Professional Documents
Culture Documents
Invaders
Immigrants from the wasteland are illegal entrants within
the city and REDD apprehend or execute any and all
such that they find. Each station house has a holding
room for this radioactive collection of miscreants. They
are normally fed, and clothed before being flown out to a
spot roughly a hundred miles from the city. When they
reach the city these illegals are often found to be
mutated, sometimes harbouring super-human abilities.
Roll on the following table to establish what's special
about an illegal.
Invader Aspect
Roll Aspect
1 Nothing special
2 Extra limb(s)
3 Bestial
4 Claws
5 Disease carrier
6 Psionic powers
Interpret the results from the above table to any level.
For instance, "extra limb" might indicate, an extra arm, a
prehensile tail, or eight spider-like limbs. Claws might
just be long nails, or claws capable of ripping steel.
Diseases might be airborne, touch based, or otherwise.
Bestial might be a man thinking they're a dog, or an
actual rage driven werewolf. Psi powers are a little
different, roll on the following table to establish the psi
capabilities.
Psionic Ability
Roll Ability
1 Aura of depression
2 Death stare
3 Illusions
4 Touch of luck
5 Mechanical Jinx
6 Healing
The wasteland breeds all kinds of unique animals,
predominantly carnivorous, and its not uncommon for
these to wander into the city seeking or pursuing food.
REDD always exterminate such interlopers. These
beasts always kill citizens, and are always hard to kill,
having 2D6+2 Hit Points. Roll on the following table to
establish the primary aspect of a beast.
Wasteland Monster
Roll Aspect
1 Pack-animal
2 Climber
3 Camouflage
4 Poison
5 Grows when eating
6 Armoured
Let your imagination go wild on the aspects in the table
above. Does a climber also leap from roof to roof? Does
poison mean it stabs like a scorpion, or that it leaves a
deadly slime in its path.
Criminals
Sometimes a criminal runs into the wasteland, or even
has a secret storehouse out there, so REDD Judges that
are stationed near the city's edge will often find
themselves heading out into waste.
Of course, if in hot pursuit of a criminal most REDD
Judges would simply ride their bike out into the
wasteland, but such expeditions are not always off the
cuff. If given time to prepare they may equip themselves
with the following:
Rad-Cape: A cape that fixes to the shoulders of the
uniform and hangs down to just below the waste. A hood
can be pulled up over the head (and helmet). The cape
can be fixed across the front, or thrown back over the
shoulders. The rubberised material is proof against
water, fire, and radiation.
Ration-Pack: A small package weighing a couple of
pounds containing five ration bars each of which is
enough food for a day, a fire starting kit, water
condenser, a single-shot zip gun (looks like a short tube)
and five rounds.
Sensor-Unit: A set of 5 movement sensors and a
monitor for them, this is used to set up perimeter while
camping. The monitor can show the user the direction,
size and how many moving creatures are out there.
Hand-Flamer: A carbine with shield in front of the
forward grip, and a large bulb in place of a stock.
Designed to scare wild animals off or deal with insect
swarms. When the trigger is pulled a large bloom of gas
powered flame bursts out the barrel. The fireball has a
five foot diameter and lasts for a half second, at the
same time it emits a loud roaring sound. It inflicts 1 point
of damage, and may set clothes or fur on fire.
The wasteland itself is mostly a rocky desert,
interspersed with occasional points of interest, such as
oasis, ruined old-world cities, cave communities,
poisonous crater-lakes, and occasional cactus forests.
The predominant weather is hot and dry, with rare but
very heavy deluges. The weather is not the only
environmental concern. At the beginning of each day roll
2D6, on a result of 9+ roll on the following table for an
environmental event.
Wasteland Event
Roll Event
1 Radioactive sandstorm
2 Insect swarm
3 Hail of stones
4 Solar flare, electronics fail
5 Quake, exposing sink holes
6 Tainted rain