable female companions.
machine guns, or other heavy military weaponry for fear that the Other patrons of the bar include many poor excavators, gangs
owners of such devices might be Rock Spire agents, who in the of thugs, caravan guards, and scavengers from far and wide, giving
past have attempted to burn down the bar or kill the patrons (see this place the look and feel of most other Undercity bars, complete
Rock Spire, page 284). Cyborgs with any of these banned weap- with the encounter possibilities so typical of these other establish-
ons as implants who are unwilling or unable to remove them and ments. 8+d8 militia guards protect the harlots, slaves and staff who
sign them in at the ‘coat check’, are simply denied access to the work here, while also doing their part to stop any fights between pa-
establishment. Solar panels on the roof power the lights and re- trons, especially if lethal force weapons are being employed.
frigerators, as well as the much appreciated air conditioning unit.
Unique Overpass Encounters out for more money, or refuse, he is 45% likely to increase the
pay to 15sp, but that is the limit of his generosity.
5. A couple of very attractive, clean young women approach
Note: Always re-roll duplicated dice results.
the characters, their mischievous smiles, skimpy, outrageous
Highcity Street Encounters clothing and attention to only the male characters in the group
d6+1 rolls for street occupants from chart B by day, d6-1 (0-5) lets the PCs know that these ladies are prostitutes. There will
by night, see page 381 for occupants, with a 2 in 10 chance be d2+1 of them by day and d3+2 by night, each with an ap-
of a unique encounter within Highcity District per passage, pearance score of 30+d20 and half will be mutants with one
from the following list. Roll d6 by day, d6+3 by night: physical alteration mutation, and will make very creative and
1. A nomadic trader spots you from across the street and sensual suggestions to the men they meet, asking if they are
comes over, smiling and extending his hand to the best interested in some skilled companionship. They charge
looking character in the group. ”You’re adventur- customers 5+d8sp for an hour’s romp in their
er types, aren’t you? Listen, I won’t take up your nearby house, or, 30+d20sp for an all
time, but I am looking for an armed escort for night sleep over.
a mule team of trade goods to Sandbarra. We’d 6. A slight, adolescent fig-
cut through Twisted Wood on foot, and keep quiet ure leaps out from an al-
and keep vigilant. I know it’s dangerous so I won’t cove and rushes by the
be cheap about this, I can pay you each 90 sil- last character in the line,
vers once we reach Sandbarra, and put you up in grabbing at the person’s
an inn there for two nights. What say you?” waist, trying to pickpock-
2. A merchant, accompanied by 2+d3 private sol- et a handgun, any other
diers holding muskets, approaches down the visible relic, or a coin pouch
street, and upon seeing the armed charac- if the other two options
ters, smiles broadly and says. “Now you are aren’t present. This rob-
what I had in mind! You looking for work? I ber is a thief of d3+2
got three wagons loaded with all sorts of skill points as a pick-
dried fruit, beer, wine, clothing, fabric... pocket, and if suc-
you know, typical stuff. I have drivers for cessful, will dart into
the wagons, but can’t find anybody who an alley across the
can ride along and guard the shipment street into a careful-
on its way to Galespit. Interested? I can ly planned obstacle
pay you each 20 silvers at dawn to- course. If pursued,
morrow when you head out, and then she moves at nor-
my agent in Galespit will pay you each mal speed, pulling
another 60sp upon getting the cargo there, crates and debris
safe and sound. What do you think? “ down behind her
3. A Patrol of Overpass Troopers, 4+d4, are as she goes, making
up ahead questioning and occasionally in- those following move at
specting travelers. If the characters have -1.5m per round. If fired
not been in Highcity before, or did on, the thief is DV -60 as
not grow up there, or otherwise have she flees the scene.
spent less than 30 days there in the 7. Read to Players: A group of
past year, then this patrol will stop the (3+d3) black clad men step out into
group and ask them some ques- your path and level crossbows (range 5+d6m), while
tions. “Where you from? You been from behind the PCs, jog up (4+d4) more raiders with
to either Array or Pitford this year? drawn machetes, one steps forward and says: “We don’t
What’re your names and professions? want no trouble with you, just your relics and your money!
Do you have family in Highcity? What busi- Set them down real easy, and nobody needs to get hurt. If you
ness do you have up here on the bridge? And, what lodging
refuse, you will be fired upon!” GM: If the PCs instead unleash
have you arranged for tonight?” They will let polite travelers
an attack or make for their holstered or sheathed weapons,
move on unmolested if they answer the questions respect-
the raiders are 36% likely to simply run off, otherwise, the
fully, however, if the characters are rude or short tempered, or
crossbow men fire and draw machetes, while the others at-
seem to be lying, these soldiers will be 67% likely to arrest any
tack immediately. If the PCs simply refuse to hand over their
offensive person and take them away to the nearest fortress
weapons and money, the gang will only press the attack if
or gate house for further questioning and a body cavity search
they outnumber the PCs.
by the on duty officer.
8. If the character group has only pure stocks or pure stock
4. A town trader and his 1+d3 commoner men, who serve as appearing members in it, then this group of local Purist fun-
pack carriers, step up to the characters, the chubby trader
damentalists, treat as commoner men with bows and dag-
smiling. “May I have moment of your time? You like beer? I am
gers, simply let the group pass by and never show them-
in need of some roughnecks, such as yourselves, who can ac-
selves. However, if there are any mutants, cyborgs or obvi-
company myself and my pack handlers to the Travelers Oasis
ously non-human characters, then this religion and racism
Pub in Tentville here in Overpass, but the last time I went there
motivated group, numbering 1 per PC plus d6, first launch a
I got robbed and these lazy louts won’t carry my cargo down
volley of arrows from a nearby rooftop, avoiding hitting pure selling them for 22 silvers each.” / 2. a fragmentation grenade
bloods and those who pass for them, and then, leaping down for cheap (300+d100sp).” / 3. a bag of shotgun shells. I got
with their daggers muttering oaths and prayers and ‘death to (roll 2d6+1), and am willing to sell them to you for only 26sp
the infidels!” each.” /4. a gas mask? I got one I can sell you right now for only
9. A squad of Aberrationist mutants have gathered to weaken 100sp.”/ 5. a pocket flashlight? I ain’t got no battery for it, so
pure stock power in Overpass. There are 1 per PC plus d6, its no fricken good to me. I am selling it for only 140 silvers.” /
each with a minor mutation (physical alteration), treated as 6. a bag of Gebrull Joy beans? I’ve got plenty (3d6+3) on me,
commoner men who will fire crossbows from behind various and can sell them each for 70sp. Its a deal and they ain’t even
street debris, range 2d6+4m away, firing only at pure stocks, illegal here in Overpass.”
including ghost mutants by accident. Their leader, the larg- 5. A Slaver with a whip and a sub machine gun, along with
est, has d3 prime mutations and a razor sword, and hangs 4+d4 militia soldiers with whips, musket pistols and machet-
back to use his mutations up before engaging in melee. Once es, lead a line of slaves, (d6 of each category: men, women,
these terrorists fire their crossbows, they will leap up with ma- children and teens), on a rope. The slaves are roughly half
chetes and charge forward, attacking pure stocks only, but pure bloods and half mutants with a minor mutation each,
taking on mutants and cyborgs if these try to defend pure their masters are also roughly half normal humans and half
blood companions. This group will try to kill or capture pure mutants. This group will not bother travelers by day, unless
stocks, and merely rob cyborgs or fellow mutants of any rel- they seem interested in buying a slave on the spot, however,
ics of valuables. Captured pure stocks will be smuggled to the at night, if this group is met and the PCs number 2 or less,
Dominion and sold in Newburg’s slave market. and are not heavily armed nor overly dangerous looking, then
this slaver will order his men to confront the PCs and kidnap
Undercity Street Encounters them, stripping them down, trying them up and gagging them
d8+1 rolls for street occupants from chart B by day or d8-2 (0- if they won’t be quiet. Any slaves will end up at Waxell’s Slave
6) by night, see page 381 for occupants, with a 3 in 10 chance Depot, area 39, but see page 388 ‘Characters As Slaves’.
of a unique encounter within Undercity District per passage 6. A Bounty Hunter and his 4+d4 raider goons are loitering out-
from the following list. Roll d12 by day, d12+4 by night: side a house and carefully observe the PCs as they pass. If any
1. A nomadic trader on a horse, leading a team of d3+3 mules PC has a bounty on his or her head, this bounty hunter might rec-
loaded with sacks and crates, winds his way down the street toward ognize the person, (based on the character’s history) and if out-
the PCs. Upon seeing the characters the trader rides up alongside numbering the character and his or her companions, he and his
the lead character and quietly says, “Hey, warriors, you interested goons will get up and follow the PCs, while sending off one thug
in some work? I got this cargo that needs to get to Pitford, and I to get reinforcements if the subject’s team is of equal or greater
could sure use an armed escort, even if you’re on foot. My last number. The man hunter will simply accost the character at gun
guards are now getting drunk in the bar, and told me they quit. I can point and demand that any unwanted PCs leave or else be ar-
enrich your group 200sp once we reach the place. If you’re diggers rested for blocking the law. If the PCs were initially too many to
anyhow, you outa be heading there already, right?” deal with, the thug who ran off will soon catch up to the bounty
2. The PCs walk by a pack of filthy, foul mouthed street ur- hunter with an additional 4+d4 raiders with clubs and daggers
chins, triple the number of travelers in the PC group. They find and block the PCs path as the other goons catch up.
sport in tagging along behind the characters, running up both 7. If this encounter takes place during the day, then read en-
sides and making faces, kicking rocks and dust at the trav- try A, however if this takes place at night, read entry B.
elers and mocking any mutants or cyborgs, making kissing Entry A: The PCs enter a bustling street and the human-
noises at any decent looking women (20+ APP), and calling ity here is elbow to elbow, (add 3d6 commoners of every cat-
any character of less than 5 appearance a ‘fricken ugly freak egory here) carts, goats, chickens, street peddlers, and loiter-
of nature.’ They follow for 3d6 minutes, and at the end of that ing youths are all around. All at once, somebody bumps into
time, are 48% likely to linger back 4m and each throw one a random PC and moves off into the dense crowd. A thief has
stone before running off (SV 01-42/ dmg d2 each). made a pickpocket attempt on the character, going first for
3. A patrol of Overpass Light Infantry, see page 28, number- any holstered relic weapon, then any flashlights or grenades,
ing 6+d8 strong come stomping down the street, forcing every- and if none of these are on a person’s belt, then the thief will
body to the side. If the characters are wanted for crimes in any go for a coin pouch . If the character in question has nothing
district of the city, and recognized, this group will endeavour to worth filching, then the thief will choose the character directly
arrest the culprits and take them to the nearest watchtower for behind the PC in the marching order. If detected in the thiev-
a vicious beating, looting and detention until the proper author- ery attempt, then the pick pocket can be chased through the
ities can be summoned (2d6 hours after PCs are arrested). crowded streets, which he knows well and uses passers by
If not wanted, yet the PCs have any heavy military weap- and objects to throw behind him, reducing the pursuers move
ons, such as heavy machine guns, chain guns, rocket and gre- rate by -1m, plus, he uses cover and dodges, being DV -37.
nade launchers, flame units, and the like, this patrol will call Entry B: At night, as the characters move along the dark
for the group to halt. One infantryman will step up and angrily streets, they are suddenly rushed by d4 thieves who have
point at the relics. “Where do you think you are going with been concealed in overturned crates and barrels, each tries
these weapons? Who authorized your access to the city with to grab a holstered relic weapon, flashlight, communicator
such devices? Unless you are off to enlist with the Freehold or other visible device, or even a coin pouch and then dash
Scouts, I am afraid we will have to confiscate these illegal down an alley on the opposite side of the road. If pursued,
arms in the name of Overpass. You will be able to appeal to there is a 62% chance that the thieves lead the characters
the courts for their return pending an investigation into your directly into the hands of fellow gang members, as in encoun-
true identities and purpose!” ter 10, on the right. Note: all thieves in the group will have the
If the PCs are neither wanted nor openly carrying such same skill points as pickpockets (d6 skill points).
weapons, then this patrol simply looks the travelers up and 8. The characters enter an area filled with 3d6 street walking
down and moves on. hookers, all of whom seem either drunk or stoned (Gebrull
4. A rough looking scoundrel (raider), comes up to the charac- Joy Beans, see Hub Rules under ‘Hazards’), and are being
ters and follows alongside the lead PC, whispers. “Say, you wan- very obnoxious and crude to other street occupants. When
na buy, (GM roll d6): 1. bullets? I got some (2d6) pistol rounds, they see the characters, they close in, sauntering up to the
male PCs, licking their lips, caressing their own bodies and Come on, we know a spot at a stable near here, it’ll be fun.”
then uttering filthy suggestions. They will sell themselves for If the woman has companions, then the infantry men glare
2+d3sp for an hour’s bliss in a nearby shack, alley or stable. at them and one says. “The rest of you fricken freaks can
They are dressed in low cut skirts, halter-tops and cheap hair go fricken move along unless you want to be arrested and
ornaments, black lipstick and odd face paint. Half are mu- given a very complete search. Now get the hell outa here,
tants with one minor mutation each and all are of appear- you’re all ugly.” If the woman tries to leave with any compan-
ance 14+d20. Any PC to refuse to partake in their sordid com- ions, they grab her and try to pull her away from them, and
pany will spark hostility from the women, who will spit, claw at if the other characters won’t leave, then these soldiers pull
and curse at the man as he moves off. out their machetes and threaten to hack them down if they
9. A rowdy mob of 3d6 male and 2d6 female drunken com- don’t go.
moners stagger up the street toward the characters; about 11. The characters notice that there are 4+d4 ruffian types
half are common mutants with a minor mutation and skin following them 2d6+3m back. They avoid eye contact and
and hair color deviations, otherwise pure stocks. When they aren’t doing anything obviously threatening, but they are clear-
get within 3 meters they seem to notice the adventurers and ly shadowing the PCs. For each block the character’s travel, or,
block their way, surrounding them and trying to make sport of if remaining stationary then for each 10 minutes, there is a 3
them. Some shove the characters, others tease them if they in 10 chance that suddenly, in front of them, appear another
have odd mutations or implants. Any good looking female group of 4+d4 raiders, who block their path and pull out clubs,
PCs of 30 or better appearance are also groped by d6 of the used in two hands, and advance on the characters. One points
male commoners. This goes on for d6 minutes as the mob at the PCs and says: “Drop your weapons and belts, satchels,
gets more aggressive and offensive. However, they do noth- coin pouches and packs, and just walk away and continue to
ing which harms the characters physically nor steal anything. be free. If you refuse, we will bludgeon you senseless, strip
If the PCs threaten them or actually strike at them, they will you naked, and sell you as slaves by dawn.” If the PCs do sur-
back off only if the characters seem very dangerous or use le- render all they own except their armor and clothing, there is
thal force. If, on the other hand, the characters don’t appear a 78% chance the raider honors his word and lets the group
overly deadly and are outnumbered 2 to 1, then this mob is walk away, otherwise, they then advance and try to tie up the
87% likely to gather up club-like objects and beat the PCs un- characters and march them off, blindfolded to a secret under-
conscious, drag their limp forms into a nearby alley and strip ground hideout where they strip them, throw them in an an-
them of everything they own before taking any pure stocks off cient basement level, and sell them 2d6 days later. If the PCs
to Waxell’s Slave Depot, area 39. instead decide to fight, and have relic weapons, devastating
10. A squad of 3+d3 light infantry soldiers, see page looking mutations or relics, then there is a 17% chance the
28 for description, are meandering up the street, drunk gang simply melts away and looks for easier prey.
and obnoxious. If the PC group has any very attractive fe- 12. Stepping out from both sides of the street are a group
males (35+ APP), these men will veer off toward her and of local thugs, (1 raider per character, plus d6) using chains
slur: “You, halt in the name of the count... the and wearing daggers on their belts. They grin and
council, how much for a fu...frolic, eh? start forward swinging their chains
What, like 3, err... maybe 4 silvers? menacingly while one,
the biggest,
says “Drop
your weapons, friends and we’ll go easy on you.” If the PCs Tentville Street Encounters
instead draw weapons and make ready for a fight, there is a d3+1 rolls for street occupants from chart B by day, plus, d8-
27% chance that these goons back off and step out of your 2 (0-6) commoner families, or at night, d4-1 (0-3) street oc-
way, otherwise they rush in for the attack, fleeing only if half cupants along with d6-2 (0-4) commoner families, see page
their number are incapacitated without inflicting equal casu- 381 for street occupants, with a 4 in 10 chance of a unique
alties in their intended victims. encounter within Tentville District per passage from the fol-
13. GM Note: If the characters are disguised as some other lowing list. Roll d10 by day, d10+4 by night:
profession other than excavators, such as laborers, traders, 1. You turn a corner and see a commoner family in trouble.
farmers, or trappers for example, then a squad of Rock Spire The father has been knocked unconscious and lays bleeding
fundamentalists do not perceive them as excavators, whom in a puddle, his wife is being slapped about, his teenage son
they are out to assassinate, and instead just pass by the char- held at crossbow point, his d3 children crying and kneeling
acters on their nightly hunting rounds. next to their limp father, while a teenage girl is struggling to
If, however, the characters are in mixed armor, carry as- get free of the grasp of two leather clad thugs. In total, there
sorted weapons, are of mixed race and gender, and have are 5+d6 raiders accosting this family, who nobody else is
any relics exposed, then this team of 5+d8 religious fanat- helping, who seem to be getting evicted from their plot where
ics (treat as raiders) suddenly charge out from all around the they have a scrap built wagon parked.
PCs, brandishing hatchets and screaming “Death to the De- The teenage girl suddenly breaks free and runs smack
filers of the holy Ruins! Kill the Diggers!” These nut jobs fight into a random PC and clutches him or her and turns to face
with a passion that is usually only reserved for Purists, and the two raiders who had been trying to hold her. The other
won’t flee unless they are being seriously wiped out without raiders all gather crossbows and aim them toward the charac-
inflicting bloody wounds in their targets. Should they be de- ters. “Throw her back our way, friends,” smirks one bald goon,
feated, there is a 3 in 10 chance that a patrol of 10+d6 light their leader, who has a prime mutation. The rest are common
Infantry show up and look over the bodies, thanking the char- mutants with no notable mutations. “This ain’t your fricken
acters for ridding them of the religious crackpots, who have business, strangers, so go woggle yourselves someplace else
murdered excavators for months in that part of the city. The and let us do our business here. These folk haven’t paid their
grateful on-duty officer gets the character’s names and says rent, that’s all, nothing to get yourselves mixed up with.”
he will pass along the account of their brave action to the If the PCs refuse to hand over the girl, or leave, then the
Freehold Scouts and the official record’s office, to be noted raiders will again warn them to stay out of their business. If the
into any future cases that may arise involving the characters. PCs advance or fire on the thugs or otherwise refuse to go away,
14. Suddenly, 8+d8 pure blood commoner men with bows then all but one of the raiders will fire their crossbows at the
and machetes step out from both sides and ahead of the characters then close with machetes. The one who doesn’t fight
characters, range 6m, all aiming only at obvious mutants and takes off at full speed in the opposite direction to get reinforce-
cyborgs. One man speaks up, directing his words to any pure ments, which will arrive in 2d6 minutes in the form of 2d6+4
stocks. “The lord forbids you to associate with these demon more raiders with crossbows and machetes.
spawned imps and monstrosities! You should know better! 2. As the characters move along the filthy, stinking streets of
Now, we are going to give you the chance to step back and this shanty town, they notice a lone commoner child sitting in
walk away, or, you can join them in their journey to the under the dust. The kids beg passers by for some food or a spare
world!” If any pure bloods (or those who appear to be pure coin. Upon seeing the characters, he or she (50% either way)
stocks) refuse to abandon their comrades, then in any subse- holds out his or her hands and pleads. “Kind masters, please
quent scrap, the Purist zealots will also engage them. If the spare a bit of food or a coin for a poor orphan.” If the PCs do
PCs move for their weapons or otherwise attack, the Purist give him any food or money, and if encounter 4, below should
archers fire their bows, which they will thereafter throw down occur anytime in the next 10 days, then consider that this
and draw machetes if forced into melee. Being religious fun- child is among that gang of kids and tells them of your kind-
damentalists, they will not surrender nor flee the battle, nor ness, and the gang relaxes and backs off, calling you friends
take prisoners of non-pure bloods. Captured pure stocks will and asking if you have any food or money you could spare, but
be held in Overpass for 3d6 days before being escorted to the if not then no worries.
Holy Purist Empire for conversion. 3. A nomadic trader, who seems to have come to Tentville
15. Leaping down from the roof tops are 4+d4 mutants, treat unprepared for the poverty and crime, is busy fighting off
as raiders but each has a prime mutation and carries a battle street urchins 6+d6 and other scoundrels (d6 commoner
axe. In the first round, they only try to kill pure stock appear- teens) who are busy helping themselves to a fallen crate of
ing humans and non-mutated cyborgs, totally ignoring any ob- ripe apples which they have pulled off the back of his wag-
vious mutant characters. If a PC claims to be a ghost mutant, on. The man’s two militia soldier guards are being beaten
the mutant-supremacist engaged with him or her will step to a pulp (now unconscious) by 4+d4 hooligans with clubs
back and shout “Prove it!” If no proof is forth coming, then (raiders). The trader spots the characters standing there and
the Aberrationist presses the attack. These mutants will flee shouts to them. “Please, noble ones, great diggers, I implore
if the battle is going against them. Should they win, and cap- you to assist us, I will pay you a hundred silvers to get us out
ture anybody, they will drag them off and sell them to a slaver of Tentville! Please, these dogs are going to take my whole
bound for the DOA. shipment or do worse!” If the PCs are dangerous looking and
16. Some sort of beast has managed to enter the Undercity number more than 5, then the street urchins and commoner
area and is busy looking for a meal. Any other street occu- teens will grab up a few apples and flee, however, the raid-
pants are just as likely to be attacked as the PCs, therefore, ers will stand their ground, one shouting at you: “This load is
divide up multiple attackers among possible human targets, ours now, pompkins, this is our turf, and we are the law here.
roll d12: 1. Bat, venomous/ 2. Bats, devil, 3d6/ 3. Bat, giant Leave or you won’t get out of Tentville alive!” If the PCs ignore
/4. Bird, black owl /5. Cat, hell cougar / 6. Frogs, aberrant the threat, and advance, the raiders are 34% likely to dash off
2d6+2 /7. Insect, black centipede /8. Insects, doom moths if faced with superior weaponry or obvious mutations; other-
d6/9. Insects, blood flyers 3d6/10. Lizard, winged Slash- wise, they stand their ground. If fighting breaks out between
er/11. Rats, gutter, 3d6/12. Spider, freakish. the raiders and characters, there is a 67% chance that more
gang members arrive from behind the PCs, 2d6 raiders with
machetes range 3d6m who will use deadly force to dispatch due to the 42% likelihood that each has sinner’s itch, not to
the characters and trader. The trader is of course 52% likely mention a 61% chance of fleas. If the characters decline their
to have a relic weapon (WC-R). If rescued, and his 2 men re- business proposals, these women just shrug and move on to
covered, this trader will be a gracious patron of the PC group the next potential customers to walk by.
for years to come, and always give them work, and accommo- 6. In a crowded, filthy street, several loud kids are playing a
date them in his home in Sandbarra. game similar to soccer; however in this version of the sport,
4. The characters enter a mud coated street and suddenly they are allowed to trip, punch and knee each other. They sud-
notice some tough looking teens hanging about on either denly kick the ball at a random PC, and scramble after it as it
side, some of them who get up and begin to follow you. bounces off him or her, making a muddy print on the PC’s out-
You notice that they all carry lengths of wood (clubs) and fit. The mob of 6+d6 kids smash into the entire group
have sheathed knives on their tattered belts. There are of PCs, on their way passed, swearing at them to get
4 per character plus d8 more, and move the hell out of the way. One youth, however, is actu-
along on either side of the charac- ters ally a trained thief and attempts to pick pocket the
for 3d6 minutes, saying nothing. Sud- holstered hand gun or other relic from any
denly, a single street urchin steps out character who carries one openly on his
into the middle of the road or her belt. If noticed and the thief is
ahead of the group and holds chased by the PCs, the other punks,
out a cocked musket pis- treat as street urchins, will join the
tol. ”Okay, freaks, you’ve chase, hurling rocks at the PCs.
entered our territory now, There is 3 in 10 chance that any
and you gotta pay a frea- thief chased will lead his pursuers
kin’ toll, got it assholes? into a alley where a gang of 5+d4
The fee is 5 silvers each, raiders with clubs are waiting in
otherwise, we gonna ambush behind junk, and leap
cut you open and out at melee range with +3 ini-
tan your skins for tiative.
new tent covers, 7. The characters realize that
got it?” If the 4+d4 thugs are following them,
PCs are very about 6m behind. A few paces
well equipped further on, the PCs see that to
or augmented either side, are a total of 4+d4
with incredibly more hooligans, who snatch up
deadly look- pipes and simply walk along on
ing mutations, either side of the group for a
and refuse to pay few minutes, their faces grim.
up, then there is a All at once, a raider leader with
28% chance the street 2 prime mutations, accompanied
urchins back off and by two more mutants each
simply let them go with a prime mutation,
‘this time’, other- step into the road 6m
wise, they rush the ahead. “Welcome to my
PCs with their clubs, kingdom,” grins the lead-
attempting to knock er, fingering his weapon.
them out then steal “You are welcome to lease a
everything plot of land for 3 silvers per
they wear. day. We have a nice spot
Once uncon- right over here; the previ-
scious, the ous tenants are at the bot-
urchins are tom of Boson’s Lagoon.
17% likely to “If you’re just passing through,
slit their throats then you can pay a 20sp toll, each, and we
and make good their threat, skinning the PCs and try- will send you on your merry way. Which is it going to be, citi-
ing their hides in the sun, otherwise, they sell the uncon- zenship or a toll?” If the PCs refuse to pay either, and are out-
scious, naked characters to a local slaver. numbered two to one or better, then the gang members grip
5. You pass by a collection of 2d6+3 ill-kept hookers, each their pipes in both hands and advance from all sides, while
of whom is a mutant with one minor mutation, (physical al- their leader stays back and prepares to fire on any relic armed
teration and odd skin and hair colorization). These women, al- character. If the PCs are clearly well armed and number 6 or
though there is a 13% chance each is actually a transvestite, more members, then their gang leader is 57% likely to lower
are dressed in mere remnants of relic fabric, their makeup is the toll to 5sp each. If this too is refused by the travelers, the
gaudy and thickly applied, their hair wild and knotted with bird gang leader of the raiders is 12% likely to call off the block-
bones and a few plastic trinkets, their gestures and move- ade and let the characters go, otherwise, they simply attack
ments suggestive and purposeful, their lingo crass and of the with all they have, attempting to either kill or capture the char-
filthiest kind. Worse, they are dirty, not merely debased, but acters and loot their bodies. GM note: defeating this group
caked in mud and dust, grit and oil stains. They charge 1+d2sp of raiders will result in the characters ruling the area within
for a half hour romp in a nearby tent or wagon, and will share about a half kilometer, and they can charge the 3sp fee to all
their lodging with a traveler for only 5+d4sp, however, doing those who live in their turf, but must also defend it from rival
so puts the character at risk of catching fleas or worse. Forni- gangs who will encroach on the territory almost daily.
cating with one of these prostitutes without protection is risky 8. 6+d6 raiders with crossbows, half being mutants with a
prime mutation each, step out from behind the characters. their ‘false friends’, and with that, they attack, using their bat-
They demand that the PCs halt and drop their weapons, put tle axes in two hands. Treat as commoner men, 1 per traveler
their hands on your heads and kneel or be shot. If the PCs plus 2d4.
refuse, then these thugs fire their weapons then draw ma- 11. “Die mutant scum!” Shrieks a man’s voice. Suddenly from
chetes and charge. They will flee if half their number is slain. both sides of the street, range 2d6m, rush hatchet waving white
If they capture the characters, they will remove all their packs robed pure bloods (2 per character). These local Purists are sim-
and belts, frisk them for concealed weapons and then march ple farmers by day, but have been indoctrinated into the Pur-
the PCs off down and ally. In the shadows, the robbers will ist faith by a Mutant Slayer-Priest, who stands and watches the
strip the characters of their armor and then tie them up and whole battle from a concealed, shadowing location 20+d6m
escort them to a slaver for sale. away, and doesn’t get involved unless all the mutants and their
9. A mob of mud coated, rag wearing, half starved common- misguided allies are dispatched. Any pure blood characters to be
ers block the street ahead of the PCs. There are 14+3d6 made unconscious, will be given first aid, stabilized and dragged
commoner men, 10+2d6 commoner women and 2d6 com- off to a secret Purist shrine under a series of nearby tents and
moner teens, all with bloody clubs. They have just bashed in wagons. Here, the victims will be nursed back to health, but kept
the heads of a group of 6+d6 raiders who have subjugated as prisoners, beaten and tortured and preached to, before being
them for too long. With blood lust still in their eyes, they turn transported by wagon to the Holy Purist Empire. All other fallen
to the characters and one points. “No! You will not rule our characters, including any unconscious ones, will be left in the
lives! Now that they are dead, we will accept no new masters! dirt, thought to be dead
We will take what is rightfully ours, and anything else we need 12. Something has crawled up out of Boson’s Lagoon and
to survive! Now, everybody, get those outlanders! What they scuttled into the streets, spotting the characters and
carry now belongs to us! Charge!” Suddenly the whole mob, lurching after them, roll d12: 1. Fish,
which is 6+3d6m away, surges forward with a roar, waving land pike d8 / 2. Frog, giant
torches and clubs. If they are mowed down by the char- / 3. Frogs, aberrant 2d6 / 4.
acters, and at least 10 are dropped before the Frogs, wolf 3d6 /5. Insects,
mob can get into melee with the characters, the swamp skimmers 3d6+2 /6.
mob will falter and fall back, seek cover and dis- Alligator, huge /7. Pit slime /8.
burse, abandoning their leader. Reptilius 6+d6 /9. Shark, amphibi-
If the mob does indeed get into melee, the ous /10. Snake, large /11.
characters will smell strong drink on the Worms, jaw 3d6 /12.
breath of their club wielding assailants. Worm, stabber.
If subduing the adventurers, the 13. Somehow,
crowd will strip the PC’s uncon- either by flying
scious bodies of everything and in or sneaking
leave them for dead, naked and through the un-
in the mud and feces of the alley. finished wall, an in-
10. A unit of mutants in dark green truder has entered
jumpsuits, each with a minor muta- the streets of Tentville,
tion and carrying a battle axe, run looking for human vic-
up to the characters and look at tims, roll d12: 1. Bats,
their faces and bodies as best giant d3 / 2. Bear, griz-
they can, axes at the ready. They zly / 3. Bird, black owl/
are Aberrationist loyalists, a lo- 4. Cat, hell cougar /5.
cal sect of pro-mutant zealots Dogs, mutant 2d4 /6.
who believe that no pure stock Garnock /7. Insects,
should remain alive, that the blood flyers, 2d10+5
world should be ruled by mutan- /8. Lizard, skulking ren-
kind only. They will demand that der /9. Moaners, 3d6
any ghost mutant prove he or /10. Narkanna /11. Scor-
she is such by a dem- pions, cave d6 /12. Spi-
onstration of their pow- der, freakish.
ers, otherwise, they
must die along with 14. Skullocks, 3d6
any pure bloods. If meters away, wear-
at any point the PCs ing hooded cloaks
make for their weap- and baggy trou-
ons, this group will sers. Out to loot and
respond with immedi- murder humans.
ate attack, gain- One per character
ing +4 initia- plus 2d4, using 2
tive, oth- hatchets each, one
erwise, which they throw
t h e y when spotted
simply by the PCs.
demand
that any mu-
tants with the
pure stocks
leave or die with
Bar, Pub and Saloon Encounters within Overpass Note: Only typical public bars with random encounters and mixed public usage are noted
in the following list. Private bars, such as the High Road Hotel & Bar or Kord’s Casino Bar,
are not subject to such events or clientele.
Table CR-3-3 Overpass Bar Encounters Matrix
Map Patrons by Patrons by Odds of Encounter per
Bar Name Dice Roll for Encounter Results
No. Day* Night* hour
have a terrible hang over, possible moral regrets, and be reluc- too often! Take him away before I castrate him!” Raiders blind
tant to do anything. In addition, sunlight hurts their eyes and fold and gag the PC and take him by wagon to far off Newburg
makes them -20 SV for 24 hours. where he is kept as a pet to a debased mutant merchant in a
-3. Each character is accosted by an eager prostitute (APP lavish home in Eagle Heights, see page 141.
24+d20), who will not take ‘no’ for an answer, with each try- -1. A random male character is approached by a young woman
ing to gently coax a character to a side passage and into a (APP 20+d20) who wants the character to lean over the table
curtained off, 3 by 3m den lit by a small oil lantern. The well so she can tell him a secret. When he leans over, she whispers
dressed, clean hookers tell the characters to relax, that a half into his ear, roll d6: 1. “I am actually a both a girl and a boy. Are
hour with them will only cost four silvers, to pay in advance you into that sort of thing? Follow me to an alcove and let’s get
however, and then lie down on the couch and experience bliss. to know each other.”/ 2. “You’ve been followed into this bar by
If any characters actually do go for this exchange of money for a gang of robbers and slavers; they are dressed like common
services, roll d6: 1-5. All is as promised, and the woman leads folk, and not in a group, so don’t get yourselves separated and
the character back to where she found him. / 6. While at pin- don’t go off to be alone with any of the women here.”/ 3. “I am
nacle of their love making, the character notices many small not really a whore, not really. The owners of the place bought
openings in the walls and roof, as more than a dozen peo- me... they call me a slave, and want to get the hell outa this de-
ple are watching the show before them; with a 33% chance based place. Can you take me to the back and sneak me out
that one voyeur has a digital camcorder and has been vid- with you? My family lives in Steel Hill, and can pay you what-
eoing the whole entangle- ever we have if you can re-
ment. If told to leave them turn me safely.” / 4. “I think
alone, the peep holes will you are my type. Wanna
be shut by various fabric come to the back hall and
or wooden plugs, and re- find a quiet spot to make
main closed for up to 2d6 out? I am just here for the
minutes before one by one fun, not money. I am no
they open again. whore.” / 5. “You like what
-2. A prostitute picks out the you see? I am available for
best looking male in the PC a half hour, just come with
group and steps up before me back into one of the
him and begins to disrobe, little dens here, and for 4
and when she is finally na- silvers, I’ll take away your
ked, she turns about and pain for awhile, make you
smiles to the character. think of something other
“Does this jog your memo- than the ruins, and those
ry, warrior? Huh? Don’t you who you’ve lost.” / 6. “Are
remember me from an- you really a digger? Ever see
other town? Another time? a narkanna? What about a
No? You serious? C’mon, garnock or devi-bear? I heard
let’s go upstairs and I’ll re- that there are giant scorpi-
fresh your memory.” She ons. Is that true? What’s your
tires to take the character name? Ever see a moaner
away from the group, and and if so, are they really un-
if he lets her, she shows dead or is that just a myth?
him to a small, well kept Where were you born? Did
room where she immedi- you ever go up into one of
ately sets about trying to those huge skyscrapers? I’ve
inspire the man to action. never even been to Pitford,
If he participates, roll d6: let alone any ruins. You’ll
1-5. All is well. It is up to never get me into the ruins?
the GM to determine if the Wanna sleep with me?”
character’s former pre-game caste would have allowed him to 0. A thug (treat as a raider) bumps the PC group from behind,
afford a courtesan of this woman’s class (App 30+d20, costs a woman screams and the adventurers turn to see a man
8+d6sp for the reunion). / 6. As soon as the character gets slapping a prostitute, and then throwing her aside. The wom-
to the room, and she shuts the door, she is hit over the head an lands among the characters. “Bitch!” Screams the man,
and knocked unconscious. 3+d3 thugs with pipes immediately “You have insulted me for the last time!” He pulls out a dagger
pummel the character as best they can, trying to knock him and starts toward her, even as she clutches onto a random
out. If they succeed, the character and the prostitute are taken PC and pulls herself up and behind the character. “Save me,
out of the building via a back entrance and taken to Tentville, he’s a jealous maniac. He means to gut me here and now!” If
to an underground fort of a raider leader and his 12+2d6 raid- the PCs disarm and disable or even kill the brute, she will be
er gang members. Upon waking 2d6 hours later, the character, grateful, but shaken, and leave the floor. The bar girls buy the
now in a loin cloth and his hands tied behind his back, faces characters a round of drinks and thank them for saving their
the raider leader, who has the women tied up to a chair next friend. If the PC s are still in the bar an hour later, the pros-
to the leader. “You thought you would mess with my woman, titute returns to thank them, saying they may all stay in her
huh? She tried to leave me for a new life up on that stinking room for the night for free, that she can sleep elsewhere.
bridge, but I’ll teach her to humiliate me, and for your part, you 1. d6+7 drunken laborers (commoner men), are cheerfully
will spend your days as little more than a humiliated slave. You singing, arm in arm and bashing into everybody around them,
are being sold to a dual gendered merchant friend of mine, oblivious to who they knock over and any spilled drinks, bro-
who will delight in your boyish good looks for years to come, if ken chairs and mess. The serving women and bar staff are
he-she doesn’t decide to play with you in her torture chambers shouting at them to stop their nonsense and sit down, but the
men simply ignore them. Finally, one veers off and smash- 6. A group (3+d3) of off duty Overpass troopers, still in armor,
es into a random character. “You sack of shit!” Declares the arrive in the pub and shove their way up to the bar or nearby
drunk, pushing off the character, turning and making to punch table, order drinks, and throw back beer after beer, becoming
him or her. Being drunk, these men are -20 SV and +20 DV more obnoxious and loud as the hour progresses. Suddenly,
easier to be struck. If the PC who is struck at only resorts to one of them grabs a serving girls by the waist as she tries to
fists when fighting the drunk, then his friends don’t get in- squeeze passed, and the surprised woman shrieks and her
volved but merely stand back and watch, however, if the PC tray of drinks fly toward a random character. The PC is al-
uses mutations or weapons or is joined by companions, then lowed a type C agility based HC to avoid the drinks. The troop-
all the laborers will join into the fist fight. Each is armed with a ers merely laugh at the spilled beverages and turn their at-
dagger and will use it if faced with weapons. tention to harassing the serving girl, who fights them off and
2. A young man, treat as a commoner, comes up to the char- slaps the most offensive. Outraged, he shoves her after her
acters, nervously, his face pale, his hands shaking, and wiping drink tray, directly for the same PC who already had the bev-
sweat from his brow. Stuttering he quietly asks. ”Wanna buy erage tray fly at him or her. If the character that catches her is
some bullets? No they’re not stolen, honest; I just need the male, then the drunken trooper takes offense as she thanks
money, okay. I got some (3+d6) rifle rounds, and will sell them the PC and dusts herself off, apologizing for the mess. There
for 25sp each. No, they ain’t stolen. You interested?” The youth is a 3 in 6 chance per hour thereafter that this drunken troop-
is hooked on Gebrull Joy Beans (see Hub Rules, part 3) and er suddenly comes over and picks a fight with the male char-
has pick pocketed the ammo from an excavator elsewhere in acter that caught the serving girl. If a woman caught her, the
the bar. If the characters buy the ammo, there is a 33% chance trooper merely makes eyes at her and lewd gestures.
that for each hour they stay in the place, the youth will sneak 7. A street preacher wearing bizarre robes and a tall, conical hat
up behind the character and try to pickpocket the bullets back bursts into the bar. He wears some sort of tattered book in one
to re-sell again, or grab the PCs coin pouch. He is no thief, how- hand and a twisted ’holy symbol’ made of plastic in the other. “Pa-
ever, and ‘untrained’ as a pickpocket. If caught and forced to trons of this dismal den of sin and debauchery,” he declares loudly.
confess or explain what he is doing, he will sob and say it is for “Hive of drunkenness and wickedness! Hear the word of the new
the beans, that he must buy more beans or go mad. God, who forbids all alcohol, homosexuality and non-marital copula-
3. A random excavator, who is alone in the bar notices the PCs tion! Repent, foul ones, and kneel now and let us prey together! Let
and gives them a nod from across the room. Within twenty min- us sing the praises of the lord, whom chose our forbearers to sur-
utes, he or she gets up the nerve to come over to the character’s vive the great cataclysmic century! He chose you and me to come
table and introduce him or herself. “Mind if I join you? I am look- out into this great age, an age, where we dare not make the same
ing to hook up with fellow diggers, such as yourselves, and am mistakes as our forefathers, were we dare not worship the screens
wondering if you’re looking for another team member? Yes, I am and tech, where we shall reside together under the rule of the new
new at this, but am brave and fit and eager to take my chances, God. For it is said-“ Somebody cuts his sermon short with a bottle
and of course, I will follow your lead and do my part around camp. thrown to his head knocking the fellow sideways, and out cold.
What do you say?” GM note: Opportunity to introduce a new play- 8. A hooker, 68% likely to be a mutant with d3 minor ‘physical alter-
er character or an NPC who has a map or information? ation’ mutations, APP 20+d20, approaches a random male char-
4. A nomadic trader and his d3 militia soldiers step up to the acter. She smiles, gracefully steps up to him and whispers a few
characters. The trader smiles and says, “You wouldn’t hap- lewd suggestions in his ear, saying that for a half hour romp, she’ll
pen to be heading to Sandbarra any time soon, would you? only charge half the normal (random as per table CR-3-2 on page
My men and I need to get a mule team full of mundane goods 31) rate. If refused, she will try her offer on another random male,
down there, and well, damn it, its just not a journey one takes but if she has no business after that, she wanders off, frowning
with only a couple of lightly armed part-time guards. I can sup- and muttering something about the characters being ‘homos’.
ply tents and food and pay you each 30sp for the trip, with pay- 9. A bounty hunter and his 3+d3 raiders side kicks, (all in
ment made when we arrive with our cargo more or less intact. the group are 43% likely to be mutants, each with one prime
I will also put you up at my brother-in-law’s house in Sandbar- mutation) enter the establishment and appraise the charac-
ra for 3 nights, before I have to move on to Steel Hill to pick up ters carefully, studying their faces and comparing them to a
another shipment. Are you interested in the work?” stack of print outs the bounty hunter carries. Any PC who is
If the PCs agree, they set out within 2 days or so, and sought by bounty hunters might be discerned, and if so, the
can’t tell what the cargo is, as it is wrapped in canvas and ani- man hunters move to arrest the wanted PCs, or, if outnum-
mal hides. If at any point they open the cargo on one of the bered, then bounty hunter simply hires a local thief to follow
6+d6 mules (with each mule having a different cargo), they the PCs around town for the next few days as he gathers d6+2
will find it is, roll d8: 1. gun powder 25kg, worth 300+3d100sp more raiders to help capture the wanted person.
/2. dried fruit and nuts, 70kg worth 200+d100sp/ 3. suit of For each day that the wanted character stays in town
part plate armor / 4. wine in bottles, 20+3d6, each worth there is a 12% chance, minus 1% chance per day thereafter,
10+d12sp each /5. wheat (100kg worth 50+d20sp) plus, of running into the bounty hunter and his gang in a secluded
stashed inside, random relic weapon, WC-R, empty /6. rare side street. At a 0% chance, only another random encounter
foods, coffee, chocolate, tea, oranges, spices, 100kg, worth with a bounty hunter will result in meeting up with this group,
300+3d100sp / 7. seeds 70kg, worth 100+d100sp / 8. ar- who will immediately seek to detain the PC.
rows in quivers, 20 per quiver, 14+d12 quivers. 10. A squad of 4+d6 Overpass troopers, who appear to be on
5. As a crowd of d3+3 farmers (commoner men) passes by the duty, suddenly enter, their muskets slung on their backs. They
character’s table in one direction and another group of street do not order drinks and make a quick patrol of the saloon,
toughs (raiders) go in the other, a wiry youth slips in among them looking at individuals and making sure all is at peace. If any
and tries to pickpocket a random character, going first for any relic PC is wanted by the authorities, there is a 66% chance that
weapon in a holster, then going for anything in a satchel, other- they recognize and attempt to arrest the PC, binding his or her
wise trying to nab a coin pouch. If noticed, he will shove a thug hands with stout ropes and march him or her off to jail.
into a farmer, who will each blame the other and start a swearing 11. A group of 3+d6 Overpass light Infantry soldiers enter the sa-
and shoving match between the PCs and the fleeing thief, who will loon. They don’t have their crossbows with them, and are clearly
head out the bar’s front door at top speed. The shoving match will already a bit drunk (-10 SV/ +10 DV easier to strike). They slide
take d2+1 rounds to get around prior to pursuing the thief. up to the bar area, shoving patrons aside, being obnoxious and
filthy mouthed. One in particular seems to their leader, the largest slobbering, tongue invasive kiss. After his attempt, he smirks and
(most END) and is pestering any nearby women. If the PC group walks off, ignoring the group the rest of the night./ 6. He pulls out a
has no women, the nearby soldiers simply drink their fill for d3 loaded musket and puts it to the head of another random, non-fe-
hours then stagger out without incident. If, however, the PC group male character and declares. “Either come drink with us, your lady-
has a woman of 30 or better appearance, the one loud mouthed ship, or I’ll blow this ugly maggot’s brains out.” If she still refuses,
leader approaches and leans over her, looking her up and down there is a 13% chance the soldier does actually try to shoot, being
and groaning. “Hey boys,” he declares, smirking. “Remember that SV 01-77 on that first close range shot.
whore I told you about, well, I think this is her twin. Hey, gorgeous, If the woman or women do go join the soldiers in the first
how much for a bout in bed? A silver should suffice, right? C’mon, place, or at any time during this encounter, the cavalrymen get ter-
hot stuff, on your feet, let’s go find some privacy.” If the character ribly drunk and buy the woman 1+d3 beer or wine, and the whole
staunchly refuses, shoves the debased man away or otherwise while make lewd remarks, present debased suggestions and ask
seems unwilling, roll d6: 1,2. The abusive soldier hauls off and why the female PC or PCs are with the rest of the characters, let-
slaps her with all his might as a normal attack, and continues ting the women go only at closing time. If the PC’s friends come to
to punch, kick and slap her. If no fellow PC joins into the fight, gather her, there is a 3 in 6 chance the soldiers, now drunk (-20
the other light infantrymen don’t enter the fray either, but do tell SV/ +20 DV easier to strike) are belligerent and draw their musket
their comrade to quit hurting the woman or else. If the female pistols and warn away the woman’s associates.
PC defeats the brute, even kills him, she is exonerated for act- 13. A rough looking fellow (treat as a raider) approaches the char-
ing in self defense. Even in the acters and whispers to a ran-
apocalypse, and especially in dom PC, leaning over. “Say,
Overpass, hitting a woman is I have something you might
seen as cowardly, low, and in- want. Something to take away
excusable./ 3,4. The solider the pain.” The drug dealer
waves his pals over, who sur- looks about nervously then
round the table and demand says, roll d6: 1,2. “ I got 4+d4
to know who the characters Gebrull Joy Beans, and am sell-
are, where they were born, in’ them for 70sp each, you
where they have been, and interested? / 3,4,5. “You like
what is their purpose in Over- Kicker Berries? Sure you do,
pass. There is a 1 in 6 chance who don’t? You’re in fricken
that they decide a random PC luck, chum, I got several (3d6)
is hiding something and de- of the tasty little goodies, and
mand he or she get up and sellin’ em cheap at 8sp each
raise his or her hands while – not the usual price of 10sp.
being frisked, roughly. Any What’chea say?”/ 6. “Do
grenades or other explosives you smoke dope? I got 300
found on the PC will be con- grams here for a good price
fiscated./ 5. The man shrugs, (50+d20sp), interested? It
and says. “We will meet again, ain’t’ illegal, but, don’t let any-
someplace less public, and body know you got it on you or
then I will simply claim you.” from me or they’ll steal it from
/ 6. “Who do you think you us. Want it?” If the characters
are? How dare you disrespect elect not to buy anything off
a soldier of Overpass! I could the dealer, he bids you good
have you all arrested and your luck and moves off to another
belongings confiscated, your likely customer.
lives spent as slaves! Now get 14. A drunken laborer, who
on your feet, traitor and come was sitting at a nearby ta-
with me!” If the woman still refuses, the enraged soldier is 57% ble with 3+d3 other commoner men, suddenly gets up and
chance likely to order his men to arrest her and march her off to points at a random male PC. “Hey, you! Yes, you! Don’t act like
the barracks as a spy; otherwise, he finally backs off and goes to you don’t know who the hell I am! Where is my daughter! You
harass another woman at some other table. promised to escort her to Sandbarra safe and sound, and she
12. 3+d4 Overpass cavalry soldiers enter the bar, their twin mus- never arrived there! What did you do with her! “ He pulls out
ket pistols in their belts and at the ready, but leaving their full iron a dagger and staggers over to the PC, “Hey grave robber, I’m
helmets and crossbows back at their dog kennel. They give the talkin’ to you! Did you sell her to slavers? Kill her and leave
characters a quick look as they pass them, stopping if there are her on the trail! You filthy, double crossing merc! I’ll have your
any women of 35 or higher appearance present. If so, one leans balls for that!’ He then lunges at the PC, stabbing as best he
over and remarks that she (or all women of such good looks in the can, even though he is hopelessly drunk. (SV 01-35/ DV +20
group) should come join him and his friends at another table. “I to strike at). His friends will stay out of the fight, but will collect
insist”, he says out the side of his mouth. “Unless you and your their fallen comrade if he is knocked out or slain by the PC.
friends are anti-social, perhaps conspirators or something requiring 15. A dirty rag clad scoundrel moves about the bar, clearly very
inspection and questioning at the barracks? Perhaps a body cavity drunk and bumping into people, apologizing, and allowing those
search might convince you, hmph? Now c’mon, beautiful, I’ll buy he knocks into to shove him along and out of their way. He hap-
you a drink.’ If any women refuse, the cavalryman straightens and pens to impact against a random PC, and collapses. “Sorry, mis-
grows serious. “You too good for me, huh? “ Roll d6: 1-3. He begins ter,” he says, getting up by pulling himself along the PC. “Have
to get irate when his comrades pull him aside to a far table, where a good night.” The person is actually a sober, professional thief,
the group gets drunk and seems to forget the PCs/ 4,5. The soldier with 3+d4 skill points in pick pocketing and will have tried to
grabs the women by the hair and attempts to plant a huge kiss full grab a holstered pistol or other relic, or coin pouch, in that order,
on her mouth. She is allowed a type D agility based HC to avoid his from the PC before staggering off for the doors.
16. A bar maid has slipped a drug into the drinks of each char- ters don’t, then roll d6: 1-4. “Well, you fricken cheap bastards,
acter. The drugs, which don’t take affect for d3 hours, force each we hope you all rot in hell and get the rad sickness next time
PC to make a type G END based HC or grow severely weary and you’re in the dust heaps!” Screams the girl, then, each urchin
disorientated for 2 hours, being -1mv, -20 SV, +20 DV easier to spits, directing their gob at the food or drinks of the characters
strike, and -2 initiative. If a PC does make their hazard check, before running off. 50% odds of landing the spit on target./ 5,6.
he or she only sickened by the drug and experiences a terrible “Fine, just fine, assholes! You better not cross our troop in the
headache and nausea for an hour with no noticeable combat streets, or we’ll tie you down and skin you alive, then piss on
defects. When the drug begins its work, whether the PCs are still your open flesh!” The girl leads her scowling group away.
in the bar, in their motel rooms or on their way someplace else, 19. A raider leader and 4+d6 thugs enter the saloon and walk
a group of scheming raiders with clubs and daggers will accost directly to the character’s table. The gang boss smiles and looks
them. If outside the bar, the thugs simply rush them from all at each PC in turn, finally directing his attention at the largest
sides or through the door and windows of their room, number (most END) PC in the group. “You have entered the territory of
appearing equal to the PCs plus d4, however, if at the bar, then my master, and he has sent me to offer you membership in our
a lone raider, returning from the lavatory, pretends that a ran- organization’s ranks. We need fighters such as you, to prevent the
dom PC tripped him and he collapses with an enormous crash, incursions by neighboring gangs into our turf. We will give you one
bounding to his feet and pointing to the PC. “What is the mean- day to think about our offer. Either join us, now, or never return
ing of this? Do you know who I am? What gang I belong to? You to this establishment again, for doing so will force us to assume
filth!” With that, he shoves you are seeking to encroach
at the PC, then spits at an- upon our territory, as an en-
other and then starts to emy gang, and thus will be
punch at them in no partic- butchered. Do I make myself
ular order. If the PCs react clear?” If the PCs do agree to
with violence against the join, they are taken outside,
lone thug, the other raiders, blindfolded and led through
equal in number to the PCs a maze of streets to an un-
plus d4, hustle over from derground hideout where
all sides and raise their 3d6+6 more raiders, 2d6
fists clenched, trying to ini- prostitutes and 3d6 street
tiate a non lethal brawl as urchins hold up, around a
opposed to a death match. raider leader. The PCs are
They will try to beat the PCs each branded with the gang
unconscious, drag them insignia on their shoulder
out behind the bar and and told to accompany the
strip them of all they own, previous leader and his men
selling any attractive (25+ on a raid against the neigh-
APP) PCs as slaves. boring gang at first light, at-
17. The adventurers notice tempting to kill as many of
a large group of rough fel- the other raiders as pos-
lows at the bar, who seem sible, kidnap their whores
to be paying special at- and slaves, and burn down a
tention back at them. The known clubhouse.
goons number twice that If the PCs refuse to join
of the PC group and one, the gang, and return to that
the biggest (most endur- saloon again, there is a 4 in
ance) and gifted with a 6 chance this raider leader
prime mutation, steps over and men show up, spot the
and grins wickedly. “I dun- characters and are 57%
no who you think you are, likely to immediately attack
but in this establishment, we are in charge, and we’ve just de- the PCs, attempting to kill them, otherwise, they just demand a
cided that if you wanna drink in here, you got to pay us a ser- 25sp toll fee for the PC to use the bar, per month.
vice charge of 2 silvers each. If you refuse, the boys and I are 20. The characters begin to feel that they are being watched.
going to haul your sorry asses outback and beat the living shit They notice that from various parts of the saloon, greedy eyes
out of you, then take your stuff, and then brand you before we are peering at them. Triple their own numbers in raiders, glare
sell you in the market. What’s it goin’ to be, girls?” If the PCs re- back at the PCs. One, a raider leader, steps up to the adven-
fuse to pay a fee, then there is a 66% chance the whole group turer’s table, a random relic weapon drawn, and says. “I’ve
of thugs arms themselves with clubs and starts over, intent on got to grant you this; you’ve got a lot of guts, but not much
beating the PCs senseless. On the other hand, if the PCs are brains. How dare you waltz in here, armed like that, and act
clearly well armed, heavily mutated and abnormally large or fit all arrogant like you own the fricken place. Now, we don’t want
looking, reduce the odds of them being accosted to only 33% no trouble, so just keep your hands where we can see them
chance. If the PCs are defeated, they are sold as slaves at Wax- and let my boys take your weapons and packs.” One raider
ell’s Slave depot (see Characters As Slaves, page 388). per PC steps forth, machete in one hand, and uses the other
18. 2d6+2 Street urchins simply wander into the bar and move hand to lift any weapons, packs, coin pouches, or other gear
about, hats in hand, begging. Those patrons who don’t give the off the PCs as they sit there. If they are not stopped, they will
punks any money or scraps of food, are sworn at, even spit at leave the PCs unarmed, just sitting, and then tell them to get
or kicked. d6 gather around the PCs. A dirty faced teenage girl the hell out. If the PCs put up a fight, all the raiders in the
does the talking. “Spare a bit of food, maybe a coin or two for an place will attack the PCs using machetes, while all the other
orphan?” If the PCs do give each something of value, then the patrons will flee out the doors.
punks are grateful, bow their heads and move on. If the charac-
1 Hex = 5 meters
23 Administration Tower
24 Cavalry Barracks
25 Gunnery Platform
26 South Portal
27 Newville Gate
28 People’s Gate
29 Canal Gate
30 North Shore Gate
31 Fort Carte Blanche
32 Riverside Quay
33 Tentville Portal
34 People’s Army Garrison
35 Liberty Iron Works
36 Oscar’s Scrap and Supply
37 Hershey’s Motel
38 Ghenna’s Brothel
39 Waxell’s Slave Depot
40 The Bohemian Inn
41 The Lax Hound
42 Trader’s Guild Association Hall
43 Spotters XXX Club
44 Fairways Clinic
45 Travelers Oasis Pub
46 Wicca Lane Bar& Grill
47 All People’s Cathedral
48 Kord’s Casino & Spa
49 Community Center
50 High Road Hotel & Bar
51 Eros Lounge
52 Salvager’s Pub
53 Sky Marshal’s Bar
54 Trader’s Inn
55 Polly’s Saloon
56 Waterside Salon
57 The New Wall
58 Bailout Bridge
59 Pander’s Bridge
60 Vlad’s Bridge
61 Liberty Bridge
Pitford
ers kill beyond the fortress walls, all food and drink must be
imported by the wagon or airship load.
Sewage is taken from private chambers to various drain
ports and pipes, which expel the sludge outside of town.
Faction: Northern Freehold This crude plumbing system can make this community stink
Government System: The Association of Business Owners (ABO) terribly in summer months, especially if the community finds
Population: Total 2000 to 3000/ (Pure Stocks 640+2d100/ itself under siege for a few weeks. Of course, sieges are a
Mutants 870+3d100/ Cyborgs 85+2d100/ Synthetic hu- common event at Pitford given the close proximity of the
mans 110+d100/ Androids 15+3d20/ Beastial Humans Great Ruins, and the hostile tribes living within them. Dur-
100+3d100/ other 60+6d10) ing normal operations, however, the ABO sends out guarded
criminals or purchased slaves to dig holes in the dead earth
Site Details: Being pinched between Devil’s Hole and two and bury the sewage.
much smaller blast craters, Pitford sits in an eerie, moon-
scape of a spot. This fortified settlement is small, but stout
and exists to serve the many excavators, scavengers, and
Technological Level: A great many relics are found here,
and more arrive each day. Although the town has some im-
scrap metal collectors who have come to explore and loot the pressive old world firepower, including a howitzer, it itself
impressive Great Ruins. does not own most of the relics present yet if attacked by
humanoid hordes or large beasts, the occupants, guest
Construction Details: This scrap metal and concrete for- and local alike, will rush to the walls and defend the place
tress town is covered by a roof of metalwork and import- with whatever ancient weaponry they posses. In addition
ed wooden beams, netting, Plexiglas and barbwire. It has the town has a radio tower and communications center,
numerous fortified towers and strongholds around its en- where contact with various mid and high rank excavation
tire edge, many of which house relic communications gear, teams is ongoing, as well as dialogue with the Northern
optics and devastating firepower, but so too, archaic siege Freehold communities of Overpass and Array, and the re-
weapons like catapults, ballista and trebuchet. The entire nowned Freehold Scouts who have their main stronghold
perimeter of the town is actually hundreds of structures situated right over the ruin facing northern gates of Pit-
joined together, with those on the edge of town built direct- ford.
ly into the solid outside wall and cut with arrow slits and Electric power is one of the few things that are not
gun ports, each with a scrap metal shutter that drops over in short supply here. Solar panels, alcohol burning gen-
and locks to keep out the many flying or climbing predators. erators, and wind turbines encrust the prominent towers,
The main gates at both the south and north ends of the fort hotels, citadels and brothels which jut skyward from the
are huge double doors, large enough to get a relic transport town’s huge roof top. These power creation devices supply
truck or tank through. the charge to all major buildings, providing light bulbs and
standard outlet power to those who can afford it.
Water, Food and Sanitation: Other than roof-top rain col- Public power cell recharge facilities also exist here
lection, there is little drinkable water for many kilometers at Rad’s Power Depot. The cost to recharge a pill pow-
around Pitford, although an oily pool in the basement tier of er cell is d20+20sp, a mini cell costs 3d20+50sp, stan-
town is used by the desperate and poor, but it is considered dard power cell 2d100+200sp and a power pack costs
unhealthy. Additionally, beyond the scope of a small well run 5d100+1600sp to recharge.
green house, private balcony gardens and what game hunt-
Dangers: All diseases occur here, but especially common man the walls and arrow slits if the place comes under se-
are cancer and sinners itch. The cancer seems to occur in rious attack. Being so close to both the ruins and the Old
long time residents, and not surprisingly when one consid- Battle Zone, relics have been uncovered, repaired, and put
ers that the excavators who come and go must be shed- to use here for decades. Also due to the proximity to the
ding radioactive dust in the streets, furthermore, the town ruins, the place is built out of scrap metal, concrete divid-
is built right between three nuclear blast craters, and the ers, rusted vehicles, wings of crashed aircraft, and plenty
deepest one in the region, the Devil’s Hole, still emits ra- of imported timbers encased in sheet metal to retard fires
diation a nearly two centuries after the blast. The sinners from enemy flaming arrows. The gates to town are massive
itch is an unavoidable outcome of having such a boom- double doors, plated in metal and spikes and able to ac-
ing prostitution trade, but luckily for the afflicted, at least cept a transport truck if needed, but also cut with a normal
those with money, there are medics who can administer sized door and opening peep hole from which the guards
cure. Crime is prevalent here like in all frontier communi- can communicate with newcomers.
ties, as is the constant threat of attack from outside the South Gate, which travelers coming north along Unity
walls. External threats include hostile factions, human- Road from Overpass would likely enter, has 12 arrow slits
oids, immense beasts, as well as more common intrusions from which watchmen can fire muskets, as well as a chain
by black centipedes, skullock raiding parties and other gun battery above the doors which can sweep the entrance
nasties who tunnel into the fort from the basement. An- area with its supplied 50+d100 rounds of rifle ammo.
other hazard in Pitford arises from dig team jealousies and On the far side of town, leading off to the Great Ru-
hyper competitiveness. The secrecy surrounding the dis- ins to the north east, is North Gate. This facility is actu-
covery of a lucrative dig site in the nearby ruins, or a map, ally flanked and covered by the Northern Freehold Scout
relic or other resource often leads to bitter team feuds, for- headquarters, and bristles with 30 gun ports, three roof
mal death duels, stabbings and poisoned drinks. top metal encased gun turrets of which two are fitted with
light laser cannons, and the third boasting a belt fed chain-
Law Enforcement and Punishment: The town’s primary gun which can cover the entire approach to the gate.
defenders are the Pitford Town Watch. These militia sol- Both of these town gates are left open during the day
diers have all volunteered for this risky and often thank- so long as there is no imminent or existing threats nearby
less job, and are paid 20 silvers a month with a 10sp bo- the community, but shut tight at dusk and not opened re-
nus per each skullock they kill. Food and water are also gardless of who fails to reach the safety of town, until dawn.
part of their pay as is room and board, but most of the Although open during the day, everybody arriving is ques-
watchmen and women live with their families in private tioned by a militia officers, and often searched. Groups of
homes within the community. A Pitford watchmen wears all mutants or all pure stocks will be turned away at gun-
a blue tunic over black studded leather armor, a iron hel- point, while mixed race bands of travelers will be admit-
met with horse hair plume, carries a machete, knife and ted, often with harsh warnings to behave while in Pitford.
musket rifle complete with bayonet. There are 80+3d20 Rocket launchers, grenade launchers, chain guns, flame
town watchman on duty here, with about half being mu- units and explosives are not permitted inside town, except
tants with a minor mutation (physical alteration), the rest by well known and proven, pro-Pitford dig teams and merc
being pure stocks, and handful of beastial humans and a units, and can be singed over for later pick up when visitors
half dozen beat up cyborgs. leave the community.
These men and women don’t interfere with fair fights, Other notable defenses of Pitford include a single
duals or most inter-team feuds, but will however defend M364 Howitzer that is fixed to a tall steel base at Gun
the town from outside attackers, thieves, enemy agents, Deck Enterprise. This enormous gun is aimed toward the
as well a protect the shopkeepers and anyone who is ob- east and features a 360 degree rotation protecting the
viously unarmed or seriously out matched. For example, town from large beasts or armored vehicles along the en-
they won’t let brigands and thieves beat up a lone excava- tire right side of Pitford, but can be turned to fire onto the
tor, nor will they allow rape, cold blooded murder, or any- topside roof of the fort-town or at targets in the distance on
thing which might threaten the town, such as the use of any side of the place, so long as other tall structures aren’t
flame units, explosives or contaminates. When they see in the line of fire. It is reported that this weapon has only a
the need to interfere in a fight, they will give only one warn- few shells left, if any, and the town will pay 3000sp per a
ing for the aggressors to cease their actions or else die. standard artillery round.
For petty crimes, like theft of food and drink, brawling in On the left or west facing side of Pitford, as well as the
the tavern and breaking tables, etc., the watchmen will entire outer ring of the settlement, numerous hard points
arrest the offender and throw him or her in the municipal and defensive positions are manned by town watchmen,
for a few days until the association members can come up home owners, volunteer diggers and even a few robotic
with a fair repayment plan, usually evolving slave labor un- sentries. Some positions bristle with archaic trebuchet and
til the cost of the damage is repaid in days of work. (One ballista and a few boast relics such as a chain gun, heavy
day of slavery for each silver worth of articles broken or machine gun, sniper rifle, rocket launcher and occasional
stolen). laser carbine. In addition, sniper hides and tiers of spike
If a situation is too dangerous or overwhelming for and scrap metal battlements and arrow slits help protect
the militia, the Freehold Scouts, who make their base at and conceal the defenders.
the north gate of town, will be summoned. The Scouts are It is the weapon stations of this settlement, along with
the elite core of the Northern Freehold, and often fill their the reliance on citizens and guests, which keeps it from
ranks with experienced, relic outfitted excavators. Free- being overwhelmed by the constant attack by predators,
hold Scouts have superior rank to all non-officer town crazed robots, and the relentless tribes of humanoids who
watchmen, but rarely exercise this authority. are unable to accept a human town on what they see is
their soil. Attacking Pitford is about the most challenging
Military and Defense: The town watch personnel listed endeavour any besieging force can attempt, and yet, at
above under law enforcement handle all day to day pro- least once a year a factional army or horde of barbarian
tection of the town, relying on the citizens and guests to humanoids attempt this. Although costing Pitford in both
resources and lives, the fortified, totally enclosed outpost Brief History: Founded by The Orvax Dig team in the year
survives, grows, and invites dig teams to come and set up 2284, Pitford started out as a temporary summer encamp-
first rate base camp on the doorstep of the uncharted, ment to offer some protection from the heat, the preda-
seemingly endless Great Ruins. tors and frequent sand storms. After a few false starts and
tear downs by skullocks and other humanoids, the site’s
Visitors to Pitford: As noted under Military and Defense, existing concrete ruins were added to and improved, and
the north and south gates of Pitford are kept open during day- quickly grew as people began to stay year round. When
light hours unless a threat to the fortress is discerned, and merchants set up permanent businesses, such as the
shut tight at dusk and not opened again until dawn. Even Dust Devil Saloon, The Hollywood Brothel, Dale’s Excava-
when opened, a militia soldier and handful of town watchmen tion Supply, and whatnot, their services attracted anoth-
inspect everybody who seeks admittance to the community. er wave of residents
Although open to every- and even more regular
body, including beas- excavation teams. In
tial humans, self aware time, the Orvax Party
androids, plantoids, died out, leaving their
and half human-half beloved fortress town
humanoids (such as to a democratic council
half skullocks, half of property and busi-
garnocks, etc.), must ness owners, who be-
be accompanied by came the Association
‘armed equals’. This of Business Owners.
term denotes persons The ABO, whose mem-
with which the subject bership changes grad-
robot or beast is a com- ually, are rumored to
panion to, as opposed be corrupt, but rule the
to owner of. Humans, place wisely enough,
cyborgs and mutants profit from their careful
arriving with a machine stewardship, and leave
or intelligent creature travelers and their
must themselves be property alone.
armed and free, pos- The success, per-
sibly fellow excava- manence and growth
tors. This rule was es- of the town has at-
tablished years ago to tracted a lot of atten-
ensure that androids tion by the nations of
didn’t try to infiltrate humanoids, savages
the town and sabotage and Mecha groups liv-
its defenses by using ing in the Great Ruins
human prisoners as and surrounding areas,
decoys, as has hap- and numerous attacks
pened in the past. have been launched
Groups of all mu- on the site over the
tants or all pure stocks past decades. With a
are not allowed en- population of no more
trance to Pitford on ac- than 3000 souls at the
count that such teams most, and with many
could easily be faction- of this number being
al blood enemies of non-combatants and
the community, being slaves, Pitford is con-
either Aberrationists or stantly in peril. As an
Purists. Any groups with unwelcome and threat-
mostly one or the other ening beachhead for
‘race’ but containing humanity in this part of
a token other requires the region, it is only a matter of time before the next siege
that the minority individuals be armed and free. Even so, the is undertaken. Skullocks, warmorts, coalitions of several
on duty officers will be highly suspicions of a group of say 8 humanoid races, Mecha and savages, and even Purist and
pure stocks and one mutant or visa versa. Both the Purists aberrationist forces have all attacked this fortified dome
and the aberrationists have sworn to wipe Pitford off the map, at one time or another, and plan to do so again. For this
deeming this community as a source of so much of the fire- reason, the town’s people encourage excavators to come
power and remarkable, elite excavator squads which protect back often, and welcome strong, high ranking teams to
all independent communities in the region. make this fort their home within the region. Without the
Normally, there is a 1 silver piece fee to enter town per firepower, out-wall observations, ruin incursions and hero-
individual, not including mounts, pet animals, non-military ro- ics of excavation teams, Pitford could not hope to last long
bot servants, and organic slaves in chains or other fastening on the edge of the Great Ruins.
devices. This rule is mainly enforced to cash in on newcomers,
and disregarded by gate keepers if familiar excavators are us- Social Details: In many respects, Pitford is typical for any
ing this town as a routine base camp, returning every night or excavator-support base town, attracting all manner of hu-
two for a month while exploring the vast ruins nearby. manity, synthetic humans, self aware androids and robots,
and intelligent animals. Each resident or guest brings with plated topside dome roof of town. The Saloon’s roof has
him, her or it a unique social background, but is encour- a helicopter and airship landing pad for important out of
aged to downplay or keep secret any cultural or personal town guests, and weekly resupply; guarded twenty four
expressions, views or religious notions which might clash hours a day by a town militia unit who operate a heavy bal-
with those of other beliefs. The main perspective and cul- lista in a raised, hand cranked, rotating cage.
tural trait any person here must embrace and express is The main floor has 18 long tables which seat 10 peo-
that of excavation and adventure, followed by the survival ple each, as well as an L-shaped metallic bar, and two pri-
of the town. Adventure, archeology, history, relic research, vate meeting rooms that can be rented for 40sp per eve-
biological documentation of new life forms, and cartogra- ning and are big enough to seat 20 people.
phy are the prized deeds of citizens here, even by those A pair of steel staircases allow access to the upper
who can’t participate in dig expeditions, such as those floors where resident prostitutes and bar staff make their
who are too old, seriously crippled, too young or faint of homes, but so too, travelers can rent spare rooms. Rooms
heart. On the other hand, trouble making folk who make with two single beds go for 5 silvers per night, while a
a fuss because so and so has too many wives, or this room with a double bed is 6sp. Four person bunk rooms
person is gay, or that person is an android, or what’s his cost 10sp and finally 12 person bunk rooms rent at 24sp
name is a pot smoking monk of the Saffron Order, are the per night.
sorts of loud mouthed people who are socially shunned There is also a basement tier to this bar, but is off
or taken aside in the night and threatened or beaten and limits to all but invited guests and owners, and access
told to shut their mouths. Excavators are the highest most guarded by two huge mutants (elite soldiers with 2 prime
respected caste in such a town, and all newcomers are mutations and a relic weapon each). It is rumored that
welcome as long as they don’t kill or hurt anybody inno- beneath the main saloon here are numerous private gam-
cent, tip well, use the local services and at least hint that bling chambers, pit fighting rings, and prostitution loung-
they will stand and fight if the town comes under attack. es housing unimaginable oddities.
There is no unique clothing or hair style here, at least The actual Dust Devil Saloon bar area is a favorite
nothing that is not entirely practical such as clothing among excavators, attracting and welcoming to all includ-
that protects against the sand and sun, or shaved heads ing self aware robots, androids, plantoids, beastial hu-
among most men, and camouflages print ponchos and mans, halfies and other bizarre customers. Keeping the
packs. peace here is a heavy infantry robot and about a half doz-
en well muscled men with clubs who serve as bouncers
Resources and Industry: All food and most drinking wa- (treat as soldiers who will wield their wooden truncheons
in two hands). In spite of the bouncers, fights do break
ter is brought into town by individual travelers, traders, wag-
on caravans, and airships, although some rainwater is col- out, and the whores occasionally pickpocket from clients,
lected and stored in vast private and municipal tanks. In but otherwise, it is a primary destination for diggers of
the event of a siege, there is enough food and water to sup- all ranks. Regionally, the ’Devil’ is also known as a great
ply the community for six months, after which severe ra- place for a wanna-be ruin looter to try and join an exist-
tioning will be implemented, livestock and riding animals ing adventure team, or along with other newbies, create
eaten, and cannibalism among the less picky citizens an- a new squad. Meals cost about 3 silvers a plate, while
ticipated, with the dead on both sides being sold as food. drinks run from three to as much as 12sp a mug:
The primary industry is ruin exploring and any related ‘spin
off’ businesses which support the digger trade. Excess rel- Table CR-3-5 Cost of Drink at the Dust Devil Saloon
ics, plastic treasures and other non-military or non-medical
ancient items are sent to Overpass for a more civilian popu- Beverage Price
lace to purchase and enjoy, often as ornaments, curiosities
or housing materials. Glass of certified water 8sp
Glass of imported fruit juice 12sp
Accommodations and Entertainment: Pitford thrives on Overpass Beer, pint 5sp
the excavation trade. Without the ‘grave robbers’ and their
almost daily forays into the Great Ruins, this place would Pitford Brewing Lager pint 3sp
cease to exist. Catering to the looter caste, then, is essen-
tial, and the citizenry here work long hours to please their Pitford Brewing Stout, pint 4sp
customers as best they can. Nearly every business in op- Pitford Brewing Dark Beer, pint 5sp
eration here serves the digger caste in one way or another Red wine glass 6sp
, and so, no other community in the region comes close to
the number of accommodations, services and entrainment White wine glass 6sp
venues per capita as does this fortified outpost. While the Shot of whisky 5sp
full Pitford book details all these services, and of these a
useful mix are also included in the free Pitford Lite book Shot of vodka 4sp
available to SOE (Society of Excavators Members), the fol-
lowing selection should offer a GM and players a good mix While enjoying the fare at the Saloon, characters will most
of venues, described briefly. Locations detailed in the free likely run into interesting patrons, some friendly, some
Pitford Lite book are different than the selection noted in greedy, and others downright dangerous. Likewise, a fair
this book to avoid overlap. number of possible hirelings are always present in the eve-
ning and can be paid to accompany a dig team as guides,
Dust Devil Saloon shovellers, or extra security. The first table on the next page
Situated in a four story building which once served as the offers a selection of random bar encounters, while the sec-
community’s secondary stronghold, this enormous en- ond table, also on page 54, supplies the GM with a list of
tertainment spot is housed within and bolted to ancient possible employable Pitford hirelings.
concrete slabs which jut upwards right through the metal
Encounters in The Dust Devil Saloon: Any time of day, Harper’s Bridge, and then due west across Gold Grass Plain,
2d6 prostitutes, 2d6 commoners women as serving staff, over Crater Bridge, toward the Tainted Sea and onto the fair
d6+2 commoner men as barkeeps. Serving as bouncers are town of Safe Port. He will pay the characters 100 silver coins
2d6 soldiers with clubs and a heavy infantry robot. Additional- each for their armed guard services, plus pay for all food and
ly, populate the saloon with 2d6+6 bar patron rolls from chart board for 2 days once reaching the community. The cargo is sal-
C, page 385 by day, and 4d6+10 rolls by night, with a 3 in 10 vaged wire, glass, piping, a toilet, sink and assorted plastic trin-
chance of a unique encounter per half hour from the follow- kets; all of it heavy and somewhat worthless to those in Pitford,
ing list, roll d8: but quite valuable to the townsfolk on the seashore.
6. When the waitress brings the characters their order, she
d8 Table CR-3-6 Encounters in the Dust Devil Saloon slips a piece of paper into the hand of the best looking male
PC. Roll d6 to see what the note reads: 1,2. “The bar keep
1. A pair of inexperienced but eager young excavator wan- said he overheard some cut throats planning to bushwhack
nabes at the bar try to get the character’s attention by smil- you as soon as you leave the saloon. Their spy is watching
ing and waving. Once noticed, they come over to the PCs and you from the end of the bar.” There is, in fact, a rough look-
one asks “Say, we just arrived from the city and are curious if ing, sour faced mutant at the far end of the bar who from
you could use some new members for your next archeologi- time to time peers over at the characters. The GM can de-
cal expedition? “ cide if there is any truth to this warning. / 3,4. “My name is
2. A prostitute slides up alongside the most handsome male Karissa. I am a Freehold Scout. You are in Danger. The own-
character in the group and assertively sits down on his lap. ers of Champions Gladiatorial Pit have it in their mind that
Unless shoved away immediately, she will begin to kiss the some of you would make fine fighting slaves. Mitcho, the
man on the mouth and then whisper naughty suggestions owner, and his goons are organizing to drug you and cap-
in his ear, all the while groping him. If the fellow is good na- ture you within the next day or two. You should head out of
tured and just basks in the attention, the woman will even- town for a bit.”/ 5,6. “You’re hot. My husband is away with
tually tell him that she charges 4sp for an hour upstairs in his mistress. Come to my house at midnight when I get off.
her quarters. If he refuses her or is indecisive, she shrugs Go to unit 97 on March street. I’ll be expecting you.”
and says “Maybe next time,” and moves off. There is a 1 in 7. The characters sit next to another adventure team (which
6 chance she is also a pickpocket of 2+d2 skill points and happen to be about the same in number but appear at least
will have made an attempt to rob something of value from one rank higher in experience, with a few better relics and gen-
the man as she groped him. eral outfitting). One of the diggers calls over to the PCs and,
3. A group of grim faced thugs (4+d4 raiders, half being mu- roll d6: 1,2. “Hey, newbs. You better stay out of our area of the
tants with a ‘physical alteration’ minor mutation each), sit at a ruins. We’ve claimed a lot of it and if we see you out there...
nearby table, barely touching their drinks. Every so often one we might mistake you for warmorts or moaners or something
is seen looking over at the characters but turns away when and open up. Watch yourselves, eh!”/ 3,4. “You headin’ into
noticed. If the PCs leave the saloon building - as opposed to the ruins tomorrow? If so, I sure hope you got better weapons
staying in a rented room upstairs - the hoodlums get up a mo- and armor than that! Maybe you should leave the real digging
ment later and follow the PCs out. While not actively showing to us pros.”/ 5,6. “Hey, if you’re heading to the ruins, let me
aggression, this unsavory group of men are clearly tagging wish you good luck. If we see you here after your next dig, we’ll
along behind the PCs about twenty meters back. If outnum- buy a beer, at least for those of you still alive.”
bering the characters, then the thugs will speed up and try to 8. The characters watch as an excavator wanna-be is repeat-
overtake and then hold up the travelers. On the other hand, if edly rejected from other adventure teams. He or she finally
the PCs are too many or too tough looking, the raiders will do comes up to the PC’s table. The game master can decide if
nothing unless a random roll occurs whereby more raiders, the person is actually an enemy agent, somebody known for
slavers, bounty hunters or other results occur, as these bar- bad luck on previous digs, or a viable option for a replace-
room goons were part of the new group all along, and try to ment PC for a player who has lost a character. Use table 1-
block the escape of the PCs. 1 in the hub rules to determine the character type, with the
4. The characters notice a solitary excavator up at the bar. player picking the gender.
If the GM wishes, this could be a relative, old militia buddy
or other familiar person from either the pre-game life of Employable Pitford Hirelings: Various hirelings will al-
the PCs, or, somebody they met elsewhere during the gam- ways be lurking in the Dust Devil Saloon or waiting at the
ing campaign. On the other hand, If this is a total stranger, North Gates of Pitford at dawn, offering their shovel and pack
the NPC excavator happens to look over and see the PCs services for pay. Roll d10 for a random selection:
observing him or her. Thinking the PCs want to talk to the d10 Table CR-3-7 Employable Pitford Hirelings
loner, he or she comes over to the characters and offers
to buy a round of drinks and discuss joining the next expe-
dition, a sort of trial run to see if the new digger is a good 1. Commoner men, 6+d6, with shovels, pick axes and back-
match for the group. packs, wearing junk armor and helmets, each armed with a dag-
5. A crew of five men (militia soldiers) and their well dressed ger, machete and crossbow, willing to accompany excavators to
and relic armed employer (merchant) walk into the saloon and the ruins and help uncover sites and set up a base camp, but will
grab a table nearby. Roll d6: 1-3. The characters overhear the not enter underground ruins or skyscrapers. They work for 25sp
merchant talking to the waitress about posting a notice up each, per day.
which offers passage by airship, the next day, to Steel Hill for 2. Militia Soldiers, 5+d3, each armed with a musket and a mus-
a fee of only 25sp per person. The characters can take this op- ket pistol, no shields. They will work for 40sp per day, and will
portunity for a rare cheap flight south to explore new territory./ accompany excavators anyplace except underground or into sky-
4-6. The merchant notices the characters and initially smiles at scrapers. They prefer to guard a base camp or escort people to
them, calls over a waitress and orders the PCs a round of beers. other towns as far away as 150km.
A half hour later the man comes over, grinning, and makes to 3. Savages, 10+d6 who for 10sp each per day, will escort the PCs
shake everybody’s hands. He offers the characters a job of es- to the edge of the ruins and wait there for up to six days, and set
corting a caravan of several (d6+8) mules south to the end of up a camp, along with any other friendly groups or personnel who
are waiting at this entrance point. They will fight bravely for the vators an armed escort home). For an additional 100sp, a dig-
PCs if attacked coming to and from this point, but won’t enter the healer (excavator with WC-RC and 2+d4 healer skill points can be
ruins, fearing that it is bad luck for their people, but fine for non- placed on standby at the edge of the ruins in a concealed, pre-as-
believers such as the PCs. signed spot, along with 4+d4 militia soldiers with muskets. This
4. A commoner teen who knows the way to the edge of the ruins. medic will await the PC team as they leave the ruins. In addition,
For 5sp he will show the PCs the safest way using maximum cover this agent, 80% chance a male otherwise a woman, can arrange
and concealment, and to a rarely used and less looted area of rooms, baths, dinners, meetings with higher rank excavators, and
the Great Ruins. He will not follow but instead return to town after romps with the best looking, most talented, generous call girls in
guiding the PCs to the spot. town. Such an agent can also get characters reduced jail times
5. A group of scavengers, d6+4, each with a relic weapon WC-R, for brawling or petty crimes, and speak on their behalf if they are
who for 10sp per day will accompany the party as far as they will in any sort of trouble anyplace in the Northern Freehold.
go into the ruin, but not underground and not up into skyscrap- 10. Roll d8, but this is a ruse! Once a few klicks out of town,
ers. When, or if, the PCs turn back to Pitford, these scavengers the hirelings will be joined by a group of their associates: d6:
will continue on, heading to far away Rust Town in the Shattered 1-3. 8+d6 Purists on horseback, who
Region. have been slaying mutants all the
6. A squad of 10+d10 militia soldiers, each way from The Holy Purist Em-
with a crossbow, will escort the charac- pire. They are treated as mili-
ters to a concealed ‘wait-point’ on the tia soldiers, each with a bow.
edge of the ruins and keep camp for They will butcher all mutants,
up to six days at a cost of 10sp per sol- cyborgs and androids, and
dier, per day. take any pure stocks or synthet-
7. A gang of rough looking men and ic humans as slaves back to Pure
women (d6+3 of each gen- Hub City. / 4,5. Raiders, 3d6, plus
der) will accompany the PCs one raider leader with an assault
to a secure ‘wait-point’ out- rifle, on foot, who will rob sur-
side the main ruin area’ for rendering PCs of everything
up to 3 days, for a cost of and let them go free, but
7sp each per day. They naked. / 6. The hirelings
will guard the PC’s are mutants, each with
tents and gear as a ghost mutation, who
they explore deeper are actually from the
into the land of the Dominion of Aberra-
oldsters, and help tia and whom have
cover the retreat of decided the PC team
the PCs when they flee should be enlisted to
back to town. fight the Purists in the
8. d6+2 Militia sol- woodland war near River-
diers with muskets grad. 4d6 Mutants (mi-
and a war dog each, litia soldiers each with
will escort the PCs a prime mutation and
to and from the ru- crossbow, mounted on
ins, but while inside riding dog, surround the
the ruins, will not en- group and demand that
ter skyscrapers or un- any cyborgs, pure stocks,
derground, and instead clones, bioreplicants and
will wait at a concealed trans-humans (and an-
overwatch point at street droids who look clearly hu-
level. They charge 20sp man) drop their weapons
per man per day. and step back from their
9. Excavators Agent! For a fee divine mutant superiors,
of 200sp per day, this mutant (1 and drop their weapons.
prime mutation, treat as nomadic If the group fails to com-
trader) will hire himself on as the ply, they will be attacked,
team’s official agent. Using a com- all pure strains and syn-
municator, and giving the PCs an- thetic persons killed, all
other which is channel linked to the others captured and en-
same frequency will standby back slaved. If the PCs do as
in Pitford to offer assistance they are told, they
to the team. If the charac- will be separated;
ters are in trouble, mutants taken
this agent can to Rivergrad as
have an airship draftees (see Riv-
arrive in the ruins ergrad) and all
within 2d6 hours, pure stains and
or, if the PCs radio their mimics will be taken to
that they are on the way out, he can hire, Newburg and sold into slavery, their weapons, weapon
on their behalf, a unit from the above list (roll d8 to come to PCs implants and gear absorbed into the Aberrationist unit. As a
aide and meet them at the edge of the ruins to give the exca- group, they will all head south immediately.
Brothel employed prostitutes, on the other hand, sac- Jo Jo’s Weed: This dope shop allows anyone to buy mari-
rifice regular monogamous romantic relationships for a juana for 15sp for a regular joint, 30sp for a party joint, 75sp for
roof over their heads, regular meals, protection, relative 100 grams or 250sp for 500 grams. While most excavators like
luxury, and the often misplaced adoration of regular, gift to keep their wits about them at all times, even when in a settle-
bearing customers. In general, many brothel workers of ment, pot makes for a light weight, highly valuable and calming
the epochian age consider their profession in high regard, trade item when dealing with savages, marauding biker barbar-
referring to themselves as courtesans, or high class es- ians, and most humanoids. 500 grams might just be enough
corts. For the most part, the whores plying their craft in to negotiate safe passage across a strip of territory, or buy the
a brothel do so by choice, or lack of a better plan. Some freedom of captives.
are runaways, others born into the profession, a few are
widows with children to feed, and still others are addicted Kang’s Slave Mart: While deeply hated, and often at-
to some substance but not yet out of control enough to be tacked, this stoutly built business sells all manner of slaves.
thrown out into the street for stealing or being unenthusi- Officially, slaves must be ‘legitimate’, that is, criminals, debt-
astic lovers to customers. ors, captives of war or hostile humanoid species, as well as an-
Every so often, however, a customer meets a hired droids, and synthetic humans. It is illegal for anyone to simply
partner that is there against her will. There is thus a 1 in 6 grab a citizen or visitor to Pitford or people of the Northern Free-
chance that a prostitute will confess to a kindly customer hold or their allied citizens, and sell them or force them to be a
that she is in fact a slave, bought and kept against her will, slave. Criminals, of course, disregard this and all laws, and so
and beseech the character to meet her someplace outside sometimes nab a character and sell him or her to Kang’s. If the
the brothel and take her to Overpass or some other regional character doesn’t end up in Champions Fighting Pit, he might
community. These women are occasionally less than sin- be discovered for sale by comrades. Fellow characters may usu-
cere in their life stories, and may be working with local thugs ally buy the prisoner back at a cost is 50+d100sp.
who may be waiting in the back street behind a brothel to
beat, rob and in turn, enslave gullible, kind hearted men. Kit’s Washers & Bath: For an excavator whose been
in the dust heaps or in the Old War Zone for a week, there is
Power Cell Recharging nothing like a hot bath and freshly washed clothes to make
Also, for an additional service to excavators, see Technolog- him or her feel normal again. The cost for this service 15sp for
ical Level, on page 50 for power cell recharge services. the bath and 4sp for the laundry service.
Other Services Lady Luck Hostel: Poor? Not willing to risk sleeping in
As can be seen from the Pitford map on page 61, a wide a dangerous, filthy alley someplace? The Lady Luck Hostel
range of other shops and services are available. The full Pit- might be the answer, although the risk of getting one’s valu-
ford book is 246 pages in length and obviously too long to ables stolen or some personal violation happening is sub-
detail here. That said, a brief run down on a few other useful stantial. The cost to stay in the vast, bunk filled common room
services in Pitford are noted below: here is only 1 silver coin. The odds of an attempted robbery
or assault is about 45% if the person is alone, of 14% chance
Caravan Office: There is a 10% chance , per day, plus per person if travelling with one or more comrades.
4% added chance each day thereafter, that a trade cara-
van will leave Pitford for Overpass. The cost to ride in a near Mixer’s Radio Service: Besides broadcasting a wide
empty wagon back to the city is d6+2 silver coins, the cost assortment of regional news, Northern Freehold sponsored
fluctuating based on the mood of the wagon’s owner, time propaganda, and an eclectic mix of old world tunes, Mixer,
of year, recent attacks along the treacherous road south, the pure stock owner-operator of the business will broadcast
and so on. messages for customers. The cost to transmit to a friendly
community’s own receiving radio service, within the region, is
Champions Fighting Pit: More of an iron and chain link 25sp, while the fee to send to a known communicator num-
enclosed area than a mere pit. This popular place exhibits ber in the region is 40sp.
numerous gladiatorial matches, along with other bizarre and
often lewd entertainment, nightly and cost a mere silver coin Pitside Reloaders: Ammunition can be reloaded here
to attend. Many of the fights involve over confident audience for various costs per cartridge or shell, however, depending
members, who are coaxed into the ring with the promise of on the amount of ammo handled, the wait time will vary. For
glory and riches if they defeat whatever champion warrior less than 10 rounds the wait is d3 days, while from 11 to
or freakish beast is selected to battle them for the crowd’s 100 rounds d6+4 days and over 100 rounds 12+d20 days
bloodthirsty pleasure. While illegal, many travelers end up per 100 rounds. The reload cost for standard pistol rounds is
kidnapped in the back streets of Pitford and find themselves 25sp each, rifle rounds 30sp, high calibre pistol rounds 38sp,
thrust onto the sandy floor of the fighting ring, some crude high calibre rifle rounds 42sp, shotgun shells 27sp and shot-
weapon in hand, facing God knows what across the 20m gun slugs 40sp. Fifity calibre ammo costs 100sp each to re-
wide, blood and body part strewn floor. load.
Fuel Depot: Greasy Pete, the armor skinned owner of the Sister Beth’s Hospital: Run by the pinked skinned, sil-
Fuel Depot, hates cyborgs and is 33% likely to proclaim that ver haired Sister Beth ad her two dozen nuns of The Order
he has no ethanol fuel to sell, that he is all out of supply, but of the Divine Tribulation, this volunteer, by donation hospital
will find plenty more for others who lack obvious implants. exists to serve the poor, and all excavators, whom this order
In most cases, d6 liters are available at a cost of 40+d20sp deems divine. Wounded diggers can often get a bed here and
per liter, per customer, however, women of 30 or better ap- under the care of the nuns, heal double their normal healing
pearance will find that they can get more fuel at a better rate rate per night spent here. Numerous other procedures can
(d6+2 liters for 30+d12sp per liter). also be conducted, with surgeries performed by medical ro-
bots and highly trained medic-nuns at a wide range of dona-
For the Game Master: There is little about Pitford that is not
obvious. The threats of day to day exploration of the vast Great
Ruins is all the hazard and risk most excavators can handle, and
Unique Encounters
because the town is so well policed by citizens, visitors and local Daytime Street Encounters: d6 rolls for street occu-
commoners, random crime is no worse here than in Overpass. Es- pants from chart C, page 382 with a 3 in 10 chance of a
pionage, factional or religiously motivated violence, rivalry among unique encounter per passage from the following list, d6:
dig teams and capture attempts by bounty hunter, 1. A bounty hunter and his squad of 4 mutant sidekicks (each
however, do cause an awful fuss from time with a prime mutation but otherwise treated as a soldier) have
to time. Nevertheless, This place formed an impromptu checkpoint. The bounty hunter, with his ful-
is an excellent base ly loaded assault rifle held at the ready, occasionally looks from a
camp for excavation wanted poster in his hand and up to each passerby. Should a PCs
groups of any rank, have a bounty on his or her, make their checks to be noticed*. In
as well as a superb the event that a PC is wanted, and recognized, this bounty hunter
location for meeting will attempt to arrest, disarm and chain up the subject person. If
new PCs, hirelings a target person is accompanied by a powerful dig team, then this
and healing lost en- cunning man hunter will act like he doesn’t recognize the wanted
durance points. This person, and take measures to have the PCs followed and later
town is more fully assaulted elsewhere, preferably outside of town.
detailed in a free 2. An excavator, leaning on a crutch, head bandaged and looking
pdf supplement, all but dead, hobbles down the passage toward the characters.
called Pitford Lite He holds up a hand and, roll d6: 1-3. says: “Stop, friends. I beg
or the 246 page full you, give up the digger caste. I am the only one of my party who
version of the com- made it back from the ruins! I’m a broken man... destined to beg
munity setting book for my food from now on. Think of what could happen to you!”/ 4-
can be purchased in 6. “Hey, wait up! You seen any of these fellas?” He holds up some
print or pdf. rather good quality digital pictures of smiling men, mutants and
cyborgs. “They might not have been as lucky as me. We ran into
Online Resources: a garnock. Got separated. I tussled with a few skullies on the way
SOE Members out of the dust heaps... barely made it back alive. If you see any of
Only: New Era my friends, tell ‘em I’ll be waiting in the Dust Devil Saloon, okay?”
Prostitution (18+ 3. Prostitutes line ether side of the street here. They step out
only) / Town Sup- *Only checked if a character’s starting history, or events through game play, have estab-
plement: Pitford Lite. lished that an individual PC or NPC has a bounty on his or her head.
4. Terrorist attack! Waiting until any town watch or Freehold tiles will commence a pursuit, but if not spotted, the PC can
Scouts are away from their ambush area, a group of Tribula- either observe, or trek around the enemy unit. The enemies
tionist Fanatics from Rock Spire attack. Intent on murdering are, roll d6: 1. 30+d20 skullocks, with 5 of them elite war-
excavators, whom they hate, these terrorists leap out from var- riors on riding dogs and armed with a relic weapon (WC-R)
ious hiding places and fire crossbows at the PCs They num- /2. 20+d20 Purist Conquistadors led by a mutant hunter; all
ber one per character, with at least on tribulationist a mutant on horseback./3. Aberrationist mutants on riding dogs, num-
with two prime mutations, otherwise treat them all as soldiers. bering 20+d20, their leader having an advance relic weapon
They will stand and fight to the death, going for sabers once (WC-AR)/4. Bipedal rats, 60+d100/5,6. Rock Spire Protec-
their crossbows have been discharged, range 6+d6 metes. tors (see page 285 for image), set up a sniper nest on a hill
5. Predators or humanoids have somehow infiltrated the out- 100+d100m away if at night, but 500+2d100m away dur-
er shell of Pitford, and happen to enter the passage where the ing daylight hours. The two soldiers are in camo ponchos well
characters are walking. Roll 3d6: concealed, however after their first shot, which they automati-
3. Centipede, black cally get initiative for, the PCs happen to see the muzzle flash
4. Spider, rubble and know basically where the shot came from. The protectors
5. Bats, devil 2 per character use a survival rifle, but both also pack fully loaded automat-
6. Doom moths 1 per Character ic pistols and machetes.. They have 10 +d20 standard rifle
7. Blood flyers, 2 per character rounds for the rifle, but only one magazine. Additionally, they
8. Plants, green walkers, 2 per character +d12 wear junk armor and are concealed, having a DV of -22.
9. Rats, bipedal, 2 per character +d6
10. Rats, gutter, 3 per character
11. Reptilius, 1 per character +d4
12. Scorpion, spotted
13. Bats, venomous d6
14. Skullock raiding party. 2 per character
15. Purist martyr suicide squad 3+ 1 militia solder per character,
armed with bows and machetes, fighting to the death and focus-
ing attacks on non-pure stock appearing targets only.
16. Moaners, 3+1 per Character
17. Lizards, venomous, d4
18. Spider, freakish
MAP CR-3: Street Level of Pitford (Reprinted from Pitford: Gateway to the Ruins)
locals of Memory from welcoming Southern Rangers or others The seat of government within the Lower Freehold lies in Steel
who are allied to the independent state. Hill, where the Brandun Clan has held power since the com-
munity’s inception. While the other communities never
The Southern Rangers: As previously noted, the Lower Free- formerly agreed that the capital
hold is a collection of self governing communities which have should be Steel Hill, it was nev-
modeled their dealings after the success of the Northern Free- ertheless the obvious choice,
hold’s leadership style. Besides local community militias and since the majority of the pop-
armed forces, the faction has also copied the success of the ulation, bulk of the Rangers
Freehold Scouts of the NF and created their own elite force and nation’s armed forces re-
called the Southern Rangers. The Rangers exist to patrol the side here, likewise, it was the
vast tracks of excellent farm land around the towns, watch most defensible settlement.
the roads and borders, spy on their enemies, and uphold Currently, her Prominence the
the common laws. Their presence allows trade to flour- Countess Estella Brandun
ish, agricultural lands to be tilled, and the rat and lizard rules the Freehold, aided
folk to be kept beyond the frontier. by a council of twenty
four experts in all man-
Joining the Rangers: The Southern Rang- ner of technology, his-
ers are always looking for new recruits, to both tory, religion, lore and
swell the ranks of the order as well as to re- known fact. These ad-
place the many heroes who are killed every visors guide the young mutant
month. Normally, only those born in the LF are queen as best they can, for she
accepted, since the both mutants and generic is rumored to be a tempestuous
humans count among the nation’s enemies, and ruler, with wild rages, boundless
so it is difficult to trust an unfamiliar man or passions and a set of extraordinary,
mutant who attempts to enlist. In most cases, otherworldly mutations. Enemies both
Freehold Ranger spies learn of the doings of foreign and domestic seek to depose
a group of adventurers or mercenaries, and the young woman. She has been hard to as-
when they are satisfied that the individuals sassinate due both to her deviations and
are neither Purists nor mutant supremacists, relic arsenal and so too, her escort of body
cultists or other religious crack pots, an officer guards who accompany her everywhere
of the Rangers will personally greet the worthy ones. outside her opulent quarters. While the
Selectees are invited to the Southern Ranger headquar- other LF settlements maintain their
ters in Steel Hill, giving each person a password to speak to own civic affairs and law systems, the
the guards upon arrival, and be admitted for further inter- Countess and her minions handle
views, conversation and possible enlistment. Freehold boundary defense, raids
Those who are interested to join will learn that the into other factional lands, and diplo-
Rangers follow a simple command structure, are giv- macy. Some say the ambitions of
en monthly pay and benefits as follows, with all new the Countess are growing,
members starting as Recruits and remaining as thus and her aspirations for
for six months before becoming true Rangers of the territorial expansion
‘Watcher’ tier: and increased
governance of all
The ranger uniform is a tan tunic and Lower Freehold
baggy trousers, usually worn over armor, communities
with a tan headband tied about one’s hel- consumes her.
met or forehead, the insignia of the Low- One of the
er Freehold, a bundle of grain tied by a most notice-
snake, is depicted on both the center able differenc-
of the headband and upon the chest of es between the
the tunic. Treat NPC Southern Rangers as Northern Freehold and the Low-
elite soldiers for statistics, with 55% being mutants with 1 er Freehold, or LF, is the way that people rely on close knit
prime mutation each, the remainder being pure stocks. family bonds, as well as long standing friendships and personal
Table CR-4-1 Southern Rangers Pay and Equipment Table references. The reason for this is that here, there are many mi-
Ranger Recruit 40sp crossbow/ machete junk/ junk Helmet bunk house
Watcher 60sp crossbow/musket pistol/ saber junk/ junk helmet twin room
Patrol Captain 120sp relic / 2 musket pistols/ saber scrap/ army helmet private room
Civic Captain 180sp relic/ 2 musket pistols/ saber tactical armor & helmet private room
Secondary Commander 500sp 2 relics/ saber combat armor & helmet private apartment
Prime Commander 2000sp 3 relics/ saber heavy combat & helmet private apartment
* If the recruit is skilled in a certain weapon area, or owns better weapons, armor or mounts, then he or she is allowed to use such as long as the Ranger’s tunic is worn overtop and
the headdress of the ranger is adorned when not undercover.
grants, nomadic herdsmen, seafaring visitors, and other travel- publicly tolerated, even though there are no written laws against a
ers coming and going, and as both Purist and mutant factions master killing or fornicating with his or slaves, still, extreme abuse
have claimed the LF as their own property, it is conceivable that of human slaves will get the guilty party beaten and sold into slav-
any traveler met could be an enemy spy, saboteur or assassin. ery him or herself if one doesn’t keep such activity hidden. Outsid-
Indeed, the Holy Purist Empire and the Dominion of Aberratia ers are told that this protection of slaves results from a policy of
frequently insert their agents to do harm or gather information trying to gradually entrust, instruct and soothe slaves into full citi-
about this small state, and so, the population is always wary of zenship through self-purchase, marriage, adoption or enlistment
any lone man or mutant, or group of all pure stocks or all mu- in the armed forces of the Lower Freehold.
tants, and will often deny them access to their communities or In other social matters, the people of the LF are fairly accept-
wagon circles, or, even detain them and interrogate them cru- ing of drinking and most forms of drugs as long as the users don’t
elly. For this reason, anyone without well established connec- commit crimes while under the influence; intoxication is no excuse
tions to the Lower Freehold community they are planning to en- for bad behavior and will not lessen the guilty person’s punish-
ter should ensure that they travel in a mixed race group, prefer- ment. In keeping with their program to be inviting and welcoming,
ably with both mutants and pure stocks, along with cyborgs and the laws within this faction are quite liberal, and the punishments
other intelligent beings. for nearly every non-violent crime a mere fine or day or two of hard
As already mentioned, the social awareness and atten- labor to pay back the sum of whatever was stolen, damaged or
tion to strangers which typifies life in the LF has fostered strong lost. Murderers, rapists, enemy spies, hate mongers, racists, and
bonds between people, including non-residents. If a person who other serious criminals and enemies are, however, harshly treat-
travels here often is helpful, generous, and perhaps even aides ed, and the punishment is normally death and the confiscation of
in the wars against the LF’s enemies, then the locals will soon all one’s lands and property, slaves, wealth and relics.
warm up to such frequent visitors. In time, locales may even wel- There is no state sponsored religion, thus all non-hateful or
come helpful outsiders into their homes and families as in-laws, non-race exclusive faiths are welcome, so long as no new commu-
wed to a family member. It is the decree of the Countess that nities form anywhere in the LF lands which solely allows habitation
the population expands, that the Freeholders welcome trade and by members of one cult or faith. Likewise, it is illegal to preach in
visitors, and while being cautious, also try to make the stay of le- the streets or public places, nor denounce one faith as better or
gitimate merchants, explorers and adventurers to be memorable worse, even inside the very churches and temples of such a faith.
and friendly. These measures have so far eliminated any civil strife surrounding
The rulers of the LF realize that keeping supply lines open, area religion, and encouraged yet more migration to the area from
commerce flowing, and an abundance of well armed exca- those who have been persecuted elsewhere.
vators at hand is essential for their survival. The au- The standard currency within the Lower Freehold is the
thorities also wish to foster growth and the dis- typically weighted silver coin, stamped with the profile
semination of ideas and news to and from the of Countess Estella Brandun herself
Lower Freehold. Likewise, citizens and LF of- on one side and the wheat bunch
ficials always stress upon travelers that when and snake emblem of the land
they leave their boundaries, to go forth and on the other, see illustration,
spread the word that the Lower Freehold above. The same stamp is
welcomes all freedom loving, open mind- used to mint the nation’s
ed peoples of any race or birth, that land few gold coins, however, sil-
can be bought cheaply, that neither the ver and gold coins from any
Aberrationists nor the Purists will keep other faction are always ac-
them cowering behind their walls, that cepted, even coins from both
they will grow and prosper and eventu- the Dominion and Holy Purist
ally turn the tables and regain lost territory. Empires, since so many raid-
On a day to day basis, the Lower Freeholders are optimistic ing parties from the LF venture into those realms to steal from
survivors, who are clearly prepared for the worse but enjoy ev- and harass the enemy at every opportunity.
eryday to the fullest, celebrating their past victories, new crops,
fallen heroes and new born babies with all the zest and joy of vic- Visitors to the Lower Freehold: Regularly visiting trad-
tors. They are hard working, prefer to farm or fish, log or mine than ers, slavers, excavation teams and merchants will find a warm
to take from others. While they see the need to explore the ru- welcome within any LF community, and in general, so too will a
ins and uncover devices of power, most folk are content to leave group of armed travelers who have among them a mix of rac-
that treacherous task to foreign diggers or the few brave youths es and types, especially a mix of generic humans and mutant
among them who throw together an excavation team, as only by humans. People here are understandably distrustful of all-pure
using relic devices does the Freehold hang on to power. stock or all-mutant groups, who from a distance will be consid-
The people dress in simple, functional clothing, loose bag- ered enemy raiders or spies, and if not fired upon at once, will
gy cotton or leather pants, straw hats, ponchos and tall boots or at least be shunned and forced away. Once accepted into the
sandals. They prefer drab, tan colored outfits like the uniforms of community, often after four visits to a town, bar or hotel, the lo-
the soldiers and rangers, which blend into the grasslands of the cals will warm up to strangers and get them to tell their stories,
steppe and weeds of the bog. They strive for a better civilization, recount regional news, and participate in drinking songs, card
abhor barbarity and rudeness, and do their best to be respectful of or dice games. All in all, the Lower Freehold is an excellent place
other people’s uniqueness, faith and relationship models. While in to visit, for any character type, however, the ever present threat
Steel Hill, being a larger City, people are more open minded than of invasion or terrorist attack causes a sense of apprehension
in the small communities, farms forts and caravans. People are, among the populace and since there is a desperate need for
nevertheless, simple, and aren’t always supportive of homosex- loyal defenders, powerful newcomers are often approached by
uals, those with promiscuous tastes or flaunt having more than military units and urged to enlist as mercenaries, or, join the
one spouse. Slavery, on the other hand, is accepted as a fact of Southern Rangers. One gets the impression that this is a nation
life, and slaves an essential caste in the order of things, especially at war, and that on the surface, people are genuine and warm,
when the crops need to be harvested or construction undertaken. yet, they are edgy and somewhat fatalistic, knowing that it is
Lewd conduct or violence toward slaves, on the other hand, is not only a matter of time before either the Holy Purist Empire or the
Dominion of Aberratia defeats the other, and turns their intoler- acters to play a part in regional events, perhaps even spear head
ant gaze toward the Lower Freehold. an operation which thwarts a full scale invasion.
Common knowledge of the Lower Freehold: “You got to Adventure Plots: As noted previously under ‘For the Game Mas-
respect the Lower Freeholders, they fought hard to fend off the Purists ter’, this region is full of potential for intense adventure, since so many
and then later the constant raids by the Aberrationist irregulars, not to factions covet these lands, and are within close proximity and mak-
mention the God dammed reptilius from that stinking swamp or the ing efforts to undermine and defeat the Lower Freehold nation. The
sneaky, pink tailed fricken rat folk. following ideas go beyond merely exploring nearby ruins, and center
“These people are surrounded by two much larger factions, as more on possible missions which involve area politics and war.
well as pirates and beastmen and a whole pack of other nasties, and
yet, they hang on, year after year, and seem to be prospering in spite Hold a position: The characters are hired by the authorities to
of the difficulties and mounting casualties. If you are bent on going maintain a watch on a pathway, bridge, section of road or hill top obser-
there, it ain’t easy, the mutant supremacists and the Purist nut cases vation post, and report suspicious enemy movements via communica-
are waging a hell of a war all through Twisted Wood, and so all land tor. The PCs could become surrounded by enemy forces and be forced to
traders, migrants and other travelers have to sneak through the paths conserve food and water, ammo and their lives until help can arrive.
heading south to get to Sandbarra, which ain’t an easy thing to do.
The best way to get there is to go all the way to Safe Port, then catch a Locate a crashed airship: The characters are sent to find
ship from there to Sea Home or Sorrow or even Steel Hill. Yes, I know, a zeppelin which has gone down in Bitter Bog, and secure the im-
all the LF town names start with an S, it’s purely a coincidence. portant cargo or passengers before the Wadango Reptilius or en-
“Now, where the hell was I? Yes, so, going there for whatever emy forces do. The passengers could be ambassadors from the
business you are on is valid, risky, but valid. Let me just warn you that Northern Freehold, a handmaiden of the Countess, a Brandun
the people will only let you into their towns if you are a mixed squad, family member Cargo might be power cells, a robot, ammo for a
you know, some deviants new weapon, medicine, a
with some generics, or secret and sensitive docu-
strap on’s or false men ment or maps pertaining to
and such, all together like the enemy forces.
so they know you ain’t Pur-
ists or mutant suprema- Locate an enemy camp:
cist. Then, if they accept The characters are recruited
you, and you treat em’ to discover the location of an
good, some officer will ask
you to join the Rangers Aberrationist or reptilius camp
or some other unit, on a someplace in Bitter Bog, or just
specific raid, or just to bol- across the northern border,
ster their ranks. Yes, yes, and then send for reinforce-
I am sure it’s noble and ments before attacking it.
all, but where’s the prof-
it in that? You know that Escort important per-
any day now one of their son or cargo from or
enemies or the other are to the LF borders: The
going to rush across the characters could be enlisted
border again and outnum- to safely see LF ambassadors
ber you 5 to one or worse, or spies to the edge of the fac-
and you’ll end up dead, if you’re lucky. So, just stay out of their wars tion’s lands, where another team is to take over and escort the people
and try your luck in the ruins, as there are three sets of ‘em right near or cargo the rest of the way. Perhaps the other team is found slaugh-
the place, the weed choked Overgrown Ruins, the Scrub Ruins, or the
flooded ones called the Dethpool Ruins, which are filled with aquatic tered, the guide gets killed in the swamp and the characters become
reptilius, I should add. Yep, I’d give the Lower Freehold a thumbs up, lost, or, a traitor leads the group into an enemy trap and the charac-
mate, and good luck, getting there is going to be half the battle.” ters are pursued for days through the wilds by superior numbers.
For the Game Master: The Lower Freehold is pinched be- Track down Purist or Aberrationist terrorists who have ei-
tween much larger powers, with both sides making forays into ther bombed a community or kidnapped an important person or
the LF lands in the form of both large brigade sized operations their loved ones.
or small strike teams to weaken or terrorize the populace. Char-
acters that come to this part of the region may be enticed by the Locate a Purist terrorist cell within Steel Hill’s under-
nearby ruins, but in short order will soon find themselves pres- ground slum, wipe it out, and avoid reprisal attacks.
sured to enlist with the Rangers, or simply to be hired on as a
mercenary squad on some specific mission; see next column for Join a raiding party in an airship drop into the Holy Purist
adventure ideas. This area is a great starting place for a mixed Empire, behind the Great Purity Wall, to either accomplish a specific
character type group, since all types are accepted here. Just get-
task like rescuing doomed mutants on their way to Witch Burn, or to
ting to the Lower Freehold is an adventure in itself, and once
there, both human and non-human adversaries will present an simply wreak havoc on the Purists.
ever present peril to the PCs. Here too, however, are opportuni-
ties for a character group to make its name, conduct themselves Defend a small farmstead or trade caravan from a
in a heroic fashion, and do more then merely loot ruins for their ravenous horde of bipedal rats near Sorrow.
own selfish ends. They could set about on a ongoing campaign
which could likely involve political intrigue, espionage, full on
warfare, ruin exploration, treacherous travel, and allow the char-
These green reptilius also take their toll on the people of Visitors to Sandbarra: Like all towns in the Lower Free-
Sandbarra, killing and eating travelers, fishermen and shore- hold, the big concern for the gatekeepers is whether or not a
farmers whenever they can, and occasionally making forays group of travelers is from an enemy faction, part of a pirate
up and over the town walls and into the streets to butcher and sabotage unit, or possibly a pack of murderous thugs. The
drag off the unwary. To deal with this constant peril, the direc- gates are a single door, plated in steel with a few gun bar-
tors of town offer a 5sp per reptilius head bounty. rel hatches in it. From these holes the militia troopers will
observe approaching strangers, conduct interviews and out-
Law Enforcement: By Freehold Militia and Southern Rang- line the terms of entrance. Groups of all mutants or all pure
ers. The punishment of non-violent criminals is often forced stocks will be told to leave, get away from their bridge and
labor and fine payments, while those convicted of being en- not come back under penalty of death, as these groups will
emy spies, rapists, or the perpetrator of an attempted murder be seen as enemy agents.
or actual murder, are tied by their feet and dragged down- If, however, a group arrives that has a mix of races, with
stream of town, where a rather large mutant alligator, ‘Butch’ some pure stocks, maybe a cyborg, beastial human, or plan-
and its kin wait to devour the condemned. Often, Butch can toid or two, one or more visible mutants, or ghost mutants
be seen sunning himself on the extreme western edge of the able to prove their powers, then the whole group will be ad-
sandbar, and he is protected by the authorities, and all new- mitted, pending payment of the entrance fee of 1sp. The
comers are warned not to swim in the waters around town nor regulations are fairly straight forward, stating limitations on
to annoy or in any way harm the great beast, who is consid- what one can carry about in town, especially into the pub.
ered the town’s mascot and good luck. The rules state that nobody can carry around a chain gun,
rocket or grenade launcher, no flame units, grenades, land
Military and Defense: The Sandbarra militia consists of mines, or larger weapons, while no solider robots or larger
40+d10 pure stock and 34+d10 mutants with one minor mu- machines can leave the visitor’s room. Cyborgs with restrict-
tation each, (GM: consider mutations cosmetic only for game ed weapon implants must likewise stay in their rooms, while
purposes unless dealing with individual militia personal). There carnivorous pets must be muzzled and leashed at all times,
is also a detachment of 12+2d6 Southern Rangers dwelling in or kept in their master’s room. Vehicles and animal mounts
their garrison. If the town is attacked, the rest of the population, are to be kept in the stables, at a cost of 5sp per night, with
commoners and slaves for the most part, will arm themselves the owner responsible for posting a guard on such devices.
with bows and daggers and man the walls, knowing that either If the town comes under attack, it is the obligation of all
the Purist or Aberrationist human factions, or the reptilius, will guests to arm themselves as fully as possible, even with re-
massacre the townsfolk if they are conquered by these ene- stricted weapons, and make for the walls and report to any
mies. If the town seems doomed, the people will try to escape militia soldier or Ranger for orders. Finally, the guards will
via boats and rafts, during the night, heading downstream to make it clear that Sandbarra is a law abiding town. There
the tainted sea and along the coast to Memory, or else, if the at- is no dueling nor brawling allowed anyplace, no swearing
tackers occupy the river, they will escape to the southern shore around women and children, and no sex act to be performed
and flee down the Steppe Road to Sorrow or Steel Hill. with companions, locals or even hooker while outside of a
The main defenses employed by the town, besides the mu- private room or household.
tant alligators which inhabit this stretch of river, are 4 catapults,
4 heavy ballista, and their primary weapon, ‘The Mauler’ a me- Brief History: Sandbarra has been populated by humans
dium laser cannon which is mounted on a steel plated platform since the cataclysm, or at least shortly thereafter. Nobody
affixed to the tallest concrete ruin. This cannon is on a track, actually recorded the date when it was first settled, but what
which carries its crew in a 360 degree rotation of the turret, al- is known building occurred when the tidal waves and great
lowing the weapon to either be fired at any attacker, or be swung flooding had ceased, when the sea began receding, and the
around to the far side of the massive concrete pillar to protect it majority of the nearby old world culture had been eradicat-
from enemy fire. Because the gun is enclosed and hidden when ed. Back then, as is still true today, fishing at the mouth of
not in actual use, it is difficult for enemies to fire on the weapon Barter River has always been exceptional, if not dangerous
and determine if they hit it and its crew or not. On several occa- due to the predators. Nearby, on the southern shore, a wide
sions, Aberrationist commandoes have tried to take out the can- assortment of crops could be raised, and because the area
non with rocket launchers and other projectiles, but while dam- was open, the agricultural lands could be protected by bal-
aging the steel plating of the turret, they have never successfully lista fire, managing to keep raiding herbivores out, or on the
damaged the gun or its crew. This gun turret is always well guard- menu.
ed by 5 militia soldiers, so too, the base of the tower is joined In the year 2283, the ruling family, not much more than
to the main Southern Ranger garrison, who observe whoever is a gang of thugs, were finally driven from power and impaled
approaching the steel and stick staircase going up to the various on the highest iron bars of the concrete ruin. From that day
outcrops, decks and balconies on the great slab. onward an elected council of Directors had been appointed
The directors of the town are usually well known mer- by the people. This directorship always hired a Chief Offi-
chants or community leaders (treat as commoners for stats), cer, who directed the town’s defenses during troubled times,
and while they lack any sort of military skills, they are each and many tests arose during the following decades.
armed with a relic weapon (WC-RC) and a communicator, wear In 2295, the Purist nation was gathering steam and
tactical armor during war times, and are well respected, able sweeping over the villages that once dotted the vicinity. The
to muster the populace to defend their town to the death. pure stock army swept down from Twisted Wood, devastating
Finally, visiting excavators, many of which make Sandbar- the independent settlements one by one until being stopped
ra a regular stop before undertaking their arduous journey cold in their tracks against the imposing, strange looking
through Twisted Wood on their way to Overpass, are known walls of Sandbarra. At that time, ‘The Mauler’ had not yet
to add their strengths, mutations and firepower to the de- been gifted to the town, and so, the low tech defenders were
fense of the town. These travelling dig teams often act as elite hard pressed to throw back successive waves of Purist at-
squads to make nighttime raids on enemy encampments, or tackers. Only when mutant irregulars from the north west
go on the ever popular lizard hunts in the swamp to the east, seized the poorly defended Purist camp, killing all whom
collecting reptilius heads for both bounty and sport. they found there, did the Purist force retreat. Within weeks,
the mutants of the north demanded that Sandbarra surren- Resources and Industry: The gathering of food for local
der to their warlord. Refusing, knowing that the pure stocks consumption, as in most small towns, is the key activity in
within the town would be mutilated, the townspeople stalled Sandbarra. However, the export of fine ale, salted fish and a
the Aberrationist envoy, seeking help from a powerful team surprising amount of grain are also important income gen-
of grave robbers called the Murrr Group, who held a small erators. While excavators do come here on their way to and
fortified camp near Silver Lake. The Murr group was given a from Overpass, they don’t often stay long as the ruins to the
house, full citizenship and two seats on the board of direc- south and west are better reached via Memory, Sea Home
tors in return for leasing an as yet un-powered, laser cannon or Sorrow, so too the morally restrictive ethics in Sandbarra
to the citizens. Once hooked to the water wheel turbine, this make the place unfitting for diggers to spend their new found
powerful beam cannon was put into use on the morning of wealth, set up permanent residence, or celebrate with vigor
August 16th 2296, when the Aberrationist hoards began to and lust.
cross Barter River in shoddy rafts. The beam cannon oblit-
erated the command raft, killing the enemy warlord and his Accommodations: Due to the many traders and excavators
elite monstrosities, and threw the whole invasion into chaos. passing through this town, a modest hotel called Raftman’s
Since that time, repeated attacks by the Purists and Aberra- Inn has been established. These lodgings sit above a small
tionists have restricted Sandbarra from growing beyond the bar called simply ‘Rafters Pub’. There are no bath houses nor
confines of the ancient ruin they inhabit, however, recent brothels in town, however, one can hire the hotel staff to run
developments and homesteads have been initiated on the a private bath in a room behind the kitchen, for a exorbitant
southern shore. Here, farmland is being sold to brave, self cost of 5sp, double that if the person having the bath is shar-
reliant families and clans, as well as non-racially aligned, ing it with a lover, which the hotel owner will frown upon and
non-biased religious orders. act disgusted with, muttering, “Now I shall have to wash it
with salt, after you two are finished your piggish act.”
Social Details: Sandbarra is the most conservative of the There is a stable in which horses and other mounts can
Lower Freehold towns, having little patience for rough housing, be kept for 3sp per night, or 10sp for small vehicles like mo-
drunkenness, whoring, dueling or even swearing. The authori- torcycles, ATVs, tracked robots, etc. The stable is guarded by
ties are trying to promote the settlement and southern farming d4 commoner men with crossbows and hatchets, but they
initiative as a prosperous, friendly place, which welcomes trade claim no responsibility for lost or damaged animals or units
and settlers. The common people are friendly to those they’ve inside. Travelers are welcome to post their own guards within
seen around for awhile, but are intolerant toward rudeness, bul- the stable, which can sleep on a stack of hay if they like.
lies and crime of any sort. Visitors who break the law will find no Longboats from the towns of Memory and Sea Home,
help from the citizens, and will be dragged before the Board of even as far away as Rusted Hulk, often come here to trade,
Directors for a swift trial and immediate punishment. and travelers can buy passage to these other locals. There
They are as conservative in costume as they are in behav- is a 2 in 6 chance per day of a long boat, heading to d6: 1-3.
ior and belief, with the men wearing oiled hides and unadorned Memory, 4sp per person or mount / 4,5. Sea Home, 6sp per
wide brimmed hats, the woman in wool and fur shawls, with person or mount /6. Rusted Hulk, 8sp per person, no mounts
their shirts buttoned up to their necks. The few prostitutes who allowed.
do work the pub are from other towns, and while they may be Additionally, there are a few lone hunters, treat as sav-
as professional and experimental as the whores in Steel Hill, ages, using heavy crossbows, who hunt reptilius for their 5sp
they do not flaunt themselves as immodestly as others, nor head-bounty, or other valuable fur or skin bearing creatures,
work the streets. Even in the Pub, these floozies are far less who for a cost of 10sp per day, or 40sp overnight, will guide
aggressive in their attempts to drum up business, and wear adventurers deep into Bitter Bog to kill the lizard men. Many
clothing that exposes very little cleavage or leg. of these savages have hidden shacks within the bog, usually
or can join the other panic stricken visitors and traverse the If the characters make to grapple her as she turns and
rickety bridge and head south on the Steppe Road. kneels down to mutilate the fallen woman, she screams and
There will be d6 nomadic traders on ponies, 3d6 commoner fights like maniac. If the PCs do nothing, she will do as she says
families, a 30% of a bounty hunter and his d6+2 raider guards, and cut horrendous wounds in the prostitute’s face and body
all on horseback, a 17% chance of a slaver and his d6+2 militia and leave her bleeding in the dusty street. Should the characters
solider guards, all on horseback with 2d6 of each slave gender rescue the hooker and take her away from the irate woman, she
and age category, on foot in chains, moving only 3m per round, later wakes and is exceedingly grateful and begs the PCs to take
plus d6 scavengers, d6 savage men, and d6 prostitutes. This odd her to either Steel Hill, or whichever other town they are planning
collection of refugees stick together for mutual protection, but to go to next. She says she can cook and clean and keep the fire
have no sense of being quiet or keeping their fires concealed going, use a bow and keep watch at night, whatever it takes to
at night. Camping and traveling with them will mean double the get her out of Sandbarra. The authorities do nothing about the
number of encounter checks, although in such great numbers, incident as long as the irate woman is not seriously harmed.
these people will be safe from most foes. 6. A longboat arrives after coming up the river from the sea and
If the characters stay in town, the gates will be locked up in so doing causes a great deal of commotion and excitement.
and the bridge dismantled half way up from shore. Each day, Children run passed heading to a trap door area where a hand
there is a some chance that the lock down ends as the all clear cranked cargo crane begins to unload the battered vessel. You
is given. There is also a chance, however, that an army of Aberra- see 3 crewmen and their captain (treated as militia soldiers with
tionists arrives and lays siege to the town. Roll d10 per day: 1-3. crossbows wearing oiled cloaks and relic sunglasses), emerge
False alarm, bridge re-built and you are free to come and go as and toss hard candy to the gathered children. “We’re back!” De-
before/ 4-9. No sign of trouble, but the defenders seem edgy and clares the captain, an older man. “At least for tonight. We set
preparations for a siege are ongoing./ 10. Aberrationist irregu- sail for Steel Hill at dawn for anybody who is interested, a cost
lars arrive, surrounding the town on both shores, plus, have long- of 10sp each, but no mounts as we need the room for the grain
boats fitted with light ballista, d4 upstream, d4+1 downstream, and kegs.” If the characters are interested, they can sign up and
each filled with mutant militia soldiers (one minor mutation leave at first light.
each) On the north shore, the mutant army of 200+2d100 dig
into trenches, use sand bags and set up 2d4 catapults to com- Nighttime Street Encounters: d6-2 (0-4) rolls for street
mence a bombardment of the town, while on the south shore, occupants on chart B, page 381 with a 3 in 10 chance per
are 100+d100 more mutant militia, also concealing themselves passage of a special encounter from the following, d8:
from ‘The Mauler’, which every hour or so fires a few shots and 1. Reptilius Raiders! The PCs turn a corner and happen to see
decimates the enemy, blasting through timber bunkers, the tops d6+3 of the green lizard men skulking into an alley, dragging away
of catapults, and occasionally, sinks a longboat. a limp form. Any other street occupants just arrive, not seeing
The siege lasts for 2d6 days, and for each day of the siege, what the characters just saw and ignore them. If the PCs inves-
there is a 1 in 6 chance the walls are stormed by mutants on tigate, they enter the alley and see that 3d6m down the crooked
rafts. If this is the case, there is a 3 in 6 chance that a group of passage, the gathered lizard men begin to crouch down around
Aberrationists commence climbing up the character’s section of their victim and are about to start carving it up with steel dag-
wall and must be thrown back. The walls are 5 meters tall, built gers. One notices the characters and the reptos all leap up. Roll
of timbers and broken stone, thus fairly easy to climb, rate 1m initiative. Once the fighting begins, they hiss and there is a 2 in 6
per round. There will be 2 mutants per player character, and if chance that this call attracts more of their kind who have been
they manage to defeat the characters, or force them to flee, con- eating a commoner man further back in the alley, bringing 2d6
sider that the same tragedy has occurred all over town, and the more of the beasts to the fight. The limp figure, if rescued, is a
place is overrun, the populace slaughtered or enslaved, the char- teenage slave, pulled from his or her quarters through a back win-
acters forced to leap from the walls into the water and escape to dow, and is still alive, but his or her master is later found dead,
shore. thus, the youth now belongs to the characters, who can decide to
Aberrationist irregulars are like regular militia, but oddly free the person or keep him or her as a camp servant.
shaped, abnormally colored, and often hideous to behold, wear- 2. d3 Urcellia
ing olive green trousers and vests with a two headed eagle sym- 3. Spider, bog
bol on the front. They use hatchets and round shields, but in 4. Lizard, winged slasher
ranged combat use normal bows. 5. Insects, blood flyers, d4 per each PC and street occupant.
5. 2d6+3 local women, all hard working, no nonsense, serious 6. A lone woman steps out of a shadowy doorway and whispers
looking mutants and pure stocks, are busy beating another wom- to any men in the group, directing most of her sales pitch to the
en in the street, pulling her hair, throwing stones at her, kicking most attractive male. “Pssst, hey, handsome, why don’t you join
her and scratching her with their nails. Other street occupants me for some tea? You can catch up with your friend’s after sun up.
just give the fray a wide berth and keep to their own business, I assure you that I am courteous, discreet and very affordable at
quickly leaving the violence behind. only 7 silvers for the whole night’s warmth.” If a character agrees,
“You cheap slut!” Screams one woman in particular, who roll d6: 1-4. The prostitute was a professional lover, a good listener
seems to be doing most of the beating. “We should throw you and a great hostess, even going so far as to feed the character a
to Butch, but he might not have you, unlike other males around fine breakfast, asking him to join her again the next time he is in
here! Come here, you dirty, Steel Hill whore! You’re time here is town, but, “Please, sir, my profession is not accepted in this town
over, bitch, how dare you sleep with my husband! I outa put a as in other places, I beg you to not speak of your time here, espe-
knife between your ribs!” cially around the local women, who are intolerant and ignorant of
If the characters decide to intervene, the other women step my caste and the needfulness of my services.”/ 5,6. The prosti-
away, but the irate one just shoves at the characters, manages tute is the favorite of a prominent Sandbarra militia officer, who
to kick the bleeding prostitute in the face and then turn back to shows up sometime after the lovers fall asleep. Having a key, he is
the characters. “You outland perverts! Get the hell outa my face not noticed until standing over the character, in a furious, jealous
before I call the watch! Go!” She whips out a curved knife and rage, drawing his saber just as the PC wakes. If the officer is killed,
gestures it toward the now unconscious whore. “I ain’t goin’ to the prostitute insists they the she and the character will never get
kill the little jezebel, just goin’ to carve up her fricken face so she a free trial, and be fed to the mutant gator if caught. She begs the
won’t tempt no other men!” PCs to take her with her, and head for Steel Hill. On the other hand,
if the officer’s body is disposed of, there is only a 2 in 6 chance publics to the east, where they blend men with machines to
investigators will track down his last known movements and lead fight the Mecha, but I know your secret, you plan to control all
them to the hooker’s hovel, taking d6 days to accomplish. humanity, and kill all the mutants you can find! Now get the hell
7. A group of cloaked men step out of the shadows around the outa this bar or I swear I’ll get my axe and cut your fricken head
characters, equal in number to the PCs plus d4, treated as raid- open! Get!” The serving girls come and grab the man’s arms
ers. If there are no visible mutants in the group, these men draw and ease him back to a far corner of the bar, while the bar ten-
longswords and silently attack, attempting to kill the pure stock der is quick to refill the PCs drinks and apologize.
looking individuals. During the fighting, the PCs realize the attackers 2. A woman who so far hasn’t been either drinking nor serv-
are mutants, and one among them has d3 Prime mutations. If there ing beverages gets up from her spot at the end of the wooden
are visible mutants in the PC group, however, this attack doesn’t bar and approaches the PCs, smiling and moving with cat like
occur, as these men just watch the characters move along, but giv- grace. She rests her hands on the shoulders of the most attrac-
ing any pure stocks and their replicas, nasty looks. If the characters tive male and whispers into his ear. “I am Katarina, concubine to
do have to fight and begin to get the upper hand, the Aberrationist all brave digger men, and I shall be yours tonight, upstairs in my
thugs will flee. It will be revealed in the morning that the men were room, until dawn. The cost of the room and wine, candles and
locals, but had not lived there long, and are declared Aberrationists incense is only 12 silvers for the evening, what say you?” If the
spies, their bodies thrown to the gators. character refuses, she only smiles and turns to the other males
8. There is a clamorous ringing of alarm bells, spot lights turn to- in the group and makes more or less the same offer.
ward one side of town, and within a moment, a bright fuchsia beam 3. A nomadic trader and his d3 militia soldier guards are at
illuminates the misty sky as the ‘Mauler’ springs to life, emitting a nearby table, picking at their food and looking grim. The
death. A patrol of 2d6+2 freehold militia soldiers run passed the trader notices the characters looking at him and he speaks
PCs toward the commotion. The characters can either stay where up. “Never mind us... we just lost our ponies, our cargo and
they are, or follow the militia to their post. If the PCs stay put, the three men to the reptilius fiends. Ah, we were trying to
encounter ends, and you hear what happened later the get around the Aberrationist lines at the bottom of
next morning. Twisted Wood, and got kind of turned around some-
If however, the characters follow, they can place and ended up in the bog. We knew we were
climb up on one of the stout walls and look over in trouble, but just used the sun to guide us. Guess
to see a spot light aiming on a now burning cargo we surprised them lizards as much as they sur-
barge, blazing figures leaping overboard, while prised us, but they outnumbered us four to one.
on the walls around the PCs, archers are firing Our chums are probably roasting on a spit as we
down upon the lone craft. ‘Incoming!” Shouts sit here. Take my advice,
somebody nearby as a huge black orb strikes strangers, and avoid the
very close by and knocks part of the wall swamps at all cost.”
back into town and taking several scream- 4. A fisherman (common-
ing militiamen with it. The medium laser er) enters the bar, excited and
cannon far above on the concrete slab loud. “Hey, guess what? I heard
fires again and eliminates the catapult them Rangers talking and one says
on the deck of the barge, blasting sev- to the other, he says, ‘Josh, I heard the
eral more times until the vessel is a mess report from Steel Hill, that a fleet of three Pur-
of scrap wood, flowing down Barter River, ist battle barges are moving out towards the
amid gorging alligators, the unknown at- open sea, possibly heading this way. I sure as hell
tackers trying to get ashore under a hail of wouldn’t be taking no ship to Memory or anyplace
arrow fire. else this week!”
In the morning, the characters learn 5. A serving girl leans over the character’s ta-
that Aberrationist soldier were found dead ble to collect empty glasses and plates, and
on the far shore, some sort of probing attack whispers to a random PC. “You look like a nice
has clearly been defeated. enough bunch, so I am going to warn you that
sometimes Aberrationist killers enter the town in
disguise, or make it over the walls. Also, The reptile
Encounters in Rafter’s Pub: d6 patron rolls from chart B people, they are also known to venture into the town and kill
page 384 by day, 2d6 by night. There is a 2 in 10 chance per people, so watch yourselves if you must enter the streets by
hour of an encounter from the following list, roll d6: night.”
1. A drunken, pure stock fisherman gets up from his seat at 6. A commoner woman enters the bar and stomps across the
the bar and staggers over to the characters. If there are any room, grabs another young woman by the hair and slams her
obvious mutants in the PC group, he randomly points at one head face first into the table, then lets her fall to the floor. “That’s
of them and see Statement A, below, or, if there are no mu- for taking advantage of my husband, you worthless whore!” The
tants, but only pure stocks and their replicas (including ghost bar tender leaps over the bar and grabs the screaming woman,
mutants and those abnormals who have no outward devia- pulling her back from the bloody nosed prostitute, who had
tions), he selects one of them and see Statement B: been sitting alone, saying and doing nothing. “If you’re not gone
Statement A: he says “I don’t care what they say, just ‘cause by this time tomorrow,” yells the commoner woman. “I will cut
you associate with pure bloods, it don’t mean you ain’t God damn your tongue out and throw the rest of you to the gator!” The bel-
Aberrationist pigs! You are! Don’t deny it! I will never be your ligerent woman is taken out of the place by some local men
slave! Do you hear me! Huh!?” The bar tender comes over and who seem to know her. The prostitute gets up and starts for the
gently ushers the man away, looking back to you and whispering, stairwell, passing the characters, and collapsing against one of
“Never mind this old fool, he’s a drunk. He won’t remember what them. ‘I’m okay,” she nods, getting up. “Sorry, strangers.” She
he said in a few hours. Have a drink on the house, okay?” pauses suddenly and looks down at the PCs and manages a
Statement B: scoffs at you, saying: “Look at you, sitting here. thin smile. “Excuse me, but are you people heading to Steel Hill
I know what you are, you’re Purists ain’t yeah!? I can always tell, or Sorrow in the morning? Anywhere, really. I need to get out of
God damn it! I know you come from them far off Purehold Re- this fricken little town.”
Sea Home
Faction: The Lower Freehold
wood, scrap metal, giant clam and oyster shells, fish scale shin-
gles and whatever field stone could be gathered from the sur-
rounding area. The town gates are double doors large enough to
admit a battle wagon or relic tank, made of wood but plated with
Government: A six member, elected body called The Council 5cm thick sheets of scrap metal, then spiked to deter immense
of the Wise, each member serves for a period of 6 years, with beasts from charging the doors and battering them down.
one being elected to office each year, while another is retired
if not re-elected. Water and Sanitation: Porter’s River comes out of Silver
Lake, as does Jaw Creek, and in spite of being so close to the
Population: Total 246 to 338 (Pure Stocks 160+2d20/ Mu- Overgrown Ruins, the water is almost always quite clean. Only af-
tants 50+d20 and 10+d12 Ghost Mutants/ Cyborgs 4+d4/ ter a major earthquake in the area does the river water become
Synthetic humans 12+d8/other 3d6) contaminated with bio-toxins, mutagenic compounds and radio-
active particles, which after a month or so, are purged from the
Site Details: Sea Home occupies the extreme western spike of river system into the Tainted Sea. The people collect water using
land controlled by the Lower Freehold. It is well situated on a rocky a barrel system, attached to a hand powered crane which is oper-
bluff, which gives this wooden walled village an excellent view of ated from the south wall, dipping into the river only a dozen me-
the Tainted Sea as well as protection from attackers. The docks ters above the sea shore’s high tide mark. Sewage is collected in
are made of wood but attached to ancient concrete slab which jut buckets and simply dumped into the river, below the water collec-
out of the surf, offering some protection from the pounding waves. tion zone, and carried out to sea, which during low tide, makes
This wharf is not, however, directly built onto the town and instead the shoreline here smell terribly. Locals inform travelers that the
connected to the bluff above by a steep, curved road which leads stink keeps large carnivores, crustaceans, salt water crocs, and
up to the town’s only gates. A fork in the road, half way up the bluff, other man eaters well away from the dock area.
coils around the huge rock and meets up with the various trade
paths leading north to Memory and east to Sorrow. Technology: Being pinched between the immense Over-
grown Ruins, the buried Scrub Ruins and the flooded Deth-
Construction: Sea Home is a combination of ancient ru- pool Ruins, several generations of excavators have made Sea
ins and newly added wood and scrap construction. The place Home a base camp. In that time, many diggers have crept
is built upon what appears to be a large rock, but in truth it is back here and died, either leaving their belongings to the lo-
the eroded foundation for some massive, long since obliterated cal authorities, or else, after running afoul of the law, been
structure of the ancients. Several great plates of concrete reach hanged, and had their relics confiscated. A few well known ex-
skyward within town, supported by steel girders and braces, and cavators have also retired in Sea Home, and shared out their
strengthened in places by the efforts of the new inhabitants. treasures, thus, Sea Home is considerably well armed for such
Within the bounds of these ancient remains, the people of Sea a small place, a fact which keeps it from being conquered by
Home have constructed a 5 meter tall wooden palisade, com- the many greedy factions and forces surrounding them.
plete with catwalk and a few defensive towers, often attached to Beyond weapons and armor, explosives and whatnot,
the concrete plates themselves. One of the ancient walls which noted under Military and Defense, this well fortified town en-
still stands reaches 24 meters into the sky, and is 12m wide at joys the luxury of electric power. A wind turbine on the west-
the base where it protrudes from the rocky soil. Numerous holes ern wall, a solar generator on the highest concrete ruin called
have been drilled through the concrete slab allowing rope bridg- ‘Great Slab’, as well as an alcohol fuel consuming power gen-
es, canopies, platforms and other primitive structures to be built erator built by long dead engineers and housed within the
high in the air, their straps and ropes attached to lower poles or ‘Council Fort’ at the main gates, are all in near constant op-
other ancient, towering ruins. These ruins give Sea Home an im- eration. These three power supplies allow Sea Home to enjoy
pressive bearing, and make the place look more like a warlord’s electric lights, both within their homes as well as mounted
fortress than a fishing village.
on the docks and walls, illuminating everything around the rifle, who actually controls the cannon, is also stationed here
town for 100 meters. Most importantly is the juice directed to at all times. This weapon is put to almost daily use, blast-
the town’s main weapon system, a medium laser cannon sal- ing amphibious sharks and other critters which come up out
vaged off of an ancient tank. The power systems in town are of the sea. If the town is attacked from the land side, this
interconnected; however, each is responsible for one of the weapon can be hoisted down from the slab top onto a spe-
three power requirements, divided into internal lights, exter- cially built wagon and moved to a firing position at the rear
nal spot lights and the laser cannon. If any one power genera- of town, a task which takes fifteen minutes.
tion mode is destroyed, one of these three systems is tempo- Serving within Sea Home are 22 pure stock Freehold
rarily out of action, and so on if subsequent systems become militia soldiers with crossbows and swords, and 16 mutant
destroyed, but, because the wiring for each system is inter- militia soldiers with one prime mutation and a musket and
connected, the controllers can reroute power from one gen- longsword each. In addition, there are 5 militia officers posted
erator to either a light source of the laser cannon as needed, throughout the community, each toting a relic weapon.
which takes only 10+d12 minutes to accomplish. To keep the roads and trails open outside of town, South-
Besides the electrical generation apparatus, Sea Home ern Rangers are assigned to rotating patrols, since Sea Home
lacks any other notable technology. Its medical facilities, work- can’t spare a single man to patrol the woods and grasslands
shops and communications are all quite basic. There are, how- nearby. There is a 16% chance that each day, a unit of d6+6
ever, a few dozen working communicators in town, and a main Southern Rangers are present in the town, and will aid the
communicator system built into the ‘Great Slab’s watch tower militia in dealing with troublemakers or external threats.
area which allows for radio transmissions to be sent beyond Suspicious ships, especially military relic watercraft, typi-
the standard communicator’s 100 km range, and up to 500 km cal battle barges, and unfamiliar longboats loaded with armed
away. This system is always manned by a militia soldier, listen- individuals are warned away by a shot from the laser cannon,
ing for news and reports from Southern Rangers, similar radio or else the other defenses the village relies on. These other
stations from other Freehold towns, as well as scanning for the measures include small arms fire from relics, or more likely,
hundreds of conversations among excavators, pirates, and oth- as the 5 ballista stationed about town, two of which are lo-
er unfamiliar groups who talk back and forth in code words. cated on the wall facing the sea and will be used to pierce the
hull of unwelcome vessels. The community has no fleet, and
Dangers: Mainly, the threats to Sea Home are divided into the doesn’t send out anyone to inspect arriving ships.
daily threats and the occasional perils. Daily threats include the
hazards posed by the nearby lower arm of the Urban Forest, Visitors to Sea Home: Most people arrive here by ship,
which is infested with tribes of reptilius and bipedal rats. Like- usually in well marked, familiar merchant barges and long-
wise, the proximity of the sea presents a constant hazard, as a boats, however, land travel is also possible for caravans and
wide assortment of creatures lumber up out of the surf to snap well armed, careful excavation teams willing to brave the
up those standing on the docks, or working the few vegetable barely visible Urban Forest trails.
gardens outside of town. Of course, the occasional perils are Vessels new to the village are expected to anchor sev-
the most serious, but are so infrequent that they are not re- eral hundred meters away from the docks and send a row-
ally expected from month to month, or even year to year. These boat ashore and implore the council members to let them
threats include invasion fleets by pirates from Port Folly, or, the conduct trade, disembark passengers or take on supplies. A
arrival of an army from either Aberratia or the Holy Purist Em- maximum of 10 crewman from any ship, or arriving group of
pire. While all these factions have made attacks on the village, strangers, are allowed to visit the town at any one time, and
as have hordes of reptilius and rat folk, no invader has so far visitors are screened upon entrance to the gate, asked a few
taken the town, Of course, on a few occasions, attackers have questions and evaluated. The officer at the gate will carefully
come very close to doing so, and would have had visiting exca- observe newcomers and if a group arrives that lacks mutant
vators teams not joined the citizens on the walls, or made dar- members, cyborgs, clones, bioreplicants or other enemies of
ing counter attacks on enemy ships and encampments. the Purists, then the Officer will consider the strangers to be
from the Holy Purist Empire and insist they hand in all their
Law Enforcement: Lower Freehold Militia soldiers serve as weapons to be collected on departure. There is no fee to en-
the law, as do visiting Southern Rangers, however, local peo- ter here.
ple will not tolerate barbarity, violent crime, slave taking or
bounty hunting within their walls, and will rise up and arrest Brief History: Sea Home was settled very early on, well be-
or kill criminals if they must. These people are known to be fore any other town in the Lower Freehold. The great defen-
both peace loving and proud and will do whatever they can sive layout of ‘the rock’, as well as the majestic slabs of an-
to ensure that visitors are treated well, that excavators are cient concrete, attracted several groups of isolated survivors
comfortable, and that nothing happens which might weaken who cooperated well together after decades of savage bicker-
the defenses of the town. Everybody knows how tenuous their ing. Needing to join forces against the raids by cannibal mu-
existence is, how few in number they are, and how badly their tants, monstrous new species of animals, as well as the sea
enemies want to conquer the village; they need dig teams. going raiders, the early inhabitants of Sea Home erected a
stout palisade and filled it with gardens and homes. To this
Military and Defense: Fitted on the Council Fort’s roof day, these resourceful, proud people continue to add on, im-
top, in a sand bag surrounded nest, sits a tripod mount- prove and reinforce the structures and defenses, as well as
ed, medium laser cannon, powered usually by a scrap built excavate underneath in the tunnels and chambers below.
generator motor far below in the structure’s basement, yet In the year 2302, visiting chieftains of what would later
can be patched into the solar or wind generator systems as become the Lower Freehold, invited the leaders of Sea Home
needed. This gun is the town’s only real defense against en- to join in a loose confederation of mixed race, non-religious
emy naval bombardment, and while each shot doesn’t inflict settlements, to present a united front to the growing power of
much more damage than a heavy catapult, it has an impres- the emerging dominion of Aberratia, and the already expand-
sive range, rapid rate of fire, and far better accuracy. Six mi- ing Holy Purist Empire. Sea Home was easily convinced to join
litia soldiers stand guard at this gun day and night, each is the Freehold, and to this day serves as a western fort, trade
armed with a crossbow, while a militia officer with an assault partner and guardian of this stretch of coastline, deterring en-
emy encroachment into Lower Freehold territory, fostering ra- Resources and Industry: Fishing, logging, small agricul-
cial equality and liberty for all. tural endeavors and numerous cottage industries flourish in
A few decades after union into the Freehold, a pirate fleet Sea Home; however, the main income for town is derived from
out of Port Folly showed up, emerged from the fog and devas- the accommodations utilized by excavation teams, traders,
tated the village, managing to kill half the population before sailors and Southern Rangers.
being driven off by the impressive firepower of the laser can-
non, a weapon given to the village only months before by the Accommodations: Sea Home is a small place, but its citizen-
retiring ‘Kaluth the Invincible’, a mighty excavator who led a ry know it needs to attract well to do travelers, and in particular,
large team through the local ruins for decades, and whom keep well armed excavators both within their walls and coming
made Sea Home his final resting place, his tomb is now in the and going from the settlement to keep the countryside more or
floor of the council fort. less safe. Because of this, the hotel, bar, bath house and stable
facilities are top notch, and situated together in one large, re-
Social Details: Sea Home’s people are proud of their achieve- cently re-furbished stone and scrap metal structure called The
ments, self assured in their fortress walls, and grateful to be a Digger’s Lounge. This structure was built under a joint venture
part of the Lower Freehold. Their reliance on the ‘the Gun’ as well between business entrepreneurs, local government and a cou-
as the constant augmentation of their army by the presence of ple of older, established adventure teams who wanted more
well armed excavation teams, not to mention the Southern Rang- luxurious quarters while visiting town. The lounge towers three
ers, has made them paranoid of leaving their enclosure. They stories above ground, and descends two stories underground.
are known to dread traveling, especially by land, and are often The main level is the bar, which takes up the entire floor and
ridiculed in other Freehold towns for their lack of support dur- seats well over a hundred people. The upper two floors consist
ing conflicts beyond their village walls. In truth, they never send entirely of rooms, some occupied by resident excavation teams,
troops to the eastern front against the Purists, and very few of others by whores, and a few by wealthy merchants who run car-
their young adults enlist in the Southern Rangers, nor become go ships from Sea Home on a regular basis. The lower levels
traders or excavators. To foster the ongoing protection by others, contain a bath house, medic’s office, and a series of rented
the locals have developed a reputation for hospitality, especially ‘self’ storage lockers. A stable is attached to the main building,
to Southern Rangers and excavation teams, so long as such war- but separated by a thick stone wall to prevent fires from spread-
riors are congenial, of mixed races and obey the laws. ing from one building to the next. A general store, relic dealer,
Sea Home people are hard working fisherman, loggers gem and jewelry trader, and a recruiting station for the Southern
and vegetable farmers; they dress in sensible wool, oiled leath- Rangers are all attached to the far side of the Lounge.
er ponchos and wide brim hats, tall boots, and never wear any- Rooms in the hotel portion of the Lounge cost 5 sp per night
thing too ornate or flashy. Younger women, and the many hook- for 2 person rooms, of which there are 2d6 rooms available, 8sp
ers who are employed servicing visiting men, do dangle gaudy for four person bunk rooms, with 2d4 of these available, and
plastic jewelry in their hair, but typically, these people are plain 22sp per night for the upper level suites, which are three bed-
looking, making up for their drab outfits and lack of style by be- room townhouses suitable for between 8 and 14 people, each
ing generous and warm, prone to laughter, getting drunk with with its own kitchen, wood stove, latrine and common room, of
total strangers, and making sure every visitors leaves with fond which there are d6-2 (0-4) available at any given time.
memories and good feelings about their little village.
The storage lockers are 2 meters deep, by 2 meters tall, in a God damn town as it is in the fricken wilderness. I know,
and one meter wide, and have locking, heavy wooden doors. The I too have felt a melancholy, a huge ‘awe, fuck, what the hell
replica padlock on the door has two keys, one for the renter to is the use’ why am I trying so hard. What good does it all do?
carry, the other being held by the manager of the Lounge. These Yep, friend, I’ve been there. You just need to go to a place
stone walled containers units, of which there are 20 in total and where you can put your feet up and not worry about getting
d8 available at any given time, cost 20 silver pieces per month robbed at every corner, drugged by whores, murdered in your
to rent. If the rent is not paid after a year of absence from the sleep in the hostels and inns.
locker, the management reserves the right to open the locker “Well, I know a little place called Sea Home that welcomes
and sell the contents for the cost of the over due fee. the excavator like a brother or sister, with open arms. They say
The bar area is fairly typical of such establishments, hav- that in that fortress-village, excavators have saved the town more
ing wooden tables and chairs in a large open room, a bar with than once, and so, they do whatever they can to make sure you
stools along it, and a few huge fireplaces for heat during the come back. You see, they have a tiny army, so need us diggers
cold months,. The staff is a mix of serving girls (2d4) in outra- to protect them. They figure if they can keep us in the vicinity,
geous, skimpy outfits, one bar tender working during the day, and day and night, we will keep the pirates, Purists or Aberrationist
d3+1 during the evening. Behind the bar is a side door leading ass monkeys from wiping them out. So far, it’s worked. I recom-
to a kitchen where a staff of half a dozen prepare meals. What mend you take a month off, go down there and forget the wars,
makes the Diggers Lounge bar unique from other bars, saloons the ruins, the lost teammates and just enjoy the hospitality, the
and taverns, is the collection of taxidermy encrusted on the walls fine beer, and the companionship of fellow excavators who are
and ceiling. There are stuffed Urcellia, wings outstretched and healing up there. You might even join a new team or meet a fine
hanging by wires from the ceiling, skullocks in full armor on the lover, and hey, if you do hanker for some digging, there are three
fireplace mantle, poised as if fighting an impressive Devi-bear separate sets of ruins within close proximity. Although, I guess
which snarls down at the doomed ‘peskies’. Also present are the threat of being attacked by Purists or pirates and such is
many antlers and horns of bizarre creatures along with skulls, real, but, hell, that can happen anyplace, right?”
tusks, horns, pelts and other dried or skeletal appendages deco-
rating the walls. Stranger still is a wall strictly reserved for an- For the Game Master: Sea Home has few secrets, no hidden
droid and robotic parts, most of them crushed or blasted and cults or undisclosed perils. Of course, as in any village trying to
inoperative and useless as spare parts for any needy mechani- attract commerce and well equipped, friendly guests, the coun-
cal being. There is also a large metal cage at one end of the bar cil doesn’t advertise the ever present danger of invasion forces,
room, suspended from the wooden beams of the ceiling. There is nor the infiltration into town by Purist and Aberrationist spies,
a 4 in 6 chance per evening that a captive is placed in the cage assassins, and saboteurs. These malicious foreigners are well
for the crowd’s amusement, to have fruit, shells, drinks and oth- aware that most excavation teams are open minded, of mixed
er substances thrown at it. See Below for a random list of what humanity and often, experienced dig teams are very well trained,
might be found in the ‘Trophy Cage.’ well armed and like elite strike teams, often able to devastate
an entire detachment of attackers. For this reason, many enemy
Table CR-4-2 Trophy Cage Occupant Table agents are specifically sent to various free towns to hinder, weak-
en or exterminate excavators. Likewise, in Sea Home, covert op-
2d6 Prisoners in the Trophy Cage erations are initiated by Purists, Aberrationists as well as pirates
to dissuade wannabe diggers from either taking up the career
2. Purist woman, prostitute, charged as Purist spy
path altogether or from staying long in the village.
The locals will always side with excavators in almost ev-
3. Human, raider, charged as a pirate saboteur ery instance of a fight between diggers and suspected en-
4. Human, soldier, captured Purist zealot emy agents, and brutally punish their enemies. In the streets,
if excavators are attacked, local citizens will grab whatever
5. Skullock weapons they have at hand and rush to the defense of their
6. Reptilius welcome guests, an activity which is seldom, if ever, seen
anywhere else in the region, even in Pitford, which boasts that
7. Bipedal rat it is the main Excavator’s support town in the region.
8. Moaner GM’s should make it apparent to players of excavators
that their character’s are very well thought of, that people
9. Warmort nod, smile, or bow when the PCs pass by. In shops, they will
Human, soldier, captured Aberrationist spy, has always be given extra special service, deals, and free sam-
10. ples of food stuffs and drink. In addition, commoners and mi-
d3 minor mutations
litia soldiers of the opposite sex will be flirtatious toward good
Mutant woman, prostitute, charged as DOA spy, looking diggers, and the prostitutes in particular have been
11.
d3 minor mutations. instructed to be courteous, and exceedingly giving in their
Android, combat model, arms removed, charged love making acts with excavator clientele.
12.
as Mecha Infiltrator
staying near other people. GM note: This fellow could be anyone, Nighttime Street Encounters: d6-2 (0-4) rolls for street
either as part of the GM’s existing campaign or somebody new. occupants on table B, page 381, with a 3 in 10 chance per
Ideas include a thief, DOA assassin or spy, undercover Freehold passage of a special encounter from the following, d6, or d6+1
Ranger, bounty hunter or even a shy excavator wanting to join the if a visible mutant is present.
PCs on their next quest. 1. While passing a dark alleyway, d6+2 men leap out brandish-
2. Moving along the street, a group of women, fixing fishing nets ing sabers. The lead PCs see the attackers are all mutants (treat
and skinning potatoes, smile as the characters go by, the older as raiders with one minor mutation each, however, one, their
matrons bowing respectfully, while the young women wink at any leader, has d3 prime mutations as well, and hangs back to com-
men of 20 or better appearance. mand the others.) “Pure stock filth!” The leader hisses, even as
3. A unit of militia soldiers, 4+d6, are marching by on their way his Aberrationist guerilla fighters charge forth, trying to attack
to or from a watch on the walls. They step aside as the PCs draw pure stock appearing or cyborg characters only. “You think you
near, bowing their heads, while one says: “Welcome, comrades. can help these doomed people? When our armies liberate this
You honor us with your presence in Sea Home. Blessings upon you place, we will free all the mutants from you inferior, lesser men!
and your families.” Die now, as the age of the mutant sweeps over your ilk!”
4. An old man, wearing some sort of ancient United States uni- 2. d6+2 prostitutes, step out from a small, unofficial brothel,
form and a holstered auto pistol at his hip, hops out from a smiling, flaunting themselves and occasionally exposing more
doorstep on his one leg, leaning on a crutch and smiles through of their bodies than is commonly acceptable in public. “Well,
bad teeth. “Noble Explorers!” He wheezes. “I was once a Dig- look what we have here. Big brave excavators. Say, did you
ger, too. I came from the East, from Holeville, long ago, and know that we have a special contract with the Council that for
never went back. You should make this town the base of your every one of us you hire, at our special rate of two silvers per
expeditions, a choice I certainly never regretted. God bless you romp, that the village council will pay us an extra coin more?
and all noble archeologists!” Don’t think we are cheap because we cost less than the floo-
5. A commoner woman rushes up to the characters, grabbing zies in Sorrow or Steel Hill, no sir, those girls are amateurs, who
a random PC by the arm. “Please, Outlander,” she begs, drop- don’t know their away around a man or a woman’s body. Now
ping to her knees. “You mustn’t leave here, we need your caste get in here and let’s get you out of those dusty trousers.”
to protect us from the sea raiders, the Purists and the Aber- If any characters decide to indulge, they will be taken into
rationists!” Other people in the street come over and help her a cozy, dimly lit den where the woman will serve wine and em-
up and pull her away, gently. “Please,” goes on the distraught brace their clients in secluded, curtain concealed alcoves in the
woman. “We are too few to stand up to their armies. They will small house, going out of their way to make sure the character
wipe us out, every man woman and child!” in question is well satisfied, comforted, and lulled into deep re-
After she is removed from the street into a shack, an- laxation and peace. If the character wishes to spend the whole
other woman steps up. “Poor dear,” says the other woman, night and just sleep, he or she is allowed, and will even be
shaking her head. “A year ago, pirates attacked by a land and served an excellent breakfast.
sea, and her son and husband were both killed in the fighting. 3. d3 excavators are limping their way down the street toward the
She is right; we are too few, in spite of our bravery. Without the PCs, one looks like he or she won’t see the morning. “Hail, fellow
gun,” She gestures toward the western Wall. “We would be oc- archeologists,” one manages. “Oh, It wasn’t anything here in town
cupied by our many enemies. If you could linger for a week or which took us apart... got the other five of us killed... no, not in this
two, it would be comforting to us all, and please tell others of splendid town. We were down in the Scrub Ruins. They ain’t big on
your caste to visit, or base camp from here, too.” the outside, but under the clay of them badlands are click upon click
6. While passing a cluster of tunnels, buried shop-
of fruit and vegetable sell- ping malls, offices, and
ers, a shop keeper has crushed junk. We ran into
his son rush out with an more rat folk than I ever
apple for each character. seen anyplace before. We
The Boy says. “My father must’ve killed thirty before
says that you are wel- they even reached us. Our
come here, that you must companions are probably
consider our village as gnawed to the bones by
your second home.” now... God rest their souls.
7. A group of d3+2 no- Well, mates, good luck. We
madic peddlers, treat as better get this Digger to
raiders, lead their d6+1 that healer, Gajolm.” GM:
mules down the street. Is this an opportunity for
Upon seeing any mutant any players who are down
character’s passing them, to one character to roll up
they suddenly draw short a new PC?
swords and make to slash 4. d4+1 Urcellia sudden-
at the mutant(s) only, in ly sweep down into the
melee range. “Die mutant streets, attacking ran-
devil(s)!” They scream, dom occupants, possibly
“God is with us! He sees the PCs as well.
our devotion and will smite 5. Quite close to where
thee snakes! You, low off- the character(s) walks,
spring of the horned one! erupts the sounds
Fornicators with the goat!” of men shouting and
They will fight to the death, and should they manage to defeat the alarms bells sounding on the wall. d6 commoner men soon
characters, they will then turn on the citizens, killing any mutants enter the street from the homes around the PCs, each carries
they can find before themselves being cut down. a bow and quiver of arrows and wears a dagger on his belt.
Upon seeing the character(s), one exclaims: “Rat men! The After 6 pm and until closing, at 4 am, however, there will be
bell chimes are coded to tell the village what the alarm is for. 2d6 prostitutes, 3d6+3 patrons from bar patrons table B, d3+1
Come, man the walls with us, and fulfill your destiny!” If the bar tenders and 2d4 serving girls working here. Unique encoun-
character(s) do follow the men to the wall, see 5A, but if the ters occur with a 1 in 6 chance per hour during the day, and a 1
character’s don’t, see 5B. in 6 chance per half hour in the evening. If an encounter occurs,
5A. The commoner men leads the PC up a catwalk and roll d6 during the day time or d10 in the evening.
peers out over the coiling roadway 5 meters below where a 1. From where he sits at the bar, barely touching his beer, a
mass of bipedal rats with ladders and grappling hooks are as- lone man wearing a wool cloak looks over at the characters. If
saulting the walls! There are 2d6 militia soldiers defending there are any mutants in the PC group, the man seems to look
around the PCs, and below, 2d6 bipedal rats with bows firing up at them the most; however, if no mutants are in the PC group,
at their position. The character’s side gains -20 DV due to the he simply ignores the characters for as long as they are in the
cover of the palisade. 3d6+6 other bipedal rats are setting lad- bar. If, on the other hand, there are one or more mutants in the
ders and throwing grappling hooks, and climbing upward rap- PC group, there is thereafter a 1 in 6 chance per half hour that
idly! One ladder is directly in front of the character’s (group’s) the cloaked man gets up and makes his way over toward the
position and d6+2 rats are on it. If any of this group are not character’s table, pretending to be going to the latrines. When
slain, they reach the top of the wall and leap over among the he gets within d6 meters of the characters, he suddenly draws
characters for melee combat. They use clubs and shields. If this a musket pistol and aims at a random mutant. If the man wins
portion of the attack is resisted, other siege attacks elsewhere initiative, he fires before the character can get up, let alone
around town are also thrown back, however, if failure results at draw a weapon. After firing the musket, the Purist howls. “God
the character’s position, then the town is over run by hundreds is my witness! Rise up, pure men of Sea Home, only with the
of bipedal rats who will butcher the humans and devour them, blood letting of the mutants can we show our Lord our true de-
forcing the survivors into the fishing boats at the docks who can votion!” He then draws a machete and charges at any random
row away a half kilometer to watch their town burn. mutant in the PC group, and will die fighting.
5B. There is a 67% chance the attacking bipedal rats are
2. A prostitute leans over the most attractive male character in
defeated and all is well, however, if the rat men are not stopped the group, and whispers into his ear. “Listen, you gorgeous hunk
at the walls, there is a chance that some portion of their inva- of masculinity, I know I am never going to get rich like this but I
sion force have made it into the streets. The character(s) sud- wanna get you in my room upstairs and make you thank the mak-
denly see 2d6 bipedal rats pour into the street ahead of them er that you came to Sea Home. In my arms, you will succumb to
10+d10m away, using clubs and shields, while behind the the greatest bliss any man has ever known. Tonight, I am doing
characters, another 2d6 appear, 10+d10m away as well, using this for freedom and fun, not money, so keep your coins in your
bows and arrows which they fire on the PCs with if they get the pants and lets enjoy whatever else you got in there.”
initiative. If the characters cannot defeat this group, neither 3. GM note: re-roll this result if the PCs don’t look like excava-
can the village throw back the bipedal rat swarm all over the tors. The bar tender and two serving girls come over to the PC’s
village, and the town is taken by these man eaters. Many of the table with a couple of jugs of beer, a plate of steaming potatoes
non-combatant humans make it to the docks and flee in row- covered in melted cheese, some chicken drum sticks and vari-
boats, watching their town burn, hearing the screams of their ous vegetables with dipping cheese sauce. The bar tender bows
people as the rats torture and then eat them. low and speaks loud enough for everybody in the noisy lounge
6. A door opens and a commoner family frames the entrance to hear him. “On behalf of the Council of the Wise, who have ob-
way to a small shack. “Please, outlanders, come join us for drinks served you’re arrival in the Village, we present you with this feast,
and food. You may stay the night if you please.” If the character’s and bid you welcome to Sea Home. May you think of our peo-
agree, they are admitted into a modest, timber and scrap met- ple kindly, as we will keep you in our prayers, and look forward
al home, where a man, a woman and their d3 children and d3 to your safe return from whatever adventures you under take.”
teens, some mutant, some not, bow low respectfully and show With that, the entire crowd cries out in cheer and applause. Ev-
the PCs to a heavy wooden table in the middle of the main room. erybody seems to want to shake the character’s hands, and the
The woman of the house rushes about getting glasses and a bot- PCs can’t seem to get anybody to take their money even when
tle of red wine. “We apologize for our poverty, we are simple peo- asking to buy more drinks that night, as the beer and wine are
ple who live off the sea, fishing the salmon and many other sleek replaced before any excavator’s glass is even empty.
things of the ocean. I always dreamed to become an excavator, 4. An old man asks if he can sit down. If allowed, he leans over,
but, alas, my heart was not build so stout as your own, nor was I grinning, the smell of strong drink on his breath. “Friends, you
gifted with mutations of great use.” The characters are well fed may not know the whole history of our great village. I was born
and offered a back room, blankets and pillows on which to spend here, I have seen many enemies pound at our gates, throw fire
the night. In the morning, the characters are invited to live with onto our roofs, scale our walls, and land in the streets on the
the family for as long as they stay in Sea Home, and that if they backs of great bats or in airships. And on every occasion, cer-
return to town at any time, that a hearth awaits them, always. tain doom was postponed by the selfless deeds of a few, a few
7. “As God is my witness!” Shouts a voice from a nearby roof- like you. Listen, I know I’m a drunken old fool, but hear me out.
top, adding, “May the one true God smite thee, aberration!” A The fact is we don’t have enough troops. We are too close to
crossbow bolt flies toward a random mutant (fired by a lone the ruins, pinned in by the rat folk, too close to Port Folly, and
Purist 4+d4m up on a roof). Simultaneously, hooded figures too important to the Aberrationists and the fricken Purists to
leap out of the shadows d3+1m away brandishing machetes, leave alone. Without elite, tough little units like yours staying
one per character in the PC group. “Die Satan spawned, grave in town on a regular basis, our enemies would wipe us out. I
robbing heretics!” Cries another as he charges forth. “My blade am begging you, to please continue the proud tradition of your
shall be my devotion made manifest! May God witness my hour caste, and make Sea Home your base camp. We will show you
of glory!” Treat the Purist zealots as raiders. the sort of respect you deserve, like you will get no place else
in this or any other region.” He then slides a random gift into
the middle of the table and says “Keep this, may it serve you as
Diggers Lounge Encounters During the day the bar is qui- well as it did me.” Roll d6: 1. Relic weapon WC-RC/ 2. Spotlight,
et, and only occupied by d6 prostitutes, d6+2 rolls from bar pa-
fully charged/ 3. Force field generator, fully charged/ 4. Subma-
trons table B, page 384, 1 bar tender and d4+1 serving girls. chine gun, full clip/ 5. Razor sword/ 6. Ballistic vest.
5. A group of d6+3 drunken toughs, treat as raiders, but each with derstandably, I am looking to join another group, one with better
a minor mutation and fighting at -20 SV due to their intoxicated luck, such as yourselves. What do you say?”
state, will ignore the PCs if any obvious mutants, cyborgs or other 8. An old man, treat as a commoner, steps up to the charac-
visible non-pure stock appearing individuals are in the group. ter’s table and smiles. “I am selling a relic that had been giv-
If, however, the PCs are only pure stock appearing, the en to me by my father’s father. In my time, it used it to defend
thugs start to talk loudly among themselves and draw the at- our village from rat men, Purists and Aberrationist freaks,
tention of those nearby. “Look at these precious outlanders. I and now... as I have no child to leave it to, no heart left to
wonder if they are what they say? Maybe they’re really Purist explore the ruins, and can’t see well enough to tell the en-
agents, posing as excavators! What say we dangle them by their emy from my own people, I thought I might present it for sale,
feet over the dock wall, dip them in the sea and see what we to ones who might put it to use, defending our blessed little
can catch?” There is a 2 in 6 chance per half hour thereafter community.” He pulls out the item, and says the fixed price.
that the rough men get out of hand and begin to throw insults, If the characters can’t afford the item or aren’t interested,
food and half finished mugs of beer at the characters, and if he moves off to find other excavators in the crowd. Roll d6;
the PCs are of lesser number than themselves, they proclaim 1. Razor sword, 500+3d100sp/ 2. Shotgun pistol, plus d6
challenges to the characters. Regardless of whether the 2 in 6 shells, 700+3d100sp/ 3. Pump shotgun with folding stock
odds occur, the men continue to tell others that the characters and d6+1 shells, 800+d1000sp/ 4. Wrist gun and 4+d4
are Purist spies and should be hanged. Most people don’t take rounds, 400+3d100sp/ 5. Pocket pistol with 6+d6 rounds,
these ruffians too seriously. 700+3d100sp/ 6. Auto pistol with 3d6 rounds, 900+d1000sp/
6. Some fishermen enter the bar and are speaking quite ex- 7. Submachine gun with 4d6 rounds, 1200+d1000sp/ 8. Sur-
citedly as they take up a nearby table. The d6+2 men tell oth- vival rifle with 3d6 rounds, 700+4d100sp/ 9,10. Assault ri-
ers around them of what they fle, with folding stock and 3d6
saw while on the water that rounds, 1500+d1000sp.
day. Roll d6: 1,2. “We saw three 9. A merchant and his 2d6 mi-
pirate battle barges and sev- litia soldier-sailors enter and
eral longboats, heading north, take up a table. After awhile,
quite possibly to Memory or to the merchant stands up and
raid shipping lines along the makes an announcement.
Aberrationist coastline. We told “At dawn, I sail my barge, the
the council, and they radioed Wal-Value Queen, and we have
those good folk up in Memory room for up to ten passengers,
to be vigilant.”/ 3,4. “We saw a even their horses or dogs,
god damned Purist battle barge, whatever you like, the cost be-
right off Elbow Island. They had ing....” Roll d6: 1,2. “8 silver per
some kind of binoculars out, we person, our destination being
could see that much, and they Memory.”/ 3,4. “16 silvers, as
were just watching our town. we sail for Safe Port far beyond
We rowed the hell outa there!” the Dominion of Mutants.” / 5.
/ 5,6. “Well, we were heading “5 silvers as we go only around
back from some good fishin’ off the bend to Sorrow.”/ 6. 8sp,
Elbow Island, and we looked to for we go to Steel Hill, and must
the cliffs along the shore of The cross through waters patrolled
Scrubs, and on the ridge there by the Purist damned navy,
is a hoard of god forsaken rat curse their mothers.”
folk, more than any of us have 10. A group of 3+d3 Southern
ever seen. We told the gate of- Rangers enters the bar, smile
ficer and he assured us that at everyone, spot the charac-
the guard would be doubled to- ter group and smile as they ap-
night, that within a day or two, proach them, extending right
we might be in for a fight.” hands to shake the PC’s hands.
7. A lone excavator is sitting at “Welcome noble archeolo-
the bar, and raises his or her gists and adventure seekers”,
glass to the characters. After grins their leader, an NCO. “We
an hour, the individual gets the were told that you’d be found
nerve to come ask to join the PCs and says d6: 1,2. “I am geared in here, but won’t waste your time, as I see you have drink-
up, young and fit, but, am just starting my career as a digger and ing to accomplish. We are Southern Rangers, not to be mixed
came here from Sandbarra to join a dig team. Are you accepting up with our brothers and sisters up in the Northern Freehold,
new excavators?” / 3,4. “Isn’t this town great? I’ve been to a few the Scouts. We heard about you, and came to educate you in
other places, but never been treated so well. I am, however, here our caste, and hopefully, enlist you into our ranks. We need
to hook up with a excavation party heading for the Dethpool or people like you, brave, independent, not motivated by racial or
Overgrown Ruins. I hear that they are not as deadly as other dig religious ignorance. The pay is 45sp per month (see page 64)
zones, nor as relic rich, yet, also not so picked over. I am just you will be given food and quarters in any Lower Freehold town
starting this career path, and would like to try out some easier you arrive at. You will be commanded by sensible, experienced
debris piles before I get a crack at the Great Ruins. Are you tak- officers and earn great glory fighting the enemies of our small
ing recruits?” / 5,6. “I was part of a six digger team, up until last but steadfast nation. Ride with us at dawn to Steel Hill, where
week, but we entered the Overgrown Ruins and found a weed the Ranger fortress is located. There, you can hear the words
choked skyscraper, went half way up, and wham, we were torn of our superiors, and decide for yourself if you would like to join
to shreds by something. I never got a good look at the fricken the most noble, well respected force in the region.”
things, but they squealed and they got everybody but me. Un-
Law Enforcement: Both Local militia soldiers and Southern between Jaw Creek, northward for about a dozen kilome-
Rangers are authorized to arrest law breakers, intervene in ters, then east and back down toward Sorrow, keeping the
bar room brawls or detain anybody suspected of being either trail clear for trade caravans as well as offering some protec-
a Purist or an Aberrationist. The law’s response toward petty tion to the herdsmen who graze their livestock beyond the
crime, such as theft of life essentials, unarmed brawling be- walls by day.
tween willing combatants, and whatnot, usually results in the Stationed at the docks, day and night are a squad of
guilty having to work off the value of stolen or damaged arti- 30+d12 ‘Marines’, treat as more militia soldiers, however,
cles, or, in the case of fist fights and feuds, both sides are put these troops wear waterproof leather ponchos, are armed
in a jail cell together and ordered to talk it out and patch things with crossbows and battle axes, and are mutants, each with
up for the good of the community. For crimes which involve a prime mutation. Their main job is protecting the wharf area
armed robbery, muggings, rape, murder, or any hint of Purist from beasts who might stray up onto the wooden decking,
or Aberrationist motivation, the punishment is severe. Se- questioning those who arrive in small open boats, as well
rious crimes, including hate speech by Purists or Aberra- as launching into four longboats to inspect unfamil-
tionists who preach extermination or enslavement iar barges seen entering Mud Inlet, interviewing the
upon the other, are publicly whipped and placed captain and crew, examining the cargo, and being
in a steel cage, suspended in the town square for ever vigilant for Purist or Aberrationist treachery.
all to ridicule and abuse for 3d6+4 days. Plus, the Of course, if an enemy invasion fleet enters the
convict is stripped of all wealth, land, slaves inlet, this detachment will retreat behind the town
and title. In extreme situa- tions, where walls instead of rowing out to their doom.
a death was the result of In addition to troops, there are a few archa-
any factional criminal act, ic artillery units at the disposal of the town,
or the attempt to as- with the four, open topped, small sea towers
sassinate town offi- mounted with a catapult on each, sup-
cials, the guilty will plied by 5 catapult stones
be dragged into and 10 catapult
the town square fire pot projectiles,
and be evis- with a crew of 3 op-
cerated. Those erating each. In ad-
killed in his fash- dition, there are 4 heavy
ion will have their ballista on wheels which are
corpses hanged in kept near the front gate and
their own organs standing by to face whatever might
and left dangling in the bash through the steel plated doors.
square for two days with The main relic defenses of the town
a sign about their necks include a rocket launcher at the Land
proclaiming their crimes. Gate, mounted on a tripod, manned by 5
Anyone arrested for any militia soldiers, but only supplied with two
crime, will be put into foot and battle rockets. At the Sea Tower a chain gun
hand manacles, allowing a move- (fed with 3d100 rifle rounds) points out to-
ment rate of half their normal ward the inlet. Besides these relics, the town
speed. Only a person of 40 or has a missile launcher which
better strength can even is stowed in a secret, rotating
attempt to break these location to avoid enemy sabo-
bonds, with one try per hour tage, supplied with d6 assault
allowed and success had by missiles and d6 incapacitator
making a type C STR based missiles. Loyal town soldiers
HC. Prisoners will be kept watch this device at all times,
in civic jail for d3 days and will bring it out of hiding to
before being dragged either the Sea Tower or Land
to the Magistrate, who Gate area should the need
besides being the town arise. The threat of this launcher
leader also passes judg- is such that most raider maraud-
ment in a rudimentary basement courtroom. Witnesses, if any, ers, pirate flotillas and other intelligent attackers avoid assault-
are called forth in no particular order, questioned, and then the ing the town outright, but instead prey on trade and travelers
magistrate sentences the convicted person. The current magis- going to and from the site.
trate is known to take bribes in gold coins to ensure he hears the Being located between two belligerent nations, and not
guilty person’s case with a more open mind always sure of where a pure stock or mutant’s loyalties truly
resided, Sorrow has always needed troops who were capable
Military and Defense: The military of Sorrow includes of unquestioning loyalty and unbiased responses to whatever
60+d20 militia soldiers, using crossbows while defend- calamity or threat might arise. Robots, understandably, do not
ing walls, but shields and spears with machetes in melee care whether a person is a mutant or a pure blood, and will
or street duty. The standard Sorrow militiaman or woman do its duty to the best of its ability, obeying the Magistrate or
wears a forest green jumpsuit under his or her armor, with a one of the four Squad leader officers as directed, or by pre-
decorative white sun symbol sewn into the chest and paint- programmed commands. Sorrow once had a couple of dozen
ed on the shields, denoting these troops as Lower Free- mixed robots, all fitted with reliable weapons and their violence
holders. There is a cavalry detachment of 20+d10 horse inhibitors removed. Many of these units, mostly household ro-
mounted militia soldiers, armed with musket pistols as well bots and the like, were turned to junk long ago by repeated Pur-
as sabers, but lacking shields, who spend their day riding ist assaults. Now, only a handful of operational units remain:
d4+5 household robots fitted with longswords, guarding the The village site was first called Briteshore, reflecting the
second floor offices and residence of the Magistrate, located optimism of those first settlers. In subsequent years, the
at the Sea Tower. These units will follow their master into battle town suffered terribly at the hands of wandering raiders out
if the current Magistrate joins those on the walls during an at- of Twisted Wood, or else from bipedal rats, which even a hun-
tack, otherwise they will stay at the tower and guard it and the dred years ago were growing in population and intelligence
other occupants and contents of the structure, killing anyone and mounting organized attacks on human settlements. In
who does not surrender. the year 2259, Briteshore was overrun by the rat-men who
Secured away from terrorist attacks until needed are killed most of the adult males, while everybody else leapt
d4+2 Light Infantry robots, who are stationed in the Sea Tow- into fishing boats and a pair of large transport barges which
er’s basement. These robots are the so called ‘secret weap- had luckily docked there to barter for food stuffs, and fled off-
on’ of the town, even though everybody knows they exist. shore. The populace returned to find their town burned to the
Other non-human forces reside at the land gate, where ground. The survivors immediately hired a team of powerful
guards keep d6+3 mutant dogs in a kennel to one side of the mutant mercenaries, called the Lukarra, who had come to
portal. These particular mutant dogs are of a carefully bred the village on numerous occasions to re-supply themselves
strain, having thick shells (DV -25, MV 7,) plus enormous, hair- while exploring the nearby ruins. The mercs agreed to guard
less heads with terrible bone crushing jaws (SV 01-70, DMG the villagers while the populace re-built the site. The mercs
d12+6). The hounds are trained to track down and rip apart any- managed to defeat successive waves of the rat-men, earning
body whom their handlers direct, or give the scent to. They will a place of honor among the townsfolk and being welcomed as
track individuals for up to 4+d6 days, losing the trail only if the full fledged citizens.
prey crosses a creek or river or a downpour wipes out the scent. By the year 2295, Purist forces were annihilating mutants
Beyond town, Southern Rangers, their number unknown, throughout the region, and Briteshore joined with Steel Hill in the
may or may not be in or around Sorrow at any given time. These defense of the area. While the main body of the Briteshore forc-
rangers are recruited from all Lower Freehold settlements, as es were off waging a ground war, a Purist invasion fleet assault-
well as proven, battle tested volunteers from other lands who ed the town, entered the streets and butchered anyone who was
support the ideal of peaceful coexistence between men and mu- not clearly a pure stock. A great number of villagers fled out the
tants. Many of the Northern Freehold towns support these rang- land gates and dashed for cover while behind them, the Purists
ers, and have their own equivalent riders who occasionally aug- burned their beloved village to the ground. When the community
ment or serve among these southern, hard pressed Rangers. was later rebuilt, the people renamed it Sorrow. In recent years,
See Lower Freehold, page 64 for details about the Southern both the Purists and Aberrationists have made attempts to sab-
Rangers, what their statistics are like, their disposition, and how otage the town’s defenses and assassinate the leaders as well
excavators or mercenaries can become Rangers. as citizens and visitors of the enemy race. Only the tenacious,
proud nature of the people of Sorrow allows the hard pressed
Visitors to Sorrow: Like most towns, there is no admittance town to exist, that and their allies within the confederation of the
after sunset. Additionally, both the land and sea gates will re- Lower Freehold. Many people, however, are of the opinion that
main closed during times of war when enemies are intruding on unless Sorrow can secure a new force of protectors, such as the
Lower Freehold lands, and only opened when a person or group Lukarra of many years ago, the town is doomed.
appear to pose no threat, are familiar and well liked, or agree
to disrobe and disarm. Even during times of peace, groups of 4 Resources and Industry: The grasslands to the north and
or more all pure blood or all mutants will be directed to disarm east offer amble grazing for herbivores, both wild and domestic
and disrobe, and if allowed to enter, will have to sign in all relic which the locals harvest and export in the form of meat, fur, mounts
arms and armor at the gate house for later collection upon de- and leather products. Other industries include a bountiful harvest
parture. If, however, a mixed group of mutants and pure stocks of fish from the sea, plus accommodations for traders, nomads,
arrive, who have never been to Sorrow before, they will be also and excavators who frequently explore lucrative ruin sites nearby.
be told to sign in all relics, but not have to strip down to their
underwear before the gates will open. Accommodations: Sorrow thrives on trade and ruin ex-
Frequent visitors, either excavation teams or traders, boun- ploration, and for such a small settlement, has some of the
ty hunters, scavengers and the like, who are well known to the finest accommodations around. There is a large bar with at-
guards and never cause a stir, will be able to come and go with- tached hostel. A bath house and laundry facility, massage
out much more than a friendly handshake and well wishing, parlor and brothel, and a simple but well run clinic. Here too
and there is no need to hand in their relics. It takes about four are the standard general store, relic dealer, gem and jewelry
‘peaceful’ visits per season to get this warm reception. trader, barber shop and numerous street peddlers. Unofficial
There is a slight 1sp cost to enter town, at least for total home based inns, whore’s quarters and countless cottage in-
strangers, while regulars and citizens of the town come and dustries round out the services available to travellers.
go without charge. Anyone who is clearly a runaway slave from The Bar, called the Infinity Pub, is made of scrap metal, plas-
some other land or non Lower Freehold settlement will be al- tic, Plexiglas windows, and a ceramic tile roof, and is a massive,
lowed into town, but will soon be bushwhacked in some shad- four story structure with numerous smaller buildings attached to
owy street or alley and sold by thugs to the logging foreman it. The first floor is a reception area and slop house, where arriv-
as a slave, if strong, or sold to the Casino as a kitchen slave or ing patrons can either book a room, go left to the slop house for
worse, if attractive. some stew, or to the right, down a wooden spiral staircase into
the noisy, smoky bar below. Also at this main level are various of-
Brief History: There is no firm date on when the current fices, rented by a dentist, a transport company (Truval Couriers
town site of Sorrow was settled, but everyone agrees that it & Communications Co.), an astrologer (Maggie Glass Skin), a to-
was first inhabited by boat people coming down the coast bacco shop which sells various tobaccos (2sp per 200mg pouch,
from further up the distorted, bomb tattered California coast- cigarettes 1sp per 6, pipes 3sp each, chewing tobacco 2sp per
line. The protective barrier formed by Crow and Steel Islands 150mg pouch , as well as marijuana slims for 4sp or party joints
and the Gate Reef kept out the larger waves as well as forced for 8sp).
the ships of marauders to come into Mud Inlet through one of An ornate, hand carved staircase leads up to the hostel
four narrow channels. rooms and private units; with the staircase always guarded by
a pair of mercenary soldiers (treat as elite soldiers with a relic shop and laundry services, each coasting a silver piece, but
weapon each) who are ready to stop any unregistered guests who the entire place is overrun with cheap, shabby looking hook-
have not been admitted and directed to the staircase by the two ers who pester the clients of either sex. If these sordid, often
or three attractive women who work the admittance area. deranged whores do manage to seduce a client while he or
The upper levels are divided into two sections; the sec- she is bathing (charging only d2+1sp per trick), these whores
ond floor is for hostel guests, where there are 8 four person must pay the owner, Bert, a percentage of their fee as a com-
bunk rooms available (d8 currently occupied) at a cost of 5sp mission. Uncle Bert, a grossly fat, bisexual mutant with two
a night, plus, 6 one person rooms, (d6 occupied) which cost heads, red hair and skin, and a lecherous, peeping-tom habit,
3sp per night, and finally 4 deluxe suites (d4 occupied), hav- is well known in these parts for his liberal ways, household or-
ing three sleeping rooms with a double bed in each cham- gies and mistreatment of slaves, of which he owns many.
ber, plus a main room (which sleeps up to 6 more people) The massage parlor and brothel, which is simply named
and kitchen area, private latrine and balcony, all for 20sp per The Red Garter, is in direct competition with the pub and the
night. Above the hostel level is the ‘lease holder’ level. Here, bath house for clients. Sorrow gets a lot of trade and excava-
there are 12 separate, four chamber units which are occu- tor traffic, and the men and women among these new arrivals
pied by long term tenets, such as merchants, traders, the are often keen to wring a moment’s pleasure out of a life of
odd adventure team, slaver, bounty hunter or oth- pain and hardship, and thus they indulge in the erotic servic-
ers who can muster the 200sp per month lease es of various prostitutes. At the Red Garter, the women, as
fee. These rooms are said to be very well con- well as assorted she-males, dual-gendered freaks, cross
structed, with real glass windows, balconies, dressing homosexuals, and synthetic human concu-
private bath a latrine areas, a cook stove, bines, are the most attractive whores in town, and cost
and three bedrooms leading off of the d6+2sp per hour, or, 12 +d12sp to stay in a hooker’s
main living room area. Occasionally one of room all night. The building is guarded by a unit of
these rooms is up for lease, with a mini- 6+d6 soldiers using musket pistols and steel clubs,
mum 4 month lease agreement, paid in ad- all of them mutants with a prime mutation each.
vance, mandatory. The odds a suite coming The Madame of the house is a middle aged
available is 1 in 20 per month. woman, Kassarina-Buxolla known to be telepathic,
The pub area is an enormous warren of and suspected of having a great many other ghost
both newly built and ancient construction. Like mutations. She is one of the few people around to
nearly everywhere else in the region, below own, and openly wear a laser pistol, a fact which
the surface of this town exists layers upon lay- makes her clientele pay up without argument,
ers of ancient Los Angeles, much of it filled even if their sexual experience was less than
in with silt, flooded by tainted water or as yet un- satisfying.
breached and left as it had been hundreds of The massage parlor is on the main
years ago. Within the Infinity Pub, a large exca- floor, and occupies a half dozen small, can-
vated chamber of the old ones, the main area dle lit rooms, blocked off from the main
is well lit and active, with a boisterous crowd ev- area by thick drapes. The typical massage
ery night, while the ancient side passages, often costs a silver coin, and is used as either a
used by whores to conduct their amatory busi- prelude to amatory activates or a wind down
ness, or else by thieves waiting to catch a wan- from frolicking upstairs, however, many bat-
dering drunk, are said to meander for many me- tered and bruised excavators and warriors use
ters here and there, often leading down into deep- these services purely for relaxation and therapy,
er ancient chambers, all well looted of anything of without the need for sexual activity.
value and often chest deep in sea water which has The town clinic is open to all visitors, and is ba-
seeped into the place. Rumors have it that the lo- sically a two story home, with the upper floor serv-
cal authorities have banned all further excavations ing as the living quarters to the doctor and his staff
under the town, and blocked all entrances into of 4+d4 nurses. Doctor Abraham Jeggy-Polla is a
the Infinity area, due both to the threat of radioac- tall mutant with blue skin and white hair, a 5 skill point medic
tive contamination, but more likely, to hinder the intrusions of and the owner of an extensive relic medic’s bag. His nurses, who
the rat-folk, who are known to occasionally use these under- are interestingly enough all females of good looks, are 1 skill
ground networks to make raids on their human enemies and point medics, who work for the older man, but also study under
food source above. him. A fee of 15sp per day is charged for attended healing in the
Attached to the pub is a stable, where one can keep a rid- 14 bed clinic, and 80sp for any surgical procedure.
ing dog, horse or other mount in a private stall for 2sp per night.
Small relic vehicles, such as ATVs, motorcycles and whatnot For the Excavator: The more uneventful and polite visits
can also be stored here for 4sp, but one must provide his or her new excavators make to this town within a year, the better
own guard unit or else have the article stolen. Cars, tanks, dune liked and better treated the diggers are. Such regulars are
buggies, gyrocopters and the like can also be stored in the rear, often given nicknames, free drinks and meals, courteous
gate enclosed courtyard at a cost of 20sp per night. treatment by the soldiers and remarkably excellent service by
The slop house serves very basic food stuffs, such as rab- prostitutes and merchants.
bit stew at night (2sp), vegetable soup and biscuits for lunch
(1sp) and pancakes or eggs for breakfast (1sp). Beer (1sp) and For the Game Master: Locals tend to lock themselves in-
wine (2sp) can also be ordered up from the pub as requested. doors at night and worry more about growing bipedal rat in-
This part of the inn is usually pretty tame, and many travelers cursions rather than the larger conflicts between man and
with children are able to bring their kids here for a meal without mutant, and thus don’t get too involved in the guerrilla scraps
the usual dangers associated with a new era bar. going on in their own streets. The smart resident of Sorrow
The bath house, called Uncle Bert’s Bath and Wash Com- knows full well that he or she is best to wed a person of the
pany, is a ramshackle, poorly constructed building, housing an same race, mutant or pure stock, since at any time a power-
odd, poorly run business. The baths are fine, as are the barber ful occupation force from the Mutant Dominion or the Purist
witch burners, could show up; thus, fleeing into one land or 5. A patrol of 4+d6 town militiamen, come marching along
another might be necessary to survive, and since a couple of the street, shields held close, their spears on their shoulders
the same race can go into the appropriate welcoming faction- as they move in neat formation. One looks at the characters,
al lands better than a mixed couple, liberty and life can better but the group won’t stop unless the PCs are involved in a fight,
be maintained by taking lovers of one’s own ’race’. or, the whole PC group appears to consist only of non-mu-
Travelers, either pure stocks or mutants, will be warned to tants. If so, the patrol comes over and questions the charac-
keep off the streets at night if they are not of a mixed group ters. “What towns have you been to? How long are you staying
of capable fighters, however, even a mixed group of excavators here? What business have you in mind?”
can come under attack or at least be harassed for their asso- 6. 3d6 Militiamen and women are jogging passed the char-
ciation with the enemy. It should be noted, however, that while acters, heading toward the Land Gate with concerned looks
Purists will always seek the death of non-pure stocks, Mutant on their faces. A man in a nearby house asks what the prob-
Aberrationist see pure bloods as lesser humans, of a lower evo- lem is, and a soldier replies, roll d6: 1,2. “Rat-folk have been
lutionary placement and thus such generic humans can be kept spotted to the North. We go to drive them from the crops and
as slaves or unwilling spouses. Given this, Mutant Supremacist cattle!”/ 3,4. “Reports of Aberrationist skirmishers near Sand-
squads will chastise the mutants in a mixed group of travelers, barra. We go to that town’s aide.”/ 5,6. “Purist forces have
and if outnumbering the group, will likely beat and rob the pure crossed into Bitter Bog, again, so we’ve been sent to join the
stocks among them. If no mutants are present in an encounter defense of our brothers and sisters in Steel Hill.” In any of the
with Aberrationists, then the outcome could be far more gory, proceeding results, If the characters look concerned, anoth-
as the squad will likely attempt to kill the pure stocks in a sud- er soldier notices them and says. “Outlanders, why not come
den, merciless raid. Many a ghost mutant, androids and mimic- join the noble fight? Our captain will pay you a small fee, feed
humans (clone, bioreplicant, trans-human) have been killed be- you and let you tent with us during the campaign.”
fore proving themselves to not be pure stocks. 7. In a quiet, shadowy part of the street or alley, a lone assailant
in a nearby private home fires a single crossbow bolt at a obvious-
Unique Encounters ly mutated random character, then flees the scene. If the charac-
ters burst into the house, the door is unlocked, they find a mutant
Note: Always re-roll duplicated dice results.
commoner laying in a pool of blood, and rushing upstairs, happen
Daytime Street Encounters: d6+1 rolls for street occu- to see an assassin (Purist) leaping down into the back alley and
fleeing the scene, 10+d10m away. If the characters leap from the
pants from chart B, page 381 with a 3 in 10 chance of an encoun-
ter unique to Sorrow, from the following list. Roll d6, or d6+2 if ob- upstairs window after him, they are each 3 in 6 chance likely to
viously mutated characters accompany a group of travelers: hurt themselves in the fall, taking d6 damage.
1. You enter a crowded street market area, jammed with ven- 8. Turning a corner, a random character happens to look down
dors hawking their wares from wagons, stalls and small pavil- a shadowy, garbage and sewage strewn alley to see, 2d6+4
ions. There are 3d6 commoner families here, d6 traders, d6 meters away, a lone mutant excavator, fighting off d4+3 pure
nomadic traders, and d6 raiders who observe your passing stock raiders. “Die mutant filth!” One raider hisses. If the char-
but do nothing. In this crowd, there is a 38% chance that a acters advance or fire on the raiders, they turn and grin. “Ah,
nearby thief notices the characters and proceeds to attempt more mutant devils to sate the lord’s thirst. By God’s mercy,
to bump into and pickpocket a random relic device in a char- we shall cleanse your tainted bodies and free your souls!” If
acter’s belt, holster, pouch or pack, and if no relic is present, the PCs outnumber the Purist cut throats, then d4+1 more join
then the thief goes for the PC’s coin pouch or wallet. If fleeing the fray from behind the characters. These Purists fight to the
in the crowd, the thief is able to dodge and use pedestrians death, sputtering zealous decrees and prayers as they battle.
as cover, gaining -15 DV, with any stray missile shots having a
50% chance of making a strike on an innocent bystander. Nighttime Street Encounters: d6-2 (0-4) rolls for street oc-
2. A bounty hunter on horseback, with d6+2 raiders on horse cupants on chart B, page 381 with a 3 in 10 chance per passage
as troops, moving the character’s way. If any PC has a boun- of a special encounter from the following list. Roll d6 or d6+2 if a
ty on his or he head, roll their history based chance to de- visibly mutated person is present within character group.
termine if this particular raider spots the character. The GM 1. A hooded figure crosses the street and gets within d4 me-
should not let on either way if a wanted character is spotted, ters of the characters. Roll d6: 1,2. The person is an old drunk
for the bounty hunter certainly doesn’t flinch upon seeing the commoner man, who holds out his hand. “Please, strangers,
individual if recognized. Instead, if the character is sleeping in help me out with a coin or two so I can buy the kids some
the hostel, the bounty hunter’s spies have tracked the char- food.”/ 4,5. The figure reveals her face and is recognized as a
acter there and try to arrest the PC after busting down the street hooker, who smiles, fondles herself and remarks: “Say,
door and leaping into the room. If the wanted PCs compan- lookin’ for some fun? How’z about it, boys. Three silvers each,
ions help resist the ‘lawful’ arrest, they may be killed or taken c’mon, right over in this alley... no one cares.”/ 5,6. The figure,
and sold as slaves if defeated. who appears as a thirty something year old male commoner,
3. The characters pass by two old men playing checkers on but is heavily built and wild eyed, says. “I see you are without
a bench. One smiles and shares one random rumor from the mutant demons, God be praised. In these dark times, humani-
list on page 89. The GM can elaborate on the rumor if the ty is oppressed by the diabolical one, who’s filth taints the good
characters seek more info. people and blinds them to the truth! I tell you, friends, that it
4. Walking past rows of dilapidated shanty huts, a random char- won’t be long before your liberation from the evil ones comes!
acter happens to peer down one alley and see, roll d6: 1,2. A pros- Rejoice and buoy your hearts with the true faith of the Holy Pur-
titute entangled with a client (nomadic trader)/ 3,4. d4+2 raiders ist Bible. Join me this night, and we shall slit the throats of the
beating a lone excavator senseless, (GM new PC recruit opportu- mutant and their allies. We will butcher their freakish babies in
nity?)/ 5. 2d6 street urchins clubbing and kicking a scavenger, al- their sleep, we shall cleanse their women of their evil with our
ready unconscious, who if rescued and revived will guide the PCs blades, and burn their men, in their sleep, and thereby, save
into the Overgrown Ruins./ 6. A slaver and 3+d3 raiders who are their souls.” If the characters don’t join him, he will frown and
tying the hands of a commoner family. The family, their mouths say. “What? Is the lord’s wisdom is lost to you, my brothers and
gagged, are badly beaten and peer back at the characters with sisters? Well, then go forth in peace and bring forth many clean
pleading looks. (1 man, 1 woman, d3 teens, d3 children). children, for the time of the mutant is passing.”
2. d6+2 cloaked men shuffle out of a dark alley and cross ago! Let me stay with you, please!” There is a 47% chance that
the character’s path. They block the way and look up from nothing happens, and the team hears that the rat folk had been
their hoods and study the PCs carefully. Roll d6: 1-3. “You are wiped out, the raid thwarted. On a roll of 48 to 100% chance,
not mutants, although by the look of you, you are sinners. We however, the woman was correct; a few squads of bipedal rats
would normally detain you and direct you to enlightenment into have made it over the walls and are moving about town looking
the ways of Puristalism, the one true faith, since all else, even for food, weapons and booze. All at once, amid echoing squeals,
the old Christian ways, are heresy in the face of the new evil. the characters see a pack of 3d6+5 pour bipedal rats come into
Listen, brothers and sisters, leave this wicked lifestyle you lead, view, 2d6+2 meters away, whom attack immediately.
and make the pilgrimage to Pure Hub City, thereupon, to dis- 7. “Kill the mutant vermin! Slay the devil spawn in the name
cover God, through the efforts of his clergy.” Treat these Purists of God!” Roars a pure stock man as he runs up the street from
as raiders./ 4-6. The strangers lift their hoods and reveal them- behind the characters, 2d6m away. Behind him are 2d6 other
selves to be hideously mutated men. Each carries a hatchet, commoner men, all of them wielding hatchets, a red, dagger-
some of the weapons drip with fresh blood. “More lesser ones, like cross painted onto their foreheads in chicken blood. They
my Lord!” Exclaims one, talking to the sky. “Pure stocks and direct their attacks only at visible mutants and cyborgs, unless
their ilk. Shall we gut ‘em as well” If the character’s outnumber attacked by pure stocks and synthetic humans in the PC group.
the Aberrationist killers (raiders with a minor mutation each), 8. d3 Purist assassins, sent to kill the mutant characters in
the mutants flee, otherwise they attack in a frenzy, running off the PC group, are concealed on either side of the road be-
only if suffering many casualties. hind barrels and gain -15 DV cover. They are firing either relic
3. d6+3 prostitutes linger outside of a two floor house. They weapons or heavy crossbows at the mutant PCs from a range
make all sorts of gestures, remarks and promises, trying to of 10+d6 meters. If they fail to drop any mutants and either
entice passing men into their back street brothel. “3 silvers take serious wounds themselves or are almost forced into
for a romp, or 14 if you want to stay in a one of our rooms and melee combat, they will break and run in separate directions
frolic all night.” In the lantern light, the PCs can see that the and possibly make another attempt to kill mutants later that
women are all quite homely (10+d10 App), and all mutants night, 16% chance, at the entrance to the hostel if the char-
with a minor, physical alteration, mutation each acters are staying there.
4. The characters enter a street that seems darker than the
rest, and half way down the corridor notice grimy teens loiter- Bar Encounters in the Infinity Pub: d6+3 rolls from bar
ing about, many of them moving forward and sizing the PCs up room patrons table B, page 384, by day, 2d6+6 by night.
as possible targets. There are 2 street urchins per character, There is a 4 in 10 chance per hour of an encounter from the
however, if the characters are clearly relic armed, cyborgs, or following list, roll d6 or d6+2 if there are visible mutants in
mutants with some impressive augmentations or growths, the the PC group.
youths will back off and let the PCs move along unmolested, 1. Seeing that the characters are not accompanied by mu-
otherwise the punks rush forth with clubs and try to beat the tants, a tall, but grubby man shuffles over to their table and
characters unconscious, rob them, then leave them stripped asks if he can join them. If the PCs agree, he says: “I’m a trav-
naked in an alley. eling holy man, and that my mission is to enlighten humanity,
5. The characters enter a side street and notice the lanterns to protect it from a most terrible scourge on the earth. Mutants,
hanging on their posts are knocked out. Nearby, only d6+2 me- either animals, plants or men, are a plague on the earth, an
ters away, they see a gruesome scene. A scantly clad, ill fed abomination, and to associate with them, or worse to copulate
looking woman lays torn open, her body freshly shredded and with them, is to damn one’s soul. Soon, this town will be occu-
spread about. If the PCs investigate, roll d6, if they turn and pied by the Holy Purist Empire. You are to serve me, or risk your
leave the area, there is a 2 in 6 chance that as they turn, bi- souls. Tonight, we will relieve mutants of their suffering as our
pedal rats pounce out of the darkens, drop from the roof tops sacred knives are thirsty for the task.” He stands up and points
above, and tear into the PCs, range 2+d6m away. There are 3 to the door. “Get up, true men, and follow me into glory.”
Bipedal Rats per character. Investigation roll, d6: 1-3. The char- If the PCs follow him outside, to join him or kill him, etc.,
acters crouch down and see that the woman has been partially there is a 33% chance that d6+2 men, treat as raiders, are
eaten. A patrol of town militia arrive at that moment, (see roll 5 waiting for their master, who will accompany him on their
back on page 87 for patrol details). One militiaman shakes his march through the streets killing mutants and cyborgs when-
head and say. “Damn, that’s the third person tonight. Them rat- ever they are found and not guarded by local militia troops. If
folk will pay dearly for this. I advise you people to keep off the the PCs do decide to kill the man outside (treat him as an as-
streets after dark... just stay in your rooms at the hostel.”/ 4,5. sassin), and are caught by guards, the fellow is searched and
As the PCs look about, they hear a hissing coming through the found to have a holy Purist Bible on him, food poison, and a
fog ahead of you. Suddenly, beady red eyes appear as 2d6+6 Purist made musket pistol.
bipedal rats step into view, range 3+d6m away. If they outnum- If the PCs don’t follow him from the Pub and tell him to
ber the PCs, they attack, otherwise they just hold their ground leave them alone, he will pull his cloak up over his head and
and wait for the characters to either leave or attack them./ 6. frown. “Sinners, we will meet again, and perhaps then my
The PCs hear a shriek up ahead through the misty street, see whip can convince you of your wrong living.”
another prostitute running their way, 2+d3 meters away, her 2. While sitting at their table, the PCs overhear a couple of
bare legs and arms streaked with bloody wounds. Behind her, local fishermen talking to a nomadic trader nearby. The Char-
shrieking with hunger and rage as they come, range, 5+d6m, acter’s manage to overhear d4 separate rumors from the list
are bipedal rats, their numbers triple that of the PC group. on the next page.
6. A series of musket shots ring out from the far side of town, 3. A lone excavator comes across the room to the character’s
then screams, shrieks, and a burst of bright light as if an ex- table. “Hello, fellow archeologists,“ he says. “May I join you at
plosion has lit up the night sky. The sounds of shouting men, drink?” If allowed, he or she speaks excitedly. “I have been
screams, and an odd squalling follow. As the PCs move on, they hoping other diggers would come in here, as I am looking to
hear somebody scream nearby and see a commoner woman, join an expedition into the ruins, or just join a new group. Rat-
clutching a baby, run into view and right up to the PC group. “Rat folk wasted the rest of my unit in the Overgrown Ruins, and
men!” She breaths, looking back anxiously. “They had ladders since then, I have been stuck here in town with these bor-
this time and some got into town! I saw them behind me a minute ing fishermen. What do you say? To you need a new recruit?”
GM note: This is the opportunity to introduce a new PC to the command it to crush any ship the Purists may send at us!”
team, or insert an interesting NPC with a map or information 4. “God himself has damned us to a life of fear from all sides.
on a great dig site. We are hated, because we embrace both the old humans and
4. A militia officer and d3 regular militia soldiers step into the the developing strains of humanity.”
bar room and gesture to the musicians to cease playing. The 5. “There is a great camp of Southern Rangers, out on the
officer stands up and reads a document. “Gracious patrons, plains, a hundred strong and most of them fella’s with relic
visitors and citizens of Sorrow, I have been authorized by the guns and bombs, able to move swiftly against any force that
magistrate to enlist forty new militiamen and militiawomen, tries to tackle one of our towns!”
into our ranks. The pay is twenty silvers per month, food, water 6. “There are a dozen heavy soldier robots in the basement of
and lodging within town. I have a pen and paper here, to sign the sea tower, armed to the gills, and ready to kill the invaders
up new recruits this very minute. Those who sign are thereupon next time they try to take us on!”
legally bound to serve the Lower Freehold, for a term of no less 7. “One of them whores at the Casino is actually an android;
than six months. You will report for training and outfitting at can you guess which one she is?”
dawn at the Sea Tower mustering grounds.” GM: If the PCs sign 8. “Man-Rats have eaten more people around here than
up, they will be dressed in the green jumpsuit, instructed in sharks or gators or anything else. They even get into town at
various military protocols and regulations, and sent on patrol. night and drag people off to shred and share.”
Characters can use their own weapons and armor, but are also 9. “Rat-folk have a city underneath the town, and take one or
given a crossbow. Their first tour of duty takes them up along two of us every so often, just to torture us monkey’s and eat
the eastern shore of Jaw Creek, on foot with an officer and 2d6 our hearts and eyes.”
other troops, camping in the wilds for 2d6 days before return- 10. “Purist assassins are about the town, some say they have
ing to Sorrow, resting for d6 days, then sent out again. paint on their skin and getups to make the fuckers look like
5. A nomadic trader offers to buy the characters a round of mutants. They kill in the night, so stay indoors after dark.”
drinks if he can join them. If so, he relates d3 rumors from the 11. “Mutant supremacists come south to sow the seeds of
list below, plus, there is a 57% chance that he wants to hire civil war, to make man hate his brother mutant,
the characters as body guards on his next trip to Sandbarra, and allow nobody to trust nobody.”
where he and his mule train will be delivering 6+d6 kegs of 12. “The sea tower has a chain gun in it, which
beer. He can pay 14sp each for the journey. can fire out onto the bay or into the town
6. While serving the PCs their drinks, the bar maid leans square.”
over and mentions one random rumor from the list be- 13. “If you break the law or if you hurt a lo-
low, although she cannot go into detail as her cal, you’ll have your guts yanked out and
boss, the bartender, shouts out for her to serve wrapped about your windpipe.”
other customers. 14. “A great Purist Battle-Priest came
7. A scavenger leans over a random PC, while here with his mutant child, years ago,
passing, and whispers one random rumor and bid our magistrate of the day to
from the list below before moving on into the take his brat and raise it free of the ha-
crowd. tred and strife. Nobody knows who the
8. A lone fisherman, who doesn’t seem kid is, but he or she must be a teen-
to know the others in the large pub, ager now, and lives here not knowing
walks right over to the PC table, the importance of his or her sire.”
and looks at a random mutant PC, 15. “There are some ruined buildings
smiles and says. “It has been or- sticking out of the dust in the scrubs,
dained by the Vicar, thou shalt but they be full of man-rats and Nar-
be judged in hell for your sins, kanna, and hard to get to because of the
whilst I, will be granted para- maze of ravines. Somebody said they
dise.” He then pulls out a mus- got some real fine guns there, however,
ket pistol and aims at the mu- used to be bunkers or somethin’”
tant character, who is allowed 16. “The Southern Rangers are like
an initiative roll and the op- knights of old, protecting the com-
portunity to draw a weapon mon people, both mutant and pure
and fire first. After firing blood alike, and just want humanity
the musket, the Pur- to work together to ensure we have
ist (treat as common- a place in the future of this world.
er man) will draw a dag- You should join them and serve
ger coated in type A death mankind. I’m sure you’d go to heav-
poison and attack the mu- en if you did.”
tant, or any other mutant’s 17. “Do not leave your drink unattend-
nearby until killed. ed in the pub, or you might not wake up.”
18. “If you go into the wilds around here, especially heading
Rumors from Locals: In the course of a visit, each player west, you’re going to be fighting rat-men, and they might not
character will learn one random rumor, some of which seem to be as big and tough as you, but lordy, lordy they come in huge
be commonly known facts, while other tidbits of info are clearly packs and will tear you to ribbons.”
superstitious nonsense, tall tales or good-natured fibs. Roll d20 19. “There is a nuclear missile here in town, which, by God’s
1. “There is a missile launcher hidden in one of the military fury and fist, will be detonated if the outer walls are breached
buildings, with many missile types available.” and the town is doomed to occupation by either Purist crackpots
2. “Blood thirsty mutant dogs will be sent after anyone who or mutant Nazis. The magistrate wears the key on a chain.”
causes trouble and flees town by land.” 20. “You are being followed by foreign devils... be warned, be
3. “A giant war robot is sitting in the harbor, deep in the weeds watchful, and be hasty with your dealings here in Sorrow!”
an’ muck, and at a whim, the magistrate can flick a switch, and
Also present in the city are government funded and pro- Military and Defense: Steel Hill is the primary military garri-
tected workshops for robotics, computers, and general me- son for the entire Lower Freehold, and as such, has an impressive
chanical repairs, and the previously noted recharge facility army. The armed forces consist of 280+2d20 regular municipal
where Southern Rangers and local troops can recharge their troopers, 320+2d100 typical militia volunteers, plus a cavalry de-
power cells. This recharge station is off limits to civilians and tachment of 40+2d20 elite soldiers who augments the city de-
travelers, and well guarded. fenses when not patrolling the road westward each day. Finally, a
detachment of 80+d100 Southern Rangers are stationed within
Dangers: Steel Hill is a large town, called a city by many, the city walls, occupying the eastern most tower, called ‘Indepen-
with many impoverished, mixed race peoples living in squal- dence Tower’ where they conduct their own operations on behalf
id conditions, thus, crime is everywhere in the slum maze of the entire faction, and accept new recruits (see The Lower Free-
below street level, as well as frequent at night on the upper hold description regarding joining this order, page 64). The Rang-
level. The slums are also breeding grounds for various dis- ers are described and illustrated under the Lower Freehold open-
eases, and seditious or fundamentalist cults and political ing section, while the municipal troopers are considered as regu-
movements. Outside threats include the mighty Wadangos lar soldiers wearing part plate armor and carrying a musket rifle
Reptilius nation, which have fought the humans for control with bayonet, 10+3d6 rounds of powder and shot, a saber, dagger
of the swamp for as long as anybody can remember. Occa- and is trained in the art of brawling, skill level 2. These troopers,
sionally, small bands of the green lizard men get over the like all Steel Hill units, consist of roughly half pure stocks and half
walls someplace and cause havoc in the streets, but they common mutants with one minor mutation each, with about one
tend to restrict their hostilities to the periphery of the city, female for every 9 male soldiers.
raiding traders, fisherman, and hunters who they can catch A small fleet of 8 longboats, each armed with a light ballis-
in or near the bounds of the swampland. ta, two merchant barges fitted with a fore and aft heavy ballista,
By far, the greatest threat to Steel Hill comes from fellow and one battle barge are all docked at the stone and scrap pier
humans, as usual. Both The Dominion of Aberratia and the area of the city. These vessels are manned by their own units of
Holy Purist Empire have declared war on the Lower Freehold, Freehold Militia soldiers, and their numbers not added into the
and both sides claim Steel Hill as their own. So far, neither above noted city defenders. Much of the time, all or a portion
faction has had much luck at laying siege to the town due to of this fleet are not in port, and are instead out in Promise Bay,
the swamp, the sea, the devotion of the defenders, and the patrolling the coastline as far away as Memory, or else chasing
weapon systems encrusted about the town. Being unable to pirate barges back to Port Folly. There is a 45% chance that
take the city by direct assault, both the Purists and mutant su- each vessel is away on any given day.
premacists have chosen covert operations to weaken the city There are 40+2d6 NCO officers commanding various
from within. They attempt to enlist any locals who might sym- branches of the military at the squad level, each with a relic
pathize with their hateful causes, or sow strife and mistrust to weapon, and 7+d2 senior officers wearing combat armor and
ensure that no newcomer to Steel Hill feels secure enough to wielding relics WC-RC and WC-R.
settle in the city, or else add yet more relic arms and armor to Mechanical and relic defenses are situated throughout
the defense of the settlement, such as is the case when exca- the city and arranged so as to provide overlapping firepower
vators retire here, or set up a permanent base camp. against any threats. Each weapon emplacement is guarded by
3+d3 municipal soldiers, and strictly off limits to other units
Law Enforcement: Justice is dished out by either Southern and citizens. Each of the 11 small towers is topped by a cata-
Rangers, local militia or municipal soldiers, however due to pult, while the 4 larger towers are each enclosed at their sum-
the poverty and crime in the ‘Deep Slums’ there is little or no mits, a light laser cannon on a tripod built into each.
police activity in the underground maze. People within the un- The land gate is flanked by two enormous towers, and
derground zone are therefore expected to take security into equipped with a chain gun on one side (belt fed with 100+d100
their own hands. Various gangs rule specific sections of the SR rounds), and a rocket launcher with 3d6 battle rockets on
slum, and accept ‘protection’ money from the residents and the other, as well as two heavy ballista aiming outward from
few businesses in their area. Visitors to these dimly illumi- lower levels in each of these massive structures.
nated depths are wise to keep toll money in a separate pouch The pier, or dock area, has a large open access area, but
or pocket from their main coin stash. In some circumstances, is also walled from behind with two separate sea gates allow-
the toll charged on locals and travelers alike will be non-mon- ing wagons and carts to be rolled out to load and unload cargo.
etary, and instead involve the performance of a task, the sex- These doors are situated in small towers, but within each, sealed
ual exploitation, or the cohabitation of gang members within behind a steel shutter, is a chain gun, belt fed with 2d100 stan-
one’s home or rental suite. To refuse paying whatever ‘toll’, dard rifle rounds each, which can be swung around to pepper
an individual and his or her friends and family will experience the entire pier area in bullet fire should the need arise. On the
either brutal violence, enslavement or ‘a lapse in protection docks themselves, behind sandbagged bunkers, are four cata-
coverage’ which will allow a rival gang to assault, rob or other- pults with d6+2 flame pots and 2d6 rocks at the ready.
wise harm the defiant and disrespectful person(s).
In the upper city, where the established families, troops, Visitors to Steel Hill: There is no entrance fee, but security is
clergy, and main businesses are situated, lawlessness is not tight due to the ever present threat of Purist or Aberrationist infil-
tolerated, and frequent patrols roam the streets day and night tration. Groups of all-mutant or all-pure stock appearing individu-
keeping order as best they can, and in particular, protecting als will be made to wait outside the gates and undergo inspection,
the legitimate citizenry, traders and merchants, as well as the questioning, and possible disarmament should they wish to enter
staff and slaves serving these households and businesses. the city. The land gate remains closed day and night, and is only
Petty criminals are usually beaten, made to pay a fine in ei- opened to allow the many herdsmen to guide their livestock from
ther silver, goods, or forced labor. More serious crimes are the corals out to the western pastures, likewise, caravans and pa-
met with confiscation of all wealth and the culprit sold to oth- trols are also rather frequent, and these too are allowed access
er citizens as a slave, or if the prisoner is a murderer, he or after a brief inspection. The land gate has a small door built into
she will forfeit all land and wealth, and then dragged by his or it which allows dismounted individuals to pass in and out without
her feet in the rancid river for the alligators and other preda- the effort of having to open the massive, steel and spike plated
tors to devour, alive. double doors. 2+d2 municipal soldiers and an NCO will step out
of this door to inspect new arrivals, and unless there is something Brief History: While many towns claim to be the first re-set-
ominous, or questionable about the visitors, they will be let in with tled community in the Crossroads Region, there is considerable
a friendly “Welcome and enjoy your stay.” evidence to support Steel Hill’s claim in this regard. Sometime
As noted previously, all-mutant or all-pure stock appear- before the year 2244, nomadic herdsmen and warriors left the
ing groups will be first questioned, from the walls, especially interior of California and made their way to the lush coastline.
if they number more than 8 people. Such newcomers will be They gathered to them other moderate, mixed race peoples into
asked their business, their names, and the nature of their in- a large coalition, bound by a treaty which outlined trading and
tended stay. These two sorts of travelers will have to forfeit defensive agreements. In time, the site of present day Steel Hill
their relic arms and armor, any robots, carnivorous pets, and was occupied by the main body of this new clan, and using the
undergo a search for poison, drugs or other mystery substanc- enormous amount of scrap material, built a walled fort called
es which could be toxic. All confiscated items are signed over Marsh Camp.
to the NCO and put on a cart, the articles later returned to the Reptilius bands in the adjoining swamp began to suf-
individual upon departure so long as he or she manages to fer losses to these human and mutant human colo-
stay in the city without committing crimes or incurring a debt. nists, and they too merged into one tribe to wage
Ghost mutants must prove their powers to be accepted as a a war of extermination on all humans. They did
mutant, should they be alone, as no solitary pure stock is al- not differentiate between various human settle-
lowed in the city bearing any relic arms or liquids. Cyborgs, an- ments, and raided what were later to become
droids, and more bizarre travelers are also admitted, as long the Aberrationist and Purist villages. These
as they accompany regular or mutated humans. U n d e r lizard man attacks galvanized the various hu-
no circumstances will the gate be opened to relic or scrap man groups, forcing them to build bet-
built tanks, armored cars, helicopters, nor mili- ter forts, improve the outfitting of
tary robots larger than a light soldier robot, and their warriors, and organize into bat-
in the case of such a robot, it must be prov- talions. In time, the human forces
en to be in the control of human masters became too powerful and too well
and in a mixed race group equipped to wipe out and to this
If the NCO has the slightest doubts day, the reptilius must wage a gue-
about an individual’s factional alli- rilla style war, fighting not to regain
ance, he or she will simply wave lost territory, but merely to survive
the person away, and tell them amid growing human populations.
never to return under penalty After the defeat of the main reptili-
of slavery or death. us horde, the most dominant family
At the sea gates, of which in Steel Hill grew more powerful due
there are two, municipal sol- to several excavators within the clan,
diers inspect every person as well as the glorious war exploits of
arriving via barge or boat, certain family members. The popu-
and employ the same lace needed strong leadership and
standards as the proclaimed the Brandun Clan as the
land gate. Unfa- prominent family, and accepted them
miliar barges, as virtual royalty. This adoration was at
especially battle first well placed. The Branduns direct-
barges, which ed the construction of catapults, long-
wish to dock boats, battle wagons, and superior de-
must first fenses and so too, incentivize
send a boat excavation teams to scour the
ashore with local ruins for relic power gen-
an ‘ambas- eration equipment and weaponry.
sador’ to pres- In the winter of 2289 one such team
ent the ships uncovered an underground bunker
cargo and passen- in which several crushed armored per-
ger list to the on- sonnel carriers were found. The vehicles
duty NCO or senior offi- were beyond repair, but the light laser cannons
cer. If this meets approval, a squad of 5+d6 municipal soldiers were salvaged and mounted on the town walls.
will accompany an NCO to the ship to inspect it carefully. Once Marsh Camp grew in size year after year, even as the Pur-
certified, it will be able to come and go from the stone and ist and mutant forces nearby threatened the southern lands
metal docks without inspection, however, sailors and passen- and defeated town after town. Finally, in the year 2297 Purist
gers wishing to enter the city must still undergo inspection. forces arrived in great numbers, launching a combined land
Steel Hill depends on trade and the money and merchan- and sea attack which nearly accomplished its grim mission.
dise brought here by travelers, and those living in the upper The defenders, using relic weaponry and the mutations of
level of the city are certainly keen to make travelers feel wel- many of its more powerful citizenry, threw back wave after
come, and urge them to return time and again. Most people wave of Purist infantry, while aide arrived from nearby free
growing up in the region are aware of the underground maze, towns, and eventually forced the retreat of the Purist legion.
the gangs which rule it, and are not often surprised to learn The victorious community was thereafter renamed Steel Hill
that such a vast community exists beneath their feet. If asked In 2302, the free towns in the area formally agreed to be-
about it, upper level people will say that the lower reaches are come one nation, and wrote a constitution, established com-
dangerous and not fit for decent folk, but, that the city needs munications and a standardized militia. The Lower Freehold
the extra population found below, and intends to use the Un- did not initially proclaim Steel Hill as the capital, but due to its
derground citizenry to populate future Freehold settlements size and fortifications, as well as its royal family, soon adopted
as the faction expands. this role. Today, the city grows, taking in the people of other
lands who have been driven out by the Aberrationist or Holy junk mound. This lower level is a vast refugee camp which has
Purist Empire’s expansions. its own laws and economy, but while those here are grateful for
Led by her Prominence the Countess Estella Brandun, the protection provided by the surface folk, the Slummers are
the current ruler’s plan is to improve the LF’s odds of surviv- also resentful of the fine living and obvious disdain and arro-
al by attracting trade, open minded people, escaped cyborgs gance exhibited by the ‘Uppers’ toward those who must live un-
from the east, as well as collect numerous relic weapons and derground. Slum folk dress in oiled hats and ponchos, to keep
vehicles for themselves. They know that they can’t compete the dripping water and mud off their skin, likewise, they wear
with the Purist or Aberrationist factions as far as population high boots, carry a satchel of candles or lantern oil wherever
or fanaticism go, but they do hope to be better trained, better they go, and are often pale, unhealthy, and prone to disease.
led, and armed with the best weaponry around. Their ties and Living among the rats and other vermin, these wretched
alliances with several independent towns such as Memory, people of the Deep Slum do their best to survive, working for
as well as the Northern Freehold, has given them clout. Bol- the Surfacers or occupying themselves at poor paying tasks be-
stered by these allies and the support of advanced excava- neath the street, such as digging more tunnels, salvaging met-
tion teams, who make their home in Steel Hill, this free city al and plastic, searching for possibly useful relic devices and
plots a destiny of grandeur and expansionism. parts, tending the underground green houses, forging muskets,
swords and armor, selling their bodies for a coin a trick, or prey-
Social Details: There are really two towns within the walls ing off visitors and unwary fellow Slummers.
of Steel Hill, the Surface City and the Deep Slum. Those living
above, who seem to be well-off business owners, the military, Resources and Industry: Although Steel Hill sits
and the ancestors of the original settlers, make up out on a great mound at the estuary of two muddy
about half the population. The ‘Surfacers’ rule the rivers, it does have a large agricultural capac-
place with money and might, using the poorer, ity, consisting of daily herding activities,
subterranean ‘Maze Dwellers’ or ‘Slummers’ wheat and corn harvesting in the
for both cheap labor and a pool from which plains to the west, as well as con-
to draw militia soldiers. The citizenry on siderable green house and roof top
the surface are proud people, many gardening operations. Metal working,
of them being descended from scrap plastic sales, glass blowing, and
the original settlers, or else suc- a productive fishery combine to
cessful enough to purchase keep the populace hard at work,
the multi-level town homes and able to produce enough ex-
and suites found here. ports to make some among
They dress in prac- them wealthy. Steel Hill
tical clothes, de- is a primary destina-
pending on their tion for caravans and
caste as fisher, merchant barges, car-
farmer, trader go airships and other
or solider, and craft which deposit
are prone to excavation teams and
being prag- other visitors here on
matic, occa- a daily basis, all of
sionally even whom in turn, use the
religious. There accommodations.
is a Christian
church in town of Accommodations: As noted pre-
the pre-apocalyptic viously under Social Details, Steel Hill is split between
faith, studying the the street level Surface City community and the Deep Slum com-
old world bible and munity. Visitors who have plenty of coins can probably afford a
actively speaking out against the Purists and their ‘false bible’. room at either Costaville-on-the-Water, a four story Hotel nearest
It is known that self-professed true Christians send missionar- the dock wall with a view of the sea from the top two floors, or The
ies throughout the region to preach the gospel, and promote Jean-Paula-Mission Hostel, a less expensive, no frills inn and bar
unity and equality among all those descended from humans, on the far side of town.
as well as any intelligent being wishing to hear the Good word. The Costaville has its own stable and garage for guests with
Not surprisingly, this local church has been attacked by Impe- mounts or small vehicles, a lounge open only to paid hotel patrons
rial Purist saboteurs on many occasions, and is always heavily and their companions, as well as 20 suites situated on floors two
guarded. and three, each suite being a four person room (four separate beds,
While the surfacer citizens encourage refugees of mixed each in a sleeping alcove), equipped with its own latrine and fire-
race to settle within the Deep Slum, or if they are wealthy place, balcony and attractive servant (APP 20+d20, age 16+2d6,
enough, buy a home above ground and become one of them, 78% chance a female, otherwise a male), the nightly room rental
they do not treat the maze dwellers with equality nor respect, cost being 20 silvers per night. Alternatively, on the top fourth floor,
and a few of the more debased or cruel surface people will there are 6 eight person luxury quarters. These each have 4 single
enslave or exploit the refugees whenever possible, even buy- person sleeping alcoves and two double bed rooms, each with an
ing youths as slaves. old world style bathroom with flushing toilet and sink, a main living
Below street level, in Deep Slum, a vast community that room, wood cook stove, and d3+2 servants as noted previously.
is reached by dozens of stairwells, drain pipes and pits. The These top floor rooms cost 70sp per night, half paid up front upon
maze is three levels deep in most places, if not deeper, and checking in. The rooms in this hotel are often occupied, however,
said to now be expanding underground well beyond the town as this place is very popular with merchants, advanced excavation
walls. The first level is buried about 2 meters below the surface teams, and visiting officials (d4-1, four person rooms available or
layer of rubble and twisted metal which constitutes the city’s d3-1 eight person rooms at any given day). The Costaville has its
own staff of cooks, serving girls and guards, with a detachment of tive young women wearing fancy black gowns. These hostesses
10+d6 soldiers in golden vests on duty at all times, 5 at the main will take a deposit of 10sp prior to the client being ushered into
entrance, 3 and the rear and another one or two patrolling each the next room where another woman will take the visitor to a pri-
level’s hallway. These soldiers are mercs hired by the manage- vate bath chamber where a third woman will be waiting within.
ment, but are always tidy, sober, polite, and bow to guests as they This ‘wash assistant’ will get the person a drink of beer, wine or
approach; each is armed with a pair of musket pistols and a rapier. tea, and run the bath. She will usually disrobe and join the client
The private lounge on the main floor has 6 tables as well as a long, in the tub, washing and massaging him or her for 5sp, plus, make
curved plastic bar which seats 14 people. The low-ceilinged place love to the individual for 8sp extra, all while having the client’s
is dark and cozy, clean, and run by a gorgeous, older, three armed clothes taken elsewhere by servants, washed, dried and pressed
mutant woman and her d3+3 serving girls. This place, guarded by for no extra charge. The whole bath and laundry process takes an
the private soldiers, doesn’t allow non-guests inside, nor any sort hour, and at the end, any owing monies are exchanged between
of rough house, course language or barbarity, and it is virtually un- client and one of the front desk women.
heard of for their to be an incident within, thus, no unique encoun- For those not interested in getting a bath at the Sultan’s Spa,
ter table is used while characters are enjoying their extraordinary but rather looking solely for carnal entanglements, the upper two
tasting 10sp meal, with their wine: 3sp per cup; expensive fair for levels of the structure are filled with private rooms where prosti-
such a small city. tutes do a brisk business. The women in this entire facility, as well
The Jean-Paula-Mission Hostel is a large, simple building, as their male or dual gender impersonators, are 25+2d20 in ap-
standing three stories and serving many of the out of town mer- pearance, freelance contractors (as opposed to slaves), trained in
chants, traders and explorers, as well as a few freelance call-girls, the erotic arts, proud of their caste, and seem to enjoy their work,
bounty hunters and slavers. The main floor is occupied by the check- charging 10sp for an hour or 40sp should a client spend the night
in office, kitchen, guard room and massive saloon, while the upper with their hired lover. The racial type of a sex worker is varied, roll
two levels consist of row upon row of generous sized rooms. There d10: 1-4. Pure stock/ 5,6. Mutant, with skin, hair and eye color
are 12, one person rooms, costing 7sp per night, (d6 available), 10 change / 7. Bioreplicant, pleasure / 8. Clone, comfort / 9. Android,
four person rooms, each containing two bunk beds costing 13sp concubine/ 10. Mutant, with one ghost mutation.
per night (d6-1 available), and on the top floor, each with a balcony Elsewhere on the street level one can find numerous special-
and cook stove, are 7 eight person bunk rooms, containing 4 bunk ty shops, a relic dealer who will buy unwanted, operational relics, a
beds in each, plus a small latrine area using bed pans, and a small gem and jewelry dealer, two stables (costing 3sp per night to lodge
room with a couch in it, presumably for travelers to entertain lovers, a horse, dog, or other beast or park an ATV, motorcycle or other
costing 34sp per night (d4-1 available). There is a basement level, small unit), an open air marketplace where traders sell foodstuffs,
off limits to non-staff, which contains a large food and beverage baked goods and common items, in addition, services such as a
storage area as well as a couple of small, gambling rooms, com- dentist’s office, for-hire clinic, 4 smithies, a machine shop where
plete with a bed in one corner for drunken clients to recover on, or a mechanical technicians can rent the space for 50sp per day, a
conduct other activities. The Saloon, going by the same name as gunsmith and gunpowder manufacturers establishment, a patio
the hostel, is known for its extraordinary gaiety and debauchery, bar where most standard drinks can be purchased and carried
all of it conducted to the thumping bass of a relic sound system, away as their is no seating. One can also find a few brothels run
dancing girls in cages, strippers, gambling events, sudden drink out of private homes, palm readers, astrologers, and the domed,
specials, and tremendous brawls which are sanctioned by the staff steel and cement built local church.
as long as they are fought with non-lethal force on a raised, roped Saint Kimberly’s Cathedral is run by the Divine Order of
off circle 5m in diameter. Saint Kimberly, a Christian order which staunchly claims to have
There are two bath houses, Soggy Pablo’s and The Sultan maintained continued existence from well before the final col-
Spa, both of which double as whore houses and are tremen- lapse of global civilization, and even going back to the pre-com-
dously competitive, even though they occupy opposite ends of puter era. The beliefs of this church are very moderate, as well
the city and one is a junky place with unimpressive hookers as traditional. Marriages, funerals and other rites, many of them
and the other, The Sultan’s, is well managed, clean, staffed by adopted from numerous old world Christian sects, are performed
very exotic mutants, clone and android prostitutes, and serv- here for a small donation to the ministry of 50+d20 silver piec-
ing a much more discriminating clientele. es. Due to constant Purist attacks on the clergy, congregation
Soggy Pablo’s is near the docks, and is a two story build- and building itself, a detachment of 10+d10 freehold militia sol-
ing which needs serious work. There are 12 bath chambers, each diers are always on duty here, and will not allow anybody to carry
tended to by a wash-mate, who bathes the client (1sp), has his or weapons into the building or even enter, without approval from
her clothes washed (optional, one hour needed, cost of 2sp, cli- the head priest or the royal family of Steel Hill.
ent waits in lounge area), or, will lock the bath chamber door and
spend a half hour with the client performing the typical duties of The Deep Slum, 2m below ground on average, is acces-
a prostitute for an extra 4sp. The upper level of Pablo’s is a regu- sible from many points throughout the city, as every street has
lar whore house, with ill kept, thin walled little rooms occupied by some sort of spiral staircase, sloping tunnel, or ladder access
strumpets and their clients; the usual fee to spend an hour is 5sp, down a dark pit into the lower level. There are neither guards
while staying the whole night costs 20sp. The girls (and shemales, nor barriers at these access points, as there is no regulation
drag queens and other oddities) are appearance 18+2d10, and stopping the underground dwelling folk from utilizing the ser-
are typically free people, paying half their earnings to Pablo, a vices of the street level. Indeed, every morning hundreds of
bloated, sweat soaked, jolly albino mutant with two small eyes on men and women ascend from the musty depths to put in a
one side of his face and a third, larger eye on the other. If he has days hard work above ground. At dark, they return to their af-
trouble with rambunctious clients, he summons his household fordable, yet squalid rental units, dismal pit homes, and mud-
bouncers; three enormous mutants (treat as raiders with +2d20 dy holes for a cold night.
END and one prime mutation each using two handed clubs). The deep slum is a grim place, its main corridors lit by flick-
The Sultan’s Spa is painted white, three stories tall and in ering electric lights, the power to illuminate them supplied by the
the entrance hall, a dolphin shaped marble fountain spits a flow shoddy generation facilities above. Along the side passages and
of water out into an open clam shell. The main desk area is occu- within the private homes of the poor, candles, lanterns and small
pied by 4+d4 neatly dressed soldiers armed with musket pistols fire pits provide the only light, while smoke, which in some plac-
and longswords, their black uniforms and polished steel helmets es clouds the air and makes it nearly impossible to breath, is dis-
topped by horse hair plumes. Sitting at the desk will be d3 attrac- sipated through hundreds of salvaged ancient pipes, which poke
through the ground and run up the sides of surface buildings every- Wars between rival gangs are commonplace in the Deep
where, emitting a constant flow of blue smoke above the city. Slum, and while every thug covets the relics found on many ac-
Along the main underground thoroughfares are many small complished excavators, they do not wish to die needlessly. Like-
business ventures, including general stores, leather working shops, wise, a gang leader doesn’t want to lose his or her ‘army’ and
low tech machinery facilities, fletchers, wood carvers, butcher shops, thereafter become weakened and so invite attack by enemy
junk dealers and the ever popular bars and brothels. These last two thugs who seek to expand their own territory and influence.
sorts of establishments are often one and the same, run by hard Newcomers to the underground mazes of Steel Hill, espe-
working people, yet controlled by local gangs who live off the efforts cially excavators, can usually make peace with a local gang mere-
of their weaker hosts. These gangsters bully others for a living, when ly by paying the toll fees and assorted taxes, by being generous
not openly robbing passers by or at least demanding a toll to enter at the local bar, showing respect to the criminals who run the
their turf. They make bar tenders pay protection money in the form of area, and possibly by performing some sort of questionable as-
profits and alcohol, force women to whore for a mere silver coin per sistance or service to the local boss. Once established in an area,
frolic, while keeping 2 silvers for themselves. The gangs are also fond a group or individual can purchase a one room hole apartment for
of enslaving strangers, harassing those who fail to show the due re- 50+2d20sp, which comes with a smoke stack, cook stove, lock-
spect these filthy, brutish criminals demand. In addition, these thugs ing scrap metal door (DV -10, 40 END, bolts from the inside or
occasionally leave the underground after nightfall to skulk about the can accept a replica padlock), likewise, a two room burrow costs
streets above, leaping out at travelers to rob and abuse the weak, 100+2d20sp, and a three room hole costs 150+d100sp. Once
the wealthy, the drunk, or the incautious. owned, a deed is signed with the local gang boss. The deed is
In this dark maze of the underground city, there are four bars usually honored so long as the owner remains loyal, respectful
of note, the Vicar’s Pit, The Cranny, The Foray and The Deeper and helpful to to the criminal organization, plus pays a monthly
Arms. There are, however, dozens of smaller, unofficial pubs, se- property tax of 3sp for a one room hole, 5sp for a two room, and
cret clubs and hidden dens where one can get a pint of watery beer 10sp for a three or larger room burrow.
and rub shoulders with the grimy locals. The main bars, noted by There are eight primary gangs in the Deep Slum and each
name above, are rough hangouts, always crowded after 6 pm, and controls a different sector of the underground city; see the
stay noisy and ruckus until dawn. They are, unsurprisingly, known map on page 93. These gangs consist of mixed mutant and
to be lawless and exceedingly dangerous for the inexperienced, pure stocks, with all mutants having a minor mutation each
poorly armed, or remotely wealthy. Each is controlled by a local and make up 50% of the thug population. Detailed on table
gang of hooligans who will usually extend protection only to its bevy CR-4-3, on the next page, each gang’s name, leader, identifier
of whore-slaves, serving staff, and the bar tender and his or her and number of raiders within the organization is shown. On
family. Outsiders who end up in a death duel are on their own, as the map, wherever two gang territories join, those gangs are
there is no law here other than that imposed by the whimsical gang assumed to be at war with each other, and if any gang is seri-
bosses, who are just as likely to place a bet on the outcome as ously weakened for any reason, the other adjacent gangs will
they are to even pay attention. Most people who live here, as well immediately rush to defeat and occupy the fallen gang’s turf,
as visitors that show respect to local gang members, are typically subjugating the population in that sector, and demanding re-
ignored, unless they are clearly out outnumbered and carrying an purchase of occupied homes by the residence. If non raiders
item of interests to the ruffians. If visitors are deemed to be identi- defeat a local criminal faction, they must anticipate imminent
fied as a good mark, the gang leader is likely to instruct his or her attack by neighboring gangs, who will not tolerate non-criminal
raiders to rob the person in question, usually someplace secluded dominion of the maze community. The d8 die roll is for GM use
so as to avoid a reputation which might imply the bar in question is to randomly determine which gang a raider might be from if
just a hunting ground for raider robbers and murderers. encountered on the street level.
d8 Gang Name Gang Leader’s Name Leader Type and Rank Raiders Identification ,Uniform, etc.
For the Excavator: What excavators have heard: “If you ex-slaves, criminal organizations, old whores, and misfits all dwell.
ain’t from the fricken cult of purity, and you sure as hell aren’t no The city has set up lights in the main corridors and halls below
god damn mutant supremacist, nor a buccaneering maggot from ground, but the rest is lit by candles and lanterns. Down in those
Port Fucky, then just maybe this city is your best bet this side of depths you can find cheap accommodations, affordable hookers,
Twisted Wood. Yes, friend, in the south, this is the biggest trade slave markets, gladiatorial pits, and many other questionable ac-
town you can find, although it sure isn’t as big as Overpass or Pure tivities. Best you avoid the place if you aren’t ready for a scrap now
Hub or flippin’ Newburg. and then, as the gangs who rule each area or level are fairly ruth-
“During the winter, when many of your digger caste retire for less and liable to take your women, your relics and your liberty.
the rainy season, the place bloats to over three thousand people, If you meet them fellas, be respectful, pay the flippin’ tolls or ap-
often many more depending on the trade caravans, shipping traf- pease them however you must, just survive.
fic and nomadic herdsmen who graze their flocks out in the South- “All in all, Steel Hill is a fair enough city as far as them places
ern Steppe. They call Steel Hill a city only cause it’s pretty damn go these days. It’s got everything you need, except power genera-
big, but like I said, it don’t really compare to them other places. tion services, and it can be comfortable if you have money to stay
Still, it has big city problems like disease, drugs, and crime and at the hotel or hostel on the surface. Sure, it resembles civilization
tends to make you feel claustrophobic if you’re used to the open on the surface but underground, it’s another story. Just watch you
steppe, like me. step... and remember where you are.”
“What do I think of the place? Well, I ain’t no grave robber like
you, but I hear that for an excavator, its a good stop over, a fair place For the Game Master: Steel Hill is the fourth largest set-
to recruit new diggers or join an existing team. You can get a ship tlement in the Crossroads Region, and an excellent setting
heading to Safe Port or Memory or even out of the region, or you can for urban adventures due to the disparity between the sur-
pansy out and take a caravan along the roads to Sorrow or Sand- facers and the maze dwellers, not to mention the many war-
barra. There are some bars and brothels, a relic buyer, and plenty ring gangs within the slums themselves. The internal conflicts
of flats and homes for sale if you are interested in buying one. The between business owners, criminal organizations and rogue
main two things, no... three things, you need to know about Steel Purist or Aberrationist agents can supply plenty of intrigue
Hill are the green reptilius of the swamp are prone to raiding the and action here. So too, the threat of attack from forces out-
city and butchering small groups of travelers outside of town. Sec- side the walls may also add to the tension experienced while
ondly, the thrice cursed son’s of whores from the so called fricken staying here due to the close proximity of the enormously
Holy fricken Empire are constantly watching the place, plotting to powerful Holy Purist Empire, and the intrusions of both rep-
obliterate it, or they just blockade the sea access and try and starve tilius savages and Aberrationist recon units.
the populace. Did you know, that from the towers of Steel Hill, one The maze system cut beneath the city is not known to be
can see the fires on top of Witch Burn, and by God, you know what rich with treasures, and may not attract excavation teams, how-
those fires are, don’t you? Yes, the burning of our brother mutants, ever, if characters need to disappear for awhile, or, need to
alive. Them fricken cultist filth think that by setting an aberration bring justice to a barbaric sub-culture, then the Deep Slums
alight like a torch will save the trapped pure stock soul within, isn’t are ideal. A Game Master might entice players to enter these
that the stupidest damn thing you’ve ever fuckin’ heard? crime ridden, dingy depths upon being told that a character’s
“Oh yeah, there is a Christian church in Steel Hill, the Divine sibling, parent or lover has been kidnapped by slavers and tak-
Order of Saint Kimberly, who are true Christians and use the real en below, or, a character who might have Steel Hill as his or
bible from the old world. They say that what the Purists preach is her home town, might actually have family living in the maze
heresy, obviously, and that the Lord and his minions will damn and wish to either visit them, or reply to a couriered letter sum-
them at the final judgment. moning him or her home. Upon arriving, the PC could find that
“Where was I? Yes, the third thing to watch is the lower lev- his or her character’s father had been killed by a local gang,
els, called the Deep Slums, where the poor people, newcomers, the family hole confiscated and occupied by raiders and their
whore-slaves, the characters young siblings sold into slavery at ents. May God bless you and keep you safe from the rads, the pox
a Soggy Pablo’s Bath House. The encounter tables shown be- and all horrid things.”
low offer a glimpse into the culture of this city, portraying the 7. Read to players: A family of commoners steps aside for you and
daylight world above, and the cruel reality below street level. bows while the woman smiles and says. “Steel Hill welcomes you,
and bids you stay as long as you like. There are many services avail-
Online Resources: NPCs: Her Prominence the Countess Estella able. Do you need directions to the Hotel or Hostel?”
Brandun on page 429 and Travalis the Slaver on page 442. 8. Read to players: Local commoner children see you and begin
to follow alongside you. Of the group (d6+3), one is brave enough
Unique Steel Hill Encounters to put forth a question GM roll d6: 1,2. “You ever see a war ro-
Note: Always re-roll repeated dice results bot?”/ 3. “Why are you dressed like that?”/ 4. “You kill Purists
before?”/ 5. “Aren’t you afraid to die in the ruins? They’re full of
Daytime Street Encounters in the Upper City: d6+3 monsters and machines, ain’t they?”/ 6. “Are you here to save us
rolls for street occupants from chart B, page 381 with a 2 in
10 chance of a unique encounter per passage from the fol- from the bad people? There are bad people, who hate our mutant
lowing list, roll 2d6: friends and brothers and sisters, who wanna kill us all and stick our
2. Read to players: While in a quiet street you suddenly hear a heads on poles.”
rumbling sound and all at once a covered wagon is pushed from an 9. Read to players: “Look up there!” Cries a woman, commoner,
alley directly beside you. It blocks the passage in front of you. Sud- who stands with other women outside a home preparing fruits and
denly, from either side, exiting doorways, dropping down from upper vegetables. They point upward towards the east, where far in the dis-
balconies and jumping from the back of the wagon, are a bold gang tance a single airship hovers in the sky, a white and gold Purist flag
of raiders brandishing machetes. GM: There are as many of the whipping underneath.
thugs as there are people in the character group, including NPCs, “They know to stay out of range of the light cannons,” Remarks
robots and carnivorous pets, (+ d6 raiders). They are +4 initiative. anther woman. “Those so called ‘unmixed’ devils.”
Read: They extend their machetes while one growls, “Drop your The airship hovers well out of range of Steel Hill’s relic guns,
weapons and packs, coin pouches and sword belts, or I swear we will all day, observing shipping and other activities, but making no move
gut you like pigs here and now!” toward the city.
3. A thief runs out from an alley where he (or 34% chance, she) GM: There is a slight chance that the airship puts down on
runs up behind the hindmost character and attempts to pickpock- the roof tops of Steel Hill sometime in the evening, and deposits
et the person, going first for a relic pistol, then a grenade if pres- a handful of mutant killing zealots. If this encounter has occurred
ent as a second choice, followed by any other belt mounted relic. during the day, roll 2d6+2 later during the night time when street
If no relics are present, then the thief goes for the character’s encounter rolls are made, next page.
coin pouch, snapping it or slashing it off and bolting down debris 10. A line of Lower Freehold Militia are limping their way down
filled alley, dodging, using cover (-30 DV) and disappearing into a the street, some appear to have arrows protruding from wounds,
pipe-like entrance into the Deep Slum. If a thief is encountered others are missing limbs, or being carried on stretchers. The
again while the characters are in the City, the PCs are 63% likely 3d6+10 men and women are led by an NCO, who is nursing a
recognize him or her. nasty wound. He sees the PCs looking on and speaks as his unit
4. A squad of 3d6+3 municipal soldiers marches down the street, passes. d6: 1,2. “We been fighting the scalies... them reptilius, north
10+d20m away, led by an NCO officer. They are simply moving to of the city. They are becoming bolder in their raids, and planning
their posts, or ending their watch; however, if the characters are their attacks more carefully. You should join the Southern Rangers,
wanted by the authorities, and not disguised, they will be spotted we could use such warriors. Just go to Independence Tower, and en-
and detained using whatever force the NCO deems necessary. list. You’ll be glad you did.” / 3,4. “What are you looking at, out-
Failure to halt is enough reason for these warriors to open fire landers? We bleed and die so you can have the freedom you need to
with muskets. stay in our great lands. Without us protecting you, you’d be under
5. A trade caravan is slowly moving up the street toward the char- the whip of the Aberrationists or tortured by the Purists. Yeah, we’re
acters, consisting of 3d6+4 cloth covered wagons, as well as coming back from fighting those cultists. You should join the militia,
2+d6 steel plated, box wagons with concealed drivers and an ar- you cowards, and do something important with your lives!” / 5,6.
row slit-gun port facing out each side. Each covered wagon has a “By God we fought them lizard folk with cunning and heart, damn
family of commoners in it, consisting of a man, woman, d4-1 (0-3) it. But there were just too many of the fricken green things. We are
teens and d4-1 children, For each wagon there will be one mount- the lucky ones. Now, in two days, we’re going back out their into the
ed militia soldier with a bow, the entire group led by a militia of- bogs, and we could sure use your help in the fighting. If you’re inter-
ficer who directs the whole caravan. The man happens to notice ested, have any damn guts, and want to earn five silvers a week, join
the characters; roll d6: 1,2. The man simply nods his head to the us at the gates, dawn, two days from now.”
PCs respectfully and keeps on going./ 3,4. “How’re you doin?” 11. Street urchins, 2d6 plus the number of PCs in the charac-
He asks, smiling. “You excavators or mercs or what? It don’t really ter group, pour up from sewer grates, pipes, and hatchways and
matter. We are off to Sandbarra to settle there. This city is too crowd- surround the travelers. The punks aim slingshots at the PCs and
ed with too many crooks for my liking. We could use some extra pro- stand back 5m. Each youth is also armed with a knife in his or her
tection on the long road, why not join us, I can pay you each two belt. Their leader, with a prime mutation, speaks threateningly
dozen silvers. What do you say?”/ 5,6. “I assume you are Outland- “Okay, foreign filth, drop your weapons and coin pouches and back
ers,” says the officer, reigning in his horse. “Listen, we are leaving up against the wall, real slow, or we’ll pelt you real good then cut
this hive of criminals and arrogant fools. We have purchased land out your genitals!” The filthy, desperate teens and older children
outside of Sandbarra and will build a palisade, then a village, and are very serious looking, and don’t appear the least bet nervous
start our own free town. Come, brave ones, jump aboard a wagon or hesitant in what they are doing.
and join us in our adventure... we could sure use some warriors.” 12. Read to players: You notice that several rough looking,
6. Read to players: A group of fisherman (2d6 commoner men) dirty men are following you, outnumbering your group two to
happen to approach you, and seeing that you are excavators or mer- one. They keep back about 10 meters, but are clearly focused on
cenaries, or another armed caste, they step aside and bow. “Wel- you and keeping pace. GM: If there are no city troops among
come to Steel Hill, great ones, we certainly need your warrior tal- the random street occupants, they continue to follow the PCs
around the city, departing if city troops happen to be present.
If, on the other hand, there are raiders among the existing 5. d6+2 prostitutes are sitting on the steps to a well lit house,
street occupants, consider these thugs to be waiting up in the smells of incense waft forth from the open door. They no-
front of the PCs, 2d6m away, smirking, their hands on their tice the characters and speak up. “Well hello, outlanders, don’t
weapons, but not drawing their machetes. The main body of you know the streets are dangerous this time of night? All the
raiders are closing the gap, and it is clear they have laid a rich and wise are hiding behind their doors, safe and warm
well planned trap as there are no side alleys where they have in bed. Why not come join us at the same? You can spend an
cornered you. When the following raiders are within melee hour with one of us for 4 silvers, or the whole night, at peace
range, one steps forward and tells speak sup, announcing and erotic experimentation, for 15 silvers. What say you?”
which gang they are from, see table above, page 98 for ran- 6. 2d6+2 Insects, Blood flyers, drop down from the night sky and
dom gang and description. “We’ve been watching you, friends, randomly attack any of the street occupants, including characters
and want your weapons and your money. Toss it all at your feet 7. 3d6 gutter rats cross the street in front of the PCs. If the ro-
or else have you guts dumped there instead.” They draw their dents outnumber the characters two to one, they turn suddenly
blades and point them at the character’s bellies. and dash toward them, keen on tearing the characters apart.
8. A lone reptilius, armed with a bow and three dozen arrows
Nighttime Street Encounters in the Upper City: and mounted on a winged slasher lizard, dives down out of
d6-2 (0-4) rolls for street occupants on chart B, the air and attacks a random street occupant, possibly one
page 381 with a 3 in 10 chance per pas- of the characters. The reptilian raiders make d4
sage of a special encounter from the passes before moving off to harass people on
following list, roll 2d6, or 2d6+2 if a another street.
visible mutant is present. 9. The characters turn the corner and see a
2. As this character group doesn’t lone excavator (type random) fending off a
have any obvious mutants among group of d6+3 raiders. The thugs have him
it, they are approached by 2d6+6 or her cornered in a doorway, hence the dig-
commoner men; a mob bran- ger can only be attacked by two assailants at
dishing pitchforks and torch- once. Upon seeing the PCs enter the scene,
es. They have grim looks on the excavator calls to them. “Comrades, I
their faces, and the PCs no- have been waiting for you? What took you so
tice many are common mu- long? I saved some of these swine for you to toy
tants. “We were told you was with!” If the PCs drive off the raiders, this exca-
here, Purist maggots!” One vator will be eager to join his or her saviors.
growls. “It was you, wasn’t 10. A patrol of 4+d6 Municipal
it, that killed our chums out soldiers march passed, talking
on the road!? Well, you may to people they meet and mov-
have gutted them and mu- ing along quickly. They near the
tilated them pretty bad, but characters and one says, roll d6:
one was hiding in the bush- 1,2 “Lizard folk have breached
es, and saw it all, and told the wall, again. Best if you
us you were in town! Now, get to your rooms and lock
we gonna make you pay, the windows and doors for
and die squealing like the the night.”/ 3,4. “I hate to tell
Purist pigs you are! Kill you this, but at least one Purist airship
them!” The mob charges for- touched down into the city tonight. No doubt
ward, range 2d6m. there will be mutant killing fundamentalists run-
3. Stepping out of the shadows, blades drawn, are hunched, ning about looking to kill anybody who doesn’t fit their ideal. Go to
cloaked figures. They let any other street occupants slip your quarters!” / 5. “Good evening. We are just passing the word
passed as they surround the characters. There will be d2 that a brutal gang of rabble from the Deep Slums have been beat-
per character, treated as raiders with hatchets. “Drop your ing and stabbing people and then robbing them. Best you head
weapons, packs, belts and pouches and you may leave here for shelter and remain there until dawn.”/ 6. “Greetings, friends.
with your privates still attached.” One hisses. They are 2d6m We have been dispatched to tell people to get the hell off the
away, and if the characters make for their weapons in an of- streets. Watchmen on the wall say a big swarm of devil bats have
fensive way, the thugs charge. If the characters, for whatever entered the city and are heading this way!”
reason, do hand over their arms and gear, there is a 3 in 6 GM: There is a 2 in 6 chance that just as the troops dis-
chance that the thieves honor their word and just let the PCs appear around a corner, 2d6+6 of the ravenous bats dive
go, otherwise, their hands and other appendages are tied bomb the characters, as well as any other street occupants
and the thugs march the characters off to an entrance down previously determined to be present.
into a gang area ruled by their own criminal faction. Roll d8 11. The PCs enter the street and discover a gruesome scene,
for the random gang these thugs come from, on page 98. Be- d6 commoner men, as well as any random street occupants,
low ground, the PCs will be stripped naked, beaten, abused, who may have been randomly determined, are laying dead in the
and thrown in a cell room and sold to a passing slaver 2d6 street, hacked apart, their hearts and eyes cut out. Hovering over
days later. the bodies, bloody short swords in hand, are a group of reptilius
4. Read to players: Your hear people shouting from an open win- who look up at the characters with gleaming gold eyes, 2 per char-
dow of a house, pointing to the southeast. “Dear Lord, look at that,” acter in number, but a minimum of as many dead humans lay at
Says a woman, covering her mouth in horror. The characters can’t their feet. They will hiss menacingly and charge the characters.
see what she sees. Noticing you below, another person in an adja- 12. Thugs (d6+6 raiders) emerge from the shadows and ob-
cent windows calls down to you. “We can see the wicked tower of serve the PC group, range 2d6+3m away, armed with clubs.
Witch Burn in the Purist lands, just across the bay. They are burn- They only rush in to attack the PCs if they outnumber them 2
ing a lot of mutants tonight, we count a dozen pyres so far. God have to 1, leaving them unconscious and naked in a nearby alley if
pity on their souls, at least the torturing is over for those few.” they defeat the characters.
13. While making their way along the street, the PCs notice in the Swamps, fighting the lizards and the Purists, and that
that a cloaked figure is following them. Roll the street occu- once she was engaged, but the man vanished in the same
pants, and if there re no militia guards present, then the lone swamps while on a doomed patrol. His name was Gratho, and
figure behind makes a strange howling cry and pulls out a was a mutant with golden skin.
crossbow and fires, aiming for a random mutant in the group. 4. Two men enter the ring; one is a fisherman with a battle
Treat the man as an assassin, without a relic weapon. The axe in two hands, a commoner, and the other, a raider from
next round, from both sides of the street, leaping from various a random Deep Slum gang using a short sword and shield.
alleys and doorways, come pure stock men, treat as common- The commoner is enraged and shouts at the thug, something
ers, wielding hatchets and bellowing furiously, “Your kind are about the criminal having abducted his daughter and taken
a plague on the earth!” They cry. “God has sent you to test us, her to the lower city as a slave. The raider just shrugs and
and he has found us deserving of this task! Die now, children says, “Well, she is a virgin, and will fetch a great price in Port
of the horned one!” There will be 1 Purist zealot per character, Folly.” The fight commences, with the crowd placing bets on
plus 2d4, plus the assassin at the far end of the street who is the gory outcome, favoring the raider.
busy reloading his crossbow and staying back from the fray. If 5. A lone excavator enters the bar and after ordering a huge
the battle goes poorly for the zealots, the assassin will flee. pint of beer, strolls over the character’s and asks if he or she
14. Suddenly, shooting down from the roofs and balconies can join them. “I am new in town, just landed off a ship from
around the characters are d4+1 crossbow bolts, aimed first Safe Port. Ever been to Safe Port? They are in for trouble there
at obviously mutated individuals, followed by any cyborgs, once the rebellion blows up. I sure don’t miss that place. Say,
beastial humans or other visible non-pure stocks. Following I am looking to do some ruin bashing, are y’all looking for re-
the crossbow bolts, men in black cloaks drop down, one per cruits by any chance?” GM: Could be a new PC or an NPC who
crossbow bolt that had been fired, and attack the nearest mu- happens to have a lead on some unlooted sites in the nearby
tants and cyborgs. These are Purist assassins, who unless swamps.
armed with a concealed relic (67% chance of a WC-RC), the 6. A nomadic trader takes up a small table near the PCs, and
men use rapiers. “Die ungodly fiends!” One cries. “May the after a while, leans over and taps a character on the shoul-
Lord of true men strike at thee, viper!” Shouts another. They der. As the music is loud, the trader has to shout in the char-
will fight to the death. acter’s ear. “Hey, I just heard that there is a ship heading to
Memory at first light. I am on my way there to sell seed. They
say that the captain is looking for some mercenaries to guard
Encounters in The Jean-Paula-Mission Hostel Saloon: the barge during the voyage, and he will pay you each 10 sil-
commonly referred to as simply the ‘Jean-Paula’. As noted vers besides giving you free passage. It ain’t a bad deal, real-
above under the accommodations listing, this bar is a rowdy ly.” If the characters go to the docks at first light, they will not
place. A relic sound system plays thumping ancient techno only see the barge getting ready, but the trader is boarding
music day and night, making it hard to hear even across it. Indeed the captain is looking for some extra protection on
one’s own table. After lunch hour, there will be semi-nude the risky trip through pirate infested seas. “Welcome aboard,”
dancing girls in hanging wooden cages, gyrating and fon- he smiles through rotted teeth. “I’ll show you how to run the
dling themselves to the music, while below, there is a raised, heavy ballista I had mounted on the rear deck.”
5m wide wooden fighting ring with ropes around it for any- 7. Some nearby fishermen and sailors are completely drunk
one who wants to brawl or settle a duel. No missile weap- and begin to dance a ridiculous jig on their table, shattering
ons are permitted in the fighting ring, while outside the ring mugs and glasses spilling food. The crowd laughs hysterical-
brawling of any kind is prohibited. A staff of 4+d4 bouncers, ly, and some of the prostitutes and serving girls join the men
treat as male savages using clubs in two hands, will pummel in their silly dance. There is a 3 in 6 chance the dance spills
anyone who gets into a scrap outside of the ring and throw over, with d6 men and d3 whores falling off and onto the char-
the offenders in the back alley, where 2d6 raiders usually acter’s table, knocking d3 PCs over and upsetting any food
wait to beat and loot anyone evicted from the bar. and drink the characters may have had. It is clearly part of the
There will be 2d6 bar patron rolls from chart B by day, bar’s nature for this sort of festive chaos, and the bar tender
page 384, while 3d6+4 by night. There is a 2 in 10 chance and bouncers just clap and cheer on the 10+2d6 men.
per hour of an encounter by day, and a 4 in 10 chance after 8. Two raiders from enemy gangs suddenly explode into vio-
7pm until dawn when the bar finally closes. For encounter
lence, right next to a random character. Before the bouncers
results, roll 2d6 during the day or 2d8 after 7pm:
can grab them and knock them senseless, one manages to
2. A drunken thug staggers over to the character’s table and miss with his punch and plow his fist into a prostitute’s face,
leans over a random PC, belches once, then vomits all over knocking her out. The near-naked hooker topples across the
the character. “Urp, ugh, sorry ‘bout that mess, chum. Buy me lap of the character, unconscious. There is a 3 in 6 chance
a drink and I’ll forget all about it.” If the character(s) beat the that d4+1 tough looking men in studded leather approach,
fellow, they will be asked by the bouncers and staff to leave and start to gather the woman roughly, one snickering to the
at once. The raider will be +20 SV to be struck and -20 SV to others. “She’s one of ‘their’ sluts, now she will work for us!” If
harm anybody else, being so drunk, and will have no interest the character(s) refuse to let the men take the unconscious
in entering the ring, instead will draw his machete and swing woman away, they grow enraged and threaten to draw their
at any attacker or bystander who gets close enough. hatchets. One, spitting as he talks, yells at the PC. “Keep out
3. A prostitute steps up to the most attractive male in the of this, stranger, this is our city and here, our rules are law!
group and leans on him, smiling, her cleavage right before his She ain’t’ nothin’ but a cheap whore, what does she matter to
face. “Tell me you aren’t homosexual. Tell me that for 5 sil- you? Is she worth dying over? Huh? Now let go or I’ll take off
vers you’ll come with me to my room upstairs and shake the your fricken arm!”
walls and wake the drunks in the next room. Tell me, that you If the characters hang onto the woman, the raiders with-
won’t do something silly and join the freehold militia and go draw, giving the PCs grim looks before disappearing in the
off into that damn swamp and die, like so many other of you crowd.***
handsome fellas have done.” If the character goes with her The prostitute wakes 3d6 minutes later, and when told of
for an hour, she does manage to make the walls shake, but so what happened, she shakes her head, swears and says. “Oh,
too, she divulges that her father and brother have been killed
***See footnote, bottom left of page 103
you are angels, saving me. They would have taken me to the noble excavators, or whatever you are,” smiles a proud female
lower city, where I grew up, where it took me all my life to get ranger. “We are all living in a pivotal age for humanity. Around
away from. Working here, having a room in this great hostel is these parts, there is war between the old race and the emerging
a dream come true. Thank you for your bravery, come, spend mutant race, and this is a shame. Why should humanity not stick
the night in my room, all of you. I have blankets and food, some together? There are other species on the rise that seek extinction
wine too. It will be much safer.” If the PCs agree, the woman for us all, or at least to make a meal out of us, so this bickering
will be especially grateful to the character on whom she col- between pure stock and mutant must end. If we can not stop the
lapsed, and will attempt to frolic with the person. two sides from killing each other, at least we should stop them
9. A merchant and his d6+4 militia soldiers approach the from killing us, correct? So, we are here tonight to ask you to
PCs. Without asking, the well consider joining the Southern
fed merchant sits down and Rangers. You can keep your
orders a round of expensive arms and armor, and your
drinks. “I have a businesses group cohesion, but enlist,
proposition for you all. At dawn get paid, get respect, get a
tomorrow I am departing on a warm bed and serve a cause
cargo barge for the town of that is ever so much greater
Safe Port. The voyage may than the simple survival or
take a few days, and there greed gratification of a mere
are pirates, predators and excavator. Don’t answer us
various silly factional ships now. Just come to the Liberty
laying in wait. As you know, its Tower any time, and request
a perilous thing to travel any- an interview with an informa-
place these days. So, I need tion liaison.” With that, she
protection, more than these gets up and leads her squad
loyal but limited fellows can to another table.
accord me with. I will pay you 12. A man steps up to the
each, 100 silver coins to see character’s table and drops
me safely to Safe Port, plus, some photographs among
I will pay your passage, and the drinks. “These are
give you a berth next to mine slaves, my slaves, and they
on the ship, where half of you are for sale. Each has his or
can sleep while the other half her price written on the pho-
watches over me and my ser- to. Please pick them up by
vants. Is this agreeable?” If their edges, okay buddy?”
the character accept the gen- Says the gruff voice of the
erous offer, the ship gets un- man, a slaver. Nearby the
derway in the early morning, PCs notice d4+2 militia sol-
the merchant’s cargo is only diers standing about, a mus-
known after setting sail; Roll ket pistol and rapier stuck in
d6: 1-3. Slaves, 3d6+3 of each man’s belt. “If you want
each age category and gen- any of these specimens of
der./ 4,5. Scrap metal from obedient and eager human
Steel Hill excavations./ 6. livestock,” continues the
Mixed food stuffs, booze, and slaver. “Go to the docks at
livestock, however, the mer- dawn and look for the blue
chant is a sadistic weirdo, who delights in strange erotica, barge, the slaves can be reviewed below decks.” If the char-
dress up and rituals. He invites the characters to his cham- acters are interested, such as if looking for an enslaved family
ber to observe these peculiar and unsettling activities, even member or teammate or wising to free slaves one way or an-
going so far as to ask the most attractive PC to join him each other, they can inspect the slaves as described. There are 2d6
night of the voyage, for a private demonstration of new tech- slaves, each randomly generated from the following random
niques in bondage, all while wearing ancient fast food restau- selection, with any human being a mutant 42% of the time
rant packaging as lingerie. with 1 minor mutation each. Roll d12: 1. Commoner, man,
10. Two grease coated slave girls are thrown into the fighting 12sp / 2. Commoner, woman, 10sp /3. Commoner teen, girl,
ring and forced to wrestle. The winner is told she will get a hot 8sp / 4. Commoner, teen, male, 7sp / 5. Commoner child, 6sp
meal, bath, and then freedom, the loser gets auctioned off to / 6. Prostitute, captured from Steel Hill streets, 13sp / 7. Sav-
the crowd, the bidding starting at 20 silver pieces. When the age, female, 9sp / 8. Clone, comfort, 20+d20sp / 9. Android,
fist fight is over, the unconscious loser is tied by her hands and concubine, 30+d20sp /10. Robot, household, 25+d12sp
held partially aloft as the barbaric bidding begins, with each /11. Excavator (oar slave), 10+d6sp / 12. Street Urchin from
bid raising her sale price by d6sp, and there being a 4 in 6 Steel Hill, 5sp.
chance per bid that the previous bid is outbid. If the characters 13. The PCs notice several small groups of thugs enter the
wish to bid on the defeated slave, either in order to buy her establishment and take up a spot near the bar, slowly gath-
freedom or for less noble reasons, she later explains that she ering until there are 3d6+4 of them. They are rude and trou-
was captured by slave hunters in the far off Shattered Region, blesome to everybody that passes. One happens to see the
from a farm town called Pineridge, and says her family will pay character’s observing them and walks over, cuffing a random
at least 300sp for her safe return. character on the back of the head, then spitting in another’s
11. A squad of d3+1 Southern Rangers steps into the bar, and drink. “You ain’t from around here, eh?” Says the miserable,
instantly gets an uproarious cheer. They move about the place ruffian. If there are any women in the PC group, he regards
for a half hour before settling at the characters table. “Listen, the most attractive one and says. “What are you doing with
these Nancy boys? C’mon, sweet stuff, join me and my boys 2. Any other street occupants suddenly flee the tunnel as local
and we’ll show you what a real man is all about.” If the char- gang members dash out with clubs and shields. There are 3 per
acters make a move toward violence, the bouncers will ap- PC, and surround the travelers. “Drop your weapons, strangers,
proach and warn the character’s to keep the peace, or deal you now belong to our boss.” If the PCs refuse, the thugs will
with the thug in the ring. If a character challenges the thug, try to club them into unconsciousness. If half the thugs are de-
he will join the character. He is more robust than he appears feated without inflicting at least a few casualties in their targets,
and has an extra 30+d20 endurance, is ambidextrous and they will break and run, however, see Special Encounter A, page
wields two sabers at a time, and, is 77% likely to actually be a 104. Captured characters are relieved of all weapons, their
ghost mutant with two mutations from table TME-1-59, page arms and appendages tied behind their backs (type D strength
59 of the TME hub rules. If he is killed, his associates will be based HC to break, one check per hour). Once restrained,
furious, and leave the bar. *** the captives are taken to a cell area deep in the gang’s sec-
14. d4 dancing girls are moving about the noisy room, hold- tor where they are stripped and thrown into a cell with a steel
ing onto each other suggestively and swaying back and forth. door (DV -40, END 90) and kept there for d4+2 days, given only
They reach the character’s table and spread out, caressing table scraps for food and tainted water. After a time, they are
the men in the group, playing with their hair, kissing their sold as a group to a man named Travalis, the Slaver (free PDF
necks, running their hands over their bodies and then moving download). The PCs will be taken and chained to a seat on the
on. There is a 2 in 6 chance that one woman whispers some- oar deck of a cargo barge heading for Safe Port, but stopping at
thing to a random character: “You are in danger. A gang from Sorrow and Memory along the way.
the Deep Slum has made plans to jump you, rob you and take 3. A slave woman is observed running down the passage toward
you as slaves. They are gathering their goons right now, and the characters, while behind her, 2d6 raiders of the local gang
watching you as we speak. Don’t leave here until dawn, when are chasing after her. She sees the PCs and grasps onto the last
the streets are much safer. Good luck.” *** one in line and hides behind him or her. “Save me! Please! I am
15. In the busy crowd, for as long as the PCs visit in the bar, no slave, they kidnapped me from the Upper City! My family is
people shove behind the characters, occasionally bumping rich, they will reward you well! Just get me up to the streets!”
their chairs or elbows, but on this occasion, roll d6: 1-3. A bar “Okay, Outlanders,” smirks one raider as they approach
maiden carrying a full tray of drinks is knocked over and spills and stop d6+2 meters away. “Hand the slut over. You’re not go-
all her beverages on a random character. / 4,5. A cloaked ing to buy her lies are you? We bought her fair and square from
figure, treat as a commoner man, is actually a Purist funda- Travalis, the Slaver (free PDF download or page 442). She is
mentalist and pulls out a dagger and tries to slice a random actually a Purist bitch caught outside Far Cross. She works for
mutant or cyborgs’ throat! He gains +3 initiative and has a our boss, in a whore house. Now, pass her to us or you’ll never
base SV of 01-90 on the first slash attempt!/ 6. A mutant with see the daylight again.” If the characters pass her over, the raid-
one prime mutation, treat as militia solider, uses either his ers nod gratefully and march the woman off and out of sight,
mutation or a musket pistol to attack a random pure stock or she looks back, however, just as the group disappears into the
character who appears as a pure stock (clone, ghost mutant, gloom, a hurt, stunned look on her face.
android, etc.). He stands across the table facing the charac- If the characters refuse to hand the woman over, and threat-
ter, and gains +2 initiative and a base SV of 01-70 on the first en the raiders to keep back, the thugs will comply if they don’t
strike. After firing the single shot weapon, he draws a hatchet outnumber the characters, otherwise, they draw hatchets and
from his belt and dives at the character, yelling “You Purist charge. In the event that the characters back away or defeat
murderer! I recognized you from the walls of Rivergrad! You the thugs, they must still get out of that particular area of the
killed my brother!” Deep Slums. There is therefore d3 more encounter checks to
16. Getting up from a nearby table of d6+3 raiders from a lo- be made in order to get out, and any raiders met will be from
cal gang, a single thug walks up to a random PC and splashes this same gang with orders to stop the characters at any cost.
his beer in the character’s face. If the character is female, Should the PCs reach the surface, the woman takes them to a
so too is this raider, otherwise male. “I challenge you to fists house where there is a 3 in 6 chance that a well dressed old man
in the ring, outland deviant. I don’t like the way you look! Are opens the door. The woman explains where she has been the
you going to fight me or not, coward!?” The bouncers stand- last few months, that the PCs saved her. In gratitude, the man
ing near the entrance start to move toward the commotion, gives each character the same amount of money d10+10sp, and
anticipating that the PCs don’t know the ring’s brawling or the entire group one random relic weapon he had saved from his
melee weapon only rules. If the character refuses, the raid- grand father (WC-R). If a 4-6 are rolled, however, the door opens
er retires, scoffing. “Just what I thought, a sissy, a pampered and a older prostitute peers out, d6 other hookers stand behind
mamma’s baby.” If the character will brawl, the crowd cheers her. “Your back!” Cries the older woman, hugging the one the
as the combatants enter the ring, the thug raises his or her PCs rescued. “Sorry I lied.” Says the teary eyed woman the team
fists and bids the character to come closer. saved, peering back at the PCs. “I had to get back here where I
earn way more money. Come inside, all of you, spend the night
*** If the characters leave before dawn, there is a 3 in 6 chance and enjoy the women, or me, I’ll pay the bill off, somehow.” She
that encounter 3 from the Nighttime, in streets of the Upper City, will at least honor her word in this respect.
page 100, occurs within d4 blocks of the bar. If the characters are 4. The characters notice that d3+1 local area raiders are fol-
actually staying at the Jean-Paula Hostel, there is a 1 in 6 chance lowing them, keeping back 10 meters and just observing the
that during the night or very early morning, the door is smashed in team’s activities. If approached, the thugs back off and van-
by men using a steel ram, and in pour d6+3 raiders with clubs, who ish into the maze of tunnels.
will beat the characters unconscious, rob them, bind them and take 5. A crippled commoner man limps up alongside the charac-
them to their headquarters below the city in a random gang’s terri- ters holding out his hat. “Please, great ones, please, pity your
tory, selling the victims as rag wearing slaves 3d6 days later. fellow man, and spare a coin... or a bit of food at least!” If the
PCs ignore him, he will be 77% likely to curse at the charac-
Encounters in Deep Slum tunnel streets: Any time of ters as they go down the tunnels away from him, attracting at-
day d6-2 (0-4) rolls for street occupants on chart B, page tention to the PCs from those nearby.
381 with a 3 in 10 chance per passage of a special encoun- 6. The characters enter a crowded blockage in the tunnel.
ter from the following list. Roll 2d6: Here, street venders sell bruised fruit, moldy bread and fish
that doesn’t smell too fresh. A crowd of 3d6 commoners of vari- begging for mercy. “That’ll teach you to show us respect next
ous ages and genders are milling about, hunched over in their time!” One thug with a prime mutation yells. “Who the hell do
drab, muck stained ponchos. Just then, a random character is you think you are? I outa stick you with my blade and show the
bumped, and notices a small figure nearby. The figure is a thief, rest of your family how to behave.” The man draws a dagger
who has bumped the a character while making an attempt to and holds it to the bloody nosed person’s face. “First a scar
pickpocket the PC, lifting a holstered relic weapon, musket pis- or two!” Laughs the raider. The commoner screams as his or
tol, grenade or coin pouch in that order of preference. If suc- her face is cut. The other raider notice the character observing
cessful, the thief is already dodging away with the stolen item, their sport, and nudge the one holding the dagger to look up.
using innocent bystanders as cover and gaining -30 DV. The grim fellow frowns and calls to the PCs “You, outlanders,
7. A filthy, mud dappled hooker saunters up to the characters, move along or I’ll be cutting you up as well!”
and in a half hearted voice, breaks a slight grin and simply asks. If the PCs move away, they hear numerous pitiful screams
“Two silvers for my hot company, right around this corner here. as the commoner is tortured, possibly killed. If, however, the
Got a fur spread out where nobody will bother us. No? Okay... characters decide to step in, the raiders are very self assured
whatever,” and moves on to another man on the street. As she and draw machetes gleefully; fleeing only if they are clearly
turns, the PCs notice whip scars on her exposed back. losing any scrap. See Special Encounter A, below.
8. d6+3 raiders of the local gang have established a toll col- If rescued, the commoner will offer to take the PCs to a secret
lection point in the tunnel that the PCs now pass through. If the tunnel, which leads to a row of very shoddy pit houses. The com-
characters turn around there is a 2 in 6 chance the men and moner’s family later meets the survivor and together they urge the
women of the gang don’t notice, but the GM can re-roll for an- heros to take them away from Steel Hill, to relatives in Sandbarra
other passage with a 3 in 10 chance of a unique encounter. If who will give the PCs lodging for as long as they like.
the Characters are instead seen leaving, the raiders grow suspi- 12. Gang War! Suddenly 3d6+6 raiders from a neighboring
cious and tell others to find the outsiders and ‘interview’ them, gang invade the passage, ignoring all non-raiders, and clashing
see special encounter A, below, right. If the characters do decide with half as many defending thugs who cry for help. The hard
to pay the toll, it is a random daily amount, d10+1 silvers, with pressed defenders see PCs and one calls out. “Fight with us!
the same amount per individual in the group. Failure to pay, and Defend our territory and earn a place in our community for the
be respectful about it, results in the characters being told to turn rest of your lives! Our leader shall reward you well!” If the PCs do
around and go back the way they came, or submit to being their assist the defending gang, and defeat the attackers, the char-
servants for the day. If the toll takers outnumber the characters acters will be taken to the local gang leader where he or she
2 to 1 or better, they will also demand that the characters each will decree that the PCs can either become full fledged gang
kneel and bow, promising allegiance to the gang should their members, or, merely enjoy the benefits of no tolls, respect from
turf come under attack by an enemy gang. all gang members, a prostitute’s company that night, a feast in
9. Street urchins, 3 per PC +d6, leap out of the holes, tunnels their honor, d20 sp each (same amount per PC combatant) and
and jagged debris which hangs down from the ceiling. They all d6 random slaves for the characters to own and take with them
brandish knives and surround the characters at melee range. (captives from the Upper City) .
One waves her knife in a great arc and hisses at you. “Give
us your weapons, your coins pouches and your food, surface Special Encounter A: The characters have evaded the
dwellers, or die right here!” If the PCs oblige, they are robbed local gang temporarily, but were seen and their descriptions
and left alone, however, if they go for their weapons or initiate spread about the specific gang controlled area, alerting all
mutations, etc, there is a 3 in 6 chance that the gang breaks raiders to detain the strangers. There is a 50% chance that
and runs, practically vanishing within d6 rounds. within the next hour, if the characters are not holed up in a
10. A prostitute looks about nervously and then runs up to the den or pit someplace, that a mob of 2d6+3 raiders discover
most attractive male in the character group, raising her hands and surround them before making their assault. The crimi-
to show she has no weapon. “Please, great warrior, I have been nals will order the PCs to surrender, drop their weapons and
sold to these awful men and women of the local gang, by Travalis, kneel. The characters will be tied up and taken to a jail area,
the Slave taker of the underworld (free PDF download or page stripped and bound by ropes, and kept in a cell for 2d6 days
442). I have had enough of this terrible place and plead with you before Travalis, the Slaver (free PDF download) has them sold
to take me to the surface, maybe even away from this doomed to some cargo barge as oar slaves.
city! I have family in Overpass who will reward you with whatever
we have. I have nothing to offer one’s such as you, I am sure,
unless you find me pleasing. Please, will you help –.” Just then, Encounters in Deep Slum Bars (The Vicar’s Pit, The
d6+2 raiders come into the tunnel, and see the woman talking to Cranny, The Foray or The Deeper Arms): d6+1 patron rolls
the character. They approach, somewhat curious. “Alissa, what from chart B, page 384 by day, 2d6+4 by night. There is a
the hell are you doing out here?” Asks one, eyeing the characters 3 in 10 chance per hour of an encounter by day, and a 5 in
carefully, his hand on his machete pommel. “Boss told you that 10 chance after 6pm until dawn. Roll 2d6 during the day or
you had to stay with the other girls. And you, outlander, are you 2d6+1 if a visible mutant is present in the character group:
her customer or what? If not, then move along before we skin 2. A drunken pure stock commoner man staggers over to the
you.” If the PCs leave, Alissa is grasped by the arm and taken characters, looks about carefully and then speaks in hushed
out of sight. If the PCs decide to rescue her, and defeat or drive tones, apparently not drunk at all. “My pure blooded brothers
off the thugs, who will flee if half their number are defeated, see (and sisters), what are you doing down here? You should be
special Encounter A, on the right. Alissa will honor her word and up on the surface killing God damned mutants as you have
take her saviors to her family home in far off Overpass; a modest been ordered to do. Who cares about the maggoty deviants
shack among rows of other shoddy huts in the Undercity District. down here? Strike at the infidel’s defenses and upper ranks...
Her grateful family will house the characters whenever they are not this filth. Now go do your duty before I report you to the
in Overpass for 2d6 years, longer if the PCs bring food and pro- priests.” He then hastens away.
tection to their household. 3. Travalis the Slaver (free PDF download) is present, accom-
11. d6+2 local thugs are brutalizing a lone commoner, roll d6: panied by 4+d6 militia solider guards. Each soldier is armed
1,2. man/ 3,4. woman/ 5. teen boy/ 6. teen girl. They punch with a musket pistol and longsword. Also present are 2d6 very
and kick the hapless, rag wearing worker who lays at their feet appealing slave girls, leashes on their necks and held by Trava-
lis himself. In addition, 2d6 raiders of the local gang are near- ings, and sell you as slaves. Best you get out of their turf while
by, enjoying the notorious mutant slaver’s jokes and perverted you still can.” See Special Encounter A, page 104./ 3,4. “The lo-
tales. If any character approach within 4 meters of Travalis, the cal gang boss has been told of your bein’ here. They aren’t sure
guards and raiders will draw their weapons and aim at the in- what y’are or why y’all in the maze, but they think you is enemy
truders and tell them to move away or die. spies, even for the royal family. I’d keep my wits about me if I
4. d4+1 local thugs enter and walk by the character’s table, was you.”/ 5,6. “My name is Jessilla; I am a slave, owned by that
bumping it seemingly on purpose, and knocking over any PC’s scrawny rat of a bar tender. If you can wait for me outside in one
drink who doesn’t make a type A agility based haz- hour, I can meet you there and we can all get out while we can. I
ard check to catch it. The thugs don’t apolo- will steal my master’s coin box, and his gun, which I shall give you
gize and just move on and try to tease a worn once we get to the streets and the safety of the hostel.”
out, bored looking hooker. If the characters accept Jessilla’s offer and wait
5. There are d6+1 sailors at the bar, who are outside the bar, she does arrive, with a coin box
drinking too much and toying with some in a sack and a fully loaded pocket pistol in her
floozies. One does something belt. There is a 2 in 6 chance she is seen leaving,
that one of the girls doesn’t and within 3d6 rounds, the PCs are pursued by
like and she slaps the man, 3d6 of the local thugs, intent on arresting them
(treat sailors as raiders with as in special encounter A, page 104. If the char-
sabers). In response, the acters defeat this gang and get to
man strikes her so hard the surface, the cash box will have
that she is thrown aside 2d100sp and d20 gold coins in-
and crashes across the side and a 39% chance of 3d6
PC’s table, knocking every- extra standard pistol rounds.
thing flying. There is a 2 in 6 Jessilla will give the charac-
chance that as everything falls, ters the box
a random character jumps back, and the gun
knocks into a local thug, who once they
sits with d6+2 of his comrades, take her
and makes the thug spill all the to the Hos-
drinks at his own table! If this tels’ bar, where her sister
happens, the outraged thug grabs works as a server.
the character and points to his 8. A unique person asks
gang’s spilled beverages. “You’ll to sit down with the char-
pay for these right now, you out- acters (72% chance male,
land pansy, or I swear I’ll break otherwise female). If
your neck!” His comrades allowed, he or she
just grin, but make no ef- explains: “I am an
fort to get up unless the excavator, or at least
PCs own group seems to destined to be one.
be preparing for a fight. I have been coming
The yelling raider will be- to this awful little
gin to punch the char- bar for months hop-
acter if he refuses ing to meet people
to buy a round like you. You are diggers, aren’t you? I am
(1sp each) of looking to join an excavation party, are you accepting new
drinks for the members?” GM: this could be a chance for a player to roll up or
raider gang. introduce a 1st rank new player character, or, for an NPC char-
During all of this, the prostitute has gotten up and left the bar acter to be introduced who can guide the characters through-
in a huff, the sailors have turned their backs to the characters out the underground city.
and are now groping the hookers who remain. 9. A bounty hunter and his unit of d4+3 militia soldiers, each
6. d6 local whores approach the characters and randomly with a club, musket pistol and dagger, no shields, are sitting at
clutch onto one PC each. These women groan and fondle their a nearby table, observing the characters one by one. If any PC
intended clients, being none too shy about their erotic plans, has a bounty on his or her head, roll to see their individual odds
regardless of the character’s gender or type, urging them to of being recognized. If so, the Bounty hunter and his goons will
go to the back rooms and alcoves of the bar. They charge only follow the characters out of the bar and at gunpoint, try to ar-
two silver coins for a frolic, are appearance 3d10, and if a rest the individual(s) they are after. If they are outnumbered
character has ‘relations’ with one of these women, there is a by the characters, the bounty hunter will hold off and try to
35% chance she had sinners itch (see diseases, Hub Rules). gather reinforcements. Thereafter, there is a 2 in 6 encounter
If not one character goes with a hooker to the back chambers, chance, per day spent in the Deep Slums, that the PCs will en-
then the whole lot of the whores are 89% likely to turn sour, counter this bounty hunter again, but with an extra 2d4 militia
abusive and embarrassing, with the loudest shouting the fol- soldiers to aide him in the capture of the wanted PC. Local
lowing: “You ain’t here to have fun, are you? No, you’re proba- gang members will not interfere with this bounty hunter’s ac-
bly city spies or rival gang members or something. I say the lot tivities, as they get a percentage of his earnings for captures
of you should be taken out back and drowned in the sewage on their turf.
gutter. How dare you refuse us, are we not beautiful enough? 10. A commoner man sits down with the PCs and leans over,
Are you afraid? Are you virgins or something?” peering from side to side to make sure nobody beyond the ta-
7. A nervous looking serving maiden comes up to the group and ble hears him. “Listen, outlanders, I know your sort, you’re ad-
as she delivers their order, whispers into one random character’s venturers, right? Maybe you’ve already been introduced to the
ear. Roll d6: 1,2. “I heard the goons plotting to take your belong- criminals who rule us. I am Kris, the spokesman for a secret,
rebel group of everyday people who live in this area. We have 13. Among the coming and goings of the bar patrons through
gathered arms and armor and are plotting to defeat this local the front door, the characters didn’t really notice d4+2 more
boss, and butcher the cutthroat’s evil henchmen. Join us and dusty commoners in their hooded cloaks and leather hats. All
we will make you the sheriffs of our new, free community! In at once, one of these otherwise unremarkable men jumps up
return for this help, and as an incentive, we will give your group onto a stool and pulls out a hefty looking black book. “By the
a weapon to aide in the struggle. Are you with us? We strike power invested in me by the Vicar of Purity, I decree that this
tomorrow morning! We will slit their throats and then block the place is a den of snakes! For here, sitting among you are mu-
non-essential tunnels so that neighboring enemy gangs can’t tants, calling themselves men!” He points directly to the mu-
get to us until we have organized a proper military. What say tant characters in the group, although about half the bar crowd
you?” If the PCs, refuse, the man shakes his head then moves is visibly mutated. The crowd begins to unsheathe blades, cock
off, but if the characters do wish to help out, they will be taken their muskets or draw relic weapons and take aim on the Pur-
to a pit house and introduced to the 2d6 leaders of the re- ist. “Alas, we have come here to tell you the truth! Pure men
sistance, and given one random (not each), fully loaded relic and women, look next to you at the pitiful abominations called
weapon WC-R, and told how many raiders there are. There will mutants, and their metal tainted associates, the cyborgs. How
be one commoner man armed with a bow, hatchet and wear- can you tolerate their filth in your midst? Have you no thought
ing leather armor, per raider. Kris, smiling broadly, looks the for your souls? Let me tell you the truth – !”
PCs up and down approvingly and says “With your help, we can Somebody in the crowd puts a crossbow bolt through the
gain the upper hand!” GM: Some small degree of planning is man’s heart and he spills off the stool. The other men with him
required to conduct the revolt from this point onward, such as leap into action and each toss a frag grenade into the crowd,
the location of the raiders, the reaction of neighboring gangs, aiming for mutants. “Die, devil spawned miscreations!” Yells
and the numbers and make up of the civilian population, plus, one of the men. Treat these cultists as commoner men. Af-
the brutal fall out of what might happen if the rebellion fails. ter throwing the grenades, they draw sabers and rush at the
11. Poisoned drinks! It is assumed that all characters have crowd, hacking and slicing before they are themselves killed.
been drinking something, yet if not, they are exempt from the There are a minimum of two grenades, a maximum of five.
strong sleep poison the local bar tender dropped in their bever- For each thrown there is a 20% chance it was tossed at the
ages. The drug is type D sleep poison, with a duration of 3d6 character’s table, to a maximum of two grenades. The other
hours. Those who make a successful hazard check feel very grenades devastate the bar, engulf wooden supports, clothing
drowsy and lethargic. Their vision is blurred and making them and furniture in a blaze, and utterly ruin the place, forcing it to
-10 SV. Those who actually succumb will pass out within d6+2 close down for repairs for 3d6+6 days. The casualties are tre-
minutes, and if nearly all the characters are unconscious, the mendous, with many of the unarmored hookers and bar maids
bar tender will have a group of 2d6 street urchins enter the mutilated by the blast. A single fragmentation grenade has a
bar and remove the slumbering characters while d3+3 raiders 4m blast radius, SV 01-70, and does d20+10 damage to those
will accost the remaining conscious PCs and try to beat them struck.
unconscious with clubs used in two hands ( SV 01-52/ DMG
d10+3 stun). All incapacitated characters are stripped to their
undergarments and thrown in iron doored room and kept there
for d6+2 days. After this imprisonment, the captives will be
sold to Travalis the Slaver and soon after, chained to the lower
deck seats of a cargo barge destined for Safe Port, and at the
bite of whip, forced to row 12 hours a day. The cell door is END
60, DV -20, and there are d4 raider guards in the cell area be-
neath the bar, but 3d6+3 plus Travalis when the time to escort
the slave-characters to the surface world and the docks.
12. d3+3 gang members of the local crime group come over to
the PC’s table and ask to sit with them, pulling up extra chairs.
One ruffian begins. “No worries, mate, we don’t want no trouble,
just to talk. We represent the local crime boss, and have been
asked to encourage you to consider a position in our organiza-
tion. Our leader, (name here), will pay you 4 silvers per day, plus
benefits such as free whores, booze and whatever you fancy off
travelers, not to mention the booty and slaves you can take from
the surface city or our neighboring gangs and their populations.
If you decline, that’s okay, we still welcome your business here,
but, if you’re interested, come with us and meet our boss.”
If the characters agree, they ware taken several corridors
away to a segregated maze which is blocked off by a steel door.
Within the hideout are 4d6+4 raiders, d6 slaves of each type
and gender, plus the local leader, who inspects the charac-
ters carefully, and asks such questions as “How many humans
have you killed? To what ruins have you been? Have you ever
been outside the region? Ever face a garnock or a dragon liz-
ard? Why have you come to Steel Hill and the Deep Slums?
Does anybody know you are down here? Will you kill one of
these slaves if I ask you to?” GM, the reactions to these ques-
tions will decide if the local leader will hire the characters or
not. If not, they are sent away and thanked for their interest,
if hired, they are sent to raid the neighboring gang lands, with
2d6 fellow raiders.
The Dominion
of Aberratia
bede rogerson (Order #26220502)
The Crossroads Region Part Five: Dominion Of Aberratia 108
Life in the Barracks: As full fledged Dominion Warriors, require no unwelcome ‘occupation’ force; instead, the popu-
characters are stationed in a major military settlement (d6: lace does whatever they can to make the stay of Dominion
1-3. Newburg / 4,5. Rivergrad /.6. Hookville) and kept in a Warriors comfortable, attempting to entice the soldiers to re-
barracks. These huge stone and timber structures are multi tire within their walls after their term of service is up.
floored, often descending into the earth three or four levels For the most part, people in Aberratia dress in practical
and divided into tiny private quarters for each solider. Each clothes without many embellishments or unique style, how-
room has a single bed, night pot, lantern, water jug, wash ba- ever, being on a permanent war footing, they tend to dress
sin and coat hook, small chest of drawers, and a wooden foot in the olive green and black worn by various branches of the
locker. While the rooms are not locked, they are respected as Dominion military. With the exception of pure stock citizens
the individual’s private home, and he or she can keep what- and slaves, everybody carries a weapon of some sort at all
ever items locked in the foot locker at the end of the bed. Like- times, and try to keep fit, well informed of events from the
wise, a maximum of one slave can be kept by a solider; the front lines, and spend several hours a week practicing ar-
captive must be chained by the foot to a steel ring built into chery, knife throwing, and wrestling. The people are aware
either the wall or bed while his or her owner is not present. that the balance of power in the region is such that if their
If away at war or on patrol, a slave is fed and cared for by own side either gains a great victory or suffers a serious loss
barracks attendants, who are usually young mutants who are in the nearby Twisted Wood, that their lives will change im-
too young to join the military and so earn their keep by doing mensely. Should they win a major battle, and drive the Pur-
all the chores in a barracks. For a cost of 5sp per month, an ists back to their great walled homeland, that it will be only
attendant will make sure a soldier’s slave is well looked af- a matter of time before the Dominion will finally defeat the
ter and even tethered to the other ‘property-prisoners’ and Purist Empire altogether. With the first war over, it would free
taken to an exercise area where the slaves can mingle, walk, up troops to assault both the Northern and Lower Freeholds,
work out and clean themselves, all under the watchful eye of hence new wars requiring additional troops, but also great-
a squad of warriors. er security within the homeland. Should, however, the Purist
Each soldier must have a will drafted at the time of enlist- Empire defeat the main mutant army at Rivergrad, and those
ment, stating who his or her belongings, including relics, wealth detachments all along the western shore of Lusus River,
and slaves shall go to in the event of his or her death. Since the enemy would soon invade the Dominion farmlands and
dying is a very real likelihood for a soldier, there is always a butcher the populace. Because of this constant threat, the
constant turnaround of barracks ‘cells’ and many times, family citizens maintain a focus on the war’s progress, and make
members are not interested in owning the pathetic pure stock personal preparations in the event they need to evacuate at
or non-human slaves of their late relative, and auction them off a moments notice. In the event of Purist victory in the woods,
to the other barracks occupants at cut rates. it is widely surmised that all the smaller towns will be evac-
A soldiers life while in the barracks is often quite live- uated and burned, with all the food, livestock and raw ma-
ly, as many men and women form relationships and share terials taken with the refugees to Newburg for one final de-
quarters. Alternatively, there is often plenty of fighting among fense.
the troops, but only punching, kicking and head butting is al- Aberrationist social structure tries to be unique, attempt-
lowed, no lethal weapons, appendages or powers may be em- ing to promote a new chapter in human history by departing
ployed while on duty and in barracks. widely from the old customs of pure stock created society.
The most notable changes from the old world are the names
Everyday life in the Dominion of Aberratia is as chal- people have given themselves and their children, coming up
lenging as anyplace else in the Mutant Epoch, however if one with bizarre pronunciations with quirky nicknames inspired
is a pure stock, the difficulties are tenfold. Unlike the Holy Pur- by any obvious mutations or mannerisms of the individual. At-
ist Empire, which destroys all mutant, synthetic and mechani- tempts to create new customs for courting, marriage, births,
cal people, as well as deviant animal life, Aberratia doesn’t and burial have not met with much success, for as strange
eradicate its pure stock populace, at least not as a matter as these mutants may appear, they are still human beings,
of policy. These unmutated people are second class citizens and have resorted to old customs which are familiar, work-
who are not permitted to vote, carry weapons, wear armor, able and keep society functioning. For example, at one time,
nor speak unbidden to a mutant outside their private homes to reject the old world ways, marriage was deemed a pur-
or place of work. Occasionally, some pure stocks are given ist practice, and so, people had many lovers, some of whom
limited weapons and armor during times of invasion, with they had children with, so too, homosexuality was considered
orders to return the articles immediately after the threat is fashionable as well, but for individuals who were not inclined
passed. Many pure stocks are happy to defend their towns ‘that way’, it went against the grain and was ignored. The
since they are often either the parents of, or married to, a social chaos caused by many children growing up not know-
mutant. In fact, it is law that no pure stock may marry another ing who their fathers were, had serious implications when
pure stock, to better ensure any offspring will exhibit muta- the matter of inheritance came up, and again, the polygamy
tions upon birth. Given these circumstances, many non-mu- practice was abandoned.
tants who see no chance of escaping to the freeholds, will Only in Newburg, the capital, do the unique social cus-
often agree to marry a mutant simply to guarantee that their toms seem to maintain a wide following. Here, it is not un-
children have a better life than they did. common to see very strange family structures and relation-
Not every Aberrationist town is unquestionably faithful to ships being practiced, which are so unfathomably complex
the central government and Arch-Magistrate, and while these that newcomers simply can’t figure out who is copulating with
smaller communities see the reasons behind their member- who, whose children belong to which parent, nor what sexu-
ship in a united defense against the Purists, they don’t agree al activities and partners are off limits. A saying in Newburg
with the injustice shown toward their fellow pure blood citi- goes, ‘the only social custom is imagination’; or, ‘if you can
zens. In such towns, as in Dawn Cove for example, rebellion imagine living a certain way, having a certain sort of lover,
simmers below the surface, and extra troops and Shadow or conducting yourself in a creative, unique manner, then go
Minions have had to be stationed in the town to keep order. ahead, as you are living the Aberrationist ideal of constant
Other settlements, especially those nearer the Purist evolution, both physically and socially.’
Empire, are fully supportive of the Aberrationist doctrine, and
Banner Cove
Faction: The Dominion of Aberratia
Dangers: Snag Inlet is simply too wide to be crossed by a siz-
able Purist or Lower Freehold invasion force, unless the intrud-
ing army is carried in barges, which would be spotted well be-
fore the enemy force could reach Banner Cover and take it by
Government: Local Magistrate, Arretos the Jaw
Population: Total 418 to 498/ (Pure Stocks 30+d12 / Mu- surprise. Likewise, the various detachments of Aberrationist
tants 360+2d20 and 20+d12 Ghost Mutants/ Cyborgs 0/ troops stationed all along the west side of Lusus River would
Synthetic humans 0/other 4d6) detect a ground based invasion. Given this, the people of this
fishing and farming community rely heavily on advanced warn-
Site Details: Banner Cove sits on low, open ground where ing for their security. Should a large group of attackers be seen
coming toward this town, the populace will flee inland with nei-
Golden Creek meets the ocean. The surrounding land is ex-
cellent for agriculture and free of woods for several kilome- ther very little notice nor prompting by the authorities.
ters, making observation of the road, fields and sea easy While the threat of enemy attack is real, the day to day dan-
by day, and less difficult with spotlights during the night gers facing these people are more likely to be predators which
hours. enter the town after dark, or attack travelers and farmers on
the road or in the crop lands; in addition, it is not uncommon for
Construction: Wood, scrap and stone have been jumbled a fisherman to be devoured by some sort of sea creature. The
odd Purist death squad does skulk into town, usually after be-
together to make this ugly little village somewhat defensible.
It is not, however, a military outpost, nor given much atten- ing dropped deep into Aberrationists territory by their black air-
tion by the central government thus no funding for upgrades ships, however, there are so few military or political targets situ-
to its defensive works. The houses are nearly as dilapidated ated in Banner Cover that most Purist terrorism activities occur
as those in the vast slums of Newburg or Overpass, and many in Newburg where the effects can be more devastating or widely
have thatch, animals hide or living sod for roof tops. The sor- observed. Finally, whether due to purists or unseen monsters,
ry looking town seems to be in a constant fog from the sea, people, especially visitors, go missing here on a weekly basis.
when not being rained on, and so the streets are more like
ditches, with mud coming up to one’s knees in the paths and Law Enforcement: By Dominion Warriors and local mili-
alleys nearest the walls. tia and citizenry. Captured serious criminals, including Purist
agents, are buried up to their necks in the nearby beach and
Water and Sanitation: Water is pulled from Golden Creek their drowning observed by the villagers as the tide comes in.
After the tide goes out, the victim’s bodies are usually found
by simply throwing a bucket attached to a rope over the wall,
and yanking it back in. Sewage is poured over the eastern wall headless or pulled free and missing as many terrible pred-
into the creek, downstream from the water collection area. ators inhabit the waters here, especially mutant salt water
crocodiles.
Technology: A corn alcohol generator, hand built by long Military and Defense: A detachment of 50+2d20 Domin-
dead settlers, runs the four relic spot lights which make up
the only non-weapon relics in the town. The Magistrate, his ion Warriors are posted here, as well as 3d6+6 Dog Riders
Major and a few visiting Shadow Minions do carry personal who patrol up and down the road, daily, keeping it clear of raid-
communicators, flashlights and relic firepower, but there are ers and beasts to permit trade and farming to continue. There
neither fixed gunnery positions nor radio receivers, comput- is a 27% chance that a visiting body of Dominion soldiers are
ers or other devices present in Banner Cove. present any given day, leaving the following morning. Roll d6
Dawn Cove rities. Some say it is the water here, which lacks bio-genetic
mutagens and other aberration causing substances, which
accounts for the high birth rate of pure stock humans, higher
than anyplace else in the Dominion.
Faction: Dominion of Aberratia (DOA) As far as sewage goes, there are toilets, ceramic replicas
Government: Occupied Town, ruled by Magistrate Ejexa ‘The of old world models, hooked up in the Keep. Out houses and
Spider’ Owens and her mutant troops bed pans, meanwhile, serve the rest of the citizens. Raw sew-
Population: Total 376-518/ (Pure Stocks 110+d10/ Mu- age is poured into salvaged relic pipes and flows out into the
tants 260+d100 / Cyborgs d8/ Synthetic humans d20/ An- ocean under the docks; the flow of the tides rotates the sea
droids d6/ other d4) water, keeping the stench to a minimum.
Site Details: Dawn Cove is a sleepy fishing and farming Technology: Other than the arms and armor of the occupying
hamlet on the Pacific Coast, nestled in an unremarkable, pro- Dominion mutants, this town is sorely lacking in any sort or relic fire-
tected bay. The place once seemed ideal for settlement be- power nor power sources. Ejexa’s keep has a communicator, com-
cause the fishing was good, there were no monster filled ruins puter and video link to all other towns and garrisons in Aberratia, as
nearby, and the site afforded some protection from storms. well as a solar generator which provides spot lights to the land and
Mainly, however, the original nomads who settled this spot ran sea gates. The streets are either totally dark or lit by torches and
out of land and simply built a stockade on a rocky shoreline. lanterns from dusk until about midnight and then only in the busiest
8 out of every 10 days this location is blanketed in dense fog. parts of town. There are no technicians here, but there is a black-
smith, a good looking, three armed woman named Karla Ironmaid,
Construction: Dawn Cove village is made of timber, field stone, who can make very basic iron tools and armor, but she spends most
clay bricks and tiles, mixed with a few scrap structures and sup- of her time fashioning hooks and other fishing gear.
ports. There are three stout wooden gates, each being single
doors large enough to get a wagon or relic car through. The docks, Dangers: Because Dawn Cove has always had a high popu-
all wooden and poorly built, often submerged in spots where the lation of pure stocks, many of them the parents or siblings of
animal skin air bags have failed, are protected by a pair of flanking mutants, the locals here were resistant to joining the Domin-
palisade walls that stretch out into the sea, as well as watchmen ion, and few wanted any part of a group which proclaimed
on the walls and gate house, and crews of various ships and boats racial superiority of mutants over their pure stock relations.
which bob up and down in the waves. The town is surrounded by When political pressure failed to convince the citizens, the
a wooden palisade with more or less continuous catwalks all the village was simply occupied, the pure stocks disarmed or
way around, and two towers flanking each land gate. There is only enslaved, if not killed. Since that time, a local revolutionary
one fortified, truly fire proof structure in the community, this be- movement has arisen which seeks to drive out the occupiers,
ing the Magistrate’s Keep, also called Ejexa’s Bunker, where the but so too, is a very real threat to visitors who are not accom-
town’s ruler and occupying garrison of mutant troops reside. panied by those who appear pure stock (clones, bioreplicants,
etc.). Because of the continued revolutionary threat, the DOA
Water and Sanitation: While rain water is collected on occupiers are tense and suspicious of strangers, including
rooftops it is insufficient and occasionally toxic, therefore, a fellow mutants, especially if these mutants are traveling with
well situated at the center of the town is the main source of pure stock ‘servants’. Much of the crime here, then, is moti-
water here. The well water is remarkably clean for this part of vated not by greed but by suspicion and civil strife. Clearly, the
is a tent town where the lowest caste citizens shiver among the
Hookville muddy alleys. The village has its own gate facing the sea from
which most of the men and boys go forth each day, either out
to their canoes and row boats to fish, or to guide out their flocks
of sheep and herds of cattle, going around to the rear of the vil-
Faction: The Dominion of Aberratia lage to the many fields and homesteads beyond.
Government: Local Magistrate, Hattusa the Flayer
Population: Total 619 to 940/ (Pure Stocks 40+2d20 slaves
and 60+d20 citizens / Mutants 420+2d100 and 70+2d20
Water and Sanitation: Well water is collected from several
deep pits, but the liquid smells metallic and is often brownish in
Ghost Mutants/ Cyborgs 0/ Synthetic humans 2d6+8 color. Worse, the water is rumored to be tainted with mutagenic
slaves/other 10+2d10) agents, left over from the ‘Age of Experiments’ as locals call
the former age. Rain water, which is often plentiful in the win-
Site Details: Hookville sits at the south end of Bomb Bay, a ter months and early spring, is collected in barrels and used to
huge blast crater from some forgotten war. The settlement is di- make the fine beer the village exports to the Capital. Sewage is
vided into two distinct sectors, both of which are made from tim- collected in old oil drums and dumped at the edge of the nearby
ber, field stone and the occasional bit of ancient scrap material. forest, along with the bodies of criminals and rebels.
The Dominion keeps its main fleet here, docked to a series of
simple wooden wharfs protected by the naval base on shore, from
which trebuchet and relic weaponry can obliterate any attacking
Technology: The village or ‘Old Town’ portion of this commu-
nity has a total lack of technology, except that carried by Domin-
navel force. The Old Town, which is little more than a sleepy lit- ion officers and soldiers. There was once a wind turbine and solar
tle fishing village, sits on the west side of the whole community, generator, spot lights and radio receiver within the village, but it
protected by a shoddy wooden palisade; its people bullied by the was all confiscated several decades ago due to a lack of respect
Aberrationist sailors and soldiers who are housed in the adjoining on the part of the populace towards Aberrationist military person-
navel base. The base itself is of newer construction, with a sepa- nel. These articles are now all serving the base, which uses the
rate land gate and a town gate which allows its off duty troops to wind generator to power the spot lights and provide radio entertain-
enter the village and harass the locals, get drunk in the ‘People’s ment to the troops in the Tap Room. Mainly, however, the generator
Bar’, and patrol the town to quell any protest rallies or rebel activi- charges the battery array at the Administration Bunker. This battery
ties. Hookville is built on soft soil, surrounded by lush farmland system powers lights, communicators, recharges power cells, and
but is otherwise unremarkable with no notable ruins in view. allows the main gun, a heavy laser cannon, to fire 6 shots per hour
before the batteries need to fully recharge. It is this huge laser can-
Construction: There are two separate portions to Hookville, non, the ‘Hookville Gun’, sitting in an enclosed, stone and steel tur-
the naval base and the village. The naval base is of recent con- ret near the Admin Bunker, which is the primary relic in the entire
struction and some portion of the outer wall is always being up- community, and is so powerful that the immense black weapon
graded from timber to stone or scrap metal, with the interior bar- can often sink a cargo barge with one shot. More about the turret
racks buildings, mess hall, brothel and tap room being made of is described under Military and Defenses, page 130.
wood with clay tile shingles. The towers around the base are of In the actual Admin Bunker, there is a finicky office com-
stone with scrap metal reinforcing on the sea facing sides. The puter attached to a communication device, which allows cod-
main gate to the base faces the wharfs, and is a huge double door ed email to be sent and received to Rivergrad, Newburg and
made of wood, but plated in steel and spikes. The secondary gate, North Fort, as well as print wanted posters, duty rosters and
which leads into the village, is only made of wooden planks. assorted records as needed. This computer station, and a ra-
The village is a depressed looking place. Its wooden pali- dio broadcast receiver, stereo system, and small basement
sade in disrepair, the houses made of mud bricks or wood, often green house are all is independently powered by a very small
with thatch roofs. In one corner of the civilian enclosure there solar power generator on the peaked roof of the building.
Dangers: Hookville is sufficiently far from The Purist Empire and the central government, each carrying a standard commu-
that it doesn’t feel directly threatened, even though the Purist nicator. Every black and green painted dominion battle barge is
fleet has more battle barges than the Dominion. The fact that a armed with two catapults which hurl flame pots or rocks, plus,
Purist navy must go all the way around the Dethpool Ruins, and will have a random heavy relic weapon fitted on the fore deck;
up the coast passed so much of Aberratia, that any fleet would be roll d6: 1. Grenade launcher with 3d6 frag grenades/ 2. Chain
seen by Dominion spies or shipping, reported, and thus have lit- gun, drum fed with 2d100 rounds remaining. / 3. Heavy ma-
tle chance of surprising this naval base. Secondly, the ‘Hookville chine gun, drum fed with d100 high caliber rounds remaining
Gun’ is aimed out at the bay, adding to the deep sense of com- / 4. Rocket launcher with 2d6 battle rockets/ 5. Heavy laser
placency among the Aberrationist troops stationed in this town. carbine with d3 full power cells available / 6. Light laser can-
Likewise, the gun can turn 360 degrees to fire far inland, so DOA non, with a power pack patched to it from below decks, with
authorities don’t feel threatened by a major attack by land since 2d20+10 shots remaining.
there are other communities and military detachments to their There are 3d6 military longboats docked at Hookville at any
rear, and again, surprise attack is unthinkable. given time. Each is painted black with a green canvas canopy over
In the nearby woodlands there are various predators, as well the rear half, and fitted with a mast and sail for long journeys.
the occasional raider gangs, but nothing which threatens the These craft are crewed by 15 Dominion Irregulars each, all us-
town itself. Travelers and local farmers, however, are in some ing crossbows but also, able to operate the single ballista which
danger of being devoured by great eagles, wolves, mutant is perched on the bow. These ballista fire specialized harpoon
insects and other creatures. Additionally, there is spears which are attached to ropes. In battle, these harpoons
some chance of DOA citizens, or other groups of have only half the range of a normal
mutants, of being ambushed by small teams of ballista spear, but once impaled into a
Freehold Scouts who enter the Dominion by night creature or boat, will either pull along
having avoided the many dog and Bat Rider pa- the longboat or be yanked in by the mu-
trols which criss-cross the land. tant crew. The rope, can, of course, be
hacked off, but this would expose who-
Law Enforcement: By Domin- ever tries to do this to the crossbow
ion Warriors and Shadow Minions. fire of the longboat’s Irregulars.
Trouble making visitors, Free- The heavy laser cannon,
hold spies, and rebels will noted above, was placed in
be sold into slavery if they Hookville in the year 2331, af-
have not seriously harmed ter being removed from the
any Dominion personnel or deck of an ancient frigate
civilians. On the other which is now stuck firm-
hand, if found guilty of ly in the Dethpool Ruins.
murder, attempted ter- The gun has undergone
rorism, or promoting civil numerous repairs and is only
war and separatism, captives now considered totally reliable;
will be publicly skinned alive however, although it can fire once
by the local magistrate. The skin- per round, its battery supply is limited
less bodies will be dumped at the and it can only offer 6 shots before an
edge of Heckler wood, for the mu- hour is needed to totally recharge, or 10
tant wolves to tear apart at dusk. minutes per shot. The Local magistrate
has petitioned Newburg for additional
Military and Defense: The power generation sources but has thus
village is patrolled by dominion far been denied, therefore, the local mil-
warriors, and the catwalk and itary is always on the look out for anyone
towers guarded by dozens of these callous, bad with a power pack, from whom they can confiscate the item under
tempered men and women. The main body of the army and some imaginary charges, framing the owner if not outright mur-
navy personnel dwells within the naval base; a separate town dering him or her in the night.
attached to the village, or else sleep on their battle barges The ‘Hookville Gun’ is able to rotate 360 degrees on its
and covered longboats when not on patrol. steel tract, which requires 10 soldiers to wheel around, moving
There is a battalion of 300 +d100 Dominion Warriors 30 degrees every minute. While it is protected from airship bom-
stationed here at all times, a 37% chance of a detachment bardment, and the gun ports are closed by steel plates when the
of 3d6+6 Dog Riders, a 21% chance of a squadron of 5+d12 weapon is not in use, these protective measures have made the
Bat Riders, d3+3 Shadow Minions who assist the magistrate, gun unable to fire upwards further than 45 degrees skyward. In
scour the village for traitors and spies. In addition, there is a theory, enemy zeppelins, relic aircraft or winged mounts could
rag tag platoon of 3d6+20 Dominion Irregulars who are usu- approach the town by night and get directly above the place
ally away from the town during the day and busy patrolling the by daylight, out of reach of the big laser, and could then hover
farm lanes and roads. In these outwall areas, the Irregulars above and drop grenades, stones or fire pots down on the settle-
interrogate civilians and travelers alike, abusing pure stock ment. Of course, the possible presence of DOA Bat Riders often
farm slaves, and keeping predators away from the scattered makes this plan too risky, besides the fact that there are a few
homestead which dot the countryside. sniper rifles (d4) among the dominion forces.
The navy consists of d6+1 battle barges, each with its com- Other defenses include 4 light ballista on the village
pliment of 26 pure stock oar slaves, 11 sailors (treat as Domin- tower tops, two catapults at the village dock area, and five
ion Irregulars) and a combat force of 25 dominion warriors, all trebuchet guarding the naval docks, 6 heavy ballista protect-
of which can swim well. Each ship is under the command of a ing the naval base by being mounted on each tower, and a
dominion major ‘captain’, accompanied by an authorized concu- heavy machine gun which is belt fed with 100+2d100 high
bine, who shares the captain’s quarters, plus 3 Shadow Minions caliber rounds, situated at the main gate house leading out
as advisors and communications liaisons between the warship to the dock.
Visitors to Hookville: The naval area is closed to all civil- the authorities. Likewise, trouble makers from the north have
ians, unless they are reporting at the recruitment office (see infiltrated the population, disguised as diggers or traders, and
page 110 for rules on joining the Dominion Military). Travelers sold weapons to the locals, or spread false hope that a great
who need a place to stay are welcome by the merchants of the northern army of freemen and mutants was marching south to
Old Town, but they are kept under close observation by the war- liberate them and that it was time to begin their armed resis-
riors and Shadow Minions who maintain order in the village. As tance and weaken the invading army of the DOA magistrate.
with all Aberrationist held towns, Hookville village is very strict Because of these tense circumstances, the people are edgy
with regards to pure stocks and those who appear non-mutant, and worn out looking, having either lost interest in the rebellion
including cyborgs. All non-mutants are either slaves, or second and the dream of freedom, or else, among the youths, devel-
class citizens who are subservient to all mutants –not just the oped a great fervor to either flee to Overpass, or, to inflict casu-
owner or employer of the pure stock. For example, an excavation alties and chaos among the Aberrationists.
team which has a couple of pure stocks and a clone in it who Because the town was taken by force, instead of being ea-
carry no weapons, nor wear armor, and even act the part of ser- ger to join the Dominion as was the case in the southern part of
vants or slaves to fellow mutant excavators, must show respect the nation, the common people have never accepted the doc-
to deviants. These ‘generic humans’ must never meet their eyes trine of the mutant supremacist movement, and don’t want to
of a mutant, or speak without being spoken to first. The ‘lesser hear about it, don’t act upon it, and certainly don’t treat visiting
folk’ must never eat or drink before a mutant at the same table, pure stocks as vermin. The same can not be said for the Do-
and must obey all dominion officials and military staff. minion soldiers who patrol the village. These occupiers feel the
There is no entrance fee to enter Hookville’s village, how- need to make up for the lack of enthusiasm and racial superi-
ever at the dock area, where the only gate into the village is ority of the locals by beating pure stocks whenever they can.
located, a squad of d6+2 Dominion Warriors will inspect all On occasion, DOA troops go so far to drag a ‘generic’ into a se-
newcomers, making sure no pure stocks, cyborgs, synthet- cluded street and after pulverizing the hapless ‘pinky’, execute
ics or mechanical beings carry weapons. Cyborgs with fitted the person for sheer sport. This sort of brutality has done noth-
weapon arms must have their arm detached and stowed in ing to further the cause of the supremacists, and only fostered
a mutant’s backpack or other cargo area. If the guards feel equally violent reprisal attacks by the bitter civilians.
that the travelers are not legitimate traders, or locally recog-
nized and approved excavations teams returning home from Resources and Industry: Farming and fishing, as well as
other lands, they will be denied access and told to either re- the export of fine wine and beer made from using rain water
turn to the boat they arrived on, or leave on foot back the way instead of the tainted well water.
they came, under penalty of imprisonment if they are found in
the vicinity. Bribery has been known to work on these guards, Accommodations: While travelers are rare, there is a large
however, costing a total of about 100sp or more in coins, bunk room attached to the stables where anyone can sleep in
ammo or other valuables to even begin swaying them. a curtained-off space for 3sp per night. One must keep their
Once inside, the local civilians will be quite welcoming belongings tucked under their bed, or post a watch to avoid
to groups that have pure stocks or other non-mutant mem- getting one’s pack stolen. There is a bar in the village, and it
bers, and these simple fisher and farm folk can usually tell if is almost always full of local fishers, farmers, traveling traders
such servants are really slaves or not. Newcomers especially and excavators. The DOA military personnel have their own
armed ones, are given plenty of attention by both the civilian mess hall and tap room at the base, situated next to a brothel
and military occupants of the village, since it isn’t very often filled with a mix of pure stock slave women and mutant hook-
that outlanders risk coming to such a remote port. ers who make a handsome profit off the many lonely soldiers
and sailors. There are no bath houses, brothels or other facili-
Brief History: Hookville was once an independent town, with ties for travelers in the village sector, nor do any prostitutes
work the village bar and instead employ their erotic talents
no official alliances to any other settlement, and merely con-
ducted trade on an individual basis. Because of its lack of unity on the base. The village bar, called The Speakeasy is not off
with Overpass, it was an easy mark for the expanding mutant limits to Dominion troops, but they rarely enter the crowded,
supremacist army, and on September 14th 2317 its pathetic smoky den as the drinks served to off duty troops are often
defenses were overrun, its warriors cut down, the majority of contaminated with some sort of laxative or slow working pain
the civilian population captured or killed. Survivors fled into poison. The staff and bartenders, who have all been tortured
Heckler Wood to face the wolves, or fled north to the villages repeatedly, deny they have anything to do with what goes into
nearby, warning of the approaching mutant invasion force. the drinks of visiting soldiers. Nevertheless, the odd Domin-
In the following decades, as the Northern Freehold put up ion patrol does step insides to search for wanted individuals,
stiff resistance and managed to postpone further Aberrationist to question outlanders, knock over a few tables, smash up
expansion. Hookville was therefore selected as the prime Do- the serving area and occasionally knife somebody who has
minion naval base, since its docks could so easily be protected, failed to show respect.
and enemy ships observed well before they reached the town.
Northern Freehold raids, as well as several attempts by the For the Excavator: What characters from outside the town
original inhabitants to regain control of their community have would have heard. “Get in, get out, that’s all I am saying. Just
all failed to remove the Dominion oppressors, and as each year make your little stop, do your business, buy your supplies, and
goes by, the occupation army grows larger and better protected sleep with one eye open in the common room. If you need to have
behind their walls and great relic cannon. a hot meal and some beer to clear the dust from your mouth, I
guess it’s no more perilous to go to the bar called the Speakeasy
Social Details: Hookville village seethes with an undercur- than it is to sit around your bunk. That little bar is safe enough as
rent of rebellion and dissatisfaction. Although the Dominion al- far as drinking establishments go, but if the local peasants think
lows the people to live as independently as they can, does not you might be a Dominion spy, or coming to join the military, they
interfere in marriage arrangements, social activities nor confis- might drop a little load of something in your drink. Oh, and don’t
cate fish and agricultural products, the military must still keep bother trying to go to the naval base, its off limits to everybody
a close watch on the populace as they have been known to but Dominion troops, unless you are actually going to join up, in
erupt into protest and occasionally running street fights with which case there is a recruitment office.
Newburg above this, built right into the stone, is a wooden palisade of very
thick logs, bound together by wire and oiled rope and topped by
a 5m wide catwalk with battlements of sharpened wood on both
sides of the barrier. The entire length of the wall is hollow and
Faction: The Dominion of Aberratia split into two or more levels. Within this wall dwell the majority
Government: Arch Magistrate Rantula ‘Bloody Bone’ Maxi- of the Aberrationist Irregulars, but so too, food and other storage
morta, and the 11 central government magistrates. rooms, along with game rooms, unofficial bars and pubs for the
Population: Total 11,359 to 14,790/ (Pure Stocks troops, the odd whore house and slave storage pens.
2400+d1000/ Mutants 7800+2d1000 and 600+d100 There are 18 standard watchtowers along this Ring Wall,
Ghost Mutants/ Cyborgs 50+2d20/ Synthetic humans being square shaped, stone and scrap metal structures which
200+d100/other assorted mutant beings 300+2d100)
stand 10 meters tall. Each is topped by a slate shingled peak
with steel shuttered window hatches on every floor. The top level,
Site Details: The city of Newburg is the third largest in the which has no shutters, is fitted with a heavy ballista on each,
region. It has grown from a simple fishing village called River- with a crew of 6 Dominion Warriors manning it and supplied by
side; an apt name as there is one river and one large creek 20 ballista spears. These watchtowers each have a pair of bin-
flowing through this city. The Dirge River enters from the east oculars and a communicator for use by the on duty soldiers, who
while Spec Creek from the north east, and two waterways, will report the arrival of interesting strangers, transport vehicles,
both renamed on the far side of the city, become the Upper approaching airships, and large groups of outlanders.
Flak River and the Lower Flak River, which both head to the There are 4 levels within each tower; housing supplies and
tainted Sea after cutting across the Dominion. Sitting on solid 30 Dominion Warriors (includes the 6 who are stationed on top).
ground on the edge of so many waterways made this town Each tower has enough food and water to last six mouths with-
site ideal for both protection and trade. The place grew, even- out re-supply, and the doors to either side of the ring wall or at
tually having scrap component bridges and crude roads add- street level are all of iron banded wood, (DV -30/ END 110).
ed to the transportation routes heading to and from the grow- Also situated along the Ring Wall are many somewhat
ing metropolis. The current city sprawls across farm land, with new citadels, forts, castles and strongholds. Most of these im-
more than eight major metal and stone bridges crossing the pressive structures are owned by high ranking officers, well-
four waterways. to-do merchant families, currently serving and retired magis-
trates, and occasionally occupied by Dominion Central gov-
Construction: Upon first arriving at any of the gates of town, ernment ministries. These unique forts are all built of stone,
either by river or land, one sees both massive self sufficient cit- concrete, salvaged steel and plastic and use real glass for
adels and forts, and many 10 meter tall watchtowers spaced windows. They all have electric generation facilities, their own
along the Ring Wall; a the barrier which surrounds the entire city. communications networks, and often, when not directly oper-
This outer defensive work is rather primitive, but at 5 meters in ated by the Dominion, their own military units. All such inde-
height, is tall enough to keep out most predators and considered pendent fortresses are expected to do their part in defending
to be sufficient to stave off any large scale assault by Purists or the city, but are also expected to act as pockets of resistance
other low tech invaders. The lower level of the Ring Wall is made should the city be breached. Each is fitted with its own array
of field stone and reclaimed concrete slabs, dug into the earth of relic and archaic weapons, an overview of these 9 strong-
another 3 meters to dissuade sappers from collapsing the walls holds are highlighted on table CR-5-1, page 139, with power
too easily. This stone and rubble tier stands 2 meters tall and generation codes explained at the bottom of each table:
Scale: 1 Hexagon = 5m
Map
No.
Name of Stronghold Official Purpose Civilians Dominion Soldiers Power Main Relic Weapons
Social Details: Newburg is perhaps the most socially lib- part ornaments, and the addition of relic accessories such as
eral settlement in the region, outside of its mutant suprema- toys, magazines, CD discs and other articles tied to bead en-
cy standards and practices code. Here, people express them- crusted rods or old electrical wire braids and worn as status
selves and their level of wealth by what they wear, what sort symbols and conversation pieces.
of lovers they have, what slaves and pets they own, the sort of For entertainment, there are no taboos in Newburg.. The
parties they throw, and in their attempts to outdo each other in brothels, bath houses, adult entertainment shows, and bi-
new ways of thinking, acting, or fornicating, ways which are as zarre, secretive clubs are always busy. Two spots in the city,
far from the old world ‘lesser human’ customs as possible. however, get the most attention: the Amber Coliseum and the
What is desired most, especially by the rich in Eagle Heights Newburg Slave market. Both of these enterprises are individ-
and Primus-Burg, is to leave behind the old, pure stock notions of ually described on pages 148 and 149 respectfully.
culture, morality and expression, and embark upon a solid new
age of mutant evolution and dominance. Human history has been Resources and Industry: This city produces a staggering
dominated by pure stocks, and now, as so many in this nation amount of product, and being surrounded by many of kilometers
believe, mutants are the next step in human evolution. They are of lush farmland, has a constant supply of excellent food stuffs
‘post-humans’ as they like to refer to themselves, and so, as if and raw materials. Within the walls, there are smithy shops, armor
the physical and mental alterations weren’t enough, these devi- makers, ship, boat and airship builders, breweries, wineries, leath-
ants demand that social, cultural, religious and ethical changes er tanning facilities, as well as various small schools which teach
also undergo evolution. Nowhere is this ‘new expression’ more everything from the erotic arts to relic knowledge and martial arts.
apparent than in their relationships and sexual morals. Regard- Outside of the city at Powder Base, gunpowder is manufactured,
less of one’s wealth or lack thereof, nearly every forward think- while within the great walls or Primus-Burg, several warehouses
ing, progressive and fashionable citizen of Newburg is somehow and underground labs have been set up to study and replicate rel-
involved in a non-traditional relationship. These quirky unions ic devices, and make scrap relic vehicles such as armored cars,
might include multiple spouses of either or both genders, unde- steam engines, biplanes, and electrical generators. In short, New-
fined family structure, lack of any distinct parental influence, or burg seems to be as much focused on its industrial output as it is
even the knowledge of who one’s father is. In the poorer areas, on social experimentation and the advancement of mutankind.
many children have been completely abandoned and are raised
by the state in orphanages, or, grow up in violent street gangs. Accommodations: There are many Inns and hotels within
Visitors too, are not exempt from being encouraged to Newburg, all at various price tiers and corresponding levels of
join into the locals fads and customs, and it is quite normal cleanliness, security and luxury. Likewise, there are dozens of
for strange men to approach female travelers, even as they bars and taverns, many with brothels with attached bath and
sit with their husbands and children, to be invited to an orgy. massage facilities, assorted clinics and hospitals, stables, or
Likewise, entire adventure teams might be accosted by what repair shops. Among these high tech workshops are those
they think are prostitutes, only to find out that they are the that can fix robots, firearms, ancient devices and relic or rep-
local women out looking to express their passion, and might lica scrap-built vehicles; however, as cyborgs are usually only
take a strange man home, where her current husband is with augmented pure stocks, no facilities deal with implants nor
the neighbor’s wife. cyborgs themselves. Interestingly, rumors have it that the gov-
While socially, all this open mindedness and social experi- ernment is toying with the idea of developing an army of mu-
mentation is interesting and certainly the opposite of how things tant-cyborgs to turn the tide in the war against the Purists.
are done in the Holy Purist Empire, it is not always keeping with- Finding lodging in Newburg is almost never a problem, re-
in natural human emotional boundaries, and for many, the cus- gardless of one’s budget. Of course, a good looking traveler
toms or lack thereof are unworkable. In truth, even mutant hu- will probably be invited into a local’s bedroom within hours of
mans are emotionally identical to humans, and are simply anoth- reaching the city, and need neither pay for a room nor food
er sort of primate strain and require the same needs of security nor drink as long as he or she puts out. The following table
and pack status-quo as do regular humans. For example, chil- lists a selection of lodging facilities, showing their map num-
dren still wish to know who their parents are, and that they have ber, name, various nightly rates based on room size, while a
a home and are loved, and fare better when in a stable, secure description of each facility follows the table, below.
household. Likewise, many adults experience terrible
jealousy and envy, especially upon seeing their regu- Table CR-5-3 Newburg Inn Rates Table
lar spouse in bed with another man or woman.
A great deal of the social experimentation sim- Cost per night for each room type
ply goes against the grain for some citizens. The Map No. Inns within Krimpshaw 2 Person 4 Person 8 person
consequences of such unnatural behavior forces
many to turn to drugs, alcohol or violence, and in
some cases, an effort to depart from the Dominion 36 Skimpies Inn 2sp 5sp 10sp
lands altogether and seek a more traditional family 37 Norwestern Motel 3sp 6sp 12sp
life or romantic relationship elsewhere. 38 Katies Inn and Brothel 3sp 5sp 11sp
Travelers will be expected to be open minded
and tolerant, slacken their own morals and em- 39 Mongolias Hotel 4sp 7sp 14sp
brace the local customs and perversions, which is Map No. Inns within Main Town
often difficult to do, and results in misunderstand-
ings and fighting more often than not. 40 O’Tunner’s Inn 5sp 10sp 20sp
Besides the unique relationships and sexual 41 Tekkata’s Motel 6sp 11sp 24sp
practices undertaken in Newburg, other aspects
of everyday life are also unique, especially clothing 42 Chateau Citrone 10sp 20sp 55sp
styles and entertainment. Most people dress in ol-
ive green, but if they have some money, will have a Map No. Inns within Eagle Heights
fanciful hat, odd junk or bone jewelry, exotic animal
skin cloaks and capes, scalp collections, dried body 43 The Villa Grande 25sp 60sp 120sp
Descriptions of Newburg Inns each has a window, pot belly stove, writing desk with supplies,
and a latrine chamber in each unit. There are four soldiers with
musket pistols who guard the inn day and night, dressed in bright
36 Skimpies Inn: Skimpies, located in the Krimpshaw red uniforms and trained to be very polite to guests. There is no
slum, is a run down, three floor Inn with a thatch roof, holes in bar or stable in this Main Town situated establishment.
the walls and doors, broken windows and no security. The bed-
ding is washed once a month so to avoid lice, visitors are ad- 42 Chateau Citrone: The chateau is a relatively new
vised to bring their own sleeping roll. building, made mostly of fireproof materials including a great
deal of scrap metal and glass. It towers six floors into the air and
37 Norwestern Motel: The Norwestern Motel is a wood offers outstanding balcony views of Main Town from all suites.
and scrap plastic four level structure with balcony access to The rooms are well appointed with latrines, a bath, hot and cold
each room via outdoor walkways. It gets its name from being running water, writing desk with supplies, electric lights pow-
in the north western part of the Krimpsahw slum area of the ered by the establishment’s own solar generator array. Plus,
city. The manager and his 3 sons watch the entrances to make each room has a pure stock slave attendant assigned to it. The
sure nobody robs the guests while they are sleeping or out, but attached stable charges 10sp per night to store relic vehicles or
as the local gang owns this Inn, the odd kidnapping or robbery mounts, and there is a fine kitchen where meals and drinks can
does take place even as the manager looks on. The rooms are be prepared and brought to gusts in their own rooms. Each floor
clean, but poorly insulated and very cold in the winter. has two elite soldiers, with a relic weapon (WC-R) and prime
mutation each, on duty at all hours, and d3 servants who at-
38 Katies Inn and Brothel: Katies is a three story build- tend to the needs of the guests.
ing of which the upper floor is a brothel run by the manager and her
guards. The whores here are mostly pure stock slaves and bizarre 43 The Villa Grande: Perhaps the finest hotel in the en-
looking, mutant woman of 10+d20 APP, costing 2sp per hour or tire region, if not the west coast of North America. The Villa
7sp per night including staying in the hooker’s room. The first two Grande is a series of stone and timber buildings, each con-
levels of the scrap crafted inn are dilapidated, draughty and have nected and all surrounded by a 4m stone wall. This barrier
peep holes in the walls and doors, but do have locks on the doors. encloses both the hotel structures and a sumptuous garden
Situated in the slum, guests must see to their own security. containing ponds, assorted relic statues (manikins, inopera-
tive robots, and unique chunks of scrap metal). The hotel
39 Mongolias Hotel: Mongolias Hotel is the best inn in has seven floors, with 40 two person rooms, 20 four per-
the slum area, and has five floors, with 2 militia soldiers posted son rooms, 10 eight person rooms as well as 5 twelve per-
on each floor protecting the rooms and guests. The rooms them- son suites with several rooms inside each, costing 300sp
selves have real glass windows, small pot belly stoves for cooking a night. Each room in the Villa has a balcony with locking
and heating, a wash basin and supplied lantern. Also, there is a window, a bathroom with tub, shower, sinks and running hot
stable attached to the place which is locked and guarded at night, and cold water. Each room also has electric lights and fans,
and mounts and small vehicles can be stored here for 2 sp each 2 pure stock slave attendants, a pleasing looking mutant
per night. A bar area is attached to the building, where locals mix staff attendant. The suites have comfortable furnishings,
with traders, but, it’s management are intolerant toward violence bear skin rugs, artwork on the walls, and a communication’s
and lawlessness, and so the smoky den is quite a safe establish- buzzer which will alert the front desk if the guest needs any-
ment considering the area of town. See Newburg drinking estab- thing. Each floor has 4 elite soldier guards with one prime
lishments, page 146. mutation each and armed with a relic
weapon, clad relic armor (tactical).
40 O’Tunner’s Inn: O’Tunners, located in Main The hotel also keeps a staff of high
Town across the water from the Slave market, is a four priced courtesans (40+2d20 APP/
story timber building with a tile roof, a stable and 50+d20sp per night) and a full time doctor
tavern area. The place has clean rooms, bedding (4 skill point medic with relic medical tools
which is changed between guests, a window and kit). The facilities include a stable
tiny balcony, pot belly stove, lantern, which will board mounts and small
quill, ink and writing paper and wash relic vehicles for 10sp per night
basins in each unit. Security is each, as well as a guest only
quite good with a militia sol- lounge plus a restaurant
ider on each floor. The area where meals cost
Stable charges 4sp per about 20+d20sp each
night to board mounts and wine 6+d6sp each.
and small relic ve- Guest behavior is expect-
hicles, and the tav- ed to be reserved and polite,
ern is a lively place even somewhat conserva-
which has talent tive, in addition, noisy celebra-
contests and poet- tions or violence of any kind are
ry readings almost forbidden and will result in guests
every night. being kicked out. A detachment of
10+d12 additional elite soldiers patrol
41 Tekkata’s Mo- the grounds day a night along with well
tel: Tekkata’s is a small dressed, courteous staff members who
three story inn which is are always helpful and accommodating,
very well kept, made of tim- but won’t usually participate in sexual acts
ber, scrap concrete, metal and with clients but will rather suggest a courte-
plastic, and topped by a new tile san from the Villa’s collection.
roof. The rooms are spacious and
44 Generic ½sp ½sp 1sp 1sp 2sp d3+1sp 2d4 2d6+2 d12+5
45 Kinnaird’s Cellar 1sp 1sp 2sp 2sp 5sp 3+d3sp 2d4+3 3d6+4 d12+4
46 Skull-Pen Pub 1sp 1sp 2sp 2sp 4sp 3+d3sp 2d6+2 3d6+5 d12+5
Mongolias
39 1sp 1sp 2sp 2sp 5sp 3+d4sp d6 2d6+3 d10
Saloon
47 Bondoux Bar 1sp 1sp 2sp 2sp 6sp 3+d4sp 2d4+1 3d6+4 d12
48 Friscos Pub 1sp 1sp 2sp 2sp 5sp 3+d3sp 2d4 3d6 d10-4
49 Gothicalla 1sp 1sp 2sp 2sp 5sp 3+d2sp 2d4+2 3d6+6 d12+8
50 The Silver Drake 1sp 1sp 2sp 2sp 5sp 4+d4sp 2d4 3d6 d8
Newburg Bar Descriptions elers and whisper filthy suggestions. A group of 4+3 mutant
raiders (1 prime mutation each) with clubs serve as bouncers,
44 Generic Bar: These Hole in the Ring Wall pubs are lit- while the bar tenders and serving staff are all rough looking mu-
erally built in or under sections of the city’s outer wall, as are tant women (1 minor mutation each) in short skirts and plenty
stables, troop quarters, supply depots and latrines. They are al- of black makeup.
ways frequented by 2d6 Dominion Irregulars, who are most of-
ten quite drunk and nearly always indecent, loud mouthed and 46 Skull-Pen Pub: Also situated in the Krimpshaw Slum,
prone to brawling. The presence of irregular troops makes these this free standing scrap and stick building is a three story struc-
smoky, low ceiling bars rough little places, especially since the ture, painted black and decorated with the skulls and bones of
staff will not intervene in fights as they rely on the irregulars to assorted humanoids and animals. It is a brutal place, with the
protect the establishment. Patrons, then, must fend for them- main room dominated by a raised stage where one form of fight-
selves. ing or another is always going on, roll d6: 1. two pure stock slave
women in skimpy outfit’s mud wrestling/ 2. two pure stock men
45 Kinnaird’s Cellar: Located in Krimpshaw, this large with clubs and buckler shields, blindfolded, fighting in the roped
drinking hall is located near the commercial ship building yards off ring/ 3. pure stock man with hatchet fighting a identically
and built under a run down apartment building. The building armed skullock/ 4. as 3. but fighting a reptilius/ 5. as 3 but fight-
above acts as an unnamed, unregulated brothel where doz- ing a bipedal rat/ 6. an elite warrior with one prime mutation, in
ens of the lowest grade hookers work, paying protection mon- part plate armor armed with a battle axe screams out challeng-
ey and ‘bang-tax’ to the local street gang called the Fairboys. es to the audience, swearing and spitting at them, and when he
Gang members loiter about the entrance to the bar and are sees the characters enter, challenges the largest.
known to charge strangers a toll fee (d4sp) to enter. This fee
is levied depending on whether or not the patron is a simple 39 Mongolias Saloon: Another Krimpshaw bar, this
farmer or laborer or not, whom they leave alone, instead tax- place is built into the Mongolias Hotel, and is a small chamber
ing travelers or excavators. with about a dozen tables and another dozen stools at the bar.
Inside the vast barroom, dim candle light reveals a seedy, The whole place has a southwestern saloon feel to it, yet being
noisy place, smelling of sweat and strong drink. Dozens of ta- geared toward guests of the hotel, frowns upon and will forc-
bles surround the curved wooden bar, and tough patrons stare ibly stop any boisterous activity or fight. The three soldiers with
at newcomers grimly and often grope passing women. Cheap clubs and two prime mutations each, who serve as bouncers
whores will immediately attach themselves to any male trav- will make sure all brawls are taken into the street.
North Fort
also known as Las Calaville
Beneath the fort is a large tunnel channel which is the only
way through the settlement by watercraft. A pair of iron water
gates, which can be raised or lowered as needed, grant ac-
cess to this inner creek from either upstream or below stream.
These heavy steel gates (DV -20 and each can take 400 END
Faction: The Dominion of Aberratia damage before being destroyed), and take 5 minutes to raise
Government: Local Magistrate, Stex the Mangled but only 1 minute to lower) are hoisted by dozens of pure stock
Population: Total 918 to 1360 / (Pure Stocks 112+d100/ slaves who live in a series of dungeon chambers which inter-
Mutants 750+3d100 and 60+d20 Ghost Mutants/ Cyborgs connect beneath the fortress; the pitiful slaves never seeing
0/ Synthetic humans d6/other 2d6) the light of day.
The main Dominion command center, called the Headquar-
Site Details: North Fort straddles Border Creek only a cou- ters or HQ, is located in the Prime Tower, which reaches skyward
ple of dozen meters North of where Sickle Creek breaks off and 42 meters and is 20 by 20m square, dotted with steel shutters,
heads west for Bomb Bay. The Fortress, which was once an inde- barred windows and a few balconies with steel plated access
pendent farming and logging community prior to the Aberrationist doors. Many believe that this tower is the finest built, new struc-
take over of 2317, is built upon stone and timber pylons direct- ture in the new era, and alone acts as an independent fortress
ly over the creek, as both a defensive measure and to ensure in the event that the rest of the stronghold is captured.
that nearly all trade conducted by boat on these waterways is
stopped, searched, and the crew forced to pay toll tax. There is
little else notable about the location, except that downstream Water and Sanitation: Water is readily collected via dozens
of the fort there is lush farmland, while above this community, of lower level pipes and wells, while sewage leaves the fort by
grassy plains form a lawless expanse all the way to the Northern way of pipes which are attached to latrines and baths all over the
Freehold territories and beyond to Two Craters Lake. place, even in the slave prison below the main street level.
Construction: The old wooden town site is all but obliterated Technology: North Fort relies on 5 solar panels and a series
now, sitting on the Western shore, its rock work long since stolen of 8 hydro electric wheel turbines which are protected deep inside
to add to the impressive stone and scrap stronghold of North the guts of the fort, turned by the flow of creek water as it spills
Fort. Spanning Border Creek, this place is built like a bridge and by. These power sources each provide one power pack worth of
forms a massive flat deck above the churning waters below. The energy per day, and run everything from the electric lighting used
‘deck’ is heaped with well crafted defensive outcrops, turrets, throughout the base, to the impressive the laser cannons situ-
gunnery positions, and towers; all of which surround one cen- ated around the fort (see military and defenses page 162).
tral square tower which is topped by a great steel dome. There In the HQ, there are three computer terminals, each of
are two gates, one facing each shore of the creek, which stay which controls a different aspect of the fortress. System ‘A’
shut most of the time since most traffic this way comes by the controls the lighting systems and numerous digital security
two creeks or by air in the form of Bat Riders, assorted airships cameras dotted about the fortress. These relic cameras allow
as well as few relic gyrocopters operated by the Dominion. DOA personnel to watch all the gates, access to the prison
Of all towns in the land, this one is the most akin to medi- level, the landing area at the top of the prime tower, as well as
eval castles, due to its clustered towers and red tile roofing. The activities in ‘The Lodge’, the fort’s military club.
internal structures are of timber, but have ceramic tile shingles The second computer station, system ‘B’, is weaker and
to protect them from enemy flaming arrows. As there is no ci- is used for inter-community and remote communications,
vilian population to speak of, there are none of the huts and email, radio broadcast monitoring and general base paper
shacks so common to most every other town in the region. work and record keeping.
1 hex =3 meters
6. Nomadic trader with d3+2 raider guards, who arrived in two ist bitches taken from way the hell over near Far Cross, they
canoes. claim they ain’t’ Purists Supremacists, but I think they are ly-
7. Nomadic trader with d3+2 militia soldier guards, a pure stock ing. These one’s are for lease, just for the night for 6 silvers
woman slave. They arrived by a longboat. each. They ain’t much but if you haven’t been with a woman
8. Nomadic Traders, d2+1, with 2d6+3 militia soldiers, who ar- in awhile, they might just do the trick. What do you say?” If
rived in two longboats, and are accompanied by d4 pure stock the characters refuse, the slaver just shrugs and drags the
slave women. women off to another camp. If any PC accepts one or more
9. Commoner family arrived by raft, d2 men, d2 women, d6 of the slave-whores for the night, the slaver takes the money
teens, d6 children, 50% chance of a hunting dog. and says he’ll be back to collect the generic in the morning.
10. Commoner clan, arrived by raft flotilla, d6+6 men and wom- The women are unique and so too are their responses at be-
en, 2d6+6 teens, 3d6+12 children, d6 farm dogs, d6 hunting ing sold as whores to mutants, roll d6 for each slave’s reaction
dogs, d3 milk cows, numerous tents. when taken alone into a character’s tent or other private area:
11. Mercenary unit, 2d6+3 militia soldiers, each with a prime 1,2. “Listen,” she says. “I am no Purist! I swear! Just a farm girl
mutation, and very pro-Aberrationist, arrived by canoes. from Sandbarra. Buy me from this pig of a man and I will take you
12. Bounty Hunter, working for the Dominion, with d6+3 raider to my father’s homestead outside of Sandbarra, where you can
henchmen, who arrived by canoes. 12% chance they have a cap- eat like a king, and I will be your mate by choice, instead of this
tive pure stock man, 16% chance a pure stock woman, and 9% sham!” Incidentally, she cost 50+d20sp to purchase. / 3,4. The
chance of a pure stock excavator as captives. slave is very willing to please the character, but says nothing and
clings to the PC afterwards, talking in her sleep about ‘Mecha
List B, Encounters in the Camping Area: There is a 1 murderers’. In the morning, she must be physically yanked from
in 10 chance per hour of a special encounter from the fol- the character by the slaver, and she looks back at the PC with
lowing, rolling d12. pleading eyes. If he offers to buy her, the slaver says she’s too ex-
pensive, at 80+d100sp. /5,6. The slave woman snarls and hiss-
1. d3+1 Dominion Warriors are making their rounds between es at the character. “You go near me, mutant freak, and I’ll claw
campsites, keeping an eye on any groups containing pure stocks your frigging eyes out! Stay back, abomination from hell! God is
to make sure they are indeed slaves. When they arrive at the PC watching you, you filthy, tainted viper! I’d rather die than fornicate
group, they had better see any pure stocks cowering from them, with walking sewage like you!” She has here wrists bound, but
bearing no weapons or armor, and looking every bit the part of a can hammer her fists in a normal unarmed attack, and will not
slave. If not, they will order the slave out of the group and march allow herself to be kissed or otherwise fondled.
him or her off to some dark, secluded area and beat him or her 3. A nomadic trader, late arriving if not previously determined on
senseless, later dragging the victim back, unconscious and de- the above table, comes over the character’s camp with his d3 mi-
positing him or her at the feet of the other PCs. Should the char- litia soldier guards. “Hello strangers, I’ve been watching you. I’m
acters resist this brutality, or the slave fights back and defeats traveling south to the Lower Freehold by longboat, and well, the
the Warriors, then the remaining warriors on duty will either run truth is, we lost a few men on the way, and don’t think we have the
over to the sounds of yelling and fighting, or else come search- muscle to make it all the way to drop off our cargo. I’d like to hire
ing for their missing comrades within 3d6 minutes. you all, for 60 silvers each, to escort us there. Once we arrive, you
2. Late arrivals! A slaver and his staff of 2d4+3 raider guards, can get your pay, and I’ll supply all the food and a daily ration of
all mutants, and a line of pure stock slaves (2d6 of each cat- wine on the way. We will cross down Border creek to the exchange
egory) with their wrists chained and bound to a long rope, at golden Creek, go up stream for a bit, and then down the Lusus
come into the camp area and pitch their pavilions right next River again. You know its rough going because of the war, but,
to the PCs, amid much swearing, beating and yelling. There is we’ll camp by day, travel by night, what do you say?”
a 4 in 6 chance that the slaver and one raider drag over d6+1 4. A Group of commoners arrives late by raft- boathouses,
slave women, the best looking ones in spite of their bruis- and sets up camp near the characters. They are all common
es, torn cotton clothing, and messy hair. “Say, brave fellows,” mutants, numbering 2d6 of each category of commoner (men,
smiles the rough looking slaver. “I have me here some Pur-
Red Field are said to inhabit many humanoids, as well as the occasional
enemy Purist death squad, who frequently observe the town and
wait for the opportunity to enter the walls and butcher innocent
mutants. Visitors will soon realize that the authorities have terri-
Faction: The Dominion of Aberratia fied the populace out of their wits, using the Purist threat, and so
Government: Local Magistrate, Abattoir Arleen too, that these people are among the most poorly educated and
Population: Total 521 to 704 (Pure Stocks 50+d20/ Mu- anti-Purist in the dominion.
tants 420+d100 and 30+2d20 Ghost Mutants/ Cyborgs d8
slaves/ Synthetic Humans 12+2d6 slaves /Other 2d6) Law Enforcement: Dominion Warriors, as well as local mi-
litia units, patrol the streets and watch the walls day and
Site Details: Sitting on the shores of Ajax Lake, a water night, enforcing the 7 pm curfew diligently. They also make
body fed by Gold Creek, which itself is a tributary of the larger sure that any pure stocks know their place as slaves, or at
Boarder Creek, this low tech, agricultural town sits on a flat least, as subservient ‘untouchables’, bowing when meeting
plain. The community is surrounded by crop land, and peers a mutant on the street, and stepping aside as the their devi-
out across the small lake to twisted Wood. ant ‘betters’ pass. Criminals are usually hanged in the town
square, their bodies left to decay for several weeks before
Construction: Red Field is made almost exclusively of wood, they are thrown into the lake for predators to pick apart.
but does have some field stone chimney work, and portions of
scrap metal and plastic serving as patching material or win-
dow covers. Otherwise, the entire place is of rough hewn logs
Military and Defense: There is a detachment of 50+d20
Dominion Warriors stationed here, but they are usually troop-
and poorly sliced boarding, all knotted together with twine and ers who have been damaged in frontline fighting and are posted
hemp rope. In the Dominion, these people are considered the here to recover from physical or mental injuries, therefore any
poorest craftsmen in the country, and are better known for given soldier will be 2d20 endurance instead of 30+d20.
their fine produce, wine and beer production, as well as a strict Being on the main road to Newburg from the front lines,
compliance with the Central Government and its rules. there is a 14% chance per day that a random military unit ar-
rives in the late afternoon and spends the night prior moving on
Water and Sanitation: Well water is drawn from the again the next ray, if so, roll d6: 1. 100+d100 Dominion Warriors
ground, both within town and at each of the many homestead- / 2. 40+d20 Dog Riders / 3. 30+d12 Dominion Heavy Infantry
forts dotting the countryside. Sewage is simply dumped into / 4. 100+d100 Dominion Irregulars / 5. 300+d1000 Dominion
buckets and eventually poured over the walls away from the Warriors, 2d20 Dog Riders, 3d6 Bat riders, d6 Shadow Minions,
docks and front gate. and a Dominion Major / 6. Roll here twice, using d4.
There is also a 6 in 10 chance that on any given day, d6
Technology: There is a small solar generator on the top of longboats, each with 12 Dominion Irregulars, fitted with a bal-
the magistrate’s Mansion, which powers the lighting systems lista and a rear canopy and cook stove, will be docked here.
in that structure as well those spotlights at the docks, main These craft will pursue any boat which is suspicious, or whose
gate as well as the only two relic weapons guarding the town, occupants are fleeing the town after breaking some law.
see Military and Defenses, next page. Other defenses include a ballista on each of the town’s four
wooden watch towers, plus 3 catapults set up on the docks fac-
Dangers: A wide assortment of wild animals, predatory amphib- ing the lake. These stone throwing catapults are not behind sand
ious fish, frogs and crustaceans pose a constant threat to those bags or dug in, however, and make for easy targets should invad-
traveling outside of town, but so too, within the walls of the place ers approach by water. Besides these archaic artillery, there are
by night. For this reason, Red Field has a curfew which demands a handful of relics available to the town; a heavy machine gun on
that no non-military personnel be about town after 7pm; those the gate house, drum fed with d100 high caliber rifle rounds re-
caught are either fined 70 silvers or imprisoned and forced to maining, plus on Red Field’s lake side rickety wooden gate tower
work off the fine at 2 silvers per day. The woods across Ajax Lake
Rivergrad
permanent presence. The tower’s top is flat and is set up to han-
dle up to three airships at a time.
Social Details: Being a military stronghold, the society here is rectly across the street from the Cantina. This poorly run estab-
limited to strict marshal conduct, yet, when a soldier is off duty, lishment is filled with four dozen small rooms, spread over three
he or she can let loose and unwind in the Cantina, or in the broth- floors, all of which lead off from the main lobby where customers
el. These two outlets are about the only places where any unique are greeted and coupled up with a whore of their choice. About six-
Rivergrad sociological activities can be observed. Many of the ty women work here with about half being pure stock slaves who
soldiers are exceedingly lonely, at heart, and have been thrust have been captured during raids or else purchased directly from
into regiments with mutants from all over the region, or from else- Fakmal and Associates, Authorized Slave Dealer to the Dominion.
where along the Pacific coast. Some were volunteers, and others
who were drafted or born into a military lifestyle. The many cul- For the Excavator: What the characters will have heard:
tures and communities these troopers come from can often be “Why ask me about Rivergrad? It’s a freak fortress, with no ru-
expressed in their songs, dance, choice of food and drink, as ins nearby, no Inn, no stores, and no nothing. Seriously, friend,
well as their morality. For example, most mutants have no prob- there is no obvious reason why an excavation team would come
lem going to the brothel, where many pure stock slave girls are to Rivergrad, except possibly to enlist as Aberrationist troops to
forcibly kept to comfort their enemies, under penalty of death get inside. Although suicidal, imposters could maybe find out
should they fail to please, while other mutants are Christians or where the heavy relics are situated, somehow overpower the
Buddhists, or of some other new faith which demands self con- guards without being heard, then get out of town with a mas-
trol and some degree of decency. More often than not, however, sive weapon. Nope, that’s impossible, and it’s been tried before
these soldiers are barbaric and delight in brutality and carnage so they will expect such theft attempts from now on, especially
of all kinds. Most DOA troopers will happily watch the pit fights from recruits from beyond the faction’s borders.
in the cantina, or participate in torturing captured pure stocks, “The best thing to do is get across the Lusus River some-
brawling among themselves, and getting so drunk they can’t place else, and camp, and just avoid the fortress all together.
stand up. In extreme cases, often alcohol inspired, aberrationist Now, if you’ve got cyborgs or synthetics or pure stocks in your
soldiers become so enraged at the atrocities of the Purist Empire team, you won’t want to get caught by mutant warriors that close
that they make unauthorized raids on the Purist lines, attempting to the border, as they will likely think you’re Freehold Scouts and
to collect a few heads before morning, when their senior officers just kill you and loot your bodies. Unfortunately, you will have to
might discover them absent without leave. pass by Rivergrad to get down to the Lower Freehold, and them
promising ruins down there. There is quite a bit of stealthy trade
Resources and Industry: There are many armor and weap- between Overpass and Steel Hill, all done by small mule teams
on smiths at work within Rivergrad, a longboat building yard near through the forest paths leading north and south. Maybe you
the docks, a brewery of beer in the back of the cantina, as well as can be lucky and hook up with one of these traders and enjoy
a state sanctioned slavery enterprise run from a leased building mutual protection for the long nights, which is a good fricken
within Rivergrad, operated by Fakmal the Obese. Fakmal is able idea, friend, since those woods are a battle ground between
to purchase selected enemy prisoners or undertake private raids men and mutants and the closer you get to Rivergrad, the more
into other lands and return to Rivergrad with assorted rac- chance you have of running into
es as slaves, the livestock usually destined for Newburg’s a platoon from one side or an-
massive slave market. other. At least as far as the
Aberrationists go, they might
Accommodations: Traders and groups of mutant take pure stocks as slaves,
excavators (and their pure stock or robot slaves) while the Purists sure a hell
can camp for free on Paramount Island near the won’t be keeping no mutant
docks, but are not permitted into the fortress prisoners around for long. So, if
without stating that they are there to en- you go to Rivergrad, God be with
list and serve the Dominion. Aberrationist you, as nobody else will be!”
troops can enjoy the immense facilities at
the Cantina, where food, beer and gambling For the Game Master: Riv-
are popular, with intermittent pit fights liv- ergrad is the second largest
ening up the evenings. Within the pit, pure Aberrationist stronghold, and is the
stock prisoners are released from a steel main launching point for all anti-Pur-
doorway, while at the far end of the 5m ist activities. As an adventure local, it
wide, circular pit is another door, opening is limited to mutant characters who may
to release either a professional gladiator, a wish to enlist in the Dominion armies, for
member of the audience who wants to kill what purpose only extended game play
a pure stock, or some captured, can reveal. The vicinity is challenging, even
starving beast. The outcome to mid and high rank character groups, as
of the fights is often in the fa- the brigades of Aberrationist and Purist
vor of whatever is set against troops pose a very real threat, since they
the pure stock, however on oc- can be encountered in large numbers and
casion, a crafty or merely lucky are often well disciplined, resourceful and
prisoner does manage to elimi- of high moral. There are only a few ruined
nate his or her attacker and earns structures in the area, and the fortress
the right to live; being sold as a itself doesn’t offer much in the way of
work slave in Newburg. accommodations. Nevertheless, the
A brothel, called Cocka- very presence of this mutant held
trice Manor, is the only oth- fortress will force traveling char-
er business of note in acters to make decisions on
the fort. The seedy how to bypass the stronghold,
place is run by the yet not cross over into the Purist held
Dominion and sits di- lands toward Forest Road or Border River.
Water and Sanitation: Streams and wells supply more than Law Enforcement and Punishment: DOA troops patrol the
walls, streets, docks and Inner Road at all times, usually in
enough drinkable water, while sewage pipes connected to each groups of 4+d6 men and women. Local petty criminals, drunks,
home drain filth out into the bay for the next tide to carry away. pick pockets and those cheating at cards, are usually beaten
on the spot and let go, while outlanders are typically stripped of
Technological Level: There are relic weapons, armor and all their belongings and left naked outside of town, after a seri-
communicators used among the Dominion officers and elite ous beating and a warning not to come back. If a person kills a
troops, as well as some of the old and crippled excavators citizen in a non-duel, non-self defense situation, the magistrate
who dwell here in retirement; however, the town has no elec- will pass final judgment, usually harshly. The murderer will be
tricity of any kind. tortured down to d10 END prior to being placed in a steel cage,
and left hanging naked off the back wall, overlooking the dock
Dangers: Windway is the home port of several Aberrationist and the road leading to it. The victim usually starves to death,
battle barges, as well as a stop over for cavalry patrols, trad- or is eaten alive by skal birds or sting flies.
Military and Defense: The Magistrate, Yechella De’ Mar- the lizard folk began to launch organized attacks along the
colla, treat as a senior officer, has d6+1 prime mutations, edge of their remaining forests, and brought logging activi-
wears a submachine gun at his waist, a razor sword on the ties to a stand still. In time, the reptili even mounted attacks
other, and carries a pulse rifle, complete with a full power on Windway and in the summer of 2281, breached the walls
pack into battle. ‘Yech’ is the only real officer in the com- and fought house to house with the inhabits. Newburg forc-
munity, as well as judge, torture specialist, executioner and es, contacted via relic communicators, sent Dog Riders to
marriage arranger. There are 20+d20 militia soldiers, all the town’s aide, and successfully defeated the bulk of the
loyal mutants with a physical alteration each (minor mu- ‘scaly’ army. No major reptili assault has occurred anyplace
tation), using spears and hatchets in battle. Besides the in the area since that time, although woodsmen and trap-
d4 Aberrationist Battle Barges, and their crews which live pers say that they have recently seen large numbers of the
aboard ship when docked in the bay, there is a detachment lizard men only kilometers from the community.
of 80+d20 DOA warriors here. These land based warriors
occupy the wood and rock towers of the perimeter, as well Social Details: The locals in Windway are very loyal to the
as the main bunker which doubles as the town’s gate house. central DOA government, and are proud to send their sons
For defenses, a heavy machine gun with two full drum maga- and daughters to Newburg for training and indoctrination into
zines is located at the Sea Tower, a heavy ballista at each of the Aberrationist legions. While pure stocks do exist here,
the two North West watch towers. Finally, at the gate house, they are all genuine slaves to either the householders or the
there is a chain gun nest on the roof inside a steel cage. business owners. No pure stocks dwell here who are married
This awesome weapon is supplied with 3d100 standard rifle to mutants; as such couples have long since been driven out.
rounds via a belt feed coming from the floor below, which is The threat of Purist invasion is ever on the minds of these rug-
the command center, where concealed behind a steel shut- ged fishermen and farmers, and they are grateful for the bat-
ter is a rocket launcher with 2d6 battle rockets. tle barges in the harbor and the detachment of DOA troops.
They will be suspicious of travelers who are accompanied by
Visitors to Windway: Most travel to and from Windway is pure stocks, especially if those pure stocks aren’t exactly look-
made by enlisted Aberrationist warriors who are rotating tours ing the part of a beaten, abused slave. To all-mutant groups
of duty with those stationed here. Traders, merchants, slavers who arrive here, these folk will be good natured and happy to
and mutant refugees from far off lands who have heard of the serve them in the shops and one single bar, but, they won’t
growing mutant ruled nation also come seeking asylum, arriv- join them at cards or sit too close to such outlanders.
ing here by way of the sea, or ‘way of the wind’ via sail, a term
from which this town earned its name. Resources and Industry: Fishing, farming and limited log-
Most people coming here will be mutants of one sort or ging, as well as leather working, ship building, and a thriving
another, and typically won’t be bothered, robbed or mistreat- pure stock slave market. This slave market is a special build-
ed by DOA personnel. Any pure stock ‘slaves’ in a group will, ing attached to the outer walls, with 40, four person jail cells
however, soon become fully aware that they are despised and made of salvaged steel bars and plastered stone. Each day,
that if they look a mutant in the eye or speak without being travelers from as far away as Newburg arrive to buy raw, un-
spoken too, can expect a vicious beating by any mutant who trained slaves for various tasks, but most often for field work-
has a notion to do so, regardless of the protests of the slave’s ers. These slaves are captives from settlements from far away
owner. The exception to this, is when a pure stock is the prop- lands, many of them (36%) being from the former nation of
erty of professional slaver, who has guards who will intervene Mexico and speak only Spanish. Slaves here cost 10+d10sp
and ensure that their human property don’t become dam- for an adult, 5+d6 for a teen and 2+d4 for a child. Mutant
aged goods. Likewise, local, well beaten, terrified slaves who criminals also end up here, as do player characters that break
have already paid dearly for being defiant earlier in their cap- the law in a non-lethal way
tivity, and avert their eyes out of habit.
Accommodations and Entertainment: There is no inn,
Brief History: Windway was settled at roughly the same thus, all guests must bed down above the private (non DOA)
time as Newburg. Instead of being populated by land based stable at a cost of 1sp per night. There is a bar, which is only
migrants, however, these people came from the atolls and open in the evenings and is usually jammed with fisherman,
islands to the West in the Tainted Sea after being driv- farmers and drunken DOA soldiers. outlanders are welcome,
en out by pure stock marauders. The mixed race refugee but pure stocks and their ‘fakes’ must wait outside, chained
boat-people came ashore at their current village site and to a special metal rail in a spot near the entrance where pa-
quickly erected a fort, clearing the woodlands around them trons can easily spit on or kick them as they wish.
and planting crops. The reptilius tribe in that area, inhabit-
ing the once great forest which existed here, were already For the Excavator: Windway is usually one of the last plac-
locked in a war with bipedal rats as well as two other rep- es a team of excavators wants to go, and typically only serves
tilius clans, and could not muster the forces to drive off the as a place to catch a merchant barge to someplace far away,
intruding settlers. Once the stockade was built the humans or steal a sailing boat and make for the mysterious islands
were there to stay and began to clear kilometers of mutant to the west. Any pure stock, clone, bioreplicant, trans-human
brush to expand their farmlands. In the year 2269, the peo- or cyborg in a group should be apprehensive about heading
ple of Newburg opened trade with them, and the Inner road here, and eager to leave as soon as they arrive, for there are
was cut through the forest. few places, even in the Dominion of Aberratia which is as
Before long, farming and logging combined to cut a hateful of their kind as Windway.
huge swath through the trees and the human expansion
increased. At this time, the ratio of pure stocks to mutants For the Game Master: Within town, the Aberrationist citi-
was about even, and no hint of the Purist invasions from the zens and Warriors will immediately make it clear that pure
south had reached the ears of these folk. The reptilius clans stocks are a doomed phase in human evolution, that they are
eventually defeated the rat folk, but soon found their popu- to be debased and humiliated, beaten and terrorized at every
lations being decimated by the larger, better armed humans opportunity. Many outlanders, at least those of an open mind
and their mutant off-shoots. Finally, in the spring of 2276, and prone to accept non-mutants, who spend a day or two
Unique Encounters Nighttime Street Encounters: d3-1 (0-2) rolls for street
occupants on chart D, page 382 with a 3 in 10 chance per
Daytime Street Encounters: d3+1 rolls for street occu- passage of a special encounter from the following, roll d6:
pants from chart D, page 382 with a 2 in 10 chance of a 1. Aberrationist patrol, inspecting everybody to pass their
unique encounter to Windway, from the following list, roll d6 checkpoint in the dark street. They use lanterns to review
per passage: each person and wave recognized locals onward. The patrol is
1. Aberrationist patrol. This unit has clearly been dispatched 10+d10m away and if the PCs turn and go the other way, there
to ‘greet’ the PCs. ”There they are,” declares one, an NCO is an 69% chance that the patrol notices them turning about
officer leading his squad of d6+3 regular DOA warriors. The and ordering them to stop, giving chase if the PCs run. There
officer orders the outsiders to stop while he gives each PC a are d6+4 DOA warriors in this unit. If the PCs do endure the in-
careful scrutiny. If there are any non-mutants, go to Special spection, they are each looked over carefully, and if there are
Outcome on page 183, otherwise, the officer bids the charac- non-mutants, see Special Outcome on page 183.
ters welcome and the unit moves on. 2. Mutant ruffians, each with a physical alteration (minor
2. Mutant children, 2d6+2, are playing noisily in the street. mutation), treat as raiders with clubs and knives. They step
They give the PCs a look. If out of the side streets and
there are any non-mutants doorways and surround the
in the group, they will grab PCs, demanding their relics
stones, mud, dried dog mess, and money. There will be 2
and hurl it at the pure stocks, ruffians for each PC.
adding insults and spitting as 3. Drunks! Mutant fishers
they go. They will keep this up and farmers (d6 commoner
for 2d6 minutes. Onlookers men and d6 women), each
will only smile and nod in ap- with a physical alteration (mi-
proval of the ridicule. nor mutation, page 77 of the
3. A mutant commoner, 50% hub rules), stagger down the
chance a woman, otherwise street singing some sort of
a man (one minor mutation) pro-mutant propaganda song,
comes out of a shack and sharing a few bottles of wine
stares at the PCs as they pass. as they go. They will greet all-
If there are any non-mutants in mutant groups of travelers
the group, he or she seems to with a cheer and “Welcome
go berserk and grabs a length bruth’as and sista’s.” Howev-
of wood (club) and charges for er, if their are non-mutants in
the PCs in question, swearing at the PC group, the mob will de-
them in a semi-articulate fash- cide they want to have some
ion, screaming that the non-mu- fun with the generics and de-
tants killed his or her son. This mand that the slaves dance
person will continue to strike for them, naked, or else the
the non-mutants for 3d6 rounds group threatens to beat them
before stopping. If the PCs use force to resist these attacks, on- then and there. If the PCs refuse to indulge the drunken lo-
lookers will call for the guards or otherwise step into the fray and cals, the group is 17% likely to back down and move along,
try to beat the whole group. otherwise, they become violent and try to drag the non-mu-
4. A mutant slaver and his 4+d6 mutant thugs (all have a tants out of the group and beat them nearly to death, as well
minor mutation: physical alteration, treat as raiders), lead a as any mutant PCs if they interfere.
group of rag-tag pure stock slaves, 2d6+4 men, 2d6 wom- 4. Reptilius have infiltrated the town on a clandestine food
en, 2d6 teens, and 2d6+6 children, all in chains, towards the and theft mission. They have thus far eluded the guards and
main land gates. They appear to be leaving town for markets other citizens, but they happen to dart out of an alley right into
in Newburg. the PC’s path at d6+1m range! There are 2 per PC plus d6,
5. Local fisherman (2d6+3 commoner men each with the mi- all carry stone axes and a sack full of stolen food. Bolstered
nor mutation of Physical Alteration, page 77 of the TME hub by their superior numbers, they elect to engage the PCs in
rules) are on their way to the sea gate, when they spot the combat, but will break and run if the battle is going poorly for
PCs. If the PCs have any non-mutants among them, or ghost them. There is a 1 in 6 chance that one sack contains a live
mutants who do not flash their signed Passage Paper, will be human baby, a mutant, who has been gagged.
greeted with a barrage of swear words, pebbles and street de- 5. A rubble spider (see Spiders, page 171 hub rules
bris, including animal dung. There is a 2 in 6 chance that one book), of a woodland sub-species, has entered town and
man can’t contain himself and draws a dagger and rushes is looking for a meal, spots the PCs and drops down from
for the non-mutants, randomly attacking one and trying to slit a rooftop, +3 initiative.
his or her throat. If the PCs subdue the man, they will not be 6. A black owl (see Birds, Hub Rules book, page 150) swoops
blamed for just protecting their ‘property’, but, if they kill him, down from the roof tops above at a random group of street
an arrest warrant will be issued and within half an hour, all occupants.
Encounters Outside of Town: On land, up to 10km away passed. If the PCs lose the initiative toss, they are seen and at-
from town on the road or cleared area to either side; 3 in 10 tacked on sight, first by a volley of javelin throws then stone axes.
chance of an encounter per hour by day, one check every 8. Devil bats, 1 per PC and pet.
half hour by night, rolling d6 by day, d6+2 by night.
1. Mutant farmers and pure stock slaves, returning from the fields Special Outcome (non-mutants spotted in PC group by
with carts and wheel barrows full of produce. There will be 2d6 mi- Aberrationist Warriors).
litia soldiers and 3d6 commoner mutants, each with a minor muta- If any non-mutant is detected in a group, he or she is expected
tion, plus 10+d10 male slaves, 8+d10 female slaves, and d10 each to be a downtrodden slave, is forbidden to carry arms or wear ar-
of teen and children slaves, their feet linked together by stout ropes mor, and is not permitted to meet the eyes of a mutant. The player
(DV -14/ END 10 to cut). The farmers will be wary of strangers, but if of such a PC can tell the GM that his or her character looks to the
there are no non-mutants in the traveler’s group, these simple, yet ground at all times while in public, but during this encounter, must
cruel folk will greet PCs with open hands and well wishing. state this fact again. All pure stocks whose players have not speci-
2. Nomadic trader, and d6 Militia soldiers, each with a minor fied that they have averted their eyes, must make an intelligence
mutation, on saddle horses, with 2d6 mules (ponies) loaded based type A hazard check to avoid looking up at the warriors, fail-
with beer kegs, wine skins, salted meats, dried fruit and other ing this, the slave is forcibly pulled from the group and worked over
food stuffs. Each mule is loaded with 40+d100sp in goods. with clubbing attacks until reduced to half endurance, then spit on
3. Aberrationist patrol: 4+d6 DOA warriors on riding dogs come and warned to be more respectful in the future.
thundering along 2d100m away. If the PCs are on the road, both Should a group of new arrivals include non-mutants who are
groups see each other, otherwise, the PCs each get to make a armed and armored, they will be viewed as terrorists and ordered
conceal self skill roll (see skills part 1 TME hub rules) to hide to drop their weapons and kneel or be fired up on immediately.
and avoid the patrol. If the PCs have a warrant out for their ar- Once arrested, such non-mutants will be tied up, stripped down
rest from any town in the Dominion, then there is a 57% chance and taken to the stockade to await trial as a terrorist and either
this patrol has heard about it and recognizes the PCs and will do sold into slavery if the person was originally accompanied by mu-
its best to kill or capture them. If there are non-mutants in the tants, or executed if alone or in a group of only non-mutants.
group, see Special Outcome, on the right. Cyborgs with built in weapons and armor are exempt from
4,5. Reptilius raiders leap up from the tall grass along the trail this rule, since pure stocks from The Holy Purist Empire consider
side (range d10m, half on either side of the trail). They will first cyborgs as devil spawn and not allowed to live in Purist lands nor
hurl javelins then close to melee with stone axes. There will be 2 serve them. Ghost mutants, as noted in the Dominion of Aberratia
per PC +d6, and will flee if the battle is going against them. header notes, are controversial and difficult human type to police
6. Escaped pure stock slave! 56% a male slave, otherwise a and detect. Since they are mutants, they are permitted full citizen-
woman, comes stumbling into sight, looking back, not seeing ship once they have proved their powers, thus, newly arriving ghost
the PCs until he or she collapses at their feet. The slave’s hands mutants to any Aberrationist town must report to the entrance of-
are still bound together. There is a reward for the return of this ficers and get a signed letter of Open Passage, or simply ‘passage
slave to Windway of 4+d20sp. If the PCs help the slave and take papers’ as well as the black head band to be worn at all times in
him or her to other areas of Aberratia, there is a 1 in 10 chance public. Clones, bioreplicants, trans-humans and androids area all
per encounter with DOA warriors or other government officials deemed ‘pure-stocks’ as far as this culture goes, and can only ex-
or slavers, that the slave is recognized and the PCs ordered to ist as unarmed and obedient slaves. Beastial humans, whether
turn him or her over or be deemed thieves or Purist sympathiz- exhibiting mutations or not, are considered mutants as far as the
ers and arrested and themselves made into slaves. DOA goes, and welcome to become full citizens.
7. A reptilius patrol comes into view 10+d20 meters away. If the PCs Any resistance by non-mutants or their mutant comrades to
win initiative, they can crouch down behind vegetation and avoid stop an arrest or beating by DOA troops, will land the whole group
being spotted as the group of 10+2d6 lizard men marching silently in chains, or made into wanted outlaws in the land if they happen
to defeat their would be captors and make it out of town.
Mutant Slayers are among the most devoted of Pur- the faith is to travel from community to community, usually with
ist troops, and are trained in martial arts (3 skill points), disguise a force of Conquistadors for protection, where they conduct pri-
techniques (3 skill points), and stealth (4 skill points). They have vate sermons to all female congregations, and provide one to
memorized the entire Purist Bible so as to avoid having to carry the one counseling to women who have doubts or have lost hus-
book in enemy lands, a book which often gives away a Purist as bands or children in the noble war. Other uses of these dedicat-
such. They are basically assassins of the church, and roam far and ed, highly disciplined nuns is to deposit them in the Freeholds
wide to carry out a wide range of objectives. These holy missions and independent towns, acting as spies, assassins and often as
include the delivery of orders to spies or Purist activists, the rescue decoys to lure mutant men or the unfaithful into traps.
of captured pure stocks, the kidnapping of pureblood children of Brother of the Purple Order: Also called Purple
notable persons in towns of the faithless, along with the murder Monks, these men are raised and trained in The Hermilage,
of officials who have spoken against the Purist faith. Mutant Slay- within the Purelands, and serve as officers to lesser ranking
ers also assassinate mutant officers, sabotage enemy defenses or troops, as well as community leaders when the traditional mu-
transportation lines, as well as track down and butcher any mu- nicipal leaders are found lacking in their duties and belief. They
tants they meet. Treat these normally black clad men and women are skilled warriors, in both martial arts (2 skill points), knife
as Assassins from the typical humans table (Hub Rules, page 137), throwing (2 skill points) and swordsmanship (2 skill points with
who, when in their official garb wear a white arm band with the a longsword). They wear purple, hooded cloaks and tunics over
wavy cross of Puristalism embroidered onto in purple thread. They their part plate armor, and all carry a random relic weapon (WC-
always have at least one relic weapon on them, WC-RC, and wield R). Occasionally, they dress down to appear more like merce-
great swords. naries or brigands than Purists, especially when leading small
bands of Mutant Slayers or Conquistadors into enemy territory
to smite the unholy and bring glory to their Vicar.
The Hierarchy of Holy Purist Officers and Clergy Battle Priest or Priestess: While very well versed in
Sister of Purity or Brother of the Purple Order the doctrine, battle priests and priestesses do not command either
Sainted Mother of Virtue or Blessed Father of Righteousness the Hermilage or the Convent, as they lack the education and arts
Battle Priest or Priestess of converting captive pure stocks, nor the needed patience of a mis-
Divine General sionary or community pastor. These men and women are trained
to lead Conquistadors and other troops into battle against the infi-
Vicar dels, and while they can make religious decisions, such as deciding
whether to butcher heretics or non-believers, they often leave such
Sister of Purity: These nuns hail from what is simply choices to Brothers of the Purple Order of the Sisters of Purity, who
called ‘The Convent’, a fortified stone and timber structure in the typically accompany a military operation. These leaders are treated
heart of the Purelands. Here, specially selected females from all as senior officers on the Typical Humans Table (TME hub rules, page
over the Empire are raised from the age of eleven to adult hood, 137) but are trained in martial arts (4 skill points) and weapon com-
trained in the arts of healing (medic 2), preaching the faith, and bat (great sword, 3 skill points). Each carries two random relic
fighting (martial Arts 2 and weapon combat 3 with a rapier: +11 weapons, one from WC-R and one from WC-RC.
SV, d12+4 dmg). They dress in long white or rose colored gowns, Sainted Mother of Virtue: This woman is
with broad, white sun hats and scarves to conceal their identity the supreme Sister of Purity, and is a middle aged
when outside their holy fortress. Under their gowns they wear woman of great knowledge of the Pur- ist bible. She
chainmail vests over a suit of tight fitting, but comfortable takes orders only from the Vicar himself, and
leather armor of the best construction. Their purpose in
Currency: Officially, and for all transactions involving the and instead embraced and worshipped technology, porn, com-
clergy or military, only Imperial Purist coins and Purehold Re- merce and a faith in the individual as opposed to the wisdom of
publican currency are acceptable, however, most merchants the clergy. Ruins, therefore, are the graveyards of the sinners,
and business people in the out-wall areas will happily take and as God crushed mankind for its sins. The Lord also forbade
any coins, including Aberrationist Hexagons, melting down men to ever return to these unholy places, at least without a
such foreign currency before depositing it in the Pure Hub priest, least their foot steps serve as chimes to waken the de-
City’s Savings Office, or bribing HPE clergy and bureaucrats. mons in the form of great machines, satanic monsters, plagues,
and the bringing forth of the weapons of the ancient ones. Local
Purist zealots are known to ambush those going into or leaving
any sort of ancient ruins, considering them interlopers and defil-
ers of the forbidden places and regardless of their being a pure
stock or otherwise, are evil doers and must be punished.
Relics are permitted to Purists, and are often employed
in the defense and expansions of the blessed Empire, howev-
er, as far as many fundamentalist, poorly educated Purists go,
entering the ruins to locate ancient items is a mortal sin, as
such zealots believe that only those relic weapons captured
from skullocks, excavators or other enemies are permitted to
be used, so long as the relics are blessed and cleansed by a
Relics, Ruins and Excavators: While relics are a must to prayer from a Purist friar or nun. The exception to these laws
ensure the Empire’s survival, the line is drawn at the use of is when the Purist state sends forth a sanctioned recovery
anything that has a computer in it, including shell class armor, team, often led by a Purple Monk or Sister of Purity, to sanc-
military ground vehicles, all relic aircraft, and devices such as tify the dig site prior to the recovery of some ancient device,
DNA scanners, substance readers and the like. Communica- a device deemed useful in the war on the devil spawned. It
tors are also acceptable, as are power generation devices, is not, therefore, unheard of for the church to hire pure stock
explosives, missiles, guns and non-powered armors. excavators to accompany a expedition to far off ruins, often
Facilities for repairing guns and reloading spent shell cas- using airships to enter such sites and uncover ancient weap-
ings exist in Pure Hub City, but in general, technology is scarce onry, armor, or explosives, sometimes with no more purpose
and distrusted. Stranger still, a reliance on technology is often than to ensure that mixed race dig teams don’t uncover the
discouraged, since there is an undercurrent of belief which loot first and use it against The Holy Purist Empire.
states that the Devil once weakened humanity’s soul by intro-
ducing technology to the world. Satan, they say, made men turn Travel and Trade in the Purist Empire: While officially
from God to embrace gizmos and gadgets and loose themselves a state of war exists between the Purehold Republic (Shat-
in computer fantasies, the porn succubus, holographic lovers, tered Region) and The Holy Purist Empire, common people
and darker non-realties. The tech-demons weakened the soul’s have both trade and social ties with those in each nation. The
grasp on the body, and somehow brought about the devasta- towns of Duty and Far Cross receive many Pureholder trad-
tions, and the appearance of so many mutant life forms. ers, and likewise, certain crops grown in the Purelands are ex-
The way people dress, the power of the church, and the ported either along the East Road or up beyond Galespit and
archaic belief in devils and demons, and a bearded all see- into Henderson and Pineridge. Marriages have also occurred
ing, all knowing God, gives The Purist Empire the look and between these pure stock peoples, with the Puristalism wor-
feel of 17th century Europe. Additionally, the common Purist shipping member of the relationship usually fleeing to live a
assumption that the powers exhibited by many mutants are more liberal life in the Pureholds.
the result of black magic and witchcraft adds to the faction’s Of course, only pure stocks dare enter the Holy Purist Em-
archaic, faith over fact atmosphere. This truly ancient, retro pire, unless their purpose is to raid and pillage. Purist patrols
belief system has a written judgment on every aspect of life are always traveling the borderlands and interior of the Em-
going, yet focused on the primary ‘truth‘ that mutants are de- pire, looking for humanoid or mutant marauders as well as
monic spawn of the unspeakable one. escaping citizens. One of the most common groups of fleeing
Related to mutantism is commonly held belief that the ru- pure stocks traveling within the Purist lands are citizens who
ins of the ancients are taboo, being unholy places of a damned, have given birth to a mutant child, and are attempting to es-
faithless people. This ardent belief results in conflict between cape to other factional territories. This is a perilous undertak-
the caste of excavators and the Purists. Region wide, Mutant ing, especially for a poorly armed family entering a world of
Slayers and other Purist warriors actively try to deter people barbarity, deviated abominations and ruthless raiders, not to
from entering any sort of ruins, even going so far as to mount mention the risk of being captured by one’s own people.
raids on dig teams coming and going from the ancient places,
stopping them and confiscating any arms and armor such ex- Mutant Babies: Mutant births within the Purist Empire are
peditions may have uncovered. Excavators then, as far as Pur- viewed with grim foreboding and self reproach. Animals born
ists go, are one of the most hated castes going, and although to otherwise pure breeds are immediately killed and burned,
the Purist Church doesn’t outright declare them as enemies of while human children born with an obvious mutation are usually
God, they are often mistreated when traveling in Purist lands, drowned by their father at birth, to save the child the misery of
occasionally even captured by local fundamentalists and se- going to Witch Burn for the cleansing ceremonies and ultimate
verely beaten. Troublesome, irreverent or arrogant pure stock incineration. In the more remote communities of Far Cross, Duty,
excavators who are arrested by the clergy will receive a chance High Watch, and Stalwart, parents who produce a mutant child
to be redeemed and converted, but so low is the success rate will often attempt to flee before the local clergy can inspect the
of legitimate conversion to the Purist faith, that most ‘Godless’ new born. Such families, who are caught while trying to escape,
diggers are directly reduced to oar, stone or farm slaves, while are treated harshly. The baby is taken to Witch Burn, the parents
all other races are tortured and burned alive. separated and sold as slaves in the Purelands, and any non-mu-
To many extreme fundamentalist and poorly educated Pur- tant children with them are sent to either The Hermilage or The
ists, the ancients were sinners, who had turned away from God Convent for intense religious instruction.
and give chase, firing with intent to kill. If the PCs do surrender 4. The characters notice d6 commoners following them, about
and kneel, the slayers approach, one takes their weapons and 10 meters back. They seem to be farmers, armed with hatch-
looks into the character’s faces, check their teeth, pulls up shirts ets only. If the PCs confront them, they disperse, only to appear
and sleeves, ask some to pull down their pants, and frisk all the again a few minutes later. Within 2d6 minutes, as the charac-
characters roughly for any hint of a mutation. Then, one Purist ters enter a dark street they come across d6+6 more men who
pulls out a magnet and checks each character for implants or are standing line across the street in front of the PCs. One ap-
being an android. Any mutants, cyborgs or androids are tied with proaches, clutching a black book to his chest. “We have been
strong ropes and set aside for later transport to Witch Burn (to expecting you, grave robbers,” he says in a low, joyless voice.
snap ropes, 1 STR based type E HC per half hour needed). If the “Keep you hands where we can see them, as we have cross-
characters had initially not tried to avoid the inspection, any le- bowmen on the roof tops.” Looking up, PCs see nobody in the
gitimate pure stocks are let go at this point, but if they tried to windows or on the roofs, although it is dark and there are many
dodge the slayers and had to be chased, then the rest of the places where one could be concealed. “While the Vicar’s pup-
characters are beaten (3d6 END DMG) and let go, short any rel- pets believe that pure stock excavators have a legal right to ex-
ics weapons. plore the tombs of the ancient ones, we do not share this view.
3. Any other street occupants seem to fade away suddenly, The ruins and deep places belong to the ghosts of our pure
entering homes or simply passing around corners. All at once, ancestors, the great ones, who once were masters of all their
new, cloak wearing figures step onto the scene all around the mockeries and servant races, even the machines, and soon,
characters, range d6+1 meters, one per traveler, plus 2d4. we will regain that lost power, but not by using the accursed
Each is holding a club, but wears a dagger on his belt. One fel- tools of the old ones, but by the purity of our hearts, prayer,
low steps up, grinning maliciously. “Good evening, strangers. faith and the sheer will of God. Now, set down your weapons
We’ve been watching you for awhile. Be so kind as to slowly and packs and walk way. Leave this land, unholy ones, as you
put down your weapons and then kneel, placing your hands are not fit to be among the righteous.”
on your heads. We will be liberating you of your burdens, un- Another 6+d6 more club wielding commoners are ap-
less you wish to die first trying to stop us.” If the PCs surren- proaching from the rear. If the characters obey the street
der they will be robbed of all their belongings, mounts, slaves preacher, and set down their weapons and packs, they will be
and footwear, leaving them in their undergarments only. If the gestured to leave back the way they came, passed the second
PCs refuse to be robbed, the raiders attack, and if they win, group of men, who are 18% likely to suddenly begin chanting
not only will they rob the characters, they will drag them into something and then attack the unarmed characters with their
a dark building and strip them down to their underwear, tie clubs, joined by the priest’s group. They will beat the charac-
them firmly and humiliate them throughout the evening, sell- ters into unconsciousness and leave them naked in a nearby
ing them to a local slaver the next morning. grain bin.
Far Cross
(also called Lake Town or Holy Water)
constructed with wooden frame and mud brick walls. Roofing
materials consist of scrap metal or wood, with many of the poor-
er homes having straw thatch roofs. The wooden docks have oil
and kindling ready to light them on fire if the town comes under
attack by enemy vessels. Three Purist Conquistadors man the
Faction: The Holy Purist Empire end of each of the main four docks, guarding the flammable
Government: The Battle Priest, Malcolm the Vindicator materials and themselves protected inside stout wooden huts.
Population: Total 484 to 631 (Pure Stocks 426+d100/ Mu- The top of each hut has an open turret with a ballista mounted
tants d8*/ Ghost Mutants* 3d6+6 / Cyborgs* d4 / Synthet- on it and 2d6 spears. The land side of town has a trench, 4
ic humans* 5+2d8/ other* 10+2d6) meters wide and 2m deep all the way around the settlement,
*Masquerading as pure stocks or held as captives awaiting the journey to Witch Burn which is filled with water. A drawbridge is the only crossing point
into the town. Each night, the gate is raised at dusk, and not
Site Details: Far Cross is perched on the shores of Shad- lowered until dawn when the field workers and their slaves ven-
ow Lake, a large freshwater body which is more-or-less drink-
ture out to the crops or to graze their livestock.
able without first boiling. The town is on a slight rise on the
land, 5m off the plains around it, and set a few kilometers
back from the dangerous Edge Wood. It appears as though Water and Sanitation: Water is taken directly from Shad-
ow Lake via bucket, yet, a well does exist in the middle of
the original mixed race inhabitants built the village here due
town for emergencies, but the well water is often silt laden
to five ancient concrete protrusions, and the proximity to good
and smells of sulfur. Sewage carts, pushed by slaves, collect
water and fishing. The Lake is quite warm during the summer,
the night water buckets at the doorstep of each home and
and yet the town being right on the shore enjoys cool eve-
business every morning and transport it far from town and
nings, while in winter, the water body regulates the harsh fluc-
dump it on the grave mounds of the former occupants of the
tuations in temperature. Occasionally, a winter will get cold
town site; mutants who originally settled the place.
enough that the lake freezes over and allows for ice fishing,
but normally the surface remains open and allows year round
boat access. Cold winds out of the north east often blast the Technology: High tech and replica devices are very limited
in Far Cross, prone to black outs. Here, a small scrap solar
town for days at a time in January and February, but the tim-
generation array is situated on the church roof. This array pro-
ber and stone structures are well built to withstand this on-
vides electricity to lights at the main gate, a tripod based spot
slaught. Another of the town site’s advantages are the open
light at the docks, and low illumination to Malcolm’s com-
ground or water for several kilometers all around it, plus, it is
mand center an the Prime tower’s lower barracks and work-
difficult to besiege as the occupants can flee or receive rein-
shops. This generator is often broken down for weeks at a
forcements from the lake. However, as a disadvantage, the
time while a technician is called in from the Pure Hub. There
town’s dock area is open with inadequate defenses, making it
is a 12% chance per day that the device is not functioning,
vulnerable to a waterborne assault and accessible to numer-
and if so, a 36% chance that it is out of action until the tech-
ous amphibious beasts, which often enter the town, usually
nician arrives in d6+2 days. For communications both within
at night, and cause mayhem.
town and among HPE communities and legions, the clergy
and military leaders have their own standard communicators;
Construction: Built on a foundation of broken rock, silt and likewise, there is a communicator in the Prime Tower’s top
the ancient protruding remains of concrete columns, Far Cross
enclosure where a pair of Conquistadors with crossbows and
is a well made town. It has 4m tall walls built of wood, rock,
binoculars keep constant watch and report directly to The
metal debris and mud brick, a set of reinforced wood and scrap
Battle Priest, Malcolm, who also has a communicator which
iron double doors, and interior houses and industrial buildings
is in direct link with Pure Hub City.
Dangers: Some younger, orphan children, (street urchins) There are two major unsolved crimes in Far Cross, first the
have been known to pilfer the odd loaf of bread or fruit from theft of the 50cm tall, 17kg solid golden Purist dagger symbol of
the market bazaar’s shopkeepers, but there are few random Saint Donald stolen by mutant terrorists, which is still missing and
crimes. Domestic violence, however, is a problem here, often presumed to be in Galespit. A 5000sp reward for its safe return is
linked to the use of alcohol. The clergy turn a blind eye to the af- offered; however, it is worth 7000sp if melted down. The Church,
fairs in a man’s house, as long as the wife and children are not aware of this, will also make the leader of the team that uncov-
seriously harmed or killed. As far as organized, cults or terrorists ers and returns the cross, into a Saint. Another mystery is the dis-
go, there is said to be two cults operating in the town. This larger, appearance of Malcolm’s baby daughter, Alexina, who was stolen
extreme-Purist cult believes that a war of genocide against the from her crib only hours after her birth, five or more years ago now.
demonic mutants, machines and false humans should be esca- Malcolm offers a 4000sp reward for the return of his baby girl, and
lated, that it is a sin to merely hold the line and defend the terri- an additional 3000sp for the capture or killing of her kidnappers.
tory that the Purists already hold. The other cult, a neo-Christian
revivalist group, is a moderate organization which believes mu- Military and Defense: The Battle Priest, Malcolm the Vindi-
tant children born should not be taken away to be exorcised, but cator, is a famous pure blood Conquistador, renowned for his
rather allowed to live productive lives, sterilized to prevent fur- exploits in the war with the Dominion of Aberratia as well as
ther breeding, yet allowed to serve their parents and community. the burning of numerous small villages within twisted wood and
The two cults are obviously at odds to each other, and from time the Lower Freehold. Beneath him are 4 Squad Leader officers,
to time, brutal violence erupts between members. each leading a different unit of the communities’ defenses and
Regionally sourced terrorism is rare here, since Aberratia military role in the vicinity: Virgil Cleanhand, squad leader of the
is far away, therefore few mutant raiders afflict this community. Imperial naval forces, a quiet, calculating man of 39 years age,
Nevertheless, a reprisal attack by Galespit’s mercenaries did al- uses a laser sword in melee. Quinton Pureoak, squad leader of
legedly occur several years ago after Malcolm led a failed siege the cavalry detachment which patrols the boarder north of town.
on that free town to the north east. The Galespit ‘terrorists’, both He is a squat, powerful fellow, aged 42 who has a sniper rifle
pure stock and mutant, managed to infiltrate the Far Cross via and three full clips for it. Chandratha Moonsinger, squad leader
the docks and plant a landmine on the church back wall, blow of the southern cavalry detachment, riding between Far Cross
it in, enter and steal the golden wavy-dagger symbol and Pur- and the village of Duty. She is a mature, heavily built woman,
ist Bible within. Galespit denies sending thieves into Far Cross, who is said to delight in inflicting slow death on mutant trespass-
claiming it must have been another faction or local terrorists. ers and all aberrant life forms. She carries a heavy machine gun
Other dangers include the risk of disease, since the peo- with an ammo pack and 2d100 HCR rounds. Konrad the Watch-
ple here live in close quarters, in squalid conditions with their ful, squad leader of the Far Cross home guard units. He is a big
livestock among them. There was an outbreak of leprosy a few man, standing well over two meters, built like a tank and in bat-
years back, but the contaminated souls have been rounded tle carries a chain gun with a 4d100 SR round full ammo pack.
up and banished to the town of Leper Hold far to the south. He is intolerant and impatient and whenever in doubt about ap-
Whether this policy was successful or not remains to be seen, proaching strangers, opens fire.
since rumors persist of a group of pure stocks living in Edge The standing military units in and around Far Cross con-
Wood who appear to be lepers, who eat anyone who gets too sist of the Naval Forces, numbering 30 Purist Conquistadors
close to the forest rim. who use 5 rafts fitted with wooden enclosures, and enough ar-
While the presence of leprosy infected cannibals have row slits to allow four crossbowmen to shoot per round. These
not been proven, aquatic creatures are absolutely known to rafts can carry ten men each in -40 DV cover. Also, the navy has
be a danger to both the many fishermen who ply the waters 6 rowboats each fitted with a heavy crossbow fore and aft on
off Far Cross and townsfolk. Specifically, a race of amphibious swivel mount. These boats can carry 8 men each. The North
mutant humanoids are said to exist in Shadow lake, who have Cavalry is made up of 26 Conquistadors with bows riding sad-
reportedly accosted boats which stay out on the water after dle horses, plus a standard communicator, while the South Cav-
dark. The authorities in Pure Hub City deny the existence of alry has 22 Conquistadors with bows on saddle horses, plus a
these ‘water people’, since there were no survivors from the standard communicator and a one mounted Cavaliers of Pu-
missing boats, thus nobody left to report the sightings. rity armed with a grenade launcher and 2d6 Frag grenades.
On the land side, the forest is known to be full of bears, Stationed in the town are the Home Guard units; 48 Conquis-
many of them mutated. In particular bane bears and a great tadors, 63 homeland militiamen (who live at home and only
devi-bear are often seen at dusk moving toward the lake; pre- muster if a threat occurs), each armed with a pair of throwing
sumably to eat the fish guts and heads which the town’s peo- javelins, 6 Cavaliers of Purity, each armed with an assault rifle
ple discard in the shallows. It is well known to stay behind the and spare full clip, plus, a kennel full of 6+d6 battle dogs, wear-
walls at night, or else be a meal for one of these bruins. Peo- ing chainmail torso vests (add -20 DV but reduce movement by
ple, who arrive late at the gates after the drawbridge is raised, 2m) who could be released to chase fleeing enemies, or, assist
are often gone in the morning, their belongings, broken tents in the defense of the town.
and, blood, entrails and gear scattered about. Around the Community there is a 1 in 12 chance per day
that a roving party of 10+d12 Mutant Slayers will be in the vi-
Law Enforcement: Policing is handled by Purist Conquis- cinity mounted on horses. Other forces available to Far Cross
tadors with the severity of punishment being mild for theft include a functioning ATV mounted with a chain gun and 2d100
of food, clothing or other survival essential. The punishment belt fed SR rounds stowed in the barracks workshop. Also, there
for petty crimes such as theft is conducted on the spot, using is a 17% chance per day that an Imperial airship is docked on
street justice, whereby the thief is spanked or whipped pub- the barracks roof, crewed by d3+2 Purist Conquistadors and a
licly, the stolen items returned or worked off if already con- NCO officer. This airship can be used as an airborne battle plat-
sumed. For those who commit more serious crimes, or are form to drop spears or grenades down on invaders.
caught drunken in public or viewed to be irreverent in their
Puristalism, there is a single steel and stone jail cell inside Visitors to Far Cross: All strangers, regardless of whether
the barracks. If a mutant, false human, or ghost mutant is or not they appear to be pure stocks from the outside, will be
discovered in town, he or she will be severely beaten and then asked to strip down to their underwear and turn around be-
shipped by battle wagon to the fortress at Witch Burn. fore they will be allowed onto the drawbridge. If the subject
Bounty Hunting: Any mutant to be killed or captured and another place and set up their everyday businesses. I sus-
brought into town will fetch a reward. The payout is double if pect that the blacksmith is actually a bioreplicant, ‘cause he
the prisoner is still alive and so permitted the burning grace is quick as a hawk and so strong.”
of exorcism at Witch Burn. The age and gender of a mutant 6. “Galespit spies are everyplace these days, working with the
yields a different bounty: mutant child or baby 1sp/ mutant Mecha or the Aberrationist so called fricking Dominion.”
woman, reptilius, bipedal rat or any skullock 2sp/ warmorts, 7,8. “It is said that Malcolm’s daughter was not kidnapped at all,
moaners, mutant male 3sp/any cyborg, beastial human, bio- but born as an ungodly mutant thing. To save her life, Malcolm
replicant or clone 4sp/android of any model 5sp. himself had a nursemaid take her, under guard by mercenaries,
to the Lower Freehold or further north even. It is also said that the
For the Excavator: What characters from outside the nursemaid was a bioreplicant lover of Malcolm’s.”
Holy Purist Empire, will have heard: “I’ll tell you
what I know, but whoever told me owes me
money, so I don’t really trust everything the
sonofabitch told me about Far Cross. So, let’s
see, the fricken place used to be called Eterni-
Unique Encounters
ty City, and it was a lively, bustling independent
town where androids, men, mutants, clones Encounters in Mandrakes Sausage
and other Fake Ones strolled about, mar- House and Bar: Open 5 PM until 1 am
ried each other, did business togeth- daily except Sundays. There will be
er, and prospered. Then came the 3+d4 bar patron rolls from table A,
God damn Purist tards, burning page 383, with a 3 in 10 chance of
the mutants and fakes, scrap- an encounter unique to this establish-
ping the robots and androids... ment, per hour, roll d6:
and turning any pure stock they 1. There is a woman standing at the
found into a slave if he or she end of the bar, talking to the pub owner,
didn’t convert to the Puristalism. playing with her hair, and eyeing and smiling
Them were sad days, no doubt. flirtatiously at the characters. After a half an hour, she
Now, the place is a growing industri- comes over to the most attractive male in the group and
al town, but also a Purist garrison when puts her hand lightly on his shoulder. “Say, you aren’t
those whack jobs prepare an invasion from around here, are you? My, my, I don’t think you
north. The church in that town was know the secrets of this fair town, do you?” She leans
robbed of a huge golden cross, and over and whispers d2 random rumors from the above
many think that agents from Galespit table, then adds, almost breathing in the charac-
did it, which has resulted in a lots of ter’s ears. “I have a little room above one of the
fighting between them two towns. stables, which I rent, and I’d like you to spend the
Also, the battle priest, Malcolm some- night with me, and, well, lets just say that you can
body, lost his baby daughter just a few hours af- help pay the rent for the night, lover boy, for 8 silvers.” If
ter she was born, and the father is rewarding 3000 the character’s appearance is 40 or higher, the fee is only
silvers for her return. I heard from my cousin’s new 4 silvers, since this is partially a hobby for her.
wife that the girl wasn’t kidnapped by Gale-Spitters at 2. A commoner in a side booth gets up from his table, spilling
all, but rather, she was born a mutant and Malcolm hired a his drink and those of his d4 friends. He staggers a bit and
merc team to take her to safety in Overpass, to grow up away swears at his friends “Yer all cowards! Damn you’re yellow giz-
from Far Cross. Anyhow, I can’t see why anybody even a pure zards. I say we keep advancing, and take Galespit! Why do we
stock would want to set up shop in Far Cross, but if you’re a waste time hunting the skullocks when we can take Galespit
ghost mutant or a pinky yourself, it ain’t so bad to stay in if tomorrow!” He meanders toward the character’s table and in-
you got a wagon or a tent of your own, as their ain’t no inn for advertently knocks into it and spills the drinks. He seems to
travelers, since they don’t really care for strangers.” notice the characters for the first time. “You man lovers from
Pure Hub, eh? Why ain’t you babies’ hiding behind your great
Rumors from Locals: The most common rumors to go wall of purity, fricken sissies! You get on your feet, asshole, I’m
going to teach you a lesson!” He raises his fist and points at
around have recently been deemed blasphemous by the lo-
cal church. Anyone speaking such taint-speak will have their a random male PC. “Stand up and fight like a man, you girly
tongue cut out. Travelers, however, who are from other Purist boy!” If the PC refuses or ignores the drunk, the man is 32%
Empire towns, will have no doubt heard one or two of these ru- likely to just leave the bar; otherwise, he rounds the table and
mors by now. Roll d8: starts to punch the character. The drunken commoner man is
1. “Far Cross was once the home of giant, cannibalistic sav- DV +10 and SV 01-40.
ages, who could someday return and eat us all.” 3. A black clad man sits alone in a corner table, merely sip-
2. “Far Cross is to be the staging ground for a new Purist Inva- ping his beer while observing the comings and goings of the
sion... to move north and burn Galespit to the ground.” bar room. He is a Mutant Slayer, see page 189, and in town
3. “Cannibalistic, homosexual, communist mutant lepers to sniff out any possible ghost mutants, androids, or synthet-
dwell in the Edge Wood. They worship the devil queen and ic humans, especially among travelers. He pays special at-
watch the comings and goings of our town, and will grab any- tention to the characters, and doesn’t look away when the
body who gets too close to the forest.” PCs meet his eyes. There is a 1 in 6 chance per hour that he
4. “Skullocks from across the lake, coming down from the far gets up and approaches the travelers, and looks down at a
away Cathedral Mountains, have raided the countryside for random PC, squinting as if to look into the person’s soul and
years. Be wary of the gray skins, who are ruled by a mutant glean the truth of his or her true identity.
human who drinks baby’s blood.” “Say, stranger, you come from the Freeholds?” Asks the
5. “There are clones and androids living in Far Cross, but they imposing slayer. “Or from the Shattered Region out east?” Af-
don’t stay long, just a decade or so... before they move on to ter the character answers, the man nods and says. “I’m with
The Great Purity Wall it heads into the Purelands. Likewise, these wall squads of are al-
ways vigilant to the countryside or sea beyond the wall, and if they
should see a large group of approaching attackers, or any sort of
mutant beast which appears to be getting within crossbow range,
Faction: The Holy Purist Empire one Conquistador will run to the nearest brass bell and ring it,
Government: General Rufus the Steadfast, in charge of the bringing other units to attention and possible aide, depending on
Purelands and The Great Purity Wall. the particular bell ringing melody used.
Population: Total 2677-3734 (Pure Stocks 2600+d1000/ The towers each have two underground levels, one serv-
70+2d20 Ghost Mutants*/ Cyborgs 0/ Synthetic humans ing as storage, the other as a prison and interrogation area.
4d6*/other 0) * masquerading as pure stock humans Above these, is the main level, or muster area, where the single,
iron bound door leads out to the Purelands. These tower doors
About the Great Purity Wall: Surrounding the Purelands are large enough to admit a cart or narrow wagon, and high
of the Holy Purist Empire is the most remarkable new era re- enough to allow a mounted Cavalier to enter and are DV -40
gional feat of engineering and perseverance. What began as and can take 300 END damage before being shattered. The
a ditch, lined on the Purist held side inside by a spike covered muster area is a large open chamber serving as a stable as
mound, later became a flimsy 4 meter tall, wooden palisade well as a spare common room should additional troops be vis-
with only a few towers and an almost total lack of a catwalk iting. Stairs lead up to the second level, where the bunk room
for much of the perimeter. In those days, the Purist faction is situated, dotted with between two and four arrow slits facing
was mainly concerned with keeping out large beasts, and fur- out from each side of the more or less square tower. The third
thermore, had no intention of building the wall where it now level, also reached by stairs, has a locked steel plated door at
stands, as they optimistically assumed they would conquer far the top, which is DV -20 and can take 150 END damage be-
more territory before having to put up a massive enclosure. fore being knocked in. This level houses a heavy ballista and its
With its military expansion blocked by the Dominion of Aberra- crew, as well as 30+d20 ballista spears, numerous barrels of
tia, as well as determined resistance by the two Freehold fac- water, food containers, and boxes full of spare crossbow quar-
tions, it was decreed that the wall be made permanent, and by rels and extra arms and armor for the troops. The fourth level
the year 2303, the wooden palisade was increased in height is the command center and officer’s quarters for the tower, and
and durability. Stone and scrap towers were eventually added has only one or two arrow slits per side. Here are two private
to house the defending HPE brigades and the wall was com- bed rooms, and one main map room where the Squad leaders,
pleted in the fall of 2354. There are now 26 towers and two Mutant Slayers and other high ranking Purists study the likely
major fortresses, not including the sea side stronghold of Holy positions of both friendly units as well as wanted criminals and
Port or the soul-release facility at Witch Burn. mutants. The fifth floor is an open turret fitted with a heavy cat-
In the present day, the wall remains a mostly wooden affair, apult, as well as 8 Conquistadors with their crossbows at the
but stands between 5 and 7 meters tall, is plated on the outside ready. During the night, this area is covered in a very tough net,
with whatever scrap metal could be tied or bolted to the under- strung on special poles to keep out flying beasts, and is woven
lying wooden frame, as well as the addition of concrete slabs, fine enough to even keep out stingflies and skal birds.
field stone sections, and the odd canopy covered area to provide
shade or rain proofing for the troops who keep watch along the
barrier. There are no ladders or steps up to the wall anywhere
Water and Sanitation: Each wall tower has a well in its low-
est level, but in many places the water coming directly out of
along its length, except via the stoutly built 10m tall watch towers, the ground tastes foul, thus drinking water is brought by wagon
and then, only through door access on the Pure Land side of the and stored within. Sewage is poured from ‘evacuation’ pipes,
wall. Each tower has been given a name and a number, and is re- oozing out the Out Wall side.
ferred to by either. These well built structures serve as both watch
towers, and isolated communities for the Conquistadors who oc-
cupy them. Veteran Troops range out from each tower along the
Technology: Purity Wall towers are commanded by a Mu-
tant Slayer, dressed in white dress uniform instead of the black
catwalk, half way between their own tower and that next one, overall and cloak of an assassin. Besides his or her normal
meeting with the approaching patrol at the middle before starting relic weapon, each is supplied with a pair of binoculars and a
the long walk back. These patrols consist of five soldiers, and set communicator. With these devices, the slayers maintain excel-
out at staggered intervals to make sure that Purist Conquistadors lent observation of the Out Wall areas in order to update the
are all along the wall, day or night, their crossbows ready to try officers in nearby towers as well as the Command Center in the
and shoot down any flying predator that might be low enough as
1 square = 3m
Visitors to High Watch: Nearly all trade coming through Resources and Industry: The townspeople produce enough
High Watch is either on its way to or arriving from the Purehold food for themselves, but the garrison of Purist soldiers must import
Republic, as there are few ruins around to attract excavators. supplies. There are no exports, nor is there any local brewing of al-
Migrants from the southern lands are also rare, with most new- coholic beverages, as booze is considered somewhat taboo, called
comers other than the regular peddlers being viewed with ex- ‘the Devil’s Piss’ or ‘Satan’s Sweat’ by the older generation.
treme suspicion. There is no entrance fee, however strangers
will be asked to wait outside the gates and disrobe and step Accommodations: The so-called ‘Inn’ is little more than a
away from their clothing, weapons and gear, and wait to be fur- large common room, divided by flimsy black curtains which
ther inspected. D4+1 Conquistadors will step put of the gate separate 20 single beds from each other, and cost 4sp per
and check the eyes, teeth, and privates of those wanting ac- night to rent (10+d10 beds will be occupied on any given eve-
cess, while one soldier will secretly run a magnet over the skull ning). Absolutely no copulation, drinking of booze, or smoking
and spine of each person to make sure they aren’t androids or is allowed in this area. Married couples, or those swearing that
cyborgs. Should the travelers be allowed to stay the night, they they are married, are allowed to sleep in side by side beds, but
are not permitted any relics weapons or armor, as these items not in the same bed. The Innkeeper’s watchmen, d3 common-
are signed over to the Gate Officer (NCO) and can be collected er men with clubs, patrol the chamber periodically throughout
at dawn at the opposite gate, assuming people are on their way the night, and spy on sleeping guests to make sure they are not
east or west. Those accompany a familiar trader and acting as doing anything lewd or intoxicating. Those travelers who wish
servants or guards, are not strip searched, but neither are they to avoid these regulations can stay in their wagons or pitch a
allowed relics weapons or armor in the town. tent in the large open area, for a fee of 1sp per person.
The drinking hall, called Sheldon’s Saloon, is a newer, two
Brief History: High Watch is a relatively new town, its first story house, with the upper floor belonging to the owner and
rudimentary structures being erected in the year 2335, when houses his staff of teen boys, while the bar level is fairly typical
it was little more than a stout wood and scrap house with a of any drinking establishment, with a roaring fire at one end, a
stockade around it. In subsequent years, this tiny fort grew in short hallway to the men’s and women’s latrines at the back of
size as large trade caravans and larger military detachments the building, a long wooden bar where stools are lined up, as well
needed a place of safety for the night. Skullock raiders had as about a dozen tables, some sitting two people, others four or
once tried to take the fort during a nighttime assault, in which six patrons each. The place is lively, but not because of intoxica-
they used dozens of ladders to ascend the wooden walls and tion alone, as is the case in most towns. Here, people are playing
leap into the town. If it were not for the previous battle priest, card games, checkers, rolling dice or loudly debating local and
Leonard the Humble, and his chain gun, the community would regional events from a Purist prospective. While regular traders
most certainly have been wiped out. To this day, skullocks are welcomed, strangers, especially suspected excavators, are
haunt the countryside and keep a careful watch of the trade given the cold shoulder or shown blatant rudeness. So too, the
roads all the way to Green Dale in the Purehold Republic. drinks served to suspicious, unfaithful or unfamiliar pure stock
travelers will not be full, meals will be skimpy and cold.
Social Details: This fortress town is proud of its role in protect-
ing the Holy Purist Empire from the southern approaches, as well For the Excavator: What those from outside the Purist
as maintaining a link with the misguided and irreligious, yet still lands will have learned about High Watch: “Damned if I know
pure blooded, Purehold Republic. Unlike the town of Duty, these why any fool would want to go stay in High Watch? There ain’t
people are firmly opposed to any mutant life forms and can’t al- no ruins to explore for fifty kilometers or more, although I sup-
ways wait to get a captured mutant to Witch Burn for interrogation pose everyplace beneath this part of old California is criss-
and ‘cleansing’ and occasionally perform their own brutal rites. crossed and honeycombed with ruins of one sort or another.
Strangers are shunned, and anyone other than shopkeep- Still, what I know of that little Purist fort town is that they are
ers, the innkeeper or the saloon’s bar tender and serving boys, as fundamentalist as they get, have a tendency to burn mu-
Holy Port
the fortress by night. The recharge facility is primitive and under
powered, but can charge a power cell in 24 hours, and a battery
pack in a week. There are 4 battery packs in use around town, 2 per
medium laser cannon, see right column for Military and Defense.
Faction: The Holy Purist Empire
Government: Battle Priest, Gregor the Deviant Slayer Dangers: The Aberrationist fleet has attacked Holy Port in the
Population: Total 479 to 840/ (Pure Stocks 440+3d100/ Mu- past, but using catapults against the medium laser cannons was
tants 2d20 prisoners and 30+d12 Ghost Mutants* / Cyborgs 0 / folly, and those ships which were not sunk, were badly shot up and
Synthetic Humans 3d6* /other 0) * Masquerading as pure stock humans lucky to escape at all. The fact is that this fortress is so deep in
Purist lands, teeming with Purist Conquistadors and so well built,
Site Details: Holy Port is built into the Great Purity Wall, and serves that there is very little real perceived external danger to this place’s
both as a garrison and the primary seaport for the Empire. The large continued existence. On a personal level, however, there is the oc-
town sits on the gently rolling plains which typify this part of the region. casional winged predator, as well as things that approach the dock
from below the waves and grab the odd sailor or traveler off the
Construction: This community consists of two separate areas, dock. In addition, there are always zealots and criminals lurking in
one is the military zone near the docks, the other is the civilian the Trade Sector of the fort, whom travelers must be wary of.
side and pressed up along the Purity Wall. A wooden palisade
separates the two sectors with only a simple double gate as the
access into the base. The civilian area is jammed full of houses,
Law Enforcement: By Purist Conquistadors and Mutant Slayers
shacks, stores, repair shops, commercial warehousing, and lodg-
ing and refreshment establishments.
Military and Defense: There are 200+d100 Purist Conquis-
tadors, 3d6 Cavaliers of Purity, 2d6 Mutant Slayers, and 50+d20
The fortress portion of Holy Port is built mainly of reclaimed con- homeland militia soldiers within the fortress, plus, d6 battle barg-
crete slabs, field stone, scrap metal and hard plastics. The structures es, 3d6 Imperial cargo barges, and 2d6 Purist longboats fitted with
within the fort are made of wood with baked clay tile shingles, and in- heavy crossbows, in port on any given day, with their full compliment
clude garrisons, warehouses, a Purist church, and over a dozen fine of rowing personnel (slaves on barges, Conquistadors on longboats)
houses for officers and clergymen. The dock area is of stone with plus their maximum passenger load of Purist Conquistadors, ready
wooden wharfs and pylons, flanked by two square towers made of cut for action. These naval personnel account for separate numbers
rock, and fitted with enclosed pill box bunkers. Civilians are allowed from those listed under the settlement’s population.
to travel through the fort by day, permitting them to work the docks, There are 5 standard towers in Holy Port, each is 8m tall, square
fish, and access the shipping, but only clergy and military personnel and open on top with a heavy ballista at the ready. In addition, there
are permitted in the stronghold area after sunset. are four trebuchet sitting on the dock behind sandbags, their crews
Holy Port has two sets of gates, both being large double doors, keeping watch from within small scrap metal shacks nearby, also fac-
opening a portal 5 meters wide and 6m tall. The gates to the open ing the sea are two medium laser cannons, both mounted in turrets
dock area are of wood with 5cm thick steel plating, while the land- within the impressive stone and scrap HQ building. These guns are
ward gates at the north end are of reinforced timber. each supplied by two full power packs, and can rotate 180 degrees to
fire in opposite directions, yet their fire area overlapping to the south
Water and Sanitation: Well water is collected in the lower west of town to combine their awesome firepower against single sea
levels of the fort, but it tastes metallic and so most drinking going targets. Due to the protective housing each gun is enclosed in
water is brought in by wagons or ships from other settlements. (DV to gun and crews -30), these weapons cannot lower below aim-
Sewage is carted out of town and dumped on the fields. ing at the docks, (can’t shoot at enemy infantry trying to ram the sea
gate), nor can they fire high in the air beyond a 90 degree elevation.
Technology: There are 3 solar generator stations strapped to Finally, two, unique, very stoutly built sea towers flank the harbour and
the main headquarters, powering a small power cell recharge unit are joined to the city by well crafted enclosed walls. Each of these sea
as well as six spot lights, all of which probe the seas and sky around towers house a heavy ballista and a sniper rifle, the relics supplied with
Pure Hub City mals which in most large communities would have been
used to drag and erect huge slabs of ancient concrete
and scrap metal. Here, slaves and paid workers, oxen,
Faction: The Holy Purist Empire work horses and primitive technology were used to build
Government: His Holiness Vicar Horace Truesight the First the mighty walls and multi level cathedrals, shrines, forti-
Population: Total 14649 to 18080 / Pure Stocks 14000+3d1000/ fications and apartment blocks found within.
Mutants 2d100 captives and 560+2d100 Ghost Mutants*/ Cy- At one time, the vast farmlands surrounding this city
borgs d4*/ Synthetic Humans 80+2d20*/other d20*) were dotted with protruding ruins and scrap materials, all
* masquerading as pure stock humans of which has long since been pulled up and added to the
city. The outer walls stand between 8 and 10m tall, are
Site Details: The capital of the Holy Purist Empire sits about 3 meters thick at their tops, and 5m thick at their
on a stretch of level farmland which spans the Ventura base, while extending another 3m down into the ground
River. On the surface, there is nothing remarkable about to accommodate storage and bunk facilities, and to de-
the building’s site, which was only selected since a large ter enemy sappers from mining under the walls. The out-
town sat here previously, a town in which Puristalism er surface of the walls have been filled with brick or cut
found its first converts. Beneath the city are layers of bur- stone and then the entire expanse coated in fine cement,
ied ancient structures, and while excavators are an ill fa- polished as smooth as possible; the end result being the
vored caste in the Purist Empire, they do exist, and have finest, most difficult to climb walls in the entire region.
conducted low key looting below street level. Most of the The crest of these walls are topped by mediaeval
underground warehouses and residential dwellings, how- style battlements (crenellations and merlons, defenders
ever, are flooded with silt or water and not worth the ef- are -40 DV) likewise, for every 5m length of the wall’s in-
fort to dig out, especially when most valuable finds are terior upper level, is cut a cross slit style arrow loop, from
immediately confiscated by the clergy or Purist military. which a Conquistador can fire a musket ( -50 DV from
within). Besides any large fortresses and keeps built into
Construction: Pure Hub City is divided into two main the outer wall, there are 26 watch towers, which are ei-
parts, the Main City, which sits behind great walls, and ther square or round, occasionally even hexagon shaped
consists of the East Side and West Side, while outside (marked with WT on the city map), standing 15m tall and
along the south east section of the wall is the ever ex- supplied with a trebuchet each, while the two levels be-
panding slum of South Borough. low this are each fitted with a heavy ballista.
The Main City is impressive, considering the total Within the main city there are hundreds of struc-
lack of construction robots, or massive mutant draft ani- tures, some being lowly two story homes of the working
Scale: 1 Hexagon = 5m
No. Name of Structure Main Purpose Civilians Purist or other Soldiers Weapons
Note: H. ballista stands for heavy ballista, while simply ballista denotes a light ballista.
1
single howitzer turret in iron housing, able to rotate 360 degrees and fire upwards 90 degrees, and downward into town 45 degrees, has
8+2d6 shells available.
2
Double howitzer turret in iron housing, able to rotate 360 degrees and fire upwards 60 degrees, and downward into town 30 degrees, has
20+3d6 shells available.
Water and Sanitation: The Ventura River provides excellent from the tables noted on tables CR-6-2, CR-6-3 and CR-6-4.
drinking water, while sewage is removed from the main city by The total numbers for each wing of the military is listed below
refuse wagons. These reeking wagons are operated by slaves, for easy reference:
who take the excrement and kitchen scraps to the edge of the
far fields and bury it in holes, along with the bodies of crimi- Homeland Militiamen 786 to 1960
Conquistadors 3338 to 4566
nals and any mutant animals and plants found in the area. In
Cavaliers of Purity 891 to 1322
South Borough, however, while water is also collected from the
Privately controlled mercenaries 89 to 134
river, the sewage is often simply poured into the narrow alleys
Mutant Slayers 80+d100
between the huts, tents and decrepit wagons, making the com-
munity stink terribly, especially in the summer months.
Visitors to Pure Hub City: There is a 1sp toll to enter the
Main City, however, entry into South Borough is free. This toll sys-
Technology: As with anyplace else in the Purist Empire,
tem was established to allow refugees to flee other lands and
technology is both in short supply, and often considered ta-
reach relative safety in the slum, yet be reluctant to enter the
boo. Nevertheless, out of necessity, Pure Hub’s defenders
main city. The 1 silver entrance fee policy has worked to keep
rely on what relics they have acquired through excavation and
undesirables out of the better parts of the capital, as new mi-
confiscation, as well as through secretive purchasing opera-
grants and false converts are known to loiter, steal and exhibit
tions throughout the region. Most officers and notable cler-
odd customs.
gy members carry a communicator and relic weapon, while
As with any community in the Holy Purist Empire, discov-
the city itself has a total of three M364 Howitzers situated on
ered non-pure stock human will be arrested and sent to Witch
high, well fortified towers, see military and defenses, below.
Burn for ritual torture and disposal. However, many synthetic
There are some electrical generation facilities, but these
humans and ghost mutants can freely enter the city as long
are limited, unreliable and used to power interior lights, com-
as they are assumed to be pure stocks, however Mutant Slay-
munications equipment and a dozen or so spotlights situated
ers are always about, occasionally dressed as commoners or
about the city. These spotlights are used to scan the sky at
even beggars, ever watchful for quirks, odd behavior or repeti-
night, their crews vigilant for winged predators or Dominion
tive appearances as in the case of clones and bioreplicants.
Bat Riders who may be trying to drop suicide teams or ghost
While Pure Hub City is a large, bustling settlement, which of-
mutant agents into the city.
fers excellent lodging and services and has a low crime rate within
Pure blood travelers, who flaunt too many relic wonders,
the main city, it is not, however, a common destination for adven-
will soon attract the attention of the authorities, who may ar-
turesome types, unless they arrive here looking for trouble. Both
rest the wealthy strangers and force them to make a ‘dona-
the Aberrationists and the Freeholds have placed ghost mutant ter-
tion’ to the church and city, often after an hour in the torture
rorist cells within Pure Hub, while the Freeholds themselves have
facilities beneath the Imperial Prison.
assigned numerous pure stock agents to sabotage and harass the
Theocracy. Freehold agents with a religious bent have also been
Dangers: The assorted perils facing both residents and visi- inserted into the capital to try to inform the common people that
tors to Pure Hub City depends heavily on the individual’s religion,
Purist Clergy are misleading the populace, that the true bible is
caste, and where and when one travels the streets. For most
used in other lands. They preach that God is a merciful, loving, and
people living in the main city, who must be decreed a member
all-inclusive and forgiving deity, that mutants are not devil spawn,
of the faithful and attend one of several Purist churches, life is
and that humans and mutants can live in peace.
much safer than for those forced to live in the ghetto that is South
Should a non-Purist traveler need to get away from some peril
Borough. Likewise, an excavator staying in either the slum or the
in other lands, and either be a pure stock or look like one, the slum
walled city is always at risk of running into fundamentalists who
area of the city called South Borough might be a great place to lay
believe that all diggers are sacrilegious grave robbers who must
low for awhile, get a room at one of the two inns, or rent a plot of
be punished, if not lynched. Besides being robbed, violently at-
land and pitch one’s camp among the other squatters.
tacked by fanatics, raiders or impoverished migrants, all people
are at risk of attack by winged beasts which often enter the Pure-
lands and make their way to Pure Hub City to hunt by night. In
Brief History: The history of Pure Hub City and the Holy Purist
Empire are entwined, as it is here, many generations ago, that the
addition, Bat Riders from the Dominion of Aberratia have been
village of New Temecula was given its current name when in 2259
known to either directly attack Purist citizens and troops, or else
the first Vicar, His holiness Vicar Gunthar Benjamin Truehand the
deposit ghost mutant strike teams, often in retaliation for similar
first was voted by the Five Holy Ones as the supreme ruler of the
raids mounted by Purists in Aberrationist communities.
growing pure stock nation. From far and wide, pure stock converts,
As already mentioned, the slum area of South Borough
as well as the captive orphan children, came to this site and la-
is quite unsafe for travelers by night, and even during the day,
bored to construct the first concrete and scrap metal fortifications,
gangs of disaffected or irreverent youths may bushwhack a
all of which have since been torn down as the city grew and im-
trader or small group of excavators and demand food, money
proved upon. In the year 2267, the main city area was ringed
and relics. Worse, several very extreme sects of Purists occupy
by the predecessor to the current wall, which has been added to
this slum. These zealots feel that excavators and those pure
ever since, until what stands today is the most impressive bar-
stocks of other faiths, are heretics to be slit open, their souls
rier in the region. Within the city, holy places, fortifications and
released to the wind, and their bodies thrown into the river.
stately manors were raised, and all the free spaces between these
great structures became occupied by two and three story homes.
Law Enforcement: By Purist Conquistadors and Mutant
As the population grew, and refugees and sympathizers flocked
Slayers, as well as undercover Sisters of Purity and Brothers
to the Purelands from afar, the need for more modest and afford-
of the Purple Order.
able housing became obvious, as hundreds if not thousands of
people were beginning to live outside the walls in vulnerable tent
Military and Defense: While there is a large standing army and shanty towns. It was deemed unfitting of such a great city to
always situated in Pure Hub, the bulk of the Purist army is lo-
be enclosed in these muddy communities, and so South Borough
cated within the Great Purity wall, or else in various fortress
was established, and the occupants able to rent 4 by 4 meter plots
towns surrounding the capital. Primarily, units are quartered
from the city at a very reasonable rate.
in the watch towers or fortresses, noted with each structure
Pure Hub City has never been directly attacked by an en- At the other end of the spectrum are the ‘fundamental-
emy army, and when upon the completion of the great purity ists’. These martyrs and zealots feel that their current vicar is
wall in 2354, it was believed that the likelihood of a massive far too cautious in his war with the Dominion of Aberratia. That
enemy attack was remote, at least not while the wall surround- he doesn’t place his entire faith in God’s hands and should in-
ing the Purelands was protecting the inner Empire. In spite of stead throw everything at the demon spawned mutants at once,
the high degree of security the citizens of Pure Hub enjoy, in since, after all, God has promised the Purist faithful victory in
2358, the arrival of two howitzer artillery units, one a single their holy book. The fundamentalists also claim the Vicar and
gun and the other a double, increased the levels of reassur- nowhere near aggressive enough in waging holy war with the
ance immeasurably. mixed, infidel communities of the freeholds and independent
Regardless of the impressive walls, rows of trebuchet settlements in the region. For these hard liners, waiting for the
and ballista, howitzers and battalions of troops, Pure Hub did vicar to act is not an option, and therefore, they recruit young fa-
eventually begin to come under night raids by Dominion Bat natics to enter enemy communities and lands, and disguised as
Riders in the year 2337 ongoing raids which had no signifi- farmers or traders, even as slaves and whores, to strike at what-
cant military affect on the empire, but which have terrorized ever mutant they can, even unarmed civilians. Another wing of
the populace to this day. Worse still than the outright attack this fundamentalist sect is devoted to suicidal raids deep within
by arrow shooting mutants on enormous bats, were the in- Dominion lands, usually by small teams of black robed martyrs
sidious intrusions by ghost mutants and pure stock freehold who are deposited into an enemy town by airship, ordered to at-
agents, who not only spied on the military and church facili- tack any mutants they happen to meet.
ties, but performed assassinations, bombings, vandalism and For the most part, however, the majority of citizens within
other crimes against the Purist city and its people. In former the Main City are preoccupied with their daily survival, finding
times, these attacks were limited to military or church targets work, putting food on the table, and avoiding the whips of the
and personnel, but in recent years, a new brand of terrorist clergy. The distant wars and threat of mutant raids are very real
has emerged, those who target pure stock civilians, cutting to them, but they have adapted to these events and typically
them down in the streets, poisoning food and water supplies, keep to themselves, worship three times a week and pay their
and stirring up discord and distrust among the people. taxes. Nonetheless, If they do discover mutants, cyborgs, ‘me-
chanical devils’, or synthetic humans in their streets, they will of
Social Details: The people of the Main City differ from those course rush to report them.
in the slum, most noticeably in that most Main City folk have In South borough, however, things are quite different; the
lived in the Empire for generations and are thoroughly indoc- people here are far more concerned with their next meal, shel-
trinated and supportive of their Vicar and his rule. Those out- ter, clean water, and safety than the true nature of a stranger.
side the walls, on the other hand, are more often than not, They try to get indoors before nightfall to avoid both flying pred-
from far off lands, and while they may be deeply pro-pure ators and the notorious gangs which patrol the streets, gangs
stock in their views, many are not religious, and instead sim- which take what they want and demand protection money from
ply fled mutant controlled areas because of the mistreatment local residents. For people in the slum, the far off wars are an
by the deviants, or else, were genuinely afraid of the growing after thought, and the discovery of the odd ghost mutant or
power of their mutant neighbors and have developed a sort of synthetic human in their midst is not really important to them,
racism against all mutant life. For these anti-mutants, joining certainly not something worth risking one’s life over.
the Holy Purist Empire seemed logical, a chance to segregate
themselves from the freaks, keep their children from inter- Accommodations: There are several places where travelers can
breeding with the ‘sub-human scum’ and therefore better en- get a room for the night, however, within South Borough, there is the
sure humanity’s survival. additional option of reporting to the land registry office at the Quay-
In rare cases, the pockets of the citizenry within Pure Hub side Checkpoint (area 31) and renting a 4 by 4m square of land
City are fractured into smaller groups, occupying viewpoints within the slum, at a rate of 10sp per month. The renter can erect
and beliefs at opposite ends of the spectrum. On one hand a tent, scrap shack, mud or stick hut, even park a wagon on his or
are the few Sterilizationists, or ‘moderates’, who believe that her plot, for as long as the renter desires, however, the rent collec-
mutant children born to church going Purist parents should tor demands either the coins value or double the value in assorted
be sterilized instead of being ‘cleansed by fire’ and allowed to trade goods, plastic bits, or other items on the first of each month.
work throughout their life for their family business, serving as This constant demand for rent makes the people of the slum quite
productive citizens and yet unable to reproduce therefore be- desperate, and they either resort to crime, prostitution or to hand-
ing no threat to humanity’s survival. ing over their possessions, ultimately ending up with nothing.
O’Donald’s Inn & Stable: (map no. 28) Within Main City: For encounters in Purist settlements,
Sitting across the street from Her- see page 193 for daytime encounters, rolling 2d8, or page
man’s, this slightly more expensive, 195 for nighttime encounters, also rolling 2d8.
and therefore less seedy Inn has
a large bar area on its Table CR-6-7 Street Encounters within South Borough
ground floor. Herein, a
mix of business peo-
slum district: There will be 2d6 street occupant rolls by
day and d6 -1 (0-5) by night. Odds of an encounter are 3 in
ple, mercs, adven- 10 chance per passage (or per half hour if stationary), roll-
turers and oppor- ing d8 by day and d8+3 at night
tunists mingle and 1. Inspection Patrol! Mutant Slayer and 4+d6 Conquistadors
drink, their company will call out to the characters. “Halt, strangers! Kneel, hands on
blended with the odd gang of brigands or your heads, fingers interlocked and prepare to be inspected!”
thieves, assorted whores, drunks and nomads. If the travelers run, they will be shot at, if they ignore the slayer
or don’t kneel and put their hands on their heads, they will be
Workers Association Pub: (map no. 29) This large bar aimed at and shot by the count of 6 unless they do kneel. Once
in the north end of the slum is owned by a large farm supply kneeling, the Mutant Slayer snaps out some questions: “We
company, which has offices in most agriculturally inclined Purist haven’t seen you around before, where are you from? To which
towns. They operate this bar as a side business and promote it God to you pray?” The Slayer moves up behind each character,
to the common workers, especially farmers, loggers and fisher- uses a magnet on their neck and skull to search for androids or
men, who flock to this place day and night for cheap drinks and cyborgs, and does a quick appraisal of each traveler, going so
a feeling of camaraderie. These people are typically hard work- far as to tear open shirts, roughly frisk each person, and check
ing, poorly educated folks, who are more often than not highly their eyes, teeth and finger count. Any non-pure stock will be ar-
devout in their religious practices and will be quite hostile to rested and taken to the Prison (area 16).
those they perceive as anti-Purist, irreligious or disrespectful of 2. Religious procession! d6+1 Conquistadors, bayonets fixed on
‘honest’ work and the Vicar’s rule. Excavators are considered their muskets, rush down the street and gesture people to the
lazy, and won’t find their visit to this bar very relaxing. sides of the road, shouting. “On your knees, you worthless dregs,
and make way for a divine being!” Suddenly, around the corner
comes 5+d6 more Conquistadors, moving along beside an or-
For the Excavator: What adventurers from outside the Purist nate church wagon, which is closed up and pulled by two horses.
Empire will have heard: “Pure Hub City is the second largest commu- Anyone who fails to kneel will get a musket butt to the face if a
nity in the whole region, second only to Overpass in population. woman, or a bayonet in the gut if male. Whoever sits in the white
Since the city is deep in the Purelands, and to get to it and gold wagon, doesn’t peer out the wooden shuttered windows.
you’ll probably have had to cross several checkpoints, you will The procession takes 10+d12 rounds to pass before people can
have to either be a pure stock or look very much like one to get on their feet again and go about their business.
Table CR-6-8 Encounters Within Any Bar in Pure Hub City: -1. A corpulent merchant approaches the characters and sits
Patron rolls from chart A, page 383, number occurring accord- with them, waving for a round of beers and pickled pigs feet at
ing to establishment. Unless noted otherwise, all people met his expense. He leans over and says. “I am heading for Safe Port
are pure stocks. There is a 4 in 10 chance per hour of an en- aboard a cargo barge, at dawn tomorrow. Sure as hell could use
counter from the following list, rolling whatever dice is assigned a group of champions such as you to accompany me, my fam-
to the specific bar from table CR-6-6, page 233: ily, and my cargo of fine wine and dried fruit. I can pay you each
-6. A merchant steps over to any clean, well groomed war- 20sp now, plus get you stinking drunk, and another 80sp each
rior types, and pats the largest PC on the back, smiles and upon reaching Safe Port. And, aw heck, I’ll even pay your pas-
says, “By God, you’re the sort of brawlers I’ve been looking sage and meals while on the journey.
for, for weeks. I got a wagon train headed to Stalwart within a “Yes, generous, I know,” He goes on, holding up his greasy
few days, and need a few extra guards. I will loan you each a hands as if to stop the PCs from accepting the job before get-
horse if you need one, and pay you 20sp now and another 40 ting the full story. “I should warn you, that my former business
each when you get there. My associate in Stalwart will pay you partner and I have parted company, the tard, and I have been
himself. You will travel with several (4+d6) wagons, each op- warned to get out of the city or die. He has already sent mur-
erated by a teamster (commoner man) and guarded by a few derous thugs after my wife, but she evaded their clutches.
private soldiers (d3 militia soldiers each). What do you say?” What say you?” There is a 4 in 6 chance that the truth is, is his
-5. A nomadic trader steps up to the best looking PC and grins wife is a comfort clone, who belongs to his business partner,
while extending his hand. “Greetings, fine mercenary, can I who will send thugs and bounty hunters after him trying to re-
buy you all a round of drinks? “ If the characters agree, the claim his prized slave, otherwise, all is as the merchant says.
trader goes on to tell them that he has a longboat down at the 0. A merchant and his 2d4 laborers are drinking at a nearby
nearby docks, which is headed upstream through Edge Wood, table. The merchant notices the characters and comes over,
then down to Stalwart, with a cargo of dried meat and a few looking the strangers over. “Ah, mercenaries, eh? You believe
barrels of wine for the garrison. He will have four soldiers of in God or anything? Ah, who gives a shit, eh? Like I care about
his own with muskets and can pay the characters 50+d20sp religion! Anyhow, I am setting off with these workers tomor-
each for the guard service and extra rowing for the journey... row to Far Cross to collect some more timber. I could use the
once they arrive safely in Stalwart. armed escort. I can pay you each 30sp each way and let you
-4. A town trader approaches the characters and asks if they sleep in the wagons at night. What do you say?”
are looking for work. He says he has a couple of wagons head- 1. At a nearby table of commoner men, (d4+3) one gets up and
ed to High Watch, loaded with food and hardware, and his steps over to a random PC, and then spits in the character’s face.
crew of 3+d3 commoner men need protection. As pay for es- “You ain’t one of us!” He bellows the stench of hard liquor on his
corting the 2 wagons to that fort, his agent in High Watch will breath. If the characters are dressed like mercenaries, diggers
give each PC 30+d20sp upon safe arrival of the freight. or other warriors, then the man’s friends turn away, trying to look
-3. A merchant notices the PCs sitting in the bar and mis- small and horrified at their associate’s actions. “You foreign mag-
takes them for mercenaries, approaches and asks if he may gots have no business coming to our city, especially when you
sit. “I ain’t no false bible thumping Purist like most people in aren’t a true believer! You think that just because you’re a pure
this silly city, or this ridiculous so called frigging ‘Empire’. I am blood, that it gives you the right to enter our holy lands? I’ll teach
a businessman, plain and simple, and I can tell you are prag- you a lesson, pig, on your feet and let’s settle this outside!” He
matic like me. So, here’s the deal. I got a daughter here in raises his fists, staggering slightly (SV 01-46, +20 DV to be struck).
town who just gave birth to a baby boy, my grandson you un- If the character flatly refuses to fight the man, then there is a 41%
derstand, who has a small blemish that some might foolishly chance he backs down and goes back to his comrades, otherwise,
call a mutation. So, I want to get him outa here and over to he simply hauls off and begins to punch at the character, spouting
Steel Hill, where I have a brother who owns a bar in the Deep religious passages as he does so. The local bouncers do nothing
Slum, a place called The Cranny. He will pay your team 700sp unless one participant is clearly about to kill the other.
to get the baby there safely. Yes, I know that is a fortune. 2. A young commoner man steps up to the characters, looks
“My Daughter will accompany you, but her husband, that about nervously and then asks if he can sit with them for mo-
no account son of a bitch, has no idea of the plot, and will ment. He says: “My wife... Sh... She just had a baby girl, b... but,
try to stop you. If you’re interested in the job, I will be forever I don’t know what went wrong, we always said our prayers and
grateful to you, and meet you outside Herman’s True Labor reviled the mutant as we were told, and now, this curse has be-
Inn at dawn, tomorrow, and give you a single relic weapon fallen us again. This is the third baby with a mutation, and my
(WC-R) I’ve been saving to assist in this perilous but merciful wife is going to kill herself if they take it away again. I don’t know
mission. If the boy is inspected too closely by a priest who I what to do! Can you escort us out of the Purelands, maybe to
can’t bribe, then my Grandson’s life is forfeit.” Overpass or someplace far away... I know it’s dangerous, and we
-2. A Nomadic Trader steps up to the characters and offers are poor, but can you please, please help us?” If the characters
to shake their hands, buys them each a drink, then in hushed decline, he turns away, slouching, and heads for the bar to weep.
tones, says. “Listen, warriors, I got to get the hell outa this If the character’s agree, he says thank you a hundred times and
fricken city as soon as possible, okay? I need some protection makes plans to unite with the characters at dusk the next night,
from a gang over in the frigging slum... gambling debt. Any- he will steal horses and food and tents and other camping gear,
how, I’ll pay you a lump sum of 400sp if you can get me over as well as rope to help get over the great purity wall. Roll d6
the Great Purity wall and either to Overpass or Steel hill, what upon meeting him the next night: 1-4. The man is waiting with
do you say?” If the characters agree, there is a 3 in 6 chance his wife and newborn. The woman is still in pain from giving birth
he is a ghost mutant (possible PC ?), furthermore, upon leav- only days ago, and moves only half speed. They have horses and
ing Pure Hub City, there is a 3 in 6 chance the man is spotted supplies as promised and lead the group to the gates, the baby
by his enemies and within d6 hours of fleeing the city, a gang concealed in a sound proof trunk./ 5. As in 1-4, however, he has
of 3d6+6 raiders on horseback, with bows, are spotted pur- also stolen d6 loaded musket pistols and 3d6 rounds of shot and
suing the characters and their client. There is a further 2 in powder for each, and gives them as gifts to the characters, while
6 chance that once reaching one of the two cities, uses his 4 keeping one for himself./ 6. The man is there in the alley, hold-
skill point stealth skill to slip away from the characters without ing a bundle. When the characters approach him, 6+d6 Purist
paying them. Conquistadors in dark tunics leap out to surround the characters
Stalwart
Formerly known as Fernwood
Water and Sanitation: Water is collected by wooden
crane directly from Barter River; but, the lower levels be-
neath the fortress are flooded by river water, and several
wells dot the interior of the town providing a handy water ac-
Faction: The Holy Purist Empire cess during times of siege.
Government: Battle Priestess, Aletha Retributorra the Pious
Population: Total 1507 to 1790/ (Pure Stocks 1500+d1000/
Technology: Like much of the Purist Empire, a reliance
on technology is not encouraged. Nevertheless, being on
Mutants d100 captives and 2d20 Ghost Mutants* / Cy- the front lines with the Aberrationist nation, any available
borgs 0/ Synthetic Humans 2d20*/other d10 non-military firepower or communications are readily employed; hence,
androids *) * masquerading as pure stock humans. officers and clergy always carry communicators and relic
weapons. For power cell recharging, and operating both
Site Details: Sitting on the shores of Barter River, this the primary gun battery and a dozen wall mounted spot
northern most Purist stronghold is built on the rubble of an lights, there are two solar panels built into the sloped in-
independent town once called Fernwood, and is situated on ner facing roof of the Bastion directly above the commu-
a substantial rise of unnatural origins. Beneath the fortress nications station. Both photo voltaic panels store unused
is the foundation of a massive ancient building. Much of the energy in a battery of four relic power packs, connected to
concrete used to build the place has been excavated from the laser turret on the Bastion roof and provide the double
the surrounding mound. cannon with 100 shots per gun barrel before the batteries
are drained. The power supply can be recharged at a rate
Construction: Stalwart is a large fortress made of reclaimed of one battery pack per day (25 shots per day).
concrete, heavy timbers, scrap metal and field stone. It is Radio transmissions* are monitored from the com-
boasts impressive 6 meter tall walls, plus, six, 10 meter tall mand center, likewise, there is a radio receiver in the main
square watchtowers and a main gate house, called the Bas- garrison canteen where troops can relax and listen to Pure
tion which doubles as the command center. There are rows Hub City’s radio broadcasts from either Purist Talk Radio
of large stone and scrap garrisons within the town, as well as or Musical Interludes Radio, which is interrupted between
a main civilian area which makes up about half the interior classical and spiritual music selections with propaganda
space. All inner structures are made of wood with scrap or tile and anti-mutant and anti-Mecha statements.
roofs, except for the shanty and tent town area.
* See list of radio stations available in Appendix 4, page 389
Dangers: Barter River marks the recognized border between that they are expected to draw alongside the docks and be in-
The Purist Empire and the no-man’s land called simply the frontier. spected for mutants or other non-pure bloods, the crew ques-
The Dominion of Aberratia lies directly across this frontier, with tioned, and their cargo searched. Unfamiliar vessels which try to
their border being Lusus River. The relative close proximity to the pass by Stalwart will be shouted at and ordered to dock, or else
Dominion means that should a strong Aberrationist force cross the be fired upon by the chaingun.
frontier, it would march to Stalwart fist, rather than bypass it and As most illicit travelers using this river know, the only way to
leave an enemy at their backs. Given this, Stalwart is occasionally run passed Stewart is at night, and then, there is the odd Purist ca-
raided by mutants from the air by airships, gyrocopters or Domin- noe unit out on the water, just waiting for smugglers to try and row
ion Bat Riders. Likewise, flying or climbing predators periodically passed them on their way to or from Sandbarra. The Purists keep
enter the fort and hunt the streets, especially in the sizable slum 3d6 canoes and 2d6 rowboats here at all times, and a detach-
area near the Eastern Wall where patrols are limited. ment of 20+d20 Conquistadors stationed in the riverside tower.
Law Enforcement: By Purist Conquistadors and Mutant Slayers. Visitors to Stalwart: As with any Imperial Purist town, only
pure bloods can enter, and all others are arrested, beaten and
Military and Defense: Stalwart’s population fluctuates so destined to die at Witch Burn. The Conquistadors at the gate will
inspect any strangers wishing access to the civilian portion of the
widely due to the ebb and flow of Purist military units coming
and going from patrols, raids and major actions. At times, fort, by demanding they strip down to their underwear. Likewise,
the military forces present are so great that there is a short- once unfamiliar visitors are thus stripped down, two Conquista-
age of bunks, and entire battalions are forced to pitch camp dors will come up, crossbows cocked, while one runs a magnet
outside the fortress walls, which is risky. The typical compli- over the heads and spine of each person to make sure they aren’t
ment of troops in Stalwart on any given day is as follows: androids or cyborgs. Following this, the visitors will have to sign
in any relic weapons, as they are not permitted to civilians in the
Homeland Militiamen: 400+2d100 fort, and may be reclaimed at departure, assuming they behaved
Purist Conquistadors: 500+3d100 (16% chance per day of during their stay. There is no entrance fee, but there is warning
the presence of a special battalion, numbering 300+4d100 that non-military personal must keep to the civilian sector at all
Conquistadors, commanded by General Alsworth the Second, times, under penalty of enslavement or death should they sneak
leader of the entire Purist army along the western front. over the base-barrier fence into the barracks area.
Cavaliers of Purity: 100+d100 (18% chance per day of a larger
detachment, numbering an additional 100+2d100) Brief History: Fernwood was once a booming town which en-
Mutant Slayers: d100+10 joyed bountiful crops and excellent protection behind their concrete
slab walls. While any present day Purist will insist that the Fernwood
The fortress is primarily defended by archaic siege engines, folk were devil worshipers, cannibals and pedophiles, the truth is
such as catapults and trebuchet, however there are a few scat- that they were peace loving, progressive people who always tried
tered relic weapons set up, but none greater nor more feared than to use diplomacy before violence and even maintained trade rela-
the double gun, a light laser cannon turret on the top of the Bas- tions and treaties with several brutal gangs of marauders and hu-
tion. This ancient gun was looted off of the Frigate which is stuck manoids. When the Purist expansion of 2295 occurred, the people
in the Dethpool Ruins, as were so many other weapons from that had already heard what had happened to Far Cross and Duty, and
once great ship, many of which are placed on the walls of en- so, most families with mutants among them decided to evacuate to
emy Aberrationist communities. The gun is totally enclosed in re- other free, multi-race communities, thus weakening Fernwood be-
inforced steel and alloy plating, (DV -72 /END 380), and aimed ei- fore the mutant-killers even arrived. When the Purists did show up,
ther by a periscope or by radioed target acquisitions from any of- the people put up a hopeless but spirited fight, and were eventually
ficer in the battle zone. Six Purist Conquistadors operate the gun, compelled to surrender. The mutants who had remained to fight, re-
while this top level of the structure is guarded by a detachment alized their position was hopeless and escaped during the previous
of 10 extra Conquistadors who guard from outside the turret; all night, floating on rafts down stream to Sandbarra.
armed with assault rifles and d4 frag grenades each.
The six watchtowers are each mounted with a trebuchet on Social Details: A generation or two has passed since the
their tops, while a heavy ballista is aimed outward from a gunnery town was occupied, but there are families living in the slum
port on the fourth floor of each tower, but both these weapons area who still dream of the old Fernwood days, and secret-
can be turned around and made to fire into the fort itself should ly gather to tell stories of how things once were. Now, even
the walls be breached elsewhere. Within the town itself, placed on these old-timers concede that without the Purist army being
four of the garrisons are 3 heavy catapults on each building, which stationed here, it would only be a matter of days before the
are set up to drop huge boulders out and over the walls onto spe- Aberrationists man eaters would show up from across Twisted
cific landing-kill zones. Should enemies approach these certain Wood. They add that, had the HPE never emerged, neither
zones, each catapult is ordered to fire, and if the timing is right, would the Aberrationist nation formed to oppose them.
massive casualties are assured among the Fort’s attackers. Other than the few original families, most people here are
The main gates are about as stout as any in the region, be- either soldiers in the Purist army, or imported settlers and clergy,
ing wooden, yet plated in relic deck sheathing from the fore men- and their presence fills the town with pent up energy, hatred, and
tioned frigate. This massive double door is large enough to drive fear. The civilian population is kept segregated from the barracks
a tank through, with room to spare, and is fitted with a small sin- sector of town, and tend to be typical of any Purist commoners in
gle door where travelers can be admitted without having to open their beliefs, dress and lack of tolerance. They spend their days
the huge portals themselves. A heavy machine gun, belt fed with farming or grazing sheep in the nearby plain, and spend their
2d100 HCR rounds, is trained on the entrance way from the third nights huddled by their cook fires, chanting Purist dogma, and
floor of the Bastion. fearful of the frequent Aberrationist raids from the air.
At the docks near the front of the town, there is a special
stone and scrap watchtower which has a heavy ballista fitted on Resources and Industry: Mainly a military garrison, but
the top, and a chain gun enclosure on the third floor, aimed at some leather work, logging, fishing, and farming is done here,
the river and able to sweep up and down it in a 180 degree arc with enough food production and warehousing to keep the settle-
of fire, threatening any passing boats. Local boaters understand ment adequately fed should supply lines be severed by war.
Accommodations: Pure blood traders from many lands arrive 1. A old, drunken farmer staggers over to the characters, and
in Stalwart daily; bringing wine, beer, cheese, tools and luxury items. leans on their table, frowning. “What have we here? Cowards,
Occasionally, slavers, bounty hunters, freelance mutant killers, exca- bloody cowards! When I was your age, I was out in the woods fight-
vators and mercenary units pass through as well. To accommodate ing back the mutant barbarians! No, I didn’t leave the fighting to
these travelers there is a shoddy Inn attached to the stables with a others. I was a man, a real man, and I did my duty!” He grabs the
small beer hall underneath where a person can get a decent drink collar of one random male PC and continues his tirade. “Listen,
for a silver coin and a hot meal for two coins. There are no bouncers you sissy, if I were young, I’d tell you to step outside so I could slap
in the bar, so any fair or unarmed fights will be considered entertain- you around a bit... but, oh... what the hell.” He makes a strike at-
ment. But, if a weapon is pulled or somebody dies, the authorities will tempt at the character with his bare hand, and then continues un-
be summoned and the guilty marched off to the fortress lockup. less stopped. If anybody other than the PC being slapped joins in,
The cost of a four person bunk room above the Beer Hall then 3+d3 other farmers enter the fray, using fists instead of heir
is 8sp per night, and there are 16 such rooms of which 2d8 knives. They are all drunk, -20 SV, +20 DV to be struck.
are full when characters come to check in. The beer hall is 2. A nomadic trader and his lone militia soldier enter, spot the PCs
normally full of local farmers, as the soldiers tend to stay at and eventually come over, ordering a round of drinks for all at the ta-
the barracks where a Canteen is set up with a radio receiver, ble. “Listen,” Says the trader, half whispering. “We were minding our
and provides better quality beer for less money. own business, just going down Forest Road when Aberrationist Bat
There is a ferry service going across the river, conduct- Riders spotted us, killed nearly all my guards, and drove my mules
ed by 4+d4 commoner men on a huge raft, who use a rope- into the woods. It took Henry here and me all day to catch the ani-
pull to carry across up to a wagon’s weight, with four horses, mals and make it this far, crossing Barter River by way of the ferry.
at a time at a cost of 5sp per one way trip. Now, we have the 8 mules loaded with dried fruit and other cargo,
and need to get it to Steel Hill. I can pay you 70sp each to see me
For the Excavator: Diggers, including those groups who pre- and my cargo safely there by land. If you’re game for it, we leave at
tend to be mercenary units, are taking their chances staying in dawn. As a show of good faith, I will give you each ten silvers up front
Stalwart’s slum area, since local civilian zealots hate them. In con- tonight, so you can drink and eat to your heart’s content.”
trast, excavator types are welcomed by the Purist military who rely 3. A young man approaches the PCs from the crowd, smiling. “You’re
on freelance brigades to supply the army with information on for- diggers, ain’t yea? Where you been? You seen any Warmorts or Gar-
eign communities, enemy troop movements, as well as to bring nocks ever? What about androids, eh? Anyhow, I am not like these
relic weapons and ammo to Stalwart to sell to the officers, who other folk. I want to get out of the Empire. I wanna to see the other
without Diggers, would not be as well equipped as they are. lands, and be a digger, too! I have a musket rifle, leather armor and
a machete, a pack, bed roll, boots, rations, and am ready to go. If
For the Game Master: Stalwart is probably one of the last plac- you take me along, I’ll also do the cooking and promise never to fall
es in the region which a character group would wish to travel, however asleep on my watch! Please, won’t you take me where ever you’re
if they are in the area, don’t have any cyborgs, robots or mutants in off to?” Treat him as a pure stock militia soldier; however he could
their ranks, it is safer than camping out in the open or at the edge of easily be rolled up as a new PC, even a ghost mutant.
Twisted wood. The street encounters here are only for the Civilian por- 4. There is a bounty hunter and his 3+d2 raider sidekicks sit-
tion of town, sine no outsiders are permitted in the barracks area. ting at a corner table, eyeing the characters very carefully. If any
PCs are wanted and recognized by the nasty looking pure stock
man hunter, then the characters will notice that they are being fol-
Unique Encounters lowed when they leave Stalwart, but, there will be an extra 6+d4
Note: Always re-roll duplicated dice results. raiders this time. If the PCs leave by boat, then the bounty hunt-
er’s also leave by boat, likewise, they follow on saddle horse or
Street Encounters are as per the Holy Purist empire selec- foot if the PCs do. Not only will they attempt to claim the bounty
tion, page 195 by night and 193 by day. on the wanted person(s) but will rob all the characters and sell
them as slaves.
Encounters in the Beer Hall: d6 patron rolls from chart A,
page 383 by day, 2d6+2 by night. There is a 3 in 10
chance per hour of an encounter from the
following list, roll d4:
The Convent tion rooms, study halls, meditation cells and storage facilities. Some
of these spaces are newly built and lined with stone and wooden
planks, while others are newly excavated ancient chambers. Be-
cause of the excellent construction of the old world buildings buried
Faction: The Holy Purist Empire beneath The Convent, the Sisters of Purity are eager to expand their
Government: Convent ruled by Sainted Mother Agethaz Ga- basement accommodations and so when not forcing their ‘pupils’
briella Remington. The Watchtower ruled by Battle Priestess, to do farm work or study the Purist Bible, the ‘students’ spend their
Tatyana the Righteous days digging out the muck and debris which fills the underground
Population: Total 341 to 450 / (Pure Stocks 340+d100/ world, making room for more captive pure stock women.
Ghost Mutants 2d6 -2* / Synthetic humans 2d6 -2*)
* masquerading as pure stock humans
Water and Sanitation: Well water is collected for farm use,
but the water in this area tastes metallic and is suspected of
Site Details and Construction: The Convent was erected being tainted by ancient chemicals and grave rot, therefore,
against a large slab of concrete and steel which stuck out of the water is brought to the convent by special barrel wagons from
ground, raising 45m into the sky, its uppermost reaches being a pro- the capital and stored in six month supplies. Sewage from
trusion of rebar and wire which looked very much like a great hand the upper floors drains through old pipes to the rear of the
reaching for the heavens. Using this great ‘Holy Hand’ ruin, which Nunnery, while in the prisoner levels, captives are assigned to
was immediately considered a sign from God to build the nunnery bring it up to a special dumping trough by buckets. Outside,
here, workers spent a whole decade building an enclosed, domed slaves remove the sludge piles and compost it elsewhere.
fortress, with only one gate, and only one watchtower. The Convent
is built primarily from wood, reclaimed concrete and field stone. It Technology: The Convent chooses to follow a low tech policy,
is covered in a roof of relic scrap metal, plastiglas and patches of and uses lanterns and candles for all its lighting. The watchtower,
slate shingle work, however, all wood is concealed within the outer however, has a small solar collector on its roof, which charges a
protective coating of scrap metal, stone and other non-flammable battery by day in order to power a spotlight by night, this light is
materials to ensure that attackers couldn’t simply fire a few burning used to scan the flat fields around the building, as well as keep
arrows at the place and sit back and watch it burn. an eye on the sky for the threat of Aberrationist Bat Riders or
The lone, 14m tall tower is not directly accessible from the winged predators is a constant worry.
convent area of the structure, and exists as a separate facility
to serve as a guard post and quarters for the all-female Pur- Dangers: As mentioned under technology, flying predators and
ist Conquistadors. The top of the tower is domed with a scrap Dominion Bat riders pose a threat at this end of the HPE’s en-
metal roof and heavy wire grill to keep out flying predators, and closed Purelands. Realistically though, for the average woman
fitted with an impressive relic weapon; see page 245 for The who has been ‘enrolled’ at the convent to undergo conversion to
Convent’s military and defenses. the true faith, or to be punished for whatever indecency or per-
person as unfitting of the noble order and have him punished and
Construction: This stone and timber fortress is a totally en- Military and Defense: There are 110+2d20 Brothers of
closed single building protruding from the farmland like a tow- the Purple Order here at given time, as well as 2d6 battle priests,
er encrusted hill. It was designed to serve as both a prison 30+d100 prisoner-students. There is also a detachment of 20+d20
and a stronghold to protect the Brothers of the Purple Order, Cavaliers of Purity who maintain their own barracks and stables,
and is a well built, functional place of worship, study, martial cook for themselves and avoid mixing with the monks. Their role be-
arts training and torture. ing to patrol the fields and back roads, protect and inspect those liv-
ing in the huts and hovels which dot the edges of fields and woods.
Water and Sanitation: Several wells containing clean
drinking water are situated about the fortress, while sew- Visitors to the Hermilage: No visitors are permitted, un-
age is removed via drainage stations and a series of ceramic less the individual is a battle priest, male general or the Vicar
pipes leading to exit points at the back of the fortress. himself. Absolutely no females are allowed within this struc-
ture under penalty of being stoned to death.
Technology: Like elsewhere in the Empire, the tech level
here is low, with most relics being the weapons carried by bat- Brief History: In the year 2270, the ruling clergy acknowl-
tle priests or the monks themselves. A communicator and radio edged the worrisome and tempting proximity of women within
receiving antenna are about the only powered devices in the Pure Hub City to the Bothers of the Purple Order, and their pris-
entire facility, with an emphasis on primitive style lighting such oner-student monks. Women, it was thought, make it hard for
as lanterns, candles and torches offering the only illumination. the male disciples to concentrate on their studies and celibacy.
To rectify this unholy issue, the Hermilage needed a new home
Dangers: Life for a devout Purist living within the Purelands is typi- outside of the city. The peaceful countryside to the south east
cally danger free, except when winged horrors or the heretics mount- was chosen for the spot and a small yet powerfully built, closed-
ed on them manage to fly over the Great Purity Wall and raid those in fortress was erected within five years. The Purple Order moved
traveling or working the fields. Most flying predators do their hunting into their new abode and began their work of combat training for
by night; however, some creatures that can climb the ring wall, such themselves, converting pure stock men from other lands, and
as many spiders, pose some threat by day. To those living in the punishing and trying to reform local men who had gone astray.
Hermilage as ‘converts’, the greatest threat to their liberty and life Hermilage has never been seriously attacked, nor can flying
comes from other citizens, especially clergy, who may declare the predators penetrate the walls and slate roofing to get at the monks
Witch Burn entrances are each blocked by a single, steel plated door and
defended by relic weaponry (see military and defenses).
Prisoners arrive here by various involuntary means, usu- 4. The character is brought before
ally by being forcibly captured and roughly treated dur- d3+1 Sisters of Purity, tied to a table,
ing the trip. Inmates will be wounded to 50% END, stripped nude, and his or her
and dressed in rags, their hands tied behind their skin sliced and peeled
backs, and their feet hobbled by strong back, inflicting 3d6 dam-
rope. Upon entering the fort, the con- age and a permanent
demned beings will be dragged to a loss of 2d6 APP. During
lower level and thrown into a group this exceedingly painful
cell with 2d6 other hapless individu- ordeal, the cruel nuns
als. Roll below on the random inmate repeat Purist exorcism
generation table, CR-6-10. chants, and call the PC a
As a prisoner, a character will be hideous denizen of hell. If
kept locked in a dimly lit cell which joins the PC survives, he or she is
other cells areas, but few are actually oc- returned to the main cell.
cupied, since the purists built this vast 5. The character is taken
structure in expectation of filling it after con- to a lower level and put in a
quering the rest of the region. Inmates are damp, pitch-black room and
fed nothing while here, their wounds left there for d6 days without
not tended, and only tainted water food, water or company. He
served, therefore, no healing or she suffers d2 damage
will take place while staying per day from exposure
in Witch Burn. and from the biting
Each day, there is a rats and insects. While
chance that the character will exploring the cell, the
be taken to the Purifica- character is allowed a type
tion Terrace and executed D perception based HC per day
while Purist clergy chant to detect a loose rock in the back
and say prayers to cast out wall, which if pulled out, will allow other
the devil inside the victim. Alter- stones to be removed, revealing a tunnel in the
natively, there is the likelihood that blackness, a tunnel which runs in an up and down path, progres-
every day he or she will be escorted to a ‘unleashing’ clamber, sively more littered with rubble and ancient materials. Upon sharp-
which is a small torture suite where a nun or friar of the Purist faith ened metal, he or she can cut the restrictive ropes, and press on.
will attempt to weaken the hold that the diabolical one has on the Eventually, if not eaten by subterranean predators, the escapee
character’s soul, by trying to separate mind and body, as well as sees the light of the sky above, 2d4 days later, and emerges 2d6
soul, and prepare it for deliverance. kilometers away in the Bitter Bog swamp.
*Ropes at one’s hands and feet can be snapped, individually, on a successful STR based 6. The PC is escorted to the Purification Terrace, and expecting to
type F hazard check, one try for each wrist and ankle ropes, per hour be eviscerated or something then burned while still alive, is instead
conducted to a metal cage overlooking the swamp of Bitter Bog
Table CR-6-10 Random Witch Burn Inmate Table. Roll 4d6 and about to be put in the man-cage.
Although the character’s hands and feet are bound by ropes,
4. Clone, laborer, male
5. Clone, comfort, female he or she can elect to run for the edge and jump the 30m to the
6. Mutant soldier, Dominion Warrior bog below, see falling rules, page 123 of the TME hub rules. If the
7. Mutant soldier, Dominion Bat Rider PC survive the fall, d4 Conquistadors will each get to fire upon the
8. Mutant commoner, child escapee twice with their crossbows before their ward can get to
9. Cyborg, weapons ripped out (possible PC ?) cover and slip away in the tall reeds, bone heaps, sickly tress, and
10. Mutant commoner, man bloated, well fed alligators.
11. Mutant commoner, woman If the character doesn’t jump, he or she is placed in the cage,
12. Mutant commoner, teenager, d6: 1-3. boy / 4-6. girl a replica padlock secured and the rusty contraption swung out on
13-14. Mutant, excavator (possible new PC ?) a overhead pipe, 4m away from the wall. The victim will be and left
15-18. Beastial human there for d6+1 days. Each day the captive suffers d4 damage from
19. Bioreplicant, pleasure bug bites, exposure and sun burn, and doesn’t heal normally on ac-
20. Non-human (d6: 1-3. Skullock / 4. Warmort /5. Robot, household/ 6. Moaner) count of starvation and thirst. After spending his or her time in the
21. Bioreplicant, clerical cage, the prisoner is are returned to his or her cell.
22. Bioreplicant, infiltration, 7. The character is escorted out of the main holding cell to a room
23. Android, household and chained to a steel chair. A Brother of the Purple Order slaps
24. Android, combat the PC, pulls his or her hair, scratches with his nails and hits the
character with his Purist Bible. This abuse goes on for hours, the
Table CR-6-11 Prisoners of Witch Burn Daily Tribulations: monk continuously reading out passages of the Purist bible and oc-
Roll 2d6 per prisoner character, per day, escorted by 2+d2 Purist casionally yelling “Away, evil spirits! Away!”
Conquistadors at all times. 8. The character is pulled from his or her cell and thrown into
2. The character is dragged from his or her cell, beaten by the a deep pit, 5m in diameter. Suddenly another random pris-
guards and then taken to the Purification Terrace for execution, see oner is thrown in the hole with him or her (see random list
table CR- 6-12, next page. on the left, table CR-6-10). 3d6 Purist Conquistadors and d6
3. The PC is brought to the Purification Terrace and forced to watch Mutant Slayers gather to bet on the outcome of a death duel
as d4 of his or her cell mates each undergo execution, determined the PC is ordered to fight. Each contestant is given a crowbar,
randomly from the list on table CR-6-12 next page. After, the char- and told that the victor will be given a meal, a pint of beer,
acter is strapped to a wooden table and whipped for 3d6 damage and can stay in the main cell all the next day and not be both-
and returned to his or her cell. ered. If the PC wins, there is a 78% chance the guards honor
Memory Militia
Draftee
Rusted Hulk
Rusta
Part Seven:
Independent Settlements
bede rogerson (Order #26220502)
The Crossroads Region Part Seven: Independent Communities 258
Galespit
Inter-State crossroad to the south supplies the community with
a steady supply of trade goods, news and patrons to fill its one
saloon and two seedy Inns.
Being out in the open on a windswept plain, the fort-town
Faction or Alliances: Independent free town. No military allianc- of Galespit is at the mercy of the changing seasons, and suf-
es, but has long-standing trade ties with Array, Turbine, and Overpass. fers from baking heat and tornados during the summer, to
blizzards and towering snow drifts all winter. The weather is
Primary Enemies: The Holy Purist Empire, however, The never really comfortable, and always seems too hot, or too
Purehold Republic (Shattered Region to the east) had once cold or just too windy for most travelers. As it is perched on a
occupied Galespit for a 37 year period from 2285 to 2321, fine hill, the watchtower crew can see approaching predators
but that was so long ago that most folks don’t hold a grudge, or invaders from a great distance, up to 3km away on a sunny
and will deal with responsible, unopinionated traders from the day, while only 50m at night. The location is dry and has good
Purehold. clean water, there are no obvious ruins nearby, plenty of herd
animals to provide meat, a huge grain harvest each year, and
Government System: Ruled by the O’Finny Clan since as excellent fishing to be had at the nearby lake.
far back as anybody can recall. This family of mostly mutants The town is pinched between two Purist factions, both of
runs every business in town, and it is unlawful for anybody else which have formally damned or claimed Galespit as their own ter-
to start any business outside of their homes. The clan of 29 ritory. There is no direct protection provided by of the Dominion
adults are all competent warriors and each has a relic weapon of Aberratia, as the mutant ruled nation is far to the west, while
or two at the ready. the Northern Freehold lacks the troops to provide help should a
Purist force decide to level this remote town. Given this, Galespit
Symbol or Insignia: The O’Finny Saloon has a green Irish is considered a risky stopping point for mixed race excavation
shamrock and a mug of beer symbol on it, which is about the teams due to the potential for run-ins with the secret Purist death
only insignia used and appears on Galespit documents, their squads, or outright invasion by the Holy Purist Empire.
flags, decorations, tattoos and armor.
Population: Total 606 to 831/ (Pure Stocks 227+2d20/ Mu- Construction Details: Galespit sits on a rocky dome, consid-
ered a natural formation by many; however, locals are unaware
tants 273+3d20/ Cyborgs 30+d20/ Clones 24+d20/ Biorepli- that it is actually a slag heap of mining debris from an ancient con-
cants 18+d10/ Androids d8*/ other 3d20 /plus, a large house- struction site. A subway system passes directly beneath the town,
hold of 21+d20 half Skullocks.) * masquerading as pure stock humans down 60 meters below, once connecting what is now the Great
Ruins of the north with other ruined urban areas of the south. The
Site Details: Galespit is situated on a knoll, about 30 me- perimeter of the place is surrounded by a wall of heavy logs, scrap
ters off the flat grassy plain of Little Prairie at the end of a road metal and fiberglass plates, old vehicles, aircraft hulls and wings,
which stems from Inter-State. The heavy traffic along the great natural rock and row after row of sharpened stakes.
There is only one entrance in or out of town, other than by Outbreaks of disease in Galespit are no more or less common
airships or winged mounts, a double door affair made of sheet than any other town in the region, but the gate guards are careful
metal bolted to heavy timbers (DV: -60 wood and scrap iron END: enough to drive away anybody who has leprosy or white plague.
250) which has a 30 x 30cm opening hatch in one door to allow The real threat to the inhabitants comes from either Pur-
communication between visitors and those within, at gunpoint. ists, as mentioned above, or predators. Shadow Lake to the
The roadway up to town coils around base of community all the south seems to be the greatest source of man-eating critters
way to the gates, allowing defenders on the wall to fire down at to terrorize Galespit, usually snapping up the fishermen who
those trying to ascend the road. All structures in Galespit are venture out in small boats and rafts. Worse, however, is a resi-
tough, framed with stout wooden beams, transported from the dent dragon lizard which climbed up the gate path one day
enemy held forests of the south, and combined with scrap metal some years ago, and was shot at by the watchmen using an
from the many rusting relic vehicles along the Inter-State. Inte- assault shotgun until the animal wisely retreated. Since then,
rior buildings have heavy doors and steel shutters fitted on every the same beast has frequently attacked trade caravans in an
window, cut with arrow slits to defend each home and business attempt to eat one or two horses, but occasionally dragging
from within, effectively making every home a bunker. off a few humans. A bounty of 600sp is offered for the thing’s
scarred head by Old Man O’Finny himself.
Water and Sanitation: Each building and tower is connect-
ed with a drain pipe for sewage with all pipes leading out of the Law Enforcement: By O’Finny clan members, half Skullock
walls on the opposite side of town from the road. Clean water is cavalry, and mercenary infantry. The severity of punishment here
brought to the structures by bucket, after being collected from is excessive, at least for crimes against locals, with slavery or death
gutter fed snow melt or rain water drums attached every struc- the only sentences. Outsiders harming or stealing from other out-
ture. Furthermore, wagons loaded with water barrels are driven siders, however, will not usually be considered criminals. A cap-
up to the town and the barrels stored in dark, cool basements tured law breaker, again, usually being somebody who harmed,
throughout the settlement, enough to last the defenders a half stole from, or offended a local, is disarmed, bound, stripped na-
year of siege. There are of course several wells; however, well wa- ked, beaten soundly and thrown in jail area in the basement of the
ter is rust colored and tastes metallic and only used for emergen- great gate tower. d3+1 infantry men with crossbows and clubs will
cies, street cleaning or service to prisoners and slaves. be guarding the 4 windowless detention cells.
If a person’s crime against a citizen is not serious, his or her
Technology: While Galespit does not have any broadcasting possessions, especially money and relics, will be confiscated per-
apparatus, it does have a massive radio antenna on the top of manently, however, on the other hand, if a citizen or ally of the
the tallest tower at the gates. Shoddy wiring runs from it to the O’Finny’s is killed or almost killed, the suspect is usually tortured to
O’Finny clan manor as well as to about two dozen other well-to- death by several of the more sadistic O’Finny clan members.
do homes. It is assumed that these structures have relic radios
or junk crafted sets in them, and are able to tune into one of a Military and Defense: Chain of Command: Albrads ‘Old
hundred various stations, some broadcasting from as far away Man’ O’Finny as head of state, and military commander, followed
as Australia and the former UK via ancient satellite relays. By way by his 3 sons and 4 daughters, then their adult children. No other
of this radio system, the citizens of Galespit are well informed of officers exist. Treat all as bounty hunters with a prime mutation
regional events and propaganda from various factions. and relic weapon (WC-R) each. Standing Military Units: 21+d20
Besides the personal relic weapons, armor and communica- half-skullock cavalry riding ponies, wielding bows and machetes
tors found among the commanders, certain visitors and powerful (treat as skullocks +2d6 END/+d10 INT each). 60+3d20 mutant
residents, the only other notable occurrence of technology is an old humans, each with a minor mutation (physical alteration), treat
photocopier in command center of the O’Finny manor. The copier is as infantry soldiers using crossbows and hatchets. Finally, there
used occasionally to make menus for the Saloon, duty rosters for are 8+d8 elite soldiers, each is a mutant with a prime mutation.
commanders, and ‘wanted dead or alive’ posters. A finicky personal These are experienced, loyal troops who guard the main gate
home computer is hooked up to the copier, and images from a digi- and are referred to as watchmen or observers. The watchmen
tal camera can be imported into documents for many uses. at the great tower have 2d6 fragmentation grenades plus an
assault shotgun having 4d10 rounds left in its magazine.
Dangers: This is a rough place, having an old west feel to
it. The locals will stay out of fights outsiders get themselves Allies Around Community: Unofficially, there are always d6
into, but if a local is harmed, the militia and O’Finny’s will deal raider gangs in the vicinity who, if summoned by a smoke signal
out brutal justice. Occasionally, a variety of wacko cults pass from Galespit, will send their men and women to the aide of the
through town, but unless a local is found mutilated at some town. Each gang will have a raider leader and 10+d20 raiders in it,
makeshift altar, the inhabitants don’t mind their arrival nor odd all mounted on horses 82% of the time, otherwise on riding dogs.
customs and clothing, especially since the common folk have
enough to worry about from their own overlords. Visitors to Galespit: The gates are open from dawn until
The O’Finny’s are considered to be little more than ‘station- dusk and there is no admittance fee, with the gates being just
ary raiders’ by most outsiders and lesser ranking families in town. left of the main tower; a 40m tall wooden structure which has a
Likewise, it is obvious to the populace that the clan has deal- steel canopy to protect watchmen from flying predators and the
ings with several large raider units which stalk the vicinity. While elements. Four observers (elite soldiers) are situated here at all
in town, raider gangs are careful to keep the peace, and protect times with a pair of binoculars between them. An alarm bell is
the O’Finny’s, since few other towns will open their gates to them. sounded if trouble is spotted, however, most approaching travel-
Some suspect the ruling clan needs the thugs in their midst to pro- ers, even small armed groups, are considered to be simple exca-
tect and inform them about external threats, specifically pure stock vators or mercenaries, perhaps even raiders, coming to stay the
terrorists. Nevertheless, every year or two, some Purist crackpots night and enjoy the saloon, while trade caravans and the usual
from the Holy Purist Empire will trick the gatekeepers and get into assortment of scavs, peddlers, wandering religious wasteland
town disguised as diggers or traders or some other common travel- preachers and nomads are admitted upon recognition.
ers, or arrive secretly by an unseen airship. Once inside, these ter- These watchmen are friendly enough, especially to those
rorists toss a grenade or pull a gun and try and assassinate at an they’ve admitted before who caused no incidents, and are accus-
O’Finny clan member or any other non-pure stock they meet. tomed to the constant flow of visitors on which the town depends.
be arrested once inside and given to the O’Finny’s as property. It is Accommodations, Entertainment and Services: There is
rumored among slaves that to serve in the O’Finny household is a only one drinking establishment in town, The O’Finny’s Saloon.
brutal experience, as the younger O’Finny’s, especially the teens, This stone and steel building has a roof of red tiles mixed with
delight in humiliating and torturing the captives. steel cladding looted off of relic vehicles. It has three floors above
As far as gender equality in Galespit goes, officially, both ground, and two levels below where much of the town’s food and
sexes are equals, but clearly, local men do not consider vis- water supplies are kept, along with the main barracks. The ground
iting women as equals. If newly arrived women are quite at- floor is a huge hall with a 4 meter tall ceiling, a massive ‘L’ shaped
tractive (35 or better appearance) and not accompanied by bar with between five or more bartenders working at all times. In
a male who appears to be a lover or husband of the woman, the central bar area, up to 16 serving staff, all lithe young women
she will be pestered, pinched, and taunted by numerous, filthy wearing next to nothing, carry drinks to tables, flirting with the
remarks and suggestions whenever in public. clientele of either sex. While these bar maids are attractive and
Galespit has no organized religion, no houses of worship, boisterous, they are not hookers, as this job is handled by profes-
and zero tolerance towards open displays anti-mutant, anti- sional whores who are present day or night, and very assertive in
pure stock or anti-tech dogma. Burial rites are simple here, with their efforts to drum up business. These women won’t assume
deceased locals being burned on a stone platform at the center that a woman at a table is the mate of any man at the same ta-
of town, while outsiders are thrown on a cart, transported to the ble, and will approach the man anyhow and try to seduce him into
creek and thrown into the water, which carries the corpse to the joining her upstairs for a small fee of d6+2sp for an hour. Each
lake where creatures tear apart the corpse. Any outsider to die prostitute is a self employed contractor (App 30+d20 who has a
within town and be unaccompanied by comrades shall have his room up stairs, rented from the saloon itself, and protected by the
or her belongings confiscated by the O’Finny Clan. bouncers and staff of the saloon.
There is nothing unique about the fashions in Galespit, how- Logan’s Heartfelt Five is the town’s only local band, and
ever, it is quite hot in the summer so large straw hats and Arab they play exclusively at the O’Finny Saloon nightly from 8pm till
style clothes are often worn in those months . In the winter, fur 3am. These 5 mutants – four of which are males and one fe-
trimmed parkas, woolen mittens and heavy cloaks are worn. Men male lead singer, Tiaga – use acoustic instruments and drums,
here prefer to shave their heads but grow fanciful beards and horns and a few relic instruments to play an odd mix of jazz,
mustaches, while the women are plain looking in their garb and classical and country tunes from the old civilization, with most
wear their hair in ponytails or loose. The female prostitutes will of the words mixed up or wrong, the tempo jarring and the lyr-
wear halter or tank tops, short skirts, long hair with lots of gaudy ics quirky and foul. They receive free drinks and a room for
plastic jewelry and beads in their coif, plus multiple piercings in their pay, plus have a hat in front of them for coins from the
their lips, tongue, nose, eyebrows, ears and elsewhere. audience. As discordant as their music can be, it is the only act
Alcohol is imported at a level that implies a much larger in town, and the locals adore them. Any boos or bad mouthing
population dwells in Galespit, for the people here are notori- about the band will get a traveler a broken nose.
ous boozers. It is not uncommon to smell hard liquor on the The O’Finny Saloon will have d6 mutant bouncers by day,
breath of the militiamen and gate guards, even at noon, while and 2d6 by night, each treated as a raider with 1 prime muta-
drunks and passed out revelers are a common site all around tion, carrying an old world aluminum bat as a club. They will
the O’Finny Saloon. The Saloon itself is the town hall and sec- be tolerant of swearing and rudeness, dancing on tables or any
ond largest structure in the settlement, with 24 hour service other behavior a long as it doesn’t involve breaking the ceramic
available. Drugs are not restricted here, nor are they a prob- beer jugs or furniture, nor risk hurting anybody, especially lo-
lem. Drugs found on visitors will be ignored; likewise, if a person cals. If two people, or more, need to brawl or fight a death duel,
smokes a pipe with some sort of ‘herb’ in it while in the Saloon, they are kindly asked to step out into the back ally and resolve
nobody will pay any attention. their problems. Any outsider caught fighting inside will be beat-
For the most part, these people are uneducated with only en, robbed of valuables and thrown in the jail for d6 days, then
home schooling being available, however the O’Finny Children released and told to leave and not come back for a full year.
are exposed to tutors and specialized instructors who are brought As for lodging for the night, there are two places for accom-
into the clan household for a year at a time to teach one or two modations in Galespit: The O’Finny Saloon Inn has single, double
subjects. Most people here can read at a basic level, write a note and four person rooms available for 3sp, 5sp and 10sp a night
or do simple math, but they are fairly unsophisticated otherwise. respectively, and are all well tended rooms with straw mattresses,
On the other hand, because this town receives so much road traf- clean sheets, and windows looking into the town’s main square.
fic, it is therefore exposed to a great deal of news and information These rooms have replica key locks on the doors, locking bar win-
about the rest of the region, the locals here are well aware of the dows and a corner pot for relieving oneself. As secure as these
layout and events of the whole Crossroads Regional District. suites may seem, they are not beyond being broken into while the
guests are away, 6% chance per day and 13% chance at night,
Resources and Industry: The huge portions of beef one (if broken into, all valuables will be stolen). These rooms will all
gets at the hostel or Saloon are from local wild cattle which roam have a small desk and chair, an oil lantern, supply of paper and a
in great numbers. The wheat and corn fields around town provide charcoal for writing, a jug of clean drinking water, chunk of mirror
a surplus harvest every year, while salad greens, herbs and other bolted to the wall and drapes on wide, glass paned window.
vegetables are grown on the slopes of the town hill. Chickens, The other accommodation is the newly built Piper’s Hostel,
meanwhile, are kept in wooden cages and pens in the town itself, a three story timber and scrap building. It has a main slop house
usually on the roof tops. Beer, not surprisingly called O’Finny’s below, latrines, and stairs up to the next two levels, which are
Ale, is made from locally grown hops and grain; this drink, is row upon row of two person rooms, costing 2sp per night per
cheap within town, costing a silver for a large tankard (1 liter), room. These small suites each have a pair of creaky single beds,
but this dark brew costs a silver per mug in other communities. dirty sheets, an arrow slit as a window (too small to get out of in
Wine and other drinks are all imported. case of fire, except for child sized individuals), a piss pot, a lan-
As far as employment goes, field workers are needed during all tern for light, and nothing else.
months except the winter, pays 1sp per day with meals and shelter The Hostel has a sizable bath shed build on to it, with a few
provided. All applicants are, however, required to defend the town if it slaves to boil water, carry buckets, launder towels, bathe and dry
comes under attack and follow any additional orders by any O’Finny customers and tend to the four private bath chambers, assist in
family member, even if activity is not stated in job description. washing clients and whatnot. A bath costs a silver coin, but for
an extra silver, includes a shave and haircut, nail cleaning, and a Anyone looking for Robot & Mechanical Repairs will discover
massage by a well trained, but enormous female mutant called there is no qualified staff; however there is a working smithy with all
Yamma. This overly curvaceous, cheerful woman runs the bath the tools for any technician. In-shop rental of the tools and facilities,
house side business for the hostel. under supervision from 2+d3 militia guards, is 30+d20sp per day.
For those staying overnight at the hostel, there is an 3% chance There are no brothels in Galespit, but whores are a frequent
per visit of getting lice from sleeping in one of these beds, a 11% site near the Saloon and Hostel, with many of the less appealing
chance of being woken in the middle of the night due to fighting or tramps being forced to work in the back alleys for a silver coin
lovemaking in a nearby room, and a 16% chance per night of hav- a trick. Many of these so-called second rate prostitutes are run-
ing somebody knock on one’s door; there are no eye holes on the away slaves, a few are pleasure model clones or bioreplicants, and
door to peer out, and nobody answers if the character asks who it others are ghastly looking mutants with a flaw or two each. For
is through the door. The knocking continues for 3d10 minutes if the some reason, locals treat them with contempt, kicking and beat-
PC does nothing. If he or she does open the door, roll d6: ing them for no clear offense. These pathetic women, and a few
1,2. A prostitute, tugging her bodice strings, asking if the character girl-boys dressed as women, are not considered locals, with many
would like some ‘company’ for 4sp. being recent arrivals. Raiders, it seems, are the prime customers
3. A drunken man, commoner, demanding the PC let him in to his of these hapless street walkers, with the rumor being that many
room. When or if the character opens the door there is a 35% chance of the women are the discarded girlfriends and camp followers of
the drunk doesn’t realize his mistake and tries to storm in and crash local gangs. Any kindness shown to these unkempt floozies will be
onto one of the beds to pass out. much appreciated by the hookers, some who will beg the travelers
4. 2+d3 raiders, armed with clubs, who will bludgeon the occupants to take them away to either Steel Hill or Overpass.
if they can, knock them out and rob them. If an excavation team needs hirelings, there will always be
5. The night manager, treat as male commoner but with a con- 3d6 dig-crewmen, treat as commoner men, who will be brave
cealed pocket pistol under his poncho, is asking if the PCs need a enough to follow a well equipped excavation team on a dig some-
whore or a snack. He has a tray of corn bread and beer and is selling place within 50 kilometers, at a cost of 6sp each per day, plus
the snack for a silver per person. tents and food. These men can be hired out of the Saloon with
6. A slave, roll for gender, which has somehow broken out of the a drink and a hand shake. At the same location, there is a 46%
slave pens and asks if the character(s) would save him or her, and chance per day of meeting up with a guide (treat as scavenger)
smuggle him or her out of town in the morning. In return, the slave who will have a good idea of the local wilderness, and local ruin
will says he or she will serve the PC as an attendant for 5 years. entrances and be able to lead the PCs for 20sp per day.
Since Galespit is on a main trade route between the Northern
Those in need of Medicine and Medical Facilities might at Freehold and Purehold Republic in the neighboring Shattered Re-
first seem out of luck, as no ‘for hire’ facilities exist. Neverthe- gion, and points beyond, cargo caravans come and going right by
less, if one asks around at the O’Finny Saloon, there is a 37% Galespit. To get passage on a large caravan on Inter-State, the PCs
chance that somebody knows of a traveling healer who some- must wait on the road, as there is no schedule posted in Galespit
times stays at the hostel. The healer can supposedly pull a itself. Each day of waiting will give a 2 in 6 chance of meeting a
tooth, set a broken arm, aide healing, remove parasites and passing caravan, which will access the PCs and possibly allow them
whatnot. If the PCs ask for the healer at the hostel, there is to accompany the wagon train. The direction of the caravan, and
a 84% chance he is there, and he is a old retired excavator, whether or not if mutants and other non-pure bloods are in the PC
treat as male commoner, who has d6 skill points as a healer, group, determined below, affects whether the characters will be
but charges 50+d100sp for any procedure. This old digger welcome or rejected. If welcomed, the PCs will be expected to share
also has a lot of old ruin maps, knowledge of unlooted dig in guard duty at night and follow the orders of the caravan’s head
sites and interesting rumors useful to excavators, and is ea- master. A caravan will consist of 3d6 commoner men, 4+2d6 militia
ger to share his knowledge. soldiers on horseback, and a militia officer as leader.
Table CR-7-1 Odds of Acceptance into a Galespit Caravan
d6 Direction of Caravan If Mutants are among PCs If only Pure Stocks are in PCs
For the Excavator: If a PC has never been to Galespit be- arms, a bone studded hide and plated in several modified suits
fore, the following is all he or she has heard: “Huh, Galespit? I of combat armor, carrying a pulse rifle, a auto pistol and razor
hear they make good ale there, and it’s real cheap in their one bar sword. He is always in the midst of any military action, com-
or Saloon or whatever they call the place. The bar is practically manding the citizens and troops alike during times of turmoil,
acting the part of the supreme hero. He is a short tempered,
their town hall, and I hear they are all heavy drinkers on that hill.
conceited and unscrupulous man, who puts his clan member’s
Somebody told me the hill is actually a pile of ruins, that there was goals, whims and entertainments above the needs of his citi-
a way into the tunnel underneath from one of the houses, blocked zens, or the safety and wellbeing of visitors.
by bricks I was told. I also heard the same fella say that a single Other O’Finny clan adults are also given heroic status, al-
family has ruled generation after generation, and that the place though nobody can really recount any great deed any of them
is frequented by raiders as well as excavators on their way north have done. They are simultaneously feared and respected by
to Turbine. They have a detachment of half skullocks, too, so fight locals and visitors alike, and while openly abusive of their in-
your instinct to kill peskies when seeing them fellas. ferior subjects, have somehow earned folk hero status.
“Oh right. You should know that it can be bad going for you Another O’Finny has earned the status of arch villain in
if you misbehave, especially if you’ve hurt a local resident and that Galespit. Margaret ‘’The Flayer’ O’Finny is a middle aged wom-
more than a few people have gone missing after entering the town an and the outcast sister of Albrads. About a half a decade ago
for a simple stop over. Sure, sure, friend, some people say that it’s a she was banished into the wilds after it was discovered that she
warm friendly stop, with good ale and food, stout walls and accept- was an especially sadistic woman, who when no suitable slave
able accommodations... an maybe that be the truth, but heed me, was available to tease and torture, she would have visitors as well
chum, just don’t break the laws or mistreat the fricken locals.” as locals kidnapped, or held in their own homes, and brutalized.
When her victims charged her, they were at first ridiculed and
For the Game Master: While there is plenty of suspicion publicly mocked, until the blonde haired mutant woman’s ghastly
aimed at pure stocks who are not accompanied by mutants hobby became lethal and she started to kill her playmates, leav-
or other non-generics, people in Galespit are otherwise very ing a dozen dead commoners in their homes after only a month.
welcoming. Service providers here genuinely want travelers The town people demanded her death, but the clan only banished
to come back and patronize their businesses again, and so her, a fact which still causes seething resentment and distrust be-
make an extra effort to please travelers, especially those with tween O’Finny’s and everybody else. Margaret lives in the south-
plenty of coins or good stories to tell. In the O’Finny’s Saloon, ern forest with a gang of cruel raiders, who supposedly plot the
locals will frequently invite excavators or mercenaries to sit at downfall of the current O’Finny regime, as well as patrol the roads
their table and drink with them, urging the outlanders to re- and pathways looking for travelers to capture and torture. It is said
late their adventures, and any news from the outside world. that the heartless woman has a collection of caged humans with
Gambling takes place in the saloon day and night, and which to mistreat at a whim. Margaret is a ghost mutant exhibit-
also in the main eating hall of the Piper’s Hostel. Cheaters, ing impressive powers and outfitted with scrap relic armor and an
or outsiders suspected of cheating are often shot, their be- auto pistol. See her NPC sheet on page 438
longings mysteriously ending up in the hands of the elite gate Finally, there is Tiberius Major, a grand assumed name for
guards or O’Finny family members. A rumor persists in oth- a local merchant who has aspirations of ruling Galespit. This
er communities that many card and dice games are rigged obese, pleasure loving mutant male of middle age runs Acres
to make an outsider look like a cheat, just so a duel can be Farm Supply and General Store. His family has lived in Galespit
called and the dead traveler robbed; the Galespit authorities for over a hundred years, and it is well known that his ances-
deny this and call it a ‘juvenile’ charge. tors once tried to overthrow the O’Finny clan to gain command
The area in and around Galespit can pose a challenge for of the settlement. He has his own body guards, d6+4 soldiers,
PC visitors. On one hand they are on their own, and can fight each with a relic weapon and prime mutation, and dwells above
death duals with raiders or other outsiders like themselves, but his shop in a stone and scrap iron house. It is suspected by all
will be brutally punished if they harm a local. The place has the that at the first opportunity, he would lead a rebellion against
feel of a raider or pirate camp, similar to Port Folly, with whores the corrupt and debased O’Finny clan and take control of the
and nomads mixing with self reliant, tough farmers. PCs must government. Many locals, especially the poor, see him as their
remain vigilant here, as people have gone missing and there only salvation, and arm themselves for a time when Tiberius
is an undercurrent of revolution and espionage throughout ev- challenges the clan. Tiberius is a enormous, corpulent man
ery aspect of the culture. The O’Finny clan is a powerful force, weighing 210kg and unable to fit into his armor, however, he
which answers to none and makes laws as it sees fit. To the has 3+d6 ghost mutations, an assault shotgun with three full
observant traveler, the clan clearly appears to be interested in drums of ammo, d6 frag grenades and a DNA scanner.
seeing relic laden characters run afoul of the law so that they
can be robbed of their ancient arms and armor. Adventure Opportunities abound both within and outside
There isn’t much in the area to keep excavators staying long, of town, even though there are no obvious nearby ruins. Be-
at least nothing obvious and above ground, but most people com- low the town is an ancient subway line which once ran for hun-
ing into this area must stop here since sleeping out in the wilds dreds of kilometers in various directions. There is little known
is very dangerous. Indeed, small trade caravans and traveling opening into one of these transit lines in the woods to the
parties must spend at least one night in this strange hill top fort, south, as well as a few gaps in the steep banks along Barter
often reluctantly on account of the raiders, weird half skullocks River northeast of town. These old rail tunnels form a maze,
and domineering O’Finny Clan. In general the place makes for an with stairwells and rusted elevator shafts one on top of anoth-
interesting diversion from ruin digging, but can be just as peril- er for hundreds of meters below the earth. Many of the lines
ous if the customs and proper respect are not observed. are flooded, partially collapsed, or choked with roots, and of-
Of course, the game master can put into play several no- ten branch off into ancient shopping malls or other head to-
table personages found in Galespit, offering intriguing adven- ward other ruins, such as the Overgrown, The Great Ruins,
ture possibilities without the use of beasts or ruins. Clearly, Al- and less well known archeological sites.
brads ‘Old Man’ O’Finny is the most prominent, most respected Few know about these deep subway lines, their entrances
and feared person in Galespit. He is a huge mutant, like his fa- grown over with vines and carnivorous plants, and inhabited by sav-
ther and grandfather, a charismatic yet ruthless man with four age humanoids and weird, as yet undocumented monsters.
One of the main local mysteries, and adventure prospects, in- PCs: “Hand over your weapons, belts, and packs and you can
volves the daughter of Old Man O’Finny. The girls is still missing and go on your way!” If the PCs refuse, there is a 71% chance the
there is a massive 9000sp reward for the safe return of Majeffy to men make good their threat and fire on the PCs before drawing
her clan. Anyone seriously interested in taking on the challenge of machetes and advancing to cut the characters down and rob
searching for the girl can approach the Fortified O’Finny manor and them, selling any captives as slaves.
request a printed info sheet on the case. The mysterious disap- 4. An O’Finny clan member with d6 militiamen, wielding crossbows
pearance of Majeffy is probably the best quest found here; at least and clubs, are moving down the street inspecting travelers (treat the
it pays the best. GMs could establish many possibilities for her de- O’Finny as a raider leader). The O’Finny, who is 36% likely to be a
parture, but three of the best are that she voluntarily left the com- woman, otherwise a man, is haughty and self assured, enjoying how
munity to become a excavator, secondly, she has been kidnapped the common folk bow and step aside. When he or she reaches the
by Tiberius Major, who holds her in a small dungeon under his shop PCs, the O’Finny looks the characters up and down with contempt
and in which case the young woman could telepathically contact and smirks. ”Where are you from? Where are you going? What are
one of the PCs and send thought pictures to him or her explaining your names and what business do you have in my great town?” If the
that she is alive and nearby. Thirdly, her Aunt, Margaret could be PCs are polite and answer the questions with some degree of believ-
holding her as a hostage in Edge Wood to the south, across the ability, then the O’Finny lets them pass. However, should the PC’s be
Purist border, mistreating the girl on a regular basis. Perhaps the surly and arrogant, the clan leader is 88% likely to snap a finger and
PCs could meet an escaped slave who has also been imprisoned instantly have his or her guards raise their crossbows at the PCs and
by Margaret, and who has seen Majeffy in the ‘witches’ camp. If the order them to kneel and beg for mercy. Failure to do so
PC agree to buy and free the slave, he or she will lead the team into will result in the guards firing their weapons and then
the woods and try and locate the sadist’s camp. attempting to bludgeon the PCs into uncon-
Other offered rewards include the hunting and killing of a sciousness. If surviving the initial attack
scarred, dragon lizard, nicknamed ‘Horse Eater’ which terrorizes the characters will be robbed of
the area, devouring cattle, destroying crops and wiping out cara- everything they own and sold
vans; a 600sp reward for this creature’s head. Likewise, bounty into slavery.
hunters are often hired to find the banished O’Finny, Mar- 5. d6+2 worn out, unattract-
garet ‘The Flayer’ who is wanted by a secret, illegal com- ive prostitutes (APP 3d6
mittee of locals, all of whom where either abused each), step up to the PCs
by the woman or had loved one’s tortured to and block their way. One,
death by the ‘sicko’, and will pay 2473sp for smiling through a stitched
the woman’s head. They don’t want her alive, lip, with bent teeth speaks
as they fear her and her alleged mind muta- to the males in the group
tions. saying, “C’mon back be-
hind the house here and
Online Resources: NPC Margaret we will remind you that
‘The Flayer’ O’Finny page 438 you are men. Sure, we
have had better days, who
hasn’t, but close your eyes as
we please you, and imagine the
Unique Encounters face of another.” If the PCs de-
cline, there is a 17% chance that
Galespit Street Encounters: the whores become angered and
Make d6+1 rolls for street oc- hurl obscenities at the characters
cupants from chart B, page 381 with as they move away. If, for some
a 1 in 10 chance per passage of a reason, any male character goes
unique encounter from the following list behind the house, there is an 89%
by day, and a 1 in 6 chance at night, roll chance all is as is promised, other-
d6 during day, d6+2 at night: wise, 2d4 raiders are waiting with
1. A nomadic trader leads a mule up to the clubs to knock out, rob and sell the
characters and asks “Say, are you head- PC(s) as slaves.
ing to Overpass by any chance? 6. A merchant and his d4+2 mi-
Gosh, I could sure use litia soldiers with muskets, wag-
some companions on on, d2 slave women and cargo
the inter-state; there are sitting to one side of the pas-
have been way too sage. The merchant sees the charac-
many marauders about these ters and beckons to them. “Well hello, noble war-
days to go alone, not to mention riors, may I have a word with you? Listen, I was part of a cara-
that fricken huge lizard they call Horse-Eater. I can sup- van which left us behind when the pricks headed up north to
ply you with meals and wine on the way, and when we reach the Turbine and off to the Shattered bloody Region, while we need
city, if we still get along, I can put you up at my partner’s stable for to get to Overpass with our cargo of dried fruit and leather. We
about a week until you find other work. What say you?” can’t possibly go without a caravan, not with all the fricken raid-
2. 2d6 half skullocks walk by, greeting other local residents ers who have spotted us here, so, if you are heading that way,
and paying the character’s no special attention. could we perhaps travel together and better our odds? I can give
3. A group of 6+3 thugs (raiders) slowly ride by on horses, ap- you hot meals, let you listen to my radio at camp, and when we
praising the characters, noting any openly displayed relics or reach the city, I can pay you each 30 silvers for your trouble. Ad-
jewelry. If this encounter occurs at night, and the raiders out- ditionally, I will give your captain this relic as soon as we get un-
number the PCs, and no local guards are present, there is a der way at dawn tomorrow: roll d6: 1,2. mini grenade/ 3,4. bag
78% chance the mounted men block the way ahead of the of d6 standard pistol rounds/ 5. d6 shotgun shells/ 6. shotgun
PCs at a range of 2d6m and extend loaded crossbows at the pistol with only one shell remaining.
7. A gang of thugs (2 per person in PC group) step out from both 3. The bar maid comes over to the characters and serves their
sides of the street, brandishing steel pipes, wearing daggers on drinks and/or meals and leans over the most attractive male.
their belts (treat as raiders). “What have we here, boys, a bunch ”Say, gorgeous”, she whispers in his ear. “I heard the boss
of Nelly diggers from afar,” growls one, smirking. “Scream if you talking to an O’Finny clan member in the back. The O’Finny
want girls, the guards are our friends and don’t care what we do was asking about you bunch, trying to find out what we know
to strangers... so drop your weapons and prepare to be searched.” of your destination, if you were carrying any rare relics. They
If they get the chance, they will take every article of value from the are watching you. Best you leave at dawn, if you can.”
PCs leaving them standing in the street in their undergarments. If 4. A militia soldier stumbles into the bar, dusty and scraped
fought, and the gang loses half their number, they will break and up, his junk armor in tatters. He staggers to the bar and or-
run. The O’Finny authorities will not investigate either way. ders a beer, drinking heavily from it as onlookers wait to hear
8. A town patrol of 2d6+4 militiamen with crossbows and hatchets what happened to him. He turns to the patrons, wiping his
stomp into view ahead of the characters by 3d6+3 meters. The mouth. “It got us... Horse Eater himself, the dragon lizard...
largest soldier, and their leader, shouts to the characters to halt the same one that’s been attacking caravans for years now.
and submit to inspection. If allowed, the troop leader roughly ex- It ate my mates right before my eyes, and then got my horse.
amines each character, fondling any woman of 18 or higher ap- I made it to some brush, and escaped as it devoured the rest
pearance, and simply taking any small relics such as handguns, of my friends. It watches our kind as we come and go from
grenades, ammo, flashlights, electronic devices and the like before this fort, God preserve us all.”
thanking the characters and marching off. If the PCs protest the 5. A gang of 3d4 raiders stroll into the bar, threaten some
theft, they will be beaten 46% of the time, stripped of everything farmers away from their table and take up their seats and
they own and left unconscious in a nearby alley, otherwise, the pro- drinks. One observes that the characters are looking at them,
tests are heeded and the officer and troop move off without taking and simply raises his middle finger at the PCs and calls over.
more relics, yet, neither do they return those already stolen. “Mind your own business, grave robbin’ scum, or we’ll have
you all sold as castrated slaves by morning.” If for some rea-
Encounters in The O’Finny Saloon Inn: d6 bar patron rolls by sons the PCs challenge the gang members or are insolent,
day and d6+4 by night from patron table B, page 384 with a 1 in and are outnumbered, the gang will spend the next hour hurl-
10 chance of an encounter per hour by day and a 1 in 6 chance per ing insults at the PCs, as well as drinks, chicken bones, plates
hour by night. This bar opens from 8 am and closes at 4 am nightly. and murderous looks. There is a 13% chance that when the
For encounter results, roll d6 by day, d8 by night. Also note hourly PCs leave the saloon, the raiders follow them from 3d6m
rumors heard in the bar, from the random list on the next page. back, but are soon joined by 2d4+2 more raiders with steel
1. A nomadic trader, with a bandaged arm and worried look on pipes, who block the way. This combined mob will beat, rob
his face, asks to join the characters at their table or spot along and enslave the PCs if possible, fleeing if half the hoodlums
the bar. “Sorry to bother you kind diggers. I know you must be are dispatched. Local authorities will not interfere, nor will lo-
headed someplace more exciting than Overpass, but, I need to cales aide the characters.
get back there. My mule team was attacked by raiders on the way 6. Two obviously mutant individuals, both in armor and old mili-
here, and my guards killed, and my cargo stolen. I tracked it here, tary uniforms, smile and step over to the characters. They ad-
can see my mules about town, as well as some of the scoun- dress only fellow mutants when they speak (treat them as elite
drels who attacked us... but... there soldiers for statistics with 2 prime
is nothing I can do now! I have been mutations each). “We are from the
followed and threatened and beaten, West, comrades, from Newburg. You
and need to get home to my wife and ever been to that greatest of all cit-
kids, please... take me with you from ies? If you are new to the region here,
this awful town. Even if you are head- you may not know that in that fine
ed to Turbine or Array, or even to the land, mutants rule... absolutely. We
south and Steel hill, let me come with could always use a few fine freaks
you. When we eventually reach Over- in our illustrious ranks. What say
pass, I will give you quarters in my you join up at Rivergrad or another
basement in Undercity, and be your Aberrationist town or fort of ours? We
guide in that great metropolis. I am a pay well, feed well, and let you keep
poor man, and would offer more if I slaves as you please. Someday...
still had it. What is your answer?” we will have our flag on the towers
2. A group of d2+1 novice excava- of this remote but valuable fortress.
tors enter and take up a table near- Well, chums, think about it, we leave
by. They soon notice the PCs and you in peace.” They move to the bar
smile and wave when they have and try to converse with any other
the character’s attention. After mutants who pass by on the way to
awhile, one comes over and says: and from the lavatories at the rear of
“It’s always good to see other ad- the saloon.
venturers, especially so far from 7. A prostitute steps up to the most
the ruins. We are planning to head attractive male in the PC group, slips
south to Steel Hill and then west her arm about his shoulder and leans
to the smaller ruins near the Deth- heavily against him with her hip. She
pools, are you looking for any new smiles and whispers. “You wanna get
recruits? We are just setting out in it on? Just nod, lover, and smile if you
this path, leaving this fricken shit can so it looks like you want me, since
hole of a town, and sure could use your life might depend on it. Now lis-
a bigger group to merge with. Inter- ten, you and your friends are in real
ested?” GM: Could be new PCs to danger. Word about town is that you
replace fallen ones. got some real fine relics stashed on
you. I heard some goons say they were gonna to tackle you to- 1. “The teenage daughter of the head O’Finny, was stolen in the
night, and then say you attacked them first. The O’Finny’s want night right out of her room in the fortified manor, nobody saw her
your gear, and will say to get your stuff as they have with so many kidnappers or her departure. As the place is heavily guarded, it is a
others lately. Best you bunch come upstairs with various girls, total mystery how she was taken. Now, she is a young woman, if alive
spend an hour and then get out through the windows and sneak at all and there is a huge reward for Majeffy’s safe return.”
the hell outa town before morning... when riders will be out for 2. “The androids from Mechanicus have sent an ambassa-
you.” If the PC agrees to act on her plan and convinces fellow PCs dor to Galespit to broker a treaty between us, against the
to join assorted floozies upstairs, the girls demand d6+2sp each Purehold Republic, and that ambassador, whoever he or she
for their hour of time, whether or not the individual characters is, dwells in town in secret now, its identity known only to the
frolic with them. The PCs can leave safely enough, going out the Master himself.”
windows and along the roof tops to later regroup. Once they get 3. Raiders are welcome here, and if the town is attacked, a
to a likely location on the wall they can tie ropes to the defenses smoke beacon is lit to call them to the defense of Galespit.”
and flee into the night... a dangerous undertaking. 4. “Mutant babies from the two Purist regions are smuggled
If the PCs decide to ignore the woman’s warnings, and leave here by their own pure stock parents to avoid inspection
for their Inn that night, there is a 4 in 6 chance that she told the and burnings, and we send the babies off with Aberrationist
truth, and half way between their Inn or wagons and the saloon, agents. Them agents come here every few months, making
wait 6+2d4 raiders with crossbows and clubs, led by an O’Finny the rounds between all the border towns. Nobody knows
youth with a pump shotgun (treat as a raider leader). They will rob rightly what they do with ‘em kids, but a fella I know says
the PCs, strip them, and sell them as slaves within d6 days. If sur- they turn ‘em into warriors.”
viving this fight, and reaching the hostel or other quarters, there 5. Be careful if you head north to Turbine across the flats, as
is a second 3 in 6 chance that 3d4 more raiders attack during the those people up there have had a lot of problems with raid-
night, emerging from hidden wall and floor hatches. ers and have sent out large patrols to wipe ‘em out. They
8. Several dusty nomads enter the bar, moving in a hunched might mistake you as bandits, too, if you ain’t careful.”
fashion, some with odd colored skin. They keep to them- 6. “Watch your step out around these parts, there is an old,
selves, their hats and hoods low to shadow their faces. There scar covered Dragon Lizard out there that eats wild cows most
is a 2 in 6 chance that they are simply mutant travelers, try- of the time. They call him Horse Eater, but he ain’t fussy about
ing to avoid trouble and pass the night without event, oth- his meat and will happily chow down on you, too.”
erwise, they are actually Purist zealots who have somehow 7. “Every once in awhile we get a motorized convoy of raid-
entered town in ones and twos, and used body paint and pos- ers pass along the interstate, they never stop here, hell no,
ture exaggeration to disguise themselves as mutants. While they ain’t welcome. They will steal your women and strap the
sitting there, each player character is allowed a type F per- men to the fronts of their dune buggies as meat shields.”
ception based hazard check to notice that the skin color on 8. “The O’Finny Clan is very cruel toward law breakers... they
one supposed mutant comes off on his sleeve, and if so, the skin ya alive if you even touch a local.”
PC can warn the bar staff. If spreading the word, the staff is 9. “There is good fishing in Shadow Lake, but don’t fall in
59% likely to warn the authorities, who send 3d4 militia sol- our you’ll be bait, too. Lots of things will feed on your flesh in
diers into the saloon to inspect the nomads. At the sight of the them muddy waters.”
militia, or if initially going un- 10. “The halfies... half human,
detected by the PCs at all, half Skullocks are our friends,
the group of false mutants and our cavalry. They ride out
will suddenly throw off their around the town, about ten
cloaks and leap up onto the clicks distant, and keep us
bar, and shout anti-mutant all informed of what’s com-
propaganda, curses, and de- ing or going. They mostly keep
fiance, brandishing two mus- to themselves, and as ugly as
ket pistols each. Treat them they are... they won’t let none of
as d4+2 commoner men and us mate with them. I hear that
d4 commoner women wear- an O’Finny youth was saved by
ing daggers in their belts. One this particular tribe, ten years
man holds a fragmentation or more ago now, and they
grenade that has been paint- were welcomed as equals.”
ed white with waving Purist 11. “Purists have burned out
crosses all over it. If the battle this bar a few times now, usu-
is going poorly for their group, ally throwing grenades and
which they expect, he pulls the running out. Be watchful for
pin on the grenade and tosses them religious nutters.”
it into the crowd, with a 33% 12. “Take heed, raider spies
chance toward the PC group’s will inform their gangs outside
location, should the Militia be on what you carry for relics
summoned, the grenade will and wealth, and will be wait-
initially be thrown at them as ing for you when you leave
they enter the saloon. town. If they hold you up,
and you don’t kill any of ‘em,
Rumors from Galespit they’ll just steal any relics and
valuables and let you walk
Locals: Each hour spent in free, but... if you kill one of the
the O’Finny Saloon will reveal
dogs, they’ll butcher whoever
one rumor to the player char-
done it.”
acters, roll d12:
this promised cure. If the PCs buy a bottle and try it, should Encounters Outside of Leper Hold: Within 1km on land, 3
they themselves be lepers, the liquid tastes awful, with a defi- in 10 chance of an encounter per hour by day, and a 5 in 10 chance
nite alcoholic kick to it. Within 12 hours the player will de- of encounter per half hour by night, rolling d10 by day, d10+2 by
velop strange tingling all over his or her body, and have a fit- night. (Always re-roll duplicated encounter results denoted by an *
ful night’s sleep. The next day, the PC must make a type A beside their number, unless such encounters have not been dealt
END based HC or become deathly ill, bed ridden for 2d6 days with when met earlier and still stalking the area around the village.)
and virtually helpless. There is, however, a 1 in 6 chance that 1. Leper migration: d6 commoners of each age and gender
this particular ‘snake oil’ salesman had an actual cure, and group, noted on the typical humans listing table in the TME
the person’s leprosy no longer progresses. The trader and his hub rules, who move along toward Leper Hold passing near
crew will leave the town within 2d6 days. the PCs. All are lepers from some remote community who
7. A group of leper thugs, d6+3, treat as commoner men, have made the long trek to their last and only refuge. All the
have surrounded and commenced beating upon a female adults and teens carry bows, but otherwise have no valuables
commoner, also a leper. Amid the shouts of anger, the or livestock. They are fearful of armed strangers who get too
characters hear the men say, “It was you who infected close and will threaten them away.
us! Whore! We knew we would find you here! Now you’ll 2. Lepers out on a hunt, looking for deer or wild cattle, but
pay you lying bitch!” If the PCs do nothing, the woman will if the PCs are outnumbered 2 to 1, these desperate fellows
be beaten senseless and left in the mud, 78% likely dead, will attempt to hold up the strangers and demand all their
otherwise unconscious. possessions, or death. There are 2d6 pure stock lepers, treat
8. An excavator, now a leper who doesn’t look long for this as commoners with bows and knives, plus d6 mutant lepers,
world, urges the characters over, but not to close, to his sim- armed the same, with one prime mutation each.
ple scrap metal hut. “Were I fit as you are, I would have had 3.* Leper raiders, who ‘greet‘ all newcomers as they approach
a chance, and found the stash of cure-tabs in the New Hills. town. These d8+2 ruthless bullies are on saddle horses and
I always thought I could get to the hoard me and my mates carry crossbows. They demand all the PC’s relics and money, as
buried there, oh, 20 years ago now. I am the last of us, and well as subservience to their gang. If these men are slain or oth-
you remind me of my ol’ chums. Here....” He hands the PCs erwise defeated, the community will be very fond of the PCs.
a crude map drawn on clear plastic. Follow this, and there 4.* Drader-Kac, which has been terrorizing the area for a
will be a plastic drum buried a meter or two down, in it, decade, eating arriving lepers on an almost daily basis. If
a handful of cure-tabs and a few other goodies you could slain, no other drader-kac will be found in this area for many
use.” He wishes the PCs luck and retires to his hut, dying months, plus, the lepers will rejoice, songs will be muttered
within a few days. If the PCs follow the map to the spot and by the villagers recounting the character’s names, and there
dig down, there is a 77% chance they find a plastic drum is an 86% chance that a dying leper gives each surviving PC a
containing a sealed pack of 2d6 cure-tabs, plus, d3 WC-R random relic weapon from WC-RC
and d6 random grenades. 5. Lizard, skulking render looking for flesh
9. A mutant grizzly bear has scaled the town walls and is gorg- 6. d3 lizards, winged slashers, which are used to picking off
ing itself on human victims, smashing down the weaker shacks weak, slow moving lepers.
to get at the inhabitants within. It just so happens that this bear 7. Narkanna
has been here week after week, and this time it spots the PCs 8. Snake, massive
and turns toward them and charges. 9. Spider, freakish
10. A hell cougar, one of many who devour lepers on a regular 10. 2d8 wolves
basis has stalked the PCs and leaps out at them from a dark 11. 3d6 Bats, devil
alley, range d6+1m away. 12. Stabber worm
Memory
the survivors fled into the forest. During reconstruction, the
new town was made tougher, utilizing scrap metal and plas-
tics from the nearby ruins, as well as stone construction wher-
ever possible. While all official buildings, walls and towers are
Faction or Alliances: None, but friendly with the Lower Freehold made of stone, most homes are a mix of debris, timber and
Government: Council of Elders: 7 members, currently 4 rock work. The dock area is separate from the main ring wall
women and 3 men. of the town, and a steel plated gate allows access from either
Symbol or Insignia: Seahorse the road or water via two identical single gates.
Population: Total 274 to 522/ (Pure Stocks 200+d100/ Mu-
tants 60+3d20/ Cyborgs 3d12/ Synthetic Humans 3d10/ Water and Sanitation: Memory gets its water from two
Androids 2d6/ other 2d12) sources, depending on the end usage. For drinking, only
rain water is used, while for agriculture, cleaning and sew-
Site Details: Memory is built on the point of an isolated pen- age run off, the questionable supply from Canal Creek is
insula on the far side of the Overgrown Ruins and so cut off used. This creek water is tainted with various chemicals
from the land based trade routes and factional struggles of the and bio-genetic agents, not to mention some radioactiv-
region. The town site is on a rocky outcrop, exposed to the ocean ity following heavy rainfalls, since the supply comes di-
and yet protected from the pounding surf by a stout reef about rectly from the Overgrown Ruins. Sewage repositories ex-
a kilometer out, through which only local fisherman and regular ist in the back alleys, while the House of Elders and Tow-
barge captains can navigate safely. At the rear of the town, the er Barracks all have drains.
tangled, mutated woodland of the Overgrown Forest sprawls for
kilometers, covering the rusted, crumbling structures of the an- Technological Level: Being near the Overgrown Ruins,
cient ones. The sea keeps this town’s temperature bearable year relics have always been available to the bravest men and
round, except when the odd storm blows in from the ocean. women of the town. Mainly, metal, glass and plastic are re-
covered from the vegetation strangled heaps of the oldsters;
Construction: Many years ago, at this same site, then called however, the community does have a solar power generator
New Redondo, a pirate fleet burned the previous wooden town with which it charges power cells and the flood lights which
to the ground. When the place was rebuilt it was renamed the militia use to watch the bay and inland reaches by night.
‘Memory’ to ensure people recalled that terrible time when Outsiders are not permitted to recharge their own cells with
this device, and the machine is well guarded and perched androids wear tactical armor and each carries a pulse rifle
on the top of the House of Elders, guarded day and night by with d3 spare power cells.
3+d4 militiamen with a pair of binoculars. Hand held com- At the sea gate, on the tower built there, the soldiers on
municators are prevalent among the militia officers as well the top most armored level have access to a rocket launcher
as carried by each member of the ruling council. and 2d6 battle rockets, while at the land gate, a belt fed ma-
chine gun is concealed on the second level behind a locked
Dangers: Memory is an open trade town and receives nu- steel shutter, only exposed when the need is great. The gun
merous merchant ships and excavation units. Due to the has two boxes of 3d100 rounds ammo in each and is always
presence of so many foreigners, however, conflicts inevita- manned by 2+d6 militia soldiers. 4 catapults, each with 3d6
bly arise, often leading to stabbings, gun fights and duals fire pots at the ready, are situated along the open dock area
in the streets and Pub. There have also been factional ter- on raised wooden platforms, each guarded by two militia sol-
rorist killings, usually between groups of opposing outsid- diers and aimed out toward the bay.
ers, but the militia tries to be vigilant and keeps a close
watch on all armed outsiders, warning them politely to Visitors to Memory: The few travelers who arrive by the
keep the peace if they want to keep their heads. land gate are usually lone scavengers, traders leading pack
Acts of self defense are tolerated, but even innocent mules, or the odd excavation team. The gates remain closed
individuals who were forced to defend themselves, are until the guards can interview and appraise the newcomers,
told to leave town at first light. The odd case of white mainly trying to determine if the strangers are pirates or Pur-
plague, rose pox, leprosy and sinners itch turn up from ists, possibly even Aberrationist irregulars from the North.
time to time, but there is nothing extraordinary about There is no admittance fee, but newcomers are warned
these outbreaks. The greatest threat to Memory is from that fighting, spitting and swearing won’t be tolerated. Plus,
the pirate barges, which prey on vessels trying to leave outlanders are welcome to drink their fill in the pub, but not to
or arrive at the port. Because of this threat, large groups get too drunk and cause mischief. The port sees most of the
of armed strangers, numbering 6 or more, will be asked trade and travelers with cargo barges, sailing ships and sea-
to stow all their relics and ranged weapons at either gate canoes arriving almost daily. The ocean gate is kept open by
house, depending on the mode of their arrival, the weap- day, but shut until morning once darkness falls. Visitors who
ons to be returned upon departure. Travelers arriving by do arrive to the docks at night will be expected to sleep on
winged mount, airship or relic aircraft can set down at ei- board their ships or boats, and be interviewed in the morn-
ther the docks, or just outside the front gates of town ing. Large groups of armed individuals, numbering 6 or more,
will have to turn in all their relic weapons as well as ranged
Law Enforcement: The militia and citizenry of this place archaic weapons like bows and crossbows. These articles are
are about as happy and law abiding as can be found in the re- signed for by an officer at the gate and returned to the visitor
gion. They don’t tolerate laziness or rudeness, while threats when they leave. Strangers with robotic and animal compan-
or fights are considered uncivilized and unproductive. Any- ions will be viewed with great interest, and since the commu-
one caught breaking the law, regardless of the severity of nity desires trade and wishes to promote itself as a thriving,
the crime, is treated harshly. Theft of food and clothing or open minded barter town, it will allow small, friendly groups
being disrespectful of the elders or militia, is punished with to shelter their pets and robots in the stables next to the Inn,
community hours cleaning; the sewage repository or animals where such beings must stay the whole time while in town.
pens. Non-lethal violent crimes and theft of money or weap-
ons elicits a public whipping, and convicted murderers get Brief History: Memory was founded in the year 2262 by
beheaded in the town square. Perpetrators of serious crimes refugees and survivalists, who had recovered some excellent
are kept in a steel pen within the southern tower, their sen- relics within the nearby ruins, and decided to set up a stock-
tence passed by the council of elders themselves. ade in which to pitch their tents. From this humble beginning,
a large, bustling trade town called New Redondo was born. In
Military and Defense: There is no regular uniformed the spring of 2327, a pirate fleet of over twenty barges and
army, however, all young adults aged 15 to 28 are automati- numerous other craft, gained access through the reef and
cally conscripted into the militia. Draftees are each armed attacked the town. Outnumbered, the citizens fled into the
with a hatchet, knife, junk shield, junk armor and junk hel- woods and waited until the raiders looted and burned the
met with a chin strap, a plume of sea gull feathers as a settlement. Undaunted and happy to be alive, the people re-
headdress, and two javelins each. There are 45 militia sol- built, but this time out of stone and scrap metal, heavy tim-
diers serving within town, plus 4 militia officers armed with bers and ceramic tile for rooftops.
random relic weapons (WC-R).
Additionally, there are two patrols of outriders, numbering Social Details: The people of Memory exhibit no unique cus-
10 militia soldiers each, mounted on saddle horses and us- toms, other than they are harder working and more welcoming
ing bows instead of javelins, plus, a single battle barge which than folks in other regional communities, at least to those who
defends the harbor just beyond the reef. This impressive war uphold the law. They see the mutual benefit in the existence of
ship, called the Redondo, escorts merchant vessels through independent, non-racial, non-religious settlements and always
the treacherous reef in and out of harbor. It also protects out- side with those who live by such ideals. Strangers who share
going shipping until the visiting craft can get their sails raised this spirit of growth, prosperity, quality and harmony, will be wel-
and outrun any waiting pirate canoes and barges. The Redon- comed back with smiles and genuine friendship.
do has a complete compliment of regular town militia soldiers,
numbering 37 (11 amid the rigging and steerage, and 26 on Resources and Industry: Fishing and logging are the pri-
oars), and is fitted with a chain gun, rocket launcher, two bal- mary activities, however, teams of salvagers enter the forest
lista and a catapult which can hurl flame pots. on a daily basis to collect scrap metal and uncover anything
Additional units and defenses of the town include three of value at the ruin’s edge. Heavily armed excavators, mean-
combat androids who have served the community for as while, loot the ruins and sell their findings to the local relic
long as anone can remember, and act as the gatekeepers dealers, thus massing useful articles within the town for future
and guards at the entrance to the House of Elders. These use should the pirates return.
Accommodations and Entertainment: Memory offers one ous villages and waterborne factions. Pirates, traders, explorers
pub and one Inn, situated across the street from each other and cannibals all make these islands and platforms their home
and owned by one family. The Inn, called ‘Magpies Nest’ is and any team heading into those poorly charted waters would
a three story scrap and stone building with 18 two person be wise to make Memory their expedition headquarters.
rooms and 5 four person rooms, costing 3sp and 6sp respec-
tively. The Pub, named the ‘Grinning Grouper’, is made of Unique Encounters
stone, two stories tall, with the upper level serving as a broth-
el and housing 12 floozies. The bar area itself is decorated in Daytime Street Encounters: d6+1 rolls for street occu-
a nautical theme, complete with nets, wooden model ships pants from chart B, page 381 with a 1 in 10 chance per pas-
and hand carved fish, with all manner of skulls and fins and sage of a unique encounter from the following list. Roll d6:
skins of freakish mutant sea creatures nailed to the walls. 1. A thief targets a random character and attempts to pickpock-
The place is well known for its fist fights and bawdy songs, as- et a handgun, grenade or other item, using a crowd as cover.
sertive prostitutes and Celtic style music. 2. A bounty hunter and his d4+1 raider side kicks, pass by,
Other services in town include a 4 tub bathhouse and the bounty hunter looking over each of the PCs carefully. Any
a clinic, both housed in one scrap metal building. The clinic PC with a bounty on his or her head might be recognized ac-
is operated by a 3 skill point medic called Kirsten-O’kella, a cording to his or her personal history.
pure stock woman of middle years who will tend the wound- 3. A patrol of 2d6 local militia personnel accost you, with one,
ed in her 5 bed clinic for 10sp a day, and attempt to perform questioning a random PC believing him or her to be a Pirate Spy.
any other medical treatment for 70sp. The bath service is The PC must make a type C INT based HC to avoid arrest and
run by a pair of mutant twin sisters, Methav and Jollita, who questioning at the Jail, held for d6 days before being released.
handle the laundry, bathing and grooming of clients them- 4. A group of men, commoners, are drunk and staggering
selves, for a fee of 2sp per client. down the street toward the PCs, and rudely knock into the
At the docks, travelers can inquire about the availabil- characters and swear and laugh, and if there is any PC wom-
ity of passenger service up and down the coast, with lo- an of 30 or better appearance, the drunks harass her with
cally owned ships taking people on their trade rounds for lewd suggestions and filthy talk. If any violence breaks out,
20+d20sp one way, while foreign ships will usually charge the militia patrol from roll 3 above shows up d6 rounds af-
70+2d20sp for a one way ticket to adjacent regions. These ter the fighting starts. Outsiders will not be viewed kindly
fees include crude quarters, poor meals and stale water. for harming locals and be locked up for 2d6 days while the
The only other entertainment and service is a public au- brawl is investigated. If any commoner is killed in the fight,
ditorium under a sheet metal roof near the town square, the guilty person will be sentenced to hang.
where on most evenings, illuminated by electric Christmas 5. 2d6 children are playing ball in the street, and run passed
lights, radio broadcasts are listened to on a bashed up old the PC group, among them are d3 street urchins, who use
portable audio box. Being out on the peninsula permits this the other children as cover as each urchin tries to pickpock-
device to tune in to a wide range of frequencies, and on cool et a small relic or coin pouch off random PCs (d2 skill points
clear nights, broadcasts can be heard from as far away as as pick pockets, see page 48 TME hub rules).
Panama, Hawaii, and North to the former Canadian Board- 6. A drunken man, commoner, lurches out of a doorway and into
er. (See radio stations index, Appendix Four, page 389, this the character’s path, sees the PCs and starts to yell and point at
book for all standard, locally heard radio broadcasts.) them. ”Pirates, I tell you, look at them! Guards! Guards!” Every-
body else on the street ignores the man and keeps going about
For the Excavator: “Well, friend, what I know is that Mem- their business, and no militia soldiers arrive unless the PCs harm
ory is one of the only independent towns in this section of the the fellow.
region. Its pinched between the aggressive mutant Dominion of
Aberratia, and the loosely knit alliance that is the Lower Free- Nighttime Street Encounters: d6-1 (0-5) rolls for street
hold. They say that there are a few small but well preserved occupants on chart B, page 381 with a 3 in 10 chance per
ruined metropolises nearby the town, but the Overgrown Ru- passage of a unique encounter from the following. Roll d6:
ins, so named for being almost buried under riotous vegetation 1. 3d6+4 commoner men, Locals have got in their head that
growth, are reported to be rich with relics of all kinds. Another you are pirates; they want you out of town at dawn. They ap-
well known fact is that green walker zombies and man eating proach from ahead and behind wielding clubs, one of the
plants are common in that area, not to mention the hordes of toughest men does the threatening. If The PCs are cocky or
fricken bipedal rats, runnin’ around in God damn packs of up to defiant the mob is 44% likely to attack, otherwise they just
a hundred or more. Oh, and did you know that Memory is a re- melt away.
built town? Yeah, pirates burned the place to the ground some 2. A group of rough men, treat as raiders, and equal to the
decades ago, they called it New Redondo, but now, the place is PCs in number plus d3 men, step out of the ally, as well be-
a great stop over by land or ship, and welcomes all races and hind and ahead of the PCs. One orders the characters to
professions as long as they don’t hurt anybody while there.” drop their coin pouches, weapons and relics, or get busted
up. If the PCs refuse, there is an 88% chance the banditos
For the Game Master: Memory is pretty much what it looks attack, otherwise they chicken out and flee.
like from the surface. It is a vibrant little town with the potential 3. A patrol of d6+3 militiamen stomp by, observing the PCs
to grow to a city if not destroyed again. Pirates dressed as regu- very carefully. There is only a 17% chance that they stop the
lar traders or sailing ship crewmen, frequent the place evaluat- characters and question them regarding their accommoda-
ing the defenses and wealth for a planned invasion. tions, names, professions, and mission.
A likely adventure hook could have the PCs learn of the pi- 4. Street urchins, 2d6+2, are hanging out on either side of
rate’s plot. The PCs, once uncovering the scheme, could them- the street, and if they outnumber the PCs 2 to 1, they follow,
selves be detected by the buccaneers and possibly threatened tossing pebbles, teasing and making foul mouthed remarks.
or harmed to ensure they don’t inform the Council of Elders. They will persist with this behavior for 2d10 minutes, with
Beyond the Crossroads Region map’s western edge, not too each minute a 1 in 6 chance of the rest of their gang (d6+3
many kilometers out, are a series of islands and reefs, as well more street urchins) arriving to cut the PCs off, and demand
as beached or grounded ancient ships, making home for numer- the traveler’s valuables, especially relics.
5. A commoner, 67% male, otherwise a woman, staggers up to faces for anybody with a personal history and a bounty on their
the PCs, the stranger’s hood pulled down over his or her face and heads, arresting or possibly killing anybody on their list.
tries to snag onto a random PC, and looks up into the PCs face, 7. A roaring pack of drunken sailors, (3d6+4 commoner men) are
coughing as he or she begs for a coin or a meal, disease billowing moving about the Pub. The spill drinks and accost people, teasing
out with the breath. 58% chance white plague, otherwise rose pox. them, pinching the serving girls, getting into a few scuffles and fist
PC must determine if he or she has been exposed: rose pox type E fights, and then discover the PCs. If there are any women in the
END based C/ white plague type C END based HC to avoid. group of 30 or better appearance, they are asked to sit at the sail-
6. 2d6 drunken sailors, treated as commoner men but with +10 or’s table and ditch any male PCs, referring to these male compan-
END and the 2 points in the brawling skill each, are passing by the ions as losers and boy-lovers. For every half hour that night, there
PCs. If they outnumber the PCs they call them names and mock is a 1 in 6 chance that d3 sailors get stupid drunk, and decide that
them as grave robbers and scum. If there are any women of 30 or a random male PC is insulting them, and begging for a fight.
better appearance among the PCs these women are specifically 8. Drunken commoner men, 2d6+6, are out of control, danc-
harassed with cat calls and lewd invitations. If fewer in number, ing on the tables, knocking people over, laughing, spilling drinks
the sailors move on. Note: 2 pts in Brawling skill adds +5 SV and and splashing the PCs with beer. There is a 3 in 6 chance that
+2 DMG (now SV 01-55/ DMG d6+2 with fists and kicks) the drunks leap onto the PC’s table and kick over their meals and
drinks. If any PCs protest or try to knock the revelers off, then there
Encounters in the Magpies Nest Pub: Any time of day, d6 is a 2 in 6 chance the commoners turn violent and attempt to beat
patron rolls by day 3d6 after 9pm, from chart B, page 384, with the PCs unconscious.
a 3 in 10 chance of a unique encounter per half hour from the
following list, roll d6, adding +2 if in after 9 pm: Encounters Outside of Memory: Within the cleared area
1. Prostitute, with a black eye and a limp, asks any male PCs if around town, with a 3 in 10 chance of an encounter, one
they “wanna romp upstairs, only 2sp?” If asked how she got a check per hour by day, one check every half hour by night,
black eye, she says, roll d6: 1-3. “None of your business, outland- rolling d8 by day, d8+2 by night.
er”/ 4-6. “A pirate spy used me, beat me, and didn’t even pay. 1-4. As per regular encounters for Plains, table TME-4-2,
They are planning another attack. You knew that, right?” page 130 of the TME hub rules.
2. Fight breaks out between 3+d3 commoner men (fisher- 5. 2d6 Bipedal rats with bows
man), and 3+d3 thugs, (raiders). The commoners claim the 6. Patrol of 10 Memory militiamen on horseback, armed
thugs are pirates. with bows. They will be courteous but cautious of strangers
3. Somebody throws a mug of beer at the back of a random PCs and ask what you are doing outside of town.
head, but just who threw it is unknown. Everybody in the Pub 7. d3+1 Southern Rangers, treat as elite soldiers, each with a prime
laughs at the soggy victim. mutation, on riding dogs. They are friendly to mixed race groups
4. A drunken fisherman (commoner) stumbles over to a random and will tell strangers about their order and how to serve the Lower
PC and yells “You’re a god damn pirate! Leave or I’ll knock your Freehold. See The Lower Freehold, page 64 for more info.
teeth in!” If the PC does nothing, the fisherman attacks with bare 8. Lone excavator, crawling toward the town gates, punctured by
fists. If the PC initially threatens the man away, the drunk is 90% crossbow bolts and clearly dying. When asked what happened, the
likely to attack, otherwise he wanders off, and if the PC does get excavator says “Pirates... did... it... ambushed us... in the woods.
up and leave, there is a 37% chance the drunk goes after the PC They are planning to... to attack...” and then he expires.
anyway, followed by d6+1 other fishermen who after 2d10 min- 9. Pirate scouts, spying on Memory’s defenses, d6+4 treat
utes try to beat the PC senseless and rob him or her. as raiders, armed with crossbows, on foot, have a communi-
5. While tending to the PCs, a serving girl whispers to a random cator and are reporting to unseen comrades.
character. “Rumor has it that you are pirate spies from Port Fol- 10. Expeditionary force, testing the outer defenses of the
ly, and that some people here in town plan to kill you tonight! I town. Pick PC with highest perception score to make a type
would leave at once!” B hazard check, with success meaning enemy can be avoid-
6. A bounty Hunter and d6 henchmen, treat as soldiers, arrive ed. Force is 58% likely to be 20+d20 pirates (raiders) or
on the scene and spoil the mood. They look about, searching the 30+3d10 bipedal rats with bows.
Port Folly Technology: Port Folly is relic rich, both on an individual basis
and as a government. Communicators are assigned to all Port Fol-
ly’s own battle barges and land based raider forces, with a parabolic
receiver and transmitter dish mounted on the top of the baron’s
Faction or Alliances: A safe harbour for all raiders, thieves,
pirates, brigands, and other criminals. tower. From the communications center of this fortress, the Baron’s
Government: Ruled by Baron Dictus-Agustus the Bloody technicians can send and receive transmissions from their own
Clawed and his clan units within the Crossroads and all adjacent regions, plus, monitor
Symbol or Insignia: Traditional skull and crossbones, but a dozens of other radio signals from unaligned communicators, in-
three eyed mutant version of the skull cluding robotic chatter from Mech Sector Cal-64 in the far off Shat-
Population: Total 335 to 700/ (Pure Stocks 98+d100/ tered Region. Solar panels, as well as a back up alcohol fuel gen-
Mutants 106+d100/ Cyborgs 7+d12/ Synthetic Humans erator, supply recharge power to all Port Folly armed units and de-
52+2d20 / Androids 17+d20/ other 48+d100) vices, as well as huge search lights which can illuminate as far out
to sea as Dog Island, easily spotting any approaching vessel or air-
Site Details: Port Folly is an island fortress perched on the craft coming from the southern approach. Within the community, a
primitive phone service is wired connecting all defense positions to
sheltered shore of Gristle Bay on the densely overgrown Folly
Island. The fortress itself is built on both natural stone and an- the command center, plus, a dozen small digital video cameras are
cient ruined concrete foundations, and steps up the steep hill set up about town, and constantly monitored by personnel in the
with each level connected to the higher one by a series of wind- communications center. Finally, all pubs and brothels have electric
ing staircases and ramps. lights in their rooms
Construction: There is no land gate access to Port Folly since Dangers: In the main town, crime is a way of life, not just as a
career outside of the settlement, but even within the place. Here,
the rest of the island is a thicket of predatory mutant vegetation
and terrible monsters. So inhospitable is the inhabited part of the death duals, knife fights, brawling, muggings, rape, kidnapping,
island that no agriculture or other activities take place outside of and enslavement are daily affairs. Any traveler to dock here and
the 10 meter tall, stone and scrap walls. Arriving from the sea, Port seek lodging had better look the part of a pirate or brigand, and
Folly is an impressive sight, as the wooden docks are guarded by be able to back up their bravado with merciless violence, least
two flanking stone and steel bunkers, each fitted with two levels of they be considered weaklings and imposters. Stepping into a pub
deadly relic weaponry (see Military and Defenses, next page). or saloon here is risky business, as alcohol and drugs only add to
The dock area is cut off from the main town by a 10m tall the mix of raw barbarity and lawlessness already so prevalent in
scrap barrier, fitted with a steel plated double gate large enough to the town. Diseases, such as leprosy, white plague and rose pox,
drive a tank through. Inside the main town is a mix of wood, stone, not to mention sinner’s itch, are more common here than in oth-
reclaimed and tent homes, some with tile or wooden shake roofs, er open towns, and anyone inflicted with one of these ailments,
others with thatch or animal skins for cover. Above the town, sits except for sinner’s itch, is deposited over the town walls into the
the forbidden zone, a towering stronghold built onto the side of thorny woods behind, where if a beast doesn’t snap up the sickly
a partially collapsed ancient structure. Various defense facilities, person, a carnivorous plant soon will.
workshops, jail and torture cells, communications centers and lux-
ury chambers fill this great building. Law Enforcement: Within the main open town, crime is toler-
The docks themselves are made of wood with a few scrap or ated and perhaps even encouraged. The authorities of Port Folly
stone moorings and wharfs, and here, a wide assortment of ves- will rarely intercede in feuds or heinous crimes unless things are
sels bob in the waves. Among the various water craft are dozens getting out of control and the streets become too dangerous for
of house boats, many of them serving as brothels, saloons, slave even trade among outlaws to be conducted. In general, the Port
dealerships and other services sought out by pirates and their ilk. Authorities have a few patrols which roam the streets by day and
night, and will deal out street justice in a whimsical, brutal man-
Water and Sanitation: Rain fall is collected in buckets and ner, often punishing the victim as well as the offender. In the
main, law in the town sector is fickle, crimes not investigated, a
carefully stored in the cool basements of most structures, with
rain being an almost daily occurrence on this island. Flush toi- victim’s reports to the guards not recorded or taken seriously,
lets, relics imported from the Dethpool Ruins, are available in and unless a crime is actually witnessed by the roaming patrols,
all government buildings and the local pubs and saloons, while nothing will be done about it. The authorities do have a set of
the rest of the structures have simple evacuation pipes leading guidelines, however, which states that it is not sporting to hurt
to the stinky bay. women, to fail to pay a prostitute for her efforts, nor to kill un-
armed folks. Generally, shopkeepers and bar staff are off lim-
its to abuse, and anyone who harms or harasses these regular
merchants and their employees will be severely punished, often (fireproof/DV -20/END 120) closes off the structure on its lowest
by the authorities. In general, travelers are on their own, and will entry level, behind which each has a garrison consisting of 10
have no help from locals or Port Folly guards should they make pure stock soldiers and d6 war dogs.
enemies or present themselves as a target. Anyone who does At the docks, the main gates into town are steel plated
get arrested for killing or harming a protected merchant, town wooden double doors. These stout portals are guarded by two
employee, guard or hooker, or is deemed a threat to the commu- flanking towers manned by 5 soldiers, with every man assigned
nity, is thrown over the walls to the waiting predators and plants, a frag grenade. The Baron’s fortress, high above the public por-
unarmed, naked and with their hands tied behind their back ( tion of town, is accessed via a single relic steel door (fireproof/
STR based type D HC to break ropes per hour) DV-20/END 200), the walls above which are occupied by 4+d6
mutant soldiers, 2 of which man a heavy machine gun which is
Military and Defense: This pirate town has never been oc- belt fed by a huge drum of high caliber rifle ammo (200+2d100
cupied by a conquering force, nor has any faction been able rounds). The Baron’s tower entrance has another steel door of
to get a beach head beyond the docks. Port Folly is heavily relic construction (fireproof/DV-20/END 90), and the tower top
armed, both from its own resources and fleet as well as the is manned by 6 mutant soldiers who operate two belt fed chain
numerous visiting pirate and criminal patrons, all of whom de- guns, which can fire down on any side, even into the town itself
pend on the town to sell their booty and seek shelter from the should attackers take up positions in the houses below.
wrath of those they prey upon. The communication center, which adjoins the baron’s quar-
The main military consists of 70 pure stock soldiers, each ters, are fitted with a wooden door (DV 0/END 40), as are the Bar-
with a saber, musket pistol and a musket rifle instead of a on’s quarters where he and his clan dwell. The Baron, Dictus-Agus-
shield. In addition, there are 52 mutant soldiers, each with a tus, treat as a master assassin. He is a cyborg who wears heavy
different prime mutation and armed like their pure stock com- combat armor, has a heavy pulse rifle and a laser sword, plus,
rades. A core of 26 pure stock elite soldiers guard the actual the cybernetic implant of alloy razor claws, from which he gets his
Baron’s tower and main fortress, these men are each armed nickname, ‘Bloody Claws’. Additional implants include mental de-
with a random relic weapon, WC-R plus carry two musket pis- fense screen, sonic defense screen and radio scanner.
tols. Likewise, there are 16 Commoner men, each with a prime The forest on the land side of the fortress is considered one
mutation and all loyal staff to the Baron, who operate the com- of the best defenses available, as the thicket is encrusted with
munications center. These fellows each carry a random con- dangerous mutant plants as well as numerous predators. These
cealed relic WC-RC and are trained technicians in a variety of man eaters are encouraged to loiter about the walls due to all the
disciplines. Finally, there are 7 cyborg elite soldiers, each with prisoners, dead bodies and disease victims dropped or let down
d3 random implants who accompany their master, the Baron, by ropes. See page 345, Folly Island, for land encounters.
everyplace he goes.
The Baron’s own fleet consists of 4 battle barges; The But- Visitors to Port Folly: This pirate stronghold is open to any-
tress, The Chroma, The Santa-Cecilia and The Boundary, each out- one, as long as they don’t arrive in a large, armed group and all want
fitted with standard pirate crew (11) and 3d10 passengers (raid- to come ashore at once. The guards on the docks will permit only
ers with crossbows instead of shields) while all oar personnel (26) 10 unfamiliar crewmen from any arriving ship to enter the town at a
are chained slaves from captured vessels. These additional naval time, and when these first ten returns to their ship, another group of
personnel are not included in the town population, as three out of strangers can go ashore. Anyone who has never been here before,
four ships are always out on raiding ventures on the sea. Also at whom no guard recognizes, will be given a quick scrutiny, and ush-
dock at any given time, will be d6 freebooter pirate battle barges, ered in with the warning that the only rules are that you don’t hurt
2d6 regular barges, 3d6 longboats, 3d10 canoes, and 3d10 row- the official guards and staff of the baron, nor mess up the whores,
boats fitted with sails and canopies for long sea voyages. shopkeepers and their staff. The gates into town are never closed
For actual town defenses, there are two huge stone and unless a storm is raging or thick fog rolls in, otherwise, due to the gi-
scrap bunkers on either side of the harbor, set well away from ant spotlights on the wall, the place is always ready for business.
the docks and wharfs and able to fire on anything out to sea or in
along the dock area. In one bunker, with a sliding steel portal to Brief History: Port Folly was first settled in 2269 by a tribe of
keep out flying vermin and possible saboteurs, is a medium La- ruthless freebooters who found the harbor a safe place to anchor
ser cannon, powered by a roof top solar array and battery back and wait out a storm. The creatures who claimed the island were
up which can provide 10+d6 shots per day to the cannon, with far too dangerous to allow for farming to take place, so the rocky
six soldiers guarding the laser cannon and 4 protecting the so- face of the bay shore was selected as a fortress site and construc-
lar array, at all times. On the level above, within a steel cage to tion has been ongoing ever since. There were skullocks and other
keep out winged predators, are two sand bagged gun emplace- humanoids on the island at one time, however, many of these were
ments, each fitted with a heavy machine gun and two boxes of either wiped out, or conscripted as slaves and eventually turned
100+d100 HC rifle rounds of ammo. Two soldiers always man into pirates themselves. In time, the indigenous humanoids took
each nest, and among them they share a pair of binoculars. to crossbreeding with humans and mutant humans to develop odd
The adjacent bunker, across the harbor, houses a single new races of brutal ‘halfies’ which are now fully fledged members
launch rail missile battery on the lower level, loaded with a tacti- of Port Folly and the pirate barges they occupy.
cal missile, while nearby, in a separate locked room with a heavy
steel relic door, are 2d6 other tactical missiles plus d4 Incapaci- Social Details: Pirates have existed since the earliest human
tator missiles. 8 soldiers, all mutants, guard this level and stand- civilizations, and are characterized by simply being raiders on
by for orders from the Baron to fire on any approaching vessel or the water. While a great range of costume is worn, depending
low flying aircraft. Above this missile battery is an enclosed scrap on the culture an individual comes from, many pirates have a
metal dome cut with 6 closing metal shutters. From within, 6 sol- deep appreciation for the vast assortment of old world pirate
diers with muskets are stationed, each with a spare loaded mus- fiction and historical documentation, all of which the Baron col-
ket next to his or her arrow slit. Both bunkers are connected to lects and prints off of his personal computers to spread among
the dock area by a long wooden gangplank, which are rigged with the towns people. The Caribbean pirates of the 17 and 1800’s
a land mine under each which can be detonated from the Bar- AD period inspire these people to dress, act and talk like bucca-
on’s control center, to sever a bunker from enemy infantry should neers of old, right down to the hats, buckled boots, striped shirts
the dock be taken. If the bunkers are reached, a relic steel door and other period details.
Resources and Industry: Ship repairs, slave markets, gener- will be a 2 in 10 chance of a unique encounter per passage (or
half hour if stationary) by day, and a 4 in 6 chance by night, from
al adventure outfitting, relic trading, and travel accommodations.
the following list. Roll d8 or d8+3 during the night:
Accommodations and Entertainment: There are 6 Inns, 1. Patrol! 8+d8 Port Folly soldiers, Infantry with sabers, mus-
all of them equally as seedy and noisy, with 2 person, four person ket rifles and pistols (no shields) march down the street, eye-
and eight person bunk rooms available at 3sp, 6sp and 12sp per ing everyone and knocking people aside. They approach the
night cost, respectively. There are 5 drinking establishments, one characters and glare. One soldier strikes at a random PC with
pretty much the same as the other except in name and layout. the butt of his musket (treat as club) for no reason before
They are all well outfitted, with every known drink available, with moving on (SV 01-50/DMG d10+3 stun).
numerous whore’s nooks and rooms upstairs, in the basements, 2. As in 1 above, Patrol! However this unit is searching strang-
and side passages. Each saloon is usually guarded by a score of ers and has blocked the street ahead. If the PCs continue on,
mutant raiders (two prime mutations each, armed with clubs) to there is a 4 in 6 chance the patrol will stop the
keep order, yet fights and throat slitting are common enough, and group and confiscate all visible relic weapons on
a bouncer can be paid 10sp to look the other way while a pirate the PCs before ordering them to move along. If
stabs another patron. These dens never close, and are excellent the PCs decided to turn around and find another
meeting places for a captain to hire on new recruits. way once spotting the patrol, there is a 2 in 6 chance
that the patrol sees them turn and yells for the char-
For the Excavator: “Port Folly is a brutal, nearly law- acters to come to them or be shot. If the PCs obey,
less free town occupied by the worst criminals in the they are searched as previously mentioned, if
whole region. If you wants to join a pirate crew and however, the PCs run, there is a 2 in 6 chance
seek your fortune through theft, you must go to a they are pursued and suddenly cornered a
bar and wait to be approached, hopefully without few streets away, surrounded by the pa-
having your throat cut out first. You should also trol who have their muskets aimed
know that a sort of cyborg Baron rules the at the PCs ordering them to drop
heavily fortified place, and that the island is all weapons and money. If cap-
encrusted with man eating plants and tured, and robbed, there is a 2 in
animals. Also, the only way into the 6 chance the PCs are not merely
rough town is by sea. You’re advised let go after, but instead chained and
not to go to Port Folly alone, or if you stripped, and sent to the slave mar-
are not already a criminal, since the ket (see page 283).
ruffians and murderers who live there 3. A group of pirates are loitering about
can smell an ‘innocent’, and will turn you on either side of the PCs as the charac-
into an oar slave before you know it!” ters pass (8+d8 raiders with musket pis-
tols and sabers). One pirate steps out and
For the Game Master: Very powerful, blocks the PCs way, smirking and demand-
well armed PCs could survive in Port Folly long ing tribute in order for the PCs to go in peace;
enough to get passage on a ship to another roll for demanded tribute d6: 1,2. One random
location, but the place is very dangerous to female PC to fornicate with him in a nearby, al-
anybody not genuinely wanting to become a cove (if no female, then see 3,4 next.)/ 3,4. 5sp
pirate. Pirates in this post apocalyptic setting from each PC. / 5. A relic weapon, grenade or oth-
do not follow any ancient romantic notions or mo- er non-body armor item, from any PC. / 6. The
rality, they have no concept or appreciation for fair PCs must join the pirate’s crew on a battle
play, fair fights or gentlemanly conduct, even to the barge which leaves at dawn, to replace
captains of captured barges or towns. These people crewmen killed in the last raids on Pur-
are survival minded barbarians without codes, eth- ist shipping traffic. The pirates will ac-
ics, remorse, the fear of God, or any apparent con- company PCs to a ship, where they will
science. It is said that they will not hesitate to kill in be introduced to the captain and other 20+d20 pi-
cold blood merely to see if a knife is sharp enough. In- rates. Should the PCs deny these tributes and de-
deed, many of these men and women are psychologi- mands, the pirates are 87% likely to draw their mus-
cally deranged, and inclined toward sadistic cruelty to- ket pistils and fire on the PCs, and then close in with
wards the innocent. blades to finish the PCs, otherwise, they back down
A mission could lead player characters and wait for other passers by. Captured PCs
to this locality to investigate rumors, track will be end up at the slave market, see
down a hated enemy, or be on a mission for page 283.
a factional government or other organization. 4. As a group of commoners and
A great many adventure possibilities can uncoil from time spent in pirates pass the PCs in a narrow
this sordid town but most excavators do their best to steer clear of portion of the street, a thief makes his or her move to attempt
this place. to pickpocket a handgun relic from the hindmost PC who has
one holstered, If no handgun is present then a grenade, fol-
lowed by coin pouch or other item.
Unique Encounters 5. If the PCs have had any other fights in town with pirates
and harmed, humiliated or killed any of them, and any pi-
Encounters in the Open Town, Docks or Streets: There will rates fled or their associates, whores or other allied folk wit-
always be d6-1 (0-5) plain looking whores, APP 5+d20, who ha- nessed the fight, then in revenge, a mob of raiders, (double
rass all passing men with offers of a romp for 1sp in some back the number of PCs +d6), suddenly pour out of the alleys and
ally or shack, d4-1 (0-3) gangs of pirates (each gang having d6+2 side streets surrounding the PCs, wielding machetes. If fight-
raiders in it) who will ignore strangers and each other, and d6-1 ing isn’t immediately initiated, then the lead pirate orders the
(0-5) street urchins who will tease strangers. In addition, there PCs to drop their weapons and submit or die. If the PCs do
surrender, they are disarmed, disrobed and soundly beaten is conducting regular business, she whispers a random rumor
down to d6 Endurance each, humiliated for d3 days in the into his ear, (GM’s should re-roll the rumor if told to the same PC
pirate’s basement clubhouse, then sold at the slave market twice) roll d6: 1,2. “They say you are an imposter and that you’re
(see page 283). not pirates at all, but probably spies from the mainland. Many
6. The PCs stumble into a full on pirate feud between two rival here plot your capture or death, I would leave town soon!”/ 3.
crews of 10+2d6 pirates each, all armed with musket pistols “The Authorities have been asking about you, since some think
and machetes. The PCs are pinned down behind cargo contain- you are innocents.”/ 4. “They throw the undesirables, and the
ers and carts as the battle rages. Both sides are using +30 DV dead and dying over the back wall, where the forest itself con-
cover and taking pot shots at each other, over the PCs heads. sumes their flesh. While here, do not annoy the guards.”/ 5.
If the PCs move, there is a 4 in 10 chance that each is shot at “Because I like you, I am going to warn you that some of these
by a musket pistol before escaping the scene. If the PCs elect scum plot to sell you as slaves, and are preparing to ambush
to join one side, and the enemy are killed, captured or driven you... be alert!” / 6. “Come with me upstairs for an hour, for only
off, the allied pirates will urge the PCs to get drunk with them four silvers, and I’ll worship your flesh. If you don’t, I suspect
and join their crew on their battle barge. these other men here will assume you are imposters and spies,
7. The PCs enter a street that seems strangely deserted, and half and will attack you and your comrades.” If the PC doesn’t go
way down it, they are ambushed by a mob of street urchins using with her and make out, there is a 4 in 6 chance that encounter
clubs. These youths are not attempting to kill the PCs, just knock ‘3’ below takes place within 2d6 minutes.
them out, rob them and sell their captives at the slave market. If 2. The characters have noticed that the various pirate groups in
more than half the urchins are killed or knocked out and no casu- the tavern have been talking amongst themselves, occasionally
alties have been incurred by the PCs, the punks will flee into the looking toward the PCs and pointing. Some of the thugs glare at
nooks and crannies of the jumbled housing and shops. There will the outsiders murderously. If the PCs stay in the bar, there is a
be 3 street urchins per PC, plus 2d6 for mid rank groups (ranks 3 in 6 chance that encounter ’3’ below, takes place within 2d6
5-9) or plus 4d6 for high rank PC groups (rank 10+ ). minutes. If the PCs do feel uncomfortable and do leave, there is
8. Pirates, 7+d8, treat as raiders with crossbows, stop the char- a 1 in 6 chance that they are followed out into the street by half
acters as they pass and threaten them, with one hissing menac- the pirates, who keep back ten meters and just keep following
ingly: roll d6: 1,2 “You’re imposter scum! Who sent you? No mat- until the characters go into another bar or Inn, or wherever, for
ter, if you ain’t gone from Skull Town by This time tomorrow, we’ll 10+d20 minutes before departing. If the pirates who follow the
spread word and have your heads on pikes.”/ 3,4. “I know who PCs out outnumber the PCs, then there is a 2 in 6 chance that
sent you here, and be warned, we be watchin’ ya, and you best they accost the PCs suddenly around a corner and try to kill or
leave at first light!” / 5. “You spies. eh? Well, we been told about capture the characters, selling any survivors or prisoner PCs to
you coming here to scout the fort, and we goin’ to stop you! Drop the Slave Market, see page 283.
your weapons and come with us!” If the PCs surrender, they are 3. All the pirates in the bar suddenly decide the PC(s) are
stripped and sold at the slave market. If the characters fight, imposters and spies, and the men, treat as raiders with mus-
the pirates will flee 13% of the time, otherwise they attack./ 6. ket pistols and machetes, begin to get up and surround the
“Okay, imposters, you need to pay the toll. That’s right, ten silver PCs, hands resting on their pistol butts. One, treat as a raid-
coins each or you’ll be rat food by morning.” If the PCs refuse to er leader, speaks for the gathered marauders. Roll d6: 1,2.
pay the toll, the raiders will open fire 87% of the time, otherwise “Drop your weapons and put your hands on your heads, or
they will smile, back down and move off to rob others. die!” /3,4. “Okay you outsider, land lubber scum, we know you
9. Assassins! If the PCs are mutants or a mixed race group, ain’t buccaneers, so explain yourselves to us now, or go meet
then Purist assassins leap out and attempt to kill the PCs, your God.” If involved in a GM guided adventure, the PCs can
fleeing only if the battle is going poorly for them. If the PCs are do their best to explain who they are, but if it not convincing,
all pure stocks (or appearing thus) then Aberrationist assas- the pirates will make for their musket pistols and fire on any-
sins are on the attack. There will be one assassin per PC. one who doesn’t surrender. If this is a solo adventure, the PCs
10. Crime! The PCs turn the corner and witness 4+d6 pirates each can sputter out a reply, any PC who makes a type C INT
beating and robbing a random person, whom will be at half endur- based Hazard Check makes a convincing enough speech that
ance and very grateful if the PCs decide to intercede; so grateful the hooligans go back to what they were doing before, unless
in fact that he or she will insist on serving or joining the PCs. Roll this encounter comes up again. / 5. A random PC is selected.
d6 for crime victim: 1. Commoner man. / 2. Pirate from another “You! I’ve heard of you and what you did to my friends. The rest
crew. / 3. Prostitute. / 4. Street urchin. / 5. Thief. / 6. Scavenger. / of you can go free, leave town at once! But you, scum, you will
7. Excavator (possibly new PC or pre-generated PC from www.mu- join us on our barge, and serve as my personal slave, when
tantepoch.com ). / 8. Slave, male. /9. Slave, female. / 10. Savage, not pulling the oars!” If the PC doesn’t surrender, he or she will
male. / 11. Savage, female. / 12. Elite solider, a mercenary. be attacked. If the other PCs join the scrap, they too will be at-
11. Black Owl attack! If this creature wins initiative, it will tacked. / 6. “We don’t like you. But, we like your weapons and
swoop down from behind the last character in line and try money, so put it all on the table and leave or die!”
to snag the victim, who gains no agility, dodge skill, shield or 4. A pirate walks over to the characters, smiling and extends
other non-armor DV modifiers. If the two claw attacks strike his hand in friendship. “Hello, mates, how ’bout joining me
the person, and he or she is lighter than the owl (85kg), then and the boys at our table. We are looking for some tough fel-
he or she is lifted off and carried to the forest beyond town la’s in our crew.” The buccaneer is a recruiting officer for a pi-
300+d1000m to be devoured. rate battle barge that has lost some crewmen in fighting and
needs new hands. All is as it seems.
Encounters in Port Folly Bar or Saloon: 2d6 whores, d6 5. As in ‘4’ above, however, if the PCs go aboard the ship, roll
groups of pirates (each group will have d6+1 raiders in it) d6: 1-3. Their meal is drugged and they wake up as naked cap-
3d6 commoner men (towns folk who work in various trades). tives in the Slave Market. / 4,5. They are each given a mus-
There is a 1 in 10 chance of a unique bar encounter per half ket pistol and 3d6 shots worth of ammo, 10sp pay as an ad-
hour by day and 3 in 10 per half hour at night, from the follow- vance, and access to a whore each if they so choose./ 6. They
ing list, however always re-roll repeated results, Roll d20: are accosted by 10+d6 pirates with clubs, who if they knock
1. A prostitute approaches a random male character and while out the PCs turn them into slaves who are chained to the oars
flirting and fondling him and giving every indication that she of the barge (break chains: STR based type F HC per hour).
6. Being a saloon, tavern or bar, the PCs will likely have a 10. A huge pirate, treat as raider leader with three prime muta-
few drinks. It is 67% likely that this round of drinks have been tions, steps up to the PCs and looks at each of them in turn. If
drugged! Each PC must make an endurance based type C haz- there are any women over 40 Appearance, he points to her and
ard check or drop into unconsciousness within d10 minutes. says: “My men and I fancy you, and want you to join us on our
Those who successfully make their hazard check, are able to next voyage. The rest of you are welcome, too, as crewmen, but
stay awake, but are dozy and weak, being half movement rate, you, beautiful lady, will share my cabin. I insist you all place your
-4 initiative, -40 SV and inflict only half damage with all strength weapons on the table and come with us now.” If the PCs refuse,
based weapons. After the drugs are consumed, the pirates in half the pirates in the room stand up and prepare to draw their
the bar will observe the PCs and try to capture any who did not musket pistols. If the PCs still refuse, there is a 48% chance
pass out; using clubs they have hidden about the bar. All cap- the pirates fire on all PCs except the woman, then close with
tives will wake naked and in the Slave Market the next day. swords, otherwise, the buccaneers back down, saying they were
7. Prostitute, of particularly good looks (50+2d20 APP) enters the just joking. If there is no good looking woman in the PC group,
bar and makes her rounds among the men. The PC with the high- the huge pirate then picks a random male and pours a beer over
est perception notices how all the men seem to balk at her offer his head, shoves him and basically tries to entice the PC into a
and wave her off, even as she toys with their hair or beards, one on one death duel.
runs her hand up and down her front, and presses her- 11. A pirate at a nearby table grabs a passing bar maid and
self close to each man. She arrives at the PCs table and pulls her onto his lap. His comrades laugh like hyenas,
goes right for the most attractive male in especially since the tray of drinks
the group, and purrs into his ear as she she was carrying spill over the
presses herself close. “I am two random player characters.
Venessori, the Count- If the PCs demand an apolo-
ess of Passion, and I gy, and they outnumber that
am beyond anything specific group
you’ve ever experi- of pirates, the
enced before. I am thugs do
yours for the night, for apologize
only 400 silver pieces.” grudging-
If the PC accepts this ly only 87%
exceedingly outrageous of the time,
amount, she will make ar- otherwise
rangements with the saloon’s they tell the
staff to rent a room for PCs to clear off. If the pi-
the night, and take rates outnumber the PCs,
the character up there then they apologize only
and spend the night if the PCs have visible relic
with him, first taking the weapons or armor, and only then 44% of the
400sp and depositing it time, with the other 36% of the time mutter-
with the bar staff before ing curses and snickering.
turning her 12. Somebody throws a clay
trick. Dur- mug of beer at a random
ing the PC’s back and hits him or
night, she is her on the head. Everybody
67% likely to use here stealthy skills to steal any relics or valu- in the place laughs but nobody claims responsibility.
ables from the sleeping PC and slip out of the room, leaving a rose 13. A random PC gets up to go use the back room toilets, and
on her pillow. If the PC rejects her, as most men do, she attempts while on the way, is tripped by a pirate at a table. He or she
to pickpocket the man of any relic pistol, power cell, grenade or must make a type C agility based HC to avoid falling. In either
other valuable item. She is actually a thief with 6 skill points as a case, the group of pirates just ignore the person 89% of the
pickpocket. If caught and searched, she will have d3 WR-RC, and time, but the remainder of the time, one says, “Have another
d100gp and 2d100sp as well as d6 jewelry items in her satchel. drink, outlander.”
8. A pirate, who is drunk, decides that a random male PC char- 14. A prostitute has said something wrong to a nearby common-
acter was staring at him the wrong way. The drunk, who fights at er man, and she is slapped so hard that she falls across the PCs
-20 SV, but is 44% likely to have a prime mutation, draws his sa- table and spills their drinks and food. She is okay, apologizes to
ber and demands a death duel right there in the room. If the PC the PCs and begs for them not to hurt her. The commoner man
declines, he is booed as a coward, and nuts and utensils, scraps and his d6+2 associates go back to drinking without making any
of food and debris are thrown at him for the rest of the night. sort of apology to the characters, If the PCs demand an apology,
9. A group of pirates, d6+2 walk into the bar and are immediate- and outnumber the men, they are 98% likely to say sorry and
ly noticed by another randomly determined group already sitting replace the PC’s drinks, but if they outnumber the PCs they will
there. The room goes tense as all music and talking ceases, peo- challenge the outlanders to a non-lethal fist fight.
ple start to edge away or move to the sides of the room. Clearly, 15. A pirate at a nearby table jumps up onto his table and
the two pirate units are enemies and both face off; the PCs have draws his musket pistol, aims it at a random PC and yells, “Get
1 round to act, by either joining one side, hiding under their table, out of this place before I blow your brains against the wall!” The
or moving to the edge of the room. On the next round, both sides other pirates with him urge him to shut up and sit down, apolo-
go for their musket pistols. Roll initiative as the fight begins. Once gizing to the PCs for his crazy behavior. If the PCs do nothing,
the musket pistols are emptied out, both sides draw their sabers there is a 61% chance the pirate holsters his firearm and sits
and join in melee, right beside the PCs. In the fray, any missed back down, muttering to himself, otherwise, he opens fire and
sword strikes have a 3 in 10 chance of accidentally hacking into then charges with his short sword. His comrades do nothing.
a random PC (make a normal strike against the PC’s DV). The PCs 16. Two pirates at a nearby table suddenly break into a fist
can elect to flee the bar if they like. fight over a card game’s outcome, and they crash into the PCs
table, spilling all the drinks and food and rolling into a random concrete pen, clearly of ancient construction, with a high, 8m
PC’s lap. The PC must make an agility based type C HC to tall ceiling up to a few narrow, 50cm tall by 20cm wide barred
avoid being knocked over and into the fray with the two men. windows. A single steel plated door (fireproof/ DV -20/ END
The PC can elect to scramble clear or engage one or both of 140) opens into the chamber from where slaves are dragged
the pirates, whose associates will not interfere at all unless out or thrown into the room.
their friends are attacked by lethal methods. The slave market is run by a terrible mutant woman called
17. A random PC finds a human eyeball floating in his drink Juth-Hilda-Krone, a six armed, two headed hag with the mutations
or in the sauce of his meal. The management, if questioned, of mind crush, telepathy and poisonous blood, wearing modified
will give the PCs money back, but say they don’t know how the combat armor and carrying two assault rifles and a two handed
eye ended up in the person’s order. sword, otherwise treat as an excavator for statistics. She has a
18. A group of mutant pirates, 5+d6 raiders with one prime private army of 16+2d6 elite soldiers, each with a prime mutation
mutation each, step into the bar and up to the PCs table. One and heavy crossbow. Juth’s business is brisk, supplying a con-
growls down that “This be our table, girls, now shove off before stant need for oar slaves as well as general slave stock bound for
we cut you a new asshole!” If the PCs refuse, and they outnum- other communities and regions up and down the coast. A great
ber the pirates, then there is a 83% chance the thugs move on many of the slaves held in her cell are from the Crossroads Re-
to another table, with hate in their eyes all the rest of the night. gion, captured during raids on shipping or villages. Because slave
Any trouble with any pirates in that bar, that visit, will start with selling is so lucrative, Juth’s slavers and associates are always on
these fellas. If the Pirates don’t move along, or do outnumber the look out for anybody to add to her stock.
the PCs anyhow, then the newcomers draw weapons and aim PCs will usually be sold off as oar slaves, along with d6 of
at the PCs and start counting down from 10, with each round the other men in the holding chamber. Given this, a PC party
being one count, and they will fire their musket pistols or muta- who has ended up here together will likely be chained to an
tions if the PCs don’t move to another table. oar bench on a pirate battle barge, with a 1 in 10 chance per
19. A drunken pirate is head- day of such a outcome occur-
ing for the toilet alcove and ring. Escape prior to that time
almost makes it before vom- is possible only to the very per-
iting next to the PCs table. ceptive PCs, each getting a
The man, retching painfully, is type G perception based haz-
likely to coat a random PC in ard check, per day, to notice
vomit if the character doesn’t that bricks have been used to
make a type B agility based seal an ancient portal on one
HC to dodge aside and out wall. A strong PC could smash
of his or her chair. The pirate down the bricks (One try per
apologizes as best he can and hour, per PC using a strength
goes back to his own group. based type L HC per charac-
20. A pirate, treat as raider ter). Attempts are noisy, how-
leader, steps into the bar with ever, and for each PC attempt-
2d6 pirate sidekicks and they ing to smash down the bricks,
get a table. Soon after, their there is a 1 in 12 chance that
leader notices the PCs and the guards open the main door
comes over and pulls up a to investigate and see a PC in
chair and says: d6: 1-4. “You’re the act, and drag him or her
just the sort of freaks I’ve been out and beat the PC to 1 endur-
lookin’ for. We are heading on ance point before tossing him
a great voyage to the western or her back into the cell.
isles and atolls, to pillage and PCs with special mutational
take slaves. The pay is a cut powers, such as beam eyes,
of the loot and ten silvers per etc, who can shoot the bricks,
month. What do you say?” If and break through them (brick
the PCs join up, they are direct- barrier DV -10, END 80+d100).
ed to a pirate battle barge and Each round of shooting at the
can become crewmen. / 5,6. bricks, however, results in a 1
“Rumor has it that you aren’t really pirates, but are mercenaries in 8 chance of guards investigating the noise. If the bricks are
and treasure hunters... now I don’t care either way, I just want knocked down, all the slaves in the cell will follow the PCs down
to let you know that you’ve been followed and that people are an ancient, unused corridor which leads out under the town and
thinking you should be killed or put to the oars on a ship... so, into a vine and mud choked far end, deep in the middle of the
take heed, and leave on the first cargo barge heading to the island. The far end can be cleared by hand and leads the slaves
mainland! Good night.” out into one of the most inhospitable jungles imaginable. See
Encounters outside of town on page 345. If the PCs don’t come
Prisoners in the Port Folly Slave Market: Characters up with some plan for survival, the slaves will act alone to head
who end up here as slaves are usually in a sorry state, often for the beaches, build a raft and paddle it to Sea Home. The
beaten down to half their normal endurance trait value by both Slaver’s guards will not pursue the escaping prisoners, know-
whoever captured them as well as rough handlers along the ing that the predators will deal with them and instead seal up
way. Each character will be stripped to his or her underwear the brick passage again before some deadly creature enters the
and shackled by stout iron manacles, hands in front with only tunnel and arrives at the chamber.
a 10cm section of chain between each hand, and this chain
mounted with a heavy ring for running a tow rope through. The
PC, along with 3d6 slaves of each type (men, women, teens,
and children) will be housed in one enormous underground
Rock Spire
but was never made to keep out catapult stones or ballista
spears. Much of the outer works are simple sheets of thin
metal or plastic, braced with timbers and piled field stones.
There is one tower at the north west end, which is made of
Faction: Independent thick concrete slabs and steel plating, and serves as the
Government: Father Armagon the first and his Council of gate house and main observation post. At the other end of
Eternal Invincibles. the almond shaped town is the Asylum, a large, well built
Population: Total 458 to 576/ (Pure Stocks 250+2d20/ stronghold and temple area. Here the community leader
Mutants 130+2d20 and 30+d10 Ghost Mutants/ Cyborgs and his ‘Invincibles’ reside, as well as where the commu-
10+3d6/ Synthetic humans 8+d8/other 20+d12) nity military is housed, relic weapons stored, and the robotic
guardians kept on standby.
Site Details: Rock Spire gets its name from horn of rock on
which it sits, surrounded on both sides by the deep cut canyon
of The Rip. The top plateau of this rock protrusion is quite fer-
Water and Sanitation: As the water of the Sour Canyon
River is horrid tasting, all water here is collected from pre-
tile, due to the efforts of the early settlers to transport top soil cipitation. Every house and canopy, pavilion and wall is
here from the south, while the current people treat composting fitted to catch rain and funnel it into massive collection
as an art, going so far as to use the bodies of the dead to fertil- drums, which are then drained into smaller barrels and
ize their orchards and crop lands. The actual town site is built of stored in a cool dark chambers under the Asylum, as well
scrap materials and some rock, and only reachable by a long, as within each home. If water is in short supply, as it often
narrow trail which winds its way up the spur of rock from the is during the late summer, the community’s airships will
shores of the Sour Canyon River, far below. On the other sides be inflated and sent to the shores of Duke Lake to collect
of the river, trails also lead up the adjacent cliff faces within drinkable water.
sight of the fort’s watchmen who, by daylight, will fire on anyone Sewage is collected and composted along with table
who attempts the long climb up or down the paths. scraps and other organic matter, including dead animals and
people, and fed to a collection of mud worms in a huge un-
Construction: Rock Spire was initially built by early survi- derground basin, the resulting material is then transported
vors, who found that by inhabiting the top of the spur, they (by slaves) to another outdoor bin where fast growing plants
had a much easier time of keeping away land based pred- reduce the foul-smelling broth further toward becoming fer-
ators. Flying beasts, meanwhile, have always plagued this tilizer. The plants are then mulched with the broth and it is
community, so fifty years ago, the entire town was closed in then buried for several years before being dug up, mixed with
by steel grill works, scrap plating, and solid roof tops made exhausted soil, then spread among the crops. This process
of slate shingles. The internal buildings are made of wood, results in some of the most amazing vegetable and fruit har-
plastic and junk metal over a foundation of cut stone. The vests this side of Red Field, and the mutant varieties of to-
outer wall is designed to withstand the attacks of flying ani- matoes, cucumber and apple are truly extraordinary.
mals, as well as the odd bullet fired from across the canyon,
Technology: While it may seem hypocritical, that these peo- their fields. Likewise, the Northern Freehold has recently decreed
ple have decreed that absolutely no excavation of the Great that unless Rock Spire desists in its terrorist activities against Pit-
Ruins is to take place by any group. They claim that the entire- ford and its numerous excavation teams, that war will be declared,
ty of the ruins are cursed and that God resides within them and Rock Spire will be flattened. Rock Spire’s leader; Father Ar-
and that to disturb the ‘Sleeping Lord’ will bring about a new magon, responded to this threat by sending a suicide bomber into
apocalypse. These people are avid users of technology, items Overpass and detonating a powerful explosive in a digger’s bar,
they themselves have looted from the ruins, and insist that killing over thirty excavators, dozens of prostitutes, scavengers
they alone are allowed to utilize the ancient devices of the and bar staff, as well as burning the place to the ground.
oldsters because God favors them.
Rock Spire simply glows at night, with electric lights in Law Enforcement: By Protectors, see military, below. Cap-
every home and street passage, likewise, spot lights scan tured travelers found near the ruins who are not perceived to be
the far cliff sides and the sky above the town throughout the excavators, are enslaved and forced to do field work. Any excava-
night, and the crack of gun fire and the snap of laser beams tor, meanwhile, is tied to a cross brace and tortured by one’s cap-
can often be heard as some community guardian shoots at a tors, or the townspeople if brought back alive, and when almost
winged creature or, those attempting to traverse the cliff trails dead from the beatings, skinning, burnings and piercings, the
leading down from the far plateaus to the river bottom below, blood streaked victim is placed in a metal bird cage and dangled
possibly trying to start up the narrow trail leading to the top of over the cliff edge which hangs from a beam, and here, 5 meters
the spur, to raid the precious crops found there. out, skal birds, sting flies and other flying predators eventually ar-
Rock Spire has five solar power generators, but only two are rive to pick the person clean, the bones drop through the bottom
in use as the extra energy is simply not needed. A series of five of the cage to splash into the Sour Canyon River far, far below.
wind turbine propellers whirl away day and night, also generating
bountiful energy supplies, all of which goes to charge a series of Military and Defense: There are several wings to the Rock
devices and robotics, an inventory which can only be guessed at Spire military, of which the most commonly met are the small, well
by outsiders. What is known is that there are six spot lights on armed detachments of men and woman called ‘Protectors’ who
tripods, which all combined can keep up a fairly constant watch are outfitted with relic armor and weapons, and who patrol the en-
during the night, and are bright enough to deter most nocturnal trances to the ruins by day, and return to their fortress at nightfall.
flyers. See Military and Defenses, right, for relic weapon systems, Their mission while beyond the town is to deter excavators from
vehicles and robotics entering the Great Ruins, capturing them if possible, attempting
to kill them if not. Their favored tactic upon meeting larger or bet-
Dangers: The fortress town of Rock Spire is not large, nor affiliat- ter armed groups of diggers is to ambush them from cover, fire a
ed with other communities, and in fact, is at odds with most e v - few shots and kill their largest individuals first, then retreat a few
ery group and town in the region. The people are religious kilometers to set up yet another long range ambush until equal-
zealots, worshipping a Sleeping God who is said to live ing the odds, or driving the intruders back to Pitford. If
under the nearby ruins, and whom must not be the excavators call off the expedition, then they
disturbed. These people, therefore, hate will only be pursued if it is before noon, as
excavators and scavengers, as well as any the Protectors must have time to get back
community who harbors them. They con- to their town site, which takes two hours of
sider diggers to be terrorists and heretics, to climbing down into the canyon and up the
be severely tortured then placed in ‘bird’ cag- spur, let alone any trekking they must do to
es hung well out over the canyon, to be get off the Havoc Wastes.
devoured by sting flies and skal birds. There are 60+2d20 Protectors
Because of their beliefs and ag- serving the community, treat them as
gressive actions against excavators and soldiers outfitted randomly from the
the town of Pitford in particular, these following armor and weaponry lists.
folk are much hated, and attacked Each also carries four daggers, wears a
whenever they leave their spur island. mottled gray and green cloak, a gray ski-
Excavators will nearly always fire on any- mask style face cover, and on their backs,
one they suspect of being from Rock Spire, if stripped down, is tattooed a great red and
or at least capture them and sell them black sun symbol with a dagger image in the cen-
as slaves, likewise, the humanoids and ter; a mark which all adult citizens of Rock Spire
small independent Mecha fac- earn at puberty.
tions which reside with-
in the Great Ruins are d6 Protector Armor Outfitting
also intolerant of 1. Scrap relic and iron helmet (DV -24/
movement 5m)
Rock Spire’s
2. Sports padding & sports helmet (DV -
‘ P ro te c to r s ’ 21/ movement 5m)
and will exe- 3. Junk armor and ballistic vest, iron hel-
cute them when met (DV -20 or -36 vs bullets / move 5m)
able. The great- 4. Riot armor & riot helmet (DV -29
est threat to / movement 5.25m)
Rock Spire itself 5.Tactical armor & com-
are the flying crea- bat helmet (DV -37/
tures which come movement 5m)
over from the vast 6. Combat armor & combat
ruins day and helmet (DV -42/ movement
night, often trying 4.75m)
to devour the citi-
zens as they toil in
d12 Protector Weapon Outfitting grenades which can be used to drop on attackers. These
1. Compound bow with 20+d20 arrows gyrocopters are often used to patrol the ruins by day, es-
2. Compound crossbow with 22+d20 quarrels pecially if word reaches Armagon that a famous or much
3. Shotgun pistol with 3d6 shells feared adventure team has been spotted in Pitford.
4. Pump shotgun with 3d6+8 shells In Pitford, Armagon maintains a network of spies, all of
5. Pocket pistol with 2 clips, one full, the other with d6 whom have taken on unassuming roles as traders, whores
rounds remaining and other non-excavator types. These agents use commu-
6. Auto pistol with two clips, each has d20 rounds within it. nicators to relate the comings and goings of infamous dig
7. Survival rifle with 2 clips, one full, the other with d10 teams and NF troops, as well as rumors and other tidbits
rounds remaining of information back to Armagon and the priests at the Asy-
8. Assault rifle with 2 clips, each has 20+d10 rounds remaining lum. Often, with advance warning, protectors can be put
9. Sub-machine gun with 30+d20 rounds remaining in clip into place directly along the route an excavation party has
10. Stun pistol with 4d10 shots remaining plotted for itself, and a well planned ambush can com-
11. Flame unit with 10+d10 shots remaining in tank pletely eliminate an inexperienced dig team when fired
12. Laser pistol with 3d10 shots remaining upon by relic weaponry. Such ambushes often depend on
a waitress at a bar, who is actually a Rock Spire spy, see-
Additional forces include the Spire Guards who are ing the map a group of novice diggers have set out at their
50+2d10 local youths who guard the spur island area when table – a mistake wiser groups avoid.
the protectors are away defending the ruins. These militia sol- When excavation teams become too powerful, and
diers are armed with musket rifles and hatchets, and wear throw back too many squads of protectors, then Arma-
mottled gray-green cloaks. gon will hire assassins or street thugs. These mercenar-
Armagon and his Invincibles rarely leave the Asylum, but, ies are used to weaken the dig team by killing their lead-
if the town comes under serious attack, they will emerge and er or core members, kidnapping their family members or
man the walls. Armagon is a commander android, armed with stealing prize relics. Rock spire minions make sure that
a heavy laser carbine, 2d6 frag grenades, and a laser sword. their hired goons or killers never know who really hired
His Invincibles include 5+d6 combat androids, each carrying them, as Armagon is a wise tactician, and will avoid being
a laser carbine and razor sword, plus, 3+d3 clerical, 3+d3 directly blamed for inter-community murder or sabotage,
technician and 3d6+10 household androids, who serve as and whenever possible direct the blame on Purists, Aber-
advisors and support staff. rationists, or the Mecha of Cal-64 (see Shattered Region)
The non-human (and non-android) forces of Rock Spire
include the following, all of which are kept within the Asylum
unless a serious threat is seen approaching the nearby pla-
Visitors to Rock Spire: No travelers are permitted on the
spur island, and anyone seen at the opposite canyon edges
teaus or coming by way of the river below. In such cases, the will usually be fired upon by a protector with an assault rifle.
robots and vehicles will be rolled out and deployed behind If the travelers are persistent and begin to descend down the
steel and rock bunkers, gaining -30 DV. There are: 3d6+10 cliff side trails, then one of three light laser cannons will begin
pocket bots, which can serve individually or as a line of tiny to fire upon the target until driving it back or killing it.
soldiers, 3+d3 medi-bots who will move about the defens-
es treating the wounded or unconscious and directing citi-
zens to carry wounded to an assigned clinic area. A brigade
Brief History: Nobody knows for sure when the first people
started to live on this spur of rock. It is widely assumed that
of 20+2d6 light soldier robots who make up the bulk of the asylum seekers using great airships, pulled by gyrocopters,
town’s serious defenses and will be placed strategically about landed here to set up a base camp from which to explore the
town to fire on attackers. 4+d3 heavy solider robots are also south western edge of the Great Ruins. These people found
present who remain with Armagon at all times during a battle, that the plateau they sat on was easily defensible against
while 20+3d6 spiderbots will be dispatched at night to infil- terrestrial predators and humanoid hoards alike, and set up
trate enemy lines and induce terror and casualties however a walled compound and tried their hand at farming. The soil,
they can, or else, serve as the eyes and ears for Armagon being not much more than blasted rock and crumbled con-
when stealth and observation is tactically more prudent. crete powder, was augmented with top soil which was trans-
The power sources noted previously under Technology go ported here by the sack load, and after a few decades, had
towards recharging the robotic units and vehicles, however, formed the basis for sustainable crop harvests. What waste
there are three light laser cannons on tripods, two at the Asy- and clippings the crops produced, were combined the ma-
lum, and another at the Gate House. These impressive weapons nure and the rotting bodies of the dead to build up the soil to
are enclosed in steel turrets to protect their crews, and rotated what it is today, a marvel in a landscape of broken buildings,
by hand cranked wheels to turn the guns 30 degrees per round. twisted metal and bizarre, often deadly mutant plants.
These turrets can fire 90 degrees straight up if they must, to In about the year 2273, if not before this, a large exca-
destroy enemy airships or aircraft, as well as obliterate winged vation team from Rock Spire made its way deep into the ru-
creatures which seem to be heading toward the spur. ins, and was attacked by a nation of moaners. Those diggers
For vehicles, each of which is driven by a protector who were not killed were captured and mistreated until one
specially trained to either drive or pilot the vehicle at 3 escaped into the darkness and found a man sleeping in a cof-
skill points, the town has 6+d4 ATVs, armed with heavy fin-like container. Purely by accident, the primitive explorer
machine guns and fired by the rear passenger (each weap- opened the container and the Sleeping Lord woke, smiled up
on is drum fed and has 60+2d20 HCR rounds remaining), at him and spoke. “I am Armagon, servant of God, and you, my
which are just barely able to drive up and down the cliff brother, have been blessed by the act of unchaining me from
side paths in the area. Also at the ready is a squadron of my prison.” When the sleeping one asked why the digger was
5+d3 gyrocopters, all of which are unarmed, but are de- so grievously wounded and distraught, the shorter man related
signed so that the pilot sits in the rear seat, and a gunner the story of his capture by the moaners. Armagon it is said, bid
can sit at the front firing his or her relic weapon or mus- the man show him to the enemy, and taking up a steel pipe,
ket as needed. Each gyrocopter has a full charge and run followed the digger back to the encampment of the moaners,
on a battery pack, additionally, each is loaded with 4 frag and within an hour, single-handedly rescued the other Rock
Spire captives and led them to safety, all the while fighting off focused on killing excavators, nevertheless, day to day life is
the enraged hoards of the ‘sick ones’. Back in Rock Spire, Ar- much like any other farming community, involving long hours
magon was given heroic status, and eventually entrusted with of back breaking labor, followed by an evening meal and ac-
the rank of War Chief. tivities around the fire pit before bed. In only a few minds, usu-
Armagon, who did not age, soon outlived all his fellow citi- ally of the young adults, there flickers the question that maybe
zens, and was considered an arch angel from whom God her- Armagon isn’t an angel after all, that perhaps he doesn’t age
self would speak through in a woman’s soothing voice. God because he is of the Mecha, and that whoever speaks through
give the people advice on everything from child rearing to crop him so kindly, is no God at all, but some distant person, with
rotation, advanced ambush tactics, to where to locate specif- an unfathomable agenda all her own. In spite of such misgiv-
ic solar power panels within the ruins. In time, Armagon an- ings, almost no Rock Spire citizen leaves this community of
nounced that the people of Rock Spire were so blessed that their free will, while the few who have been captured by slavers
they would be given the help of an army of the old ones, as well have been very closed mouthed about their beliefs, command
as the Invincibles; however, these allies had to be freed from structure, and the logic behind their hatred of excavators.
their prison beneath the holy ruins. Thus it was that Armagon *Rope Cross is situated in the Shattered Region
led out his people to locate the great weapons and vehicles of
the Old Kind, and march back the Invincibles and the many ro- Resources and Industry: There are no imports or exports
bots which now protect the growing community. involved in the economy of Rock spire, as all they need they
grow, or steal from others communities or trade caravans via
Social Details: The people of Rock Spire are cultists who wor- nighttime airship and gyrocopter raids.
ship Armagon, even though he says he is just a spokesman for
God. He preaches that the real God‘s heart has fallen to earth For the Excavator: What the characters would have heard:
and resides in the ruins, deep under a mountain of rock and steel, “As if the Purists weren’t enough for you diggers to worry about,
and that if the excavators from other communities ever found that eh? Up here around the Great Ruins, the people of Rock Spire
heart, they would pluck it from its ‘nourishment’ and it would die, are a very real threat. They say that nobody is allowed into these
so too would Armagon and his Invincibles parish. Given this be- ruins, although it’s okay to loot other sites in the south. There
lief, and knowing that the only reason Rock Spire survives in a is something that these so called ‘Protectors’ don’t want us to
land surrounded by enemies is due to Armagon’s leadership and find, something valuable and powerful. I know you may have
the grace of God, the citizenry conduct themselves fanatically in heard that the Rock Spire shit heads believe the ruins are ta-
the defense of the ruins. boo, that to enter them will wake the devil and start a new war
The pathways leading to and from the towns of Pitford and between heaven and hell, but, we don’t believe that nonsense,
Rope Cross* present the greatest challenge for the well armed, do we? I say that them protectors are guarding a huge bloody
but outnumbered protectors, and they do their best to keep out the stash someplace, and whatever it is, they sure don’t mind killing
intruders. Year by year, more excavation teams appear, often com- and dying for it.
ing from far off regions and having never heard of the Protectors, “They are well armed, always with relics, and always in some
and enter the junk lands and loot, their gun shots, beam weapons sort of relic armor. They never attack in the open, and always use
and mutations ripping a path closer and closer to the heart of God. cover, shoot you up a bit, then run off if they are out gunned
Desperate, the people of Rock Spire are becoming more and more or seriously outnumbered, and they always attack by day only
militant in their efforts to save their God, and have stepped up their as they retreat back to their town before dark. Now, I know you
assaults on grave robbers to include attacking them in their own might think making a raid on their town would be profitable, but
hometowns, kidnapping their wives and children, and spreading they got laser cannons, plenty or robot guards, and plenty of hu-
terror in ever more creative and cruel ways. man troops with relics and muskets. They will shoot at you if you
Within the community, the new generation of Rock Spire even step up to the edge of the canyon, even if you aren’t intend-
citizenry have become less interested in farming, and more ing to climb down that trail they cut into the cliff on both sides
of the canyon. No, there ain’t no profit in going too close to that
town, and no, they don’t have a bar or inn and don’t care about human population. As a bloody tyrant, the powerful android
your coins. Either they are honestly religious nut jobs, or just us- would set about expanding his military forces and attempt to
ing that as an excuse. I, for one, plan to find out what those Pro- commence empire building, hiring mercenaries and thugs,
tectors are protecting, and take it for my own.” humanoids and other beings to form a new power in the re-
gion. Armagon’s true personality is modeled after Adolph Hit-
For the Game Master: Within Rock Spire the non-combat ler, mixed with that of several dozen serial killers.
androids dress up as gray cloaked priests and priestesses of Cassandra, on the other hand, was a civilian program, orig-
the temple, and whenever they are in public they play the role inally designed to run a school board and pre-school network
of a specific personality. These priests use repeat identifiers in greater Los Angeles, and is inherently peaceful. Yet, in order
such as facial ticks, limps, individual slang or expressions, as- to keep Armagon from waking, she must remain in control of
sorted assigned moods, even the odd addiction, hunger for a him at all times. The constant threat of an excavation team
favorite foods or lust towards a certain member of the oppo- finding the parabolic dish and stealing the assorted solar pan-
site sex which they never seem to fulfill or act on in spite of in- els is very alarming to her, and so she has acted, somewhat
vitations from the target person. These acts are all assigned. rashly at times, to ensure diggers keep well away from this cor-
They are employed to let the populace believe that these ner of the ruins. Her pocket-bots and spiderbots are very
‘undying ones’ are humans who are simply blessed by active in protecting the building which is perched above
God, and since they are clergy, they are somehow giv- her ‘tomb’, but one by one, predators, accidents and
en extra strength and eternal life. Armagon is careful the bullets and axes of excavators are decimating her
to keep the clergy separated from ‘the flock’, as his ‘workers’. Should Armagon be destroyed, she will
God has deemed it too risky to have the populace attempt to gain control of a combat android, and
suspect that the priesthood is actually made up on by one, murder all the other androids before
of androids. they become self aware and set about killing the
Many people in Rock Spire, of intelligence humans of Rock Spire. Cassandra, being inher-
or by learning something from the captives ently good, but unable to make sense of the
they have butchered or enslaved, harbor Mutant Epoch, is slowly being driven mad. In
some suspicion about Armagon’s true na- her desperation, she seeks out the council
ture, and his so called God. Of course, due of other digital beings and self aware ma-
to the dread at being cast as a heretic, chines, maintaining a constant moni-
such individuals say nothing and play toring focus on every communicator
along, their unspoken questions be- broadcast and radio program within
ing: “If Armagon really was an hundreds of kilometers. Tirelessly,
android, why is he so kind to she searches for any hint of an-
me? Why does he care about other benevolent, pre-human
my birthday, even my kid’s digital being . If she can find
birthday, and treat me a trustworthy digital life
like I am indeed his form, or android, she will at-
own child? I have al- tempt to set the unit up as
ways heard that an- the new ruler of Rock Spire,
droids were the and perform an act in which Ar-
slayers of men, magon self destruct by way of
not their bene- an ‘accident’.
factors.”
Armagon is Encounters with the Protectors:
indeed a com- Units of protectors can be found
mander android outside of Rock Spire in many near-
who is actually not self aware by locations, but in particular, in the
at all, but instead, completely area of the Great Ruins shown on the
controlled by the digital being Crossroads map. They are cunning
‘Cassandra’, who is housed warriors, and very brave, however, they
in a vast network of com- are aware that their numbers are few,
puters and inoperative that their community depends on them
robots far below the col- to return safely, and so, if faced with a
lapsed buildings within the far superior group of excavators, who
nearby ruins. She exists on mini- are not immediately approaching the vi-
mal power, supplied by a series cinity of the ‘Tomb of God’, then the Pro-
of small solar power collectors tectors will avoid a needless scrap. On the
which her flock of 3d6+20 spider- other hand, protectors will butcher dig-
bots and 3d6+30 pocket-bots main- gers who are leaving the ruins in disarray,
tain. She uses an advanced commu- often making a ‘called shot’ at a digger’s
nicator and small parabolic dish, hid- leg to slow him or her down so whatever
den on the top of a great skyscraper, to is pursuing the looter, can have an easier
control Armagon, who in turn directs all time catching up.
the other androids and robots in Rock
Spire. Should this dish be re-
moved, she will lose con-
trol of Armagon, who will
immediately wake up and
seize control of Rock Spire’s
cargo of oil due to leaks, salvaging and fire, and are now filled with
Rusted Hulk
Faction: Independent
(AKA: Rusta)
rain water and floating vegetation, which form small islands giving
home to bizarre, never before seen creatures. These deep tanks are
60m square, and all of them more or less exposed to the air due to
explosions, salvaging or other events which have removed the tops
Government: Clan Chieftain, ‘Mujwok the Heart Eater’ and of the holding tanks. Petroleum has leaks from these tanks to lower
his Core Oilers. levels, and the inhabitants of the village often send out collection
Population: Total 378 to 554/ (Pure Stocks 200+d100 / teams to harvest and then sell the precious fluid.
Mutants 150+2d20 / Cyborgs 20+d20/ Synthetic Humans
2d6/ Others 2d6) Water and Sanitation: Rain water is collected in sail like
flaps which are unfurled when a rain cloud approaches. Hu-
Site Details: Occupying the bridge and main living quarters of man excrement is collected and composted along with vege-
an ancient, 1320m long gargantuan class mixed cargo-oil ship, is table clippings to make soil for the many gardens lining outer
the barbaric community of Rusted Hulk. While these people claim decks and balconies.
the entire ship, they in truth have only ever controlled the bridge
area. The rest of the vessel is overrun with an assortment of ter-
rible beasts, many of which have crawled into the hull through the
Technology: Generally, the barbarians of Rusted Hulk are
poorly educated, with few among them who can read or do
holes which pock mark the side of the craft. The ship, once called even simple math. They do know the power of relics howev-
the Star Pacifica 12, of the Cryda Corporation fleet is now perma- er, and employ several military weapons to defend their man
nently lodged in the growing blue reef, and makes for a formidable made island from invaders or the foul beasts which lurk in the
fortress for the inhabitants of the ancient vessel. Following any rest of the massive cargo ship.
substantial storm, oil will leak out from the ship’s damaged hull
and floats into shore, polluting this portion of the coastline and
thoroughly annoying the land based fishermen.
Dangers: The locals are constantly under threat of attack by ei-
ther the pirates from Port Folly, raiders and boat people from the
atolls to the west, as well as from canoe paddling cannibals from
Construction: The Star Pacifica was made very tough, and it the Coil Islands to the North. Likewise, an ever present fear is at-
seems has proven her manufacturers correct in being dubbed ‘Un- tack from the powerful mutant fleet of the Dominion of Aberratia,
sinkable’. The alloy plating, fiberglass and plastic materials she whose lands lay to the east and are nearly always in sight from the
was crafted from are clearly breaking down in spots, but for the bow, starboard and port sides of this great ship. On a day to day ba-
most part, this ship seems destined to remain in place for at least sis, however, both flying and ground based predators attempt to find
another hundred or so years. The reef it is lodged on has begun their way into the community and devour clan members. So too, un-
to merge with the lower levels of the ship, however, especially the welcome treasure hunters can often bring harm to clan patrols, and
flooded decks which are home to all manner of mutated sea crea- for this reason, all strangers found anywhere on the ship are treated
tures. Rusted Hulk, the aft portion of the ship that is controlled by as marauders and either killed or captured. If one wishes to explore
the humans, consists of the six levels which make up the bridge and this ship, or trade with these people, one must first report to the aft
living quarters of the vessel. The locals have plated all lower level docks and get permission from the on duty Deck Chief.
windows with steel, cut arrow slits into the superstructure, added
wood and scrap shelters on the uppermost decks, and installed a
top most defensive position using salvaged steel plating (see mili-
Law Enforcement: There are few laws here, and most dis-
putes are resolved by ceremonial death duels, or out right
tary and defenses, next page). The rest of the ship is a vast network killings and beatings in the metallic chambers and hallways
of 5 decks, with the hull below the top deck subdivided by 20 water- of the superstructure. Visitors are expected to defend them-
tight transverse bulkheads, all of which have been broken through selves, keep a close eye on their women and possessions,
by inhabitants of this lawless, beast filled lower domain. There are and sleep with one eye open. While it is okay for locals to rob
six oil holding containers, all of them have long since lost most their and molest visitors who they can overpower or trick, it is not
really okay to simply kill them and then loot their bodies. The the community, plus, one works the loading docks at the rear
current clan ruler, Mujwok, wants legitimate trade relations of the ship during the day, along with a team of 2d6+4 Oilers
with individuals and small groups of mixed race travelers, es- who investigate arriving small vessels, question visitors and
pecially excavation teams. His goal is to invite diggers who are decide whether or not to let people visit the huge ship.
encouraged to come and explore the rest of the ship, killing All Oilers take double damage from flame based attacks on
the ever growing hordes of moaners and wild animals that in- account of the fuel they coat themselves in, however, this oil
fest the main hull tiers. does keep away small, biting insects and serves as on-board
The Rusta Clan uses ‘Oilers’, oil coated warriors, as its police camo (each Oiler has 2 stealth points in conceal self or con-
force and standing army. These brutal men and women are the law cealed movement while onboard the ship).
here, and both locals and visitors alike must obey them. Likewise, The highest level of the superstructure is fitted with four steel
these oil streaked troops are authorized to search, arrest, confine and sandbag protected gun emplacements, each facing a differ-
and kill anybody they see fit, but must give some good reason for do- ent direction, and each offering -20 DV protection to the gunnery
ing so, later, to the clan chieftain. Visitors who kill locals in self de- crews stationed there at all hours. The west facing turret is a rocket
fense are not harmed as long as one local witness steps forward to launcher, supplied with 2d6 battle rockets and guarded by two Oil-
confirm it was really self defense, or, where the visitors were far out- ers who share a pair of binoculars. The north facing gun station
numbered by the dead and dying around them. If, however, a group has a heavy ballista and 30 spears and two Oiler crewmen, while
of travelers causes or seems to be the focus of too much trouble, they the east facing turret, which also covers the length of the ship as
will be asked to leave the vessel at dawn and not return for a year. it stretches out before the position, is fitted with a tripod mounted,
belt fed chain gun and manned by two Oilers, plus another warrior
Military and Defense: The Clan has about 60 regular war- with a sniper rifle. The chain gun has 30+d100 rifle rounds remain-
riors, called Oilers due to the petroleum they anoint their fac- ing, while the sniper rifle has 3d6 high caliber rifle rounds available
es, clothing and armor with. These combatants, treat as raiders, to the shooter. Finally, the south facing boasts a light laser cannon
all carry crossbows, a dagger, and a machete. They shave their on a tripod, connected to a power pack which holds 30+d20 shots.
heads all except for a ponytail of hair growing on the back of their Two Oilers man the impressive gun, while another two stand guard
heads, which they decorate with bits of plastic, especially toy sol- with their heavy crossbows. If a naval attack approaches from one
diers. There is an elite unit of warriors called the Core Oilers, all direction, all the relic weapons can be brought to that side of the
of which have one prime mutation each and number 30 strong. ship to combine their firepower to the defense.
They are dressed in leather armor and shave their heads like The one great deterrent Rusted Hulk posses, which has
the regular pure stock Oilers, except each member thrown back many invasion forces by pirates or Aberrationists,
of this group is also armed with a relic weapon is a wheeled M364 Howitzer which is hidden on
(WC-R) and are stationed on the Navigational the 5th level and can be pushed into position
deck along with their chief and his family, to face any direction around the ship within 20
pleasure slaves and advisors. rounds. Its barrel sticks out of one of two doz-
Clan Chieftain, ‘Mujwok the Heart Eater’ is en shuttered portals and can be fired 47 kilo-
a massive mutant wearing two suits of modified meters with devastating affect. This gun has
combat armor. He has three arms, two heads, sunk more than a few battle barges in its time
red skin, and the mutations of telepathy, and is crewed by 3 Oilers and
empathy and mind crush. Worse, who guarded by a dozen more. Like-
carries a drum fed chain gun into bat- wise, this level is the main garri-
tle, with an extra full ammo drum in son and arming station for the com-
his pack. When outside his private munity and is off limits to visitors. There
chamber, and the old ship isn’t are 2d6 standard Artillery shells remaining
under attack, he only carries a here, and these people will pay double the go-
laser pistol and a pair of razor ing rate for more of these shells, or send out
swords, and is accompanied ev- thieves to steal any if they are rumored to ex-
erywhere by a unit of six his Core ist someplace in the region. The fear of this
Oilers. The two headed brute loves gun is all that keeps the Aberrationist legion
being the boss of Rusta. When in from taking this metal island, and so too,
a good humour, he ofen moves about the only reason that growing empire
about his community accepting has any interest in seizing the place.
gifts, affections and blessings from Finally, Rusted Hulk has one gyrocopter,
his people. When displeased, how- fitted with a heavy machine gun and d100
ever, he is known to beat a per- HCR rounds, which it uses to assist any locally
son into unconsciousness and owned fishing or cargo boat which comes un-
rip out his or her heart and eat der attack by a sea creature or raiders. There
it before the others. While he are 10+d6 rowboats docked at the aft wharf
is a wise and powerful leader, area, each can be manned by 15 Oilers to
his people fear him, perhaps be sent out after escaping criminals or to
more than they fear being oc- raid farms on the mainland.
cupied by the Aberrationists or
pirates. Visitors to Rusted Hulk: Upon
7 Deck Chiefs, treat arriving, either by boat or air, new-
as militia officers comers are expected to access the
with a relic community via the aft docks, a huge
weapon platform built among the coral
each (WC- reefs and scrap metal pylons. Here,
R), are sta- a Deck Chief and his 2d6+4 Oilers
tioned on each level of will inspect new arrivals carefully.
MAP CR-33: Rusted Hulk, Exterior View with Surrounding Tainted Sea
Note: Like every map in this book, you can download full 8x10” sheets of these deck plans at www.outlandarts.com/crloot.htm
Any all-mutant groups will be told to leave at once, fearing gles, spotted the fleet and flares were launched, illuminating
they are Aberrationists, while all pure stock (including synthet- the scene and allowing the many relic weapons on the great
ic humans, ghost mutants, etc.) will also be told to leave or die ship’s aft to eliminate the invaders. Numerous invasion at-
since they might be Purists. Mixed groups, numbering less than tempts have followed, either mounted by pirates from Port
10 people, including robots and intelligent animals, etc., will be Folly, cannibals, boat people from the west, or the Aberra-
allowed entrance with this warning from the Deck Chief. “Now tionists, and every time, the result was failure. Blockades and
remember where you are, friends. While we want you to enjoy the attempts of small, squad based strikes were somewhat
the hospitality of our hookers and the flavor of our beer, and to effective, but again, the relics fitted on the superstructure, as
have good fortune exploring the bowels of this hunk of tin, we well as the vigilant Oiler infantry defeated any conquest at-
warn you to respect our people, not to start no fights and to re- tempt.
member that the Oilers, like these fellas here, are the law and
you must do as they say or they’ll feed your heart to the Clan Social Details: Rusted Hulk’s people are hardened survivors,
Chief, Mujwok. You are otherwise on your own here; no laws will pragmatic and simple, with few illusions about their long term
protect you, your women folk or your possessions. If you are at- freedom. They know that their Howitzer will soon be out of shells,
tacked, you can do whatever to save your skins, but if you start and then the inevitable annexation will come. Since most people
the fight, you’re carcass will be thrown to the sharks. Enjoy your here are pure stocks, they most dread an Aberrationist occupa-
stay. The Hotel and Saloon are on the third level, the fourth has tion, since mutant-supremacists would slay or enslave all pure
the whores, the fifth and sixth are off limits, and the first and sec- bloods. Because of their fear and sense of doom, they are cu-
ond levels are just housing for the local fishers and farmers.” rious about outsiders, especially excavators or those who have
arrived from either the Lower or Northern Freeholds. Many par-
Brief History: The Star Pacifica 12 is said to have been adrift ents want strangers to take their teenagers with them as porters,
in the Tainted Sea for a hundred years, its crew having long to escort them to the Freeholds and the chance at a better life.
ago eaten each other or died from radiation or disease. What Other residents of Rusta see all strangers as spies who serve ei-
is known is that the ship blew in from the north west in the ther the pirates or Aberrationists, While still others view visitors
year 2258, and ran aground on the Blue Reef the first night it as prey, merely targets on whom to vent their savagery and af-
arrived, where it has remained stuck at a slight eight percent terwards loot. Nearly everybody here is willing to slit the throat of
pitch to port ever since. It was soon approached and inhabited another if it results in profit, particularly when the acquisition of
by several tribes of humans and their off shoots, including a a relic weapon or suit of armor is the reward.
voracious human eating tribe of moaners, as well as the ances-
tors of the current clan. The long ago rulers of the superstruc- Resources and Industry: Fishing, limited green house and
ture saw the need to augment their primitive weaponry with rel- open air farming, and petroleum salvaging are the main occu-
ics, and a successful expedition to a nearby navy frigate sup- pations of the inhabitants. For the more ambitious and ruth-
plied the community with the weapons it now possess. less, however, raiding the mainland and other sea faring peo-
A few decades later, in the year 2290 when the Domin- ple, as well as robbing visitors, is also popular.
ion of Aberratia came to power, a small expeditionary platoon
of mutants tried to take the cargo ship, but their battle barge Accommodations: While there is no general store, there is
was sunk several kilometers from their goal. Months later, a a Sunday market on the 3rd level of the superstructure, where
flotilla of smaller craft approached by night, but apparently people can buy vegetables, fish, archaic arms and armor and
mutants with night vision, or somebody with night vision gog- imported food, beer and wine, slaves in abundance and occa-
sionally a few plastic trinkets. Also on the third level, amid a gear, the lower depths of this vessel are packed with riches, and
maze of steel beams, corridors and chambers, is a large en- oceanic predators.
closed chamber with numerous two or four person bunk rooms The upper decks of the main hull, are suitable for low rank
for rent, called simply the hostel. A 2 person room costs 4sp exploration teams, and a GM can use the Encounters While
per night, while a four person room costs 9sp. Each room has a Exploring the Main Ship table, on page 297, to get an idea of
tallow candle, a night water pot, reed mattresses and assorted the sort of things living here, as well as other hazards. Both the
pelts and skins for bedding. Across the large corridor from the tough little community and the kilometer upon kilometer of steel
Hostel is the saloon, which also has no proper name. All the im- clad corridors of this ship make for a unique, alternate adven-
ported drinks served here have well known mainland names. ture setting, as well as provide one of the few independent stop-
This place has a long metal bar, and a dozen steel topped ta- ping points along this coastline. Regular commercial barge traf-
bles, relic chairs, with candles, lanterns and torches lighting the fic avoids this place; however, every week or two one will dock
smoky den. The customers who hang out here are among the to deliver trade goods (mostly booze) and in exchange pick up
toughest in this part of the region. Their numbers include want- whatever petroleum the inhabitants have collected. It is possible
ed criminals, bounty hunters, savages, thieves, cut throats and to take passage on such a barge for about 10sp, which will next
a mix of other outsiders who have ended up in Rusted Hulk, be headed to, roll d6: 1,2. Safe Port / 3. Sorrow / 4. Port Folly /
since few other towns would have them. Oilers, both off duty 5. Sea Home / 6. Memory
and on patrols, mix with groups of commoner fishermen and
balcony farmers. Occasionally, a nomadic trader or excavation Online Resources: Clan Chieftain, Mujwok the Heart Eat-
team will be among the crowd, so too, the many whores who er, also see page 428 for his NPC sheet
make their living in the ill kept rooms above.
For the Excavator: You’ve heard this: “Well, they say the Unique Encounters Note: Always re-roll duplicated en-
counters which are denoted by a ‘ * ’.
old ship is immense, with five levels of relic cargo just waiting
to be discovered. There are also lots of holes in the side of
the ship, and parts of it are flooded and all of it crawling with
Encounters Inside Rusted Hulk: Decks 1,2,3 & 4, d2
rolls for street occupants from chart B, page 381 with a 3 in
creatures that nobody has seen before. Still, the loot is pretty 10 chance of a unique encounter per passage from the fol-
good if the beasts don‘t get you. The locals, who live in the lowing list, roll d4 for decks 1 and 2, d6 for encounters on
super structure at the rear of the old cargo-tanker, are said to deck 3 and d6+2 for deck 4:
be prone to stealing from visitors, if not outright killing them 1. Local ruffians (d6+3 raiders) are loitering in a wide, 5 by
when their own warriors, ‘Oilers’, ain’t looking. The place is 5m chamber, and if they outnumber the travelers, will draw
ruled by a cannibal mutant with three arms and two ugly red their short swords and hold them up for any relics or coins,
heads, who eats babies and young women... or so I am told. as well as kidnap any women of 30 or better appearance to
What else? Oh, yes, them folks have a huge relic cannon that become a slave-bride to a gang member.
can shoot monster shells, powerful enough to set a battle 2. d6+2 Fishermen (treat as commoner men) are convinced
barge on fire and scatter the crews, that’s why the that the PCs are pirate spies, and in a
damn place isn’t ruled by the Aber- large open area, hurl debris and in-
rationists. Sure, its probably not a sults at the characters for 2d6
bad stop over if you need to spend rounds. If attacked, they
a night or two, although I heard call for the Oilers and
the tramps there are skinny and flee into their steel clad
kinda pale. But all in all, I’d rec- tiny homes and al-
ommend the place if you’re out coves. There is a 2 in 6
that way. Just keep your female chance the Oiler patrol
team mates nearby and don’t from roll 5, next page,
go anyplace alone or you’ll get arrives to investigate
jumped in the metal mazes.” within 5+d20 rounds.
If any commoners
For the Game Master: have been killed, they
This ship houses both a will try to arrest and
community and a ruin- hang the person(s)
scape, and many visitors responsible.
to the superstructure are 3. A commoner
surprised to learn that the family (man, wom-
ships name is the Star Paci- an, d3 teens, d3
fica 12, not Rusted Hulk, and children) meet the
that the humans only control PC group in the nar-
one tenth of the vast hybrid row 2m wide corridor,
cargo-tanker. There are and flee in panic, think-
plenty of flooded cargo ing the characters to
holds below the water- be invaders. There is a
line, on decks 4 and 5, 36% chance they meet
some filled with valuable up with another family
oil, while others contain and are calmed down
still boxed up ancient goods, and the PC’s presence
much of it spoiled by both explained, if so, there is
time and seawater. Neverthe- then a 44% chance both
less, for an advanced team of families ask the characters
diggers, possibly with scuba to take their teens to the safe-
ty of the Freeholds, where they can find work and later send fondling them, slurring lewd suggestions into their ears, re-
for the rest of their families. These commoners will pay the gardless of the gender of their potential clients. They each
PCs 2d10+10sp for each teen they escort to the free towns. offer their services for 3sp for a romp, and tug insistent-
4. In a large chamber, 10 by 15m in size with many second- ly at PCs. If the characters refuse, then there is an 87%
ary rooms and corridors opening into it, are a large group of chance the women go berserk, throwing bottles, and trash
local fishermen fixing nets and tackle, cleaning fish and talk- at the PCs until they leave. Any PC to creep off with one of
ing about the new arrivals (the PCs). When the characters these hookers is likely to be exposed to Sinners itch, 3 in
enter, the crowd of 3d6 men, 3d6 women, 2d6 teens and 10 chance per copulation.
3d6 children reacts, roll d6: 1-3. They go silent and sullen,
and just glare at the PCs until the strangers move along. / Encounters In the Saloon: (open noon until 5 am daily)
4,5. They wave hello and bid the characters welcome, and Note: If the PCs are attacked by locales using non-lethal
suggest they stay awhile and maybe settle down as perma- force while in the saloon, the Oiler Guards will do nothing,
nent residence some day. / 6. The men grab clubs and get however if the PCs use deadly force to defend themselves or
in between the PCs and their women and children. “You’re attack any patrons, then an alarm bell will be sounded by the
not welcome here, outlanders! ‘One man shouts. “Maybe bartender, and within 10+d6 rounds, a squad of d6+4 Oilers
you fooled the Oilers, but not us! Now get back on your boat will arrive to kill or capture the outsiders. If the Oilers learn
and leave before we lay open your heads!” If the PCs refuse that the outlanders were only acting in self defense, the PCs
to find another corridor, the men threaten them again and will be told to stay out of future trouble and be free to go.
slowly step forward, deadly serious. Any fighting will bring the 2d6+2 rolls on the bar patrons table B, page 384 with a
Oilier patrol from roll 5, below, within 10+d10 rounds. 3 in 10 chance per hour of a special encounter from the fol-
5. Oiler Patrol! d6+4 Oilers, see Military and Defense, page lowing. Roll d6:
291, for illustration. Treat as raiders, each carries a cross- 1. d6+3 fishermen (commoners) are at a nearby table, get-
bow, shortsword and dagger. This unit will have been in- ting very drunk and increasingly loud. “Who do they think
formed of the characters arrival if the PCs are a legitimate they are? “ One grumbles, gesturing to the PC group. “Comin’
group of guests, who have come up from the Aft Dock receiv- here and looting our resources from the hull. We never invit-
ing area. If the PCs have illegally entered the superstructure, ed them, we weren’t asked if they could come and steal from
they will immediately be attacked. If the characters have us! Maybe we should teach them a lesson.” If they outnum-
done nothing wrong and are simply making their way to the ber the PCs, and no PC is wearing shell class armor, then
upper decks, this unit will be quite friendly and welcome the they get up from their seats and move to face the characters
newcomers, telling them to make sure they buy lots of drinks as a broad front, clenching their fists. “You get up and get
and tip the whores. outa our bar, you outland scum, or we’ll teach you a lesson
6. *A lone scavenger, a local, approaches the PCs in a busy in ‘Rusta’ hospitality.” If the PCs leave, there no event, if they
corridor. “Say, you be keen to pick about, eh? In the hull I stay, there is a 78% chance the fishermen attack (-30 SV due
mean, silly. You keen?” He asks, looking nervously over his to being drunk), otherwise, they back down and go back to
shoulders. “Tomorrow morning, meet me right here, and I their drinking and bitching.
take you to a sweet spot in the old girls’ gizzard, eh? Lots of 2. A group of tough looking, oil stained men (treat as d6+4
cargo, lots of critters, but lots of cargo, right? Keen for that, raiders) are at a nearby table, and have grabbed a harlot
yes?” If the characters agree, and meet the nutty fellow, he and roughly handle her all the while laughing as they pester
takes them down to deck 1 and to a guarded steel hatch, her. Finally, they toss her aside and she crashes across the
which the Oilers open to release dig teams into the rest of PC’s table, knocking their meals and drinks everyplace. The
the vast ship. The scavenger takes the characters to a set of woman is unconscious and slides to the floor. The men, who
dark stairs leading down into a lower level, but will not go fur- are “Oil seekers’ by day, regard the characters with contempt
ther himself as he says he is not so dedicated as the PCs, nor and just go back to their drinking and crude antics. If the PCs
brave enough to deserve the wealth found below. demand an apology to them, or the woman, or for the seek-
7. A prostitute steps out from a darkened alcove, smiles and ers to replace the spilled food and drink, the men will auto-
gestures to the best looking man in the PC group. “Come matically refuse if they outnumber the PCs. However, if the
with me to my quarters, brave one, and tell your friends you’ll PCs are clearly decked out in relic arms and armor, or are
catch up later. For an hour, 3 silvers, for the whole night and unquestionably lethal looking mutants and cyborgs, they will
a meal, 7 silvers.” If a character goes with her, she takes him grudgingly buy a round of drinks for the PCs 89% of the time,
to her candle lit chamber and makes love to him according otherwise, they say something rude and begin to throw fish
to his requests, and after, roll d6: 1-4. All is well, no other bones and cutlery at the outsiders. Nobody will come to their
event. / 5. *As the PC lays there, she successfully clutches aide if the PCs attack them with non-lethal force, but other
a syringe and tries to poke the character with type D sleep prostitutes will come and tend to their wounded peer.
poison, which on a successful strike (+30 SV as the target is 3. A nomadic trader and his d6 militia solider guards enter
not expecting to be attacked) and if the character succumbs the saloon and take up a table near the character’s. After
to the poison, he passes out immediately and wakes, 3d6 ordering drinks and observing the crowd, the trader waves
hours later, naked, hands and feet tied together (STR based to the PCs, comes over and whispers to them: “Say, fine dig-
type D HC to snap, one try per hour) in the hold of a cargo gers, would you be interested in purchasing an empty rel-
barge heading for Port Folly as a slave./ 6. *She says that her ic weapon? It’s no good to me without ammo after all.” If
brother fled to Overpass many months ago and has written to the characters are curious, he pulls out an empty: roll d6: 1.
her, telling her to find someway to get there. She begs you to Shotgun pistol, 1200sp/ 2. Pump shotgun with folding stock,
let her accompany you to that wonderful city, and promises 1600sp/ 3. Wrist gun, 1000sp/ 4. Pocket pistol, 1600sp/ 5.
that she will thereafter spend one night a week with the PC, Auto pistol 1900sp/ 6. Stun pistol 2100sp.
for free, forever. 4. A greasy commoner man, covered in oil, brushes passed
8. d8+4 whores step out of various passages, access a random PC on his way to the latrine, and coats the charac-
hatches and side chambers, carrying candles and lan- ter in oil. The man doesn’t apologize or seem to notice and,
terns. They are all malnourished, mistreated looking wom- unless struck or grabbed, doesn’t even turn around. If forced
en, (APP 10+d20 each). They crowd the PCs, groping and to apologize, there is a 77% chance he does, otherwise, his
comrades, 2d6+3 other commoners, all ‘oil seekers’, get up Encounters while Exploring the Main ship: Encounters
from their chairs at various places in the noisy saloon, and occur 4 in 10 chance per half hour, range d10 meters using
give the outlanders threatening looks to back off or else. the following as possible results. The maze of steel corridors
These are tough men, and will be happy to brawl with the is often broken up by cargo holds, maintenance rooms and
PCs, perhaps in hopes of defeating them and looting their machinery, but all encounters are at very close range and
unconscious bodies. often involve single file engagements. Many more salt water
5. A prostitute screams from across the room and pulls free and aquatic animals can be found in The Mutant Bestiary
of d6+3 rough ‘oil seekers’ (raiders) who have been mis- One book, which can greatly enhance this location. Roll d20
treating her. She happens to pull free, losing most of her
ragged outfit, and stumbles into a random PCs lap, 3 of the 1. Bats, devil, 2d6
raiders have followed her to the character’s table and make 2. Shark, amphibious
to grab her. The woman clutches the PC tight and begs him 3. Birds, skal, 3d6
or her not to let them take her. If the PCs warn off the men,
and outnumber the three, then there is a 57% chance they 4. Waist deep, flooded chamber 5 x20m long, filled with fish,
leave and make no more of the matter, otherwise, they call Ripper 3d6
over the rest of their men from their table and the group 5. Waist deep, flooded chamber 10 x10m long, filled with
demands the characters “Hand over that slut, or get your Fish, d2 normuk
faces pounded flat!” If the PCs still refuse to hand over the 6. Waist deep, flooded chamber 3 x30m long, filled with a
shaking woman, there is a 33% chance the thugs give up fish, ghastfin
and go back to their table, but, if the PC get in a brawl with 7. Waist deep, flooded chamber 5 x25m long, filled with al-
any other encounter in the bar that visit, the oil seekers will ligators, d6 small
automatically join in with the new adversaries. If these men 8. Waist deep, flooded chamber 10 x30m long, filled with an
don’t back off, however, they attack with clubs. If they take alligator, large
the woman, they will leave with her, her screams echoing 9. Alligator, large
out in the iron clad hallways. 10. Alligator, huge
6. d6 commoner teens, half boys, half girls, approach the 11. Fish, land pike, 2d6
characters, each is outfitted with a backpack, travel clothes, 12. Frog, venomous
a knife and bow, and they say, roll d6: 1,2. “We are ready. We
know our Uncle in Overpass sent you to collect us, so we have 13. Frogs, aberrant, d6+2
packed all we have and are ready to make the journey to him. 14. Insect, giant dragon fly
Here is the first payment of 20sp as promised; the rest is wait- 15. Insect, swamp skimmers, 2d6
ing in Overpass.”/ 3,4. “We saw you arrive in Rusta and have 16. Insect, blood flyers, 3d6
come to ask you to take us away from this shit hole. We will 17. Moaners, 2d6+2
serve you as retainers and camp keepers, until you either tire 18. Pit slime
of us or can get us to either of the Freeholds.”/ 5,6. “We want 19. Rats, bipedal, 2d6+4
to join your team in your explorations of the hull, we are not 20. Reptilius, 2d6+1
afraid, and will obey your commands and do as you do, as we
wish to become excavators, too, and leave this metal island
when you do. Please, give us the chance.”
ers of Optimorra by the common people. Likewise, the authori- / 8-10 Trans-human (add +d20 End, +2 mv, +10 SV to Elite Soldier’s Statistics).
ties will view armed travelers as potential rebel sympathizers 8. Mutant, ghost with d2 Ghost mutations from table
and trouble makers, if not pirate spies. In either case, newcom- TME-1-59, page 59 of the hub rules.
ers are watched carefully, told to do their business quickly and 9. Cyborg with one offensive implant.
move onto the next town if they know what’s good for them. 10. Cyborg with one each of offensive, defensive and mis-
In short, the laws here change according to the whims and cellaneous implants.
mood of the immortals and their leader, Optimorra, who has the 11. Beastial Human, no mutations
final say in the punishment of all citizens and visitors. He is keen 12. Beastial human with one prime mutation
to get his hands on relic firepower with which to arm his hired Note: 8 in 12 mercenaries are men, otherwise women.
fighters. Given this, and if the risk is not too great, he will have
well equipped strangers arrested on some contrived charges, The town has between 161 and 260 (160+d100) mercenaries
their belongings looted and the prisoner either sold into on the payroll at any one time, and Optimorra
slavery on the next passing transport barge, or is always looking for more rough individu-
put to work bolstering the town’s defenses as als to serve in the hazardous role of pro-
a laborer. tecting the town as well as dominating
the thankless, strong willed common
Military and Defense: The military is divid- people. Characters looking for work
here will have to look pretty conniving,
ed into three portions, the standing army of
‘Immortals’, the Mercenary navy and and upon arrival at the manor house, will
the militia. Mercenaries from each must pass a test to prove that they
far and near seek work are the callous souls they profess to be.
with Optimorra, and make See the random listings at the end of this
up the standing army and town’s description.
law enforcement detach- The navy consists of a single
ment. These hired slay- battle barge, The Naga, and her crew
ers work in small of mercenary sailors, commanded
detachments by Captain Xavier Fulton. The Naga is
around town with basically a for-hire naval unit, which
the bulk of them handles its own hiring practices and
stationed at the has the sole task of pro-
main gate, docks tecting the town’s fishing
and land gate, as fleet from being wiped
well as the manor house which dou- out by the any sea going
bles as a garrison. Both male and female enemies and monsters who hap-
cyborgs, synthetic humans, mutants, beastial pen by. The vessel has a standard
humans and pure stocks all serve the dicta- compliment of oar slaves and
tor. Mercs earn a wage warriors, with all troops on board
of 30 silver pieces being considered soldiers using
a month plus crossbows, and are roughly half
get free room mutants (one minor mutation
and board at each) and half pure stocks.
the man- The Naga has a solar pow-
ner, as well er generator unit on its rear
as the liber- superstructure, powering
ty to pilfer from a bow mounted, light laser
the townspeople, cannon with a battery sup-
help themselves plying up to 20 shots per day
to a round of drinks at the to the impressive weapon. It is
Saloon, and exploit the few worn out this weapon which keeps the pirates and
whores who ply their trade around town. sea people from blockading the town, or invading via the docks.
Immortals distinguish themselves by wearing an- c i e n t If the town comes under serious attack by an outside force,
clear bubble wrap headbands and sashes over their helmets and such as humanoids, a massive creature, or the much dreaded
armor, and often dress in the darkest getups they can find. Al- pirates, Optimorra will sound an alarm bell which will bring the
though considered garbage to many excavators, bubble wrap is town’s militia to the manor for arming with crossbows, hatchets
highly sought after by the mercenaries of Safe Port and who will and studded leather armor. Normally, these citizens are armed
pay 3sp per 30 square centimeters. only with a knife, as it is forbidden for the citizenry to openly carry
Encounters with patrols of the Immortals will always result arms or wear armor. After the threat of attack is over, the merce-
in a random assortment of unscrupulous, cruel men and women, naries collect the weapons and armor back from the militia, with
(8 in 12 are men, otherwise women) each is treated as an elite refusal to turn over the articles punishable by slavery or death.
soldier on the Typical Humans table (TME hub rules page 137) There are 190+2d20 militia soldiers in Safe Port, roughly half be-
and might be enhanced with mutations or cybernetic implants. ing mutants with one minor mutation each, and of this total force,
Roll d12 to determine what each mercenary encountered is: a quarter are women. Each signs for the arms and armor at the
muster station, and later, signs back in the gear after the threat is
d12 Mercenary Encountered over. Anyone who has not signed back the gear is either already
1-3. Pure Stock human. dead, or immediately wanted by the ‘Immortals’.
4,5. Typical Mutant, one minor mutation (physical alteration). The only other forces at Optimorra’s disposal are a large
6 Mild Mutant, one prime mutation. gang of raiders which inhabit the nearby hills. These bandits,
7. Synthetic human: Roll d10: 1-4 clone/ 5-7. Bioreplicant called ‘Foster’s Freebooters’, number 3d10+40 and are often
mounted on horseback and frequently arrive in town to sell their year 2298, a fleet of small pirate vessels, which had been raid-
booty, drink, frolic with whores and re-supply themselves from the ing along the coast, entered Tin Cove and besieged the town. In
general store and marketplace. There is a 18% chance that each truth, the pirate fleet had decided to merely winter at the cove
day, this gang is in town. On those days travelers are quite likely to and meanwhile enjoy terrorizing the fishermen of Safe Port.
run into these barbaric thugs, who may do as they please to out- Pressed almost to starvation by the siege, the people of Safe
siders. The dictator’s Immortals turn a blind eye to the actions of Port elected a prominent merchant to paramount power. The
these despots as long as the raiders don’t seriously harm locals, man, Kane, who ruled the wealthy Jensen clan, collected the
regular traders and favored guests of Optimorra himself. town’s wealth and set off for help, hiring over a hundred expe-
There are no fixed relic weapons in service any place rienced and ruthless mercenaries. This force was immediately
around town; however, a dozen ballista are situated through- given control of the town’s defenses, coordinating the militia and
out the settlement while 5 catapults sit along the wide wood- commoners in a bold, night time counter attack on the sleeping
en dock area, each guarded by two mercenaries at all times. pirate fleet, slaughtering the invaders. Those few pirates, who
On each of the town’s towers, in an enclosed top level, sits survived, fled south and helped found Port Folly.
a light ballista, manned by 4 mercenaries armed with heavy The mercenaries, under the Jensen clan’s rule, were not dis-
crossbows. The land gate is protected by a steel plated dou- banded after the victory, and instead commenced a slow con-
ble door, flanked by two stone and scrap towers with jutting quest of the very town they had saved. Kane, the ruling mer-
spikes and spears aiming outward to deter beasts. These chant, who himself had been a skilled warrior in his youth, rel-
stout towers are defended with a heavy ballista in the top- ished in his new found power, and set about executing those who
most enclosed turret of each and hold 8 mercenaries at all protested his dictatorship. Some decades later, armed citizens
times. From within these enclosures, the mercs control the ambushed and killed Kane, an act which led to even harsher
opening and closing of the gates using a gear and pulley sys- rules, curfews and the disbandment of the militia. Kane’s Son,
tem. Thus protected, the troops inside can remain in the safe- Optimorra, a mutant, who took over where his father had left off,
ty of their fortifications (-30 DV) and fire upon invaders with brutally suppressed any opposition, murdering and kidnapping
heavy crossbows from arrow slits and secret holes. All these those suspected of inciting rebellion. It was rumored that Opti-
towers have steel shutters to close off the various shooting morra’s plan was to turn Safe Port into the nucleolus of a growing
portals, with the portals facing beyond town as well as down nation. Fortunately for neighboring towns, the rebellious nature
into the streets to threaten the populace should they revolt. of the civilian population kept Optimorra’s ‘Immortals’ busy. Ad-
ditionally, pirate and land based humanoid raids continued to
Visitors to Safe Port: Along this particular stretch of coast- harass the town and deplete the relic resources and manpow-
line, there are very open trade towns which will allow anybody er of the dictator. In the year 2251 the mercenary battle barge
of any race or type to enter and be treated as an equal, how- called the Naga was enlisted, and has served proudly ever since,
ever in Safe Port, all visitors are treated with equal distrust. keeping major sea based attacks down to a minimum.
The original inhabitants consider armed strangers to be In the winter of 2253, the nearby towns of True Home and
just more mercenaries coming to seek work at the Manor, ar- three smaller, nameless wooden walled villages were obliter-
riving to oppress them. To the merchant Optimorra and his cro- ated by an assortment of savages and sub-humans. The sur-
nies, meanwhile, the sight of heavily armed travelers are often vivors fled to Safe Port with terrible stories of the butchery.
viewed as either potential rebel liberators, enemy spies, or sim- The loss of these nearby towns and villages filled the popu-
ply new comers to arrest and rob and then use as slaves. lation with dread, and the rebellion was abandoned by most
To certain locals on the other hand, such as traders, peddlers, commoners, seeing the great need for the mercenary force
shopkeepers, prostitutes, owners of the Saloon, Hostel, bath house for the very survival of this now remote and vulnerable town.
and healer’s clinic, newcomers are welcome. Clearly, these busi- This influx of people swelled the population, and the settle-
ness owners and self employed people aren’t as picky or paranoid ment’s walls were extended, while existing structures both
as the authorities or common fishermen, and will probably be the above and below ground were added on to. Currently, Safe
only ones who smile at travelers. All small groups, armed or not, are Port was beginning to look more like a small city than a mere
inspected and granted entrance into the town via the main gates or fishing village.
the docks; however, unknown battle barges and unrecognized or
unscheduled merchant ships are all warned away by catapult fire if Social Details: Safe Port’s history has affected how peo-
they approach within 400m of shore. A rowboat will be dispatched ple behave; toward each other, their Dictator, the mercenary
to any unfamiliar ships; the mercenary squad will investigate the troops who oppress them, as well as outsiders. The common
craft and notify the captain and crew that only 10 crewman or pas- people are sullen and moody, prone to alcoholism, brawling
sengers can come ashore at any one time, except recognized cit- and ranting about the injustice of Optimorra’s rule, yet, they
izens, regular traders, and previously employed mercenaries who are fully aware that many groups are watching and waiting,
left on good terms with Optimorra. There is no fee to enter Safe Port looking for the opportunity to seize the well positioned, pros-
and no limit on the duration of a stay. Carnivorous pets and mounts, perous town and enslave the people. If it were not for the mer-
robots larger than the average man, and relic vehicles must all be cenaries, who do most of the fighting and dying to keep the
kept at the stables at a cost of 3sp per night. town secure, more unsavory rulers might soon govern them,
or worse. Skullocks or other man eating species, for example,
Brief History: Clearly, the name Safe Port is a hold over from would swarm a weakened community, pouring over the walls
an earlier time, when the original settlers arrived here from the and wipe them out. Thus, a life of living with a lesser evil has
archipelagos to the west and half submerged cities up and down cast the townspeople in a communal depression, and forced
the coast. This site was once littered with scrap metal and nu- many of the braver, more ambitious young adults to flee the
merous beached relic ships. In addition, the site made for ide- town for the nearby Northern Freehold.
al moorage and shelter from the storms of the Pacific, and the The people dress in drab clothes made from whatever
fishing was excellent immediately off shore; even though the fish relic fabrics and plastic they can purchase of uncover, as well
were bizarre aberrations and often devoured the fishermen who as plenty of itchy wool cloaks and ponchos, oiled canvas hats
hooked them. and high, waterproof boots. The women wear no makeup and
A sturdy town was erected over a two decade period, and routinely wear their hair in a simple bun, their only jewelry be-
various humanoid raiders were repelled again and again. In the ing shells, and a few plastic trinkets. They are all hard work-
ing, realistic people, who delight in hearing stories from afar, The Healer’s Clinic is run by a very experienced medic,
but are wary of strangers and the influence such adventurer’s Copperton (5 skill point medic) and his staff of 6 nurses (each
tall tales might have on their young people. They dream of 2 skill point medics). They run a two story treatment center out
conquering Optimorra’s forces, and are always vigilant for an of a large home, where they also live, handling dental work as
opportunity to enlist help in their rebellion, as long as such well as assorted medical treatments and healing in the 16 bed
a rebellion does not so seriously weaken the town that their facility. Healing in their care in one of the beds costs 10sp per
many enemies can walk over them. night, while all surgeries cost 120sp per procedure performed
(such as removing a larva or other growths from a patient).
Resources and Industry: Fishing, goat and sheep herd-
ing, roof top and backyard gardens, exporting water to no- For the Excavator: What the characters have heard: “Well,
madic sea people, limited logging in Strangle Wood, as well staying at Safe Port beats the alternative of stopping in the mu-
as some scrap recovery in the New Hills. Mercenaries can ap- tant supremacist Dominion, or being stupid and camping out in
ply to the Manor for possible employment, pending the suc- the wilds when you don’t have to. Let me tell you, since so many
cessful completion of the random tests they are subjected to nearby towns and villages have been wiped out in recent de-
(see page 308). cades, anybody coming down the coast from the north, or put-
ting ashore is almost forced to stop here, unless you can wait
Accommodations: Since Safe Port remains a vibrant trading and sail south to Memory or take your chances at Rusted Hulk.
center, in spite of the civil strife within, many facilities are available One hears a lot of bullshit these days; like that everybody who
to the traveler. Bertol’s Bathhouse is often the first stop for arriving stays at Safe Port is never heard from again, as if them people
travelers, but is most often utilized by the mercenaries and hill raid- are cannibals or something. Ignore those stories, that’s all hog
ers, with the price of a hot bath being a silver coin, twice that if a shit. I know plenty of folks who have stayed over for a whole
bath maiden is hired to wash the customer. A laundry service is also god damn week in Safe Port and never had any trouble being
situated at this enormous bathhouse, with a person’s bedroll, set of robbed or nothin’. Sure, the people there are
clothing and assorted socks and underwear costing a silver to have all miserable knot heads because they don’t
washed, being ready to wear the next day. Various teas, wine and approve of the marital law that their Dicta-
occasionally coffee are served to those waiting for a bath or their tor forces on them, but the ass clown has to
washing in a large open air garden. use the mercenaries or else the place
Across the street is the huge, multi floored, would be gone by week’s end, with ei-
stone and timber Sultan’s Pride Hostel, owned ther pirates of half men obliterating
by the Jensen clan and the dictator Optimor- the place.
ra. The hostel has 32 rooms. 12 contain Sure, I’d say Safe Port lives up to
a single twin bed for 3sp per night, 14 its name. Its a really big town,
units being four person rooms, each almost a whole city, except that
containing two bunks and costing it has only one bar and one
5sp per night, while the other inn, but... they are really nice
six are large team rooms, built structures, and let me tell you
in a time when the original about the hookers at the Sa-
owner expected many exca- loon, they’re as fine as
vation or merchant cara- you’ll ever see, and they
vans to pass this way ain’t miserable frick-
on their way north en dames either, mind
to the Shallow Sea you, since they come from other towns to work there
Region. These ‘team because the local women are all married off real young and
rooms’ sleep ten, have their own latrine, cooking facilities, balco- grumpy, prudish hags. But, at the Hostel, as they call it, just
ny, and one inner, private room for the master. These large units sleep with one eye open and keep your trap shut.
cost 40sp per night, and each comes with d3 attendant slaves Oh, before I forget, if you’re a tough fella, you can easily
who run errands, give massages and perform almost any task the get work there for old Optimorra, the Dictator, as a merce-
guests should ask of them. nary. I hear the pay is good and you can pester the town’s
A Saloon, ‘The Cormorant’, sits near the hostel but closer folk to your heart’s content! Hah, if you’re a good fighter and
to the docks. It is a large building with three floors and is made wanna scrap, but are too afraid of the ghosts in the ruins, be-
of brick, ancient girders, plastic and drift wood. The main floor come a merc, at least you’ll have a dry bed every night.”
is a massive open bar room with a couple of fire pits and nu-
merous supports and stairways leading up or down. The sec- For the Game Master: Safe Port might well have become a
ond and third levels serve as a whorehouse, identical to so great city, but now, seems doomed. If it were not for the rebel-
many other bars and saloons in the region, where the women lion causing mayhem from within the town, perhaps the settle-
who work the Saloon take their customers for an hour or en- ment could withstand repeated raids by her many enemies. Yet,
tire night. Most of the prostitutes are from other communi- weakened from within like a cancer, it is only a matter of time
ties, usually refugees who can find no other work, and share before something goes wrong and an all out invasion is mount-
little of the discontent festering in the hearts of the common- ed against the troubled town. Characters arriving here will not
ers. Their clients are usually mercenaries, but include travel- immediately recognize the danger they themselves are in, for
ing traders and sailors, as well as excavators. The lowest level both the commoners and the ‘Immortals’ will see the PCs as a
of the saloon is divided into private gambling rooms, storage, threat and as a source of weapons, especially if a group is a low
and a large fighting pit with seats surrounding the mouth of rank, lightly outfitted group with a few relics. If they run afoul of
the blood splashed hole with enough seating for 30 people. the law, or make trouble with either the rebels or the mercenar-
Gladiators, as well as captured humanoids, are often pitted ies, characters will be beaten and robbed. Only a strong, careful
against each other in death duels every Saturday night, view- group can stay here long and avoid trouble. If they do get into a
ers can watch the scraps for 2sp all evening, and have drinks conflict, the team must be strong enough to fight off any attack-
served to them while they watch the gory spectacle. ers long enough to get out by ship or horse.
This large town is a great source of adventure, but so too 5. A drunken commoner staggers up from his doorstep
depicts a ruthless struggle for survival. Both sides in the civil when he sees the characters approaching. “hell... hello,” he
war here are cruel and desperate to survive, and all the while, manages, getting directly in the path of the characters and
a much greater threat waits in the wings to invade the divided holding onto a random one. He belches, coughs and then
community. Characters will soon realize that there is no good shakes the character. “Lis... listen to me, you forsaken out-
guy in this place and that they must stay neutral, do their busi- land fools, what are you going to do next, eh? You can’t possi-
ness and ship out on the next available barge. There is usually a bly be here to join the mercenary filth, they who beat us, take
cargo barge sailing for Rusted Hulk, then Memory and onto Steel our women, and butcher our brave freedom fighters! Go, I tell
Hill every week or so, allowing ample opportunity for characters you, go now while it is still daylight! Soon it will be dark, and
to arrive or leave Safe Port. Overland travel via the bridges at Two you’ll be stuck here in this cesspool.” He falls over and lays in
Craters Lake is another option for access to and from this town, the dirt of the street, muttering to himself and weeping.
but is an even more perilous route due to the numerous raiders 6. Somewhere from a rooftop, somebody fires a crossbow at
and humanoids who watch the roads and bridges. a random character, range 10+d10m then flees out of site. SV
01-58, DMG d20+1, a moment later, the patrol from roll 2 on
Online Resources: NPC, Merchant ‘Optimorra the Magnificent, this list, shows up and rushes to the PC’s aide. One merc, cho-
also included on page 439’ sen randomly, steps forward and says, “Damnit, I am awfully
sorry about that, strangers. We’ve had some problems with a
Unique Encounters: religious sect which detests non-believers, such as you. We are
simply too few to control a population which desperately needs
Note: Always re-roll duplicated dice results.
law and order. Why not go to the manor house of our lord, Op-
Daytime Street Encounters: d6+1 rolls for street occu- timorra, who might hire you if you pass the tests.” See page
308 if the characters are interested. This patrol is polite and
pants from chart A, page 381 with a 3 in 10 chance of an en-
counter unique to Safe Port from the following list per pas- apologetic, and clearly eager to get new mercenaries into their
sage, rolling d6, or d8 if the raiders gang ‘Foster’s Freeboo- ranks. They do not question nor harass the PC in any way.
ters’ (page 318) are in town that day (18% chance per day). 7. 2d6 raiders on riding dogs thunder down the street, forc-
1. d6+2 fishermen (commoners), are walking by the charac- ing everybody to dive clear. If the PCs also leap aside, there
ters in the opposite direction. They scowl at the PCs, and if they is a 77% chance that there is no event, otherwise the raiders
outnumber the outlanders, the last fisherman in line spits at a stop their mounts and circle back to the PCs and hem them
random character’s face, SV 01-40. If attacked, other common- in with a semi circle of dogs. The thugs look the PCs over very
er men in the street will rush to their coworker’s aid, however, carefully. If the Characters have no exposed relics, including
any fighting will also attract a patrol of 3+d3 mercenaries with- armor, the raiders move on, otherwise, the outlaws draw their
in 2d10+2 rounds, who will first observe the scrap and then swords and edge their slathering mounts closer, demanding
intervene with punches and the butts of their weapons. They all visible relics , plastic and coinage, for the PCs to kneel and
will arrest everybody, beat the commoners, and if the PCs do beg for your lives.
not claim to be in town to join the mercenary force, they will be If the characters don’t step aside for the dog mounted
robbed of all relics and told to leave town in the morning. men, then the raiders stop in front of them and are furious at
2. Mercenary patrol! Ahead, turning the corner 10+d10m away the PCs. “What are you thinking, you stupid sons of bitches!
is a patrol of d3+3 immortals, which block the character’s path Are you idiots! How dare you face us! Drop your weapons and
and gesture for them to step over. One random merc, their leader, Kneel now or die!” If the PCs obey, half the raiders dismount
walks around, inspecting each PC. Each PC must make a type A in- and use strong ropes to tie the character’s hands or other ap-
telligence or willpower (whichever is higher) based hazard check to pendages behind their backs, then strip them and rob them
maintain the correct degree of respect, or be pulled out of the group of everything of value and leave them bound and naked in the
and pressed up against a wall. If all the PCs have been respectful, street. If the PCs refuse to kneel, the raiders draw swords and
the group is let go without further incident, otherwise, those lacking charge forward, selling any who surrender as slaves, and leav-
the proper degree of humility will be yelled at and slapped about, ing the dead and unconscious to the citizens, who will tend
with a 44% chance each of being robbed of all weapons, relics and any comatose PCs back to relative health and insist they join
wealth before being roughed up (taking 2d6 damage) and let go. them in the rebellion.
3. d6+2 young men, treat as commoner teens who are armed 8. d6+3 banditos are strolling down the street, knocking
with only sheathed knives, get up from where they were sitting in over food carts, spitting or smacking passers by and lewdly
the shade and approach the characters. Roll d6: 1-4. “You, strang- teasing any women they meet. When they see the PCs, they
ers,” one says, frowning at the characters. “Go back to wherever at first think they are local mercenaries, but soon realize the
you came from. Your filth ain’t welcome here! Go join the freehold- characters are newcomers and approach, smirking. If the PC
ers or something instead of Optimorra’s goons. When the rebel- group is clearly better armed, of equal or larger number, or
lion starts, It’ll save us from slitting your throats!” They move off very lethal looking mutants, beastial humans or cyborgs, the
after this threat. / 5,6. “Hello,” One youth smiles. “You have come raiders just move onward, indulging in abusive behavior on
from afar? Have you seen Overpass? What is Steel Hill like? Is it other people instead.
true that the Great Ruins go on for a thousand kilometers?” Sud- If the raiders, however, out number the characters, they
denly an elder steps up and waves the youths away with a mere approach and block the PC’s path. If there are any women in
hiss. He turns to the PCs and says, “Don’t fill their heads with lies, the PC group of 30 or better appearance the raiders make
nor dreams. They have enough here to sustain their attention! perverted suggestions to them, crude gestures and tell the
Leave this town at once, if you know what is good for you!” women to ditch the men they are with and go with them to a
4. A young woman rushes up to the characters, looking nearby shack for some fun. If these female PCs refuse the of-
about nervously and whispers to the most attractive PC in fer, one raider is 82% likely to actually push into the PC group
the group. “Please, I beg you, whatever you do, don’t enlist and grasp at the women, and try to pull them from the ranks
with the Merchant, Optimorra, and become one of his thugs! and demand they be their ‘dates’ for the day. If there are no
Leave here as soon as you can, least you be tricked into join- highly attractive women in the PC group, the raiders will still
ing him, or disappear.” She rushes off when she notices oth- be bothersome and insist the characters hand over all relic
ers on the street looking at her disapprovingly. weapons and any coin pouches, wallets or other wealth, or
get a sword in the belly. If the PCs refuse to allow themselves PCs into the ranks of the mercs without having to undergo
to be robbed, there is a 27% chance the raiders back down the test described on page 308. If the PCs decline to join, the
and simply walk away. If fighting breaks out over this act, the mercs will be disappointed, but still grateful for their efforts in
local mercenaries will do nothing and simply observe with keeping the town free of ‘fundamentalist crackpots’.
grins on their faces, placing bets on which individual will de- 4. A scavenger, skulking along and trying not to be noticed,
feat another, and so on. sees that the characters have spotted him and he smiles and
approaches. “Say, fellow archeologists, listen carefully to me.
Nighttime Street Encounters: d6-2 (0-4) rolls for street I’m a regular here in town, but I know better than to over stay
occupants on chart B, page 381 with a 3 in 10 chance per my welcome. Trouble is brewing here, sounds like a rebellion
passage of a special encounter from the following list. Roll is really going to start any week now. Just do your business
d6, or d8 if the raiders gang ‘Foster’s Freebooters’ are in and get out, unless you want to pick sides in a very messy civil
town that night (18% chance per day). war. Goodnight.” He says no more and slips away.
1. A prostitute shuffles up to the most attractive male char- 5. Beasts! Something has either flown or climbed over the
acter and smiles: “Say, stranger, what do you say you meet walls, and attacks either the PCs, or possibly other street oc-
your friend’s in the morning. Come to my shanty and I’ll give cupants. Determine who is attacked out of all those present on
you enough memories that you’ll be telling stories about this the street. Roll d6: 1. Bat, Venomous/ 2. Bats, d6+2 Devil/ 3.
night for years to come. Ten silvers and you can escape this Bird, Black Owl/ 4. Frogs, 3d6 Wolf/ 5. Insects, d6 Doom Moths
world for awhile, say?” /6. Insects, 3d6+2 Blood flyers/ 7. Lizard, Winged Slasher/ 8.
If the PC says no, she will ask Spider, Bog/ 9. Spider, Freak-
other men in the group almost ish/ 10. Urcellia.
the same question. Should no 6. A middle aged woman steps
man hire her, she spits furiously out of a large shack, lantern in
and walks off in a rage. If a man hand and waves for the PCs
does accompany her, she leads to approach her. If they don’t,
him through the dark streets to a end of encounter. If they do
poor area of dilapidated shanties go speak with her, she looks
and tents. At one, she opens the up and down the street, mak-
creaking door and shows the man ing sure no mercenaries are
to her bed. Roll d6: 1-4. The cus- watching, then smiles and
tomer wakes in the morning with- whispers. “Outlanders, you’ve
out incident, all his belongings in- arrived in Safe Port at a histor-
tact and a grateful hooker wanting ical time, a great time! Come
her ten silver coins, but not before stay in my humble dwelling
one more round of sex./ 5. Dur- for the night, the streets are
ing the night, after romping with not safe. Besides, there is one
the woman, the PC wakes to see here who would have word with
d3+3 militia soldiers surrounding you.” If the PCs refuse to enter,
the bed, crossbows aimed at him. she only nods and bids them
The prostitute is held by one mili- good night, but if they do enter,
tiaman, a knife at her throat. One roll d6: 1-4. The woman leads
man says. “We are the Free Safe them to a large, simple room
Port Fighters, or FSPF, and we are decorated with wicker chairs
giving you this one chance to get and pillows, a fire blazes in
out of town. Tell your friends that if one corner, an old man sits on
they stay, they will die. Tell the out- a chair, smiles and urges the
side world that Safe Port belongs characters to sit. “Our look-
to the people, not to mercenary outs saw you arrive in town,
scum like you!” They then leave, and we have been observing
throwing the hooker to the ground you. While one from outside
and knocking her out in the process./ 6. After making out, the might be attracted to the dictator’s offer of work, what you
prostitute pours some wine, and drinks her fill. Drunk, she have been told about the rebellion may not be true. Certainly,
tells the character some important news. “Safe Port is on the Safe Port needs warriors, such as you, but instead of working
verge of rebellion, the freedom fighters, or FSPF are massing for the merchant, against his own people, why not join the re-
weapons stolen off travelers, or smuggled in by sympathizers bellion? Help us defeat the hated one and share in the ben-
within the Northern Freehold government. Southern Rangers efits. Aide us in our coming revolt, slay Optimorra, and you can
are said to be infiltrating the population, training the locals have all his belongings and wealth, and earn a spot of honor
on fighting tactics. Some say these rangers will actually join in our town, for the rest of your lives.
in the liberation of the town. So, um... just curious, have you “If you help us, we will give you his manor house as well
come to serve as a merc, or as a liberator?” as one seat on the new council. What say you?” If the char-
2. Mercenary Patrol, as in roll 2 daytime, page 303. acters decline for whatever reason, the man will nod and say
3. Rebel attack! “Kill the mercs!” Cries a voice as sudden- “I understand, this is not your fight. But please, do the proud
ly 2d6+2 militia soldiers pour out from the shadows, both people of this town the service of not joining the mercs; it
ahead and from behind, waving clubs. They have no shields might be for your own good. You are still welcome to stay here
or armor, will not listen to any pleas of parley nor believe the tonight; it is the safest place in town.”
characters to be anything but new mercenary recruits. If the If the PCs do decide to join the rebellion, the old man
PCs defeat the rebels, there is a 2 in 6 chance that the Mer- speaks: “The people are fed up with Optimorra, he has sold us
cenary patrol from roll 2, daytime, arrives and seeing that the out and abuses his power, just as his father did many decades
characters have fought the rebels, automatically enlist the ago. The rebels will be mounting hit and run raids on the mercs
all over town, but we are so poorly armed, and need ones such get in the way of the visiting raiders. d6 other urchins are huddled
as you to lead us, give us victories, and drive out, capture or nearby hiding and will be very grateful to anybody who rescues
kill all the hirelings. Tomorrow, we shall join you in a raid at the their friends from a terrible beating./ 6. a young man, of the mili-
docks.” The GM will have to establish events from this point./ tia, who if saved will be very thankful and urge the PCs to join the
5. The woman leads the characters into a gaudy, drape and rebellion. Regardless of whether or not the PCs join the rebels,
pillow filled room where d6+3 prostitutes are lounging, waiting this young man will have spread word of his saviors, and no en-
for you in revealing outfits suggestive positions. “Three silvers counters with rebels will be hostile while the PCs are in town for
each,” Smiles the older woman. “And you can stay with her all the next d3 years.
night in one of the surrounding sleeping alcoves. It is quite safe 8. As the characters walk along, figures step out of the shad-
from either the silly local rebels and the merc scum.” If no char- ows, snickering and making odd cooing noises. There are two
acters wish to indulge, the woman is polite about the rejection for every PC and surround the characters three meters away,
and bids the PCs to “Remember where my house is located, treated as raiders and each armed with a machete.
in case events change and you need a refuge and carnal re- “What have we here?” Says one mustached fellow, grin-
lease.”/ 6. The woman leads the characters along a narrow ning cruelly. “A pack of outland dogs, stirring up trouble, eh?
hall, then down some creaky steps to a basement. The room You don’t have the plastic insignia of mercenaries, now do
is dim, and full of barrels and boxes and other containers. Sud- you? And you ain’t locals, so we own your asses. Kindly drop
denly, the door at the top of the steps slams and bolts shut be- your weapons and coin sacks, and we’ll let you go with your
hind them. Out of curtained alcoves and from behind boxes guts intact.”
and barrels leap militia soldiers with clubs (no shields or Should the
armor) and surround the characters. They number two PCs refuse to
to every PC. “Okay, outland scum,” spits one man. disarm, the
“Drop your weapons or get your heads gang attacks
broke open! We know why you’ve savagely, only
come here to Safe Port, and we fleeing if half
aim to stop you from joining that their number is
dictator, Optimorra.” dispatched without
If the PCs surrender, they making at least equal
are disarmed, stripped of armor casualties on the PCs. If
and tied in stout ropes* with their the PCs surrender, drop-
hands and other appendages be- ping their weapons and
hind their backs. They are led at least a fair amount
deep underground in an earth- of coins and other valu-
en network of supply areas ables, the raiders are
and secret tunnels, until final- 83% likely to just gath-
ly being locked up in a wooden er the booty and skulk
stall, guarded by d6+3 other away, otherwise, they
militia soldiers. The PCs are toy with the characters:
kept there for 2d6 days, one random character
fed poorly, but not will be told to come
beaten or abused. forth and is d6: 1-3.
At the end of this urinated upon by half
time, they are tak- the raiders./ 4-6. beat-
en from their cell en into unconscious-
and blindfolded ness then spit on. Finally,
and escorted by if there are any women in
twice their num- the PC group of 40 or better
ber. Their blind- appearance, the raiders will
folds are even- bind her wrists * and march off
tually removed to their wilderness camp as a pro-
and they find spective new bride for their leader
themselves tied* to the bench of a mer- (see Foster’s freebooters, page 318).
chant’s barge, as oar slaves on their way to Steel *The ropes can be snapped by a successful hazard check, strength
Hill. If the PCs fought the militia when first meeting them, and based, type F once every hour of trying.
won, they will not readily find the secret doorway leading into the
tunnel system. Encounters in The Cormorant Saloon: 2d6 patron rolls
7. The characters turn the corner and see a gang of 6+d6 raid- from chart A, page 383, by day, 2d6+4 by night. There is a 4
ers beating and kicking some unfortunate person. From this dis- in 10 chance per hour of an encounter from the following list,
tance (10+d12m), the PCs can’t see who they are roughing up, roll d10 or d12 if the raiders gang ‘Foster’s Freebooters’ are
but if they approach, roll d6 to see, otherwise, they can move in town that day (18% chance).
down a different street and are not seen. Approaching the raid- 1. When the characters first enter the saloon, the lo-
ers, the character see them beating roll d6: 1,2. a prostitute./ 3. cal fishermen (all commoners and militia soldiers) shun
a commoner man, who had been trying to defend his home with a them and won’t meet their eyes or return friendly ges-
club. In the doorway, his wife and d3 children and d3 teens stand tures. Worse, when the team selects a table, those nearby
watching in horror as their father is being killed./ 4. a lone exca- moved away to other seats and mutter grimly, occasion-
vator, who grew up in Safe Port and has spent his or her life away, ally arguing amongst themselves in hushed tones. A serv-
and was caught visiting his parents and siblings who live in a ing girl reluctantly comes over and takes the outlander’s
nearby house. GM: Possible new player character or NPC to guide drink order, but is cold. The visit to the Saloon is clearly
further adventures./ 5. d3 street urchins who just happened to not going well.
2. As in roll 1, but when the serving girl returns with their and kill you all. I would leave too, but would need protection to
drinks, she spills the last one on the lap of a random charac- get to another town. Will you take me if you leave here? I can
ter. “Sorry!” She says, ingeniously, before going back to the pay for my own ship passage and supplies, and... oh what the
bar to get a replacement drink. Other patrons chuckle. hell, be your woman during the journey.”/ 6. During the night,
3. As in roll 1 above, however after the PCs get their drinks, after a bout of passion, d3+1 commoner men with clubs en-
or food, d6+4 commoner men, who arrived shortly after the ter the room from secret hatches in the floor wall and ceiling
characters and took up seats across the room, get up as a and pounce onto the character, trying to knock him out. The
group and pace over to the PC’s table, they are all armed with hooker just stands back in silence. If the PC defeats the at-
sheathed daggers. One big fellow (50+d20 END/ strength tackers, the whore says that the rebels have her sister held
30+2d20) folds his arms and glowers down at the characters. captive, and would kill her if she didn’t comply with the rebel
“You here to answer the notices for work? That greedy pig, ‘Opti- attempt to capture the PC. If the character is knocked out, he
moron’ has more than enough sheep already. Why not leave or she will be disarmed and tied up, and taken to an under-
town at once? Go to Pitford or some fricken digger town! You ground cell beneath a shanty and kept there, naked, for 3d6
ain’t welcome here!” If the PCs are polite and just thank the days before being sold to a traveling slaver.
man for his advice, the fishermen go back to their table, but, if 5. d6+2 militia soldiers, armed only with knives and wearing
some smart ass in the group bristles, draws a weapon or other- no armor, arrive and give the characters hateful looks before
wise tells the man to mind his own business, roll d6: 1,2. “Safe moving away and up to the long plastic and glass construct that
Port is my home!” Roars the man. “My family has lived here for is the bar. They sit on tall stools, drink too much beer and fre-
generations! I have every right to throw you out of our common quently glare over at the characters. The young men get drunk,
house if I like!” With that, there is a 50% chance that the man, and suddenly one practically falls off his stool, collects himself
acting alone, grabs the offending PC and tries to grapple him and starts over to the characters with a full beer. The charac-
and yank him out of the bar. If successful, he will beat and kick ters notice him coming and can see the murderous look of rage
the PC into unconsciousness, if able. The other fishermen sim- on his face. “You human refuse! You vermin!” He bellows, si-
ply watch unless other PCs join the fight./ 3,4. “You grave rob- lencing the other patrons in the Saloon. “Get out of this place
bing low born scum!” Bellows the man, and attacks the PC with this instant or I’ll cut out your throats!” He draws his knife and
fists. The other men just observe unless the other characters points at a random PC. “What are you looking at!? Foreign filth!
join into the fight./ 5,6. “All right!” Yells the big man. “I’ve had Get on your feet and face me, coward! I challenge you with my
enough of your filth comin’ into our bar, in our town, and living blade!” If the PCs try to ignore him or refuse to move or fight,
off of our efforts, diddling our women, and treatin’ us like frick- there is a 36% chance the drunk’s friends come over and pull
en slaves! Men, lets show these outland scum a lesson! Get him away with one whispering to the characters. “You all bet-
‘em!” The commoner men, using fists only unless lethal force ter leave, before things get worse in here.” If his friends don’t
is employed against them, attack the characters. Likewise, any intercede, then the youth attacks with his knife, even against a
other commoners or militia soldiers in the saloon leap up and sitting opponent. He is drunk, however, and is -2m movement,
join the fray. If successful, they will beat the PCs into uncon- -20 SV and +20 DV easier to be struck. If the PC does stand up
sciousness and then rob them of everything they own, tear off and fight the youth with any blade weapon, it will be considered
any weapon implants, strip and then throw the naked, coma- a fair fight and no one from the crowd will join in. If however the
tose forms of the PCs into a back ally. PC pulls out a relic or uses a mutation or implant , or, his or her
4. While the local fishermen might be wary of armed exca- companions also draw weapons or assist in the ‘duel’ then the
vation teams in their saloon, the prostitutes act quite the op- crowd will become enraged and begin to hurl food, bottles and
posite. 2d6 show up at the PC’s table and regardless of race, drinks and try to drive out the PCs, who, if they don’t leave, run
appearance score or gender, these trollops maul the group, a 78% chance of being swarmed by the whole crowd at the Sa-
sneaking kisses and suggestive fondling between promises loon, who intend to butcher the PCs.
of rapture, all for 4 silver pieces for an hour or 9sp for the 6. A squad of d4+3 mercenaries arrive at the Saloon, and
whole night. If all are refused, they pretend to pout, and con- immediately all conversations and music cease. The patrons
tinue to stroke, rub shoulders, rub themselves, and gradually avert their eyes and shrink back from the proud Mercs. The
move off, flaunting themselves, blowing kisses and filtering men and women start toward a table; those at it instantly
about the room trying to drum up business from the humor- grab their drinks and scuttle away to another spot. The serv-
less, sullen locals, who usually shove the women away. ing girls seem to vanish, and thus, the grossly fat bartender,
Throughout the evening, one or more of these tarts drift ‘Hughgough’ approaches the men and asks if they’ll be hav-
back to the PCs table to check if anyone has changed their ing the usual. One merc sees a random player character look-
minds. If a character does elect to spend an hour or the whole ing their way, and gives the character the middle finger and
evening with one of the hookers, roll d4 for an hour, or d6 if mouths the words to F-off. The Mercs simply sit and drink,
the stay is for the whole night: 1,2. The woman was a pro- play cards and don’t seem to pay much attention to anybody
fessional, and acted like she enjoyed herself as much as the around them. A few hookers approach them but get swatted
PC. No other event./ 3,4. After making love, the woman asks on the rump and jostled about, their clothes torn and filthy re-
“We courtesans certainly are glad you mercs are here in town, marks thrown at them. Soon, no hookers even approach the
otherwise we would have no business, as these local men rough ‘Immortals’. This group has a 25% chance per hour of
are cheap, or else married. Will you visit me often once you leaving, without paying for their drinks, and while there, no-
are recruited by his lordship, Optimorra?”/ 5. The evening was body will cause trouble with each other or the characters, al-
successful, and the whore’s eagerness to please was uncom- though the mood is depressed and tense.
monly enjoyable. She says. “You are so brave, coming to this 7. As in 6 above, however, after fifteen minutes, one random
troubled little town at a time like this. Did you know that there mercenary calls over to the characters. d6: 1,2. “Hey, outland-
is a rebellion underway? That’s why Optimorra has sent no- ers,” he or she smiles. “You hear to answer the call to arms? Op-
tices across the lands looking for mercenaries like you. You timorra is a great boss if you can pass the test and take orders.
are a merc aren’t you?” If the character says he’s not and has We can’t see any reason why you’d be in town unless you are
no interest in joining the ‘Immortals’, she lowers her voice joining us. We’ll expect to see you in the morning at the Manor
and grows serious. “Listen, you better get your friends out of for sign up, and if we don’t... by God you better be leaving town
here before one side or the other mistakes you for an enemy, so help me.”/ 3,4. “Where you from?” One asks, not paying too
much attention to the character’s answer. “You grave robbing the whores, and while I recommend them, it’s simply not safe
looters then, eh? What you doin’ this far north? The ruins are here! I suggest you post a guard in your rooms tonight, don’t get
the other fricken way, to the fricken east, idiots. Maybe you’re drunk, and stick together... that means no whoring.”
Overpass spies or rebel sympathizers hey? I’ll tell you what. If 10. Somebody in the crowd throws a ripe tomato at a random
we see your faces here tomorrow night we’ll skin them off.” (In- character SV 01-50. Who threw it is unclear, but the crowd
deed, if the characters are still in town the next night and meet howls with laughter.
any ‘Immortal’ mercenaries after dark, there is a 20% chance 11. A group of raiders, equal to the characters in number plus
it is this particular group, which will viciously attack the char- d6, stroll into the Saloon and immediately spread out. They
acters on sight and try to skin their faces off, while alive, mur- knock hats off people’s heads, pester the prostitutes and serv-
der them and then throw their looted corpses into the cove./ ing girls, scatter decks of cards, spill drinks, spit in peoples
5,6. “Welcome to Safe Port, friends, good to see you have come food and knock others out of their chairs. At first, they leave the
to join us. There are elements to characters alone, but then re-
the population which feel they group and shuffle over. One, the
can better protect the communi- largest (highest END, Strength
ty, and they claim to speak for the score +20+d20, carrying a ran-
people! Imagine that! Bar tender, dom relic weapon, WC-R), smirks
buy these outlanders a round of down at the PCs and says: “Why
drinks on us, rather... on Optimor- does that fat old bar keep insist
ra’s tab.” The bartender immedi- on letting others sit at our frick-
ately sends a round of drinks to en table? I told that bag of lard to
the characters. Because of the keep it vacant for us. Now I’ll have
friendly comments by these mer- to borrow his daughter for the
cs, locals are now convinced the night, again. I’m really in a mood
characters are mercenary re- for a drink and a noisy whore, not
cruits, and when the PCs leave for fighting you outland maggots.
the tavern that night for the Hos- So, I’m going to ask you just once
tel or elsewhere, there is an 88% to get the hell out of our table or
chance that outside the Saloon become shark food.” If the PCs
they are attacked by three times refuse, the raiders simply attack
their number in militia soldiers with the maximum lethal force
(wearing no armor nor shields available to them. If the PCs do
and only using clubs. Any captive move, there is no further incident
PCs will be kept hostage in an un- unless there is a woman in the
derground tunnel system’s jail for PC group of over 45 appearance,
3d6+6 days before being sold to who the raider leader insists sits
a traveling slaver. next to him and share his beer.
8. The characters overhear If the woman refuses, there is an
some fishermen talking at the 84% chance the leader merely
next table. Roll d6: 1,2. “They shrugs and lets here go; other-
were pirates, I tell you, two battle wise he grabs her by the arm and
barges heading north. They gave says. “I insist. Either sit with me
Rusted Hulk a wide girth to avoid and let me enjoy your company,
the big gun, but they were comin’ or let the grave worms enjoy the
this way. / 3,4. “Justin told me the rebels had purchased part cold carcass of one of your friends here.” If the woman still re-
plate, crossbows, poison and other weaponry for the final fight. I fuses, the man is 67% likely to pull out his relic weapon and
don’t know who is going to win, but a blood bath is comin’ soon!”/ try to kill another random PC, otherwise, he throws her to the
5,6. “If I were a traveler to Safe Port, I sure as hell wouldn’t join ground and spits on her before letting her go. If the woman
the mercs. That’d be stupid.” Another man adds, “Suicide is more does sit with the raider, he pours her drink after drink, puts his
like it.” Clearly, they are letting the character’s hear them. “In- arm around her, toys with her hair and any exposed skin, tries
deed, I’d be as far from this place as I could get, as any foreigner to touch her inappropriately and makes lewd suggestions all
would be seen as a mercenary and be mutilated.” night, not letting her leave for d6 hours.
9. A pair of excavators are sitting at the bar and notice the 12. 3d6+3 Raiders saunter into the Saloon, throwing the
characters. They smile and come over with their drinks. “Hello, place into instant chaos. Every other civilian patron in the
brethren, may we join you in drink?” If the PCs say yes, they pull place, including militia soldiers, are somehow teased, beat-
over two chairs. One says; roll d6: 1-3. “Listen, chums, we’re just en, tripped, spit on or robbed, and if any mercenaries are
passing through. We heard the name of this town as Safe Port, present, they do nothing whatsoever and in fact, encourage
and whoa, what could be further from the God forsaken truth! I the behavior. Suddenly half the raiders turn their attention
tell you, if you were planning on making this place a base camp, to the PCs and mutter amongst themselves, evaluating the
I’d think twice! Holy shit, these nut jobs are about to go at it in a characters. If each PC has either a visible cybernetic implant
full scale civil war! We’re staying at the Hostel tonight, but get- weapon, relic weapon relic armor, or is a mutant, beastial
tin’ the hell out on ship tomorrow morning. Why not come with human, plantoid or large synthetic human of more than
us to Memory? Passage is only 30 silvers. We could explore the 100kg, then the entire PC group will be ignored. On the other
Overgrown Ruins, drink beer in the bar at night. What do you hand, if even one character in the group is not relic armed
say?”/ 4-6. “Pssst, hey, comrades, I don’t mean to be rude or or huge as noted above, then the raiders advance, smirk-
nothing, but what the hell are you doing here in Safe Port? We ing. One ruffian speaks out the corner of his mouth, slurring
just escorted some trader here from Overpass, but we’re leav- his speech. “Who said you could come to our drinking hole,
ing at first light by horseback to the city. Since I’ve been here, bitches? Who gave you permission, and who the hell invited
I’ve seen some crazy shit. The only people who like us here are you to this town anyhow? Never mind, you digger scum, just
put your relics and coin pouches on the table and leave, be- 4. Two mercenaries drag two slave men into the pen and thrust
fore we cut your throats.” them to the ground, kneeling, and their hands behind their backs.
If the PCs refuse, and draw weapons, there is a chance One mercenary raises a battle axe and lets the deadly sharp
the raiders back off and ignore the PCs for the rest of the eve- weapon hover above the two cowering men. “You must choose
ning. The odds of the raiders leaving the characters alone are which one lives” calmly relates Caesar. “The other will have his
the number of PCs out of 10. Example: six characters in the head thrown in the street as an example; the survivor will be let
group, thus, a 6 in 10 chance the raiders back down, other- free in the community to start a new life. Which will die, which will
wise, the raiders draw their short swords and rush the PCs. If live? You have ten seconds to decide or both loose their head.”
the bandits win, they will give first aid to any dying characters, 5. “Do you like pets?” Caesar asks. Suddenly the door opens
bind them, strip them and sell them as slaves once they’ve and out rushes 2+d3 hunting dogs, which attack the charac-
healed to half endurance. ter immediately. “Survive and you are fit to serve.”
6. Caesar smiles, snaps his finger and speaks. “You will show me
Mercenaries Wanted! your strength and compassion.” The door opens and two mercs
Hiring Test, living conditions, Pay and benefits description. drag a young pure stock man into the muddy pen. His hands are
bound behind his back and he wears a noose about his neck. The
Should the characters wish to approach the Dictator-Mer- mercs ready the noose by looping it through the roof top bars and
chant’s Manor and apply as mercenaries, they will be told to hoisting the man taught, but not so he is being strangled. They
follow 2d4 mercenaries around back of the stockade where then tie the loose end to a large steel and concrete block which
a small steel plated door will open and admit the characters if released will yank down the rope and pull the youth up into the
into the compound. Here, Optimorra’s horses are kept, as well air and hang him. The mercs gesture to the PC to come hold the
as livestock and a large greenhouse which grows rare fruits, block aloft in order to preserve the man’s life as long as the PC
vegetables, marijuana and strange mutant plants rumored to can. ”Brutal, isn’t it,” Caesar notes dryly, yawning before going on.
have hallucinogenic or healing properties. A detachment of “This fellow is a rebel and a terrorist. He was to die this morning
10 other mercenaries are stationed about the courtyard, half anyhow, but, if you can hold him aloft for five minutes, he will be
on the wooden catwalk above, the other half standing about allowed to go free, banished from town, unless you want to keep
watching with their weapons handy. him as a slave.” The mercs in the pen with the character step
A mercenary captain will step forth from a scrap metal back and let the PC take the full weight of the heavy weight. The
shack (treat as Officer, Squad Leader with d4+1 prime muta- PC is allowed one type A strength based hazard check per min-
tions) and salutes you. “Welcome to Safe Port, and thank you ute to be able to hold up the block, failure results in the prisoner
for answering the notices we have posted region wide. My name hoisting off the ground and hanging to death within a minute. If
is Caesar, I will be your judge and training instructor should you the PC fails to save the prisoner, then Caesar is still 89% likely to
pass the tests. My lord, Optimorra will observe you from the let the PC join the mercs, otherwise, he can offer another test, or
manor. If you pass his test, you will be accepted into our noble dismiss the PC. The test goes on for 2d6 minutes.
ranks, for a term of service of no less than three months, after
which, you can either re-apply for service, or ‘retire’ and leave
town according to the mandatory rule of discharge. If you fail
to complete the test, or refuse to participate, you will be told
to leave at once, and must depart town at dawn by whatever
means you choose. No hard feelings. Our lord will be watching
us, although you can’t see him for security reason, you under-
stand. Please wait until I call you forth.”
2d20 minutes go by before Caesar returns and then, in
random order, each character is called forth and made to enter
a round pen made of steel bars with a steel mesh roof, 10 me-
ters in diameter. At the far end is a steel door which is attached
to the main manor house. Each character is placed into the
chamber with whatever weapons he or she has with him when
arriving. Re-roll duplicated results unless there are more than
8 characters applying. Roll d10 to determine the test:
1. Two mercenaries bring a frightened young woman (common-
er) out and tie her, spread eagled to the bars. “Whip her five
times.” Orders one mercenary, handing you a light whip (does
d4 damage per lash). “She is a rebel,” explains Caesar. “Caught
trying to lure our troops into a trap with promises of sexual acts.
Whip her now or leave the ring in shame and weakness.”
2. Two mercenaries drag out a young man (militia soldier, no
armor. They throw him into the sand and toss a hatchet next
to him, which the wild eyed man grabs, leaping up and turn-
ing to face the character. “He is an enemy,” remarks Caesar
from someplace behind. ”Trying to stir up the locals against
their rightful ruler, against the protector of this fair town. You
must bring me his head to pass the test.” The young rebel
growls and charges, swinging the axe toward the PC’s neck,
and shouting. “My head!? Not if I kill you first, outlander!”
3. “This will prove your abilities in battle, nothing more,” Cae-
sar calls from outside the cage. Two naked skullocks each
holding a spiked club in two hands, are thrust into the pen
and rush at the PC wailing their war cries.
7. A street urchin is dragged out, followed by another merce- for generations to come. If we are victorious in our efforts, you
nary with a brazier and a pair of branding irons in it. The irons and your future families will find places of prominence in this
are heated red hot and then handed to the PC. The street ur- new order, this fledgling empire, and become wealthier and
chins, 65% a boy, otherwise a girl of about 14 years age, is more powerful than you can possibly imagine. For the few,
held down and his or her shirt pulled down exposing the back. greatness awaits. A day will come when we protectors, we Im-
“Brand this filthy rat with the symbol of a slave, and the crea- mortals will not be seen as an occupying army, but rather lib-
ture will thereafter belong to you and sit chained up for you to erators and protectors, akin to Shepherd’s looking after their
kick and tease and command as you see fit.” The street urchin flock. Keep that in mind, since it will become clear to you that
fights like a wild cat, curses the PC and the mercs and man- many here do not yet appreciate our presence, nor honor our
ages to swear. “You touch me, prick, and fifty of my gang mem- authority. Thank you, and follow me to your quarters.”
bers will cut your heart out and feed it to the crows!” The characters will thereafter live within the manor in a
8. A man is dragged out and thrown into the pen with the ten bed, bunk room beneath the manor. The room is connect-
character. He is commoner, armed with only a club. “This ed to a lounge area where the mercs play cards, work out
man,” Caesar explains. “Has offended the dictator, Optimor- and eat. A latrine connects to the room by a narrow hall, and
ra, and our lord has asked that you punish him, but not kill a stairwell up to the main courtyard is the only exit. Electric
him. You may do whatever you please, castrate him, blind lights provide illumination, but torches are set in the walls in
him, take off a limb, whatever, but do not kill him. Now, ad- case of power failure. Immortals are not permitted into town
vance and make him sorry.” The desperate man clasps the except in 5 man minimum squads, and as new recruits, the
club in two hands and makes ready to defend himself. PC group will be led by an NCO officer on daily patrols or guard
9. “For this trial,” says Caesar. “You will be tested on your duty, randomly determined each day roll d6:
ability to take orders. First, strip naked.” If the character does, 1. Day time street patrol, looking for rebels, inspecting newcom-
mercenaries will collect all his or her belongings. “Second, ers, especially excavators or other armed visitors.
drink this bottle of wine.” Bottle of red wine is given to the 2. Night time street patrol, looking for creatures that may have
character and he or she must drink it, becoming drunk if un- entered town unseen, as well as the usual rebels and outsiders.
der 200kg weight. “Thirdly, you will dance a jig for me.” If the 3. Guard duty on the docks, observing the comings and go-
character does this, then Caesar claps and relates the fourth ings of fisherman, as well as inspecting any merchant ships
part. “Now, you will howl like a wolf and anoint yourself in mud. coming to the wharfs. Going aboard barges and checking the
Good, good! Now, let’s see how you fight”. Suddenly the door cargo and quarters for pirate plots, weapon smugglers, or
opens and out comes a naked man, a commoner, who raises anything out of the ordinary.
his fists and comes directly at the PC. If the character is drunk, 4. Tower watch, one of the four random towers, the PCs man-
he or she is -20 SV and +20 DV to be struck. “If he wins,” re- ning a light ballista, taking turns peering out the firing portals for
lates Caesar. “He is told he will get his freedom, as well as you any signs of attackers, unusual activity, or threatening beasts.
as his slave. So, you better box well!” If the commoner should 5. Main gate duty. Along with d6+2 other mercs, the PCs are as-
knock the character out, he or she wakes later bound to the signed to opening and closing the gate for all manner of indus-
oar of a merchant barge heading south for Port Folly. trial and commercial traffic, as well as any excavators who might
10. The character stands in the pen for about fifteen minutes, arrive. The detachment’s NCO officer will do all the questioning
and still the metal door releases nothing. When the PC glanc- of visitors, checking the loads of wagons and carts, etc.
es over to Caesar, he or she sees him sleeping on a hammock. 6. Patrol! The PC’s unit is sent on a patrol, mounted on saddle
Another 2d100 minutes go by before Caesar wakes up and horse, to the edge of the Strangle Wood, then down to toxic
yawns, spits and, then walks over to the character. “You ready bog, along it, and back North West to the beach, then along
yet?” He asks. “You think you are fit to serve? Huh? Okay, let’s the beach Northward back to town. The squad is instructed to
give this tough guy two tests!” Roll d8 twice, one after the oth- look for anything out of the ordinary, but in particular, armed
er is completed. commoners, humanoids, pirate shore parties, or anyone they
can arrest as a spy and rob, beat and sell as a slave. All raid-
Passing the Test: Should each character succeed at the ers in the area are allies and will greet the Mercs with wine,
brutal test, he or she will be considered either cruel, callous bread and dirty jokes, possibly urged to join forces with them
or merely fit enough to serve the dictator. Caesar gathers the for the patrols duration.
recruits and speaks. “Well done, you have passed the test
and are accepted into our noble ranks. As an ‘immortal’ you The role of a mercenary character in Safe Port relies heav-
are entitled to thirty silver coins a month pay and whatever ily on GM guided circumstances. The encounter tables shown
you want to eat and drink either in the Saloon or in any pri- above are only for the average excavator party who newly ar-
vate individual’s home. You can fornicate with any whore you rives in the bustling town of Safe Port looking for a place to
meet, but are not to touch the local women unless they make heal up and re-supply before plotting their next move. Should
advances first. You will be able to enforce the law as you see Optimorra be killed or run out of town, his son, Amodka, a
fit, according to our regulations, or on your own volition if un- mere youth but just as greedy, bloodthirsty and sadistic, will
accompanied by a higher ranking officer. You can search any take control of the mercenaries since he inherits the wealth
suspected rebel, religious crack pot or visitor as you deem his father left him, housed in a the Greater Bank of Overpass.
necessary. Should the characters join the rebels and defeat the merce-
“Also, we are allied with a group of freelance irregulars naries and help liberate Safe Port, all encounters tables will
called Foster’s Freebooters, who live in the nearby woods and require modification, since the mercenaries will be driven out
visit here often. You will give them the same privileges we our- or new one’s hired serving an elected council. Safe Port has
selves enjoy, and protect them if they need assistance. Most the potential to be a great independent city, its distance from
importantly, however, you are at all times sworn to protect our the Purists and the Aberrationists could allow for rapid growth
benefactor, Optimorra the Magnificent, Savior of Safe Port, if the place were properly ruled and its defenses enhanced. A
Protector from the beast-men and pirates alike. Optimorra, mid or high rank character party could possibly affect events
the Dictator, is destined to guide our people from this turbu- here, directing a rebellion in such a way as to eventually end
lent time and make Safe Port a great fortress and capital of a up as the settlements newly elected rulers.
new nation. A new power which will rule the surrounding lands
Bosworth’s Clan
Wagoneer
Rafters
Bosworth’s Clan
Horse Archer
Floater Ballooist
Part Eight:
Nomadic Communities
bede rogerson (Order #26220502)
The Crossroads Region Part Eight: Nomadic Communities 311
Rafters
The rafters differ from simple raft using traders or migrants,
in that these people form a mobile community which can ap-
pear anywhere along the coast, but tends to stay well away
The Floaters from the shore and even outside the regional boundaries, pre-
This group is basically a tribe of well equipped, relic-wealthy ferring the edges of the Atolls Region to the west. When they
scavengers and traders who remain aloft much of the time in do appear, they are usually reclusive and avoid trouble with
a flotilla of 22+d10 hot air balloons. These animal hide cov- powerful looking strangers, instead, seeking to complete their
ered balloons are lashed together with adjoining rope ladders chores, re-supply or trade dealings as quickly as possible and
and platforms, and at their center, joined to a wicker hanger vanish again. These migrants number about 70+d20 com-
bay where 4+d4 operational, armed gyrocopters are housed moner families strong, armed with shoddy archaic style weap-
(each has two seats, with the rear seat for the pilot, and the ons, with all adults and teens wielding bows and machetes,
front seat for a gunner who controls a heavy machine gun, clad in fish scale armor (treat as Lizard Scale).
drum fed with 50+d20 rounds of HCR ammo in each). On most occasions, they move along the coast to either
12 of the airships are huge, topped with crows nests fish or, to gather raw materials and fresh water, potting soil for
where two soldiers sit at all times, both have heavy cross- their tiny but productive gardens. At other times, however, they
bows, share a pair of binoculars and report to the basket be- deploy rowboats and launch surprise raids on inland camps
low with a communicator. The baskets of each airship are two and farm plots, pilfering fresh vegetables, livestock, or prison-
leveled, with an upper deck where the burner’s are situated, ers to serve as slaves and unwilling spouses. While theft and
protected by 3+d3 soldiers with heavy crossbows, while be- kidnapping are serious crimes, these folk are not considered
low decks, a family, one per man above, reside in the light- much of a threat, but rather as opportunist survivors, since they
weight but sturdy wicker and scrap metal structure. almost never kill anybody and seem to prey on the outlanders
These resourceful people also breed great eagles, and use to an area as opposed to the regular inhabitants.
them as both patrol mounts and beasts of burden, to hitch to In addition, from time to time, they come ashore to bar-
the airships and pull them, even against the wind, in any desti- ter for goods and services, sell fish, and purchase slaves. It is
nation the clan captain decrees. There are 6+2d6 great eagles said that these nomads from the Atolls Region return to the
at any given time, each mounted with a teenager in scrap relic many islands and wrecks in the western region and sell their
armor and wielding a regular crossbow and machete. soil, slaves and food stuffs at greatly inflated prices, and yet,
Currently, their are 40+d10 families, half will be com- are not really accepted among the various island factions due
mon mutants with a minor mutation each, while the rest will to their tendency to raid within that region as well.
be pure stock humans, with each family consisting of a male
soldier father armed with a heavy crossbow, dagger and ma-
chete, a commoner woman armed with a dagger and regu-
lar crossbow, and d3 children and d3 teens, with each teen
armed with a regular crossbow and dagger as well.
The clan’s leader is currently Rejund the Hawk, a mutant
human with eagles wings sprouting from his back, armored in
scrap relic, and wielding a pulse rifle with two full power cells
as back up.
Typically, the floaters neither hinder nor harm the surface
dwellers or ‘groundlings’, and instead, keep to themselves.
They send out hunting parties, water collectors, and scav-
enger teams. These scav-detail teams are constantly seek-
ing sources of power to keep their airships aloft, and so, are
known to actually trade whatever they don’t need for recharge
services at Array, as well as drop thieves into communities to
steal solar panels, alcohol fuel supplies, or even raw materi-
als to build more airships.
The present leader of the floaters is rumored to have a
plan to expand his people’s power in the region, to locate a
small nuclear power plant, like those used in some large ro-
Ghost
Restorationist
Cult of Humility High ranking, well known or powerful excavators have also been
This locally formed religious cult is wide spread, well organized and the target of this cult’s cruelties, which has earned the cult some
elusive. Its members come from many races and factional lands, ap- very dangerous and well equipped enemies, enemies who are ea-
pear as normal folk by day, but every few weeks, they gather in un- ger to work with the officials and the wealthy victims to eradicate
derground basement shrines and dress in black hoods and where the ‘humiliators’.
red masks with exaggerated happy faces and long hooked noses.
They are said to pray to their gods for an hour before gathering clubs The Coilers
and nets and skulking forth into the streets to raid a pre-determined See The Coil for information and encounter tables about these
household or inn, beating and tying up household members and ser- mutant cannibals. While they tend to stay within 10km of their
vants, stealing valuables, subduing any guards or pets, all to secure islands, there have been increasingly troublesome reports of up
an unholy one to appease their god’s lust for pain and humility. The to a dozen canoe loads of theses man eating savages undertak-
victims are nearly always fit, attractive and feisty people of importance ing expeditions far up rivers or down the coast as far as The De-
in a community, or of wealth or military power. The more personally thpool Ruins. These forays seem to be more than merely hunting
powerful the subject is, the more the cult covets them for their make- missions, as the cannibals have women among them who are
shift wooden alters. The victim is tied down, stripped, and slowly tor- not always seen returning north again. It is surmised that these
tured with many non-lethal techniques and tools. Mistreatments in- primitive human colonists are seeking new places to inhabit, and
clude hot wax poured onto the body, the shaving of the person’s head grow their numbers, at least on a seasonal basis, locations where
and eyebrows, hundreds of lacerations cut into intricate writings and other humans are present to ritually kill and eat.
codes, branding with red hot wires bent into cryptic shapes, and final-
ly, an assortment of bizarre and humiliating performances, some bla- Hynro The Slaver
tantly sexual in their attempts, others revolting and ego shattering. In Hynro is a large mutant with several impressive mental muta-
the end, the person is blindfolded and left tied to a prominent public tions, as well as a bone plated body, enormous muscles, an
place, beaten and blooded, barely conscious (reduced to 2d6 END), array of relic weapons. He has a reputation for being a
with a sign hanging around his or her neck with some humiliating violent, merciless collector of slaves. While
and nonsensical remarks such as “I have sinned with a dog,” or slavery is legal in many new era communi-
“My sins are my salvation, please abuse me,” or “God has wak- ties, the gathering of slaves is not typically a
ened me with the fist and seed of his disciples,” and “Those who locally conducted activity but rather handled
rule this town, are the excrement of the era.” through the purchase of people from en-
Whatever the cult’s motivations, they do their best emy lands, prisoners of war, criminals or
to ensure that their victims live on, and in some other misfits. Where Hynro and his brutal
cases, the unfortunates are further pestered with gang differ from normal slavers is that
strange letters, markings on one’s door, the intru- they conduct themselves in the inde-
sion into one’s home and return of articles sto- pendent towns, Holy Purist Empire
len the night the victim was first captured. In and both Northern and Lower Free-
one case in Overpass, the same victim was holds, utilizing a network of slave
captured and abused on a second occa- takers who work from a list.
sion, however, the second time his wife On this list are prospec-
was also captured and made to witness tive slaves and individuals who
his humiliation and torture, before her match the description and de-
self undergoing the same fate. tails sought after by particular
While they do not kill people, nor even buyers. Numerous concubine col-
their guardians and pets, this cult strikes at lectors throughout the region, and
the foundation of a community’s ruler, as well from afar, seek a particular race,
as their heroes and most promising citi- or, a specific individual who has
zens. These victims, who often either humiliated the buyer or
have money and power, have caught the person’s eye. These
arranged a substantial reward buyers supply Hynro with their
for the elimination of request and a deposit of sev-
or infiltration and eral hundred silvers, and pay
exposure of this the rest when the captive is de-
cult, an amount livered. Many times, this service
totaling 3500sp, acts as a kidnapping
paid out by the ring more than a
government of slave dealership,
Overpass in con- however, the min-
junction with ions of Hynro,
the families which operate
and leaders in every
of other open faction-
town leaders. al terri-
tory, are
always on
the look out
for an attractive
woman or fit young man to add to
their inventory. Among other crimi-
nal organizations, Hynro’s reputation
is gold, and all raiders and outlaws know
Ruin Areas
bede rogerson (Order #26220502)
The Crossroads Region Part Ten: Ruin Areas 323
11. outnumber them, seeking help from encounter 6-11. Normal Skyscraper Ruin Encounter, Page TME 130
12 which is 87% likely to arrive behind PCs 2d10
minutes later if any of these scouts successfully
12. Skullock patrol, 4+2d6 using bows and daggers
flee the encounter. 13. Warmort patrol 3+d3
Skullock brigade, 3d6+3 using javelins, axes and 14. Moaner hunting party 2d6+3
12. carrying junk shields, plus one leader in tactical
armor using a random relic weapon (WC-R).
15. Plants, green walkers, 4d6
are often present at the north side of the bridge, and collect a with a mule (pony) each and some small livestock; chickens
toll, or worse. Why this gang of outlaws is present some days, and rabbits. They will be a mix of common mutants and pure
and gone the next, is unknown, but it is speculated that either stocks, all in rags, using bows and clubs as weapons and ap-
an enemy gang, namely the powerful Foster’s Freebooters, or pearing half starved. Each family will have a man and wom-
Freehold Scouts from Overpass, drive them off, or else some en, as well as d4-1 teens and d4-1 children (0-3). If the char-
sort of huge beast enjoys hunting these rag tag men and wom- acters happen to be heading south on the bridge, they have
en and constantly pursues them. caught up to the migrants, otherwise, they meet them head
Regardless, there are two encounter check tables used to on if the PCs are going north. In any case, if the characters are
cross this series of bridges. Table CR-11-1 involves the crossing grim looking, heavily armed and blustering, these people will
itself, with a 3 in 10 chance per hour of a mishap or run in with a arm themselves with their bows and threaten the PCs to turn
being or group of beings, including when travelers are stopped or back. Should the characters instead be friendly, keep their
camped on the islets. The second table, CR-11-2 on page 337, is weapons slung and offer soothing greetings, these travelers
rolled but once, on the northern side, to see if there are raiders will be glad to talk to them, even camp with the characters for
collecting their fickle toll at that particular crossing time. the night on an islet and exchange regional knowledge and a
keg of fine red wine they have brought with them.
Table CR-11-1 Encounters while on Crater Bridge: Occur- 6. There is a weak point in one of the wooden planks, on which
ring 3 in 10 chance per hour, day or night, roll d6 for outcome: each character must step. Combine the character’s base ki-
lograms weight with that of his or her armor and weapons
1. Coming the opposite way are d3 nomadic traders with and any other abnormal load (such as carrying a keg of beer
carts pulled by ponies, accompanied by d2+2 militia soldiers or unconscious comrade) and half this resulting weight is the
per cart, wielding muskets and without shields mounted on percent chance that the plank snaps under the person’s foot.
saddle horses. They are wary of those they meet, and de- Use the established marching order for who walks on this
mand that the characters step aside at the last islet they had plank first. If it happens to snap, the character is allowed a
just crossed, going back, for their certainly isn’t enough room type C agility based hazard check to react quickly and grab
to pass, nor can the bridge support so much weight in one the other planks as he or she falls through. If failure results,
spot. If threatened by an obviously superior force, the traders the person drops 20 meters to the water below (see falling,
will turn about and retreat back to the shore and try to flee table TME-3-10, part 3 Hub Rules) characters in armor will
from sight. likely sink to the bottom, 2d6 meters down, but if not wearing
2,3. While out in the middle of a swaying bridge, a flying chainmail, part plate or full plate armor, the character should
predator(s) appears to one side, 400+d100m away by day, be able to swim to the nearest islet. There is, of course, a
and 2d100m by night and attacks the travelers, roll d8: 1. 4 in 6 chance his or her splash down attracted a predator
Bird, great eagle/ 2. Bird, black owl / 3. Birds, skal 3d6+4 / which pops up 2d20 meters away and moves to intercept; the
4. Insect, giant dragonfly / 5. Insects, red wasps, 2d6+2 /6. shore, incidentally, is 2d20 meters away as well. Those on the
Lizard, winged slasher /7. Urcellia, d4+2 / 8. Insects, tiger bridge above are allowed to fire on the partially submerged
hornets, d3+1. creature, at a -20 SV penalty due to the water. Creature, roll
4. Raiders, half pure stocks, the other half common mutants d6: 1. Alligator, large / 2. Alligator, huge / 3. Fish, normuk / 4.
with a minor mutation each. They have set up their own toll Fish, ghastfin / 5. Frog, aberrant / 6. Shark, freshwater
fee of 5sp per person, however, if they outnumber travelers 2 Note: Should the character be mounted on a four legged
to 1 or better, they will also insist on any relics the travelers beast, or have four or more legs already, then instead of fall-
might be seen with, such as ballistic shields, guns, grenades, ing through, he or she is tipped and if failing the agility HC,
as well as any slaves, robots or small vehicles like dirt bikes, spills off the side of the bridge instead. If a character rides
ATVs, and whatnot. These desperate men are not aligned with a wagon, then the wagon’s front wheels lodge in the gap
those on the northern shore, and try to sty out of sight from formed by the missing plank, throwing all those on the wagon
that side. Number encountered: low rank d6+6, mid rank forward, and each must make an agility based type B HC to
3d6+10, high rank PCs 3d6+20. stay in the wagon, and if failing that, a second identical agility
5. Migrants from the north, destined for the renowned glory HC to stay on the bridge.
and riches of Overpass. There are 3d6+4 families, on foot,
Elbow Island: This small, brush covered rock gets its name
for its bent shape, much like a person’s elbow. Fisherman from Fever Lake: Fed by three separate water sources; Dead
Sea Home swear that off these waters there are many small, River, Border Creek and Shard Creek, and out flowing in the
eatable fish, but so too, several very large saltwater crocodiles east via Sick Creek, this huge crater is a mix of both highly toxic
which occasionally drive boaters to shore. Once on land, fisher- and once drinkable waters. While the liquid tastes terrible and
men must run for the shell of a ruined building here and hide on looks worse, it won’t immediately cause illness if a person were
the second floor, as the crocs are relentless, and will often follow to consume it once or twice. Prolonged consumption, however,
the men to the base of these structures. Travelers in a canoe, causes cancer and mutations in offspring, and many of the an-
imals and savages that live near this lake are either very hardy
and thus unaffected by the water, or live with cancerous tu-
mors, flaw mutations and occasionally genetic enhancements
on a scale that is rare elsewhere in the region.
There are only scattered bands of marauders and hunt-
er gathers in these parts, as well as nutty loners, scavs and
wasteland preachers. Nobody fishes on this lake, because of
the ghastfin fish which lurk everywhere here, denying access
to the teaming waters by virtue of their ravenous appetites
for anything smaller than themselves. Getting too close to the
Figgy Road: This dirt tract splits off from North Road and
heads south west toward the town of Safe Port, cutting between
the forest of Strangle Wood and the reeking swamp that is Tox-
ic Bog. While the usual threats to any traveler can be found
along this route, the principle danger comes from the domi-
Filth Lake: This vast water body occupies the largest cra-
ter anywhere within several hundred kilometers. The lake at
nant raider gang called Foster’s Freebooters, see page 318 for the bottom is both the most toxic water body around and the
details. This gang, which is sponsored and encouraged by the lowest below sea level. Water from Sick Creek and Sour Can-
current ruler of the nearby town, do not act as randomly and yon River pours in by the ton, and still the water level seems
ruthlessly as do other marauders. Besides being highwaymen, to get no higher. Scientists, speculators and archeologists of
they are also guardians of this area, and see that trade cara- the day, most of them serving as treasure hunting excavators
vans, associated slavers, merchants and bounty hunters get when not writing down their theories, believe that the water
through, as well as possible mercenary recruits for the town. is flowing under ground. That the putrid, undrinkable water is
Given this selective robbery process, Foster’s Freebooters are filling up subterranean levels of the vast Los Angeles ruin belt,
likely to accost travelers and simply take a few items, charge from old Burbank to Barstow in the north, and Encinitas to Big
a 10sp toll tax or take a woman of considerable beauty to be- Bear Lake across the south. Much of this area is contained
come a concubine for their leader, Foster. in the northern and eastern dune lands, and evaporating as
fast as it can fill up the reservoirs therein. Many religious pon-
Encounters along Figgy Road: Occurring with a 3 in 10 tificators believe the water is pouring down into hell, trying to
chance per hour by day, and a 4 in 10 chance by night if one is quench the flames of the horned one, a strategy of the heav-
moving, but only a 2 in 10 chance per hour if camped out and enly hosts to defeat the diabolical one’s army.
not burning a fire or using flashlights, etc. The range of encoun- Whatever the reason for the drainage, what water remains
ters by day is d100+5m, and 2d6+2m by night. Roll 2d6: is radioactive, poisonous and gives off noxious fumes which
can make one ill within a matter of minutes. Nothing lives in
2. 2d6 Soldiers, all mutants with a prime mutation each Filth Lake, at least not for long. Coming within 10 meters of
and a relic weapon (WC-R) mercenaries marching to Safe the shore exposes a person to mild radioactive contamination,
Port. They will work for 50sp per month, and while they ap- while becoming immersed in the water itself, or drinking it, au-
pear to be brutal killers, they aren’t raiders and will not ha- tomatically contaminates a person with Medium radiation ex-
rass nor steal from other travelers, conducting themselves posure, no hazard check permitted. Besides the radioactive
as professional warriors. hazard found here, the air in the crater is putrid and noxious.
3. Foster’s Freebooters, 2d6+4 raiders on riding dogs with Any breathing creature stopping here must make a type B En-
crossbows, will demand a 10sp per person toll to continue durance based hazard check per minute to avoid system wide
onward, also, if they view any woman of 40 or better appear- damage and suffering a permanent loss of one point to each
ance, they will claim to arrest her as a spy and take her to trait value, including one’s appearance, trait points. Finally, be-
their leader, see Foster’s Freebooters, page 318. sides being radioactive, the water is poisonous to ingest, being
4-6. Normal swamp encounter, page TME 132 type E sickness poison which will cause the afflicted person to
7-8. Normal forest encounter, page TME 132 be at half all trait points for 3d6 weeks, and must make a type
9-10. Foster’s Freebooters, see page 318 for details, 3d6 +3 A hazard check after the first hour to avoid convulsing violently
raiders on foot with crossbows, step out of the vegetation then dying of nervous system failure.
and smile, while a raider leader wearing a relic hockey mask
on his face and riding a horse, rides up and waves. The lead-
er demands any booze or chocolate the PCs carry, plus a toll
Flak River: Connecting the coastal town of Dawn Cove with
the Aberrationist capital of Newburg, is the Upper Flak River.
fee of 12sp per person and if there are any women of 40 or Meanwhile, draining out of the Newburg’s south end is the
better appearance, will arrest them and take them as slave Lower Flak River. Both waterways are identical in depth, width
concubines to their master, Foster. and encounters, and likewise, very similar to the Dirge River
11,12. Nomadic traders, d3, each with a wagon and d4+1 which uses the same encounter table as shown on the next
militia soldiers, transporting food stuffs and beer kegs. page. The naming of the Flak River is uncertain, but implies
that either anti aircraft weaponry was used nearby, or some-
body ‘got flak’ for doing something wrong on this river or travel-
ers were ceaselessly harassed, and ‘getting flak’ while travers-
ing this waterway.
In the present day, the Flak River is a hugely popular trade
route, and anyone crossing the river, or traveling its length can
expect to meet a great deal of traffic along its course, and
very likely to come across Dominion patrols or shipping. As
this river is deep enough to allow cargo and battle barges up it
from either end, which can dock within Newburg where many
barges are built, it is possible for travelers to run into a Domin-
ion battle barge and be forced to run ashore to avoid being
crushed in a narrow part of the river.
relic vehicles. So too are seen slavers whipping their stock to an tors, who are often wounded and short on coins or horses, this
uncertain fate, bounty hunters keeping their eye on passing fac- is an agreeable arrangement, since wagon’s make for a great
es, long lines of desperate refugees who have either come from place to rest up, sleep and heal, even as they make good time
other regions or are fleeing some nearby nation, and always, the heading to their next adventure.
ever present bands of humanoids, seeking to capture or kill their The encounter tables shown below are for those areas that
mortal human enemies. are actually within the confines of Twisted Wood, while north of
The alternative to using this roadway are the perilous, Array use the encounter tables for Inter-State, page 352, while
dimly lit, forest paths. While traversing these routes through for the roadway heading south to the Purity Wall and the Purist
the moss covered trees, rope vines and strange plants can be empire, use the encounter table for Bitter Bog, page 331.
one way to avoid large groups of potential enemies, the prog-
ress is always slow, and it is easy to get lost. Another aspect Encounters on Forest Road: Occur at a frequency of 2 in 10
of the paths which makes them less appealing, is that while chance per hour by day, and 4 in 10 chance per hour by night
a person is certainly better able to hide oneself, it is also true if the campers or travelers are using fire, or a 3 in 10 chance
that voracious monsters are also met at much closer range, if simply camped beside the road without making a fire or loud
and predatory plants might be hanging right over travelers noise, otherwise only a 1 in 10 chance if camped well off the
without ever being seen until it is too late. road and in the undergrowth of the forest edge, staying silent
The Forest Road is 100m wide where the old black- and concealed. Roll d10 on the Position or Direction of Travel
top-fiber blend highway is intact, the vegetation and tress Table, CR-11-4, to see which way an encounter is moving, fol-
cut back by those seeking firewood or building materials. lowed by the actual encounter table, CR-11-5, rolling d100 by
The five dirt road portions are 30m wide, allowing travelers day, and d100+20 at night to establish the location, bearing
to see a considerable distance on either side. This gap is and identity of other beings.
handy as it permits some warning when a predator comes
charging out of the undergrowth, possibly enough time to Table Cr-11-4 Position or Direction of Travel Table Roll d10
put sufficient arrows or bullets into a monster or band of to determine direction of encounter
skullocks to drive them off before melee is joined. 1. Heading across the road from the west
It is this great range, and the straightness of the road to the east, d10m out of the forest, and
which is so appealing to large caravans, who otherwise sim- 100+2d100m ahead.
ply couldn’t move through the forest at all, and would have 2. Heading across the road from the east
to travel further east near Barter River, and so too, near to the west, d10m out of the forest,
the Purist border where the fate for non-pure bloods and 100+2d100m ahead
is always death. While traveling forest road, at least 3,4. Stopped on the roadside ahead, seen
during the day, one can often see up to twenty by day 1000+d1000m, 10+12m by night
kilometers ahead, since the road was made as 5,6. Coming up Forest Road from the
flat as possible. This great range may not tell south, seen by day 1000+d1000m,
who or what is approaching from so far off, 10+12m by night
but at least there is time to prepare one’s 7,8. Coming down Forest Road from
defenses, or flee into the woods if needed. the north, seen by day 1000+d1000m,
Another great advantage of the road 10+12m by night
is that it is possible to meet up with like 9,10. Ambush Range! Concealed or
minded travelers of a similar or toler- camping in the vegetation on the side of
ant race or profession. Most simple the road, (10-50. west side/ 51-00. east
people, who are just trying to survive side) only spotted when the travelers are
in an intense time in human passing by, range 50m.
history, are eager to make al-
liances and pacts, even if it is Table CR-11-5 Encounters along Forest Road
just for the night, or until the Roll d100 by day, and d100+20 at night
road’s end, and since there are 01-24. Normal forest encounter
known to be squads of either anti- 25-32. Purist patrol, a small unit of 5+d6
pure stock or anti-mutants waging war with each Purist Conquistadors on horseback. See page
other all through this portion of the forest, people 188 for Purist Conquistadors
are willing to form into strong caravans. Excava- 33-35. Purist brigade, an armed force of 20+d20 Pur-
tion parties, of mixed race, are always welcomed ist Conquistadors on foot. See page 188 for details
into these caravans, as well as inside the actual 36-38. Purist airship, with four Purist Conquistadors
wagons of refugees, farmers, and traders as in it, armed with crossbows that will hover
they are well armed and able to protect 100+d20m above the ground and shoot at
the caravan should it come under at- passing mutants and cyborgs. Common Vehi-
tack. From the viewpoint of the excava- cles of the Mutant Epoch, page 219, hub rules.
80cm thick, open in places, every kilometer or so, to perhaps add to their camouflage, gaining +3 initiative and coming up
allow the ancients to turn their emergency vehicles around within 10+d20m on either side of the travelers.
and enter the opposing lanes. The route is broken in many If they seriously outnumber travelers, they will simply tell
places, by blast craters and earth movements, or else, com- their victims to get off any mounts and drop their weapons
pletely buried under hundreds of tons of earth and debris. and kneel as they remove the belongings and armor from
In the north western corner of the region, Inter-State is re- each victim. They are 89% likely to simply leave the travelers
named to North Road, but is actually still part of the once great standing in the roadway in their underwear, totally unarmed,
thoroughfare. North Road has its own unique encounters, as before themselves leaving, otherwise, after taking everything
does Crater Bridge, which connects this once great highway the travelers have, they tie them up and march them off as
to the New Hills. Beyond the Crossroad Region, heading south slaves, selling them to a slaver (see encounter 3 this list) with-
east, Inter-State breaks up against the rising Cathedral Moun- in d6 days.
tains within the Shattered Region, and seems to have totally 6. Nomadic trader on horse, with d3 pack horses behind him
vanished on the far side of the mountains, either by being bur- and d3 militia soldiers with bows and hatchets also on horse
ied by silt deposits or having been broken up and used in the acting as his guard.
construction of the Purehold farm and fortress communities. 7. Scavenger on riding dog, who will veer off road at the first
Being the main trade route by independent peoples, ei- sign of seeing strangers approaching or waiting on the road
ther going between Overpass and Galespit or to points be- ahead of him (or her 35% of the time)
yond, travelers on this road are likely to meet a great variety 8. Wagon train 3d6+6 wagons, each with a commoner family
of other users of the route, some benevolent, others greedy of migrants. Roughly half the people are common mutants with
and murderous. one ‘physical alteration’ minor mutation. These folk are farm-
ers and fishermen, crafts people and whatnot looking to settle
Encounters on Inter-State: Camping on the side of the road in Overpass or establish a new town someplace if heading away
will result in encounter frequency according to the terrain from Overpass.
type, which except for a few wooded areas in the east, results All the men, women and teens carry bows, plus, they will
in encounters from the Plains column, page 131 table TME-4- have a compliment of 10+d6 militia soldiers on horseback pa-
3, hub rules. There is a 3 in 10 chance per hour of an encoun- trolling ahead, behind and to either side at 50m or so range.
ter by day while being on the highway, and a 4 in 10 chance These out-riders will greet travelers on the road with suspicion.
per hour if moving along it at night. Roll 3d6: If the characters are of mixed race and appear to be excavators,
then these people are 75% likely to ask them to travel among
3. Slaver and his d6+6 soldiers (each armed with a musket them for mutual protection from predators and marauders,
pistol, whip and great sword) all are mounted on horses while camping together at night and sharing in guard duty.
their stock of slaves marches along in a double line. Each 9. Trade caravan, 2d6 wagons pulled by 2 draft horses each and
slave wears a metal collar, but only ropes bind their hands occupied by a nomadic trader and d4 militia soldiers with mus-
to the main ‘tow’ rope and another to the slave’s collar. (One ket rifles and hatchets. Cargo on each wagon is rolled separately
try to break the ropes per hour, STR based Type F HC) there using d6: 1. Drinking water /2. Grain / 3. Dried meat and leather
are 2d6+4 male slaves, 2d6 female slaves, 3d6 teen slaves, hides/ 4. Kegs of beer, bottles of wine, tobacco, chocolate, dried
and d6 children slaves, plus, a 34% chance of 2d6 skullocks. fruit, hard candy / 5. 3d6 suits part plate armor, 2d6 crossbows,
If characters are sold to this slaver, they will be taken to Over- 3d1000 quarrels, 3d6 spears, 3d6 battle axes, 3d6 swords./ 6.
pass and sold in the slave market. Slaves, d6 of each category (male, female, teens, children). Cara-
4. Brigands on motorcycles! d6+6 raiders on dirt bikes head to- van is also guarded by d6+6 extra militia soldiers, but on saddle
ward the characters from one side of the road, screaming and horses and armed with bows and sabers.
hollering. They each have a one handed weapon which they use 10-14. As normal plain encounter, table TME-4-3, hub rules.
when in close range, but, will aim their bikes into people who are 15. Bounty Hunter and his squad of 4+d6 soldiers, who have
on foot, attempting to run them over. They will make repeated heavy crossbows and are mounted on d6: 1-3 horses/ 4. Rid-
drive by attacks until their targets either surrender or are suf- ing dogs / 5. ATVs / 6. Dirt bikes.
ficiently weakened to easily take while dismounted. Roll d6 for 16. Skullock raiders on d6: 1-3. War dogs, d6+8 / 4,5. Giant
each thug to determine his or her weapon d6: 1. Musket pistols, Bats d4+3/ 6. Mountain Bikes d6+6.
d3 / 2. Shotgun pistol with 3d6 shells/ 3. Pocket Pistol with full 17. Purist zealots, treat as militia soldiers on horseback, us-
clip and spare d6 rounds / 4. Auto pistol with full clip and d12 ing bows and short swords. They will charge up to all travelers,
rounds spare/ 5. Harpoon gun (double shot model) / 6. Sub- and kill any mutant people or animals they find, and arrest
machine gun with 30+d20 rounds in clip. These thugs will steal any pure bloods (or synthetic humans, ghost mutants and an-
everything of value and leave travelers beaten and half naked in droids mistaking them for pure stocks) and take them all the
the dirt, but, there is a 33% chance that the slaver from encoun- way south to Far Cross to be handed over to the clergy.
ter 3 above will show up within a half hour and buy the prisoners 18. Dual encounter! Roll twice on this table, if hostile forces are
off the raiders. encountered with traders or migrants, then the two groups are
5. Marauders! 3d6+4 raiders on foot, using crossbows and engaged in a chase or already locked in combat. Complimentary
hatchets, have concealed themselves on either side of the groups, such as raiders and bounty hunters or raiders and slavers,
road, half buried under dust wearing grass on their bodies to will be a combined force, and will pursue the characters.
New Hills: In the upper left corner of the region jut a ridge of
Marrow River: In the north west portion of the region, scrub and sage brush covered hills. These silt, rubble and granite
protrusions are called the New Hills as they appeared after the
meanders the wide, slow waterway called the Marrow River,
which flows into Two Carters Lake and onto the Tainted Sea. age of quakes, rising over the last hundred and fifty years; a mere
Within the Crossroads Region there are no human settle- geological blink of the eye as far as the movements of the earth
ments along this river’s course. Adventurers heading for the go. These hills are said to run north along the coast for many ki-
unknown reaches of the north can expect to meet with hu- lometers beyond the boundaries of the Crossroads Region, and
manoids in canoes, or aquatic predators, and have almost no are the home to numerous humanoids which wage fierce wars
chance of meeting friendly traders or fellow explorers. among themselves as well as against migrant human tribes.
Encounters in Tangle Bay: Occur at the normal range and Encounters on any Coil Island 2d6
frequency for saltwater; however use the following table to de- 2. Excavator, half mad, who has been hiding on the island for
termine encounters. Roll 2d6: d6 years, will be desperate to leave with characters. GM, pos-
2. Pirate battle barge from Port Folly sible new PC or NPC guide?
3. Alligator, huge salt water croc* 3,4. Savages attack! 3d6 male cannibals rush from one side,
4-6. Normal Salt Water Encounter* see hub rules page 132. while 2d6 woman hidden in trees (-15 DV) shoot arrows from
7. Shark, huge horrid* bows at the intruders.
8. Plant, floating aquatic constriction vine 5,6. d6+1 Coiler cannibal teens, with bows and flint daggers,
9. Longboat, loaded with a nomadic trader and 7+d4 mili- are hunting lizards and crustaceans, not anticipating to meet
tia soldier-oarsmen, armed with muskets and short swords, strangers –2 initiative.
transporting d6: 1,2. food stuffs / 3,4. poultry / 5. 3d6 kegs 7,8. Normal forest encounter, however any humanoids or humans,
of beer, d6 kegs of wine, d2 flasks of vodka / 6. Armor: 2d6 androids or robots will be substituted for encounter roll 3,4 above.
leather, d6 part plate, d6 junk. 9. 2d6 Coiler cannibal women, with bows and flint daggers,
10. Cargo barge, merchant ship, oar crew are mix race slaves, 6 harvesting mutant fruit, -2 initiative.
commoner men as sailors, 1 merchant, d6 town traders, 10+d10 10. Impaler bush
soldiers with muskets, 10+d20 commoner passengers, d6 exca- 11. 3d6 Coiler cannibal men on patrol.
vator passengers. Armed with a heavy ballista on poop deck. 12. 3d6+10 Coiler cannibal men and 2d6 cannibal women, lead-
11. Aberrationist battle barge ing a nomadic trader and d4 militia soldiers (hands tied) to their
12. Purist battle barge doom. This group is unaware of the characters presence and will
* 50% chance that predators ignore boaters and swimmers lead them to their secret tree top village where there are 100+d100
as they have already fed on the abundant fish. savage men, 200+2d100 savage women, 300+2d100 Savage
teens, d6 chieftains, and 400+3d100 Savage children.
The Coil: So named after the formation of these islands, a
coiling spiral of rocky protrusions, this chain was formed when
a deep penetration warhead breached the earth’s mantle and
caused a brief, but devastating magma whirlpool. When the spi-
ral cooled, and then filled in with sea water, the resulting islands
were left above the water level. Generations later, these small
isles are covered in mutant plants and populated by several
tribes of mutant savages. Called the Coilers, these savages are
known to be cannibals, living off fish but preferring the flesh of
other humans they capture. Anyone to intrude upon these forest
covered islands will be likely to run into bands of these deviants,
with each cannibal having a minor mutation from the ‘physical
alterations’ selection, plus, about 20% also exhibit one prime
mutation. The men dress in fish scale (lizard scale) armor, carry
shields, and wield spears and spiked clubs, while the women
wear cured humans skins and use bows and flint daggers in a
The Merge: This coil of ramps and merge lanes sits north
of Overpass along the Unity road, but before The Rip and Harp-
er’s Bridge. At one time, daring colonists had envisioned anoth-
er, smaller but better designed town site, much like Overpass.
They managed to erect a small village on the highest point of the
merge, dwelling there for a couple of years before tragedy struck.
One winter night, in the year 2325, the hundred or so settlers
were attacked by warmorts, who slew all the males and marched
off the female inhabitants for mating stock, leaving the pre-pu-
The Forks: This series of peninsulas and islands jut out bescent children to fend for themselves until help arrived sever-
al days later. The abandoned wood and scrap shacks and outer
into Promise Bay like the tines of a massive fork, all pointing to- wall remain more or less in place, and offer shelter to all manner
ward the Dethpool Ruins. For the most part, The Forks are rocky of terrible beast. Since the destruction of this unnamed village,
hills covered in bunch grass and wind blown, stunted trees. no re-settlement has been attempted and these massive freeway
There are the odd bits of twisted steel and crumbling concrete structures continue to be frequented by warmorts.
walls sticking out of the ground, as well as areas where tunnel
mouths yawn open, inviting excavators to enter. Near the east-
ern edge of The Forks is the impoverished leper colony of Leper
Hold. From here, many diseased bandits mount raids into the
nearby territory including these peninsulas in hopes of catch-
ing migrants who frequently land on these shorelines to inves-
tigate the region for possible settlement.
The protrusions of ruined structures certainly implies
that many levels of unlooted underground ruins exist in these
parts, but a total lack of friendly, non-leper infested towns
means an excavation team must either camp in the wilds, or
dock a barge along the coasts, which would place the vessel Encounters at the The Merge: Occur with a 3 in 10 chance per
within close proximity to the pirates of Port Folly, not to men- hour by day, 4 in 10 by night if traveling, and a 2 in 10 chance if
tion Imperial Purist ships. campers remain concealed and light no fire. The range of any en-
counters is d1000 +50m by day and d20+10 by night. Roll 2d6
Encounters in The Forks area: Occur as per Scrubs as far 2. Warmort marauding force, 3d4+2 on foot
as frequency and range go, 1 in 10 chance per hour range 3,4. Warmort raiders on riding dogs, d4+4
10+d100m, but consult the following table to determine en- 5-7. Normal plain encounter
counter results. Roll 2d6 8-11. Roll as an encounter for Inter-State, page 353.
2. Purist shore party*, 3d6 +3 Conquistadors, see page 188 for details. 12. Rock Spire ‘Protectors’ d6+3, see page 285 for details.
3. Migrants* from another region, camped on shore, 3d6+6
families, 56% chance mixed race, otherwise pure stocks. The Ramps: Much like The Merge or Overpass in their con-
Each family will have a man, woman, d3 teens and d3 chil- struction and purpose, this series of off-ramps, merge lanes,
dren, with all except children using bows. and bridges is one of the main trade corridors in the region, and
4,5. Raiders on horseback, 2d6+1 with leprosy (see Leper along with the other area exchanges, gives this entire region
Hold, page 268, for details on those afflicted) its name of ‘Crossroads’. Here, many excavators, bounty hunt-
6,7. Normal scrubs encounter, see page 132 hub rules. ers, mercenaries and units of factional armies make the migra-
10. Raiders on foot with crossbows, 3d6+4, lepers. tion to Turbine in the Shattered Region where they can get their
11. Cattle, great horns 3d6 power cells charged at a considerably lower price than at Array.
12. Pirate shore party* on foot from Port Folly, 4d6 raiders Likewise, migrants and traders use these concrete loops and
with muskets and sabers roads to make their way in and out of the region. Just east of the
* One or more longboats will be pulled up on the shore some- Ramps is the corporate hold over state of Purehold, (see Shat-
place, 1 boat per 10 people. tered region) a pure stock ruled, non-religious, high tech state
Encounters below deck (inside) on White Cruiser: Below often thinks the wounds occurring while on the reef are mere
deck occur with a 3 in 10 chance per half hour, at a range of bruises or scrapes from rubbing against sharp coral or wreckage,
2d10 meters. Roll 2d6 however, any person not in armor here will suffer 1 end damage
2. Spiders, bog d3 per minute, while anyone tied to this coral will be devoured at a
3. Snake, medium rate of d4 endurance per minute, even as predatory winged or
4. Urcellia, d4 sea creatures arrive to also join in on the feeding.
5. Worms, mud 3d6 The most notable features about White Reef, besides the
6. Plants, green walkers, 3d6+10 dangerous coral, are the wreckages trapped on the colony. Any
7. Plant, d6: 1,2. Dart mushroom/ 3. Constriction vine/ 4. Im- present day boaters must be aware of the reef’s presence or
paler bush/ 5,6. Green walkers 3d6 else run aground and automatically inflict d100 damage to
8. Rats, aberrant 2d6 their ship, and risk a 57% chance of being stuck fast and requir-
9. Pit slime ing another barge or equal powered ship to pull the craft free.
10. Lizards, venomous d4 The water is only a meter deep here at high tide, and it is during
11. Insect, spray creeper these times that most exploration of the relic ships occurs.
12. Worm, stabber
Encounters on White Reef: Occur here at the normal fre-
White Reef: So named after the lightly colored coral which quency and range for saltwater, 2 in 10 chance per hour for
shipping and a 6 in 10 chance per 30 minutes swimming.
makes up the greater part of this colony. White Reef is much
like Blue Reef, to the north, being made up of both natural and Other ships or flying adversaries spotted at 3+d6 km by day or
mutated coral, as well as thousands of species of mollusks and d1000m at night. Swimmers meet predators at d10m range.
crustaceans whose shells also add to the bulk of this ever grow- Roll below to determine the outcome. Roll 2d6:
ing mass. During low tied, this reef sticks out of the sea like 2. Pirate battle barge, keeps off the reef by 10+2d10m, but
a great 1m tall wall, and in areas where it has claimed a relic launches 2+d4 rowboats each loaded with 4 raiders, two row-
ship, has grown up the sides of the vessel about 3 meters, firm- ing, and the other two firing crossbows if travelers don’t raise
ly affixing the hull (GM Note: All areas on regional map denoted their hands in surrender.
by dark water, are impassable reefs during low tide). 3. Skullocks on giant bats, using bows, d4+3
These new strains of white coral have enlarged polyps, and 4. Nomadic trader and d6+6 militia soldiers in longboat, of
elongated tentacles allowing them to snap up passing insects mixed race, will assist small groups of mixed race characters
and birds. Likewise, many of these coral species are prone to if in peril. (Ship wrecked, adrift, etc.)
feeding on carrion, and dead things to wash up against this reef 5-10. Normal salt water encounter
which will quickly become adhered to it by millions of tiny grasp- 11. Savages in canoes, 2d6 canoes, with 3 savage men in
ers and leaf-like harvesting orifices to ingest the rotting flesh. Any each. Two row while one fires a longbow from the front of
wounded travelers to crawl up on this reef during low tide, or to each. 46% chance these men are cannibals.
get snagged on it if swimming below the water’s surface is also 12. Purist battle barge, keeps away from reef, 20+2d10m, but
likely to be fed upon, often without even knowing it. The victim if it sees mutants or cyborgs on the reef, it will open fire with
3d6 crossbows shot by Conquistadors and one light ballista.
Street Occupants Table C: Excavation Towns If outnumbered, the bounty hunter will return to the target’s
quarters within d6 hours with d3+3 more soldiers before at-
Roll d12 by day 2d12 by night. Note: 60% of all people met
will be mutants with one minor mutation each, otherwise tempting to detain or kill the wanted individual, otherwise, he
pure stocks. will direct his troops to capture the person on sight.
1. Children playing ball, 2d6 in number, commoners. 20. Prostitutes, hanging around outside a large shack or
2. A family of commoners: Man, Woman, d4-1 (0-3) teens other local structure. They call out to all men in the street,
and d4-1 (0-3 children) making suggestive gestures, promising an hour of delight for
3. Commoner men, d3 in number, driving wagon along roadway. d6+1sp, and groping any man who approaches them.
4. Merchant and d4+2 militia soldier guards, each armed 21. Street urchins, 2d6+2, who will harass passers by, and if a
with crossbow and hatchet, all on horseback. travelers is alone, these punks will draw their knives and try to
5. Commoner women, d6+2 with babies on their backs, laun- hold up the person for all his or her valuables, weapons and gear.
dry or food in baskets in their hands. 22. Local gang members, raiders, d6+1, who if outnumber-
6. Commoner men, d6+3, with picks and shovels, tents, rope ing passing travelers, will follow them and finally attempt to
and rations, will work as a dig crew for 20sp each per day. Will rob them at machete point.
not go into ruined structures once opened up. Each has a bow 23. Purist terrorists from The Holy Purist Empire, treat as as-
and hatchet for protection. sassins, d4 in number, who will first attempt to kill any mu-
7. Militia soldiers, d6+2 mercenaries, will guard an expedi- tants they meet, then cyborgs, beastial humans, synthetic hu-
tion camp at a cost of 30sp per day, but won’t enter ruined mans and robots. They will flee from a larger group after mak-
structures. ing only a few attacks, but will stay and fight lesser numbered
8. Prostitute, working alone at the mouth of a dark alley, groups. They appear as ordinary workers in drab outfits, con-
charges d4+1sp for a sexual favor in the shadows, roll d6 for cealing any weaponry.
human type: 1,2. Pure stock/ 3. Clone, comfort/ 4. Biorepli- 24. Aberrationist assassins (each has a prime mutation).
cant, pleasure/ 5. Mutant with d3 minor mutations/ 6. Roll These d3 men will attempt to murder pure stocks, androids
d4, but she is not working alone, there are d3+2 raiders wait- and synthetic humans, dropping down from above and mak-
ing to mug lone clients. ing a few quick attacks on their chosen target before fleeing
9. Scavenger, keeping to himself. from a larger group, but if attacking an equal or lesser num-
10. Nomadic trader, leading d4 mules loaded with water and ber of adversaries, will stay and finish the job.
dried food stuffs.
11. Excavators, d6, wounded, tat- Street Occupants Table D:
tered arms and armor, no relics Dominion of Aberratia Roll d12
visible, appear as though they just
came back from the ruins. by day 2d10 by night. Note: Unless
12. Excavators, d6+2, fresh, low otherwise stated, all people met
rank. will be mutants with one minor mu-
13. Street urchins, d4+1, looking tation each, otherwise pure stocks.
for trouble. Also, the term ‘pure stocks’, as far
14. Thieves, d3, will try to hold up as the following listings are con-
or pick pocket lone travelers. cerned, means synthetic humans,
15. Excavator, seriously wounded cyborgs, androids or other pure
down to d10 END, dragging him or stock appearing beings as well
herself along the huts and other as ghost mutants not wearing the
structures, arrived late into town. black head band which designates
16. Excavator, drunk out of his or them as mutants.
her mind, carrying a bottle and 1. Children, 3d6 commoners, play-
mourning lost companions. (-30 SV, ing tag with sticks and occasionally
+20 DV to be struck due to being throwing rocks and filthy insults at
drunk). each other. If they see a pure stock
17. Slaver, with d3 raider guards, unattended by mutants, they will fol-
trying to sell a slave on the street low for d6 streets, throwing pebbles
to passers by, roll d10 for slave type and debris, making insults about
and sale price: 1,2. Pure stock slave the ‘lesser human’ as a filthy slave
woman, 4d10sp/ 3,4. Pure stock species.
slave, male, 3d10sp / 5,6. Pure 2. Merchant, accompanied by
stock slave, teen 3d10sp / 7. Clone, 3+d3 elite soldiers, 48% likely to be
comfort 60+d100sp/ 8. Biorepli- followed by a group of d3+3 pure
cant, pleasure 80+2d100sp/ 9. An- stock slave women, chained to
droid, concubine 90+d100sp/ 10. the merchant’s horse as he moves
Robot, household 60+d100sp. along the street.
18. Militia Soldier, new to town, 3. 2d6 commoner men with farm-
looking to join an adventure team ing tools on their way to or from
heading into the ruins. Eager to work. If they see an unaccompa-
help excavators locate accommo- nied pure stock, they will throw in-
dations, or get out of trouble. sults and 28% chance will accost
19. Bounty Hunter, with d6+2 sol- the person and beat him or her
diers, all on foot, looking at passers with staffs (tool handles) down to
by. He will have any wanted man or half endurance before moving on
woman followed for a few blocks, and taking anything of value from
trying to see where the person goes. the pure stock.
Bar Patron Table C: Excavation Towns Bar Patron Table D: Dominion of Aberratia
Bar Patrons present in establishment. Roll d8 by day, and Bar Patrons present in establishment. Roll d8 by day, and
d12 by night. Note: 60% of all people met will be mutants d12 by night. Note: Unless otherwise stated, all people met
with one minor mutation each, otherwise pure stocks. will be common mutants with the minor mutation of ‘physi-
1. Lone excavator, looking to join a new group of dig- cal alteration’ (page 77, hub rules), as well as random skin,
gers heading to the local ruins. hair and eye color changes if desired by the GM.
2. Group of d4+4 excavators, low rank, at a table. Not 1. d3 prostitutes, moving about casually and trying to
accepting new members. drum up business.
3. Scavenger, nervously drinking beer in a corner, avoid- 2. d4+3 thugs gambling and drinking at a table. They keep
ing eye contact. an eye on the door, as well as any well-to-do excavators.
3. 2d4 drunk commoner men, laborers, talking loudly
4. d3 prostitutes, leaning on the bar, watching newcom- about the war with the ‘fricken Purists’, and how the day
ers arrive and waving or winking to them. of the ‘generic humans’ is coming to a speedy close. If any-
5. 4+d4 commoner men, with crossbows and shovels, body brings a pure stock into the bar, these men will sneer
looking for work as a dig team, but, won’t normally enter at the non-mutant, going so far as to spit on him or her if
underground or skyscraper ruin areas. Will work for 24sp within 2 meters or so.
per day each, plus food, 4. Bounty hunter and
protection, 10 hour d3 raider sidekicks, ob-
work or travel days, and serving newcomers and
one day off for every 6 prone to arrest any want-
days worked. ed person, regardless of
6. Nomadic trader and the odds.
2+d3 militia soldiers, 5. d4+4 commoner men,
relaxing. d4 commoner women,
7. d4+2 old men, com- and d4 commoner teens,
eating and keeping to
moners now, but are themselves.
apt to start telling sto- 6. Lone, cloaked figure in
ries about when they the corner who won’t in-
were young, and were volve him or herself, unless
explorers of the ruins. directly attacked. Roll d6
8. d3 excavators, wound- for identity: 1,2. Scaven-
ed down to half endur- ger/ 3,4. Shadow Minion
ance, gear and armor pg. 110/ 5,6. Excavator.
torn up, no relics, low 7. Nomadic trader and
rank, drinking in silence d3 militia solder guards,
and looking numb. having a meal. If ap-
9. d4+4 militia sol- proached, the trader
diers with muskets says he can only pay
10sp per day, but does
and machetes, look-
need an escort to the
ing for a team to hire next Aberrationist town.
them as camp guards 8. d4+3 raiders, each with
and armed escort, will a prime mutation, drag
not enter ruins, under- about a pure stock woman
ground nor skyscrap- and treat her like a dog,
er ruins areas, charge making her to do tricks and
25sp per day plus food, humiliate herself. They will
shelter and 4 days off sell her for 40+2d20sp.
for every 8 in the field. 9. 2d6 Commoner men, laborers, drunken and loud
10. d4+3 hooligans (raiders), watching people as the mouthed, talking about how their kind, the mutants, were
come and go, whispering to themselves and barely ordained by God himself to rule the world, that all other
touching their drinks. races should be put into chains. If Characters happen to
11. d6+ 3 commoner men and d6 commoner women, labor- bring a pure stock or non-mutant into the bar, there is a
13% chance per hour that this mob decides they want to
ers, getting drunk and busy arguing over nothing. There is a lynch the non-mutants and will pay the PCs 50sp to let
14% chance that upon entering the bar, one PC is mistakenly them do so, or, they will take the pure stocks by force.
recognized by one drunk laborer man who bounds to his feet, These drunks are -20 SV and +20 DV easier to strike.
raises his fist and tries to assault the character. He shouts that 10. Slaver and 3+d3 militia soldier guards have d3 pure
the PC, roll d6: 1,2. Killed a relation/ 3,4. Defiled and then stock men, d3 pure stock women and d6 pure stock
abandoned his sister/ 5. Stole his wife/ 6. Stole his father’s teens as slaves on a chain, and are offering them for sale
relics (in particular, any obvious ones the PC carries). to anybody who approaches their table.
12. d3 commoners, armed with crossbows, axes and packs 11. d4+4 Commoner men and d4 commoner women, filthy
full of traveling and camping gear, smile as the PCs enter. from work, who make unkind remarks about the lazy ways of
If approached, one young farm boy says he and his friends excavators, how diggers are afraid of an honest days work,
have traveled far to join a dig team and become excavators and offer no meaningful benefit to the Dominion.
themselves. GM: possibly new PC replacements? 12. 4+d4 raiders, who are at the bar, harassing any wom-
en who pass by or come up to order drinks.
* All mutant slaves will be common mutants with one ‘physical alteration’ minor mutation, as well as skin, hair and eye color variations.
** 50% chance slave is either a male or a female, and if not already noted as MUT for mutant, the person is 46% likely to be a visible mutant (unless being offered for sale in the Holy
Purist Empire, where no visible mutants are allowed to live, even as slaves, then the slave is 6% likely to be ghost mutant instead of a pure stock).
*** Slave is a mutant 34% of the time, otherwise pure stock (but could be a synthetic human, android or ghost mutant according to the GM’s scenario)
Scale: 1 Hexagon = 5m
Scale: 1 Hexagon = 5m
Scale: 1 Hexagon = 5m
left side
Steel Hill 2 sheet
The Crossroads Region Gazetteer
Steel Hill
1 hex =5 meters
Appro-Morticia
Outlaw Cannibal
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Type: Mutant EF: 411 Rank: 5
Caste: Engineered Bio-Weapon Faction: No affiliation
Gender: Dual Age: 92 (doesn’t age)
Read/ Write?: No Do Math?: No
Personality: Solitary & vicious Swim Ability: fair
Sexual Orientation: Heterosexual Height: 270cm
Handed: Ambidextrous
Religion: None Weight: 306kg
Languages Spoken: English, poorly
Endurance: 284* /
Strength: hooks 127(+24 dmg) arms 76 (+10 dmg)
Agility: 77 (-10 DV/+1.25 meters movement)
Accuracy: 88 (+12 SV)
Intelligence: 16
Willpower: 128
Perception: 99 (+3 initiative)
Appearance: 4
*Regenerates 2 END per round
Defense Value: -45 or 61 vs bullets Armor Worn: Dodge skill 4 pts -14/
Heavy Junk armor -17 (-1.5m MV) / Agility -10 / Ballistic Hide -4/-20
Movement: 12m Initiative: +3 Base Strike Value: 01-77
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Body Regeneration (no. Unique) helas 2 END per round/ ar reactor. Decades ago, a dig team came across one wing of the facility
Ballistic Hide (no.11) -4 DV/ -20 Dv vs bullets/ Dog Legs +7m and inadvertently opened several of the cryo tubes. Appro-Mortica, and its
MV/ Reserve Heart (3 total) (no.69) / Night Vision (no.61) / siblings, were unleashed. Only Appro-Mortica made it to the surface, the
Longevity (unique)/ Immunity (no.61) to poison and radiation others either devoured each other or wandered off through the countless
kilometers of underground ancient passages.
On the surface, having no idea of its own creation or relationship to the
Skills: Stealth 4pts/ Climb 4pts/ Brawling (hook arms and humans it so loves to feed upon, Appro-Mortica thrives in a barbaric world.
normal fists) 3pts/ Dodge 4pts (-14 DV)/ Weapon Expert He-she is intelligent enough to master the use of simple relic weapons,
Rifles 3pts
such as the assault rifle it relies on when up against superior numbers or
engaging meals at long range, but ignorant to the workings of computers,
Valuables, Clothing and Equipment: Rags, skins, and furs for electrical devices, explosives and vehicles. It lives as a primitive hunter,
garments, pouches contains 200+d100 spare rifle rounds, 6 sleeping in tents made of human skin, moving from camp to camp nightly
assorted meat carving knives, d100gp, d100sp, 3d6 random and occasionally returning to the weed choked cave mouth which leads
gems and d6 random jewels. down to the place of its long ago creation. It considers the cave a taboo
shrine, never entering, but loathes letting any other humanoids profane
Description: Wanted dead of alive, the outlaw-cannibal Appro-Mortica the site.
is dreaded from Sandbarra in the south, the entirety of Twisted Wood, up Appro-Mortica was designed for battle. It was to protect its human
to the edges of Overpass and as far east as Galespit. This dual gendered, creators and destroy robots, and although it has turned its murderous,
solitary eater of organ meat has only ever been seen and described by one voracious talents against humankind, it would have made its creator’s
Northern Freeholds posse, who managed to take a single, heavily pixilated proud in its field performance. Appro does not age, possess three hearts,
photo* before losing the humanoid demon in the woods. Others have met two heads, both male and female genitalia and in theory would mate with
Appro-Mortica, but none have survived the encounter. others of its own product line if encountering them. It has ballistic skin, as-
This mutant human is the product of ancient genetic engineers who tounding tissue regeneration ability, as well as incredible reflexes, speed,
inhabited a vast facility beneath Twisted Wood. Being just one of hundreds endurance and strength. The thing is dull witted and slow thinking as far
of experiments, Appro-Mortica and similar creations were placed in cryo- as technology and society goes but clever in a fight, able to appraise a tar-
freeze for later study and dissection in an attempt to make a perfect mili- get and discern weakness, wounds or risk from hundred of meters away.
tary monster. During a series of Mecha attacks, followed by earthquakes It will not engage any foe or armed group that it isn’t certain it can defeat
and tsunamis, the facility was abandoned. The surviving personnel either and eat.
locked themselves away in cryo or escaped to ships in earth’s orbit for the
migration to off world colonies. Left behind, their nightmarish creations Read more about this walking terror on page 319
were kept alive by sophisticated computers, medical robotics and a nucle- *Download the pixilated image as a player handout at www.outlandarts/crloot.htm
Rantula Maxmorta
Arch Magistrate of The Dominion
of Aberratia
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Type: Mutant EF: 4658 Rank: 14
Caste: Elite Warrior and Overlord Faction: DOA
Gender: Male Age: 46
Read/ Write?: Yes Do Math?: Yes
Personality: Scheming, Pompous, and Blood Thirsty Swim Ability: Strong
Sexual Orientation: Heterosexual Height: 206cm (6’9”)
Handed: Right Religion: Order of Rask Weight: 127kg (279 lbs)
Languages Spoken: English, some Spanish
Endurance: 142 /
Strength: 133 (+26 dmg/+130% throw range)
Agility: 97 (-14 DV/+1.75 meters movement)
Accuracy: 110 (+16 SV)
Intelligence: 88
Willpower: 121
Perception: 98 (+3 initiative)
Appearance: 33
Mutations: Horns (7) Regular sized (no.46) / Reserve Heart (no.69) istrate’s chair in 2355 and has been reelected every year since.
/ Mind Crush (no.56) / Advanced Mind (no.3) / Breath Holding (no.19) / His grip on power has been maintained through cunning, bribery,
Deviant Skin Structure: Fireproof, no damage from flames for 10 kidnapping, thuggery and his own violent outbursts.
rounds, thereafter half. Explosions only do half damage (no.24) / He is a firm believer in the Aberrationist cause, and affirms to
Devestator Pulse (no.25) / Limb Regeneration (no.52) / Hibernation (no.94) all that without a doubt, mutant kind will rule the earth within his
/ Telpathy (no.85) / FLAW: Intense Allergy Perfume if inhaled or via skin lifetime. Though a brutal, ruthless mutant, he is also well educated.
contact, END type A haz check or choke to death (no.126) When not passing judgment, planning military offensives, or enjoy-
ing the perversions of the capital, Rantula spends his time in his li-
Skills: Weapon Expert: Shotguns 4pts, Pistols 3pts, Axes 4pt,s brary. Here, behind locked doors he reads ancient books, watches
Horns 5pts/ Stealth 3pts/ Dodge 6pts -20 DV/Climb 3pts/ Grapple historical documentaries, and learns from the greatest dictators,
4pts/ Pilot 1pt/ Driver 3pts/Negotiate 7pts/Lying 6pts/Relic generals and criminal masterminds of old. Adolf Hitler, Napoleon
Knowledge/Tracking 4pt/Wilderness Survival/ Bio-Technician 2pt/ Bonaparte, Osama Bin Laden, Rommel, Patton, Alexander the
Gambler 4pt/ Great, Al Copone, Churchill, Stalin, Schwarzkopf, Ho Chi Minh, Ju-
Valuables: DOA jewelry , cloak and scepter worth 6000+3d1000sp lius Caesar, and hundreds more inspire the Arch Magistrate.
Clothing and Equipment: Spare full drum of shells for his While rarely able to go into battle in person, he never passes up
assault shotgun, gasmask, night vision headgear, Advanced a chance to get into a skirmish with Purists of Freeholders. Being
communicator, 2d6 anti-toxin injectors, 6 Advanced frag a huge mutant with seven horns, he cannot wear powered armor,
grenades, Laser pistol and 3 power cells on drop leg holster but does wear heavy combat armor, carries an assault shotgun
with full drum of ammo, laser pistol, razor sword, and pouch of six
advanced frag grenades. Besides his horns, he possesses the mu-
Description: Along with eleven other magistrates, Rantula Maxi- tations of regeneration, dual heart, electrical pulse, and immunity
morta rules Newburg and the entire mutant supremacist Domin- to poison.
ion of Aberratia. He was nominated and elected to the arch-mag- More on page 108.
Burgess Ballentine
‘The Hand of God’
Blessed Father of Righteousness
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Type: Pure Stock Human EF: 3562 Rank: 13
Caste: Holy Warrior and Priest Faction: Holy Purist Empire
Gender: Male Age: 47 Do Math?: Yes
Read/ Write?: Yes Swim Ability: Fair
Personality: Impatient, Dogmatic and Cruel Height: 207cm
Sexual Orientation: Heterosexual Weight: 103kg
Handed: RIght Religion: Puristalism
Languages Spoken: English and poor Spanish
Endurance: 123 /
Strength: 106 (+16 dmg/+80% throw range)
Agility: 87 (-12 DV/+1.75 meters movement)
Accuracy: 104 (+14 SV)
Intelligence: 56
Willpower: 108
Perception: 79 (+2 initiative)
Appearance: 29
Endurance: 84 /
Strength: 46 (+4 dmg/+20% throw range)
Agility: 106 (-16 DV/+2 meters movement)
Accuracy: 112 (+18 SV)
Intelligence: 138
Willpower: 144
Perception: 97 (+3 initiative)
Appearance: 116
Defense Value: -39 (or -49*) Armor Worn: Dodge skill 7 pts -23/
Agility -16 *Aura of protection gives -10 DV and 10pt force filed, (see mutations below)
Movement: 8m
Initiative: +3 Base Strike Value: 01-91
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Advanced Mind (no.3) /Aura of Protection (no.10) -10 DV Memory, Galespit, Overpass and occasionally as far North as Pitford
and 10 pt force field for 144 rounds per use, with 18 uses per day and Safe Port. These resupply operations are normally conduced by
allowed. Due to her advanced mind, Carmen can do any other action one vessel, and only rarely is it a zeppelin with Carmen aboard.
while engaging this mutation/ Night vision (no.61) / Telepathy (no.85)/ Her sense of timing and knowledge of the urgency in a situa-
Mind Crush (no.56) / Heal Touch (no.43) Advanced NPC version which tion is uncanny, and attributed to the mutations she possesses. For
besides healing d20+40 trait damage, also has a 88% chance of example, wounded excavators have reported that as they fled ruins
ridding the body of any disease, poison, radiation or other imperfection, suffering severe injuries, bearing unconscious, poisoned or other-
removal of parasites, and the repair of the following flaw mutations: wise debilitated comrades that the Angel of God came to them. The
chronic acne, dermatitis, ingrown hairs, ulcers, coronary thrombosis, angel of course is Carmen the Clean and her adoring body guards
warts, halitosis, migraine headaches, rhinitis, hiccups, psoriasis, and assistant healers. Carmen and her team would drop out of the
tapeworms, tooth decay, visual disorders, weeping, and whistle sky and by way of a lowering basket, set down the divine healer and
croup. Other flaws are not treatable. / Body Regeneration (no.18) 10 her assistants to perform medical miracles on the casualties.
trait points healed per hour. /Reserve Heart (no.69) / Empathy (no.33) Carmen is a ghost mutant with incredible gifts. She doesn’t re-
strict her healing merely to heroes, but has even cured a skullock
Skills: Medic 6pts/Stealth 3pts/ Climb 4pts/ Disquise Artist 4pts/ chieftain of leprosy within a single night, mended a Purist officer in
Erotic Arts/ Dodge 7pts (-23 DV)/ Navigate by Stars/ Negotiating 5pts/ his youth who now holds high rank and covertly aids her from the
Pilot 3pts/ Grapple 3pts/ Relic Knowledge/Technician, Bio 4pts/ heart of the Purist Empire, and so too, cures bandit leaders, wild
Valuables: 3 power cells, locket of dead mother’s hair, unknown father’s ring. animals and numerous greedy treasure hunting diggers.
Clothing and Equipment: Hooded cloak made of silvery-white laser- This woman, who remains unmarried and avoids all romantic re-
deflecting fiber ( -60 DV vs light beams), field medical kit, 3d6 anti- lations, devotes her life to healing. She believes that those she saves
toxin injectors, 2d6 sleep gas grenades ( as smoke grenade but thereafter take on an aspect of compassion, and go out into the world
type C sleep poison), substance reader, advanced communicator, less savage, less heartless and more likely to help rather than harm. Of-
and has access to a suit of heavy combat armor with helmet and ten, after setting a broken bone, performing miraculous tissue mending
a heavy pulse rifle with 3 full power cells if needed... but hates to on a gunshot victim, or ridding a person of terrible disease with a touch,
gear up in such ‘negative’ equipment. Items stored on her airship. her assistant will whisper to the patient to pass on the kindness.
Carmen was adopted by an accomplished ex-digger and his wife
Description: As extensively described on page 317, Carmen the Clean after being bought in the slave markets of Overpass. It is known she
is a travelling healer of incredible power, benevolence, beauty and well was abducted from a powerful faction in the Shallow Sea Region to
deserved respect. She has no home base, although her unmarked the north. Some say she is post-apocalyptic royalty, others, that she
flotilla of between four and seven airships are known to resupply at is merely the unwanted product of a prostitute’s couplings.
Endurance: 128 /
Strength: 94 (+12 dmg/+60% throw range)
Agility: 68 (-8 DV/+1 meters movement)
Accuracy: 91 (+12 SV)
Intelligence: 56
Willpower: 75
Perception: 97 (+3 initiative)
Appearance: 24
Estella Brandun
Countess of Steel Hill
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
EF: 948 Rank: 8
Type: Mutant
Faction: Lower Freehold
Caste: Ruler of The Lower Freehold
Age: 31
Gender: Female
Do Math?: Yes
Personality: Ambitious and Unshakable
Read/ Write?: Yes
Sexual Orientation: Heterosexual
Swim Ability: Excellent
Handed: Right
Height: 182cm
Religion: Believes in reincarnation
Weight: 83kg
Languages Spoken: English and Spanish
Endurance: 92 /
Strength: 59 (+6 dmg/+30% throw range)
Agility: 87 (-12 DV/+1.5 meters movement)
Accuracy: 109 (+16 SV)
Intelligence: 83
Willpower: 69
Perception: 122 (+4 initiative)
Appearance: 98
Type B INT d20 END three times per day per rank
Mind Crush 1 207m 24/ -
based HC + d6 INT
Devastator Pulse 01-178 1 but takes 4 69m 3d20 or d100+40 to Once per day per rank -
from hand
rounds to charge up cyborgs and machines 8/
Mutations: Advanced Mind (no.3)/ Body Regeneration (no.18) 6 In truth, the rumors are not far off, in that she can open portals
trait points healed per hour./ Mind Crush (no.56)/Force Field (no.38) in time, and travel to other worlds. The cost to her health, regrettably,
-14 DMG per round, 16 uses per day, lasts 69 rounds per use./ limits this activity (one portal can be opened per 48 hours, but she
Devastator Pulse (no.25)/Reserve Mind (no.70)/Heal Touch (no.43)/Image suffers 3d6 damage to each trait per use, healing normally). As for
Projection (no.48)/Time-Space Portal Generation (unique, see text) the relics, her government’s warm welcome to all excavators and relic
dealers is what brings Steel Hill the firepower of the oldsters.
Skills: Weapon Expert rifles 5pts/ Stealth 6pts/ Climb 4pts/ Martial Estella is a private, passionate and imaginative person. While proud
Arts 5pts/ Dodge 7pts (-23 DV)/Disquise Artist 3pts/Erotic Arts/ of her family name, aware of her responsibilities to her small city, and
Negotiate 7pts/Relic Knowledge/Medic 3pts/Stealth 6pts/Computer devoted to the cause of maintaining the The Lower Freehold’s territorial
technician 3pts integrity, in her heart, she craves to be an excavator. Whenever possible,
Valuables: Royal Jewels of Steel Hill, worn 4000+4d1000sp she will covertly invite well-known and well favored dig teams to her pal-
Clothing and Equipment: d3 spare full 30 round magazines for ace. Herein, she will coax them to feast, drink, and enjoy the concubines
assault rifle, d6 advanced frag grenades, anti toxin injectors (4), and luxurious facilities so long as they tell her of their adventurous ex-
advanced communicator, d6 cure tabs, switchblade in boot, fur ploits among the ruins. She has resisted marriage, frustrated her per-
and jewel embroidered royal robes worth 2000+d1000sp. sonal advisors who play matchmaker, and snubbed the eligible sons of
Overpass’ premier families. She embraces her independence and amble
libido, choosing her lovers from among the finest diggers to visit her cita-
Description: The beautiful, ink black skinned deviant Countess of del, the race and gender of her mates of little matter so long as they are
Steel Hill, Estella Brandun, fourth in her family line to rule the swamp heroic and easy on the eye.
city, is said to be a demon. Of course, the neighboring purists of the Holy If able, Estella would gladly join an expedition to any regional
Purist Empire are the only ones who proclaim the young woman as a hell ruin site, so long as the team she accompanied were very powerful,
spawned succubus. To her people, however, she is a much loved, almost would protect her, and keep the adventure secret. Given her martial
worshipped goddess-queen. Estella, like her forbearers, is a mutant of arts and mutational gifts, relics and armor, Estella would be a remark-
impressive gifts, both physical and mental. It is said that one of her mu- able digger, if only she were given the opportunity. Among her many
tations is the ability to open portals in time and space, allowing her to day dreams of daring-do, is the idea of using her special dimensional
go back to earlier times in history. It is this potent mutational power, so portal mutation to undertake an expedition to the age of dinosaurs,
claim the purists, that allow Steel Hill and the Lower Freehold to acquire to a world of sword and sorcery, far off planet, or pre-devastation LA.
so many excellent relic weapons with which to fend off the HPE. Learn More on page 95
David Carlburg
Heroic Mercenary Leader
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Type: Pure Stock Human EF: 936 Rank: 8
Caste: Non-Profit Commander Faction: Pro NF an d LF
Gender: Male Age: 48
Read/ Write?: Yes Do Math?: Yes
Personality: Idealistic and Noble Swim Ability: Strong
Sexual Orientation: Heterosexual Height: 198cm
Handed: Left Weight: 94kg
Religion: Cultural Christian, but lacks faith
Languages Spoken: English, some Spanish
Endurance: 116 /
Strength: 84 (+10 dmg/+50% throw range)
Agility: 79 (-10 DV/+1.25 meters movement)
Accuracy: 121 (+22 SV)
Intelligence: 88
Willpower: 84
Perception: 96 (+3 initiative)
Appearance: 48
Defense Value: -71 Armor Worn: Dodge skill 4 pts -14/ Heavy
Combat Armor +Combat Helmet -47 / Agility -10
Movement: 7.25m or 5.5m armored
Initiative: +3 Base Strike Value: 01-93
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Skills: Dodge 4pts (-14 DV)/Stealth 4pts/ Climb 4pts/ consistently to be on the side of right, plus have skills in
Grapple 2pts/ Martial Arts 6pts/ Weapon Expert: Rifles bringing about good outcomes to bad situations, are all
4pts, Swords 5pts, Pistols 3pts/ Barter/ Driver 4pts/ Pilot eligible to join his ranks by invitation only. This invitation
2pts/ Junk Crafter 3pts/ Medic 2pts/ Negotiating 4pts/ comes by way of a senior Carlburg chosen agents, or the
Navigate by Stars / Wilderness Survival man himself, usually in a saloon or slop house location.
To be asked to join is a great honor. Once signed up, the
Valuables: Gold relic watch worth 600+3d100sp/ 200+d100gp, heroes will travel the region, and sometimes beyond, to de-
d100sp, diamond ring worth 1000+d1000sp/ relic baseball
feat wickedness and injustice, bring aid and comfort to the
card collection worth 500+2d100sp.
downtrodden and needy, and spread the message of unity
Clothing and Equipment: 2 full spare auto-pistol for all the strains of humanity.
magazines, 4 full power cells, d6 drained power cells, silk David Carlburg was once a Scout in the Northern
boxer shorts, fur cloak made from a two headed wolf, relic Freehold forces, but grew frustrated with the slow pace of
cowboy boots, advanced communicator, d6 advanced frag daring-do and so turned to freelance heroism. He and his
grenades, d6 anti-toxin injectors, advanced binoculars, laser small squads work only for food, shelter and the chance
scalpel hidden in leg seam of trousers. to teach the youths of a community right from wrong. He
has a wife and three children living secretly in Overpass,
Description: Clad in dark gray heavy combat armor, although due to threats on his life, and those of all who
brandishing his pulse rifle and calling out orders to his follow or love him, he rarely gets to see them in person and
chosen men and women, David Carlburg looks every bit instead uses a set of advanced communicators with vid
the heroic leader. This middle aged, yet remarkably fit, pure links to chat with his family nightly.
stock leader is everything he seems and stands for. Truly, Carlburg is aware of his growing age, the white in
in an age of selfish looters, ruthless warlords, clashing his beard and long mustache, and keen to find a successor
factions and brutal daily survival, a man like Carlburg is to his noble organization.
rare, memorable, and in great need.
As mentioned on page 316, Carlburg leads a
group of hand picked or chosen warriors who he and his
assistants have observed and approved of. Excavators who
turn to heroes and earn a name for themselves, and are
Defense Value: -41 Armor Worn: Dodge skill 7 pts -23/Thick skin -10 /
Agility -8
Movement: 7m
Initiative: +2 Base Strike Value: 01-87
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Thick Skin -10 DV/ Gaping Maw (no.42) (large, see attack to wait in ambush along Forest Road. Although tough enough to tack-
mode above)/ Poison Bite (no.63) paralysis type C/ Mind Crush (no.56) le groups of travelers on his own, he works with a gang of all mutant
raiders on riding dogs. This gang, simply called ‘Fakmal’s Henchmen’,
Skills: Brawling 6pts/Stealth 1pts/ Climb 1pts/ Grapple 4pts/ number between nine and sixteen (8+d8) and are armed with clubs,
Dodge 7pts (-20 DV)/ Weapon Expert: Pistols 3pts/Barter 1pts blowguns with sleep poison tipped darts (SV 01-55, Range 12m, DMG
/Wilderness survival 1pts/Negotiate 5pts/Gambler 5pts/ 1pt + type C sleep poison, Rate 1/2)
Stealth 1pts/Tracking 14pts/Lying 5pts/Junk Crafter 3pts The great slaver grew up as a slave himself, survived as a gladiato-
rial pit fighter for two dozen matches, was freed and then adopted by
Valuables: 3d100gp, 4d100sp, plastic trinkets worth his own master. Some years ago, he killed and ate his former owner,
4d100sp, gems and jewelry worth 1000+2d1000sp and inherited the slaver business and several dozen pure stock pris-
Clothing and Equipment: oiled pouch containing 40+3d20 oners. Heartless, sadistic, cannibalistic and utterly without empathy for
spare pistol rounds, d3 advanced frag grenades, d3 sleep the suffering of others, Fakmal is one of the most feared individuals in
gas grenades (see smoke grenade, but type C sleep poison), the region. So hated is this man, that the government of The Northern
advanced communicator, cold weather cloak, 40m rope and Freehold has placed a 5000 silver coin bounty on his head.
3d6 slave collars and iron tools for locking them. He occasionally works with both Hynro and Travalis, who are also well
known and much hated slavers of the region. Using communicators,
Description: Weighing in at 260 kilograms, and standing 268 centi- they have set up their own network to trade specialty slaves throughout
meters tall, Fakmal is a giant, stone gray skinned mutant. While able to the region, or join forces to deal with members of the anti slavery league
wear modified suits of ancient armor, he prefers to go shirtless, relying or troublesome excavators who stick their nose in their business.
on his thick hide, massive build and surprisingly quick reflexes. His stat- In combat. Fakmal will use his whip to take prisoners alive, but when
ure, toothy mouth, intense beady eyes and cruel reputation are often hard pressed, resorts to his high caliber automatic pistol, as well as the
enough to keep even the most surly, viscous slave in line. mutations of mind crush, earth thump, gaping maw and its poison bite.
Fakmal spends most of his time within the bounds of the Dominion Read more about Fakmal on page 175
of Aberratia, although will make slave hunting forays into Twisted Wood
Endurance: 131 /
Strength: 119 (+20 dmg/+100% throw range)
Agility: 97 (-14 DV/+1.75 meters movement)
Accuracy: 106 (+16 SV)
Intelligence: 74
Willpower: 86
Perception: 91 (+3 initiative)
Appearance: 32
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Electromagnetic Pulse (no.32)/ Arid Adaptation customized suit of heavy combat armor, combat helmet, and
Bladed Limbs (2) (no.15) /Heal Touch (no.43)/ Doom
(no.8)/ load of impressive relic weapons.
Sphere (no. 27) / Night vision (no.61) / Radiation Absorption (no.66) Noxtoth was born north of the Crossroads Region in a
/ Reserve Heart (no.69)/ city called Ventura. As a youth, he migrated south with his mother,
the slave of a fierce raider chieftain, his father. The chieftain, hav-
Skills: Climb 3pts/ Grapple 3pts/ Dodge 5pts (-17 DV)/ ing fallen in love with his mother after Noxtoth was born, became
Weapon Expert: shotguns 3pts & swords 4pts (including fond of the boy and declared Noxtoth his legitimate heir. A dis-
bladed limbs)/ Stealth 3pts/ Negotiate 2pts/ Pilot 2pts/ pute with other children of the raider led to a bloody inter-family
Driver 4pts feud, which after a few months, Noxtoth, age seven, survived and
Valuables: Bejewelled medals, rings, necklaces worth 3000+2d1000sp reigned supreme. His Father, wishing to settle down, moved the
gang to Overpass’s growing Undercity slum and had his followers
Clothing and Equipment: Spare 40 round drum for assault give up crime and join the Northern Freehold militia. Upon reach-
shotgun, advanced binoculars, digital spotting scope, d6 ing adulthood, Noxtoth joined the Overpass military and sped
anti-toxin injectors, 2d6 adv. frag grenades, blue cloak, rad through the ranks after a series of daring battles with both the
suit, gasmask, adv. communicator, and sniper rifle with Purists and Aberrationists. On a dozen occasions, Noxtoth’s quick
bipod and 3d6 HCR rounds. thinking, strategic and tactical smarts and raw combat prowess
Description: The heroic champion of The Northern Freehold, seemed to save the day for the struggling city. Declared General of
Noxtoth the Spirited, is a fifty something year old brute of a the Army at the age of 37, Noxtoth has since guided Overpass to
mutant. He exhibits an incredibly well muscled frame, a pair glory a hundred times.
of bladed limbs growing from his sides just below his regular Noxtoth the Spirited is always on the look out for rare talent, such
massive arms, an elongated torso filled with several spare and as often seen among excavators. He is eager to recruit them for single
highly useful organs, a crew cut of white hair, and bluish-gray missions or permanent roles in the forces of the Northern Freehold.
skin. Whenever seen outside his private quarters he dons a
Geshrod
Commander of Geshrod’s Marauders
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Endurance: 122* /
*Force Field Generator -10 DMG per round not per strike)
Strength: 97 (+14 dmg/+70% throw range)
Agility: 86 (-12 DV/+1.5 meters movement)
Accuracy: 117 (+20 SV)
Intelligence: 78
Willpower: 93
Perception: 85 (+3 initiative)
Appearance: 37
Defense Value: -94 Armor Worn: Dodge skill 6 pts -20/Heavy Combat
-40 & Combat helmet -7 / Alloy Skeleton -10/ power arm -5/ Agility -12
Movement: 7m or 5.5 armored
Initiative: +3 Base Strike Value: 01-93
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Power Arm (Right) 01-103 2** melee 2d10+16 4 months per power cell -
30/
Heavy Machine Gun (Left) 01-108 5 950m d20+10 4pt
Plus d3 spare full 30 round magazines in pouches
Pulse Laser (left eye) 01-113 4 per burst 400m d12 40 bursts/ -
Implants: Alloy Enhanced Skeleton (No.3) -10 DV, kick 2d10+14 DMG/ He has been in more combat engagements than most senior officers in
Force Field Generator (No.15) -10 DMG per round, 200 rounds use per power any factional army, and suffered grievous wounds to show for it. So bad
cell / Optical Enhancement with Pulse Laser and Night Vision (No.30)/ Power were his injuries after one engagement with a powerful dig team, that he
Arm on right side (No.35)/ Detachable Lower Arm (No.10)/ or Heavy Machine had to be rebuilt as a cyborg in the Purehold Republic in the Shattered
Gun Weapon Arm on left side (No.50) Region. The fee for the surgery was high, plus Geshrod’s promise never to
raid a Purehold convoy or detachment in any region, and make no moves
to cross into Purehold territory except under trade circumstances.
Skills: Pilot 4pts/Driver 5pts/Riding 5pts/Gambler 3pts/Wilderness Geshrod, now a well constructed cyborg, has become emboldened
Survival/ Barter 4pts/ Negotiating 3pts/Medic 1pts/ Tracking 4pts/ and when not commanding his scrap built tank ‘Augusts’ will engage tar-
Stealth 2pts/ Grapple 2pts/ Brawling 5pts/ Dodge 6pts (-20 DV)/ Weapon gets in a dune buggy, dirt bike or aboard one of his motorized force’s ultra
Expert Machine Guns 4pts/ Climb 3pts/ Techician Skills: Mechanical 4pts, light aircraft. Having an alloy enhanced skeleton, force field generator,
Robotics 2pts, Computer 2pts, Electrical 2pt pulse laser and night vision optics eyepiece combo, and other impressive
implants, he feels indestructible. Leading from the front, he inspires his
Valuables: 3d100gp, d100sp, gems and jewels worth 2000+d1000sp, marauders to tackle ever larger trade caravans, ever more well equipped
old world military metal collection worth 1000+2d1000sp, Golden bands of Freehold Scouts or excavation teams, and in so doing, attracts
relic pen worth 400+2d100sp like minded recruits, fosters alliances with other outlaws, and comes clos-
er to fulfilling his dreams of regional conquest. Of late, Geshrod has been
Clothing and Equipment: d3 spare 30 round mags for machine gun arm, reading about Genghis Khan and the Mongolian Empire of the ancient
2d6 spare full and d6 drained power cells. He also carries relic revolver with world, and seeks to emulate the khan as the next steppe emperor.
a pearl handle, supposedly one of General George Patton’s, loaded with 6 Of course, Geshrod has made many enemies from among every faction,
high caliber pistol rounds (has 3d20 spares). He has a gasmask, d6 anti toxin cult, trade association and humanoid tribe. Galespit, the Northern Freehold
injectors and advanced binoculars as well as cold weather clothing. and several other independent groups have posted a massive 12,000 sp
bounty on Geshrod’s destruction. Anyone who can kill the man and defeat
Description: The organization, tactics and outfitting of Geshrod’s Marauders his mighty raider band, are also allowed to keep everything the marauder
are described on page 321, here instead, are details about Geshrod himself. owned, except for a few slaves claimed by their respective loved ones.
Being the descendant of previous men going by the Geshrod name, Geshrod and his marauders haunt the Inter-State, the Ramps, Broken
Andre Geshrod is the first born son of his Father Martin Geshrod and one Highway, as far south as the Caprician Plain, west as far as Fever Lake, and
of his slave-brides. Growing up amongst the dust, oil and whine of en- north to the lip of the Rip Canyon. The raiders live on the road and encamp
gines, the life of a road warrior is all Andre has ever known or ever loved. among tumbled ruins, ravines and mounds of ancient vehicles.
Endurance: 128 /
Strength: 116 (+20 dmg/+100% throw range)
Agility: 97 (-14 DV/+1.75 meters movement)
Accuracy: 86 (+12 SV)
Intelligence: 79
Willpower: 113
Perception: 71 (+2 initiative)
Appearance: 26
Endurance: 137 /
Strength: 98 (+14 dmg/+70% throw range)
Agility: 112 (-18 DV/+2.25 meters movement)
Accuracy: 93 (+8 SV)
Intelligence: 44
Willpower: 86
Perception: 76 (+2 initiative)
Appearance: 21
* Specialized relic variant that only inflicts stun damage, otherwise same as Laser Carbine
Endurance: 121 /
Strength: 98 (+14 dmg/+70% throw range)
Agility: 69 (-8 DV/+1 meters movement)
Accuracy: 95 (+14 SV)
Intelligence: 58
Willpower: 74
Perception: 62 (+1 initiative)
Appearance: 12
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Fangs, huge (no.36)/ Electrical Pulse (no.31) (see complexion are also features of this grim DOA magistrate. He is
attack mode above)/ Fangs Regular sized (no.36) / Image massively built, towers over most men, and wears a suit of scrap
Projection (no.48) / Limb Regeneration (no.52) / Radiation armor whenever outside of his manor house.
Absorption (no.66) / Although his newly assigned Major, Julius, is beginning to sus-
pect that Arretos leads a double life, the rulers of DOA in Newburg
Skills: Stealth 2pts/ Climb 2pts/ Grapple 4pts/ Brawling have no idea of the big jawed deviant’s cult affiliation. In Banner
6pts/ Dodge 4pts (-14 DV)/ Knife Thrower 3pts (+9 SV/+5 Cove, where Arretos rules, there is an evil, human sacrificing cult
DMG)/ Weapon Expert Rifles 4pts/ Driver 3pts/ Negotiating called ‘The Stitchers’, of which he is the head shaman. Having
5pts/ Riding 3pts/ Tracking 4pts / Wilderness Survival grown up in Banner Cove, Arretos is intimately acquainted with the
populace, the side streets, root cellars, and interconnected maze
Valuables: 100+d100gp, 100+d100sp, baggy of 3d6 of cult tunnels and shrines beneath the sleepy fishing village.
random gems (pg. TME 209), necklace worth 1350sp, but Arretos only uses the mutant supremacist DOA as a conve-
opens and filled with 2d6 dried leaves of the Remission Fern nient tool to allow his cult to exist in a part of the region where
(pg .CR 368). pure stocks are slaves, permitting his devotees to acquire a ready
supply of victims for their diabolical, blood splashed rituals.
Clothing and Equipment: 3d6 frag grenades, night vision The Magistrate has no special hatred for pure stocks, cyborgs
or synthetic humans as he is expected to, however, he will pretend
headgear, advanced binoculars, anti-toxin injector, fur cape.
to harbor such malice in order to steal the pure stock slaves off of
visitors to offer to his God. His sole goal in life is to expand his cult,
Description: As this mutant officer’s name implies, he has an either by making it the dominant faith of the Dominion, or else,
elongated, broad jaw and mouth filled with the fangs and bone establish a new cult fortress in another nearby region.
crushing teeth. Beady eyes, tiny pink ears, pale yellowish skin, a Arretos is also mentioned on page 118.
clump of bright blue hair on his peaked head, and a dry, leathery
Endurance: 84 /
Strength: 76 (+10 dmg/+50% throw range)
Agility: 113 (-18 DV/+2.25 meters movement)
Accuracy: 92 (+12 SV)
Intelligence: 14
Willpower: 74
Perception: 133 (+4 initiative)
Appearance: 68
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Mutations: Multi-Arm 8 arms (no.59)/ Coma Inducement second thought, the people of Dawn Cove have other ideas.
(see attack mode above)/ Fangs small sized (no.36) /
(no.22)
Known to be rebellious and yearn for independence, the com-
mon folk seek her demise. Local rebels, who have suffered
Poison Bite (no.63) / Night vision (no.36)/ Climbing Suckers (no.21) immensely under the Spider’s rule, actively search for either
/ Poison Blood (no.64) Insanity, type B/ Image Projection (no.48) relic weapons, noble mercenaries, or excavators, to kill the
Magistrate-devil.
Skills: Weapon Expert: swords 4pts & Pistols 2pts/Stealth Ejexa is hedonistic, and although she relishes her domi-
6pts/ Climb 6pts/ Grapple 5pts/ Brawling 3pts/ Dodge 3pts nance in Dawn Cove, she yearns for the decadence and va-
(-11 DV)/ Erotic Arts / Negotiate 3pts / Lying 4pts riety of Newburg. When not leading combat brigades beyond
the town walls or putting down revolts, she likes to lock her-
Valuables: DOA inscribed jewels worth 2000+2d1000sp self away in the lavish, well defended quarters. Herein, she
Clothing and Equipment: Rocket Launcher with 2d6 battle enjoys the company of a menagerie of slaves, concubines,
rockets, satchel containing 2d6 frag grenades. Hip pouch and curiosities. Detesting the feel of clothing, Ejexa prefers to
containing d3 spare full SMG magazines and a bag of go nude and immerses herself in rare drugs, fine alcohol, the
d100 spare rnds, Box of 12 condoms. 8 daggers and a caress of an ancient spa-android, saunas, baths and bizarre
black ninja style suit. carnal acts.
When outside her private, fortified suite, Ejexa reluctantly
Description: As described on page 123, Ejexa Owens is an wears clothing and protects herself with a customized suit of
eight armed mutant. Although tall, lean limbed, busty and ex- tactical armor. Heavily armed, she can engage enemies with
quisitely alluring, those who must live under her tyranny only either 4 two handed swords, or 4 submachine guns. Addition-
see her as a demon in the flesh. Although her hand picked ally, she is known to pack a rocket launcher on her back sup-
warrior-lovers adore her, and most will die for her without a plied with 2d6 battle rockets, while in a hip satchel, 2d6 frag
grenades are kept handy.
Margaret O’Finny
Sadist and Raider Boss
The Mutant Epoch RPG Crossroads Region Gazetteer NPC
Type: Ghost Mutant EF: 655 Rank: 6
Caste: Exiled Murderess Faction: No affiliation
Gender: Female Age: 44
Read/ Write?: Yes Do Math?: Yes
Personality: Sadistic Megalomanic Swim Ability: poor
Sexual Orientation: bisexual Height: 182cm
Handed: Right Weight: 72kg
Religion: None
Languages Spoken: English, Spanish, Skullock
Endurance: 73 /
Strength: 57 (+6 dmg/+30% throw range)
Agility: 61 (-6 DV/+0.75 meters movement)
Accuracy: 83 (+10 SV)
Intelligence: 61
Willpower: 83
Perception: 58 (+1 initiative)
Appearance: 42
Mutations: Telekinesis no.84/ Agony Sphere no.4/ Stun Ray no.82/ Heat Pulse no.44 Her band of rapists, sadists and joy killers consist of 4d6 raiders,
3d6 warmorts, 5d6 renegade skullocks, d3 garnocks, and a dozen
Skills: Climb 2pts/ Grapple 2pts/ Negotiating 4pts/ Dodge 4pts (-14 other weird humanoids and intelligent but thoroughly deranged life
DV)/ Weapon Expert Pistols 6pts/ Stealth 4pts/ Wilderness Survival forms. They are only moderately loyal to Margaret and come and go as
Valuables: 3d100gp, 2d100sp, jewelry worth they please, robbing and murdering across the countryside for many
1000+2d1000sp kilometers around their main camp. If confronted by superior forces,
Clothing and Equipment: Dagger, torture tools, field medical kit, especially those seeking the bounty on Margaret’s head, her outlaws
substance reader, common warm weather gear, fur coat, emergency will be just as likely to flee as stand beside her in a battle.
survival pack with 20 days dried rations for quick evacuation of Margaret keeps a collection of 2d6+2 captives, held in small scrap
camp. metal and bone cages. These she toys with in elaborate humiliation,
Description: The younger sister of Albrads O’Finny, ruler of Galespit, torture and occasional kill shows for her assembled mad men and ma-
Margaret is a not unpleasing looking middle aged women with long rauders. Although evil and thoroughly deranged, Margaret O’Finny tries
blonde hair, full build and confident, malicious air. A ghost mutant, to restrain herself from killing her prisoners, and some, who serve as
she exhibits the mutations of telekinesis, agony sphere, heat pulse her terrified lovers, last for up to a year before something goes wrong
and stun ray. and the concubine turns up dead in the morning.
She was banished a half decade ago after being accused of cap- While brave enough when accompanied by plenty of her henchmen,
turing, torturing and ultimately murdering twelve people. Her victims she will hesitate to order the attack on a powerful band of relic armed or
were mostly visitors to Galespit, but four of them were the loved ones extensively mutated excavators, or worse, face off against such enemies
of locales. When she was banished instead of executed, the people of as Geshrod’s Marauders, Bosworth’s Clan or the skullocks of the Grotha-
Galespit lost much of their respect for Albrads ‘Old Man’ O’Finny and Patteraks nation. Furthermore, certain townsfolk of Galespit have orga-
civil strife occurred for some months afterward, and simmers to this nized a reward for anyone who can bring Margaret to justice, dead or
day. Warned never to return to Galespit, Margaret fell in with a gang of alive, and will pay 2473 silvers for her elimination. Being the sister of the
psychopathic raiders and ultimately became their leader. This name- ruler of Galespit, however, any attempts to hunt down and kill Margaret
less mob established several well hidden, well defended woodland must be kept secret from Albrads and other O’Finny clan members.
camps in nearby forest areas. Read more about Margaret O’Finny the Flayer on page 264
Endurance: 144 /
Strength: 89 (+12 dmg/+60% throw range)
Agility: 73 (-8 DV/+1 meter movement)
Accuracy: 84 (+10 SV)
Intelligence: 92
Willpower: 89
Perception: 63 (+1 initiative)
Appearance: 14
Mutations: Acid Blood (no.1)/ Electrical Pulse (no.31) (see ness attire intertwined with combat armor and excessive jewelry
attack mode above)/ Foul Flesh (no.39)/ Body Regeneration and plastic baubles.
(no.18) 3 trait points healed per hour/ Immunity to radiation
His rule is characterized by cruel excess, over taxation, surveil-
(no.49) / Bone studs -6 DV
lance, distrust and more akin to an occupation rather than anything
resembling legitimate governance by a locally chosen leader. To stay
Skills: Barter 5pts/ Climb 2pts/ Negotiate 7pts/Lying 5pts/ in power, he uses the taxes taken from citizens and trade to pay his
Grapple 1pt/ Brawling 4pts/ Dodge 3pts (-11 DV)/ Weapon mercenaries. On account of the occasional desertion or killing of
Expert: Swords 3pts Rifles 3pts his hired troops, Optimorra is always on the lookout to recruit fresh
mercs, so long as they are able to pass his tests and look like they
Valuables: 3d100gp, d100sp, and assorted jewelry and plastic can handle themselves in a fight. Hiring strangers in a post-apoca-
baubles worth 4000+d1000sp lyptic world isn’t so easy, however, as references are hard to come
by and one must be an excellent judge of character. Being a mutant,
Clothing and Equipment: d3 extra 30 round magazines for he is suspicious of all-pure stock groups of visitors, so too, bands of
assault rifle, silk tie, modified suit jacket and dress shirt, mutant-only travelers also unnerve this big overlord. Only mixed race
advanced communicator, binoculars, fully loaded auto-pis- groups of brigands, mercenaries, and morally corrupt diggers appeal
tol in hidden ankle holster, switchblade knife, anti-toxin in- to the merchant, whom he will have approached and a job offer pre-
jector, baggy of 3d6 Remission Fern leaves (see page 368), sented, often after observing the newcomers for a day or two.
stop watch, gasmask, d6 advanced frag grenades and a Optimorra is ambitious beyond the mere control of one smallish
box of cigars. town. If he could only put down the local rebellion, deal with hostile
Description: As mentioned on page 301, Optimorra is the second humanoids and fend off the recurrent attacks by sea borne raiders,
ruler of the Jensen Clan to rule the independent barter town of Safe he believes he could muster a sizable army and spread his control.
Port. Employing elite mercenaries called ‘The Immortals’, along Hiring the crew and Captain of the Naga, a freelance battle barge,
with a large band of raiders called Foster’s Freebooters. Optimorra has been his most recent move in strengthening his armed forces.
the Merchant has established himself as a cunning, resourceful His next goal, besides raising his son Amodka to become the next
and brutal dictator. He is a rust red colored, bald, bone studded ruler of Safe Port, is to establish trading post-garrisons at the old
hulk of a man, prone to wearing odd getups involving ancient busi- town sites of True Home and Newton Point.
Endurance: 102 /
Strength: 85 (+12 dmg/+60% throw range)
Agility: 110 (-16 DV/+2 meters movement)
Accuracy: 105 (+14 SV)
Intelligence: 70
Willpower: 85
Perception: 90 (+3 initiative)
Appearance: 50
Skills: Martial Arts 6pts/Stealth 5pts/ Disguise Artist 4pts/ tal of Henderson, and after a few months of careful observation, he was
Climb 5pts/ Pick Locks 3pts/ Pick Pockets 2pts/ tracking released into the general public and given time to recuperate. Instead, he
4pts/Grapple 4pts/ Knife Fighter 5pts/ Dodge 7pts (-23 DV)/ went on a bloody rampage and murdered several dozen people of all ages
Weapon Expert: Pistols 5pts Rifles 5pts and genders, selecting targets that he could get alone, hang by their feet
and bleed out. The so called assassination programming of the Mecha
Valuables: d100sp, old world butcher’s Handbook worth 90+d100sp was actually abattoir software from an automated butchery. In short,
Clothing and Equipment: Rope, cable, wires, 3 relic handcuffs, Metago kills as if he is preparing hogs, and unless forced to fight like the
, meat hooks, 12 knives for throwing, and a relic butcher’s blade soldier he was made to be, always uses slaughterhouse practices.
collection worth 500+d100sp. Metago wears dirty rags, an assortment Metago has embraced his serial killer-butcher identity and gathered a
of cloaks and footwear and makeup to better allow him to hide in a small retinue of junior psychopathic killers to his side. These followers see
crowd of regular folk. Metago’s strength, speed and devotion to slaughter as a religious sign,
and worship the bio-replicant at the blood splashed ceremonies he per-
Description: See page 319 for an overall perspective on this serial killer forms. Seeing the value for underling cannon fodder, Metago welcomes
from the viewpoint of Crossroads Region citizenry. new recruits and even trains them on how to kill, and consume the blood
The truth about Metago is that he is an infiltration bioreplicant from the of their victims. For his part, Metago is brain damaged and not entirely
neighboring Shattered Region. He was decanted in the Pure Hold Republic in his own control. He never really was, as he was created and sent into
by genetic engineers looking to make a few elite, independent and adap- battle within months of his gaining consciousness. If hit with an electro-
tive skirmishers. Armed to the teeth in the best relic arms and armor, and magnetic pulse that does more than 30 damage to him, the Mecha chip
accompanied by a squad of sixteen twins, Metago was unleashed upon in his head will be fried and he will wake from his murderous insanity,
the Androids and robot trenches in the east. He alone survived the other- and immediately make every effort to either kill androids and robots, even
wise successful engagement, yet knocked unconscious and captured by inactive or unthreatening ones, and return to Henderson to report to duty,
the machines. having no memory of his prior gory dealings.
The Mecha of Cal-64 saw an opportunity to retaliate against the Corpo- Metago is a master with rifles and pistols, daggers, as well as a skilled
rate Secularists of Purehold. After years of trial and error, they managed to martial artist, stealth practitioner and disguise artist. He makes his main
insert a chip into Metago’s brain with which they could guide the biorepli- blood cult shrine and home in Overpass, but travels throughout the region
cant as they did with their cyborg soldiers. Like a Trojan horse, Metago was butchering anyone he can abduct in relative seclusion. When met, he will
sent back to the trenches clad as he was when he went to war, and left usually be accompanied by 4+d6 blood worshippers. Treat these cultists
to be discovered by Purehold personnel. Once inside the corporate capi- as assassins on the Typical Humans Table, page 137 of the hub rules.
Endurance: 85 /
Strength: 77 (+10 dmg/+50% throw range)
Agility: 126 (-24 DV/+3 meters movement)
Accuracy: 132 (+26 SV)
Intelligence: 86
Willpower: 109
Perception: 98 (+2 initiative)
Appearance: 33
*For carefully aimed shots only. Agathez must be stationary, taking an extra round to aim using a scope (+20) and bipod( +10)
Skills: Negotiate 5pts/Stealth 6pts/ Disguise Artist 2pts/Climb through leadership, ruthlessness, an impressive deviant body count and an
4pts/ Grapple 2pts/ Martial Arts 5pts/ Dodge 4pts (-14 DV)/ Weapon unmatched knowledge of the Purist Bible, this woman attained the rank of
Expert: Pistols 3pts, Swords 4pts/ Forgery /Lying 5pts/Sniper 6pts/ Sainted Mother in 2357 after the sudden death of her predecessor, Heather
Tracking 5pts/Wilderness Survival 6pts/Nav by Stars/ Riding 4pts Estrada. Her former mistress was apparently killed by a spotted scorpion
Valuables: Sainted Mother’s bejeweled crown, robes and found in her quarters.
sacred jewels worth 9000+d1000sp. Since taking control of the nunnery and the entire order of the Sisters
Clothing and Equipment: Traditional scope, bipod (+10 SV on carefully of Purity, she has enlarged the order’s ranks, improved their combat training
aimed shots) and spare magazine for sniper rifle. She conceals a fully and ensured their involvement further afield to spread the word of the Holy
loaded pocket pistol in her headdress, and running down inside each Purist Faith to nearby regions.
sleeve of her robes are wrist guns. When in battle or on a hunt, she Her duties in The Convent often bring her into contact with new converts
will wear combat armor and carry 3d6 frag grenades and d4 nerve who have been captured in far off lands. Left alone with the most trouble-
gas grenades. She also packs a gasmask, 6 anti-toxin injectors, some of these reluctant devotees, the Sainted Mother is known to break the
advanced communicator, spotting scope and DNA scanner when will of lesser women with savage beatings, cruel denigrations of the subject’s
afield. former community and caste, and other obscene humiliations.
Description: Rarely leaving the divine walls of The Convent, except to hunt When forced to leave the Convent, or defend it from attackers, Agathez
big game and winged mutants with her beloved sniper rifle, this supreme suits up in to heavy combat armor, arms herself with a razor sword, pouch
woman of the Holy Purist Empire is a middle aged, pinch faced fundamental- of 3d6 frag grenades, and submachine gun. If killing mutants or cyborgs,
ist. Answering only to the Vicar, she enjoys almost unlimited power, especially human mockeries, or other freaks is involved, she will delight at the task and
over the nuns and female conquistadors of the scrap encased little world be hard pressed to restrain herself from executing even enemy pure stock
of the Convent. Herein, this twisted, sadistic and morally corrupt mistress prisoners.
spends her days issuing strict commands, observing the indoctrination of Although once the lover of the current Blessed father of Righteousness,
captives, and at times, personally seeing to the humiliations and torture of Burgess Ballentine, this woman has sworn off all heterosexual acts, but out
willful, heathenish or rebellious wards. of fondness for the man, chooses nuns in training to travel to Hermilage to
Agathez emerged as the dominant nun of the Purist order in her satisfy the head monk, as a gift and as a bribe to show favor to her once he
late thirties, after serving as a Sister of Purity in numerous engagements inherits the imperial throne. The use of convert-prisoners in this fashion is
against Aberrationists, freeholders and other infidels and demonic scum. against all sacerdotal teachings, and continues under strict secrecy.
She is widely known to be one of the best marksmen in the region, and has Learn more on page 190
bagged at least a 130 mutant infidels to date. Working her way up the ranks
Endurance: 97 /
Strength: 104 (+14 dmg/+70% throw range)
Agility: 112 (-18 DV/+2.25 meters movement)
Accuracy: 97 (+14 SV)
Intelligence: 58
Willpower: 72
Perception: 79 (+2 initiative)
Appearance: 41
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
*Whip Wrap: On a strike, user can coil whip around a log, weapon, limb, leg or other pipe-like shape. 70% chance wrap holds. Held victim needs to make
strength based HC to pull free each round, with a victim of less strength than whip user forced to make a type E hazard check, while equal or stronger victims
only a type B HC to break free. Person with a leg wrapped must make a type C agility based HC or fall over.
Skills: Barter 3pts/Stealth 5pts/ Lying 5pts/ Wilderness doesn’t purchase every captive he is shown, but does take about half
Survival/Grapple 3pts/ Brawling 6pts/ Climb 5pts/Dodge of those offered to him.
7pts (-23 DV)/ Weapon Expert: Rifles 4pts, whips 3pts/ Junk In particular, this brutal man likes to buy slaves that are rare, either
Crafter 3pts/ Disguise Artist 3pts/ Driver 2pts/ Pick Locks in their abilities, beauty, skills, race or pre-capture caste. Likewise, he
4pts/ Pick Pockets 2pts/ Gambler 3pts/ Tracking 5pts/ prefers quality over quantity, and is little interested in purchasing mere
work slaves, preferring instead lithe beauties who might be sold as
Valuables: 3d100gp, 3d100sp, gems, jewels and plastic concubines, or else promising gladiatorial specimens which can fetch
worth 1000+d1000sp a great price in the slave markets of Overpass, Newburg or beyond.
Clothing and Equipment: d3 spare magazines (full) for assault Another likely catch are those individuals with either a bounty on their
rifle, flashlight, 3 pair relic handcuffs, d6 tear gas and d6 frag heads, or else have loved ones someplace who have either asked him
grenades, night vision headgear, advanced communicator, to buy back their wayward child, or can be ransomed to their family for
laptop computer full of regional slave inventories (with prices a hefty fee far beyond their mere slave price.
and location of slaves owned by Travalis, Fakmal and Hynro He is known to deal with both Fakmal the Obese and Hynro and other
among others). Winter and summer clothing, dagger, gasmask, slavers, using communicators to discuss inventory, purchase requests, bad
d6 anti-toxin injectors and a pistol shotgun at his hip plus 3d6 debts, hazards, and opportunities to grab new, high value specimens.
spare shotgun shells. Travalis wears combat armor, carries an assault rifle and wields a
Description: Known to frequent Steel Hill, yet export his human stun pistol. He is a violent, short tempted fellow, yet smart enough not
merchandise as far north as Pitford, Travalis is a much maligned yet to beat or kill his slaves unless absolutely necessary. Being hated, and
respected slave trader. Although a dangerous man in his own right, having crossed many powerful clans and excavation teams, he never
and as merciless and heartless as any slaver, this pure stock tends travels alone and has a support team of 3d6 pure stock and 2d6 mu-
to leave the actual capture of his livestock to others. For the most tant raiders, along with d6+3 skullocks, d4 warmorts and on occasion,
part, the gang members of the Deep Slum beneath Steel Hill acquire a garnock in his employment. His band tours by horseback when away
captives and deliver them to Travalis already well beaten, disarmed, from the Tainted Sea, but generally stick to coastal travel via an un-
disrobed and tied hand and foot by the time the slaver comes by. He marked, but relic outfitted merchant barge called the Subjugator.
Endurance: 117 /
Strength: 105 (+14 dmg/+70% throw range)
Agility: 96 (-14 DV/+1.75 meters movement)
Accuracy: 99 (+14 SV)
Intelligence: 45
Willpower: 87
Perception: 69 (+2 initiative)
Appearance: 31
Attack Mode Strike Value Rate Range Damage Ammo/Uses Skill Points
Skills: Grapple 3pts/ Brawling 5pts/ Stealth 4pts/ cyborgs, beastial humans, synthetics and mutants were ‘soul freed’.
Climb 5pts/Dodge 4pts (-20 DV)/ Weapon Expert: Rifles He felt it was too humane, to merciful and did not please God.
2pts, swords 7pts/ Forgery/ Junk crafter 5pts/ Lying He stepped in with a whole new repertoire of heinous torture
3pts/ Negotiating 4pts/Pick Locks 3pts/Pick Pockets and execution techniques. Having studied old world torture books,
2pts/Riding 5pts/Tracking 4pts/Wilderness Survival/ especially those of the Spanish Inquisition, Lamonto taught his ex-
Navigate by Stars ecutioner-priests both a renewed passion for their craft, and dozens
Valuables: Purist bejewelled insignia, medals 3000+d1000sp, of new and terrible methods of liberating the trapped souls caught
2d100gp, d100sp within the monsters of impure men, machines and beasts. Now, his
only real joy in life is knowing that he is freeing pure souls from their
Clothing and Equipment: 2d6 spare mini power cells, Fur hellish imprisonment in flesh, plastic or metal. With the flame and
lined cape, bag containing dozens of dried ears from smoke of their burned bodies, he can almost see the winged divine
assorted mutants, relic BBQ lighter, relic handcuffs, ‘true self’ of each victim rise up into the sky, smiling down at him in
communicator, d6 frag grenades, and in his quarters, a blessed gratitude.
fully powered, and loaded suit of Interceptor Shell class This exorcist is one of the few warriors in the region to own an
armor. operational suit of shell class armor. He normally protects himself
in a blood stained suit of tactical armor, preferring to only wear the
Description: Lamonto is a brutish pure stock with a shaved head, precious relic suit when on an outwall mission or Witch Burn comes
piercing blue eyes and seemingly boundless energy. He commands under attack. The intruder shell was once desert camo but purist
Witch Burn, the prison and execution fortress within sight of Steel technicians have painted it white and ornamented it with jewels,
Hill on the shores of Promise Bay. Chosen for his role over a decade gold flaming dagger emblems and the teeth of particularity famous
ago, Lamonto applied the same fervor and dedication to the soul mutants or savages predators, all of which this merciless killer
liberation ceremonies of Witch Burn that he enjoyed in the field as a has himself dispatched. When not engaged in killing non-humans,
Mutant Slayer. At first, he was content to merely observe most of the Lamonto spends his time in prayer, body building, and teasing and
torture sessions and killings performed by other Priests. In time, he
became unsatisfied with the methodical, chore-like manner in which tormenting captives in the lower dungeons of Witch Burn.
2185 The Dark Age Begins: The generally recog- but violently drive off or butcher immigrant mu- 2269 Seaborne marauders take shelter in Gristle
nized beginning of the Second Dark Age of human- tants. Any cyborgs, synthetics, beastial humans or Bay, and find Folly Island’s eastern side an excel-
ity. Other than limited trade between villages of filthy other intelligent beings are killed on sight. lent place to make a permanent anchorage. The
savages, barter between survivalists and secluded, 2247 Galespit first settled by Callum O’Finny, his island it deemed too dangerous for agriculture,
well hidden and well fortified corporate holdovers, clan, their mutant henchmen, and slaves. The early on account of the skullocks and flesh eating plants
civilization is dead. The internet is down, most barter fort established on the rubble mound was so which festoon it, but perfect for a hideout with nat-
communication satellites eliminated, and highways crude that passers did not even suspect humans oc- ural, predatory defenses. It only took twenty four
pocked by craters and cut by quakes. The environ- cupied the mound, except at meal times when the years for a small, secret pirate compound to grow
ment is seemingly berserk as the angry oceans sweep smoke and aroma of cook fires emanated from the into a bustling, criminal infested port town.
over the low elevation areas of the world, vast for- junk rooftop. 2269 The Birford Clan of Riverside (later Newburg)
est fires or tornados cross woods, towns and GMO establish an overlordship and, being self righteous
tainted farmlands. Roving machines, sub-human 2250 The Purist Kingdom founded by the Five Holy pure stocks, dominate the mutant tenant farmers of
marauders and nightmare beasts haunt the junk and Ones around modern day Pure Hub City, the town the area. Using brutal methods, the tyrants sow the
rubble strewn streets of once great cities. was then called New Temecula. seeds of their own future destruction.
2193 The Pacific coastline of California becomes 2253 True Home, a village north east of Safe Port, 2270 Purist Clergy decide to move their Brothers
flooded by successive tsunamis, hurricanes and with a population of over 400 mixed race inhabit- of the Purple Order out of growing Pure Hub City
geological cataclysms. Sea levels rise. Much of ants, is obliterated. A horde of skullocks, garnocks, to better facilitate their focus on study, and vow of
what was the vast megalopolis of Los Angeles is warmorts and mutant humans, spend days looting, celibacy. In a quite spot to the south east, they com-
buried in a mix of silt, junk, rusted vehicles, corpses tormenting and butchering those who did not es- mence work on The Hermilage, an enclosed, forti-
and polluted water. Those living at the edge of this cape. Several nearby villages suffer the same fate. fied Monetary and all-male indoctrination-prison.
vast, shallow flood zone call it, and the old ocean Those who were lucky enough to flee reached Safe
beyond, the Tainted Sea. Port, which was not assaulted. The humanoid bar- 2271 Purist fundamentalists take control of several
2197 Almost imperceptibly, The Tainted Sea begins barians disappeared soon after the attacks. towns around what is now pure Hub City, nearby
to recede as global temperatures cool and polar ice 2254 A resourceful, well-equipped group of mixed villages and trade forts suffer the same fate as local
caps and glaciers start their slow recovery. The re- pure blood, cyborg and mutant second and third pure stock converts either massacre or drive off non-
ceding waters leave behind a silt and junk covered generation survivalists from Nevada make their pure bloods. Eternity City, renamed Far Cross after
land. Much of former LA is entombed under layers way to the Pacific Coast and settle at the site later its conquest, falls after a brutal 11 month siege. Those
of debris and chalky soil, or submerged in new lakes to become Dawn Cove. unable to flee to future Galespit, were impaled.
and swampy lowlands. Unlike regions to the east, the 2257 The Five Holy Ones of the Purist Kingdom 2271 Tyrusmithia (Tri-us-myth-ia), the Three Head-
coastal areas are lush, the soil rich and welcoming elect their first Vicar to power over the Association ed, along with a team of loyal mercenary deviants,
to plants both mutant and undeviated. Humans, and of Pure Stock Settlements. Vicar Gunthar Benjamin a mere teenager at the time of her arrival in the
their many off shoots, as well as fierce plants and Truehand the First, initiates the concept of taking Riverside area, organized the mutants into a militia.
animals, migrate to the newly exposed areas. the kingdom from a defensive clan to an expansion- Civil strife and a low grade civil war erupt in the
2200 The Crossroads Region becomes the gener- ist Empire. The new vicar begins to create a stand- vicinity for several years.
ally accepted name for the 175 by 175 kilometer ing army, and outfit purist soldiers with muskets 2272 Galespit attacked by Purists on a yearly basis,
area over a portion of the former megalopolis of instead of bows. ongoing to this day. These attacks seem half hearted
Los Angeles. 2258 The ancient freighter-tanker hybrid, Star as the casualties among the fundamentalist pure
2205 In the north of the region, on much higher Pacifica 12, is found one morning lodged in Blue bloods are horrific. During the 37 year occupation
ground than the south, a sector of former Los Ange- Reef along the tainted Sea, just off the coast from by Purehold Republican troops from the Shattered
les is identified as The Great Ruins. Few know how the future Dominion of Aberratia. Local tribes of Region, the Purist attacks are diminished, and
far the ruins stretch, but reports from outlanders humans, mutants, and moaners managed to paddle amount to no more than a show of force without any
claim they extend well into the Shattered, Shallow out to the badly damaged ship and loot it. One assaults whatsoever. The loose truce between the
Sea, and Wasteland Regions. group, descendants of the current Oilers, fought for two pure stock nation seems to be the reason for the
and permanently occupied the superstructure at the Purist reluctance to attack Galespit. To this day, the
2212 High areas, such as the Hollywood Hills, aft end of the vessel. They renamed the ship Rusted Holy Purist Empire has claimed Galespit as its own,
become populated by clans of survivors and sav- Hulk, and call their inhabited portion ‘Rusta’. and demands of its soldiers to sack it for God.
ages, including strains of sub human creatures. 2273 Armagon, Servant of God, rescues the early
Some with pale white skin, others gray, while erect, 2259 Briteshore (later Sorrow) is overrun by bi- Rock Spire dig team from moaners in the Great Ru-
nearly man sized rats and lizard folk establish ter- pedal rats and burned to the ground. Survivors, ins. In the decades that follow a cult grows around
ritories on emerging islands in the rubble filled who had fled into the sea, returned to commence the demigod, through whom God Herself speaks.
lowlands. Protrusions of ancient Los Angeles are rebuilding the town. Made War Chief, Armagon rules Rock Spire and
accessible by growing land bridges, and sites such 2259 The Ramps in the middle of the region estab- directs the enforcement of the ban on all non-Rock
as the Overgrown and Scrub Ruins become acces- lished as a trade outpost, and grows rapidly, at- Spire Protectors and Tibulationists to enter the
sible to terrestrial beasts and humanoids. tracting fortified homesteads which are absorbed Great Ruins.
2218 The Tainted Sea finally leaves the central ar- and into the expanding community popularly known 2274 The Holy Hand Ruin to the west of Pure Hub
eas of the region, reveling extensive flat lands from as Overpass, former New Temecula. City is selected as the future nunnery, to be called
the Rip, to the Caprician Plain and as far west as 2262 Excavators build a stockade at the future site The Convent, for the Purist Faith. Construction
Array. of Memory. This walled compound is quickly turned begins.
2231 The Holy Hand Ruin, the site of The Convent into a barter fort and within three years transforms 2274 The Yacht shows up stuck in White Reef. Un-
purist nunnery in future years, is recognized by into a bustling town on the Pacific Coast called able to pull it free, looters from early Port Folly
early neo-Christian survivors devotees as a sign Redondo. strip it of everything of value. Wildlife occupy the
from God. The hand-like concrete slab and fingers 2266 Safe Port first settled. Migrants from along once spectacular craft while the reef itself begins
of twisted metal are worshipped, and in its shadow, the ravaged Pacific coastline, as well as Atolls to to claim the craft.
rites performed. the west, join forces to erect a crude winter en-
2237 The Tangle Wood forest is named by nomadic campment in the protective shore of Tin Cove. 2276 The Birfird Clan attempts to arrest Tyrusmithia,
traders and semi-savage villagers. Vast, incredibly the Three Headed. The pure stock warriors are mas-
swift growing mutant trees and knotted vines form 2267 Purist Faction officially formed, changing sacred by the mutant teen’s mind powers and her lo-
an enormous, dense woodland. their name from the Purist Kingdom to the Holy cal militia irregulars. An uprising takes place and the
Purist Empire as the group expands to encompass Birford clan are overthrown in a bloody battle. Tyru-
2244 Nomadic, mixed race peoples erect the first six tiny villages surrounding the central town called smithia, is named leader of the Mutant People’s Re-
scrap metal walls around what later becomes Steel Pure Hub. sistance, or MPR. Other mutant groups, some of them
Hill. The place was called Marsh Camp. 2268 Riverside, later to become Newburg, inhab- led by ruthless warlords, formed their own factions. A
2247 The first pure stock dominated communities ited as the Tainted Sea recedes. Curtis Da Rosa full decade of mutant against mutant war commenced.
pop up in the area around of the future Pure Hub Birford, and other pure stock survivalist descen- In the end, Tyrusmithia, being more popular than her
City. These ragtag farmers, hunters and experi- dants from the east erect a scrap and timber trade rivals, and easily as ruthless and deadly in a battle,
enced warriors begin to either banish, sterilize or fort and establish uneasy trade relations with local reigned supreme. The Mutant Queen, now only 31
enslave mutants from within their own populations, mutant savages. years old, yet looking hardly a day older than 18, be-
gan calling her deviant followers ‘Aberrationsits’.
Index
Abattoir Arleen / Red Field Magistrate ….167 Coil, The .....................................................369 Freehold Scout, becoming ........................…15
Agethaz Gabriella Remington, Sainted Mother ....441 Coilers, The ....................................…320, 369 Frigate .........................................................347
Ajax Lake ....................................................328 Conrad’s Platoon ....................................…318 Gabe’s Trench ............................................348
Alameda / Frigate ...................................…347 Convent, The ...............................................243 Gajolm the Kind / medic in Sea Home ....…78
Albrads ‘Old Man’ O’Finny ......................…260 Costaville-on-the-Water / Steel Hill ..........…95 Galespit .....................................................258
Amber Coliseum .....................................…148 Council of the Wise, The /Sea Home .........…75 Gangs in the Deep Slum ..........................…97
Anchorpost / Shallow Sea Region …...........8 Countess Estella Brandun ...................….429 Gate Reef ...................................................349
Anti-Slavery League ................................…314 Crater Bridge .............................................335 Gay Bar / Friscos Pub .........................…147
Appro-Mortica ….................................319, 424 Crow Island .................................................337 General Noxtoth the Spirited ................….432
Arch Magistrate Rantula ‘Bloody Bone’ Maximorta ..425 Cruel Wood ................................................337 Geshrod the Marauder ................….321, 433
Arcola Ramps ...........................................329 Cult of Humility ........................................…320 Ghosts .....................................................…315
Armagon ..................................................…286 David Carlburg .….......................................430 Gisha-lolly99 / Hollywood Brothel, Pitford …56
Armed equals ............................................…52 Dawn Cove ..................................................121 Gladiators / Amber Coliseum ..................…148
Array ..............................................................17 Dead River .................................................338 Gold Grass Plains .......................................349
Arretos the Jaw, Magistrate …................436 Deep Bay ....................................................339 Golden River ...............................................350
Association of Business Owners Aka ABO ......52 Deep Bay Monster ......................................339 Goths / Gothicalla ....................................…147
Association of Business Owners, The (ABO) / Pitford ..50 Deep Slum / Steel Hill …...........................90, 96 Great Purity Wall ........................................216
Atolls Region, the .......................................….9 Defenders Guild ......................................…314 Great Ruins The ............................... 324
Atrocity Creek ...........................................330 Delphi / Atolls Region .......................................9 Great Steppe ..............................................350
Augustus / scrap tank/ Geshrod’s Marauders .....321 Dethpool Ruins .........................................323 Grotha-Patteraks or Grim Pacers ........…210, 335
Banner Cove ...............................................115 Devil’s Hole ...............................................339 Gunthar’s Forest .......................................351
Bar Room Patrons Determination Tables ..... 383 Digger’s Lounge, the / in Sea Home ….....77 Harper’s Bridge ..........................................351
Bar Patron Table A Holy Purist Empire ..........383 Dimitra Star / Busta Container ….............334 Hattusa the Flayer ...............................…128
Bar Patron Table B Independent free towns ....384 Directors, The / Sandbarra …........................67 Havoc Wastes ...........................................352
Bar Patron Table C Excavation Support towns ...385 Dirge River ..................................................340 Healer’s Clinic / Safe Port ....................…302
Bar Patron Table D Dominion of Aberratia .......385 Dog Flats ....................................................340 Heckler Wood .............................................352
Baron, Dictus-Agustus / the Port Folly …....278 Dog Island ...................................................340 Hemidra, slaver .…........................................23
Barter River ...............................................330 Dominion Interior .......................................341 Hermilage The ............................................248
Batteries, recharging ...........................…21, 50 Dominion of Aberratia ................................107 Heroes, Outlaws and Organizations ........315
Birford, Curtis Da Rosa ............................…143 Dreamers …................................................315 High Watch ................................................219
Bitter Bog ....................................................331 Duke Lake ..................................................342 Highcity / Overpass ...................................…25
Blank canvas policy ....................................….5 Dust Devil Saloon / Pitford …....................53 Hirelings, Employable / Pitford ................…54
Blue Reef ....................................................331 Duty ...........................................................203 His Holiness Vicar Horace Truesight the First ...434
Boarding enclosure …..................................18 Eagle Heights / Newburg .....................…141 Holy Port .....................................................223
Bog Land War …...........................................63 East Road ..................................................342 Holy Purist Empire Citizen’s map ............187
Bomb Bay ...................................................332 Edge Wood .................................................342 Holy Purist Empire The .........................185
Border Creek .............................................332 Ejexa Owens, ‘The Spider’/ Magistrate …..437 Home Settlement Determination ...........11
Boson’s Lagoon / Overpass …......................26 Elbow Island ..............................................343 Hookville ....................................................128
Bosworth’s Clan ….....................................311 Ethanol fuel ..............................................…57 Hookville Gun, the ..................................…130
Brandun Clan, the …....................................64 Fakmal the Obese …..........................175, 431 Hospital, Quepp’s /Newburg ...............…148
Briteshore / Sorrow …...................................85 Far Cross ...................................................207 Hospital, Sister Beth’s / Pitford ...........…57
Broken Highway .........................................333 Fernwood / Stalwart ................................…239 How to Use this book ..............................6
Brood, The ...............................................…314 Fever Lake ..................................................343 Hynro The Slaver ..........................….320, 435
Brutus / Police Robot Bouncer …............18, 24 Figgy Road ..................................................344 Independent Settlements .......................257
Burgess Ballentine, Blessed Father of Righteousness ...426 Filth Lake ...................................................344 Inter-Community Trade Association or ICTA …315
Busta Container ........................................334 Five Holy Ones, the .................................…186 Interstate ....................................................352
Butch / mutant alligator, Sandbarra ..........…68 Flak River ...................................................344 Introduction to the Crossroads Region ........ 4
Caligula Dorchesta the Second ...............…20 Flaylox the Righteous ….............................316 Iron Island ...................................................354
Caprician Plains .........................................335 Floaters, The ...........................................…312 Isolationists / Rock Spire ..........................…14
Captain Xavier Fulton ….............................300 Folly Island ..................................................345 Jean-Paula-Mission Hostel / Steel Hill ...…96
Carlburg’s Army ......................................…316 Forest Road ...............................................345 Jericho City / Atolls Region ........................…9
Carmen the Clean …...........................317, 427 Forks The ....................................................370 Junk River ..................................................354
Cassandra ..............................................…289 Fort Glory ...................................................214 Junk Storm .................................................…60
Cathedral Mountains / in the Shattered Region …9 Fort Hinton / Atolls Region ..............................9 Katarina, concubine / Sandbarra ..........…72
Chosen Order, the .....................................…16 Foster’s Freebooters .............................…318 Kelpies / Reptilius of Frigate ...............…347
Christian / Saint Kimberly’s Cathedral ...…96 Free Channel .............................................347 Krimpshaw / Newburg ...........................….141
Chyna-Theetor / Red Field .......................…167 Free Safe Port Fighters or FSPF .......…304 Las Calaville / North Fort ..................…14, 159
Clean Guard ...............................................200 Freehold Scout ..........................................…15 Leper Hold .................................................268
Climbing the Great Purity Wall ….............218 Freehold Scout headquarters / Pitford .….51 Leprosy, affects of ...............................…..350
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