LorAN Nc at 4
CRepitsS
CONCEPT
Peas
CODE
Pet ee var tes
CONTROL
Pete cui ce
SCREEN IMAGE
eMC cs
MONOCHROME IVAGES
jakub pozar, zoran perdic,
ondrej zahradnicek, marcel
Ree ON guile
INTERFACE DESIGN
greg kucera.
EDITORIAL INPUT
bill king.
LAYOUT
Pentel ieny
PRODUCTION
VER MeL am Tamers
Astron sro, Praha.
TRANSLATOR
ET ae
DEBUGGING
eesti ee ae ts
Rule) M CPL old
pendrell, sean mcginty ,tim
padawer, mark howard,
Patrick baldwin and all the
wastelanders we met at
dragoncon.
SPECIAL THANKS TO
all who gave their lives at
dragoncon.
Pa eg tee een eee ee mer cad
eres avr eremerre ene cerecenttnres
Ppa ee reeset ean pee eee ea eee
eee et tn eerie)
Liregeatiner trons ete iatseet an Tena
OR EATREME VIOLENCEWelcome to Toxie Springs, home to skavengers, crimi-
CO ee en
Waste World settings we have planned. Narrators and
players playing local characters should read through The
ee er
See eas
De
ee ee ee
Ce eta es
ee ens
Fe ee od
ee
ee ee ete
Ce eur eas
ek ee es
nected adventures. We've included some interesting fore-
shadowing clues for the Narrator to drop on characters
Se re ea eet
eras
ee aR ed
Ce er ert
eee Te te)
Se ee eed
machines.
eee
adventures, i's time to send them on their way oF con-
vince them this town is their new home. A good Narrator
can always dream up more adventures deep in the
a
Rie ere
eee
Springs that popper the vast desert hardpan of Avernus,
Te es
Ce a er es
eet te ee
eo Tee)
“inhabitable” environment humanity has ever tried to
tame, As to how successful humanity has been in taming
the deserts of Wate World, the jury is stil out
a
Se rece ney
thousand kilometers east of Prometheus, one of many
unmapped towns on one of many unmapped trails
Se tn)
Ce ae ed
been all but picked clean but stil provide protection from
dust storms thet shred unprotected flesh in minutos and
Dee eee ne
ee cr]
ruins, although the city fathors had no intention of ststing
rear ene tt)
ee ee ay
decided to hide cut in a cluster of ruins they had found
while the rest of the team mede a mad dash back to
Janus. A week later and no rescue mission in sight, the
er eer ene)
started driling for water. Nobody is sure i the survivors
eed
eee koe
Se ee ey
Ce ee ed
Neer
Historie details about the town's founding become
ed
found clean water and the well was claimed by other
prospectors who happened upon the bot. Others say
ee et en ees
ok ee eee
headquarters for their burgeoning but ultimately failed
ees
eo
had a hundred other similar spots all over the desort. A
Foie as
ee eee)
ee rer)
Te eer en)
and trade. A ruined woman fled her husband and found
Cee Ree es
CAMPAIGN PAK: CHAPTER ONEaan ee
en ers Eso
Sica!
x
Se a)
Preiss
a Seer
eg Se
MINING COMPANY é
Ron
le
ae
Sar
coca aoe
Sel chasis
See ee ee
Oe ee ne ety
20 oF so and highly transient. Some weeks the population,
Ce eer a ea
ee ea ary
ee ee a
between travelers, natives, skavengers and other despera-
Ck eet ries
ee Ce ena ed
Rosey
cee eed
CeCe Ut ne eee ee
eR ca ead
De ee ee eee
nized army can drive on a good day. A detachment of the
See a Roa
armed, state-sanctioned thugs, occasionally stops into
‘Toxic Springs to check up on its holdings.
Gitizens of Toxic Springs don't consider themselves
subjects of Spartus. When the army shows up, everyone
eee ee re
Doe ee te
Se ek eens
Sr cee cL esd
Rec ea ns
GETTING TO TOXIC SPRINGS
‘The desert does strange things to the mind, biological and
ee ey
Se ee eee)
twist rational thought inside-out
Meee eo ood
Cee ee end
Ce Ene ny
oak kt ae et
Re ee arent a
oes eee ns
Cre eae eee)
Ue ee ee een
a
Toxic Springs is also a regular stop for motorized con-
voys traveling between Prometheus and Janus. Between
Se ee eee
the desert on all vehicles, uninterrupted travel between the
‘metrozones is nigh impossible.
oe ee ed
Springs, but it’s unlikely. Remaining in the air is infinitely
Se ro aes
Cee ea acs
PLACES OF INTEREST
THE DRAGON'S DEN
Ue ee aces
eat errs
‘and locals alike. The drinks are weak, the food is foul, and
service is nonexistent. Grull, the Krok barkoop and owner,
Cee Ra Seu eet
ee a
tornThe Den takes up what remains of the bottom floor of
‘a crumbling high-rise of Ancient design. Gruil serves drinks
ee eC
Cee en
Poe eh ee ora
to the ceiling. Only a few still work.
pee Cec ers
locks. The entire bottom floor of the building is sealed
against the elements and foul desert alr. All the windows
eee er eee rad
CE td
Drinks are one credit per shot, and a meal will run you
oe
There are usually two to twelve drinkers and drunks
Se eC ror)
clustered in one comer of the Den, playing various card or
Ce eos
Pe eee
oe Ce)
Eee
CR EA
Re ere ee nd
en ke eo ence
shop, called the Garage Mahal by owner Forgul Lim. The
shallow slope down into the depths of the tube station is,
eee oe)
nee rs
rs.
ee ee Ed
to overclock a skimmer's speed regulator or mount a
Dee er ee a
collected a motley assembly of techs from passing kon-
eee eer as
Cee eer es
cor
GARAGE MAHAL’S SERVICES
Poe ot
Ce erent
een Smear tt ren
Peso Eee ee)
rg Pope eer poe ea
Poca er ree
precy Peer tes
eserioscoteny Pepe ene neers
pote
ee ee)
ee trees
Re er os
‘casts populate the Dust Devil, most of them willing to try
anything once. About 12 beings staff the Dust Devil most
times. Slave traders passing through sometimes leave
Pee ee ea ee tet a)
Bs
a
Se ee rues
‘cular building that may have once been an Ancient hotel or
ee a eee as
Pro ee eed
higher in the building the floors become more dangerous.
Po ee ey
top floors, usually exotic drugs. The top floors of the build-
ing are not offcialy part of the Dust Devil business, but the
a eR
Poe
ee
Ce eee
NE Daemon oes
NCs:Kaycha Radost, Elata, assorted other courtesans,
See eer erate)
Penson
aaa Ecoles
‘The accumulated castoff junk of desert travelers has dit
€ed into this shop for a century or more. it might have start-
ed as the mining company’s supply depot; it doesn’t mat-
‘ter now. The walls are stacked floor to ceiling with count-
less odd bits, some quite old, all of It dusty. Almost cer-
Dee cd
tended up in the shop as well.
bite ea cad
ne ee ed
‘and armor patches, tools, desert rations and other items
POS et eeCAMPAIEN PAC
Se ae eon
(Two tracing pots owner, Mia, aso doubles as the
town butcher should a skavenger or traveler bring back an
Need eR a eke aes
‘gy blades for reasons she won't discuss.
CR es
Ce ee cg
‘should use a little discretion, though, keeping in mind that
eee ee Ce ay
OOO eC eeane
ee errr ee acs
Pier re tote ay
Rac eu
ee ee ae
players really need something.
eee ee
Rie ea oy
This is the water source from which Toxic Springs got its
eee eed
ee ee ee eee ks
ee et ee ee
Se Rie ees
Pee ee ee eee aed
Re ee Ree etd
Cee aoe
eS eee Ren)
heavy metals and solvents. Both are invisible and odorless,
although unfitered water is said to shimmer slightly.
Unfitered water from the Springs is an ingested Strength
ad
Kreeotooa Is always at the Springs. Water costs 1
eer ee Cee ee
ee ee
Cee Se ee eT
Ce eee eee)
rood
Re eas
ra Moms Bia omer
‘There is a litte-known cult of Machine God worshipers in
Toxic Springs. Most members are harmless, as their bois
Ce eee ee Cae as
shipers come to the Chapel to seek guidance from their
eee ee ea ny
‘many of the old Overminds Toxika is quite mad, but at least
itis not hostile or, apparently, infected with the Apokalypse
rie
te Re)
CeO ne
Pee ee ea)
Ultramundae terminal that is stil linked to an ancient data-
‘core deep below the ground, The terminal is nothing more
than a cracked monitor and keyboard, its keys meticulous
Moree Le ete
eek eee eee es
‘original configuration, and typed messages fired off to the
en ee ar)
FL oe eee!
‘The terminal itself runs the services, and the Chapel has no
Se ek
‘spends much of his time at or near the Chapel.
etre)
THE MINING COMPANY
Coe eee
eee ee
Pe a ee eC R Sm
Ce See eno ee on
founded by the exploration team that stumbled on Toxic,
SR Oe ee LS
‘maintains a staff of no less than three and no more than 20,
Cee Cc
The heavily armored door opens into the mining com-
pany's headquarters. There is always at least one employ-
Rn ee ee ios
eT ee URC ay
ence
Down one hallway is GWWMC’s living quarters.
Housing is minimal, litle more than coffins cut directly into
eee ee eae kod
‘one adult human male and some minimal personal effects.
Ce ee
Cee eR as
‘garage, but it can house a mid-size sandkrawler. There is
also a fairly complete machine shop that can service any of
ee ee ree
Seat een ey
ee eat ec
Pe eee cd
‘mostly unused. The employees normally go into town to,
Ce ee ec)
induce claustrophobia.
'NCs: Joko Kolyer, PTE-961 (Pete)
RNR ZG)
The locals call the ruins surrounding town the Junk Yard.
The ruins stretch for two kilometers in every direction, then,
cre ee eee an ets
OCR ec ee eras
Ce eo eee
er oe aC ects
‘Skavenger gangs, criminals, and other undesirables some-
times set up house in the Junk Yard, although one's long
Reese ee eed
cl
Ca a mL)
sskavenger kondor (rare)
eae a
Scattered here and there in the Junk Yard are several
‘empty habs, abandoned of forgotten by their original own-
ee ey
ee rene ee ee eee
Ce a errs
eee ee cae
ters. None of the habs are properly inhabited or owned,
'NCs: Skavenger gangs, Revealed Path pilgrims, harm-
Pe en
—
CAMPAIGN PAK: CHAPTER ONETHE GOOD PEOPLE OF
TOXIC SPRINGS
‘The population of Toxic Springs can be generally charac-
terized as guarded and occasionally friendly. Everyone,
knows thir town relios on outsiders to survive. Evoryone.
also knows outsiders bring trouble. I a konvoy drifts,
through, most people will be friendly for the duration of
their stay, and long enough to get their credits.
They're less friendly when it comes to outsiders who
look like they might put down roots in their town. Outsiders
bring baggage. Outsiders bring enemies. Why else would
somebody want to live in such a place? On the other hand,
there are no Toxic Springs “natives.” Everyone who lives
here has a past they'd rather leave in the past.
The following are some notable personalities of the
town.
GRULL
The Dragon's Den Barkeep and Owner
Grull, a Krok originally from Janus, came to Toxie Springs,
many, many years ago. He won the Dragon’s Den from,
another owner (also a Krok) in an all-night head-butting,
‘competition. As the years ground on, Grull began to sus~
pect the original owner may have fet him win. He sure did,
taste good though.
Roleplaying notes: Gruli will complain about his lot to
anyone who will listen but would never actually leave. He.
knows life is hard in the desert and restricted in all the
metrozones.
ST 43 DX +0 Ina Pw+0
MRT LF16
Advantages: AR‘S, bloodhound scent, claws, fangs, regen
‘eration, spiked tail
Disadvantages: Negative appearance (hideous)
DX Skills: Unarmed combat (claws, fangs, tal) + 1, heavy.
‘weapon (HG)
IN Skills: Survival
Equipment: HMG (under bar) 2 reloads
JOKO KOLYER
GWWMC Operations Manager
Joko was given charge of this remote mining outpost,
because fe was too unpredictable and dangerous any-
whero else. Tho company's management would like noth-
ing better than to fire him, but Clan Kolyer is a major share-
holder in the Skorpio corporation and they just don’t fire
‘family
Roleplaying notes: Great bravado, punctuated by
bouts of mania and depression. Aimost certainly drunk and,
violent if he’s been in town, manic ranting If he's recently,
returned from the desert,
sT40 DX +1
Maa riz
Advantages: Hardy,
Disadvantages: Overconfidence (mild)
DX Skils: Unarmed Combat (Brawling) +1, Blaster, Dodge
IN Skills: Lore: Western Desert +2, Mek +1, Navigator +2,
Driving (Wheeled)
Equipment: Medium Ceramic Armor (AR: 6), Blast
‘ment in bunker (see location entry)
Ne PW +0
‘equip-
PTE-961 (PETE)
Mining Company Panzer
Pete is the only reason the bunker isn't sacked when Joko
is out or drunk. A well armored sentinel robot of
Promethean design, Pete is programmed to sit patiently in
the GWWMC bunker and defend it against anyone who.
isn't a GWWMC employee.
Roleplaying notes: Pete does his guardian job well f
‘unimaginatively. He won't participate in conversation
beyond what is required to determine the characters’
clearance to the bunker.
ST +4 xO
MR a uF 18
Advantages: Innate Sense of Direction, Armor (AR‘S), Giant
Disadvantages: Positronic Brain {prime directive: follow
Joko's orders), robotic body. overcontidence (mild)
‘DX Skills: HMG, Unarmed Combat (Brawling)
IN Skills: Robotics +2, Mek +1
Equipment: HMG, 5 reloads, mini toolkit
KAYCHA RADOST
The Dust Devil Owner and Manager
Kaycha, a Hydran renegade, was in the slaving business.
for scores of years, before setting down as owner of the,
Dust Devil. A birhling of House Radost, Kaycha learned,
uring her decades in the wastes that not all customers,
want the most beautiful, the most responsive, the most.
alluring lovers. So she leamed how to provide for less com-
mon tastes.
IN-2 PwoTE
(_Kayeha Radost isan oxcolot business woman. Sho
runs a tight ship at the Dust Devil, and despite its remote
location her sinhouse draws customers from the entire
See
Gee or orm eT
ee rue iets
extend only so far as required to protect her venture,
ee ay
Ce ee ee
business goals.
Bel Pe NEC} ca
ro ro
ee ee Oa!
Disadvantages: Overcontidence (mild), code of honor (pro~
eer
ee eo)
IN Skils: Acting, courtior +2, fast talk, intimidate +1, savoir
faire +1, seduction +1
aay
CNN
ce
Elata is one of the Dust Devil's most unusual employees.
‘An empath able to look like any humanoid, male or female,
Se eee etd
ete eet ees
Ce eee ee
the most foul Stygian imaginable, and then service the cus-
‘tomer in Stygian form.
oe eee ty
De ee a a ee
Cae en ey
cnr i en ees
ble. Once in the sinhouse, though, Elata will do everything
ces recor eet eter ent)
flesh
ca Pal ea vec)
rr fa
Ce ead
een ee es ee
oo)
Pees
ee ae eC ee
eee ee)
ad
er erme aNd
ee ead
Dee ee eee
Devil's building, Schottus Nug provides medical services
ee ene ee ea)
with cash. Schottus won't use any of his own concoctions,
Cee Cues
Cee ee eee a age
Cee ea ee ee een
drug. However, itis not a combat drug at all. To simulate
ose Ree eke Steg
White Frenzy that they have an additional 30 LF and plus
DR eg ee cs
cfits, though, they are immediately revoked. White Fronzy
ee ee nee
eee eee
Den ee a er
Roleplaying notes: Schottus is not a pusher but a
Cee Ree ree
Ceres
eae eee ee eng
eee eee os
a) Pye ire} ca
roe no
Leeds
Ce a eh Ca a)
es
Ne a ees
oat)
Equipment: First aid kit, surgical toolkit, cybersurgeon
eee ea ey ea
doses at any time), other drugs at Narrator's discretion
Tai
Me ied
oe a ey
De a ne
care for metrozone dandies. The skavengers get along well,
Re ne ee a)
Cent
ee ed
with non-desert dwellers but quick with a smile if she feels
Pe ee ete ey
Ce ee ee ee)
raw either if she senses trouble or just doesn't like your
looks.
aa ee) nt Cony
oo far)
Co
Ces
Pee ee ees eee ene
ees een eS
ee ee ea
trading post goods (see location entry)aa
Aa
il sone ned
TU eS
Pe toe ee tee ns
Pre Cee Reena
Cee cn Cn ead
Ske ee a
Re eer
fee a ee eeu
PR ce eed
eee eee ok eee
Dee Ro oe ecg
Ce eo ae
re ee eee eee ea
Cee Cee eed
Cee ee ee eee ed
Po ed ete el
ee eRe aaa
Cee ee ere a
Cn es
Se aoe aane
Bae pyatd nee ca
PCr LF 10
Sie dar’
Disadvantages: Vengeance seeker, code of honor (samu-
ee)
Da eae i
ered
Rae cues)
te a RC
een ea ed
De en a Rd
eae
Tae’
Le
De)
Lim’s crew. However, he was soon bored with this life. If
Max can get a moment alone with the characters, he will
Pee eet ened
ee ee eee
takes him up, he'll find a reason to stay or “events” will
Ce ae
Roleplaying notes: Mex plays the overeager puppy to
‘cover a more conniving mind at work. He's a user and a
thief, an inveterate liar who will do or say almost anything
to get his way.
sto a
ro far
edd
Cee eda)
eee eee
ees
i ee Od
Tosh
re cry
Ne
Pao >
hoe
Pc ec)
Truth as itis delivered by Toxika. Driven mad long ago by
the desert, Dah! claims he was drawn to the Chapel of the
‘Transmitted Truth by a vision in which he traveled into the
eet nh eee cs
ere co eg
Cr eee aces
Roleplaying notes: Wide eyed, manic, nervous but not
eee cs
er] ra) reed
roe LFe
ne ed
Ce a
Ped
Pw40
Eee ae ee eeu
cy
ec
Pe en
ae
Re eg
ere eee Rar ea cd
CN aa ee ae
Cee eee rags
ee ee ee ee ea
eee ano
‘opairing the pumps and providing water once again to the
ry
Roleplaying notes: She is deeply protective of the
Pek case me
but she acts like she does.
Ae) ae
roe ro
Ca
Disadvantages: Phobia (gangs, mild), obsession (guard the
te)
Peers
Ce eee rd
ead
Bonen
al
oe en
‘supervise a fow blocks of the ancient city that once stood
eee an
poe Soe ee
Ce det ee ee ae
ee ee as
Se ee ne ee
ee ae
Se ae
See net ne
Ce ee ee
ee ee eee eS
Ce eae ee ae ed
ee ae
ies) on
yPe cs ae
RUMORS ABOUT TOXIC SPRINGS
‘The citizens of Toxic Springs are part of a secret cult.
Largely true; see the Chapel of the Transmitted Truth.
The ruins on which Toxic Springs was founded was an
ee eee eg tes
‘would have you believe, False. There's nothing under Toxic
Se ee ee Ree
concealed datacore. There are ample opportunities to poke
around the Junk Yards but characters won't find anything.
The town is really a Promethean military outpost. False.
Coe Mt aa Cee es
Creations
Literally anything might be found buried inthe junk a the trac
ingpost.True-sort of. See Mirha's Trading Post for more information.
During Church of the Transmitted Truth ceremonies,
cee eee een
ee ee ee en)
translucent humanoid with biue skin and eyes that glitter
like crystals. Anyone trying to touch the hologram will pass
cet eee ks
So ere
of holy texts stored in its memory banks. The fact that it
‘sometimes contradicts itself Is taken by its worshippers as
one of the paradoxes that a true religion uses to test thoir
eee eer
another subject close to its mechanical heart: laundry!
fee econ)
to ease its loneliness. Toxika still has some control over the
eee ee es
Ce ea
Msc he eee ed
eee et ee cans
a ee ee ees
ao a take
Pen ete ern or
thing within the town with its sensors and see anything
Po
lf questioned Toxika is quite knowledgeable on a num-
ber of subjects. There is @ 50% chance that it will be able
Sooo eo
Deeg ca eee ee gd
‘couched in the form of gibberish, so the players may have
ee ee ae
Roleplaying Notes: Toxika is incomprehensible and
Ce eee ea
Re eee ee ear
eee
pe Re ee ee aed
wrath with fess than spotless small-clothes. Justa touch of
whitening soda and those hard-to-remove stains will van-
a
THE WESTERN
DESERT
Sr we ae)
‘Tho Western Desort is an endless bone-colored plane that
stretches in every direction as far as the unenhanced eye
Se
‘white dust, swirl here and there in the distance. Wavering
hot air makes the horizon line impossible to disor. There
Ce eC a ee
See a)
stripped of their concrete and glass. Yet somehow life
rs
kok es
night, to avoid the day's heat and use the stars as naviga-
ee
Cee eee ers
Ce Rees
ee ee es
Pe Oca ee mS
Flares pop in the night sky as raiders alert one another to
ee Rue cece
Se eee em
eee ocular urs
ee en ence
CPs
RNa eRe
Rene er kee es
Ce ee es
roll against the navigator skil, or an innate sense of direc-
tion. Characters must roll against their navigator skill every
Cee ed
toward their stated location. Each failure becomes a -1
‘modifier to future navigator rolis to find their way again.
ee er ar)
on
MeCN es
ronmental control, during the day requires a Hard (-2)
Se ee Cn ee
Pe rr is
eet ee eed
Ce ete te ee eg
ee a te a ed
Pe ee ee eter td
the normal rate. Instead, characters recover LF lost this
way at a rato of 1 plus their Strength modifier per day, a
Seen cn
See eee Cees
Ce ee ee eee
Cee eon ciet
Lore: Westem Desert rol to find one of these trails. Once
found, though, a trail will always lead to an established
town and the characters will not have to make any more
navigator rolls, and can travel without compass and map or
Set caeRcd
Se eee re eer
Cr eae Cod
Pea ee Ren ae
book. These times assume about 12 hours/day of travel at
ee eter ad
Dee eee en ae ea
preter cnn eee eke
ete ee ees
ee ee toe errs
pee ae ec ee
‘mechanical failure can all slow travelors way, way down. If
these speeds seem slow, keep in mind that there are no
ee ee ee
Ce ee ee eee
under such conditions virtually ensure disaster.
ey pol
ot Cy
eer Ld
eed
Ree eee
co)
Pe ee
es
ey
ned
WEATHER
See eee
Ree ee cs
De Cee ea Roo
Pre ey
eee ne
ee ee a sc carey
en eee eee ates
vil result comes up on the Weather Table. On a 10, the
Deeg Ue ru eee ay
Cet ar ew a
avoid an oncoming dust devil. A dust devi's movement is
Ce Ren ieee ii s
ee eee
SNR Ke la
De eae RL ead
does the air remain stil. The vast flatness of the desert
eee ers)
eee er een
‘The winds near the center of such currents blow day and
night without break, never lower than about 40 kph but
‘sometimes reaching 200 kph or higher.
Bee et eer
‘they would rivers, using sails to carry their wheeled and
skimmer vehicles downstream. While in a current, these
Ce aes
Ree Ce et a
Pe
Coa ee ee
times strong enough to uproot tents or even knock over
rea ee era eet se ee)
storm, he must make a Strength roll or be carried away.
Re a a ume
Ce ee oe
take 10d6 damage when he finally lands.
Relay
Cee ee
a a nee)
Visibility to a half dozen meters. A lot of sand can be dead-
ly, stripping armor from flesh and flesh from bone. Sand
storms have been known to tear apart tires, bury sand-
ees
(eee cu ke mC
Narrator fiat, roll 1d10 to determine how many hours the
storm will last. Every 2 hours the storm gets worse by a
Se ee Oe eee ed
In equal steps. Divide the roll by two to determine the num-
bber of hours the storm gets worse and eases off. Example
ee eee ees
hours of mild and an hour of moderate}, and then ease off
‘over 3 hours (one more hour of moderate and then two
hours of mild). The Narrator should keop the length of the
storm secret and let the players scurry around in prepara-
tion of a really bad one.
oe ee ears
Cee
Wee ae)
eee ee
ee ee neg
hhour to retain control of their vehicle, again at -3 during this
Ce os
ee ee eer
‘made during the storm. Also, each hour spent in a fierce
Seer cere kam ed
Re eee ea ee
Oa eee ee ean)
Force by 1. Any vehicle that does not stay on the move for
ee ec Ee)
i
1G|
|
i
i
i
aes SSC OO ES SRT
Re ad aL ae a ep eS
Bera aot
Ce ee een
eternal pollution settle over the vast hardpan of the desert,
‘the temperature will start to go up. A lot. The pollution
Cee eee ee ee
‘mering sands of the desert reflect back most of the sun's
hhoat. The effect is called thermal inversion.
‘There will be no sign of this invisible weather pattem,
Ce ee es
tioular shade of red in the sunrise (make a Desert Lore rol).
By midmoming, the air will tum stale and static-charged.
ee oe any
ee ee eed
Ce eee en kes
with air and rags spontaneously combust.
Seen ere
for days. Each day of thermal inversion is worse than the
last. Aftor the third day, metal begins to soften and any liv-
oer tor ren
eee ky
Cee ees
Cee eee end
Ce ee a
Se Rete
peers
ee Rag
Tablo, roll 1410 to determine the number of days the effect
re ee ee a a
en ee enc
eer ne ee ee
at the end of the number of days rolled. Unlike sand
storms, thermal inversions get worse and worse, suddenly
cree eee ;
ee ee
toctod, they must make daily exhaustion ros rogardiess of
Se ee eee
CNC re ae
ties add up fast, and will kil almost any character in just
days.
Vehicies and robots passing through an inversion will
suffer no il effects itt can get out in five days or less. fa
vehicle remains in an inversion for more than five days, it
wil take 146 LF damage every hour's caught in the inver-
Ne er ae
Thermal inversions are static. They tend to cover
an area of d6x5 kilometers 60 characters on the move will
ee ee eer een
inversion. They are very useful though for winking players
eres re et ar tos
ANG
The great granddaddy of all weather events, shatterstorms
Pee en ceed
eee let eos
NENCOUNTERS AND EVENTS,
‘The Westem Desert is a wasteland but it's far from barren.
Each day, the Narrator should roll once to see if the piay-
fers bump into other travelers, skavengors or desort crea-
tures. Being lost, being on a trail and being in the deep
Cea
te err roe
the special Western Desert weather table to see if unusual
Re sete
LANDMARKS
Ruins are scattered across the Westom Desert. Some are
Se eee eke ned
fare more recent, products of the desert, violence, or time.
ees
ny. Thase features often attract life or something rasem-
Cn
‘The following are examples of what can be found in the
dosort within a day's travel from Toxic Springs by truk.
Nobody has ever mapped the desert, and there are surely
‘many more secrets hidden in the wastes.
aa eaated
Peo ce
ee et a
‘The shipyard consisting of several walls outlining what may
ee Ui
ly intact metal shel of a sea-going tanker tipped on its side.
Bits of metal and concrete litter the desert nearly a kilome-
ek ee ten
bits for raw buliding materials but there always seems to
be alittle more feft.
eu ecg
Cen ee eee tas
duels and grudge matches between skavenger tough guys,
Sees
Reet
Nea coleaa
This is a more recent addition to the desert’s collection of
ea eer to
Ce ee an
ei eee ier Me)
‘swallowed most of the buildings but the interiors are still
Cee rae Rue eae
peer ar rs
meters and the interior is utterly dark. The surprise drop
Re eae
See eee
NCs: Travelers, stranded individuals, pack rats
VALLEY OF MONUMENTS
Ra ee ae
middle of the desert. They are not organized in any dis
a ee eer)
ee ho eee
Cee aoe es ea nee
See eae ANNO E7111 |
Crean
1
a
Evy
56
ea)
eed
ere
Ce
ou nie
+2 ifroliing the day after a shatterstorm or thermal inversion
ENCOUNTER TABLE (1020)
1 er
Pes
oe toe
ee ey
eR ce Cae aD
lunatics, 5-6 militia, 7-8 konvoy, 9-10 prospectors)
Tem ers
Pes
OS oC cic
eee ee eed
SR ee uae
Se ead
Most non-inteligent fife clusters around the ruins and natur-
SR ee arte cet
Cee eu enue
Poeuemec vty ee’
Se aC Ca
Ce ee ee ets
Cee ee ec real
praca un)
Soe ee ce
endary size and power, so dangerous that even the best
Se ee Rs
Naturally, the player characters are made of tougher (or stu
Secs
Loo ec
Dragons and their babies in the abandoned ruins. In the
Ce ue ee Rod
Springs and every other habitat), there are rare spottings of
the great Waste Worms. Experienced desert travelers are
‘said to know how to find , or, more sensibly, avoid , these
See
ccd
Sc
Scr
Ro
Dust devil
ror cag
focieanced
ee aad
oe CeCAMPAIGN PA
(Wino buit thse statues? How ot are they? How have
they survived? Nobody knows. It is said the area induces
Cee eee cn ee oie
eee aoe Ey
Petey
ee ee ea
Cee ee ae
upward by their highest psionic Power Level. Any charac-
tae eed
a startlingly vivid dream of a verdant world. Grass and
trees stretch in every direction. The dreamer awakens on
Pee mu ed
ene eee eg eee
CO ce Ln
Po eceers
The being will not see or hear the dreamer and will sim-
ply walk through the forest, speaking a long-dead alien
a ar a et)
stream, make an immediate PW roll, modified downward
Og aes
‘On 6 or more successes, the character adds 1 to his
rr ee ee
ore ea
anywhere else in the desert; roll once per day), the object
Cee ae ee
Sen ae ae eae
‘enters the Lunatic Flats. On 5 or more failures, the charac-
ee RR ee a ne
Reece ergs
NCs: Revealed Path pilgrims
NTN ela R eel
Reece nes
Pe eet eee ee
less skavenger village. Sail-rigged vehicles and gliders of a
half-dozen minor gangs are tethered outside town. Anyone
Ce
CR ee ee a)
eR ee es
er Oe eng
modified, highly inefficient vehicles.
ee ers
ABANDONED MINING CAMP.
A testimony to the importance of Drakonium to Waste
World, reports of a new field compelled a Janusian mining
Ce ems
Jn just seven days. Then the Warlord of Spartus heard
Pot ee ees
Hundreds on both sides died. The field yielded a micro-
eee eats
‘The remains of the mining camp consist of three low
concrete bunkers and a common grave pit marked with a
perm ae ened td
honored dead who died in the service of Skorpio, and the
ee ae
ees
(weed
Pee noe UL)
ound fields of green-blue glass covering the desert hard-
eek ad
glass is paper-thin and easily crumbles underfoot. Some
Ce oes
Pere eee ns
eines
Sie oN Ree Cree rll oa
Cee ee
Bulls have set up a permanent residence in a low cluster of
Ree ee eae en
‘machine shop where they repair vehicles, an ammo dump
Peer are scar aaa ey
Cee
eu eee)
share stories. At the entrance to the hideout is a set of
three wide concrete columns where prisoners are chained
Bless
ee oe eo ce
Co
ARMY OF KORRUSH ENCAMPMENT
Korrush and her skavenger gang don’t have a set base,
ee ea eee sree eng
defended travelers, weaker gangs and the occasional
Re
Korrush’s skimmer transport, three truks, about 30 bikes
Deer eee ee eg eee
a ee eet es
ee eee etn
ad
Do ene eR ce}
Reels)
‘Tho Spartus militia has fashioned a fortress out of a long-
pe ae Ren
rest and collect information about the surrounding area.
eee er ee ee
Seer ee cy
‘There is always a detachment of 15 men and/or women at
eons
et a Ly
LUNATIC FLATS
PR ee eee aa
Cee ee
Pease ter
Pee at ea ees
eee
POR tn tact)
Ce Dre eee ee en
cron cL ares con
CO en Ce ee ee
ce
‘CAMPAIGN PAK: CHAPTER ONEtke or ap ane kon, no more
a haan reece | i
unre chee at cyte ur Pret | i
ie,
sna ea are eee scien minicom
at BLL 0 ana,
Daeeaed ‘ieCAMPAIGN PAC
Here's the secret of Lunatic Flats: day and night are
not reversing at all Instead, the characters jump ahead
pprocisoly 12 hours when they step into or out of the
Entropic zone. The jump Is always ahoad. So if they stop
ort ec em ees
ee ee as
‘A few days, even weeks, of such jumping might go unno-
oir ue re
From the outside, people entering the Fiats simply van-
Ce ee TT)
pane
oe eee)
Ce Ce a
make a roll against Power, adding the highest psionic
a ee
eet ang
Pee eee ees
eet a
Into the sky to the vanishing point. Hordes of beings,
ee ee eo ees
Nobody can see of hear the character. This will last for an
cot
ee Oe er coer)
Oe ee ees
disaray. If the character should follow the crowd, he will
walk and then run about five minutes. There will be a sud-
dion burst of ight in the sky and everyone will look up ati
See eee ea a
downward by their highest psionic PL.
Cree oer ray
ee ere ee
to resist while in the Flats, -3 to resist if anywhere else in
the desert; rll once per day), the object of the obsession
Ce
ee ee a
PW willbe lost, if the character enters the Iron Forest. On
DEE ee ere
ee ee ns
ea
eet eee ats
[arias os
‘The Iron Forest, a field of twisted metal scaffolding as far
PS eee eed
ie ee Se en ead
Soe ee
oe rene
eee ee
Dee ee ed
ee eg
eee Ceo eed
re eee ea a
eae ere a ee
a vast burning city. Nobody is alive and the city seems
deserted. If the character walks around the city, she'll
‘come across a street full of anatomically perfect stone
ea eee ead
hhave been actual beings somehow tumed to stone in the
Etc
ieee ered
‘another Power roll, modified downward by the highest
psionic power levels she may have. On § or more success
¢s, the character gains one level of PW and the Obsession
disadvantage (-5 to all Intelligence rolls to resist while in
the Forest, -3 to resist if anywhere else in the desert; roll
‘once per day), the object of the obsession to “go north-
ast.” The obsession will be fulfilled, and it and the gained
hue coe Cee
‘Monuments. On § or more failures, the character perma-
rently loses 1 Power. The affects of touching the statue will
ones
preted
coumalaiad
‘This is one of the most powerful and most used trade wind
Ce Re eg
eventually reaches Janus itself in about two weeks of glid-
ct
aod Be Ua
EFFECTS OF OBSESSIONS
ee ae
structures littering the desert you will be under the influ-
ence of competing compulsions. You need to roll once
‘each day for each obsession. If you resist all of them,
Pe eee he Es
direction of your obsession, proceeding afoot and aban-
Cee ee ead
than one obsession, you will become confused and either
ce tee ad
Be ue ea ee aed
eeMP AIGN PAI: CHAPTER ONE
rrCP ee ee
LIFE FORMS
BLN else er Nery}
There are hundreds of gangs of various sizes all over the
Cee ee ma Rc
Desert Is probably 10,000 or more, broken into small
SO ee oe eee Ris
Tent, although a few are truly more interested in maintain-
Cee ee Led
oe
CC RC ceed
‘gangs. See the section on Faceless Hordes to figure out
Ce hee ts
THE IRON BULLS
ard
The Iron Bulls’ sole purpose is to prove its macho dom
nance over al other gangs in the area. They constantly pick
ee eer eee rd
Ce ee ees
When encountered, the [ron Bulls travel in sinail
ere See ny
Oe es cee
a eC mec
Ree nee een es
Pe ee ren ees
ed ee oces
Oe ek oe
ee
‘The gang Is ruled by the Iron Bull, the single tough-
ee ee ed etd
with some regularity, as young bucks overpower older
mombers. See the complete writeup of the Iron Bull in the
Eee aad
ARMY OF KORRUSH
eed
‘The Army of Korrush is less interested in warring with other
Pe ka ue)
ee ee ee
desert’s weather. Any members they lose to violence are
ect ae ee en
es
DC Ry
smail horde of L1 bikers, of as the entire mobile encamp-
ment (see location entries}. The Army of Korrush will not
ee ee os
ee ee Eke)
Me need
Cee he es
Ce ee Lk eae
Korrush is in exile from Promethous, an escapee of the
‘sekutor purges. She is known for her wise leadership, fair-
eee ae a ores
solalaeia]
Ara ard nee CUE
Co ry
Lee er a ay
Disadvantages: Code of honor (standard, strong), overcon-
eM en ten)
ee ee cee ed
eee)
Ee ee eed
Equipment: Skimmer (AR:4, LF 80, dual HMGs on fixed
eee ee eae reac ac
cael
PRON Gren)
‘The desert is crawling with lunatics. Some are harmless
eet ey
violent but too crazy even for the skavenger gangs.
ee ed
Cee enn ey
re ee Ok
ee eer)
‘conversations about the visions they have at those loca-
Peet eo eu
Ce en ek ee eo
ow the path to the nearest stopping point. They call them-
ee ere kos
are part of a larger organization. The structure of this orga-
nization Is not discernible to outsiders.
encore ry
‘aciapt well to the desert. There are insane mutants, posthu-
mans and xenogens. Many lunatics are latent or active
Peres
ey, CAMPAIGN PAK: CHAPTER ONE amerte | i] F PT ,
i
SioT eck bnedacohercd
Pe Kemah tikaret se-cdplteushanee-tedecced
elo tak rd betta)
LF behead alk porncdakighons MUM
sani rhcoall sag digeg Aniplandve dong ars Bragiewede
huebiciq-tppeeaiedet- Whore hice
Lhasarcewlind aula wanbvckece lawl
f ta
Le A
ee a
Se ee ied
placer dinntoeiy Lnelienlielaih mamnealananall
San. One oth
Cake Neos
Ce
eee ars
N Doleite-Aércioahealico’
Econ
a
ia
=
Basageacd bonnet
Lee hagh tte
oo
Ladigmnd heehee E
Paiaeshigieey rye) Li roe
ia
peFoe Ace
Reto =7 MM Val VI Nae
Seed
Mactan aed
c Ba
eee)
‘The characters know Toxic Springs will allow them to gath-
Cee er
{get back on the road. As they approach town, though, they
ee ee eels
Pee ne eka
Sc eo
ea ee ee Lory
OC ee ec)
Pe ars
See oe ned
Re tae eee ees
Cee eee es
Pee het ee een
the characters stop, they can talk to the surviving citizens
Cf Toxic Springs. Jump down to The Town Makes a Plea
eR ee ee ed
RC Re ee RC
aoe
er ocean rn
ee eee ee
jumping down on the characters from the heights of the
Ce ee as
‘les. The skavengers won't directly assault the characters
if they are enclosed in a truk or such. Instead, they wil try
to barricade the vehicle with their bikes and disable It so,
oe eee ae)
Cee eee ee
‘opposed by the characters.
Hf the characters defeat the raiding party, or if they
retreat back into the Junk Yard, the towns people will again
Cees
It they are defeated, they will be dead. Time to make a
eee ee eet Sore ad
ee eo ae ed
gang got tired of their municipal responsibilities and left,
Seo
Ber eee nN
A crowd of about eight adult humans, male and female,
Bes ee a eas
Ce eee ne ek coe
They are not dressed for the desert. Most of them are
caked in dust, plagued with phlegmy coughs and weak
er eo
ans
‘A middle-age woman, probably quite attractive if she
Ce eu
Ce ee ee ers
ae ere el es
ognize her name as associated with the notorious Dust
Devil sinhouse. “You must help us. The iron Bulls took over,
ee ee cay
CL eee hs
Bu ey
from the mining company are holed up in their bunker. But
Ce ea ee one eas
eos
CeCe ee
Attacked in the night. Shot anyone who moved and spared,
anyone who begged for mercy.” She shudders, shakes her
ee eed
‘mean drunk and locoweed crazy and started killing any-
thing that moved. On behaif of the town, I beg you to help.
ets
Se ees
Re ok ee as
tinue. Kaycha says, “Before they chased us out of town,
ee ek ge es
Se a eee
Ce aes
eR ee Ts
they're looking for her even as we speak.”
Kaycha pauses. “You help us take back our town, and.
Ree eg aa ae
Grull, the Krok barkeep, steps forward. “And all the
Ce a ey
pore
oe ed
PO ee ee ee
what they've soon of the desert so far, they should know
Sa eee
“They'll never fix the pumps, | made sure of that,”
Ce eee ue a eee
eer eer ek
nobody will gt the pumps to work. They'll never got mo to
ee
‘about the pumps until nobody can hear her any more.
ee ee re eid
this decision and point them in the direction of the next
‘town, she willie and say its about 10 days away. Again, the
Cen aC ee LT
open desert.
eee ee
more animated (except for Kreeoteea, who will sink deop-
ee coer)
eS
et ee
Re ee ee
ee er es
ec Cee ence)
Der
‘Outside, somebody repeats over a bullhom, “Give us
Ce ee ee eee
ere eee es
=”,
———
CAMPAIGN PAK: CHAPTER ONE
/aa
MAKING PLANS
In the safety of their hiding place, the characters and,
‘townspeople can make their plans. They construct a sim
pple model of the town tshow the players the enclosed town,
map). Kaycha and Grull explain where the gang is holed up,
and what their most likely goals ara:
Tho Pumps: skavengers continue to try and fix the
pumps. to no avail
The Mining Company: the worst of the gang members
are thers, trying to crack open the bunker and liberate the
equipment inside.
The Dust Devil: Supposedly the tron Bull himself, his
lieutenant and his favored gang members are holed up in
the sinhouse with some of Kaycha’s employoes. This Is
their headquarters, of sorts.
At this point, the Natrator can jump to the appropriate
sections. Thie is a non-linear adventure, so the Narrator
should be familiar with all three sections and the impiica-
‘ions of deating vith the gang in different orders.
THE PUMPS
Several of tho cloverer skavengers among the fron Bulls
aro trying to figure out how the fiiraion system at the
Toxic Springs pumps work. They have met with nothing but
frustration.
There are three techie skavongers at work at the
pumps. Two will be deeply engrossed in their work, the
thicd is on break and smoking a cigarotta. There are also
two LO Skavengers on bikes standing guard. Wel, napping
actualy.
Unless the characters make & point of alerting the tron
Bulls to their presence, they will get @ drop on the
skavengers. The PCs will gat one combat round before the
skavengers as a gtoup get to make an initiative rol.
ifthe Pumps are the characters fist stop: When the
characters are through dealing with the skavengers, thoy
will hear a low, ominous engine rumble nearby. As thoy
look around, they see a single skavenger, dressed in dark
rags with a black mask pulled over his rebroather, watch
ing them from the back of his bike. Then this Mysterious
Biker (as he will be known for the rest of this scenario}
takes off, presumably to alert the rest of the gang. One
character in the group will get one pot shot at the depart-
ing Mysterious Biker, at -8 to the shot. if thoy kil the
Mysterious Biker, treat the other encounters as “frst
stops." This NC will make no more appearances.
‘tthe Pumps are not the characters’ frst stop: By now
the Mysterious Bikar has alerted the Iron Bulls te the char-
acters’ presence. Instead of just two guards, there vill be
‘wo on visible, alert quard duty and a small horde bidden in
the rubble (3 to spot on an Perception rol), waiting to
ambush the charactors. It the characters don't spot the
‘ambushing guards, the Narrator wil rll for their initiative
as 0 group at +6.
COMBAT VARIABLES AT. THE PUMPS
Target hiding behing comer: 4
Target hiding in rubble: -2
Target hiding behind the pump machinery: -2
Target hiding behind bikes: -2, on a miss apply damage
to bike (AR:3} and roll a critical hit if Boe bike takes 2 or more
points damage in one shot. f the bike explodes, do 26,
damage to all the other LO and their bikes and hope tor a
chain reaction
Release steam from the pumps: -2 fo everyone's to-hi
chance |
Wf the characters have already defeated the skavengers at
the Dust Devil: The pumps will be unoccupie. However,
the Iron Bulls have rigged the Pumps with a small bomb,
large enough te kil the operator and destray the equip:
‘ment, it will not be weil hidden (one success on an unmod-
ified Perception roll wil spot i), nor welt designed ‘one
success on an unmodified Secunty Systems will disarm il)
However, if anyone tries fo fox the pups and
ted the bomb, or misses the Security System
more while trying to disarm i, wil trigger an explosion that
wi do 1086 damage to everyone in and near tho Pumps.
‘The equipment will be destroyed and will require
‘and free access to the GWWMC Bunker machine shop tc
‘fax by Kreeoteea. The Garage Mahal will not have the right
tools or materials to rebuild the fitration systems
'NCs: Skavenger techies x 3 LO autopistols, Skavenger
LO x 2 (or a smail horde if this isn't the characters” first
stop), The Mysterious Biker (f this is their first stop),
THE MINING COMPANY
A large group of drunkeniy violent, well armed tron Bus
are trying break into the GWAWMC Bunker. They hope te
{et Into the bunker’s well-equipped machine shop and any
ther goodies that may be hiding insido.
Joke Kolyer and his security bot, Pete, have holed
thomselves up inside the bunker and have no intention of,
letting anyone, NC or PC, in.
‘There is @ horde of zero-ievel thugs standing in front of
Cor on top of the bunker doors. Hai of the horde is on bikes,
the other half came with an armed and armored truk (ARS,
LF 80, Huy Biaster on turret). The truk is taking shots at the
bunker doors with its turroted Heavy Blaster. Whien tho
haracters arrive, t looks like the door vill take only three
fr four more such shots,
NeCAMP AIEN PAIC
COMBAT VARIABLES AT THE GWWMG
eee es
Sere eee aed
ree
ea ee)
Jumping down from atop bunker: +4 (considered a
charge)
Meee ec
fee N RASTA CY Amt eee
cores
es
potas
Pee ed
See eur eas
to bike (AR:3) and roll a critical hit ifthe bike takes 2 or more
Se ee ee
‘damage to four other LO and their bikes and hope for a chain
reaction
The Iron Bulls are drunk and high: -2
ferelWI-y Wm Nat NCR ON ea Kelas)
cere ened
bere
beret ed
Perrone
ee eek eee
get the drop on the horde. They wil get one free combat
aioe eer ae eee
Dee ee Okun Cg
ee eer eae
Skavonger; on a 10 or less that skavenger fees), thoy will
ee een ata eter eee)
er een raed rea errs
rt eee et ae ee
ee ee
yo ane
See oe ee er
ee Rr ee ns
ae ee err es
eee ee ed
rebreather, watching thom from the back of his bike.
SS cre cee Lead
Ce eta td
rest of the gang. One character in the group will get one
Pe nc meen
shot. If they tag and kill the Mysterious Biker, treat the
other encounters as “first stops.” This NC will make no
oye
eee
The thugs will not be here. Add a horde-size force to the
ee ee ee oc)
still have to deal with Joko Kolyer (see above).
ee ey
Pe eee RT
eet ee eee eee eee ty
ee Rome
‘equipment inside destroyed and Joko seriously wounded,
etree tae een
Perc a ce Ce Ld
isn't the characters’ first stop), the Mysterious Biker (if this
eee
Sr aoe
‘The Iron Bulls came to Toxic Springs for several reasons,
Seen er ea
Pa ens
Re reece cy
leaving with the majority of the gang to go raiding.
oe ee)
members to watch over the town a few days, try to get the
pumps to work again and steal what they could. He is not
ots
eee ea TS
large horde of zero-level thugs present. Half are inside the
Ptr eons
the characters should they get inside without causing a
Peet ae a ee eee)
ee ee Re
ppretty wide-open, so sneaking up on the gang willbe diff-
cult. The characters will get the drop on the thugs on a
Teele
Pes eee cae
eee een a egy
the thugs inside. They will take the four surviving sinhouse
Pee eu a tn
oe eee ed
thugs on an Perception rol. f the characters don't spot the
Se ee ea eg
ee eee es
ee et ae
Cee a enor ees
Do ete eed
him the first time they saw him). There is an additional
horde-size group of skavengers waiting for the characters,
DR a au end
circumstances (psionic powers, for example), sneaking up
Ce eee eat)
Crea etc
CAMPAIEN PAK: CHAPTER ONE(Fotow standard panic nies as they appear in Wasto
Pei eec eter recnreen tTs
pee eestor res
eee rc tas
Poca ee Ler og
Ce ee es
ee ee ead
Ce cet aa
en eae
NCs: Large horde of thugs (plus a basic horde if the
Pe ee ee
Crt od
BEAT e laa Role alot
Ce ee)
Company and the Dust Devil, there is a chance they will
Co een
ee eee
OR ae mL
of their vehicle’s LF (Le. -2 for a bike, -8 for a truk); on a 10
ee ee ae ees
ee ceed
a ee)
Cee
eet
eo cs en a aed
Ce eee
cee ec Mk
are spotted, the skavengors will stop their bikes, jump off,
ek ae
Cer oe cot ey
skavengers and get in one free combat round before the
Cen ogee
reer he oe)
wil try to get back to hs bike and alert the others while the
eek eed)
panicked per the rules in Waste Worid. If this skavonger
escapes, treat all other encounters as if they are not the
Pesma cot
ON meatal
Be as
Se ee ete
fare going to stop them. Strss the chaos and the random
Soe ee ee eos
ed eee ees
plug ae many Skavengers aa they can. Don't hesitate 10
De Rae eT
Le
Cet er eee ies
expecting anybody as tough as the PCs will undoubtedly
be to come and stop them. The gang's fearsome leas
Se Ott earn
age may well simply run away or fall over and sob drunk
enly. The last horde the players face may show a bit more
umption. Remember though the purpose of this adven-
Noreen aetna
ee err earns
ee ae tees
Cerne s
foro) te meritony
Reo ee ee Ce a
all the characters are killed by the skavengers, thon its time
ee eee cnn aad
Narrator can assume the Iron Bulls got bored after a while
pers
oe ee ed
Se eae ke
See aCe eee ry
Ce ee eo ed
drinks at the bar, free service at Garage Mahal, maybe
even a couple free quickies from the grateful survivors at
the Dust Devil, Toxic Springs is a safe haven for the char-
ee ee ee)
ee eee er
ee
XP Award: 6 if the PCs drive off the Iron Bulls. +1 for
Coit cen
Be eae cial
Me eC ee)
to the Iron Bull and has no aspirations of taking over the
ee ne
Ce eet ean ed
Peers
He dresses in dark rags with a black sash across his
ed eee eae
ugly specimen: His skin appears to be perpetually bursting
Sets
ee ee
Pe tLe ta og
Ce ed
darkness, trying to take them out one by one.
Ree Dyer) INO ca
Pome
Coen
Disadvantages: Negative Appearance (Hideous), Fanatic
ee org
et ee eee lo)
+3, Quick Draw (blaster) +2, Unarmed Combat (brawling)
“
Equipment: Blaster pistol x 2, motorcycle, dagger,
rebreather mask, survival suit
fares earl)
Seat)
Coe ORC OM Irom ey
Navigation, Rifle (assault rifle}, Survival + any other skills,
Cu Res
Ce eee a eee es
Suit, d6 reloads. All iron bulls wear helmets with curving
Roe eee)
Cees
Re
oe Le)
masked and keep their skin wrapped in bandages. They
Cn Ts
CO ek ak)